/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------

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*/


/** @file IRRLoader.h
 *  @brief Declaration of the .irrMesh (Irrlight Engine Mesh Format)
 *  importer class.
 */
#ifndef AI_IRRLOADER_H_INCLUDED
#define AI_IRRLOADER_H_INCLUDED

#include "IRRShared.h"
#include "SceneCombiner.h"

namespace Assimp	{


// ---------------------------------------------------------------------------
/** Irr importer class.
 *
 * Irr is the native scene file format of the Irrlight engine and its editor
 * irrEdit. As IrrEdit itself is capable of importing quite many file formats,
 * it might be a good file format for data exchange.
 */
class IRRImporter : public BaseImporter, public IrrlichtBase
{
public:
	IRRImporter();
	~IRRImporter();


public:

	// -------------------------------------------------------------------
	/** Returns whether the class can handle the format of the given file. 
	 *  See BaseImporter::CanRead() for details.	
	 */
	bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
		bool checkSig) const;

protected:

	// -------------------------------------------------------------------
	/**
	 */
	void GetExtensionList(std::set<std::string>& extensions);

	// -------------------------------------------------------------------
	/** 
	 */
	void InternReadFile( const std::string& pFile, aiScene* pScene, 
		IOSystem* pIOHandler);

	// -------------------------------------------------------------------
	/** 
	*/
	void SetupProperties(const Importer* pImp);

private:

	/** Data structure for a scenegraph node animator
	 */
	struct Animator
	{
		// Type of the animator
		enum AT
		{
			UNKNOWN		  = 0x0,
			ROTATION      = 0x1,
			FLY_CIRCLE    = 0x2,
			FLY_STRAIGHT  = 0x3,
			FOLLOW_SPLINE = 0x4,
			OTHER         = 0x5

		} type;

		Animator(AT t = UNKNOWN)
			: type				(t)
			, speed				(0.001f)
			, direction			(0.f,1.f,0.f)
			, circleRadius		(1.f)
			, tightness			(0.5f)
			, loop				(true)
			, timeForWay		(100)
		{
		}

		
		// common parameters
		float speed;
		aiVector3D direction;

		// FLY_CIRCLE
		aiVector3D circleCenter;
		float circleRadius;

		// FOLLOW_SPLINE
		float tightness;
		std::vector<aiVectorKey> splineKeys;

		// ROTATION (angles given in direction)

		// FLY STRAIGHT
		// circleCenter = start, direction = end
		bool loop;
		int timeForWay;
	};

	/** Data structure for a scenegraph node in an IRR file
	 */
	struct Node
	{
		// Type of the node
		enum ET
		{
			LIGHT,
			CUBE,
			MESH,
			SKYBOX,
			DUMMY,
			CAMERA,
			TERRAIN,
			SPHERE,
			ANIMMESH
		} type;

		Node(ET t)
			:	type				(t)
			,	scaling				(1.f,1.f,1.f) // assume uniform scaling by default
			,	framesPerSecond		(0.f)
			,	sphereRadius		(1.f)
			,	spherePolyCountX	(100)
			,	spherePolyCountY	(100)
		{
		
			// Generate a default name for the node
			char buffer[128];
			static int cnt;
			::sprintf(buffer,"IrrNode_%i",cnt++);
			name = std::string(buffer);

			// reserve space for up to 5 materials
			materials.reserve(5);

			// reserve space for up to 5 children
			children.reserve(5);
		}

		// Transformation of the node
		aiVector3D position, rotation, scaling;

		// Name of the node
		std::string name;

		// List of all child nodes
		std::vector<Node*> children;

		// Parent node
		Node* parent;

		// Animated meshes: frames per second
		// 0.f if not specified
		float framesPerSecond;

		// Meshes: path to the mesh to be loaded
		std::string meshPath;
		unsigned int id;

		// Meshes: List of materials to be assigned
		// along with their corresponding material flags
		std::vector< std::pair<aiMaterial*, unsigned int> > materials;

		// Spheres: radius of the sphere to be generates
		float sphereRadius;

		// Spheres: Number of polygons in the x,y direction
		unsigned int spherePolyCountX,spherePolyCountY;

		// List of all animators assigned to the node
		std::list<Animator> animators;
	};

	/** Data structure for a vertex in an IRR skybox
	 */
	struct SkyboxVertex
	{
		SkyboxVertex()
		{}

		//! Construction from single vertex components
		SkyboxVertex(float px, float py, float pz,
			float nx, float ny, float nz, 
			float uvx, float uvy)

			:	position	(px,py,pz)
			,	normal		(nx,ny,nz)
			,	uv			(uvx,uvy,0.f)
		{}

		aiVector3D position, normal, uv;
	};


	// -------------------------------------------------------------------
	/** Fill the scenegraph recursively
	 */
	void GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
		BatchLoader& batch,
		std::vector<aiMesh*>& meshes,
		std::vector<aiNodeAnim*>& anims,
		std::vector<AttachmentInfo>& attach,
		std::vector<aiMaterial*>& materials,
		unsigned int& defaultMatIdx);


	// -------------------------------------------------------------------
	/** Generate a mesh that consists of just a single quad
	 */
	aiMesh* BuildSingleQuadMesh(const SkyboxVertex& v1,
		const SkyboxVertex& v2,
		const SkyboxVertex& v3,
		const SkyboxVertex& v4);


	// -------------------------------------------------------------------
	/** Build a skybox 
	 *
	 *  @param meshes Receives 6 output meshes
	 *  @param materials The last 6 materials are assigned to the newly
	 *    created meshes. The names of the materials are adjusted.
	 */
	void BuildSkybox(std::vector<aiMesh*>& meshes, 
		std::vector<aiMaterial*> materials);


	// -------------------------------------------------------------------
	/** Copy a material for a mesh to the output material list 
	 *
	 *  @param materials Receives an output material
	 *  @param inmaterials List of input materials
	 *  @param defMatIdx Default material index - UINT_MAX if not present
	 *  @param mesh Mesh to work on
	 */
	void CopyMaterial(std::vector<aiMaterial*>&	 materials,
		std::vector< std::pair<aiMaterial*, unsigned int> >& inmaterials,
		unsigned int& defMatIdx,
		aiMesh* mesh);


	// -------------------------------------------------------------------
	/** Compute animations for a specific node
	 *
	 *  @param root Node to be processed
	 *  @param anims The list of output animations
	 */
	void ComputeAnimations(Node* root, aiNode* real, 
		std::vector<aiNodeAnim*>& anims);


private:

	/** Configuration option: desired output FPS */
	double fps;

	/** Configuration option: speed flag was set? */
	bool configSpeedFlag;
};

} // end of namespace Assimp

#endif // AI_IRRIMPORTER_H_INC
