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

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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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----------------------------------------------------------------------
*/

/** @file  COBScene.h
*  @brief Utilities for the COB importer.
*/
#pragma once
#ifndef INCLUDED_AI_COB_SCENE_H
#define INCLUDED_AI_COB_SCENE_H

#include <assimp/BaseImporter.h>
#include <assimp/material.h>

#include <deque>
#include <map>

namespace Assimp::COB {

// ------------------
/** Represents a single vertex index in a face */
struct VertexIndex {
    // intentionally uninitialized
    unsigned int pos_idx,uv_idx;
};

// ------------------
/** COB Face data structure */
struct Face {
    // intentionally uninitialized
    unsigned int material;
    unsigned int flags;
    std::vector<VertexIndex> indices;
};

// ------------------
/** COB chunk header information */
constexpr unsigned int NO_SIZE = UINT_MAX;

struct ChunkInfo {
    ChunkInfo() = default;
    virtual ~ChunkInfo() = default;

    // Id of this chunk, unique within file
    unsigned int id{ 0 };

    // and the corresponding parent
    unsigned int parent_id{ 0 };

    // version. v1.23 becomes 123
    unsigned int version{ 0 };

    // chunk size in bytes, only relevant for binary files
    // NO_SIZE is also valid.
    unsigned int size{NO_SIZE};
};

// ------------------
/** A node in the scenegraph */
struct Node : ChunkInfo {
    enum Type {
        TYPE_INVALID = -1,
        TYPE_MESH = 0,
        TYPE_GROUP,
        TYPE_LIGHT,
        TYPE_CAMERA,
        TYPE_BONE,
        TYPE_COUNT
    };

    ~Node() override = default;
    explicit Node(Type type) : type(type), unit_scale(1.f){}

    Type type;

    // used during resolving
    using ChildList = std::deque<const Node*> ;
    mutable ChildList temp_children;

    // unique name
    std::string name;

    // local mesh transformation
    aiMatrix4x4 transform;

    // scaling for this node to get to the metric system
    float unit_scale;
};

// ------------------
/** COB Mesh data structure */
struct Mesh final : Node {
    using ChunkInfo::operator=;
    enum DrawFlags {
        SOLID = 0x1,
        TRANS = 0x2,
        WIRED = 0x4,
        BBOX  = 0x8,
        HIDE  = 0x10
    };

    Mesh()
        : Node(TYPE_MESH)
        , draw_flags(SOLID)
    {}

    // vertex elements
    std::vector<aiVector2D> texture_coords;
    std::vector<aiVector3D> vertex_positions;

    // face data
    std::vector<Face> faces;

    // misc. drawing flags
    unsigned int draw_flags;

    // used during resolving
    typedef std::deque<Face*> FaceRefList;
    typedef std::map< unsigned int,FaceRefList > TempMap;
    TempMap temp_map;
};

// ------------------
/** COB Group data structure */
struct Group final : Node {
    using ChunkInfo::operator=;
    
    Group() : Node(TYPE_GROUP) {
        // empty
    }
};

// ------------------
/** COB Bone data structure */
struct Bone final : Node {
    using ChunkInfo::operator=;
    
    Bone() : Node(TYPE_BONE) {
        // empty
    }
};

// ------------------
/** COB Light data structure */
struct Light final : Node {
    enum LightType {
        SPOT,
        LOCAL,
        INFINITE
    };

    using ChunkInfo::operator=;

    Light() : Node(TYPE_LIGHT), ltype() {
        // empty
    }

    aiColor3D color;
    float angle{ 0.0f };
    float inner_angle{ 0.0f };

    LightType ltype{SPOT};
};

// ------------------
/** COB Camera data structure */
struct Camera final : Node {
    using ChunkInfo::operator=;

    Camera() : Node(TYPE_CAMERA) {
        // empty
    }
};

// ------------------
/** COB Texture data structure */
struct Texture {
    std::string path;
    aiUVTransform transform;
};

// ------------------
/** COB Material data structure */
struct Material : ChunkInfo {
    using ChunkInfo::operator=;

    enum Shader {
        FLAT,
        PHONG,
        METAL
    };

    enum AutoFacet {
        FACETED,
        AUTOFACETED,
        SMOOTH
    };

    Material() : shader(FLAT) {
        // empty
    }

    std::string type;
    aiColor3D rgb;
    float alpha{ 0.0f };
    float exp{ 0.0f };
    float ior{ 0.0f };
    float ka{ 0.0f };
    float ks{ 1.0f };
    unsigned int matnum{ UINT_MAX };
    Shader shader;
    AutoFacet autofacet{FACETED};
    float autofacet_angle{ 0.0f };
    std::shared_ptr<Texture> tex_env,tex_bump,tex_color;
};

// ------------------
/** Embedded bitmap, for instance for the thumbnail image */
struct Bitmap : ChunkInfo {
    Bitmap() = default;

    struct BitmapHeader {
        // empty
    };

    BitmapHeader head;
    size_t orig_size{ 0u };
    std::vector<char> buff_zipped;
};

using NodeList      = std::deque< std::shared_ptr<Node>>;
using MaterialList = std::vector< Material >;

// ------------------
/** Represents a master COB scene, even if we loaded just a single COB file */
struct Scene {
    NodeList nodes;
    MaterialList materials;

    // becomes *0 later
    Bitmap thumbnail;
};

} // end Assimp::COB

#endif // INCLUDED_AI_COB_SCENE_H
