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/// @file SplitByBoneCountProcess.cpp 
/// Implementation of the SplitByBoneCount postprocessing step

#include "AssimpPCH.h"

// internal headers of the post-processing framework
#include "SplitByBoneCountProcess.h"

#include <limits>

using namespace Assimp;

// ------------------------------------------------------------------------------------------------
// Constructor
SplitByBoneCountProcess::SplitByBoneCountProcess()
{
	// set default, might be overriden by importer config
	mMaxBoneCount = AI_SBBC_DEFAULT_MAX_BONES;
}

// ------------------------------------------------------------------------------------------------
// Destructor
SplitByBoneCountProcess::~SplitByBoneCountProcess()
{
	// nothing to do here
}

// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag.
bool SplitByBoneCountProcess::IsActive( unsigned int pFlags) const
{
	return !!(pFlags & aiProcess_SplitByBoneCount);
}

// ------------------------------------------------------------------------------------------------
// Updates internal properties
void SplitByBoneCountProcess::SetupProperties(const Importer* pImp)
{
	mMaxBoneCount = pImp->GetPropertyInteger(AI_CONFIG_PP_SBBC_MAX_BONES,AI_SBBC_DEFAULT_MAX_BONES);
}

// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitByBoneCountProcess::Execute( aiScene* pScene)
{
	DefaultLogger::get()->debug("SplitByBoneCountProcess begin");

	// early out 
	bool isNecessary = false;
	for( size_t a = 0; a < pScene->mNumMeshes; ++a)
		if( pScene->mMeshes[a]->mNumBones > mMaxBoneCount )
			isNecessary = true;

	if( !isNecessary )
	{
		DefaultLogger::get()->debug( boost::str( boost::format( "SplitByBoneCountProcess early-out: no meshes with more than %d bones.") % mMaxBoneCount));
		return;
	}

	// we need to do something. Let's go.
	mSubMeshIndices.clear();
	mSubMeshIndices.resize( pScene->mNumMeshes);

	// build a new array of meshes for the scene
	std::vector<aiMesh*> meshes;

	for( size_t a = 0; a < pScene->mNumMeshes; ++a)
	{
		aiMesh* srcMesh = pScene->mMeshes[a];

		std::vector<aiMesh*> newMeshes;
		SplitMesh( pScene->mMeshes[a], newMeshes);

		// mesh was split
		if( !newMeshes.empty() )
		{
			// store new meshes and indices of the new meshes
			for( size_t b = 0; b < newMeshes.size(); ++b)
			{
				mSubMeshIndices[a].push_back( meshes.size());
				meshes.push_back( newMeshes[b]);
			}

			// and destroy the source mesh. It should be completely contained inside the new submeshes
			delete srcMesh;
		}
		else
		{
			// Mesh is kept unchanged - store it's new place in the mesh array
			mSubMeshIndices[a].push_back( meshes.size());
			meshes.push_back( srcMesh);
		}
	}

	// rebuild the scene's mesh array
	pScene->mNumMeshes = meshes.size();
	delete [] pScene->mMeshes;
	pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
	std::copy( meshes.begin(), meshes.end(), pScene->mMeshes);

	// recurse through all nodes and translate the node's mesh indices to fit the new mesh array
	UpdateNode( pScene->mRootNode);

	DefaultLogger::get()->debug( boost::str( boost::format( "SplitByBoneCountProcess end: split %d meshes into %d submeshes.") % mSubMeshIndices.size() % meshes.size()));
}

// ------------------------------------------------------------------------------------------------
// Splits the given mesh by bone count.
void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const
{
	// skip if not necessary
	if( pMesh->mNumBones <= mMaxBoneCount )
		return;

	// necessary optimisation: build a list of all affecting bones for each vertex
	// TODO: (thom) maybe add a custom allocator here to avoid allocating tens of thousands of small arrays
	typedef std::pair<size_t, float> BoneWeight;
	std::vector< std::vector<BoneWeight> > vertexBones( pMesh->mNumVertices);
	for( size_t a = 0; a < pMesh->mNumBones; ++a)
	{
		const aiBone* bone = pMesh->mBones[a];
		for( size_t b = 0; b < bone->mNumWeights; ++b)
			vertexBones[ bone->mWeights[b].mVertexId ].push_back( BoneWeight( a, bone->mWeights[b].mWeight));
	}

	size_t numFacesHandled = 0;
	std::vector<bool> isFaceHandled( pMesh->mNumFaces, false);
	while( numFacesHandled < pMesh->mNumFaces )
	{
		// which bones are used in the current submesh
		size_t numBones = 0;
		std::vector<bool> isBoneUsed( pMesh->mNumBones, false);
		// indices of the faces which are going to go into this submesh
		std::vector<size_t> subMeshFaces;
		subMeshFaces.reserve( pMesh->mNumFaces);
		// accumulated vertex count of all the faces in this submesh
		size_t numSubMeshVertices = 0;
		// a small local array of new bones for the current face. State of all used bones for that face
		// can only be updated AFTER the face is completely analysed. Thanks to imre for the fix.
		std::vector<size_t> newBonesAtCurrentFace;

		// add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit
		for( size_t a = 0; a < pMesh->mNumFaces; ++a)
		{
			// skip if the face is already stored in a submesh
			if( isFaceHandled[a] )
				continue;

			const aiFace& face = pMesh->mFaces[a];
			// check every vertex if its bones would still fit into the current submesh
			for( size_t b = 0; b < face.mNumIndices; ++b )
			{
				const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
				for( size_t c = 0; c < vb.size(); ++c)
				{
					size_t boneIndex = vb[c].first;
					// if the bone is already used in this submesh, it's ok
					if( isBoneUsed[boneIndex] )
						continue;

					// if it's not used, yet, we would need to add it. Store its bone index
					if( std::find( newBonesAtCurrentFace.begin(), newBonesAtCurrentFace.end(), boneIndex) == newBonesAtCurrentFace.end() )
						newBonesAtCurrentFace.push_back( boneIndex);
				}
			}

			// leave out the face if the new bones required for this face don't fit the bone count limit anymore
			if( numBones + newBonesAtCurrentFace.size() > mMaxBoneCount )
				continue;

			// mark all new bones as necessary
			while( !newBonesAtCurrentFace.empty() )
			{
				size_t newIndex = newBonesAtCurrentFace.back();
				newBonesAtCurrentFace.pop_back(); // this also avoids the deallocation which comes with a clear()
				if( isBoneUsed[newIndex] ) 
					continue;

				isBoneUsed[newIndex] = true;
				numBones++;
			}

			// store the face index and the vertex count
			subMeshFaces.push_back( a);
			numSubMeshVertices += face.mNumIndices;

			// remember that this face is handled
			isFaceHandled[a] = true;
			numFacesHandled++;
		}

		// create a new mesh to hold this subset of the source mesh
		aiMesh* newMesh = new aiMesh;
		if( pMesh->mName.length > 0 )
			newMesh->mName.Set( boost::str( boost::format( "%s_sub%d") % pMesh->mName.data % poNewMeshes.size()));
		newMesh->mMaterialIndex = pMesh->mMaterialIndex;
		newMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
		poNewMeshes.push_back( newMesh);

		// create all the arrays for this mesh if the old mesh contained them
		newMesh->mNumVertices = numSubMeshVertices;
		newMesh->mNumFaces = subMeshFaces.size();
		newMesh->mVertices = new aiVector3D[newMesh->mNumVertices];
		if( pMesh->HasNormals() )
			newMesh->mNormals = new aiVector3D[newMesh->mNumVertices];
		if( pMesh->HasTangentsAndBitangents() )
		{
			newMesh->mTangents = new aiVector3D[newMesh->mNumVertices];
			newMesh->mBitangents = new aiVector3D[newMesh->mNumVertices];
		}
		for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
		{
			if( pMesh->HasTextureCoords( a) )
				newMesh->mTextureCoords[a] = new aiVector3D[newMesh->mNumVertices];
			newMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
		}
		for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
		{
			if( pMesh->HasVertexColors( a) )
				newMesh->mColors[a] = new aiColor4D[newMesh->mNumVertices];
		}

		// and copy over the data, generating faces with linear indices along the way
		newMesh->mFaces = new aiFace[subMeshFaces.size()];
		size_t nvi = 0; // next vertex index
		std::vector<size_t> previousVertexIndices( numSubMeshVertices, std::numeric_limits<size_t>::max()); // per new vertex: its index in the source mesh
		for( size_t a = 0; a < subMeshFaces.size(); ++a )
		{
			const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
			aiFace& dstFace = newMesh->mFaces[a];
			dstFace.mNumIndices = srcFace.mNumIndices;
			dstFace.mIndices = new unsigned int[dstFace.mNumIndices];

			// accumulate linearly all the vertices of the source face
			for( size_t b = 0; b < dstFace.mNumIndices; ++b )
			{
				size_t srcIndex = srcFace.mIndices[b];
				dstFace.mIndices[b] = nvi;
				previousVertexIndices[nvi] = srcIndex;

				newMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
				if( pMesh->HasNormals() )
					newMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
				if( pMesh->HasTangentsAndBitangents() )
				{
					newMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
					newMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
				}
				for( size_t c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c )
				{
					if( pMesh->HasTextureCoords( c) )
						newMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
				}
				for( size_t c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c )
				{
					if( pMesh->HasVertexColors( c) )
						newMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
				}

				nvi++;
			}
		}

		ai_assert( nvi == numSubMeshVertices );

		// Create the bones for the new submesh: first create the bone array
		newMesh->mNumBones = 0;
		newMesh->mBones = new aiBone*[numBones];

		std::vector<size_t> mappedBoneIndex( pMesh->mNumBones, std::numeric_limits<size_t>::max());
		for( size_t a = 0; a < pMesh->mNumBones; ++a )
		{
			if( !isBoneUsed[a] )
				continue;

			// create the new bone
			const aiBone* srcBone = pMesh->mBones[a];
			aiBone* dstBone = new aiBone;
			mappedBoneIndex[a] = newMesh->mNumBones;
			newMesh->mBones[newMesh->mNumBones++] = dstBone;
			dstBone->mName = srcBone->mName;
			dstBone->mOffsetMatrix = srcBone->mOffsetMatrix;
			dstBone->mNumWeights = 0;
		}

		ai_assert( newMesh->mNumBones == numBones );

		// iterate over all new vertices and count which bones affected its old vertex in the source mesh
		for( size_t a = 0; a < numSubMeshVertices; ++a )
		{
			size_t oldIndex = previousVertexIndices[a];
			const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[oldIndex];

			for( size_t b = 0; b < bonesOnThisVertex.size(); ++b )
			{
				size_t newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
				if( newBoneIndex != std::numeric_limits<size_t>::max() )
					newMesh->mBones[newBoneIndex]->mNumWeights++;
			}
		}

		// allocate all bone weight arrays accordingly
		for( size_t a = 0; a < newMesh->mNumBones; ++a )
		{
			aiBone* bone = newMesh->mBones[a];
			ai_assert( bone->mNumWeights > 0 );
			bone->mWeights = new aiVertexWeight[bone->mNumWeights];
			bone->mNumWeights = 0; // for counting up in the next step
		}

		// now copy all the bone vertex weights for all the vertices which made it into the new submesh
		for( size_t a = 0; a < numSubMeshVertices; ++a)
		{
			// find the source vertex for it in the source mesh
			size_t previousIndex = previousVertexIndices[a];
			// these bones were affecting it
			const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[previousIndex];
			// all of the bones affecting it should be present in the new submesh, or else
			// the face it comprises shouldn't be present
			for( size_t b = 0; b < bonesOnThisVertex.size(); ++b)
			{
				size_t newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
				ai_assert( newBoneIndex != std::numeric_limits<size_t>::max() );
				aiVertexWeight* dstWeight = newMesh->mBones[newBoneIndex]->mWeights + newMesh->mBones[newBoneIndex]->mNumWeights;
				newMesh->mBones[newBoneIndex]->mNumWeights++;

				dstWeight->mVertexId = a;
				dstWeight->mWeight = bonesOnThisVertex[b].second;
			}
		}

		// I have the strange feeling that this will break apart at some point in time...
	}
}

// ------------------------------------------------------------------------------------------------
// Recursively updates the node's mesh list to account for the changed mesh list
void SplitByBoneCountProcess::UpdateNode( aiNode* pNode) const
{
	// rebuild the node's mesh index list
	if( pNode->mNumMeshes > 0 )
	{
		std::vector<size_t> newMeshList;
		for( size_t a = 0; a < pNode->mNumMeshes; ++a)
		{
			size_t srcIndex = pNode->mMeshes[a];
			const std::vector<size_t>& replaceMeshes = mSubMeshIndices[srcIndex];
			newMeshList.insert( newMeshList.end(), replaceMeshes.begin(), replaceMeshes.end());
		}

		delete pNode->mMeshes;
		pNode->mNumMeshes = newMeshList.size();
		pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
		std::copy( newMeshList.begin(), newMeshList.end(), pNode->mMeshes);
	}

	// do that also recursively for all children
	for( size_t a = 0; a < pNode->mNumChildren; ++a )
	{
		UpdateNode( pNode->mChildren[a]);
	}
}