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/** @file SceneAnimator.cpp
 *  @brief Implementation of the utility class SceneAnimator
 */

#include "assimp_view.h"

using namespace AssimpView;

const aiMatrix4x4 IdentityMatrix;

// ------------------------------------------------------------------------------------------------
// Constructor for a given scene.
SceneAnimator::SceneAnimator( const aiScene* pScene, size_t pAnimIndex)
: mScene( pScene )
, mCurrentAnimIndex( -1 )
, mAnimEvaluator( nullptr )
, mRootNode( nullptr ) {
    // build the nodes-for-bones table
    for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
        const aiMesh* mesh = pScene->mMeshes[i];
        for (unsigned int n = 0; n < mesh->mNumBones;++n) {
            const aiBone* bone = mesh->mBones[n];

            mBoneNodesByName[bone->mName.data] = pScene->mRootNode->FindNode(bone->mName);
        }
    }

    // changing the current animation also creates the node tree for this animation
    SetAnimIndex( pAnimIndex);
}

// ------------------------------------------------------------------------------------------------
// Destructor
SceneAnimator::~SceneAnimator() {
    delete mRootNode;
    delete mAnimEvaluator;
}

// ------------------------------------------------------------------------------------------------
// Sets the animation to use for playback.
void SceneAnimator::SetAnimIndex( size_t pAnimIndex) {
    // no change
    if (pAnimIndex == static_cast<unsigned int>( mCurrentAnimIndex ) ) {
        return;
    }

    // kill data of the previous anim
    delete mRootNode;  mRootNode = nullptr;
    delete mAnimEvaluator;  mAnimEvaluator = nullptr;
    mNodesByName.clear();

    mCurrentAnimIndex = static_cast<int>( pAnimIndex );

    // create the internal node tree. Do this even in case of invalid animation index
    // so that the transformation matrices are properly set up to mimic the current scene
    mRootNode = CreateNodeTree( mScene->mRootNode, nullptr);

    // invalid anim index
    if (static_cast<unsigned int>( mCurrentAnimIndex )>= mScene->mNumAnimations) {
        return;
    }

    // create an evaluator for this animation
    mAnimEvaluator = new AnimEvaluator( mScene->mAnimations[mCurrentAnimIndex]);
}

// ------------------------------------------------------------------------------------------------
// Calculates the node transformations for the scene.
void SceneAnimator::Calculate( double pTime) {
    // invalid anim
    if (!mAnimEvaluator) {
        return;
    }

    // calculate current local transformations
    mAnimEvaluator->Evaluate( pTime);

    // and update all node transformations with the results
    UpdateTransforms( mRootNode, mAnimEvaluator->GetTransformations());
}

// ------------------------------------------------------------------------------------------------
// Retrieves the most recent local transformation matrix for the given node.
const aiMatrix4x4& SceneAnimator::GetLocalTransform( const aiNode* node) const {
    NodeMap::const_iterator it = mNodesByName.find( node);
    if (it == mNodesByName.end()) {
        return IdentityMatrix;
    }

    return it->second->mLocalTransform;
}

// ------------------------------------------------------------------------------------------------
// Retrieves the most recent global transformation matrix for the given node.
const aiMatrix4x4& SceneAnimator::GetGlobalTransform( const aiNode* node) const {
    NodeMap::const_iterator it = mNodesByName.find( node);
    if (it == mNodesByName.end()) {
        return IdentityMatrix;
    }

    return it->second->mGlobalTransform;
}

// ------------------------------------------------------------------------------------------------
// Calculates the bone matrices for the given mesh.
const std::vector<aiMatrix4x4>& SceneAnimator::GetBoneMatrices( const aiNode* pNode, size_t pMeshIndex /* = 0 */) {
    ai_assert( pMeshIndex < pNode->mNumMeshes);
    size_t meshIndex = pNode->mMeshes[pMeshIndex];
    ai_assert( meshIndex < mScene->mNumMeshes);
    const aiMesh* mesh = mScene->mMeshes[meshIndex];

    // resize array and initialize it with identity matrices
    mTransforms.resize( mesh->mNumBones, aiMatrix4x4());

    // calculate the mesh's inverse global transform
    aiMatrix4x4 globalInverseMeshTransform = GetGlobalTransform( pNode);
    globalInverseMeshTransform.Inverse();

    // Bone matrices transform from mesh coordinates in bind pose to mesh coordinates in skinned pose
    // Therefore the formula is offsetMatrix * currentGlobalTransform * inverseCurrentMeshTransform
    for( size_t a = 0; a < mesh->mNumBones; ++a) {
        const aiBone* bone = mesh->mBones[a];
        const aiMatrix4x4& currentGlobalTransform = GetGlobalTransform( mBoneNodesByName[ bone->mName.data ]);
        mTransforms[a] = globalInverseMeshTransform * currentGlobalTransform * bone->mOffsetMatrix;
    }

    // and return the result
    return mTransforms;
}

// ------------------------------------------------------------------------------------------------
// Recursively creates an internal node structure matching the current scene and animation.
SceneAnimNode* SceneAnimator::CreateNodeTree( aiNode* pNode, SceneAnimNode* pParent) {
    // create a node
    SceneAnimNode* internalNode = new SceneAnimNode( pNode->mName.data);
    internalNode->mParent = pParent;
    mNodesByName[pNode] = internalNode;

    // copy its transformation
    internalNode->mLocalTransform = pNode->mTransformation;
    CalculateGlobalTransform( internalNode);

    // find the index of the animation track affecting this node, if any
    if(static_cast<unsigned int>( mCurrentAnimIndex ) < mScene->mNumAnimations) {
        internalNode->mChannelIndex = -1;
        const aiAnimation* currentAnim = mScene->mAnimations[mCurrentAnimIndex];
        for( unsigned int a = 0; a < currentAnim->mNumChannels; a++) {
            if( currentAnim->mChannels[a]->mNodeName.data == internalNode->mName) {
                internalNode->mChannelIndex = a;
                break;
            }
        }
    }

    // continue for all child nodes and assign the created internal nodes as our children
    for( unsigned int a = 0; a < pNode->mNumChildren; ++a ) {
        SceneAnimNode* childNode = CreateNodeTree( pNode->mChildren[a], internalNode);
        internalNode->mChildren.push_back( childNode);
    }

    return internalNode;
}

// ------------------------------------------------------------------------------------------------
// Recursively updates the internal node transformations from the given matrix array
void SceneAnimator::UpdateTransforms( SceneAnimNode* pNode, const std::vector<aiMatrix4x4>& pTransforms) {
    // update node local transform
    if( pNode->mChannelIndex != -1) {
        ai_assert(static_cast<unsigned int>( pNode->mChannelIndex ) < pTransforms.size());
        pNode->mLocalTransform = pTransforms[pNode->mChannelIndex];
    }

    // update global transform as well
    CalculateGlobalTransform( pNode);

    // continue for all children
    for (std::vector<SceneAnimNode*>::iterator it = pNode->mChildren.begin(); it != pNode->mChildren.end(); ++it) {
        UpdateTransforms(*it, pTransforms);
    }
}

// ------------------------------------------------------------------------------------------------
// Calculates the global transformation matrix for the given internal node
void SceneAnimator::CalculateGlobalTransform( SceneAnimNode* pInternalNode) {
    // concatenate all parent transforms to get the global transform for this node
    pInternalNode->mGlobalTransform = pInternalNode->mLocalTransform;
    SceneAnimNode* node = pInternalNode->mParent;
    while( node) {
        pInternalNode->mGlobalTransform = node->mLocalTransform * pInternalNode->mGlobalTransform;
        node = node->mParent;
    }
}