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

 Copyright (c) 2006-2019, assimp team


 All rights reserved.

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 * Redistributions in binary form must reproduce the above
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 * Neither the name of the assimp team, nor the names of its
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 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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 ----------------------------------------------------------------------
 */

/** @file ColladaParser.h
 *  @brief Defines the parser helper class for the collada loader
 */

#ifndef AI_COLLADAPARSER_H_INC
#define AI_COLLADAPARSER_H_INC

#include <assimp/irrXMLWrapper.h>
#include "ColladaHelper.h"
#include <assimp/ai_assert.h>
#include <assimp/TinyFormatter.h>

namespace Assimp
{

    // ------------------------------------------------------------------------------------------
    /** Parser helper class for the Collada loader.
     *
     *  Does all the XML reading and builds internal data structures from it,
     *  but leaves the resolving of all the references to the loader.
     */
    class ColladaParser
    {
        friend class ColladaLoader;

    protected:
        /** Constructor from XML file */
        ColladaParser( IOSystem* pIOHandler, const std::string& pFile);

        /** Destructor */
        ~ColladaParser();

        /** Reads the contents of the file */
        void ReadContents();

        /** Reads the structure of the file */
        void ReadStructure();

        /** Reads asset information such as coordinate system information and legal blah */
        void ReadAssetInfo();

        /** Reads the animation library */
        void ReadAnimationLibrary();

		/** Reads the animation clip library */
		void ReadAnimationClipLibrary();

        /** Unwrap controllers dependency hierarchy */
        void PostProcessControllers();
    
		/** Re-build animations from animation clip library, if present, otherwise combine single-channel animations */
		void PostProcessRootAnimations();

        /** Reads an animation into the given parent structure */
        void ReadAnimation( Collada::Animation* pParent);

        /** Reads an animation sampler into the given anim channel */
        void ReadAnimationSampler( Collada::AnimationChannel& pChannel);

        /** Reads the skeleton controller library */
        void ReadControllerLibrary();

        /** Reads a controller into the given mesh structure */
        void ReadController( Collada::Controller& pController);

        /** Reads the joint definitions for the given controller */
        void ReadControllerJoints( Collada::Controller& pController);

        /** Reads the joint weights for the given controller */
        void ReadControllerWeights( Collada::Controller& pController);

        /** Reads the image library contents */
        void ReadImageLibrary();

        /** Reads an image entry into the given image */
        void ReadImage( Collada::Image& pImage);

        /** Reads the material library */
        void ReadMaterialLibrary();

        /** Reads a material entry into the given material */
        void ReadMaterial( Collada::Material& pMaterial);

        /** Reads the camera library */
        void ReadCameraLibrary();

        /** Reads a camera entry into the given camera */
        void ReadCamera( Collada::Camera& pCamera);

        /** Reads the light library */
        void ReadLightLibrary();

        /** Reads a light entry into the given light */
        void ReadLight( Collada::Light& pLight);

        /** Reads the effect library */
        void ReadEffectLibrary();

        /** Reads an effect entry into the given effect*/
        void ReadEffect( Collada::Effect& pEffect);

        /** Reads an COMMON effect profile */
        void ReadEffectProfileCommon( Collada::Effect& pEffect);

        /** Read sampler properties */
        void ReadSamplerProperties( Collada::Sampler& pSampler);

        /** Reads an effect entry containing a color or a texture defining that color */
        void ReadEffectColor( aiColor4D& pColor, Collada::Sampler& pSampler);

        /** Reads an effect entry containing a float */
        void ReadEffectFloat( ai_real& pFloat);

        /** Reads an effect parameter specification of any kind */
        void ReadEffectParam( Collada::EffectParam& pParam);

        /** Reads the geometry library contents */
        void ReadGeometryLibrary();

        /** Reads a geometry from the geometry library. */
        void ReadGeometry( Collada::Mesh* pMesh);

        /** Reads a mesh from the geometry library */
        void ReadMesh( Collada::Mesh* pMesh);

        /** Reads a source element - a combination of raw data and an accessor defining
         * things that should not be redefinable. Yes, that's another rant.
         */
        void ReadSource();

        /** Reads a data array holding a number of elements, and stores it in the global library.
         * Currently supported are array of floats and arrays of strings.
         */
        void ReadDataArray();

        /** Reads an accessor and stores it in the global library under the given ID -
         * accessors use the ID of the parent <source> element
         */
        void ReadAccessor( const std::string& pID);

        /** Reads input declarations of per-vertex mesh data into the given mesh */
        void ReadVertexData( Collada::Mesh* pMesh);

        /** Reads input declarations of per-index mesh data into the given mesh */
        void ReadIndexData( Collada::Mesh* pMesh);

        /** Reads a single input channel element and stores it in the given array, if valid */
        void ReadInputChannel( std::vector<Collada::InputChannel>& poChannels);

        /** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
        size_t ReadPrimitives( Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
                              size_t pNumPrimitives, const std::vector<size_t>& pVCount, Collada::PrimitiveType pPrimType);

        /** Copies the data for a single primitive into the mesh, based on the InputChannels */
        void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
                        Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
                        size_t currentPrimitive, const std::vector<size_t>& indices);

        /** Reads one triangle of a tristrip into the mesh */
        void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh* pMesh,
                               std::vector<Collada::InputChannel>& pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t>& indices);

        /** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
        void ExtractDataObjectFromChannel( const Collada::InputChannel& pInput, size_t pLocalIndex, Collada::Mesh* pMesh);

        /** Reads the library of node hierarchies and scene parts */
        void ReadSceneLibrary();

        /** Reads a scene node's contents including children and stores it in the given node */
        void ReadSceneNode( Collada::Node* pNode);

        /** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
        void ReadNodeTransformation( Collada::Node* pNode, Collada::TransformType pType);

        /** Reads a mesh reference in a node and adds it to the node's mesh list */
        void ReadNodeGeometry( Collada::Node* pNode);

        /** Reads the collada scene */
        void ReadScene();

        // Processes bind_vertex_input and bind elements
        void ReadMaterialVertexInputBinding( Collada::SemanticMappingTable& tbl);

    protected:
        /** Aborts the file reading with an exception */
        AI_WONT_RETURN void ThrowException( const std::string& pError) const AI_WONT_RETURN_SUFFIX;
        void ReportWarning(const char* msg,...);

        /** Skips all data until the end node of the current element */
        void SkipElement();

        /** Skips all data until the end node of the given element */
        void SkipElement( const char* pElement);

        /** Compares the current xml element name to the given string and returns true if equal */
        bool IsElement( const char* pName) const;

        /** Tests for the opening tag of the given element, throws an exception if not found */
        void TestOpening( const char* pName);

        /** Tests for the closing tag of the given element, throws an exception if not found */
        void TestClosing( const char* pName);

        /** Checks the present element for the presence of the attribute, returns its index
         or throws an exception if not found */
        int GetAttribute( const char* pAttr) const;

        /** Returns the index of the named attribute or -1 if not found. Does not throw,
         therefore useful for optional attributes */
        int TestAttribute( const char* pAttr) const;

        /** Reads the text contents of an element, throws an exception if not given.
         Skips leading whitespace. */
        const char* GetTextContent();

        /** Reads the text contents of an element, returns NULL if not given.
         Skips leading whitespace. */
        const char* TestTextContent();

        /** Reads a single bool from current text content */
        bool ReadBoolFromTextContent();

        /** Reads a single float from current text content */
        ai_real ReadFloatFromTextContent();

        /** Calculates the resulting transformation from all the given transform steps */
        aiMatrix4x4 CalculateResultTransform( const std::vector<Collada::Transform>& pTransforms) const;

        /** Determines the input data type for the given semantic string */
        Collada::InputType GetTypeForSemantic( const std::string& pSemantic);

        /** Finds the item in the given library by its reference, throws if not found */
        template <typename Type> const Type& ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const;

    protected:
        /** Filename, for a verbose error message */
        std::string mFileName;

        /** XML reader, member for everyday use */
        irr::io::IrrXMLReader* mReader;

        /** All data arrays found in the file by ID. Might be referred to by actually
         everyone. Collada, you are a steaming pile of indirection. */
        typedef std::map<std::string, Collada::Data> DataLibrary;
        DataLibrary mDataLibrary;

        /** Same for accessors which define how the data in a data array is accessed. */
        typedef std::map<std::string, Collada::Accessor> AccessorLibrary;
        AccessorLibrary mAccessorLibrary;

        /** Mesh library: mesh by ID */
        typedef std::map<std::string, Collada::Mesh*> MeshLibrary;
        MeshLibrary mMeshLibrary;

        /** node library: root node of the hierarchy part by ID */
        typedef std::map<std::string, Collada::Node*> NodeLibrary;
        NodeLibrary mNodeLibrary;

        /** Image library: stores texture properties by ID */
        typedef std::map<std::string, Collada::Image> ImageLibrary;
        ImageLibrary mImageLibrary;

        /** Effect library: surface attributes by ID */
        typedef std::map<std::string, Collada::Effect> EffectLibrary;
        EffectLibrary mEffectLibrary;

        /** Material library: surface material by ID */
        typedef std::map<std::string, Collada::Material> MaterialLibrary;
        MaterialLibrary mMaterialLibrary;

        /** Light library: surface light by ID */
        typedef std::map<std::string, Collada::Light> LightLibrary;
        LightLibrary mLightLibrary;

        /** Camera library: surface material by ID */
        typedef std::map<std::string, Collada::Camera> CameraLibrary;
        CameraLibrary mCameraLibrary;

        /** Controller library: joint controllers by ID */
        typedef std::map<std::string, Collada::Controller> ControllerLibrary;
        ControllerLibrary mControllerLibrary;

		/** Animation library: animation references by ID */
		typedef std::map<std::string, Collada::Animation*> AnimationLibrary;
		AnimationLibrary mAnimationLibrary;

		/** Animation clip library: clip animation references by ID */
		typedef std::vector<std::pair<std::string, std::vector<std::string> > > AnimationClipLibrary;
		AnimationClipLibrary mAnimationClipLibrary;

        /** Pointer to the root node. Don't delete, it just points to one of
         the nodes in the node library. */
        Collada::Node* mRootNode;

        /** Root animation container */
        Collada::Animation mAnims;

        /** Size unit: how large compared to a meter */
        ai_real mUnitSize;

        /** Which is the up vector */
        enum { UP_X, UP_Y, UP_Z } mUpDirection;

        /** Collada file format version */
        Collada::FormatVersion mFormat;
    };

    // ------------------------------------------------------------------------------------------------
    // Check for element match
    inline bool ColladaParser::IsElement( const char* pName) const
    {
        ai_assert( mReader->getNodeType() == irr::io::EXN_ELEMENT);
        return ::strcmp( mReader->getNodeName(), pName) == 0;
    }

    // ------------------------------------------------------------------------------------------------
    // Finds the item in the given library by its reference, throws if not found
    template <typename Type>
    const Type& ColladaParser::ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const
    {
        typename std::map<std::string, Type>::const_iterator it = pLibrary.find( pURL);
        if( it == pLibrary.end())
            ThrowException( Formatter::format() << "Unable to resolve library reference \"" << pURL << "\"." );
        return it->second;
    }

} // end of namespace Assimp

#endif // AI_COLLADAPARSER_H_INC
