/*
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Open Asset Import Library (ASSIMP)
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*/

/** @file Implementation of the STL importer class */


#include "AssimpPCH.h"

// internal headers
#include "STLLoader.h"
#include "ParsingUtils.h"
#include "fast_atof.h"

using namespace Assimp;


// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
STLImporter::STLImporter()
{
}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well 
STLImporter::~STLImporter()
{
}

// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file. 
bool STLImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
{
	// simple check of file extension is enough for the moment
	std::string::size_type pos = pFile.find_last_of('.');
	// no file extension - can't read
	if( pos == std::string::npos)return false;
	std::string extension = pFile.substr( pos);

	if (extension.length() < 4)return false;
	if (extension[0] != '.')return false;

	if (extension[1] != 's' && extension[1] != 'S')return false;
	if (extension[2] != 't' && extension[2] != 'T')return false;
	if (extension[3] != 'l' && extension[3] != 'L')return false;

	return true;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure. 
void STLImporter::InternReadFile( 
	const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
	boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));

	// Check whether we can read from the file
	if( file.get() == NULL)
	{
		throw new ImportErrorException( "Failed to open STL file " + pFile + ".");
	}

	this->fileSize = (unsigned int)file->FileSize();

	// allocate storage and copy the contents of the file to a memory buffer
	// (terminate it with zero)
	std::vector<char> mBuffer2(fileSize+1);
	
	file->Read(&mBuffer2[0], 1, fileSize);
	mBuffer2[fileSize] = '\0';

	this->pScene = pScene;
	this->mBuffer = &mBuffer2[0];

	// the default vertex color is white
	clrColorDefault.r = clrColorDefault.g = clrColorDefault.b = clrColorDefault.a = 1.0f;

	// allocate one mesh
	pScene->mNumMeshes = 1;
	pScene->mMeshes = new aiMesh*[1];
	aiMesh* pMesh = pScene->mMeshes[0] = new aiMesh();
	pMesh->mMaterialIndex = 0;

	// allocate a single node
	pScene->mRootNode = new aiNode();
	pScene->mRootNode->mNumMeshes = 1;
	pScene->mRootNode->mMeshes = new unsigned int[1];
	pScene->mRootNode->mMeshes[0] = 0;

	bool bMatClr = false;

	// check whether the file starts with 'solid' -
	// in this case we can simply assume it IS a text file. finished.
	if (!::strncmp(mBuffer,"solid",5))
		this->LoadASCIIFile();
	else bMatClr = this->LoadBinaryFile();

	// now copy faces
	pMesh->mFaces = new aiFace[pMesh->mNumFaces];
	for (unsigned int i = 0, p = 0; i < pMesh->mNumFaces;++i)
	{
		aiFace& face = pMesh->mFaces[i];
		face.mIndices = new unsigned int[face.mNumIndices = 3];
		for (unsigned int o = 0; o < 3;++o,++p)
			face.mIndices[o] = p;
	}

	// create a single default material - everything white, as we have vertex colors
	MaterialHelper* pcMat = new MaterialHelper();
	aiString s;
	s.Set(AI_DEFAULT_MATERIAL_NAME);
	pcMat->AddProperty(&s, AI_MATKEY_NAME);

	aiColor4D clrDiffuse(1.0f,1.0f,1.0f,1.0f);
	if (bMatClr)clrDiffuse = this->clrColorDefault;
	pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE);
	pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_SPECULAR);
	clrDiffuse = aiColor4D(0.05f,0.05f,0.05f,1.0f);
	pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_AMBIENT);

	pScene->mNumMaterials = 1;
	pScene->mMaterials = new aiMaterial*[1];
	pScene->mMaterials[0] = pcMat;
}
// ------------------------------------------------------------------------------------------------
// Read an ASCII STL file
void STLImporter::LoadASCIIFile()
{
	aiMesh* pMesh = pScene->mMeshes[0];

	const char* sz = mBuffer + 5; // skip the "solid"
	SkipSpaces(&sz);
	const char* szMe = sz;
	while (!::IsSpaceOrNewLine(*sz))sz++;
	unsigned int temp;

	// setup the name of the node
	if ((temp = (unsigned int)(sz-szMe)))
	{
		pScene->mRootNode->mName.length = temp;
		::memcpy(pScene->mRootNode->mName.data,szMe,temp);
		pScene->mRootNode->mName.data[temp] = '\0';
	}
	else pScene->mRootNode->mName.Set("<STL_ASCII>");

	// try to guess how many vertices we could have
	// assume we'll need 160 bytes for each face
	pMesh->mNumVertices = ( pMesh->mNumFaces = fileSize / 160 ) * 3;
	pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
	pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
	
	unsigned int curFace = 0, curVertex = 0;
	while (true)
	{
		// go to the next token
		if(!SkipSpacesAndLineEnd(&sz))
		{
			// seems we're finished although there was no end marker
			DefaultLogger::get()->warn("STL: unexpected EOF. \'endsolid\' keyword was expected");
			break;
		}
		// facet normal -0.13 -0.13 -0.98
		if (!::strncmp(sz,"facet",5) && ::IsSpaceOrNewLine(*(sz+5)))
		{
			if (3 != curVertex)DefaultLogger::get()->warn("STL: A new facet begins but the old is not yet complete");
			if (pMesh->mNumFaces == curFace)
			{
				// need to resize the arrays, our size estimate was wrong
				unsigned int iNeededSize = (unsigned int)(sz-mBuffer) / pMesh->mNumFaces;
				if (iNeededSize <= 160)iNeededSize >>= 1; // prevent endless looping
				unsigned int add = (unsigned int)((mBuffer+fileSize)-sz) / iNeededSize;
				add += add >> 3; // add 12.5% as buffer
				iNeededSize = (pMesh->mNumFaces + add)*3;
				aiVector3D* pv = new aiVector3D[iNeededSize];
				::memcpy(pv,pMesh->mVertices,pMesh->mNumVertices*sizeof(aiVector3D));
				delete[] pMesh->mVertices;
				pMesh->mVertices = pv;
				pv = new aiVector3D[iNeededSize];
				::memcpy(pv,pMesh->mNormals,pMesh->mNumVertices*sizeof(aiVector3D));
				delete[] pMesh->mNormals;
				pMesh->mNormals = pv;

				pMesh->mNumVertices = iNeededSize;
				pMesh->mNumFaces += add;
			}
			aiVector3D* vn = &pMesh->mNormals[curFace++*3];

			sz += 6;
			curVertex = 0;
			SkipSpaces(&sz);
			if (::strncmp(sz,"normal",6))
			{
				DefaultLogger::get()->warn("STL: a facet normal vector was expected but not found");
			}
			else
			{
				sz += 7;
				SkipSpaces(&sz);
				sz = fast_atof_move(sz, (float&)vn->x ); 
				SkipSpaces(&sz);
				sz = fast_atof_move(sz, (float&)vn->y ); 
				SkipSpaces(&sz);
				sz = fast_atof_move(sz, (float&)vn->z ); 
				*(vn+1) = *vn;
				*(vn+2) = *vn;
			}
		}
		// vertex 1.50000 1.50000 0.00000
		else if (!::strncmp(sz,"vertex",6) && ::IsSpaceOrNewLine(*(sz+6)))
		{
			if (3 == curVertex)
			{
				DefaultLogger::get()->error("STL: a facet with more than 3 vertices has been found");
			}
			else
			{
				sz += 7;
				SkipSpaces(&sz);
				aiVector3D* vn = &pMesh->mVertices[(curFace-1)*3 + curVertex++];
				sz = fast_atof_move(sz, (float&)vn->x ); 
				SkipSpaces(&sz);
				sz = fast_atof_move(sz, (float&)vn->y ); 
				SkipSpaces(&sz);
				sz = fast_atof_move(sz, (float&)vn->z ); 
			}
		}
		else if (!::strncmp(sz,"endsolid",8))
		{
			// finished!
			break;
		}
		// else skip the whole identifier
		else while (!::IsSpaceOrNewLine(*sz))++sz;
	}

	if (!curFace)
	{
		pMesh->mNumFaces = 0;
		throw new ImportErrorException("STL: ASCII file is empty or invalid; no data loaded");
	}
	pMesh->mNumFaces = curFace;
	pMesh->mNumVertices = curFace*3;
	// we are finished!
}
// ------------------------------------------------------------------------------------------------
// Read a binary STL file
bool STLImporter::LoadBinaryFile()
{
	// skip the first 80 bytes
	if (fileSize < 84)
		throw new ImportErrorException("STL: file is too small for the header");

	bool bIsMaterialise = false;

	// search for an occurence of "COLOR=" in the header
	const char* sz2 = (const char*)mBuffer;
	const char* const szEnd = sz2+80;
	while (sz2 < szEnd)
	{
		if ('C' == *sz2++ && 'O' == *sz2++ && 'L' == *sz2++ &&
			'O' == *sz2++ && 'R' == *sz2++ && '=' == *sz2++)
		{
			// read the default vertex color for facets
			bIsMaterialise = true;
			DefaultLogger::get()->info("STL: Taking code path for Materialise files");
			this->clrColorDefault.r = (*sz2++) / 255.0f;
			this->clrColorDefault.g = (*sz2++) / 255.0f;
			this->clrColorDefault.b = (*sz2++) / 255.0f;
			this->clrColorDefault.a = (*sz2++) / 255.0f;
			break;
		}
	}
	const unsigned char* sz = (const unsigned char*)mBuffer + 80;

	// now read the number of facets
	aiMesh* pMesh = pScene->mMeshes[0];
	pScene->mRootNode->mName.Set("<STL_BINARY>");

	pMesh->mNumFaces = *((uint32_t*)sz);
	sz += 4;

	if (fileSize < 84 + pMesh->mNumFaces*50)
		throw new ImportErrorException("STL: file is too small to keep all facets");
	if (!pMesh->mNumFaces)
		throw new ImportErrorException("STL: file is empty. There are no facets defined");

	pMesh->mNumVertices = pMesh->mNumFaces*3;

	aiVector3D* vp,*vn;
	vp = pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
	vn = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];

	for (unsigned int i = 0; i < pMesh->mNumFaces;++i)
	{
		// NOTE: Blender sometimes writes empty normals this is not
		// our fault ... the RemoveInvalidData helper step should fix that
		*vn = *((aiVector3D*)sz);
		sz += sizeof(aiVector3D);
		*(vn+1) = *vn;
		*(vn+2) = *vn;
		vn += 3;

		*vp++ = *((aiVector3D*)sz);
		sz += sizeof(aiVector3D);

		*vp++ = *((aiVector3D*)sz);
		sz += sizeof(aiVector3D);

		*vp++ = *((aiVector3D*)sz);
		sz += sizeof(aiVector3D);

		uint16_t color = *((uint16_t*)sz);
		sz += 2;

		if (color & (1 << 15))
		{
			// seems we need to take the color
			if (!pMesh->mColors[0])
			{
				pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices];
				for (unsigned int i = 0; i <pMesh->mNumVertices;++i)
					*pMesh->mColors[0]++ = this->clrColorDefault;
				pMesh->mColors[0] -= pMesh->mNumVertices;

				DefaultLogger::get()->info("STL: Mesh has vertex colors");
			}
			aiColor4D* clr = &pMesh->mColors[0][pMesh->mNumFaces*3];
			clr->a = 1.0f;
			if (bIsMaterialise) // fuck, this is reversed
			{
				clr->r = (color & 0x31u) / 31.0f;
				clr->g = ((color & (0x31u<<5))>>5u) / 31.0f;
				clr->b = ((color & (0x31u<<10))>>10u) / 31.0f;
			}
			else
			{
				clr->b = (color & 0x31u) / 31.0f;
				clr->g = ((color & (0x31u<<5))>>5u) / 31.0f;
				clr->r = ((color & (0x31u<<10))>>10u) / 31.0f;
			}
			// assign the color to all vertices of the face
			*(clr+1) = *clr;
			*(clr+2) = *clr;
		}
	}
	if (bIsMaterialise && !pMesh->mColors[0])
	{
		// use the color as diffuse material color
		return true;
	}
	return false;
}
