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

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

Copyright (c) 2006-2021, 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
following conditions are met:

* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.

* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.

* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.

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,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

----------------------------------------------------------------------
*/

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

#pragma once
#ifndef AI_SKELETONMESHBUILDER_H_INC
#define AI_SKELETONMESHBUILDER_H_INC

#ifdef __GNUC__
#pragma GCC system_header
#endif

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

struct aiMaterial;
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 ASSIMP_API 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. nullptr 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 = nullptr,
            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
