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

Copyright (c) 2006-2009, ASSIMP Development 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 Development 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,
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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*/

/** @file  CSMLoader.cpp
 *  Implementation of the CSM importer class.
 */

#include "AssimpPCH.h"

#ifndef ASSIMP_BUILD_NO_CSM_IMPORTER

#include "CSMLoader.h"
#include "SkeletonMeshBuilder.h"
#include "ParsingUtils.h"
#include "fast_atof.h"

using namespace Assimp;

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

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

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

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

// ------------------------------------------------------------------------------------------------
// Build a string of all file extensions supported
void CSMImporter::GetExtensionList(std::set<std::string>& extensions)
{
	extensions.insert("csm");
}

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

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

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

	// allocate storage and copy the contents of the file to a memory buffer
	std::vector<char> mBuffer2;
	TextFileToBuffer(file.get(),mBuffer2);
	const char* buffer = &mBuffer2[0];

	aiAnimation* anim = new aiAnimation();
	int first = 0, last = 0x00ffffff;

	// now process the file and look out for '$' sections
	while (1)	{
		SkipSpaces(&buffer);
		if ('\0' == *buffer)
			break;

		if ('$'  == *buffer)	{
			++buffer;
			if (TokenMatchI(buffer,"firstframe",10))	{
				SkipSpaces(&buffer);
				first = strtol10s(buffer,&buffer);
			}
			else if (TokenMatchI(buffer,"lastframe",9))		{
				SkipSpaces(&buffer);
				last = strtol10s(buffer,&buffer);
			}
			else if (TokenMatchI(buffer,"rate",4))	{
				SkipSpaces(&buffer);
				float d;
				buffer = fast_atof_move(buffer,d);
				anim->mTicksPerSecond = d;
			}
			else if (TokenMatchI(buffer,"order",5))	{
				std::vector< aiNodeAnim* > anims_temp;
				anims_temp.reserve(30);
				while (1)	{
					SkipSpaces(&buffer);
					if (IsLineEnd(*buffer) && SkipSpacesAndLineEnd(&buffer) && *buffer == '$')
						break; // next section

					// Construct a new node animation channel and setup its name
					anims_temp.push_back(new aiNodeAnim());
					aiNodeAnim* nda = anims_temp.back();

					char* ot = nda->mNodeName.data;
					while (!IsSpaceOrNewLine(*buffer))
						*ot++ = *buffer++;

					*ot = '\0';
					nda->mNodeName.length = (size_t)(ot-nda->mNodeName.data);
				}

				anim->mNumChannels = anims_temp.size();
				if (!anim->mNumChannels)
					throw DeadlyImportError("CSM: Empty $order section");

				// copy over to the output animation
				anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
				::memcpy(anim->mChannels,&anims_temp[0],sizeof(aiNodeAnim*)*anim->mNumChannels);
			}
			else if (TokenMatchI(buffer,"points",6))	{
				if (!anim->mNumChannels)
					throw DeadlyImportError("CSM: \'$order\' section is required to appear prior to \'$points\'");

				// If we know how many frames we'll read, we can preallocate some storage
				unsigned int alloc = 100;
				if (last != 0x00ffffff)
				{
					alloc = last-first;
					alloc += alloc>>2u; // + 25%
					for (unsigned int i = 0; i < anim->mNumChannels;++i)
						anim->mChannels[i]->mPositionKeys = new aiVectorKey[alloc];
				}

				unsigned int filled = 0;

				// Now read all point data.
				while (1)	{
					SkipSpaces(&buffer);
					if (IsLineEnd(*buffer) && (!SkipSpacesAndLineEnd(&buffer) || *buffer == '$'))	{
						break; // next section
					}

					// read frame
					const int frame = ::strtol10(buffer,&buffer);
					last  = std::max(frame,last);
					first = std::min(frame,last);
					for (unsigned int i = 0; i < anim->mNumChannels;++i)	{

						aiNodeAnim* s = anim->mChannels[i];
						if (s->mNumPositionKeys == alloc)	{ /* need to reallocate? */

							aiVectorKey* old = s->mPositionKeys;
							s->mPositionKeys = new aiVectorKey[s->mNumPositionKeys = alloc*2];
							::memcpy(s->mPositionKeys,old,sizeof(aiVectorKey)*alloc);
							delete[] old;
						}

						// read x,y,z
						if(!SkipSpacesAndLineEnd(&buffer))
							throw DeadlyImportError("CSM: Unexpected EOF occured reading sample x coord");

						if (TokenMatchI(buffer, "DROPOUT", 7))	{
							// seems this is invalid marker data; at least the doc says it's possible
							DefaultLogger::get()->warn("CSM: Encountered invalid marker data (DROPOUT)");
						}
						else	{
							aiVectorKey* sub = s->mPositionKeys + s->mNumPositionKeys;
							sub->mTime = (double)frame;
							buffer = fast_atof_move(buffer, (float&)sub->mValue.x);

							if(!SkipSpacesAndLineEnd(&buffer))
								throw DeadlyImportError("CSM: Unexpected EOF occured reading sample y coord");
							buffer = fast_atof_move(buffer, (float&)sub->mValue.y);

							if(!SkipSpacesAndLineEnd(&buffer))
								throw DeadlyImportError("CSM: Unexpected EOF occured reading sample z coord");
							buffer = fast_atof_move(buffer, (float&)sub->mValue.z);

							++s->mNumPositionKeys;
						}
					}

					// update allocation granularity
					if (filled == alloc)
						alloc *= 2;

					++filled;
				}
				// all channels must be complete in order to continue safely.
				for (unsigned int i = 0; i < anim->mNumChannels;++i)	{

					if (!anim->mChannels[i]->mNumPositionKeys)
						throw DeadlyImportError("CSM: Invalid marker track");
				}
			}
		}
		else	{
			// advance to the next line
			SkipLine(&buffer);
		}
	}

	// Setup a proper animation duration
	anim->mDuration = last - std::min( first, 0 );

	// build a dummy root node with the tiny markers as children
	pScene->mRootNode = new aiNode();
	pScene->mRootNode->mName.Set("$CSM_DummyRoot");

	pScene->mRootNode->mNumChildren = anim->mNumChannels;
	pScene->mRootNode->mChildren = new aiNode* [anim->mNumChannels];

	for (unsigned int i = 0; i < anim->mNumChannels;++i)	{
		aiNodeAnim* na = anim->mChannels[i]; 

		aiNode* nd  = pScene->mRootNode->mChildren[i] = new aiNode();
		nd->mName   = anim->mChannels[i]->mNodeName;
		nd->mParent = pScene->mRootNode;

		aiMatrix4x4::Translation(na->mPositionKeys[0].mValue, nd->mTransformation);
	}

	// Store the one and only animation in the scene
	pScene->mAnimations    = new aiAnimation*[pScene->mNumAnimations=1];
	pScene->mAnimations[0] = anim;
	anim->mName.Set("$CSM_MasterAnim");

	// mark the scene as incomplete and run SkeletonMeshBuilder on it
	pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
	SkeletonMeshBuilder maker(pScene,pScene->mRootNode,true);
}

#endif // !! ASSIMP_BUILD_NO_CSM_IMPORTER