/*
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 * Redistributions in binary form must reproduce the above
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 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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 */

/** @file ColladaParser.h
 *  @brief Defines the parser helper class for the collada loader
 */

#ifndef AI_COLLADAPARSER_H_INC
#define AI_COLLADAPARSER_H_INC

#include "ColladaHelper.h"
#include <assimp/TinyFormatter.h>
#include <assimp/ai_assert.h>
#include <assimp/XmlParser.h>

#include <map>

namespace Assimp {

class ZipArchiveIOSystem;

// ------------------------------------------------------------------------------------------
/** Parser helper class for the Collada loader.
     *
     *  Does all the XML reading and builds internal data structures from it,
     *  but leaves the resolving of all the references to the loader.
     */
class ColladaParser {
    friend class ColladaLoader;

    /** Converts a path read from a collada file to the usual representation */
    static void UriDecodePath(aiString &ss);

protected:
    /** Map for generic metadata as aiString */
    typedef std::map<std::string, aiString> StringMetaData;

    /** Constructor from XML file */
    ColladaParser(IOSystem *pIOHandler, const std::string &pFile);

    /** Destructor */
    ~ColladaParser();

    /** Attempts to read the ZAE manifest and returns the DAE to open */
    static std::string ReadZaeManifest(ZipArchiveIOSystem &zip_archive);

    /** Reads the contents of the file */
    void ReadContents(XmlNode &node);

    /** Reads the structure of the file */
    void ReadStructure(XmlNode &node);

    /** Reads asset information such as coordinate system information and legal blah */
    void ReadAssetInfo(XmlNode &node);

    /** Reads contributor information such as author and legal blah */
    void ReadContributorInfo(XmlNode &node);

    /** Reads generic metadata into provided map and renames keys for Assimp */
    void ReadMetaDataItem(XmlNode &node, StringMetaData &metadata);

    /** Reads the animation library */
    void ReadAnimationLibrary(XmlNode &node);

    /** Reads the animation clip library */
    void ReadAnimationClipLibrary(XmlNode &node);

    /** Unwrap controllers dependency hierarchy */
    void PostProcessControllers();

    /** Re-build animations from animation clip library, if present, otherwise combine single-channel animations */
    void PostProcessRootAnimations();

    /** Reads an animation into the given parent structure */
    void ReadAnimation(XmlNode &node, Collada::Animation *pParent);

    /** Reads an animation sampler into the given anim channel */
    void ReadAnimationSampler(XmlNode &node, Collada::AnimationChannel &pChannel);

    /** Reads the skeleton controller library */
    void ReadControllerLibrary(XmlNode &node);

    /** Reads a controller into the given mesh structure */
    void ReadController(XmlNode &node, Collada::Controller &pController);

    /** Reads the joint definitions for the given controller */
    void ReadControllerJoints(XmlNode &node, Collada::Controller &pController);

    /** Reads the joint weights for the given controller */
    void ReadControllerWeights(XmlNode &node, Collada::Controller &pController);

    /** Reads the image library contents */
    void ReadImageLibrary(XmlNode &node);

    /** Reads an image entry into the given image */
    void ReadImage(XmlNode &node, Collada::Image &pImage);

    /** Reads the material library */
    void ReadMaterialLibrary(XmlNode &node);

    /** Reads a material entry into the given material */
    void ReadMaterial(XmlNode &node, Collada::Material &pMaterial);

    /** Reads the camera library */
    void ReadCameraLibrary(XmlNode &node);

    /** Reads a camera entry into the given camera */
    void ReadCamera(XmlNode &node, Collada::Camera &pCamera);

    /** Reads the light library */
    void ReadLightLibrary(XmlNode &node);

    /** Reads a light entry into the given light */
    void ReadLight(XmlNode &node, Collada::Light &pLight);

    /** Reads the effect library */
    void ReadEffectLibrary(XmlNode &node);

    /** Reads an effect entry into the given effect*/
    void ReadEffect(XmlNode &node, Collada::Effect &pEffect);

    /** Reads an COMMON effect profile */
    void ReadEffectProfileCommon(XmlNode &node, Collada::Effect &pEffect);

    /** Read sampler properties */
    void ReadSamplerProperties(XmlNode &node, Collada::Sampler &pSampler);

    /** Reads an effect entry containing a color or a texture defining that color */
    void ReadEffectColor(XmlNode &node, aiColor4D &pColor, Collada::Sampler &pSampler);

    /** Reads an effect entry containing a float */
    void ReadEffectFloat(XmlNode &node, ai_real &pFloat);

    /** Reads an effect parameter specification of any kind */
    void ReadEffectParam(XmlNode &node, Collada::EffectParam &pParam);

    /** Reads the geometry library contents */
    void ReadGeometryLibrary(XmlNode &node);

    /** Reads a geometry from the geometry library. */
    void ReadGeometry(XmlNode &node, Collada::Mesh &pMesh);

    /** Reads a mesh from the geometry library */
    void ReadMesh(XmlNode &node, Collada::Mesh &pMesh);

    /** Reads a source element - a combination of raw data and an accessor defining
         * things that should not be redefinable. Yes, that's another rant.
         */
    void ReadSource(XmlNode &node);

    /** Reads a data array holding a number of elements, and stores it in the global library.
         * Currently supported are array of floats and arrays of strings.
         */
    void ReadDataArray(XmlNode &node);

    /** Reads an accessor and stores it in the global library under the given ID -
         * accessors use the ID of the parent <source> element
         */
    void ReadAccessor(XmlNode &node, const std::string &pID);

    /** Reads input declarations of per-vertex mesh data into the given mesh */
    void ReadVertexData(XmlNode &node, Collada::Mesh &pMesh);

    /** Reads input declarations of per-index mesh data into the given mesh */
    void ReadIndexData(XmlNode &node, Collada::Mesh &pMesh);

    /** Reads a single input channel element and stores it in the given array, if valid */
    void ReadInputChannel(XmlNode &node, std::vector<Collada::InputChannel> &poChannels);

    /** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
    size_t ReadPrimitives(XmlNode &node, Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
            size_t pNumPrimitives, const std::vector<size_t> &pVCount, Collada::PrimitiveType pPrimType);

    /** Copies the data for a single primitive into the mesh, based on the InputChannels */
    void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
            Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
            size_t currentPrimitive, const std::vector<size_t> &indices);

    /** Reads one triangle of a tristrip into the mesh */
    void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh &pMesh,
            std::vector<Collada::InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices);

    /** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
    void ExtractDataObjectFromChannel(const Collada::InputChannel &pInput, size_t pLocalIndex, Collada::Mesh &pMesh);

    /** Reads the library of node hierarchies and scene parts */
    void ReadSceneLibrary(XmlNode &node);

    /** Reads a scene node's contents including children and stores it in the given node */
    void ReadSceneNode(XmlNode &node, Collada::Node *pNode);

    /** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
    void ReadNodeTransformation(XmlNode &node, Collada::Node *pNode, Collada::TransformType pType);

    /** Reads a mesh reference in a node and adds it to the node's mesh list */
    void ReadNodeGeometry(XmlNode &node, Collada::Node *pNode);

    /** Reads the collada scene */
    void ReadScene(XmlNode &node);

    // Processes bind_vertex_input and bind elements
    void ReadMaterialVertexInputBinding(XmlNode &node, Collada::SemanticMappingTable &tbl);

    /** Reads embedded textures from a ZAE archive*/
    void ReadEmbeddedTextures(ZipArchiveIOSystem &zip_archive);

protected:
    /** Calculates the resulting transformation from all the given transform steps */
    aiMatrix4x4 CalculateResultTransform(const std::vector<Collada::Transform> &pTransforms) const;

    /** Determines the input data type for the given semantic string */
    Collada::InputType GetTypeForSemantic(const std::string &pSemantic);

    /** Finds the item in the given library by its reference, throws if not found */
    template <typename Type>
    const Type &ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const;

protected:
    // Filename, for a verbose error message
    std::string mFileName;

    // XML reader, member for everyday use
    XmlParser mXmlParser;

    /** All data arrays found in the file by ID. Might be referred to by actually
         everyone. Collada, you are a steaming pile of indirection. */
    using DataLibrary = std::map<std::string, Collada::Data> ;
    DataLibrary mDataLibrary;

    /** Same for accessors which define how the data in a data array is accessed. */
    using AccessorLibrary = std::map<std::string, Collada::Accessor> ;
    AccessorLibrary mAccessorLibrary;

    /** Mesh library: mesh by ID */
    using MeshLibrary = std::map<std::string, Collada::Mesh *>;
    MeshLibrary mMeshLibrary;

    /** node library: root node of the hierarchy part by ID */
    using NodeLibrary = std::map<std::string, Collada::Node *>;
    NodeLibrary mNodeLibrary;

    /** Image library: stores texture properties by ID */
    using ImageLibrary = std::map<std::string, Collada::Image> ;
    ImageLibrary mImageLibrary;

    /** Effect library: surface attributes by ID */
    using EffectLibrary = std::map<std::string, Collada::Effect> ;
    EffectLibrary mEffectLibrary;

    /** Material library: surface material by ID */
    using MaterialLibrary = std::map<std::string, Collada::Material> ;
    MaterialLibrary mMaterialLibrary;

    /** Light library: surface light by ID */
    using LightLibrary = std::map<std::string, Collada::Light> ;
    LightLibrary mLightLibrary;

    /** Camera library: surface material by ID */
    using CameraLibrary = std::map<std::string, Collada::Camera> ;
    CameraLibrary mCameraLibrary;

    /** Controller library: joint controllers by ID */
    using ControllerLibrary = std::map<std::string, Collada::Controller> ;
    ControllerLibrary mControllerLibrary;

    /** Animation library: animation references by ID */
    using AnimationLibrary = std::map<std::string, Collada::Animation *> ;
    AnimationLibrary mAnimationLibrary;

    /** Animation clip library: clip animation references by ID */
    using AnimationClipLibrary = std::vector<std::pair<std::string, std::vector<std::string>>> ;
    AnimationClipLibrary mAnimationClipLibrary;

    /** Pointer to the root node. Don't delete, it just points to one of
         the nodes in the node library. */
    Collada::Node *mRootNode;

    /** Root animation container */
    Collada::Animation mAnims;

    /** Size unit: how large compared to a meter */
    ai_real mUnitSize;

    /** Which is the up vector */
    enum { UP_X,
        UP_Y,
        UP_Z } mUpDirection;

    /** Asset metadata (global for scene) */
    StringMetaData mAssetMetaData;

    /** Collada file format version */
    Collada::FormatVersion mFormat;
};

// ------------------------------------------------------------------------------------------------
// Finds the item in the given library by its reference, throws if not found
template <typename Type>
const Type &ColladaParser::ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const {
    typename std::map<std::string, Type>::const_iterator it = pLibrary.find(pURL);
    if (it == pLibrary.end()) {
        throw DeadlyImportError("Unable to resolve library reference \"", pURL, "\".");
    }
    return it->second;
}

} // end of namespace Assimp

#endif // AI_COLLADAPARSER_H_INC
