text: /****************************************************************************
  Copyright (c) 2013-2014 Chukong Technologies Inc.
  
  http://www.cocos2d-x.org
  
  Permission is hereby granted, free of charge, to any person obtaining a copy
  of this software and associated documentation files (the "Software"), to deal
  in the Software without restriction, including without limitation the rights
  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  copies of the Software, and to permit persons to whom the Software is
  furnished to do so, subject to the following conditions:
  
  The above copyright notice and this permission notice shall be included in
  all copies or substantial portions of the Software.
  
  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  THE SOFTWARE.
  ****************************************************************************/
  
  #include "cocostudio/CCArmature.h"
  #include "cocostudio/CCArmatureDataManager.h"
  #include "cocostudio/CCArmatureDefine.h"
  #include "cocostudio/CCDataReaderHelper.h"
  #include "cocostudio/CCDatas.h"
  #include "cocostudio/CCSkin.h"
  
  #include "renderer/CCRenderer.h"
  #include "renderer/CCGroupCommand.h"
  #include "renderer/CCGLProgramState.h"
  #include "2d/CCDrawingPrimitives.h"
  #include "base/CCDirector.h"
  
  #if ENABLE_PHYSICS_BOX2D_DETECT
  #include "Box2D/Box2D.h"
  #elif ENABLE_PHYSICS_CHIPMUNK_DETECT
  #include "chipmunk.h"
  #endif
  
  using namespace cocos2d;
  
  
  namespace cocostudio {
  
  Armature *Armature::create()
  {
      Armature *armature = new (std::nothrow) Armature();
      if (armature && armature->init())
      {
          armature->autorelease();
          return armature;
      }
      CC_SAFE_DELETE(armature);
      return nullptr;
  }
  
  
  Armature *Armature::create(const std::string& name)
  {
      Armature *armature = new (std::nothrow) Armature();
      if (armature && armature->init(name))
      {
          armature->autorelease();
          return armature;
      }
      CC_SAFE_DELETE(armature);
      return nullptr;
  }
  
  Armature *Armature::create(const std::string& name, Bone *parentBone)
  {
      Armature *armature = new (std::nothrow) Armature();
      if (armature && armature->init(name, parentBone))
      {
          armature->autorelease();
          return armature;
      }
      CC_SAFE_DELETE(armature);
      return nullptr;
  }
  
  Armature::Armature()
      : _armatureData(nullptr)
      , _batchNode(nullptr)
      , _parentBone(nullptr)
      , _armatureTransformDirty(true)
      , _animation(nullptr)
  {
  }
  
  
  Armature::~Armature(void)
  {
      _boneDic.clear();
      _topBoneList.clear();
  
      CC_SAFE_DELETE(_animation);
  }
  
  
  bool Armature::init()
  {
      return init("");
  }
  
  
  bool Armature::init(const std::string& name)
  {
      bool bRet = false;
      do
      {
          removeAllChildren();
  
          CC_SAFE_DELETE(_animation);
          _animation = new (std::nothrow) ArmatureAnimation();
          _animation->init(this);
  
          _boneDic.clear();
          _topBoneList.clear();
  
          _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
  
          _name = name;
  
          ArmatureDataManager *armatureDataManager = ArmatureDataManager::getInstance();
  
          if(!_name.empty())
          {
              AnimationData *animationData = armatureDataManager->getAnimationData(name);
              CCASSERT(animationData, "AnimationData not exist! ");
  
              _animation->setAnimationData(animationData);
  
  
              ArmatureData *armatureData = armatureDataManager->getArmatureData(name);
              CCASSERT(armatureData, "");
  
              _armatureData = armatureData;
  
              for (auto& element : armatureData->boneDataDic)
              {
                  Bone *bone = createBone(element.first.c_str());
  
                  //! init bone's  Tween to 1st movement's 1st frame
                  do
                  {
                      MovementData *movData = animationData->getMovement(animationData->movementNames.at(0).c_str());
                      CC_BREAK_IF(!movData);
  
                      MovementBoneData *movBoneData = movData->getMovementBoneData(bone->getName().c_str());
                      CC_BREAK_IF(!movBoneData || movBoneData->frameList.size() <= 0);
  
                      FrameData *frameData = movBoneData->getFrameData(0);
                      CC_BREAK_IF(!frameData);
  
                      bone->getTweenData()->copy(frameData);
                      bone->changeDisplayWithIndex(frameData->displayIndex, false);
                  }
                  while (0);
              }
  
              update(0);
              updateOffsetPoint();
          }
          else
          {
              _name = "new_armature";
              _armatureData = ArmatureData::create();
              _armatureData->name = _name;
  
              AnimationData *animationData = AnimationData::create();
              animationData->name = _name;
  
              armatureDataManager->addArmatureData(_name.c_str(), _armatureData);
              armatureDataManager->addAnimationData(_name.c_str(), animationData);
  
              _animation->setAnimationData(animationData);
  
          }
  
          setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
  
          setCascadeOpacityEnabled(true);
          setCascadeColorEnabled(true);
  
          bRet = true;
      }
      while (0);
  
      return bRet;
  }
  
  bool Armature::init(const std::string& name, Bone *parentBone)
  {
      _parentBone = parentBone;
      return init(name);
  }
  
  
  Bone *Armature::createBone(const std::string& boneName)
  {
      Bone *existedBone = getBone(boneName);
      if(existedBone != nullptr)
          return existedBone;
  
      BoneData *boneData = (BoneData *)_armatureData->getBoneData(boneName);
      std::string parentName = boneData->parentName;
  
      Bone *bone = nullptr;
  
      if( parentName.length() != 0 )
      {
          createBone(parentName.c_str());
          bone = Bone::create(boneName);
          addBone(bone, parentName.c_str());
      }
      else
      {
          bone = Bone::create(boneName);
          addBone(bone, "");
      }
  
      bone->setBoneData(boneData);
      bone->getDisplayManager()->changeDisplayWithIndex(-1, false);
  
      return bone;
  }
  
  
  void Armature::addBone(Bone *bone, const std::string& parentName)
  {
      CCASSERT( bone != nullptr, "Argument must be non-nil");
      CCASSERT(_boneDic.at(bone->getName()) == nullptr, "bone already added. It can't be added again");
  
      if (!parentName.empty())
      {
          Bone *boneParent = _boneDic.at(parentName);
          if (boneParent)
          {
              boneParent->addChildBone(bone);
          }
          else
          {
              _topBoneList.pushBack(bone);
          }
      }
      else
      {
          _topBoneList.pushBack(bone);
      }
  
      bone->setArmature(this);
  
      _boneDic.insert(bone->getName(), bone);
      addChild(bone);
  }
  
  
  void Armature::removeBone(Bone *bone, bool recursion)
  {
      CCASSERT(bone != nullptr, "bone must be added to the bone dictionary!");
  
      bone->setArmature(nullptr);
      bone->removeFromParent(recursion);
  
      if (_topBoneList.contains(bone))
      {
          _topBoneList.eraseObject(bone);
      }
      _boneDic.erase(bone->getName());
      removeChild(bone, true);
  }
  
  
  Bone *Armature::getBone(const std::string& name) const
  {
      return _boneDic.at(name);
  }
  
  
  void Armature::changeBoneParent(Bone *bone, const std::string& parentName)
  {
      CCASSERT(bone != nullptr, "bone must be added to the bone dictionary!");
  
      if(bone->getParentBone())
      {
          bone->getParentBone()->getChildren().eraseObject(bone);
          bone->setParentBone(nullptr);
      }
  
      if (!parentName.empty())
      {
          Bone *boneParent = _boneDic.at(parentName);
  
          if (boneParent)
          {
              boneParent->addChildBone(bone);
              if (_topBoneList.contains(bone))
              {
                  _topBoneList.eraseObject(bone);
              }
          }
          else
          {
              _topBoneList.pushBack(bone);
          }
      }
  }
  
  const cocos2d::Map<std::string, Bone*>& Armature::getBoneDic() const
  {
      return _boneDic;
  }
  
  const Mat4& Armature::getNodeToParentTransform() const
  {
      if (_transformDirty)
          _armatureTransformDirty = true;
  
      return Node::getNodeToParentTransform();
  }
  
  void Armature::updateOffsetPoint()
  {
      // Set contentsize and Calculate anchor point.
      Rect rect = getBoundingBox();
      setContentSize(rect.size);
      _offsetPoint.set(-rect.origin.x, -rect.origin.y);
      if (rect.size.width != 0 && rect.size.height != 0)
      {
          setAnchorPoint(Vec2(_offsetPoint.x / rect.size.width, _offsetPoint.y / rect.size.height));
      }
  }
  
  void Armature::setAnchorPoint(const Vec2& point)
  {
      if( ! point.equals(_anchorPoint))
      {
          _anchorPoint = point;
          _anchorPointInPoints.set(_contentSize.width * _anchorPoint.x - _offsetPoint.x, _contentSize.height * _anchorPoint.y - _offsetPoint.y);
          _realAnchorPointInPoints.set(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y);
          _transformDirty = _inverseDirty = true;
      }
  }
  
  const Vec2& Armature::getAnchorPointInPoints() const
  {
      return _realAnchorPointInPoints;
  }
  
  const Vec2& Armature::getOffsetPoints() const
  {
      return _offsetPoint;
  }
  
  void Armature::setAnimation(ArmatureAnimation *animation)
  {
      _animation = animation;
  }
  
  ArmatureAnimation *Armature::getAnimation() const 
  {
      return _animation;
  }
  
  bool Armature::getArmatureTransformDirty() const 
  {
      return _armatureTransformDirty;
  }
  
  void Armature::update(float dt)
  {
      _animation->update(dt);
  
      for(const auto &bone : _topBoneList) {
          bone->update(dt);
      }
  
      _armatureTransformDirty = false;
  }
  
  void Armature::draw(cocos2d::Renderer *renderer, const Mat4 &transform, uint32_t flags)
  {
      if (_parentBone == nullptr && _batchNode == nullptr)
      {
  //        CC_NODE_DRAW_SETUP();
      }
  
  
      for (auto& object : _children)
      {
          if (Bone *bone = dynamic_cast<Bone *>(object))
          {
              Node *node = bone->getDisplayRenderNode();
  
              if (nullptr == node)
                  continue;
  
              switch (bone->getDisplayRenderNodeType())
              {
              case CS_DISPLAY_SPRITE:
              {
                  Skin *skin = static_cast<Skin *>(node);
                  skin->updateTransform();
                  
                  BlendFunc func = bone->getBlendFunc();
                  
                  if (func.src != BlendFunc::ALPHA_PREMULTIPLIED.src || func.dst != BlendFunc::ALPHA_PREMULTIPLIED.dst)
                  {
                      skin->setBlendFunc(bone->getBlendFunc());
                  }
                  else
                  {
                      if (_blendFunc == BlendFunc::ALPHA_PREMULTIPLIED && !skin->getTexture()->hasPremultipliedAlpha())
                      {
                          skin->setBlendFunc(_blendFunc.ALPHA_NON_PREMULTIPLIED);
                      }
                      else
                      {
                          skin->setBlendFunc(_blendFunc);
                      }
                  }
                  skin->draw(renderer, transform, flags);
              }
              break;
              case CS_DISPLAY_ARMATURE:
              {
                  node->draw(renderer, transform, flags);
              }
              break;
              default:
              {
                  node->visit(renderer, transform, flags);
  //                CC_NODE_DRAW_SETUP();
              }
              break;
              }
          }
          else if(Node *node = dynamic_cast<Node *>(object))
          {
              node->visit(renderer, transform, flags);
  //            CC_NODE_DRAW_SETUP();
          }
      }
  }
  
  void Armature::onEnter()
  {
  #if CC_ENABLE_SCRIPT_BINDING
      if (_scriptType == kScriptTypeJavascript)
      {
          if (ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter))
              return;
      }
  #endif
      
      Node::onEnter();
      scheduleUpdate();
  }
  
  void Armature::onExit()
  {
      Node::onExit();
      unscheduleUpdate();
  }
  
  
  void Armature::visit(cocos2d::Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
  {
      // quick return if not visible. children won't be drawn.
      if (!_visible || !isVisitableByVisitingCamera())
      {
          return;
      }
  
      uint32_t flags = processParentFlags(parentTransform, parentFlags);
  
      // IMPORTANT:
      // To ease the migration to v3.0, we still support the Mat4 stack,
      // but it is deprecated and your code should not rely on it
      Director* director = Director::getInstance();
      CCASSERT(nullptr != director, "Director is null when seting matrix stack");
      director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
      director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
  
  
      sortAllChildren();
      draw(renderer, _modelViewTransform, flags);
  
      // FIX ME: Why need to set _orderOfArrival to 0??
      // Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
      // setOrderOfArrival(0);
  
      director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
  }
  
  Rect Armature::getBoundingBox() const
  {
      float minx, miny, maxx, maxy = 0;
  
      bool first = true;
  
      Rect boundingBox = Rect(0, 0, 0, 0);
  
      for (const auto& object : _children)
      {
          if (Bone *bone = dynamic_cast<Bone *>(object))
          {
              Rect r = bone->getDisplayManager()->getBoundingBox();
              if (r.equals(Rect::ZERO)) 
                  continue;
  
              if(first)
              {
                  minx = r.getMinX();
                  miny = r.getMinY();
                  maxx = r.getMaxX();
                  maxy = r.getMaxY();
  
                  first = false;
              }
              else
              {
                  minx = r.getMinX() < boundingBox.getMinX() ? r.getMinX() : boundingBox.getMinX();
                  miny = r.getMinY() < boundingBox.getMinY() ? r.getMinY() : boundingBox.getMinY();
                  maxx = r.getMaxX() > boundingBox.getMaxX() ? r.getMaxX() : boundingBox.getMaxX();
                  maxy = r.getMaxY() > boundingBox.getMaxY() ? r.getMaxY() : boundingBox.getMaxY();
              }
  
              boundingBox.setRect(minx, miny, maxx - minx, maxy - miny);
          }
  
      }
  
      return RectApplyTransform(boundingBox, getNodeToParentTransform());
  }
  
  Bone *Armature::getBoneAtPoint(float x, float y) const 
  {
      long length = _children.size();
      Bone *bs;
  
      for(long i = length - 1; i >= 0; i--)
      {
          bs = static_cast<Bone*>( _children.at(i) );
          if(bs->getDisplayManager()->containPoint(x, y))
          {
              return bs;
          }
      }
      return nullptr;
  }
  
  
  void Armature::setParentBone(Bone *parentBone)
  {
      _parentBone = parentBone;
  
      for (auto& element : _boneDic)
      {
          element.second->setArmature(this);
      }
  }
  
  Bone *Armature::getParentBone() const
  {
      return _parentBone;
  }
  
  #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
  
  void Armature::setColliderFilter(ColliderFilter *filter)
  {
      for (auto& element : _boneDic)
      {
          element.second->setColliderFilter(filter);
      }
  }
  #elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
  
  void Armature::drawContour()
  {
      for(auto& element : _boneDic)
      {
          Bone *bone = element.second;
          ColliderDetector *detector = bone->getColliderDetector();
  
          if (!detector)
              continue;
  
          const cocos2d::Vector<ColliderBody*>& bodyList = detector->getColliderBodyList();
  
          for (auto& object : bodyList)
          {
              ColliderBody *body = static_cast<ColliderBody*>(object);
              const std::vector<Vec2> &vertexList = body->getCalculatedVertexList();
  
              unsigned long length = vertexList.size();
              Vec2 *points = new (std::nothrow) Vec2[length];
              for (unsigned long i = 0; i<length; i++)
              {
                  Vec2 p = vertexList.at(i);
                  points[i].x = p.x;
                  points[i].y = p.y;
              }
              
  #if defined(__GNUC__) && ((__GNUC__ >= 4) || ((__GNUC__ == 3) && (__GNUC_MINOR__ >= 1)))
  #pragma GCC diagnostic ignored "-Wdeprecated-declarations"
  #elif _MSC_VER >= 1400 //vs 2005 or higher
  #pragma warning (push)
  #pragma warning (disable: 4996)
  #endif
              
              DrawPrimitives::drawPoly( points, (unsigned int)length, true );
  
  #if defined(__GNUC__) && ((__GNUC__ >= 4) || ((__GNUC__ == 3) && (__GNUC_MINOR__ >= 1)))
  #pragma GCC diagnostic warning "-Wdeprecated-declarations"
  #elif _MSC_VER >= 1400 //vs 2005 or higher
  #pragma warning (pop)
  #endif
              
              delete []points;
          }
      }
  }
  
  #endif
  
  #if ENABLE_PHYSICS_BOX2D_DETECT
  b2Body *Armature::getBody() const
  {
      return _body;
  }
  
  void Armature::setBody(b2Body *body)
  {
      if (_body == body)
      {
          return;
      }
  
      _body = body;
      _body->SetUserData(this);
  
      for(auto& object : _children)
      {
          if (Bone *bone = dynamic_cast<Bone *>(object))
          {
              auto displayList = bone->getDisplayManager()->getDecorativeDisplayList();
  
              for(auto displayObject : displayList)
              {
                  ColliderDetector *detector = static_cast<DecorativeDisplay *>(displayObject)->getColliderDetector();
                  if (detector != nullptr)
                  {
                      detector->setBody(_body);
                  }
              }
          }
      }
  }
  
  b2Fixture *Armature::getShapeList()
  {
      if (_body)
      {
          return _body->GetFixtureList();
      }
      else
      {
          return nullptr;
      }
  }
  
  #elif ENABLE_PHYSICS_CHIPMUNK_DETECT
  cpBody *Armature::getBody() const
  {
      return _body;
  }
  
  void Armature::setBody(cpBody *body)
  {
      if (_body == body)
      {
          return;
      }
  
      _body = body;
      _body->data = this;
  
      for (const auto& object : _children)
      {
          if (Bone *bone = dynamic_cast<Bone *>(object))
          {
              auto displayList = bone->getDisplayManager()->getDecorativeDisplayList();
  
              for (const auto& displayObject : displayList)
              {
                  auto detector = displayObject->getColliderDetector();
                  if (detector != nullptr)
                  {
                      detector->setBody(body);
                  }
              });
          }
      }
  }
  
  cpShape *Armature::getShapeList()
  {
      if (_body)
      {
          return _body->shapeList_private;
      }
      else
      {
          return nullptr;
      }
  }
  #endif
  
  
  }
  