/*************************************************************************/
/*  FBXMeshGeometry.h                                                    */
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/*
Open Asset Import Library (assimp)
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*/

#ifndef FBX_MESH_GEOMETRY_H
#define FBX_MESH_GEOMETRY_H

#include "core/color.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h"
#include "core/vector.h"

#include "FBXDocument.h"
#include "FBXParser.h"

#include <iostream>

#define AI_MAX_NUMBER_OF_TEXTURECOORDS 4
#define AI_MAX_NUMBER_OF_COLOR_SETS 8

namespace FBXDocParser {

/*
 * DOM base class for all kinds of FBX geometry
 */
class Geometry : public Object {
public:
	Geometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
	virtual ~Geometry();

	/** Get the Skin attached to this geometry or NULL */
	const Skin *DeformerSkin() const;

	const std::vector<const BlendShape *> &get_blend_shapes() const;

	size_t get_blend_shape_count() const {
		return blendShapes.size();
	}

private:
	const Skin *skin;
	std::vector<const BlendShape *> blendShapes;
};

typedef std::vector<int> MatIndexArray;

/// Map Geometry stores the FBX file information.
///
/// # FBX doc.
/// ## Reference type declared:
/// 	- Direct (directly related to the mapping information type)
/// 	- IndexToDirect (Map with key value, meaning depends on the MappingInformationType)
///
/// ## Map Type:
/// 	* None The mapping is undetermined.
/// 	* ByVertex There will be one mapping coordinate for each surface control point/vertex (ControlPoint is a vertex).
/// 		* If you have direct reference type verticies[x]
/// 		* If you have IndexToDirect reference type the UV
/// 	* ByPolygonVertex There will be one mapping coordinate for each vertex, for every polygon of which it is a part. This means that a vertex will have as many mapping coordinates as polygons of which it is a part. (Sorted by polygon, referencing vertex)
/// 	* ByPolygon There can be only one mapping coordinate for the whole polygon.
/// 		* One mapping per polygon polygon x has this normal x
/// 		* For each vertex of the polygon then set the normal to x
/// 	* ByEdge There will be one mapping coordinate for each unique edge in the mesh. This is meant to be used with smoothing layer elements. (Mapping is referencing the edge id)
/// 	* AllSame There can be only one mapping coordinate for the whole surface.
class MeshGeometry : public Geometry {
public:
	enum class MapType {
		none = 0, // No mapping type. Stored as "None".
		vertex, // Maps per vertex. Stored as "ByVertice".
		polygon_vertex, // Maps per polygon vertex. Stored as "ByPolygonVertex".
		polygon, // Maps per polygon. Stored as "ByPolygon".
		edge, // Maps per edge. Stored as "ByEdge".
		all_the_same // Uaps to everything. Stored as "AllSame".
	};

	enum class ReferenceType {
		direct = 0,
		index = 1,
		index_to_direct = 2
	};

	template <class T>
	struct MappingData {
		MapType map_type = MapType::none;
		ReferenceType ref_type = ReferenceType::direct;
		std::vector<T> data;
		/// The meaning of the indices depends from the `MapType`.
		/// If `ref_type` is `direct` this map is hollow.
		std::vector<int> index;

		String debug_info() const {
			return "indexes: " + itos(index.size()) + " data: " + itos(data.size());
		}
	};

	struct Edge {
		int vertex_0 = 0, vertex_1 = 0;
		Edge(int v0, int v1) :
				vertex_0(v0), vertex_1(v1) {}
		Edge() {}
	};

public:
	MeshGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);

	virtual ~MeshGeometry();

	const std::vector<Vector3> &get_vertices() const;
	const std::vector<Edge> &get_edge_map() const;
	const std::vector<int> &get_polygon_indices() const;
	const std::vector<int> &get_edges() const;
	const MappingData<Vector3> &get_normals() const;
	const MappingData<Vector2> &get_uv_0() const;
	const MappingData<Vector2> &get_uv_1() const;
	const MappingData<Color> &get_colors() const;
	const MappingData<int> &get_material_allocation_id() const;

	/// Returns -1 if the vertices doesn't form an edge. Vertex order, doesn't
	// matter.
	static int get_edge_id(const std::vector<Edge> &p_map, int p_vertex_a, int p_vertex_b);
	// Retuns the edge point bu that ID, or the edge with -1 vertices if the
	// id is not valid.
	static Edge get_edge(const std::vector<Edge> &p_map, int p_id);

private:
	// Read directly from the FBX file.
	std::vector<Vector3> m_vertices;
	std::vector<Edge> edge_map;
	std::vector<int> m_face_indices;
	std::vector<int> m_edges;
	MappingData<Vector3> m_normals;
	MappingData<Vector2> m_uv_0; // first uv coordinates
	MappingData<Vector2> m_uv_1; // second uv coordinates
	MappingData<Color> m_colors; // colors for the mesh
	MappingData<int> m_material_allocation_ids; // slot of material used

	template <class T>
	MappingData<T> resolve_vertex_data_array(
			const ScopePtr source,
			const std::string &MappingInformationType,
			const std::string &ReferenceInformationType,
			const std::string &dataElementName);
};

/*
 * DOM class for FBX geometry of type "Shape"
 */
class ShapeGeometry : public Geometry {
public:
	/** The class constructor */
	ShapeGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);

	/** The class destructor */
	virtual ~ShapeGeometry();

	/** Get a list of all vertex points, non-unique*/
	const std::vector<Vector3> &GetVertices() const;

	/** Get a list of all vertex normals or an empty array if
    *  no normals are specified. */
	const std::vector<Vector3> &GetNormals() const;

	/** Return list of vertex indices. */
	const std::vector<unsigned int> &GetIndices() const;

private:
	std::vector<Vector3> m_vertices;
	std::vector<Vector3> m_normals;
	std::vector<unsigned int> m_indices;
};
/**
*  DOM class for FBX geometry of type "Line"
*/
class LineGeometry : public Geometry {
public:
	/** The class constructor */
	LineGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);

	/** The class destructor */
	virtual ~LineGeometry();

	/** Get a list of all vertex points, non-unique*/
	const std::vector<Vector3> &GetVertices() const;

	/** Return list of vertex indices. */
	const std::vector<int> &GetIndices() const;

private:
	std::vector<Vector3> m_vertices;
	std::vector<int> m_indices;
};

} // namespace FBXDocParser

#endif // FBX_MESH_GEOMETRY_H
