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/** @file Implementation of the DeterminePTypeHelperProcess and
 *  SortByPTypeProcess post-process steps.
*/

// internal headers
#include "SortByPTypeProcess.h"
#include "ProcessHelper.h"
#include <assimp/Exceptional.h>

using namespace Assimp;

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
SortByPTypeProcess::SortByPTypeProcess() : mConfigRemoveMeshes(0) {}

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

// ------------------------------------------------------------------------------------------------
void SortByPTypeProcess::SetupProperties(const Importer *pImp) {
    mConfigRemoveMeshes = pImp->GetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, 0);
}

// ------------------------------------------------------------------------------------------------
static void clearMeshesInNode(aiNode *node) {
    delete[] node->mMeshes;
    node->mNumMeshes = 0;
    node->mMeshes = nullptr;
}

// ------------------------------------------------------------------------------------------------
// Update changed meshes in all nodes
void UpdateNodes(const std::vector<unsigned int> &replaceMeshIndex, aiNode *node) {
    ai_assert(node != nullptr);

    if (node->mNumMeshes) {
        unsigned int newSize = 0;
        for (unsigned int m = 0; m < node->mNumMeshes; ++m) {
            unsigned int add = node->mMeshes[m] << 2;
            for (unsigned int i = 0; i < 4; ++i) {
                if (UINT_MAX != replaceMeshIndex[add + i]) {
                    ++newSize;
                }
            }
        }
        if (newSize == 0) {
            clearMeshesInNode(node);
            return;
        }

        // Try to reuse the old array if possible
        unsigned int *newMeshes = (newSize > node->mNumMeshes ? new unsigned int[newSize] : node->mMeshes);
        for (unsigned int m = 0; m < node->mNumMeshes; ++m) {
            unsigned int add = node->mMeshes[m] << 2;
            for (unsigned int i = 0; i < 4; ++i) {
                if (UINT_MAX != replaceMeshIndex[add + i]) {
                    *newMeshes++ = replaceMeshIndex[add + i];
                }
            }
        }
        if (newSize > node->mNumMeshes) {
            clearMeshesInNode(node);
        }
        node->mMeshes = newMeshes - (node->mNumMeshes = newSize);
    }

    // call all subnodes recursively
    for (unsigned int m = 0; m < node->mNumChildren; ++m) {
        UpdateNodes(replaceMeshIndex, node->mChildren[m]);
    }
}

// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SortByPTypeProcess::Execute(aiScene *pScene) {
    if (0 == pScene->mNumMeshes) {
        ASSIMP_LOG_DEBUG("SortByPTypeProcess skipped, there are no meshes");
        return;
    }

    ASSIMP_LOG_DEBUG("SortByPTypeProcess begin");

    unsigned int aiNumMeshesPerPType[4] = { 0, 0, 0, 0 };

    std::vector<aiMesh *> outMeshes;
    outMeshes.reserve(static_cast<size_t>(pScene->mNumMeshes) << 1u);

    bool bAnyChanges = false;

    std::vector<unsigned int> replaceMeshIndex(pScene->mNumMeshes * 4, UINT_MAX);
    std::vector<unsigned int>::iterator meshIdx = replaceMeshIndex.begin();
    for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
        aiMesh *const mesh = pScene->mMeshes[i];
        if (mesh->mPrimitiveTypes == 0) {
            for (size_t idx = 0; idx < outMeshes.size(); ++idx) {
                delete outMeshes[idx];
            }
            throw DeadlyImportError("Mesh with invalid primitive type: ", mesh->mName.C_Str());
        }

        // if there's just one primitive type in the mesh there's nothing to do for us
        unsigned int num = 0;
        if (mesh->mPrimitiveTypes & aiPrimitiveType_POINT) {
            ++aiNumMeshesPerPType[0];
            ++num;
        }
        if (mesh->mPrimitiveTypes & aiPrimitiveType_LINE) {
            ++aiNumMeshesPerPType[1];
            ++num;
        }
        if (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE) {
            ++aiNumMeshesPerPType[2];
            ++num;
        }
        if (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON) {
            ++aiNumMeshesPerPType[3];
            ++num;
        }

        if (1 == num) {
            if (!(mConfigRemoveMeshes & mesh->mPrimitiveTypes)) {
                *meshIdx = static_cast<unsigned int>(outMeshes.size());
                outMeshes.emplace_back(mesh);
            } else {
                delete mesh;
                pScene->mMeshes[i] = nullptr;
                bAnyChanges = true;
            }

            meshIdx += 4;
            continue;
        }
        bAnyChanges = true;

        // reuse our current mesh arrays for the submesh
        // with the largest number of primitives
        unsigned int aiNumPerPType[4] = { 0, 0, 0, 0 };
        aiFace *pFirstFace = mesh->mFaces;
        if (pFirstFace == nullptr) {
            continue;
        }

        aiFace *const pLastFace = pFirstFace + mesh->mNumFaces;

        unsigned int numPolyVerts = 0;
        for (; pFirstFace != pLastFace; ++pFirstFace) {
            if (pFirstFace->mNumIndices <= 3)
                ++aiNumPerPType[pFirstFace->mNumIndices - 1];
            else {
                ++aiNumPerPType[3];
                numPolyVerts += pFirstFace->mNumIndices;
            }
        }

        VertexWeightTable *avw = ComputeVertexBoneWeightTable(mesh);
        for (unsigned int real = 0; real < 4; ++real, ++meshIdx) {
            if (!aiNumPerPType[real] || mConfigRemoveMeshes & (1u << real)) {
                continue;
            }

            *meshIdx = (unsigned int)outMeshes.size();
            outMeshes.push_back(new aiMesh());
            aiMesh *out = outMeshes.back();

            // the name carries the adjacency information between the meshes
            out->mName = mesh->mName;

            // copy data members
            out->mPrimitiveTypes = 1u << real;
            out->mMaterialIndex = mesh->mMaterialIndex;

            // allocate output storage
            out->mNumFaces = aiNumPerPType[real];
            aiFace *outFaces = out->mFaces = new aiFace[out->mNumFaces];

            out->mNumVertices = (3 == real ? numPolyVerts : out->mNumFaces * (real + 1));

            aiVector3D *vert(nullptr), *nor(nullptr), *tan(nullptr), *bit(nullptr);
            aiVector3D *uv[AI_MAX_NUMBER_OF_TEXTURECOORDS];
            aiColor4D *cols[AI_MAX_NUMBER_OF_COLOR_SETS];

            if (mesh->mVertices) {
                vert = out->mVertices = new aiVector3D[out->mNumVertices];
            }

            if (mesh->mNormals) {
                nor = out->mNormals = new aiVector3D[out->mNumVertices];
            }

            if (mesh->mTangents) {
                tan = out->mTangents = new aiVector3D[out->mNumVertices];
                bit = out->mBitangents = new aiVector3D[out->mNumVertices];
            }

            for (unsigned int j = 0; j < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++j) {
                uv[j] = nullptr;
                if (mesh->mTextureCoords[j]) {
                    uv[j] = out->mTextureCoords[j] = new aiVector3D[out->mNumVertices];
                }

                out->mNumUVComponents[j] = mesh->mNumUVComponents[j];
            }

            for (unsigned int j = 0; j < AI_MAX_NUMBER_OF_COLOR_SETS; ++j) {
                cols[j] = nullptr;
                if (mesh->mColors[j]) {
                    cols[j] = out->mColors[j] = new aiColor4D[out->mNumVertices];
                }
            }

            if (mesh->mNumAnimMeshes > 0 && mesh->mAnimMeshes) {
                out->mNumAnimMeshes = mesh->mNumAnimMeshes;
                out->mAnimMeshes = new aiAnimMesh *[out->mNumAnimMeshes];
            }

            for (unsigned int j = 0; j < mesh->mNumAnimMeshes; ++j) {
                aiAnimMesh *animMesh = mesh->mAnimMeshes[j];
                aiAnimMesh *outAnimMesh = out->mAnimMeshes[j] = new aiAnimMesh;
                outAnimMesh->mNumVertices = out->mNumVertices;
                if (animMesh->mVertices)
                    outAnimMesh->mVertices = new aiVector3D[out->mNumVertices];
                else
                    outAnimMesh->mVertices = nullptr;
                if (animMesh->mNormals)
                    outAnimMesh->mNormals = new aiVector3D[out->mNumVertices];
                else
                    outAnimMesh->mNormals = nullptr;
                if (animMesh->mTangents)
                    outAnimMesh->mTangents = new aiVector3D[out->mNumVertices];
                else
                    outAnimMesh->mTangents = nullptr;
                if (animMesh->mBitangents)
                    outAnimMesh->mBitangents = new aiVector3D[out->mNumVertices];
                else
                    outAnimMesh->mBitangents = nullptr;
                for (int jj = 0; jj < AI_MAX_NUMBER_OF_COLOR_SETS; ++jj) {
                    if (animMesh->mColors[jj])
                        outAnimMesh->mColors[jj] = new aiColor4D[out->mNumVertices];
                    else
                        outAnimMesh->mColors[jj] = nullptr;
                }
                for (int jj = 0; jj < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++jj) {
                    if (animMesh->mTextureCoords[jj])
                        outAnimMesh->mTextureCoords[jj] = new aiVector3D[out->mNumVertices];
                    else
                        outAnimMesh->mTextureCoords[jj] = nullptr;
                }
            }

            typedef std::vector<aiVertexWeight> TempBoneInfo;
            std::vector<TempBoneInfo> tempBones(mesh->mNumBones);

            // try to guess how much storage we'll need
            for (unsigned int q = 0; q < mesh->mNumBones; ++q) {
                tempBones[q].reserve(mesh->mBones[q]->mNumWeights / (num - 1));
            }

            unsigned int outIdx = 0;
            unsigned int amIdx = 0; // AnimMesh index
            for (unsigned int m = 0; m < mesh->mNumFaces; ++m) {
                aiFace &in = mesh->mFaces[m];
                if ((real == 3 && in.mNumIndices <= 3) || (real != 3 && in.mNumIndices != real + 1)) {
                    continue;
                }

                outFaces->mNumIndices = in.mNumIndices;
                outFaces->mIndices = in.mIndices;

                for (unsigned int q = 0; q < in.mNumIndices; ++q) {
                    unsigned int idx = in.mIndices[q];

                    // process all bones of this index
                    if (avw) {
                        VertexWeightTable &tbl = avw[idx];
                        for (VertexWeightTable::const_iterator it = tbl.begin(), end = tbl.end();
                                it != end; ++it) {
                            tempBones[(*it).first].emplace_back(outIdx, (*it).second);
                        }
                    }

                    if (vert) {
                        *vert++ = mesh->mVertices[idx];
                    }
                    if (nor)
                        *nor++ = mesh->mNormals[idx];
                    if (tan) {
                        *tan++ = mesh->mTangents[idx];
                        *bit++ = mesh->mBitangents[idx];
                    }

                    for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++pp) {
                        if (!uv[pp])
                            break;
                        *uv[pp]++ = mesh->mTextureCoords[pp][idx];
                    }

                    for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_COLOR_SETS; ++pp) {
                        if (!cols[pp])
                            break;
                        *cols[pp]++ = mesh->mColors[pp][idx];
                    }

                    unsigned int pp = 0;
                    for (; pp < mesh->mNumAnimMeshes; ++pp) {
                        aiAnimMesh *animMesh = mesh->mAnimMeshes[pp];
                        aiAnimMesh *outAnimMesh = out->mAnimMeshes[pp];
                        if (animMesh->mVertices)
                            outAnimMesh->mVertices[amIdx] = animMesh->mVertices[idx];
                        if (animMesh->mNormals)
                            outAnimMesh->mNormals[amIdx] = animMesh->mNormals[idx];
                        if (animMesh->mTangents)
                            outAnimMesh->mTangents[amIdx] = animMesh->mTangents[idx];
                        if (animMesh->mBitangents)
                            outAnimMesh->mBitangents[amIdx] = animMesh->mBitangents[idx];
                        for (int jj = 0; jj < AI_MAX_NUMBER_OF_COLOR_SETS; ++jj) {
                            if (animMesh->mColors[jj])
                                outAnimMesh->mColors[jj][amIdx] = animMesh->mColors[jj][idx];
                        }
                        for (int jj = 0; jj < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++jj) {
                            if (animMesh->mTextureCoords[jj])
                                outAnimMesh->mTextureCoords[jj][amIdx] = animMesh->mTextureCoords[jj][idx];
                        }
                    }
                    if (pp == mesh->mNumAnimMeshes)
                        ++amIdx;

                    in.mIndices[q] = outIdx++;
                }

                in.mIndices = nullptr;
                ++outFaces;
            }
            ai_assert(outFaces == out->mFaces + out->mNumFaces);

            // now generate output bones
            for (unsigned int q = 0; q < mesh->mNumBones; ++q) {
                if (!tempBones[q].empty()) {
                    ++out->mNumBones;
                }
            }

            if (out->mNumBones) {
                out->mBones = new aiBone *[out->mNumBones];
                for (unsigned int q = 0, boneIdx = 0; q < mesh->mNumBones; ++q) {
                    TempBoneInfo &in = tempBones[q];
                    if (in.empty()) {
                        continue;
                    }

                    aiBone *srcBone = mesh->mBones[q];
                    aiBone *bone = out->mBones[boneIdx] = new aiBone();

                    bone->mName = srcBone->mName;
                    bone->mOffsetMatrix = srcBone->mOffsetMatrix;

                    bone->mNumWeights = (unsigned int)in.size();
                    bone->mWeights = new aiVertexWeight[bone->mNumWeights];

                    ::memcpy(bone->mWeights, &in[0], bone->mNumWeights * sizeof(aiVertexWeight));

                    ++boneIdx;
                }
            }
        }

        // delete the per-vertex bone weights table
        delete[] avw;

        // delete the input mesh
        delete mesh;

        // avoid invalid pointer
        pScene->mMeshes[i] = nullptr;
    }

    if (outMeshes.empty()) {
        // This should not occur
        throw DeadlyImportError("No meshes remaining");
    }

    // If we added at least one mesh process all nodes in the node
    // graph and update their respective mesh indices.
    if (bAnyChanges) {
        UpdateNodes(replaceMeshIndex, pScene->mRootNode);
    }

    if (outMeshes.size() != pScene->mNumMeshes) {
        delete[] pScene->mMeshes;
        pScene->mNumMeshes = (unsigned int)outMeshes.size();
        pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
    }
    ::memcpy(pScene->mMeshes, &outMeshes[0], pScene->mNumMeshes * sizeof(void *));

    if (!DefaultLogger::isNullLogger()) {
        char buffer[1024];
        ::ai_snprintf(buffer, 1024, "Points: %u%s, Lines: %u%s, Triangles: %u%s, Polygons: %u%s (Meshes, X = removed)",
                aiNumMeshesPerPType[0], ((mConfigRemoveMeshes & aiPrimitiveType_POINT) ? "X" : ""),
                aiNumMeshesPerPType[1], ((mConfigRemoveMeshes & aiPrimitiveType_LINE) ? "X" : ""),
                aiNumMeshesPerPType[2], ((mConfigRemoveMeshes & aiPrimitiveType_TRIANGLE) ? "X" : ""),
                aiNumMeshesPerPType[3], ((mConfigRemoveMeshes & aiPrimitiveType_POLYGON) ? "X" : ""));
        ASSIMP_LOG_INFO(buffer);
        ASSIMP_LOG_DEBUG("SortByPTypeProcess finished");
    }
}
