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

Copyright (c) 2006-2012, assimp team

All rights reserved.

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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,
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*/

/** @file  NDOLoader.cpp
 *  Implementation of the NDO importer class.
 */

#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_NDO_IMPORTER
#include "NDOLoader.h"

using namespace Assimp;
#define for_each BOOST_FOREACH

static const aiImporterDesc desc = {
	"Nendo Mesh Importer",
	"",
	"",
	"http://www.izware.com/nendo/index.htm",
	aiImporterFlags_SupportBinaryFlavour,
	0,
	0,
	0,
	0,
	"ndo" 
};

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
NDOImporter::NDOImporter()
{}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well 
NDOImporter::~NDOImporter()
{}

// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file. 
bool NDOImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
	// check file extension 
	const std::string extension = GetExtension(pFile);
	
	if( extension == "ndo")
		return true;

	if ((checkSig || !extension.length()) && pIOHandler) {
		const char* tokens[] = {"nendo"};
		return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1,5);
	}
	return false;
}

// ------------------------------------------------------------------------------------------------
// Build a string of all file extensions supported
const aiImporterDesc* NDOImporter::GetInfo () const
{
	return &desc;
}

// ------------------------------------------------------------------------------------------------
// Setup configuration properties for the loader
void NDOImporter::SetupProperties(const Importer* /*pImp*/)
{
	// nothing to be done for the moment
}

// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure. 
void NDOImporter::InternReadFile( const std::string& pFile, 
	aiScene* pScene, IOSystem* pIOHandler)
{
	StreamReaderBE reader(pIOHandler->Open( pFile, "rb"));

	// first 9 bytes are nendo file format ("nendo 1.n")
	const char* head = (const char*)reader.GetPtr();
	reader.IncPtr(9);

	if (strncmp("nendo ",head,6)) {
		throw DeadlyImportError("Not a Nendo file; magic signature missing");
	}
	// check if this is a supported version. if not, continue, too -- users,
	// please don't complain if it doesn't work then ...
	unsigned int file_format = 12;
	if (!strncmp("1.0",head+6,3)) {
		file_format = 10;
		DefaultLogger::get()->info("NDO file format is 1.0");
	}
	else if (!strncmp("1.1",head+6,3)) {
		file_format = 11;
		DefaultLogger::get()->info("NDO file format is 1.1");
	}
	else if (!strncmp("1.2",head+6,3)) {
		file_format = 12;
		DefaultLogger::get()->info("NDO file format is 1.2");
	}
	else {
		DefaultLogger::get()->warn(std::string("Unrecognized nendo file format version, continuing happily ... :") + (head+6));
	}

	reader.IncPtr(2); /* skip flags */
	if (file_format >= 12) {
		reader.IncPtr(2);
	}
	unsigned int temp = reader.GetU1();

	std::vector<Object> objects(temp); /* buffer to store all the loaded objects in */

	// read all objects
	for (unsigned int o = 0; o < objects.size(); ++o) {
		
//		if (file_format < 12) {
			if (!reader.GetI1()) {
				continue; /* skip over empty object */
			}
		//	reader.GetI2();
//		}
		Object& obj = objects[o];

		temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
		head = (const char*)reader.GetPtr();
		reader.IncPtr(temp + 76); /* skip unknown stuff */

		obj.name = std::string(head, temp);

		// read edge table
		temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
		obj.edges.reserve(temp);
		for (unsigned int e = 0; e < temp; ++e) {
			
			obj.edges.push_back(Edge());
			Edge& edge = obj.edges.back();

			for (unsigned int i = 0; i< 8; ++i) {
				edge.edge[i] = file_format >= 12 ? reader.GetU4() : reader.GetU2();
			}
			edge.hard =  file_format >= 11 ? reader.GetU1() : 0;
			for (unsigned int i = 0; i< 8; ++i) {
				edge.color[i] = reader.GetU1();
			}
		}

		// read face table
		temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
		obj.faces.reserve(temp);
		for (unsigned int e = 0; e < temp; ++e) {
			
			obj.faces.push_back(Face());
			Face& face = obj.faces.back();

			face.elem = file_format >= 12 ? reader.GetU4() : reader.GetU2();
		}

		// read vertex table
		temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
		obj.vertices.reserve(temp);
		for (unsigned int e = 0; e < temp; ++e) {
			
			obj.vertices.push_back(Vertex());
			Vertex& v = obj.vertices.back();

			v.num = file_format >= 12 ? reader.GetU4() : reader.GetU2();
			v.val.x = reader.GetF4();
			v.val.y = reader.GetF4();
			v.val.z = reader.GetF4();
		}

		// read UVs
		temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
		for (unsigned int e = 0; e < temp; ++e) {
			 file_format >= 12 ? reader.GetU4() : reader.GetU2();
		}

		temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
		for (unsigned int e = 0; e < temp; ++e) {
			 file_format >= 12 ? reader.GetU4() : reader.GetU2();
		}

		if (reader.GetU1()) {
			const unsigned int x = reader.GetU2(), y = reader.GetU2();
			temp = 0;
			while (temp < x*y)  {
				unsigned int repeat = reader.GetU1();
				reader.GetU1();
				reader.GetU1();
				reader.GetU1();
				temp += repeat;
			}
		}
	}

	// construct a dummy node graph and add all named objects as child nodes
	aiNode* root = pScene->mRootNode = new aiNode("$NDODummyRoot");
	aiNode** cc = root->mChildren = new aiNode* [ root->mNumChildren = static_cast<unsigned int>( objects.size()) ] ();
	pScene->mMeshes = new aiMesh* [ root->mNumChildren] ();

	std::vector<aiVector3D> vertices;
	std::vector<unsigned int> indices;

	for_each(const Object& obj,objects) {
		aiNode* nd = *cc++ = new aiNode(obj.name);
		nd->mParent = root;

		// translated from a python dict() - a vector might be sufficient as well
		typedef std::map<unsigned int, unsigned int>  FaceTable;
		FaceTable face_table;

		unsigned int n = 0;
		for_each(const Edge& edge, obj.edges) {
		
			face_table[edge.edge[2]] = n;
			face_table[edge.edge[3]] = n;

			++n;
		}

		aiMesh* mesh = new aiMesh();
		aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces=face_table.size()];

		vertices.clear();
		vertices.reserve(4 * face_table.size()); // arbitrarily choosen 
		for_each(FaceTable::value_type& v, face_table) {
			indices.clear();

			aiFace& f = *faces++;
		
			const unsigned int key = v.first;
			unsigned int cur_edge = v.second;
			while (1) {
				unsigned int next_edge, next_vert;
				if (key == obj.edges[cur_edge].edge[3]) {
					next_edge = obj.edges[cur_edge].edge[5];
					next_vert = obj.edges[cur_edge].edge[1];
				}
				else {
					next_edge = obj.edges[cur_edge].edge[4];
					next_vert = obj.edges[cur_edge].edge[0];
				}
				indices.push_back( vertices.size() );
				vertices.push_back(obj.vertices[ next_vert ].val);

				cur_edge = next_edge;
				if (cur_edge == v.second) {
					break;
				}
			}
			
			f.mIndices = new unsigned int[f.mNumIndices = indices.size()];
			std::copy(indices.begin(),indices.end(),f.mIndices);
		}

		mesh->mVertices = new aiVector3D[mesh->mNumVertices = vertices.size()];
		std::copy(vertices.begin(),vertices.end(),mesh->mVertices);

		if (mesh->mNumVertices) {
			pScene->mMeshes[pScene->mNumMeshes] = mesh;

			(nd->mMeshes = new unsigned int[nd->mNumMeshes=1])[0]=pScene->mNumMeshes++;
		}
	}
}

#endif 
