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/** @file ColladaParser.h
 *  @brief Defines the parser helper class for the collada loader
 */

#pragma once
#ifndef AI_COLLADAPARSER_H_INC
#define AI_COLLADAPARSER_H_INC

#include "ColladaHelper.h"
#include <assimp/ai_assert.h>
#include <assimp/XmlParser.h>

#include <map>

namespace Assimp {

class ZipArchiveIOSystem;

// ------------------------------------------------------------------------------------------
/** Parser helper class for the Collada loader.
     *
     *  Does all the XML reading and builds internal data structures from it,
     *  but leaves the resolving of all the references to the loader.
     */
class ColladaParser {
    friend class ColladaLoader;

public:
    /// Map for generic metadata as aiString.
    using StringMetaData = std::map<std::string, aiString>;

    /// Constructor from XML file.
    ColladaParser(IOSystem *pIOHandler, const std::string &pFile);

    /// Destructor
    ~ColladaParser();

    /// Attempts to read the ZAE manifest and returns the DAE to open
    static std::string ReadZaeManifest(ZipArchiveIOSystem &zip_archive);

    /// Reads the contents of the file
    void ReadContents(XmlNode &node);

    /// Reads the structure of the file
    void ReadStructure(XmlNode &node);

    /// Reads asset information such as coordinate system information and legal blah
    void ReadAssetInfo(XmlNode &node);

    /// Reads contributor information such as author and legal blah
    void ReadContributorInfo(XmlNode &node);

    /// Reads the animation library
    void ReadAnimationLibrary(XmlNode &node);

    /// Reads the animation clip library
    void ReadAnimationClipLibrary(XmlNode &node);

    /// Unwrap controllers dependency hierarchy
    void PostProcessControllers();

    /// Re-build animations from animation clip library, if present, otherwise combine single-channel animations
    void PostProcessRootAnimations();

    /// Reads an animation into the given parent structure
    void ReadAnimation(XmlNode &node, Collada::Animation *pParent);

    /// Reads the skeleton controller library
    void ReadControllerLibrary(XmlNode &node);

    /// Reads a controller into the given mesh structure
    void ReadController(XmlNode &node, Collada::Controller &pController);

    /// Reads the image library contents
    void ReadImageLibrary(const XmlNode &node);

    /// Reads an image entry into the given image
    void ReadImage(const XmlNode &node, Collada::Image &pImage) const;

    /// Reads the material library
    void ReadMaterialLibrary(XmlNode &node);

    /// Reads the camera library
    void ReadCameraLibrary(XmlNode &node);

    /// Reads the light library
    void ReadLightLibrary(XmlNode &node);

    /// Reads the effect library
    void ReadEffectLibrary(XmlNode &node);

    /// Reads an effect entry into the given effect
    void ReadEffect(XmlNode &node, Collada::Effect &pEffect);

    /// Reads an COMMON effect profile
    void ReadEffectProfileCommon(XmlNode &node, Collada::Effect &pEffect);

    /// Read sampler properties
    void ReadSamplerProperties(XmlNode &node, Collada::Sampler &pSampler);

    /// Reads an effect entry containing a color or a texture defining that color
    void ReadEffectColor(XmlNode &node, aiColor4D &pColor, Collada::Sampler &pSampler);

    /// Reads an effect entry containing a float
    void ReadEffectFloat(XmlNode &node, ai_real &pFloat);

    /// Reads an effect parameter specification of any kind
    void ReadEffectParam(XmlNode &node, Collada::EffectParam &pParam);

    /// Reads the geometry library contents
    void ReadGeometryLibrary(XmlNode &node);

    /// Reads a geometry from the geometry library.
    void ReadGeometry(XmlNode &node, Collada::Mesh &pMesh);

    /// Reads a mesh from the geometry library
    void ReadMesh(XmlNode &node, Collada::Mesh &pMesh);

    /// Reads a source element - a combination of raw data and an accessor defining
    ///things that should not be definable. Yes, that's another rant.
    void ReadSource(XmlNode &node);

    /// Reads a data array holding a number of elements, and stores it in the global library.
    /// Currently supported are array of floats and arrays of strings.
    void ReadDataArray(XmlNode &node);

    /// Reads an accessor and stores it in the global library under the given ID -
    /// accessors use the ID of the parent <source> element
    void ReadAccessor(XmlNode &node, const std::string &pID);

    /// Reads input declarations of per-vertex mesh data into the given mesh
    void ReadVertexData(XmlNode &node, Collada::Mesh &pMesh);

    /// Reads input declarations of per-index mesh data into the given mesh
    void ReadIndexData(XmlNode &node, Collada::Mesh &pMesh);

    /// Reads a single input channel element and stores it in the given array, if valid
    void ReadInputChannel(XmlNode &node, std::vector<Collada::InputChannel> &poChannels);

    /// Reads a <p> primitive index list and assembles the mesh data into the given mesh
    size_t ReadPrimitives(XmlNode &node, Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
            size_t pNumPrimitives, const std::vector<size_t> &pVCount, Collada::PrimitiveType pPrimType);

    /// Copies the data for a single primitive into the mesh, based on the InputChannels
    void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
            Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
            size_t currentPrimitive, const std::vector<size_t> &indices);

    /// Reads one triangle of a tristrip into the mesh
    void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh &pMesh,
            std::vector<Collada::InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices);

    /// Extracts a single object from an input channel and stores it in the appropriate mesh data array
    void ExtractDataObjectFromChannel(const Collada::InputChannel &pInput, size_t pLocalIndex, Collada::Mesh &pMesh);

    /// Reads the library of node hierarchies and scene parts
    void ReadSceneLibrary(XmlNode &node);

    /// Reads a scene node's contents including children and stores it in the given node
    void ReadSceneNode(XmlNode &node, Collada::Node *pNode);
    
    /// Reads a mesh reference in a node and adds it to the node's mesh list
    void ReadNodeGeometry(XmlNode &node, Collada::Node *pNode);

    /// Reads the collada scene
    void ReadScene(XmlNode &node);

    /// Processes bind_vertex_input and bind elements
    void ReadMaterialVertexInputBinding(XmlNode &node, Collada::SemanticMappingTable &tbl);

    /// Reads embedded textures from a ZAE archive
    void ReadEmbeddedTextures(ZipArchiveIOSystem &zip_archive);

protected:
    /// Converts a path read from a collada file to the usual representation
    static void UriDecodePath(aiString &ss);

    /// Calculates the resulting transformation from all the given transform steps
    aiMatrix4x4 CalculateResultTransform(const std::vector<Collada::Transform> &pTransforms) const;

    /// Determines the input data type for the given semantic string
    Collada::InputType GetTypeForSemantic(const std::string &pSemantic);

    /// Finds the item in the given library by its reference, throws if not found
    template <typename Type>
    const Type &ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const;

private:
    /// Filename, for a verbose error message
    std::string mFileName;

    /// XML reader, member for everyday use
    XmlParser mXmlParser;

    /// All data arrays found in the file by ID. Might be referred to by actually
    ///     everyone. Collada, you are a steaming pile of indirection.
    using DataLibrary = std::map<std::string, Collada::Data> ;
    DataLibrary mDataLibrary;

    /// Same for accessors which define how the data in a data array is accessed.
    using AccessorLibrary = std::map<std::string, Collada::Accessor> ;
    AccessorLibrary mAccessorLibrary;

    /// Mesh library: mesh by ID
    using MeshLibrary = std::map<std::string, Collada::Mesh *>;
    MeshLibrary mMeshLibrary;

    /// node library: root node of the hierarchy part by ID
    using NodeLibrary = std::map<std::string, Collada::Node *>;
    NodeLibrary mNodeLibrary;

    /// Image library: stores texture properties by ID
    using ImageLibrary = std::map<std::string, Collada::Image> ;
    ImageLibrary mImageLibrary;

    /// Effect library: surface attributes by ID
    using EffectLibrary = std::map<std::string, Collada::Effect> ;
    EffectLibrary mEffectLibrary;

    /// Material library: surface material by ID
    using MaterialLibrary = std::map<std::string, Collada::Material> ;
    MaterialLibrary mMaterialLibrary;

    /// Light library: surface light by ID
    using LightLibrary = std::map<std::string, Collada::Light> ;
    LightLibrary mLightLibrary;

    /// Camera library: surface material by ID
    using CameraLibrary = std::map<std::string, Collada::Camera> ;
    CameraLibrary mCameraLibrary;

    /// Controller library: joint controllers by ID
    using ControllerLibrary = std::map<std::string, Collada::Controller> ;
    ControllerLibrary mControllerLibrary;

    /// Animation library: animation references by ID
    using AnimationLibrary = std::map<std::string, Collada::Animation *> ;
    AnimationLibrary mAnimationLibrary;

    /// Animation clip library: clip animation references by ID
    using AnimationClipLibrary = std::vector<std::pair<std::string, std::vector<std::string>>> ;
    AnimationClipLibrary mAnimationClipLibrary;

    /// Pointer to the root node. Don't delete, it just points to one of the nodes in the node library.
    Collada::Node *mRootNode;

    /// Root animation container
    Collada::Animation mAnims;

    /// Size unit: how large compared to a meter
    ai_real mUnitSize;

    /// Which is the up vector
    enum { UP_X,
        UP_Y,
        UP_Z } mUpDirection;

    /// Asset metadata (global for scene)
    StringMetaData mAssetMetaData;

    /// Collada file format version
    Collada::FormatVersion mFormat;
};

// ------------------------------------------------------------------------------------------------
// Finds the item in the given library by its reference, throws if not found
template <typename Type>
const Type &ColladaParser::ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const {
    typename std::map<std::string, Type>::const_iterator it = pLibrary.find(pURL);
    if (it == pLibrary.end()) {
        throw DeadlyImportError("Unable to resolve library reference \"", pURL, "\".");
    }
    return it->second;
}

} // end of namespace Assimp

#endif // AI_COLLADAPARSER_H_INC
