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

Copyright (c) 2006-2012, 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,
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*/

/** @file  RawLoader.cpp
 *  @brief Implementation of the RAW importer class 
 */

#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_RAW_IMPORTER

// internal headers
#include "RawLoader.h"
#include "ParsingUtils.h"
#include "fast_atof.h"

using namespace Assimp;

static const aiImporterDesc desc = {
	"Raw Importer",
	"",
	"",
	"",
	aiImporterFlags_SupportTextFlavour,
	0,
	0,
	0,
	0,
	"raw"
};

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

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

// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file. 
bool RAWImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const
{
	return SimpleExtensionCheck(pFile,"raw");
}

// ------------------------------------------------------------------------------------------------
const aiImporterDesc* RAWImporter::GetInfo () const
{
	return &desc;
}

// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure. 
void RAWImporter::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 RAW file " + pFile + ".");
	}

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

	// list of groups loaded from the file
	std::vector< GroupInformation > outGroups(1,GroupInformation("<default>"));
	std::vector< GroupInformation >::iterator curGroup = outGroups.begin();

	// now read all lines
	char line[4096];
	while (GetNextLine(buffer,line))
	{
		// if the line starts with a non-numeric identifier, it marks
		// the beginning of a new group
		const char* sz = line;SkipSpaces(&sz);
		if (IsLineEnd(*sz))continue;
		if (!IsNumeric(*sz))
		{
			const char* sz2 = sz;
			while (!IsSpaceOrNewLine(*sz2))++sz2;
			const unsigned int length = (unsigned int)(sz2-sz);

			// find an existing group with this name
			for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
				it != end;++it)
			{
				if (length == (*it).name.length() && !::strcmp(sz,(*it).name.c_str()))
				{
					curGroup = it;sz2 = NULL;
					break;
				}
			}
			if (sz2)
			{
				outGroups.push_back(GroupInformation(std::string(sz,length)));
				curGroup = outGroups.end()-1;
			}
		}
		else
		{
			// there can be maximally 12 floats plus an extra texture file name
			float data[12];
			unsigned int num;
			for (num = 0; num < 12;++num)
			{
				if(!SkipSpaces(&sz) || !IsNumeric(*sz))break;
				sz = fast_atoreal_move<float>(sz,data[num]);
			}
			if (num != 12 && num != 9)
			{
				DefaultLogger::get()->error("A line may have either 9 or 12 floats and an optional texture");
				continue;
			}

			MeshInformation* output = NULL;

			const char* sz2 = sz;
			unsigned int length;
			if (!IsLineEnd(*sz))
			{
				while (!IsSpaceOrNewLine(*sz2))++sz2;
				length = (unsigned int)(sz2-sz);
			}
			else if (9 == num)
			{
				sz = "%default%";
				length = 9;
			}
			else 
			{
				sz = "";
				length = 0;
			}

			// search in the list of meshes whether we have one with this texture
			for (std::vector< MeshInformation >::iterator it = (*curGroup).meshes.begin(),
				end = (*curGroup).meshes.end(); it != end; ++it)
			{
				if (length == (*it).name.length() && (length ? !::strcmp(sz,(*it).name.c_str()) : true))
				{
					output = &(*it);
					break;
				}
			}
			// if we don't have the mesh, create it
			if (!output)
			{
				(*curGroup).meshes.push_back(MeshInformation(std::string(sz,length)));
				output = &((*curGroup).meshes.back());
			}
			if (12 == num)
			{
				aiColor4D v(data[0],data[1],data[2],1.0f);
				output->colors.push_back(v);
				output->colors.push_back(v);
				output->colors.push_back(v);

				output->vertices.push_back(aiVector3D(data[3],data[4],data[5]));
				output->vertices.push_back(aiVector3D(data[6],data[7],data[8]));
				output->vertices.push_back(aiVector3D(data[9],data[10],data[11]));
			}
			else
			{
				output->vertices.push_back(aiVector3D(data[0],data[1],data[2]));
				output->vertices.push_back(aiVector3D(data[3],data[4],data[5]));
				output->vertices.push_back(aiVector3D(data[6],data[7],data[8]));
			}
		}
	}

	pScene->mRootNode = new aiNode();
	pScene->mRootNode->mName.Set("<RawRoot>");

	// count the number of valid groups
	// (meshes can't be empty)
	for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
		it != end;++it)
	{
		if (!(*it).meshes.empty())
		{
			++pScene->mRootNode->mNumChildren; 
			pScene->mNumMeshes += (unsigned int)(*it).meshes.size();
		}
	}

	if (!pScene->mNumMeshes)
	{
		throw DeadlyImportError("RAW: No meshes loaded. The file seems to be corrupt or empty.");
	}

	pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
	aiNode** cc;
	if (1 == pScene->mRootNode->mNumChildren)
	{
		cc = &pScene->mRootNode;
		pScene->mRootNode->mNumChildren = 0;
	}
	else cc = pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];

	pScene->mNumMaterials = pScene->mNumMeshes;
	aiMaterial** mats = pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];

	unsigned int meshIdx = 0;
	for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
		it != end;++it)
	{
		if ((*it).meshes.empty())continue;
		
		aiNode* node;
		if (pScene->mRootNode->mNumChildren)
		{
			node = *cc = new aiNode();
			node->mParent = pScene->mRootNode;
		}
		else node = *cc;++cc;
		node->mName.Set((*it).name);

		// add all meshes
		node->mNumMeshes = (unsigned int)(*it).meshes.size();
		unsigned int* pi = node->mMeshes = new unsigned int[ node->mNumMeshes ];
		for (std::vector< MeshInformation >::iterator it2 = (*it).meshes.begin(),
			end2 = (*it).meshes.end(); it2 != end2; ++it2)
		{
			ai_assert(!(*it2).vertices.empty());

			// allocate the mesh
			*pi++ = meshIdx;
			aiMesh* mesh = pScene->mMeshes[meshIdx] = new aiMesh();
			mesh->mMaterialIndex = meshIdx++;

			mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;

			// allocate storage for the vertex components and copy them
			mesh->mNumVertices = (unsigned int)(*it2).vertices.size();
			mesh->mVertices = new aiVector3D[ mesh->mNumVertices ];
			::memcpy(mesh->mVertices,&(*it2).vertices[0],sizeof(aiVector3D)*mesh->mNumVertices);

			if ((*it2).colors.size())
			{
				ai_assert((*it2).colors.size() == mesh->mNumVertices);

				mesh->mColors[0] = new aiColor4D[ mesh->mNumVertices ];
				::memcpy(mesh->mColors[0],&(*it2).colors[0],sizeof(aiColor4D)*mesh->mNumVertices);
			}

			// generate triangles
			ai_assert(0 == mesh->mNumVertices % 3);
			aiFace* fc = mesh->mFaces = new aiFace[ mesh->mNumFaces = mesh->mNumVertices/3 ];
			aiFace* const fcEnd = fc + mesh->mNumFaces;
			unsigned int n = 0;
			while (fc != fcEnd)
			{
				aiFace& f = *fc++;
				f.mIndices = new unsigned int[f.mNumIndices = 3];
				for (unsigned int m = 0; m < 3;++m)
					f.mIndices[m] = n++;
			}

			// generate a material for the mesh
			aiMaterial* mat = new aiMaterial();

			aiColor4D clr(1.0f,1.0f,1.0f,1.0f);
			if ("%default%" == (*it2).name) // a gray default material
			{
				clr.r = clr.g = clr.b = 0.6f;
			}
			else if ((*it2).name.length() > 0) // a texture
			{
				aiString s;
				s.Set((*it2).name);
				mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
			}
			mat->AddProperty<aiColor4D>(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
			*mats++ = mat;
		}
	}
}

#endif // !! ASSIMP_BUILD_NO_RAW_IMPORTER