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

Copyright (c) 2006-2012, assimp team

All rights reserved.

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  following disclaimer.

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*/

/** @file  B3DImporter.cpp
 *  @brief Implementation of the b3d importer class
 */

#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_B3D_IMPORTER

// internal headers
#include "B3DImporter.h"
#include "TextureTransform.h"
#include "ConvertToLHProcess.h"

using namespace Assimp;
using namespace std;

// (fixme, Aramis) quick workaround to get rid of all those signed to unsigned warnings
#ifdef _MSC_VER 
#	pragma warning (disable: 4018)
#endif

//#define DEBUG_B3D

// ------------------------------------------------------------------------------------------------
bool B3DImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const{

	size_t pos=pFile.find_last_of( '.' );
	if( pos==string::npos ) return false;

	string ext=pFile.substr( pos+1 );
	if( ext.size()!=3 ) return false;

	return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D');
}

// ------------------------------------------------------------------------------------------------
void B3DImporter::GetExtensionList( std::set<std::string>& extensions ){
	extensions.insert("b3d");
}

#ifdef DEBUG_B3D
	extern "C"{ void _stdcall AllocConsole(); }
#endif
// ------------------------------------------------------------------------------------------------
void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){

#ifdef DEBUG_B3D
	AllocConsole();
	freopen( "conin$","r",stdin );
	freopen( "conout$","w",stdout );
	freopen( "conout$","w",stderr );
	cout<<"Hello world from the B3DImporter!"<<endl;
#endif

	boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));

	// Check whether we can read from the file
	if( file.get() == NULL)
		throw DeadlyImportError( "Failed to open B3D file " + pFile + ".");

	// check whether the .b3d file is large enough to contain
	// at least one chunk.
	size_t fileSize = file->FileSize();
	if( fileSize<8 ) throw DeadlyImportError( "B3D File is too small.");

	_pos=0;
	_buf.resize( fileSize );
	file->Read( &_buf[0],1,fileSize );
	_stack.clear();

	ReadBB3D( pScene );
}

// ------------------------------------------------------------------------------------------------
void B3DImporter::Oops(){
	throw DeadlyImportError( "B3D Importer - INTERNAL ERROR" );
}

// ------------------------------------------------------------------------------------------------
void B3DImporter::Fail( string str ){
#ifdef DEBUG_B3D
	cout<<"Error in B3D file data: "<<str<<endl;
#endif
	throw DeadlyImportError( "B3D Importer - error in B3D file data: "+str );
}

// ------------------------------------------------------------------------------------------------
int B3DImporter::ReadByte(){
	if( _pos<_buf.size() ) return _buf[_pos++];
	Fail( "EOF" );
	return 0;
}

// ------------------------------------------------------------------------------------------------
int B3DImporter::ReadInt(){
	if( _pos+4<=_buf.size() ){
		int n=*(int*)&_buf[_pos];
		_pos+=4;
		return n;
	}
	Fail( "EOF" );
	return 0;
}

// ------------------------------------------------------------------------------------------------
float B3DImporter::ReadFloat(){
	if( _pos+4<=_buf.size() ){
		float n=*(float*)&_buf[_pos];
		_pos+=4;
		return n;
	}
	Fail( "EOF" );
	return 0.0f;
}

// ------------------------------------------------------------------------------------------------
aiVector2D B3DImporter::ReadVec2(){
	float x=ReadFloat();
	float y=ReadFloat();
	return aiVector2D( x,y );
}

// ------------------------------------------------------------------------------------------------
aiVector3D B3DImporter::ReadVec3(){
	float x=ReadFloat();
	float y=ReadFloat();
	float z=ReadFloat();
	return aiVector3D( x,y,z );
}

// ------------------------------------------------------------------------------------------------
aiQuaternion B3DImporter::ReadQuat(){
	// (aramis_acg) Fix to adapt the loader to changed quat orientation
	float w=-ReadFloat();
	float x=ReadFloat();
	float y=ReadFloat();
	float z=ReadFloat();
	return aiQuaternion( w,x,y,z );
}

// ------------------------------------------------------------------------------------------------
string B3DImporter::ReadString(){
	string str;
	while( _pos<_buf.size() ){
		char c=(char)ReadByte();
		if( !c ) return str;
		str+=c;
	}
	Fail( "EOF" );
	return string();
}

// ------------------------------------------------------------------------------------------------
string B3DImporter::ReadChunk(){
	string tag;
	for( int i=0;i<4;++i ){
		tag+=char( ReadByte() );
	}
#ifdef DEBUG_B3D
//	cout<<"ReadChunk:"<<tag<<endl;
#endif
	unsigned sz=(unsigned)ReadInt();
	_stack.push_back( _pos+sz );
	return tag;
}

// ------------------------------------------------------------------------------------------------
void B3DImporter::ExitChunk(){
	_pos=_stack.back();
	_stack.pop_back();
}

// ------------------------------------------------------------------------------------------------
unsigned B3DImporter::ChunkSize(){
	return _stack.back()-_pos;
}
// ------------------------------------------------------------------------------------------------

template<class T>
T *B3DImporter::to_array( const vector<T> &v ){
	if( !v.size() ) return 0;
	T *p=new T[v.size()];
	for( size_t i=0;i<v.size();++i ){
		p[i]=v[i];
	}
	return p;
}

// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadTEXS(){
	while( ChunkSize() ){
		string name=ReadString();
		/*int flags=*/ReadInt();
		/*int blend=*/ReadInt();
		/*aiVector2D pos=*/ReadVec2();
		/*aiVector2D scale=*/ReadVec2();
		/*float rot=*/ReadFloat();

		_textures.push_back( name );
	}
}

// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadBRUS(){
	int n_texs=ReadInt();
	if( n_texs<0 || n_texs>8 ){
		Fail( "Bad texture count" );
	}
	while( ChunkSize() ){
		string name=ReadString();
		aiVector3D color=ReadVec3();
		float alpha=ReadFloat();
		float shiny=ReadFloat();
		/*int blend=**/ReadInt();
		int fx=ReadInt();

		aiMaterial *mat=new aiMaterial;
		_materials.push_back( mat );
		
		// Name
		aiString ainame( name );
		mat->AddProperty( &ainame,AI_MATKEY_NAME );
		
		// Diffuse color 
		mat->AddProperty( &color,1,AI_MATKEY_COLOR_DIFFUSE );

		// Opacity
		mat->AddProperty( &alpha,1,AI_MATKEY_OPACITY );

		// Specular color
		aiColor3D speccolor( shiny,shiny,shiny );
		mat->AddProperty( &speccolor,1,AI_MATKEY_COLOR_SPECULAR );
		
		// Specular power
		float specpow=shiny*128;
		mat->AddProperty( &specpow,1,AI_MATKEY_SHININESS );
		
		// Double sided
		if( fx & 0x10 ){
			int i=1; 
			mat->AddProperty( &i,1,AI_MATKEY_TWOSIDED );
		} 		

		//Textures
		for( int i=0;i<n_texs;++i ){
			int texid=ReadInt();
			if( texid<-1 || (texid>=0 && texid>=static_cast<int>(_textures.size())) ){
				Fail( "Bad texture id" );
			}
			if( i==0 && texid>=0 ){
				aiString texname( _textures[texid] );
				mat->AddProperty( &texname,AI_MATKEY_TEXTURE_DIFFUSE(0) );
			}
		}
	}
}

// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadVRTS(){
	_vflags=ReadInt();
	_tcsets=ReadInt();
	_tcsize=ReadInt();
	if( _tcsets<0 || _tcsets>4 || _tcsize<0 || _tcsize>4 ){
		Fail( "Bad texcoord data" );
	}

	int sz=12+(_vflags&1?12:0)+(_vflags&2?16:0)+(_tcsets*_tcsize*4);
	int n_verts=ChunkSize()/sz;

	int v0=_vertices.size();
	_vertices.resize( v0+n_verts );

	for( int i=0;i<n_verts;++i ){
		Vertex &v=_vertices[v0+i];

		memset( v.bones,0,sizeof(v.bones) );
		memset( v.weights,0,sizeof(v.weights) );

		v.vertex=ReadVec3();

		if( _vflags & 1 ) v.normal=ReadVec3();

		if( _vflags & 2 ) ReadQuat();	//skip v 4bytes...

		for( int i=0;i<_tcsets;++i ){
			float t[4]={0,0,0,0};
			for( int j=0;j<_tcsize;++j ){
				t[j]=ReadFloat();
			}
			t[1]=1-t[1];
			if( !i ) v.texcoords=aiVector3D( t[0],t[1],t[2] );
		}
	}
}

// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadTRIS( int v0 ){
	int matid=ReadInt();
	if( matid==-1 ){
		matid=0;
	}else if( matid<0 || matid>=(int)_materials.size() ){
#ifdef DEBUG_B3D
		cout<<"material id="<<matid<<endl;
#endif
		Fail( "Bad material id" );
	}

	aiMesh *mesh=new aiMesh;
	_meshes.push_back( mesh );

	mesh->mMaterialIndex=matid;
	mesh->mNumFaces=0;
	mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE;

	int n_tris=ChunkSize()/12;
	aiFace *face=mesh->mFaces=new aiFace[n_tris];

	for( int i=0;i<n_tris;++i ){
		int i0=ReadInt()+v0;
		int i1=ReadInt()+v0;
		int i2=ReadInt()+v0;
		if( i0<0 || i0>=(int)_vertices.size() || i1<0 || i1>=(int)_vertices.size() || i2<0 || i2>=(int)_vertices.size() ){
#ifdef DEBUG_B3D
			cout<<"Bad triangle index: i0="<<i0<<", i1="<<i1<<", i2="<<i2<<endl;
#endif
			Fail( "Bad triangle index" );
			continue;
		}
		face->mNumIndices=3;
		face->mIndices=new unsigned[3];
		face->mIndices[0]=i0;
		face->mIndices[1]=i1;
		face->mIndices[2]=i2;
		++mesh->mNumFaces;
		++face;
	}
}

// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadMESH(){
	/*int matid=*/ReadInt();

	int v0=_vertices.size();

	while( ChunkSize() ){
		string t=ReadChunk();
		if( t=="VRTS" ){
			ReadVRTS();
		}else if( t=="TRIS" ){
			ReadTRIS( v0 );
		}
		ExitChunk();
	}
}

// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadBONE( int id ){
	while( ChunkSize() ){
		int vertex=ReadInt();
		float weight=ReadFloat();
		if( vertex<0 || vertex>=(int)_vertices.size() ){
			Fail( "Bad vertex index" );
		}

		Vertex &v=_vertices[vertex];
		int i;
		for( i=0;i<4;++i ){
			if( !v.weights[i] ){
				v.bones[i]=id;
				v.weights[i]=weight;
				break;
			}
		}
#ifdef DEBUG_B3D
		if( i==4 ){
			cout<<"Too many bone weights"<<endl;
		}
#endif
	}
}

// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadKEYS( aiNodeAnim *nodeAnim ){
	vector<aiVectorKey> trans,scale;
	vector<aiQuatKey> rot;
	int flags=ReadInt();
	while( ChunkSize() ){
		int frame=ReadInt();
		if( flags & 1 ){
			trans.push_back( aiVectorKey( frame,ReadVec3() ) );
		}
		if( flags & 2 ){
			scale.push_back( aiVectorKey( frame,ReadVec3() ) );
		}
		if( flags & 4 ){
			rot.push_back( aiQuatKey( frame,ReadQuat() ) );
		}
	}

	if( flags & 1 ){
		nodeAnim->mNumPositionKeys=trans.size();
		nodeAnim->mPositionKeys=to_array( trans );
	}

	if( flags & 2 ){
		nodeAnim->mNumScalingKeys=scale.size();
		nodeAnim->mScalingKeys=to_array( scale );
	}

	if( flags & 4 ){
		nodeAnim->mNumRotationKeys=rot.size();
		nodeAnim->mRotationKeys=to_array( rot );
	}
}

// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadANIM(){
	/*int flags=*/ReadInt();
	int frames=ReadInt();
	float fps=ReadFloat();

	aiAnimation *anim=new aiAnimation;
	_animations.push_back( anim );

	anim->mDuration=frames;
	anim->mTicksPerSecond=fps;
}

// ------------------------------------------------------------------------------------------------
aiNode *B3DImporter::ReadNODE( aiNode *parent ){

	string name=ReadString();
	aiVector3D t=ReadVec3();
	aiVector3D s=ReadVec3();
	aiQuaternion r=ReadQuat();

	aiMatrix4x4 trans,scale,rot;

	aiMatrix4x4::Translation( t,trans );
	aiMatrix4x4::Scaling( s,scale );
	rot=aiMatrix4x4( r.GetMatrix() );

	aiMatrix4x4 tform=trans * rot * scale;

	int nodeid=_nodes.size();

	aiNode *node=new aiNode( name );
	_nodes.push_back( node );

	node->mParent=parent;
	node->mTransformation=tform;

	aiNodeAnim *nodeAnim=0;
	vector<unsigned> meshes;
	vector<aiNode*> children;

	while( ChunkSize() ){
		string t=ReadChunk();
		if( t=="MESH" ){
			int n=_meshes.size();
			ReadMESH();
			for( int i=n;i<(int)_meshes.size();++i ){
				meshes.push_back( i );
			}
		}else if( t=="BONE" ){
			ReadBONE( nodeid );
		}else if( t=="ANIM" ){
			ReadANIM();
		}else if( t=="KEYS" ){
			if( !nodeAnim ){
				nodeAnim=new aiNodeAnim;
				_nodeAnims.push_back( nodeAnim );
				nodeAnim->mNodeName=node->mName;
			}
			ReadKEYS( nodeAnim );
		}else if( t=="NODE" ){
			aiNode *child=ReadNODE( node );
			children.push_back( child );
		}
		ExitChunk();
	}

	node->mNumMeshes=meshes.size();
	node->mMeshes=to_array( meshes );

	node->mNumChildren=children.size();
	node->mChildren=to_array( children );

	return node;
}

// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadBB3D( aiScene *scene ){

	_textures.clear();
	_materials.size();

	_vertices.clear();
	_meshes.clear();

	_nodes.clear();
	_nodeAnims.clear();
	_animations.clear();

	string t=ReadChunk();
	if( t=="BB3D" ){
		int version=ReadInt();
		
		if (!DefaultLogger::isNullLogger()) {
			char dmp[128];
			sprintf(dmp,"B3D file format version: %i",version);
			DefaultLogger::get()->info(dmp);
		}

		while( ChunkSize() ){
			string t=ReadChunk();
			if( t=="TEXS" ){
				ReadTEXS();
			}else if( t=="BRUS" ){
				ReadBRUS();
			}else if( t=="NODE" ){
				ReadNODE( 0 );
			}
			ExitChunk();
		}
	}
	ExitChunk();

	if( !_nodes.size() ) Fail( "No nodes" );

	if( !_meshes.size() ) Fail( "No meshes" );

	//Fix nodes/meshes/bones
	for(size_t i=0;i<_nodes.size();++i ){
		aiNode *node=_nodes[i];

		for( size_t j=0;j<node->mNumMeshes;++j ){
			aiMesh *mesh=_meshes[node->mMeshes[j]];

			int n_tris=mesh->mNumFaces;
			int n_verts=mesh->mNumVertices=n_tris * 3;

			aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0;
			if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ];
			if( _tcsets ) mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];

			aiFace *face=mesh->mFaces;

			vector< vector<aiVertexWeight> > vweights( _nodes.size() );

			for( int i=0;i<n_verts;i+=3 ){
				for( int j=0;j<3;++j ){
					Vertex &v=_vertices[face->mIndices[j]];

					*mv++=v.vertex;
					if( mn ) *mn++=v.normal;
					if( mc ) *mc++=v.texcoords;

					face->mIndices[j]=i+j;

					for( int k=0;k<4;++k ){
						if( !v.weights[k] ) break;

						int bone=v.bones[k];
						float weight=v.weights[k];

						vweights[bone].push_back( aiVertexWeight(i+j,weight) );
					}
				}
				++face;
			}

			vector<aiBone*> bones;
			for(size_t i=0;i<vweights.size();++i ){
				vector<aiVertexWeight> &weights=vweights[i];
				if( !weights.size() ) continue;

				aiBone *bone=new aiBone;
				bones.push_back( bone );

				aiNode *bnode=_nodes[i];

				bone->mName=bnode->mName;
				bone->mNumWeights=weights.size();
				bone->mWeights=to_array( weights );

				aiMatrix4x4 mat=bnode->mTransformation;
				while( bnode->mParent ){
					bnode=bnode->mParent;
					mat=bnode->mTransformation * mat;
				}
				bone->mOffsetMatrix=mat.Inverse();
			}
			mesh->mNumBones=bones.size();
			mesh->mBones=to_array( bones );
		}
	}

	//nodes
	scene->mRootNode=_nodes[0];

	//material
	if( !_materials.size() ){
		_materials.push_back( new aiMaterial );
	}
	scene->mNumMaterials=_materials.size();
	scene->mMaterials=to_array( _materials );
	
	//meshes
	scene->mNumMeshes=_meshes.size();
	scene->mMeshes=to_array( _meshes );

	//animations
	if( _animations.size()==1 && _nodeAnims.size() ){

		aiAnimation *anim=_animations.back();
		anim->mNumChannels=_nodeAnims.size();
		anim->mChannels=to_array( _nodeAnims );

		scene->mNumAnimations=_animations.size();
		scene->mAnimations=to_array( _animations );
	}

	// convert to RH
	MakeLeftHandedProcess makeleft;
	makeleft.Execute( scene );

	FlipWindingOrderProcess flip;
	flip.Execute( scene );
}

#endif // !! ASSIMP_BUILD_NO_B3D_IMPORTER
