/** Helper class to construct a dummy mesh for file formats containing only motion data */

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

Copyright (c) 2006-2012, assimp team
All rights reserved.

Redistribution and use of this software in source and binary forms, 
with or without modification, are permitted provided that the 
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following disclaimer.

* Redistributions in binary form must reproduce the above
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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*/

/** @file SkeletonMeshBuilder.h
 *  Declares SkeletonMeshBuilder, a tiny utility to build dummy meshes
 *  for animation skeletons.
 */

#ifndef AI_SKELETONMESHBUILDER_H_INC
#define AI_SKELETONMESHBUILDER_H_INC

#include <vector>
#include "../include/assimp/mesh.h"

struct aiScene;
struct aiNode;

namespace Assimp	{

// ---------------------------------------------------------------------------
/** 
 * This little helper class constructs a dummy mesh for a given scene
 * the resembles the node hierarchy. This is useful for file formats
 * that don't carry any mesh data but only animation data.
 */
class SkeletonMeshBuilder
{
public:

	// -------------------------------------------------------------------
	/** The constructor processes the given scene and adds a mesh there. 
	 *
	 * Does nothing if the scene already has mesh data. 
	 * @param pScene The scene for which a skeleton mesh should be constructed.
	 * @param root The node to start with. NULL is the scene root
	 * @param bKnobsOnly Set this to true if you don't want the connectors
	 *   between the knobs representing the nodes.
	 */
	SkeletonMeshBuilder( aiScene* pScene, aiNode* root = NULL,
		bool bKnobsOnly = false);

protected:

	// -------------------------------------------------------------------
	/** Recursively builds a simple mesh representation for the given node
	 * and also creates a joint for the node that affects this part of 
	 * the mesh.
	 * @param pNode The node to build geometry for.
	 */
	void CreateGeometry( const aiNode* pNode);

	// -------------------------------------------------------------------
	/** Creates the mesh from the internally accumulated stuff and returns it. 
	 */
	aiMesh* CreateMesh();

	// -------------------------------------------------------------------
	/** Creates a dummy material and returns it. */
	aiMaterial* CreateMaterial();

protected:
	/** space to assemble the mesh data: points */
	std::vector<aiVector3D> mVertices;

	/** faces */
	struct Face 
	{ 
		unsigned int mIndices[3]; 
		Face();
		Face( unsigned int p0, unsigned int p1, unsigned int p2)
		{ mIndices[0] = p0; mIndices[1] = p1; mIndices[2] = p2; } 
	};
	std::vector<Face> mFaces;

	/** bones */
	std::vector<aiBone*> mBones;

	bool mKnobsOnly;
};

} // end of namespace Assimp

#endif // AI_SKELETONMESHBUILDER_H_INC
