// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_OBJ_LOADER_

#include "COBJMeshFileLoader.h"
#include "IMeshManipulator.h"
#include "IVideoDriver.h"
#include "SMesh.h"
#include "SMeshBuffer.h"
#include "SAnimatedMesh.h"
#include "IReadFile.h"
#include "IAttributes.h"
#include "fast_atof.h"
#include "coreutil.h"
#include "os.h"

namespace irr
{
namespace scene
{

#ifdef _DEBUG
#define _IRR_DEBUG_OBJ_LOADER_
#endif

//! Constructor
COBJMeshFileLoader::COBJMeshFileLoader(scene::ISceneManager* smgr, io::IFileSystem* fs)
: SceneManager(smgr), FileSystem(fs)
{
	#ifdef _DEBUG
	setDebugName("COBJMeshFileLoader");
	#endif

	if (FileSystem)
		FileSystem->grab();
}


//! destructor
COBJMeshFileLoader::~COBJMeshFileLoader()
{
	if (FileSystem)
		FileSystem->drop();
}


//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".bsp")
bool COBJMeshFileLoader::isALoadableFileExtension(const io::path& filename) const
{
	return core::hasFileExtension ( filename, "obj" );
}


//! creates/loads an animated mesh from the file.
//! \return Pointer to the created mesh. Returns 0 if loading failed.
//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
//! See IReferenceCounted::drop() for more information.
IAnimatedMesh* COBJMeshFileLoader::createMesh(io::IReadFile* file)
{
	if (!file)
		return 0;

	const long filesize = file->getSize();
	if (!filesize)
		return 0;

	const u32 WORD_BUFFER_LENGTH = 512;

	core::array<core::vector3df> vertexBuffer(1000);
	core::array<core::vector3df> normalsBuffer(1000);
	core::array<core::vector2df> textureCoordBuffer(1000);

	SObjMtl * currMtl = new SObjMtl();
	Materials.push_back(currMtl);
	u32 smoothingGroup=0;

	const io::path fullName = file->getFileName();
	const io::path relPath = FileSystem->getFileDir(fullName)+"/";

	c8* buf = new c8[filesize];
	memset(buf, 0, filesize);
	file->read((void*)buf, filesize);
	const c8* const bufEnd = buf+filesize;

	// Process obj information
	const c8* bufPtr = buf;
	core::stringc grpName, mtlName;
	bool mtlChanged=false;
	bool useGroups = !SceneManager->getParameters()->getAttributeAsBool(OBJ_LOADER_IGNORE_GROUPS);
	bool useMaterials = !SceneManager->getParameters()->getAttributeAsBool(OBJ_LOADER_IGNORE_MATERIAL_FILES);
	irr::u32 lineNr = 1;	// only counts non-empty lines, still useful in debugging to locate errors
	core::array<int> faceCorners;
	faceCorners.reallocate(32); // should be large enough
	const core::stringc TAG_OFF = "off";
	irr::u32 degeneratedFaces = 0;

	while(bufPtr != bufEnd)
	{
		switch(bufPtr[0])
		{
		case 'm':	// mtllib (material)
		{
			if (useMaterials)
			{
				c8 name[WORD_BUFFER_LENGTH];
				bufPtr = goAndCopyNextWord(name, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
#ifdef _IRR_DEBUG_OBJ_LOADER_
				os::Printer::log("Reading material file",name);
#endif
			}
		}
			break;

		case 'v':               // v, vn, vt
			switch(bufPtr[1])
			{
			case ' ':          // vertex
				{
					core::vector3df vec;
					bufPtr = readVec3(bufPtr, vec, bufEnd);
					vertexBuffer.push_back(vec);
				}
				break;

			case 'n':       // normal
				{
					core::vector3df vec;
					bufPtr = readVec3(bufPtr, vec, bufEnd);
					normalsBuffer.push_back(vec);
				}
				break;

			case 't':       // texcoord
				{
					core::vector2df vec;
					bufPtr = readUV(bufPtr, vec, bufEnd);
					textureCoordBuffer.push_back(vec);
				}
				break;
			}
			break;

		case 'g': // group name
			{
				c8 grp[WORD_BUFFER_LENGTH];
				bufPtr = goAndCopyNextWord(grp, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
#ifdef _IRR_DEBUG_OBJ_LOADER_
	os::Printer::log("Loaded group start",grp, ELL_DEBUG);
#endif
				if (useGroups)
				{
					if (0 != grp[0])
						grpName = grp;
					else
						grpName = "default";
				}
				mtlChanged=true;
			}
			break;

		case 's': // smoothing can be a group or off (equiv. to 0)
			{
				c8 smooth[WORD_BUFFER_LENGTH];
				bufPtr = goAndCopyNextWord(smooth, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
#ifdef _IRR_DEBUG_OBJ_LOADER_
	os::Printer::log("Loaded smoothing group start",smooth, ELL_DEBUG);
#endif
				if (TAG_OFF==smooth)
					smoothingGroup=0;
				else
					smoothingGroup=core::strtoul10(smooth);

				(void)smoothingGroup; // disable unused variable warnings
			}
			break;

		case 'u': // usemtl
			// get name of material
			{
				c8 matName[WORD_BUFFER_LENGTH];
				bufPtr = goAndCopyNextWord(matName, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
#ifdef _IRR_DEBUG_OBJ_LOADER_
	os::Printer::log("Loaded material start",matName, ELL_DEBUG);
#endif
				mtlName=matName;
				mtlChanged=true;
			}
			break;

		case 'f':               // face
		{
			c8 vertexWord[WORD_BUFFER_LENGTH]; // for retrieving vertex data
			video::S3DVertex v;
			// Assign vertex color from currently active material's diffuse color
			if (mtlChanged)
			{
				// retrieve the material
				SObjMtl *useMtl = findMtl(mtlName, grpName);
				// only change material if we found it
				if (useMtl)
					currMtl = useMtl;
				mtlChanged=false;
			}
			if (currMtl)
				v.Color = currMtl->Meshbuffer->Material.DiffuseColor;

			// get all vertices data in this face (current line of obj file)
			const core::stringc wordBuffer = copyLine(bufPtr, bufEnd);
			const c8* linePtr = wordBuffer.c_str();
			const c8* const endPtr = linePtr+wordBuffer.size();

			faceCorners.set_used(0); // fast clear

			// read in all vertices
			linePtr = goNextWord(linePtr, endPtr);
			while (0 != linePtr[0])
			{
				// Array to communicate with retrieveVertexIndices()
				// sends the buffer sizes and gets the actual indices
				// if index not set returns -1
				s32 Idx[3];
				Idx[0] = Idx[1] = Idx[2] = -1;

				// read in next vertex's data
				u32 wlength = copyWord(vertexWord, linePtr, WORD_BUFFER_LENGTH, endPtr);
				// this function will also convert obj's 1-based index to c++'s 0-based index
				retrieveVertexIndices(vertexWord, Idx, vertexWord+wlength+1, vertexBuffer.size(), textureCoordBuffer.size(), normalsBuffer.size());
				if ( -1 != Idx[0] && Idx[0] < (irr::s32)vertexBuffer.size() )
					v.Pos = vertexBuffer[Idx[0]];
				else
				{
					os::Printer::log("Invalid vertex index in this line:", wordBuffer.c_str(), ELL_ERROR);
					delete [] buf;
					return 0;
				}
				if ( -1 != Idx[1] && Idx[1] < (irr::s32)textureCoordBuffer.size() )
					v.TCoords = textureCoordBuffer[Idx[1]];
				else
					v.TCoords.set(0.0f,0.0f);
				if ( -1 != Idx[2] && Idx[2] < (irr::s32)normalsBuffer.size() )
					v.Normal = normalsBuffer[Idx[2]];
				else
				{
					v.Normal.set(0.0f,0.0f,0.0f);
					currMtl->RecalculateNormals=true;
				}

				int vertLocation;
				auto n = currMtl->VertMap.find(v);
				if (n != currMtl->VertMap.end())
				{
					vertLocation = n->second;
				}
				else
				{
					currMtl->Meshbuffer->Vertices.push_back(v);
					vertLocation = currMtl->Meshbuffer->Vertices.size() -1;
					currMtl->VertMap.emplace(v, vertLocation);
				}

				faceCorners.push_back(vertLocation);

				// go to next vertex
				linePtr = goNextWord(linePtr, endPtr);
			}

			// triangulate the face
			const int c = faceCorners[0];
			for ( u32 i = 1; i < faceCorners.size() - 1; ++i )
			{
				// Add a triangle
				const int a = faceCorners[i + 1];
				const int b = faceCorners[i];
				if (a != b && a != c && b != c)	// ignore degenerated faces. We can get them when we merge vertices above in the VertMap.
				{
					currMtl->Meshbuffer->Indices.push_back(a);
					currMtl->Meshbuffer->Indices.push_back(b);
					currMtl->Meshbuffer->Indices.push_back(c);
				}
				else
				{
					++degeneratedFaces;
				}
			}
		}
		break;

		case '#': // comment
		default:
			break;
		}	// end switch(bufPtr[0])
		// eat up rest of line
		bufPtr = goNextLine(bufPtr, bufEnd);
		++lineNr;
	}	// end while(bufPtr && (bufPtr-buf<filesize))

	if ( degeneratedFaces > 0 )
	{
		irr::core::stringc log(degeneratedFaces);
		log += " degenerated faces removed in ";
		log += irr::core::stringc(fullName);
		os::Printer::log(log.c_str(), ELL_INFORMATION);
	}

	SMesh* mesh = new SMesh();

	// Combine all the groups (meshbuffers) into the mesh
	for ( u32 m = 0; m < Materials.size(); ++m )
	{
		if ( Materials[m]->Meshbuffer->getIndexCount() > 0 )
		{
			Materials[m]->Meshbuffer->recalculateBoundingBox();
			if (Materials[m]->RecalculateNormals)
				SceneManager->getMeshManipulator()->recalculateNormals(Materials[m]->Meshbuffer);
			mesh->addMeshBuffer( Materials[m]->Meshbuffer );
		}
	}

	// Create the Animated mesh if there's anything in the mesh
	SAnimatedMesh* animMesh = 0;
	if ( 0 != mesh->getMeshBufferCount() )
	{
		mesh->recalculateBoundingBox();
		animMesh = new SAnimatedMesh();
		animMesh->Type = EAMT_OBJ;
		animMesh->addMesh(mesh);
		animMesh->recalculateBoundingBox();
	}

	// Clean up the allocate obj file contents
	delete [] buf;
	// more cleaning up
	cleanUp();
	mesh->drop();

	return animMesh;
}

//! Read RGB color
const c8* COBJMeshFileLoader::readColor(const c8* bufPtr, video::SColor& color, const c8* const bufEnd)
{
	const u32 COLOR_BUFFER_LENGTH = 16;
	c8 colStr[COLOR_BUFFER_LENGTH];

	bufPtr = goAndCopyNextWord(colStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd);
	color.setRed((u32)core::round32(core::fast_atof(colStr)*255.f));
	bufPtr = goAndCopyNextWord(colStr,   bufPtr, COLOR_BUFFER_LENGTH, bufEnd);
	color.setGreen((u32)core::round32(core::fast_atof(colStr)*255.f));
	bufPtr = goAndCopyNextWord(colStr,   bufPtr, COLOR_BUFFER_LENGTH, bufEnd);
	color.setBlue((u32)core::round32(core::fast_atof(colStr)*255.f));
	return bufPtr;
}


//! Read 3d vector of floats
const c8* COBJMeshFileLoader::readVec3(const c8* bufPtr, core::vector3df& vec, const c8* const bufEnd)
{
	const u32 WORD_BUFFER_LENGTH = 256;
	c8 wordBuffer[WORD_BUFFER_LENGTH];

	bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
	vec.X=-core::fast_atof(wordBuffer); // change handedness
	bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
	vec.Y=core::fast_atof(wordBuffer);
	bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
	vec.Z=core::fast_atof(wordBuffer);
	return bufPtr;
}


//! Read 2d vector of floats
const c8* COBJMeshFileLoader::readUV(const c8* bufPtr, core::vector2df& vec, const c8* const bufEnd)
{
	const u32 WORD_BUFFER_LENGTH = 256;
	c8 wordBuffer[WORD_BUFFER_LENGTH];

	bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
	vec.X=core::fast_atof(wordBuffer);
	bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
	vec.Y=1-core::fast_atof(wordBuffer); // change handedness
	return bufPtr;
}


//! Read boolean value represented as 'on' or 'off'
const c8* COBJMeshFileLoader::readBool(const c8* bufPtr, bool& tf, const c8* const bufEnd)
{
	const u32 BUFFER_LENGTH = 8;
	c8 tfStr[BUFFER_LENGTH];

	bufPtr = goAndCopyNextWord(tfStr, bufPtr, BUFFER_LENGTH, bufEnd);
	tf = strcmp(tfStr, "off") != 0;
	return bufPtr;
}


COBJMeshFileLoader::SObjMtl* COBJMeshFileLoader::findMtl(const core::stringc& mtlName, const core::stringc& grpName)
{
	COBJMeshFileLoader::SObjMtl* defMaterial = 0;
	// search existing Materials for best match
	// exact match does return immediately, only name match means a new group
	for (u32 i = 0; i < Materials.size(); ++i)
	{
		if ( Materials[i]->Name == mtlName )
		{
			if ( Materials[i]->Group == grpName )
				return Materials[i];
			else
				defMaterial = Materials[i];
		}
	}
	// we found a partial match
	if (defMaterial)
	{
		Materials.push_back(new SObjMtl(*defMaterial));
		Materials.getLast()->Group = grpName;
		return Materials.getLast();
	}
	// we found a new group for a non-existant material
	else if (grpName.size())
	{
		Materials.push_back(new SObjMtl(*Materials[0]));
		Materials.getLast()->Group = grpName;
		return Materials.getLast();
	}
	return 0;
}


//! skip space characters and stop on first non-space
const c8* COBJMeshFileLoader::goFirstWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines)
{
	// skip space characters
	if (acrossNewlines)
		while((buf != bufEnd) && core::isspace(*buf))
			++buf;
	else
		while((buf != bufEnd) && core::isspace(*buf) && (*buf != '\n'))
			++buf;

	return buf;
}


//! skip current word and stop at beginning of next one
const c8* COBJMeshFileLoader::goNextWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines)
{
	// skip current word
	while(( buf != bufEnd ) && !core::isspace(*buf))
		++buf;

	return goFirstWord(buf, bufEnd, acrossNewlines);
}


//! Read until line break is reached and stop at the next non-space character
const c8* COBJMeshFileLoader::goNextLine(const c8* buf, const c8* const bufEnd)
{
	// look for newline characters
	while(buf != bufEnd)
	{
		// found it, so leave
		if (*buf=='\n' || *buf=='\r')
			break;
		++buf;
	}
	return goFirstWord(buf, bufEnd);
}


u32 COBJMeshFileLoader::copyWord(c8* outBuf, const c8* const inBuf, u32 outBufLength, const c8* const bufEnd)
{
	if (!outBufLength)
		return 0;
	if (!inBuf)
	{
		*outBuf = 0;
		return 0;
	}

	u32 i = 0;
	while(inBuf[i])
	{
		if (core::isspace(inBuf[i]) || &(inBuf[i]) == bufEnd)
			break;
		++i;
	}

	u32 length = core::min_(i, outBufLength-1);
	for (u32 j=0; j<length; ++j)
		outBuf[j] = inBuf[j];

	outBuf[length] = 0;
	return length;
}


core::stringc COBJMeshFileLoader::copyLine(const c8* inBuf, const c8* bufEnd)
{
	if (!inBuf)
		return core::stringc();

	const c8* ptr = inBuf;
	while (ptr<bufEnd)
	{
		if (*ptr=='\n' || *ptr=='\r')
			break;
		++ptr;
	}
	// we must avoid the +1 in case the array is used up
	return core::stringc(inBuf, (u32)(ptr-inBuf+((ptr < bufEnd) ? 1 : 0)));
}


const c8* COBJMeshFileLoader::goAndCopyNextWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* bufEnd)
{
	inBuf = goNextWord(inBuf, bufEnd, false);
	copyWord(outBuf, inBuf, outBufLength, bufEnd);
	return inBuf;
}


bool COBJMeshFileLoader::retrieveVertexIndices(c8* vertexData, s32* idx, const c8* bufEnd, u32 vbsize, u32 vtsize, u32 vnsize)
{
	c8 word[16] = "";
	const c8* p = goFirstWord(vertexData, bufEnd);
	u32 idxType = 0;	// 0 = posIdx, 1 = texcoordIdx, 2 = normalIdx

	u32 i = 0;
	while ( p != bufEnd )
	{
		if ( ( core::isdigit(*p)) || (*p == '-') )
		{
			// build up the number
			word[i++] = *p;
		}
		else if ( *p == '/' || *p == ' ' || *p == '\0' )
		{
			// number is completed. Convert and store it
			word[i] = '\0';
			// if no number was found index will become 0 and later on -1 by decrement
			idx[idxType] = core::strtol10(word);
			if (idx[idxType]<0)
			{
				switch (idxType)
				{
					case 0:
						idx[idxType] += vbsize;
						break;
					case 1:
						idx[idxType] += vtsize;
						break;
					case 2:
						idx[idxType] += vnsize;
						break;
				}
			}
			else
				idx[idxType]-=1;

			// reset the word
			word[0] = '\0';
			i = 0;

			// go to the next kind of index type
			if (*p == '/')
			{
				if ( ++idxType > 2 )
				{
					// error checking, shouldn't reach here unless file is wrong
					idxType = 0;
				}
			}
			else
			{
				// set all missing values to disable (=-1)
				while (++idxType < 3)
					idx[idxType]=-1;
				++p;
				break; // while
			}
		}

		// go to the next char
		++p;
	}

	return true;
}


void COBJMeshFileLoader::cleanUp()
{
	for (u32 i=0; i < Materials.size(); ++i )
	{
		Materials[i]->Meshbuffer->drop();
		delete Materials[i];
	}

	Materials.clear();
}


} // end namespace scene
} // end namespace irr

#endif // _IRR_COMPILE_WITH_OBJ_LOADER_

