#include "skeleton.hpp"

#include <OgreSkeletonManager.h>
#include <OgreResource.h>
#include <OgreSkeleton.h>
#include <OgreBone.h>

#include <components/nif/node.hpp>
#include <components/misc/stringops.hpp>

namespace NifOgre
{

void NIFSkeletonLoader::buildBones(Ogre::Skeleton *skel, const Nif::Node *node, Ogre::Bone *parent)
{
    Ogre::Bone *bone;
    if(!skel->hasBone(node->name))
        bone = skel->createBone(node->name);
    else
        bone = skel->createBone();
    if(parent) parent->addChild(bone);
    mNifToOgreHandleMap[node->recIndex] = bone->getHandle();

    bone->setOrientation(node->trafo.rotation);
    bone->setPosition(node->trafo.pos);
    bone->setScale(Ogre::Vector3(node->trafo.scale));
    bone->setBindingPose();

    if(!(node->recType == Nif::RC_NiNode || /* Nothing special; children traversed below */
         node->recType == Nif::RC_RootCollisionNode || /* handled in nifbullet (hopefully) */
         node->recType == Nif::RC_NiTriShape || /* Handled in the mesh loader */
         node->recType == Nif::RC_NiBSAnimationNode || /* Handled in the object loader */
         node->recType == Nif::RC_NiBSParticleNode ||
         node->recType == Nif::RC_NiCamera ||
         node->recType == Nif::RC_NiAutoNormalParticles ||
         node->recType == Nif::RC_NiRotatingParticles
         ))
        warn("Unhandled "+node->recName+" "+node->name+" in "+skel->getName());

    Nif::ControllerPtr ctrl = node->controller;
    while(!ctrl.empty())
    {
        if(!(ctrl->recType == Nif::RC_NiParticleSystemController ||
             ctrl->recType == Nif::RC_NiVisController ||
             ctrl->recType == Nif::RC_NiUVController ||
             ctrl->recType == Nif::RC_NiKeyframeController ||
             ctrl->recType == Nif::RC_NiGeomMorpherController
             ))
            warn("Unhandled "+ctrl->recName+" from node "+node->name+" in "+skel->getName());
        ctrl = ctrl->next;
    }

    const Nif::NiNode *ninode = dynamic_cast<const Nif::NiNode*>(node);
    if(ninode)
    {
        const Nif::NodeList &children = ninode->children;
        for(size_t i = 0;i < children.length();i++)
        {
            if(!children[i].empty())
                buildBones(skel, children[i].getPtr(), bone);
        }
    }
}

void NIFSkeletonLoader::loadResource(Ogre::Resource *resource)
{
    Ogre::Skeleton *skel = dynamic_cast<Ogre::Skeleton*>(resource);
    OgreAssert(skel, "Attempting to load a skeleton into a non-skeleton resource!");

    Nif::NIFFile::ptr nif(Nif::NIFFile::create(skel->getName()));
    const Nif::Node *node = static_cast<const Nif::Node*>(nif->getRoot(0));

    try {
        buildBones(skel, node);
    }
    catch(std::exception &e) {
        std::cerr<< "Exception while loading "<<skel->getName() <<std::endl;
        std::cerr<< e.what() <<std::endl;
        return;
    }
}


bool NIFSkeletonLoader::needSkeleton(const Nif::Node *node)
{
    /* We need to be a little aggressive here, since some NIFs have a crap-ton
     * of nodes and Ogre only supports 256 bones. We will skip a skeleton if:
     * There are no bones used for skinning, there are no controllers, there
     * are no nodes named "AttachLight", and the tree consists of NiNode,
     * NiTriShape, and RootCollisionNode types only.
     */
    if(node->boneTrafo)
        return true;

    if(!node->controller.empty() || node->name == "AttachLight")
        return true;

    if(node->recType == Nif::RC_NiNode || node->recType == Nif::RC_RootCollisionNode)
    {
        const Nif::NiNode *ninode = static_cast<const Nif::NiNode*>(node);
        const Nif::NodeList &children = ninode->children;
        for(size_t i = 0;i < children.length();i++)
        {
            if(!children[i].empty())
            {
                if(needSkeleton(children[i].getPtr()))
                    return true;
            }
        }
        return false;
    }
    if(node->recType == Nif::RC_NiTriShape)
        return false;

    return true;
}

Ogre::SkeletonPtr NIFSkeletonLoader::createSkeleton(const std::string &name, const std::string &group, const Nif::Node *node)
{
    bool forceskel = false;
    std::string::size_type extpos = name.rfind('.');
    if(extpos != std::string::npos && name.compare(extpos, name.size()-extpos, ".nif") == 0)
    {
        Ogre::ResourceGroupManager &resMgr = Ogre::ResourceGroupManager::getSingleton();
        forceskel = resMgr.resourceExistsInAnyGroup(name.substr(0, extpos)+".kf");
    }

    if(forceskel || needSkeleton(node))
    {
        Ogre::SkeletonManager &skelMgr = Ogre::SkeletonManager::getSingleton();
        return skelMgr.create(name, group, true, &sLoaders[name]);
    }

    return Ogre::SkeletonPtr();
}

// Looks up an Ogre Bone handle ID from a NIF's record index. Should only be
// used when the bone name is insufficient as this is a relatively slow lookup
int NIFSkeletonLoader::lookupOgreBoneHandle(const std::string &nifname, int idx)
{
    LoaderMap::const_iterator loader = sLoaders.find(nifname);
    if(loader != sLoaders.end())
    {
        std::map<int,int>::const_iterator entry = loader->second.mNifToOgreHandleMap.find(idx);
        if(entry != loader->second.mNifToOgreHandleMap.end())
            return entry->second;
    }
    throw std::runtime_error("Invalid NIF record lookup ("+nifname+", index "+Ogre::StringConverter::toString(idx)+")");
}

NIFSkeletonLoader::LoaderMap NIFSkeletonLoader::sLoaders;

}