// Copyright (C) 2002-2006 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h


//New skinned mesh

#ifndef __C_SKINNED_MESH_H_INCLUDED__
#define __C_SKINNED_MESH_H_INCLUDED__

#include "S3DVertex.h"
#include "irrString.h"
#include "matrix4.h"
#include "SMeshBuffer.h"
#include <quaternion.h>

#include "ISkinnedMesh.h"

namespace irr
{
namespace scene
{

	class IAnimatedMeshSceneNode;
	class IBoneSceneNode;

	class CSkinnedMesh: public ISkinnedMesh
	{
	public:

		//! constructor
		CSkinnedMesh();

		//! destructor
		virtual ~CSkinnedMesh();

		//! returns the amount of frames. If the amount is 1, it is a static (=non animated) mesh.
		virtual u32 getFrameCount() const;

		//! returns the animated mesh based on a detail level (which is ignored)
		virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1);

		//! Animates this mesh's joints based on frame input
		//! blend: {0-old position, 1-New position}
		virtual void animateMesh(f32 frame, f32 blend);

		//! Preforms a software skin on this mesh based of joint positions
		virtual void skinMesh();

		//! returns amount of mesh buffers.
		virtual u32 getMeshBufferCount() const;

		//! returns pointer to a mesh buffer
		virtual IMeshBuffer* getMeshBuffer(u32 nr) const;

		//! Returns pointer to a mesh buffer which fits a material
 		/** \param material: material to search for
		\return Returns the pointer to the mesh buffer or
		NULL if there is no such mesh buffer. */
		virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const;

		//! returns an axis aligned bounding box
		virtual const core::aabbox3d<f32>& getBoundingBox() const;

		//! set user axis aligned bounding box
		virtual void setBoundingBox( const core::aabbox3df& box);

		//! sets a flag of all contained materials to a new value
		virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue);

		//! Returns the type of the animated mesh.
		virtual E_ANIMATED_MESH_TYPE getMeshType() const;

		//! Gets joint count.
		virtual u32 getJointCount() const;

		//! Gets the name of a joint.
		virtual const c8* getJointName(u32 number) const;

		//! Gets a joint number from its name
		virtual s32 getJointNumber(const c8* name) const;

		//! uses animation from another mesh
		virtual bool useAnimationFrom(const ISkinnedMesh *mesh);

		//! Update Normals when Animating
		//! False= Don't (default)
		//! True = Update normals, slower
		virtual void updateNormalsWhenAnimating(bool on);

		//! Sets Interpolation Mode
		virtual void setInterpolationMode(E_INTERPOLATION_MODE mode);

		//! Recovers the joints from the mesh
		virtual void recoverJointsFromMesh(core::array<IBoneSceneNode*> &JointChildSceneNodes);

		//! Tranfers the joint data to the mesh
		virtual void transferJointsToMesh(const core::array<IBoneSceneNode*> &JointChildSceneNodes);

		//! Tranfers the joint hints to the mesh
		virtual void transferOnlyJointsHintsToMesh(const core::array<IBoneSceneNode*> &JointChildSceneNodes);

		//! Creates an array of joints from this mesh
		virtual void createJoints(core::array<IBoneSceneNode*> &JointChildSceneNodes, IAnimatedMeshSceneNode* AnimatedMeshSceneNode, ISceneManager* SceneManager);


		virtual void convertMeshToTangents();

		//! Does the mesh have non animation
		virtual bool isStatic();

		//! (This feature is not implementated in irrlicht yet)
		virtual bool setHardwareSkinning(bool on);




		//Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_

		//these functions will use the needed arrays, set vaules, etc to help the loaders

		//! exposed for loaders to add mesh buffers
		virtual core::array<SSkinMeshBuffer*> &getMeshBuffers();

		//! alternative method for adding joints
		virtual core::array<SJoint*> &getAllJoints();

		//! alternative method for adding joints
		virtual const core::array<SJoint*> &getAllJoints() const;

		//! loaders should call this after populating the mesh
		virtual void finalize();


		virtual SSkinMeshBuffer *createBuffer();

		virtual SJoint *createJoint(SJoint *parent=0);

		virtual SPositionKey *createPositionKey(SJoint *joint);
		virtual SScaleKey *createScaleKey(SJoint *joint);
		virtual SRotationKey *createRotationKey(SJoint *joint);

		virtual SWeight *createWeight(SJoint *joint);





private:

		void checkForAnimation();

		void normalizeWeights();

		void buildAll_LocalAnimatedMatrices(); //public?

		void buildAll_GlobalAnimatedMatrices(SJoint *Joint=0, SJoint *ParentJoint=0);

		void getFrameData(f32 frame,SJoint *Node,core::vector3df &position, s32 &positionHint, core::vector3df &scale, s32 &scaleHint, core::quaternion &rotation, s32 &rotationHint);

		void CalculateGlobalMatrixes(SJoint *Joint,SJoint *ParentJoint);

		void SkinJoint(SJoint *Joint, SJoint *ParentJoint);

		void calculateTangents(core::vector3df& normal,
			core::vector3df& tangent, core::vector3df& binormal,
			core::vector3df& vt1, core::vector3df& vt2, core::vector3df& vt3,
			core::vector2df& tc1, core::vector2df& tc2, core::vector2df& tc3);

		//void createSkelton_Helper(ISceneManager* SceneManager, core::array<IBoneSceneNode*> &JointChildSceneNodes, IAnimatedMeshSceneNode *AnimatedMeshSceneNode, ISceneNode* ParentNode, SJoint *ParentNode, SJoint *Node);


		core::array<SSkinMeshBuffer*> *SkinningBuffers; //Meshbuffer to skin, default is to skin localBuffers

		core::array<SSkinMeshBuffer*> LocalBuffers;

		core::array<SJoint*> AllJoints;
		core::array<SJoint*> RootJoints;

		bool HasAnimation;

		bool PreparedForSkinning;

		f32 AnimationFrames;

		f32 lastAnimatedFrame;
		f32 lastSkinnedFrame;
		bool BoneControlUsed;

		bool AnimateNormals;

		bool HardwareSkinning;


		E_INTERPOLATION_MODE InterpolationMode;

		core::aabbox3d<f32> BoundingBox;

		core::array< core::array<bool> > Vertices_Moved;
	};

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

#endif



