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Open Asset Import Library (assimp)
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/** @file  IRRShared.cpp
 *  @brief Shared utilities for the IRR and IRRMESH loaders
 */

// This section should be excluded only if both the Irrlicht AND the Irrlicht Mesh importers were omitted.
#if !(defined(ASSIMP_BUILD_NO_IRR_IMPORTER) && defined(ASSIMP_BUILD_NO_IRRMESH_IMPORTER))

#include "IRRShared.h"
#include <assimp/ParsingUtils.h>
#include <assimp/fast_atof.h>
#include <assimp/material.h>
#include <assimp/DefaultLogger.hpp>

using namespace Assimp;

// Transformation matrix to convert from Assimp to IRR space
const aiMatrix4x4 Assimp::AI_TO_IRR_MATRIX = aiMatrix4x4(
        1.0f, 0.0f, 0.0f, 0.0f,
        0.0f, 0.0f, 1.0f, 0.0f,
        0.0f, 1.0f, 0.0f, 0.0f,
        0.0f, 0.0f, 0.0f, 1.0f);

// ------------------------------------------------------------------------------------------------
// read a property in hexadecimal format (i.e. ffffffff)
void IrrlichtBase::ReadHexProperty(HexProperty &out, pugi::xml_node& hexnode) {
    for (pugi::xml_attribute attrib : hexnode.attributes()) {
        if (!ASSIMP_stricmp(attrib.name(), "name")) {
            out.name = std::string(attrib.value());
        } else if (!ASSIMP_stricmp(attrib.name(), "value")) {
            // parse the hexadecimal value
            out.value = strtoul16(attrib.value());
        }
    }
}

// ------------------------------------------------------------------------------------------------
// read a decimal property
void IrrlichtBase::ReadIntProperty(IntProperty &out, pugi::xml_node& intnode) {
    for (pugi::xml_attribute attrib : intnode.attributes()) {
        if (!ASSIMP_stricmp(attrib.name(), "name")) {
            out.name = std::string(attrib.value());
        } else if (!ASSIMP_stricmp(attrib.name(), "value")) {
            // parse the int value
            out.value = strtol10(attrib.value());
        }
    }
}

// ------------------------------------------------------------------------------------------------
// read a string property
void IrrlichtBase::ReadStringProperty(StringProperty &out, pugi::xml_node& stringnode) {
    for (pugi::xml_attribute attrib : stringnode.attributes()) {
        if (!ASSIMP_stricmp(attrib.name(), "name")) {
            out.name = std::string(attrib.value());
        } else if (!ASSIMP_stricmp(attrib.name(), "value")) {
            // simple copy the string
            out.value = std::string(attrib.value());
        }
    }
}

// ------------------------------------------------------------------------------------------------
// read a boolean property
void IrrlichtBase::ReadBoolProperty(BoolProperty &out, pugi::xml_node& boolnode) {
    for (pugi::xml_attribute attrib : boolnode.attributes()) {
        if (!ASSIMP_stricmp(attrib.name(), "name")) {
            out.name = std::string(attrib.value());
        } else if (!ASSIMP_stricmp(attrib.name(), "value")) {
            // true or false, case insensitive
            out.value = (ASSIMP_stricmp(attrib.value(), "true") ? false : true);
        }
    }
}

// ------------------------------------------------------------------------------------------------
// read a float property
void IrrlichtBase::ReadFloatProperty(FloatProperty &out, pugi::xml_node &floatnode) {
    for (pugi::xml_attribute attrib : floatnode.attributes()) {
        if (!ASSIMP_stricmp(attrib.name(), "name")) {
            out.name = std::string(attrib.value());
        } else if (!ASSIMP_stricmp(attrib.name(), "value")) {
            // just parse the float
            out.value = fast_atof(attrib.value());
        }
    }
}

// ------------------------------------------------------------------------------------------------
// read a vector property
void IrrlichtBase::ReadVectorProperty(VectorProperty &out, pugi::xml_node& vectornode) {
    for (pugi::xml_attribute attrib : vectornode.attributes()) {
        if (!ASSIMP_stricmp(attrib.name(), "name")) {
            out.name = std::string(attrib.value());
        } else if (!ASSIMP_stricmp(attrib.name(), "value")) {
            // three floats, separated with commas
            const char *ptr = attrib.value();

            SkipSpaces(&ptr);
            ptr = fast_atoreal_move<float>(ptr, (float &)out.value.x);
            SkipSpaces(&ptr);
            if (',' != *ptr) {
                ASSIMP_LOG_ERROR("IRR(MESH): Expected comma in vector definition");
            } else {
                SkipSpaces(ptr + 1, &ptr);
            }
            ptr = fast_atoreal_move<float>(ptr, (float &)out.value.y);
            SkipSpaces(&ptr);
            if (',' != *ptr) {
                ASSIMP_LOG_ERROR("IRR(MESH): Expected comma in vector definition");
            } else {
                SkipSpaces(ptr + 1, &ptr);
            }
            ptr = fast_atoreal_move<float>(ptr, (float &)out.value.z);
        }
    }
}

// ------------------------------------------------------------------------------------------------
// Convert a string to a proper aiMappingMode
int ConvertMappingMode(const std::string &mode) {
    if (mode == "texture_clamp_repeat") {
        return aiTextureMapMode_Wrap;
    } else if (mode == "texture_clamp_mirror") {
        return aiTextureMapMode_Mirror;
    }

    return aiTextureMapMode_Clamp;
}

// ------------------------------------------------------------------------------------------------
// Parse a material from the XML file
aiMaterial *IrrlichtBase::ParseMaterial(pugi::xml_node& materialNode, unsigned int &matFlags) {
    aiMaterial *mat = new aiMaterial();
    aiColor4D clr;
    aiString s;

    matFlags = 0; // zero output flags
    int cnt = 0; // number of used texture channels
    unsigned int nd = 0;

    for (pugi::xml_node child : materialNode.children()) {
        if (!ASSIMP_stricmp(child.name(), "color")) { // Hex properties
            HexProperty prop;
            ReadHexProperty(prop, child);
            if (prop.name == "Diffuse") {
                ColorFromARGBPacked(prop.value, clr);
                mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
            } else if (prop.name == "Ambient") {
                ColorFromARGBPacked(prop.value, clr);
                mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
            } else if (prop.name == "Specular") {
                ColorFromARGBPacked(prop.value, clr);
                mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
            }

            // NOTE: The 'emissive' property causes problems. It is
            // often != 0, even if there is obviously no light
            // emitted by the described surface. In fact I think
            // IRRLICHT ignores this property, too.
#if 0
            else if (prop.name == "Emissive") {
                ColorFromARGBPacked(prop.value,clr);
                mat->AddProperty(&clr,1,AI_MATKEY_COLOR_EMISSIVE);
            }
#endif
        } else if (!ASSIMP_stricmp(child.name(), "float")) { // Float properties
            FloatProperty prop;
            ReadFloatProperty(prop, child);
            if (prop.name == "Shininess") {
                mat->AddProperty(&prop.value, 1, AI_MATKEY_SHININESS);
            }
        } else if (!ASSIMP_stricmp(child.name(), "bool")) { // Bool properties
            BoolProperty prop;
            ReadBoolProperty(prop, child);
            if (prop.name == "Wireframe") {
                int val = (prop.value ? true : false);
                mat->AddProperty(&val, 1, AI_MATKEY_ENABLE_WIREFRAME);
            } else if (prop.name == "GouraudShading") {
                int val = (prop.value ? aiShadingMode_Gouraud : aiShadingMode_NoShading);
                mat->AddProperty(&val, 1, AI_MATKEY_SHADING_MODEL);
            } else if (prop.name == "BackfaceCulling") {
                int val = (!prop.value);
                mat->AddProperty(&val, 1, AI_MATKEY_TWOSIDED);
            }
        } else if (!ASSIMP_stricmp(child.name(), "texture") ||
                   !ASSIMP_stricmp(child.name(), "enum")) { // String properties - textures and texture related properties
            StringProperty prop;
            ReadStringProperty(prop, child);
            if (prop.value.length()) {
                // material type (shader)
                if (prop.name == "Type") {
                    if (prop.value == "solid") {
                        // default material ...
                    } else if (prop.value == "trans_vertex_alpha") {
                        matFlags = AI_IRRMESH_MAT_trans_vertex_alpha;
                    } else if (prop.value == "lightmap") {
                        matFlags = AI_IRRMESH_MAT_lightmap;
                    } else if (prop.value == "solid_2layer") {
                        matFlags = AI_IRRMESH_MAT_solid_2layer;
                    } else if (prop.value == "lightmap_m2") {
                        matFlags = AI_IRRMESH_MAT_lightmap_m2;
                    } else if (prop.value == "lightmap_m4") {
                        matFlags = AI_IRRMESH_MAT_lightmap_m4;
                    } else if (prop.value == "lightmap_light") {
                        matFlags = AI_IRRMESH_MAT_lightmap_light;
                    } else if (prop.value == "lightmap_light_m2") {
                        matFlags = AI_IRRMESH_MAT_lightmap_light_m2;
                    } else if (prop.value == "lightmap_light_m4") {
                        matFlags = AI_IRRMESH_MAT_lightmap_light_m4;
                    } else if (prop.value == "lightmap_add") {
                        matFlags = AI_IRRMESH_MAT_lightmap_add;
                    } else if (prop.value == "normalmap_solid" ||
                               prop.value == "parallaxmap_solid") { // Normal and parallax maps are treated equally
                        matFlags = AI_IRRMESH_MAT_normalmap_solid;
                    } else if (prop.value == "normalmap_trans_vertex_alpha" ||
                               prop.value == "parallaxmap_trans_vertex_alpha") {
                        matFlags = AI_IRRMESH_MAT_normalmap_tva;
                    } else if (prop.value == "normalmap_trans_add" ||
                               prop.value == "parallaxmap_trans_add") {
                        matFlags = AI_IRRMESH_MAT_normalmap_ta;
                    } else {
                        ASSIMP_LOG_WARN("IRRMat: Unrecognized material type: ", prop.value);
                    }
                }

                // Up to 4 texture channels are supported
                if (prop.name == "Texture1") {
                    // Always accept the primary texture channel
                    ++cnt;
                    s.Set(prop.value);
                    mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
                } else if (prop.name == "Texture2" && cnt == 1) {
                    // 2-layer material lightmapped?
                    if (matFlags & AI_IRRMESH_MAT_lightmap) {
                        ++cnt;
                        s.Set(prop.value);
                        mat->AddProperty(&s, AI_MATKEY_TEXTURE_LIGHTMAP(0));

                        // set the corresponding material flag
                        matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
                    } else if (matFlags & AI_IRRMESH_MAT_normalmap_solid) { // alternatively: normal or parallax mapping
                        ++cnt;
                        s.Set(prop.value);
                        mat->AddProperty(&s, AI_MATKEY_TEXTURE_NORMALS(0));

                        // set the corresponding material flag
                        matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
                    } else if (matFlags & AI_IRRMESH_MAT_solid_2layer) { // or just as second diffuse texture
                        ++cnt;
                        s.Set(prop.value);
                        mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(1));
                        ++nd;

                        // set the corresponding material flag
                        matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
                    } else {
                        ASSIMP_LOG_WARN("IRRmat: Skipping second texture");
                    }
                } else if (prop.name == "Texture3" && cnt == 2) {
                    // Irrlicht does not seem to use these channels.
                    ++cnt;
                    s.Set(prop.value);
                    mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(nd + 1));
                } else if (prop.name == "Texture4" && cnt == 3) {
                    // Irrlicht does not seem to use these channels.
                    ++cnt;
                    s.Set(prop.value);
                    mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(nd + 2));
                }

                // Texture mapping options
                if (prop.name == "TextureWrap1" && cnt >= 1) {
                    int map = ConvertMappingMode(prop.value);
                    mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
                    mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
                } else if (prop.name == "TextureWrap2" && cnt >= 2) {
                    int map = ConvertMappingMode(prop.value);
                    if (matFlags & AI_IRRMESH_MAT_lightmap) {
                        mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(0));
                        mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(0));
                    } else if (matFlags & (AI_IRRMESH_MAT_normalmap_solid)) {
                        mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_NORMALS(0));
                        mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_NORMALS(0));
                    } else if (matFlags & AI_IRRMESH_MAT_solid_2layer) {
                        mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(1));
                        mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(1));
                    }
                } else if (prop.name == "TextureWrap3" && cnt >= 3) {
                    int map = ConvertMappingMode(prop.value);
                    mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd + 1));
                    mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd + 1));
                } else if (prop.name == "TextureWrap4" && cnt >= 4) {
                    int map = ConvertMappingMode(prop.value);
                    mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd + 2));
                    mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd + 2));
                }
            }
        }
        // break;
        /*case EXN_ELEMENT_END:

                // Assume there are no further nested nodes in <material> elements
                if ( !ASSIMP_stricmp(reader->getNodeName(),"material") ||
                     !ASSIMP_stricmp(reader->getNodeName(),"attributes"))
                {
                    // Now process lightmapping flags
                    // We should have at least one textur to do that ..
                    if (cnt && matFlags & AI_IRRMESH_MAT_lightmap)
                    {
                        float f = 1.f;
                        unsigned int unmasked = matFlags&~AI_IRRMESH_MAT_lightmap;

                        // Additive lightmap?
                        int op = (unmasked & AI_IRRMESH_MAT_lightmap_add
                            ? aiTextureOp_Add : aiTextureOp_Multiply);

                        // Handle Irrlicht's lightmapping scaling factor
                        if (unmasked & AI_IRRMESH_MAT_lightmap_m2 ||
                            unmasked & AI_IRRMESH_MAT_lightmap_light_m2)
                        {
                            f = 2.f;
                        }
                        else if (unmasked & AI_IRRMESH_MAT_lightmap_m4 ||
                            unmasked & AI_IRRMESH_MAT_lightmap_light_m4)
                        {
                            f = 4.f;
                        }
                        mat->AddProperty( &f, 1, AI_MATKEY_TEXBLEND_LIGHTMAP(0));
                        mat->AddProperty( &op,1, AI_MATKEY_TEXOP_LIGHTMAP(0));
                    }

                    return mat;
                }
            default:

                // GCC complains here ...
                break;
        }
    }*/
    }
    //ASSIMP_LOG_ERROR("IRRMESH: Unexpected end of file. Material is not complete");

    return mat;
}

#endif // !(defined(ASSIMP_BUILD_NO_IRR_IMPORTER) && defined(ASSIMP_BUILD_NO_IRRMESH_IMPORTER))
