/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
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Copyright (c) 2006-2010, ASSIMP Development Team

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  following disclaimer.

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  derived from this software without specific prior
  written permission of the ASSIMP Development Team.

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*/
/** @file Implementation of the post processing step to remove
 *        any parts of the mesh structure from the imported data.
*/

#include "AssimpPCH.h"
#include "RemoveVCProcess.h"

using namespace Assimp;


// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
RemoveVCProcess::RemoveVCProcess()
{}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well
RemoveVCProcess::~RemoveVCProcess()
{}

// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool RemoveVCProcess::IsActive( unsigned int pFlags) const
{
	return (pFlags & aiProcess_RemoveComponent) != 0;
}

// ------------------------------------------------------------------------------------------------
// Small helper function to delete all elements in a T** aray using delete
template <typename T>
inline void ArrayDelete(T**& in, unsigned int& num)
{
	for (unsigned int i = 0; i < num; ++i)
		delete in[i];

	delete[] in;
	in = NULL;
	num = 0;
}

#if 0
// ------------------------------------------------------------------------------------------------
// Updates the node graph - removes all nodes which have the "remove" flag set and the 
// "don't remove" flag not set. Nodes with meshes are never deleted.
bool UpdateNodeGraph(aiNode* node,std::list<aiNode*>& childsOfParent,bool root)
{
	register bool b = false;

	std::list<aiNode*> mine;
	for (unsigned int i = 0; i < node->mNumChildren;++i)
	{
		if(UpdateNodeGraph(node->mChildren[i],mine,false))
			b = true;
	}

	// somewhat tricky ... mNumMeshes must be originally 0 and MSB2 may not be set,
	// so we can do a simple comparison against MSB here
	if (!root && AI_RC_UINT_MSB == node->mNumMeshes )
	{
		// this node needs to be removed
		if(node->mNumChildren)
		{
			childsOfParent.insert(childsOfParent.end(),mine.begin(),mine.end());

			// set all children to NULL to make sure they are not deleted when we delete ourself
			for (unsigned int i = 0; i < node->mNumChildren;++i)
				node->mChildren[i] = NULL;
		}
		b = true;
		delete node;
	}
	else
	{
		AI_RC_UNMASK(node->mNumMeshes);
		childsOfParent.push_back(node);

		if (b)
		{
			// reallocate the array of our children here
			node->mNumChildren = (unsigned int)mine.size();
			aiNode** const children = new aiNode*[mine.size()];
			aiNode** ptr = children;

			for (std::list<aiNode*>::iterator it = mine.begin(), end = mine.end();
				 it != end; ++it)
			{
				*ptr++ = *it;
			}
			delete[] node->mChildren;
			node->mChildren = children;
			return false;
		}
	}
	return b;
}
#endif

// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void RemoveVCProcess::Execute( aiScene* pScene)
{
	DefaultLogger::get()->debug("RemoveVCProcess begin");
	bool bHas = false; //,bMasked = false;

	mScene = pScene;

	// handle animations
	if ( configDeleteFlags & aiComponent_ANIMATIONS)
	{

		bHas = true;
		ArrayDelete(pScene->mAnimations,pScene->mNumAnimations);
	}

	// handle textures
	if ( configDeleteFlags & aiComponent_TEXTURES)
	{
		bHas = true;
		ArrayDelete(pScene->mTextures,pScene->mNumTextures);
	}

	// handle materials
	if ( configDeleteFlags & aiComponent_MATERIALS && pScene->mNumMaterials)
	{
		bHas = true;
		for (unsigned int i = 1;i < pScene->mNumMaterials;++i)
			delete pScene->mMaterials[i];

		pScene->mNumMaterials = 1;
		aiMaterial* helper = (aiMaterial*) pScene->mMaterials[0];
		ai_assert(NULL != helper);
		helper->Clear();

		// gray
		aiColor3D clr(0.6f,0.6f,0.6f);
		helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);

		// add a small ambient color value
		clr = aiColor3D(0.05f,0.05f,0.05f);
		helper->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);

		aiString s;
		s.Set("Dummy_MaterialsRemoved");
		helper->AddProperty(&s,AI_MATKEY_NAME);
	}

	// handle light sources
	if ( configDeleteFlags & aiComponent_LIGHTS)
	{
		bHas =  true;
		ArrayDelete(pScene->mLights,pScene->mNumLights);
	}

	// handle camneras
	if ( configDeleteFlags & aiComponent_CAMERAS)
	{
		bHas = true;
		ArrayDelete(pScene->mCameras,pScene->mNumCameras);
	}

	// handle meshes
	if (configDeleteFlags & aiComponent_MESHES)
	{
		bHas = true;
		ArrayDelete(pScene->mMeshes,pScene->mNumMeshes);
	}
	else
	{
		for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
		{
			if(	ProcessMesh( pScene->mMeshes[a]))
				bHas = true;
		}
	}


	// now check whether the result is still a full scene
	if (!pScene->mNumMeshes || !pScene->mNumMaterials)
	{
		pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
		DefaultLogger::get()->debug("Setting AI_SCENE_FLAGS_INCOMPLETE flag");

		// If we have no meshes anymore we should also clear another flag ...
		if (!pScene->mNumMeshes)
			pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
	}

	if (bHas)DefaultLogger::get()->info("RemoveVCProcess finished. Data structure cleanup has been done.");
	else DefaultLogger::get()->debug("RemoveVCProcess finished. Nothing to be done ...");
}

// ------------------------------------------------------------------------------------------------
// Setup configuration properties for the step
void RemoveVCProcess::SetupProperties(const Importer* pImp)
{
	configDeleteFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_RVC_FLAGS,0x0);
	if (!configDeleteFlags)
	{
		DefaultLogger::get()->warn("RemoveVCProcess: AI_CONFIG_PP_RVC_FLAGS is zero.");
	}
}

// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
bool RemoveVCProcess::ProcessMesh(aiMesh* pMesh)
{
	bool ret = false;

	// if all materials have been deleted let the material
	// index of the mesh point to the created default material
	if ( configDeleteFlags & aiComponent_MATERIALS)
		pMesh->mMaterialIndex = 0;

	// handle normals
	if (configDeleteFlags & aiComponent_NORMALS && pMesh->mNormals)
	{
		delete[] pMesh->mNormals;
		pMesh->mNormals = NULL;
		ret = true;
	}

	// handle tangents and bitangents
	if (configDeleteFlags & aiComponent_TANGENTS_AND_BITANGENTS && pMesh->mTangents)
	{
		delete[] pMesh->mTangents;
		pMesh->mTangents = NULL;

		delete[] pMesh->mBitangents;
		pMesh->mBitangents = NULL;
		ret = true;
	}

	// handle texture coordinates
	register bool b = (0 != (configDeleteFlags & aiComponent_TEXCOORDS));
	for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++real)
	{
		if (!pMesh->mTextureCoords[i])break;
		if (configDeleteFlags & aiComponent_TEXCOORDSn(real) || b)
		{
			delete pMesh->mTextureCoords[i];
			pMesh->mTextureCoords[i] = NULL;
			ret = true;

			if (!b)
			{
				// collapse the rest of the array
				for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a)
					pMesh->mTextureCoords[a-1] = pMesh->mTextureCoords[a];
				
				pMesh->mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS-1] = NULL;
				continue;
			}
		}
		++i;
	}

	// handle vertex colors
	b = (0 != (configDeleteFlags & aiComponent_COLORS));
	for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_COLOR_SETS; ++real)
	{
		if (!pMesh->mColors[i])break;
		if (configDeleteFlags & aiComponent_COLORSn(i) || b)
		{
			delete pMesh->mColors[i];
			pMesh->mColors[i] = NULL;
			ret = true;

			if (!b)
			{
				// collapse the rest of the array
				for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_COLOR_SETS;++a)
					pMesh->mColors[a-1] = pMesh->mColors[a];

				pMesh->mColors[AI_MAX_NUMBER_OF_COLOR_SETS-1] = NULL;
				continue;
			}
		}
		++i;
	}

	// handle bones
	if (configDeleteFlags & aiComponent_BONEWEIGHTS && pMesh->mBones)
	{
		ArrayDelete(pMesh->mBones,pMesh->mNumBones);
		ret = true;
	}
	return ret;
}
