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*/

/** @file GenUVCoords step */


#include "ComputeUVMappingProcess.h"
#include "ProcessHelper.h"
#include "Exceptional.h"

using namespace Assimp;

namespace {

    const static aiVector3D base_axis_y(0.0,1.0,0.0);
    const static aiVector3D base_axis_x(1.0,0.0,0.0);
    const static aiVector3D base_axis_z(0.0,0.0,1.0);
    const static ai_real angle_epsilon = 0.95;
}

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
ComputeUVMappingProcess::ComputeUVMappingProcess()
{
    // nothing to do here
}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well
ComputeUVMappingProcess::~ComputeUVMappingProcess()
{
    // nothing to do here
}

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

// ------------------------------------------------------------------------------------------------
// Check whether a ray intersects a plane and find the intersection point
inline bool PlaneIntersect(const aiRay& ray, const aiVector3D& planePos,
    const aiVector3D& planeNormal, aiVector3D& pos)
{
    const ai_real b = planeNormal * (planePos - ray.pos);
    ai_real h = ray.dir * planeNormal;
    if ((h < 10e-5 && h > -10e-5) || (h = b/h) < 0)
        return false;

    pos = ray.pos + (ray.dir * h);
    return true;
}

// ------------------------------------------------------------------------------------------------
// Find the first empty UV channel in a mesh
inline unsigned int FindEmptyUVChannel (aiMesh* mesh)
{
    for (unsigned int m = 0; m < AI_MAX_NUMBER_OF_TEXTURECOORDS;++m)
        if (!mesh->mTextureCoords[m])return m;

    DefaultLogger::get()->error("Unable to compute UV coordinates, no free UV slot found");
    return UINT_MAX;
}

// ------------------------------------------------------------------------------------------------
// Try to remove UV seams
void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
{
    // TODO: just a very rough algorithm. I think it could be done
    // much easier, but I don't know how and am currently too tired to
    // to think about a better solution.

    const static ai_real LOWER_LIMIT = 0.1;
    const static ai_real UPPER_LIMIT = 0.9;

    const static ai_real LOWER_EPSILON = 10e-3;
    const static ai_real UPPER_EPSILON = ai_real(1.0)-ai_real(10e-3);

    for (unsigned int fidx = 0; fidx < mesh->mNumFaces;++fidx)
    {
        const aiFace& face = mesh->mFaces[fidx];
        if (face.mNumIndices < 3) continue; // triangles and polygons only, please

        unsigned int small = face.mNumIndices, large = small;
        bool zero = false, one = false, round_to_zero = false;

        // Check whether this face lies on a UV seam. We can just guess,
        // but the assumption that a face with at least one very small
        // on the one side and one very large U coord on the other side
        // lies on a UV seam should work for most cases.
        for (unsigned int n = 0; n < face.mNumIndices;++n)
        {
            if (out[face.mIndices[n]].x < LOWER_LIMIT)
            {
                small = n;

                // If we have a U value very close to 0 we can't
                // round the others to 0, too.
                if (out[face.mIndices[n]].x <= LOWER_EPSILON)
                    zero = true;
                else round_to_zero = true;
            }
            if (out[face.mIndices[n]].x > UPPER_LIMIT)
            {
                large = n;

                // If we have a U value very close to 1 we can't
                // round the others to 1, too.
                if (out[face.mIndices[n]].x >= UPPER_EPSILON)
                    one = true;
            }
        }
        if (small != face.mNumIndices && large != face.mNumIndices)
        {
            for (unsigned int n = 0; n < face.mNumIndices;++n)
            {
                // If the u value is over the upper limit and no other u
                // value of that face is 0, round it to 0
                if (out[face.mIndices[n]].x > UPPER_LIMIT && !zero)
                    out[face.mIndices[n]].x = 0.0;

                // If the u value is below the lower limit and no other u
                // value of that face is 1, round it to 1
                else if (out[face.mIndices[n]].x < LOWER_LIMIT && !one)
                    out[face.mIndices[n]].x = 1.0;

                // The face contains both 0 and 1 as UV coords. This can occur
                // for faces which have an edge that lies directly on the seam.
                // Due to numerical inaccuracies one U coord becomes 0, the
                // other 1. But we do still have a third UV coord to determine
                // to which side we must round to.
                else if (one && zero)
                {
                    if (round_to_zero && out[face.mIndices[n]].x >=  UPPER_EPSILON)
                        out[face.mIndices[n]].x = 0.0;
                    else if (!round_to_zero && out[face.mIndices[n]].x <= LOWER_EPSILON)
                        out[face.mIndices[n]].x = 1.0;
                }
            }
        }
    }
}

// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
{
    aiVector3D center, min, max;
    FindMeshCenter(mesh, center, min, max);

    // If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
    // currently the mapping axis will always be one of x,y,z, except if the
    // PretransformVertices step is used (it transforms the meshes into worldspace,
    // thus changing the mapping axis)
    if (axis * base_axis_x >= angle_epsilon)    {

        // For each point get a normalized projection vector in the sphere,
        // get its longitude and latitude and map them to their respective
        // UV axes. Problems occur around the poles ... unsolvable.
        //
        // The spherical coordinate system looks like this:
        // x = math::cos(lon)*math::cos(lat)
        // y = math::sin(lon)*math::cos(lat)
        // z = math::sin(lat)
        //
        // Thus we can derive:
        // lat  = arcsin (z)
        // lon  = arctan (y/x)
        for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)  {
            const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
            out[pnt] = aiVector3D((math::atan2(diff.z, diff.y) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
                (math::asin  (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
        }
    }
    else if (axis * base_axis_y >= angle_epsilon)   {
        // ... just the same again
        for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)  {
            const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
            out[pnt] = aiVector3D((math::atan2(diff.x, diff.z) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
                (math::asin  (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
        }
    }
    else if (axis * base_axis_z >= angle_epsilon)   {
        // ... just the same again
        for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)  {
            const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
            out[pnt] = aiVector3D((math::atan2(diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
                (math::asin  (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
        }
    }
    // slower code path in case the mapping axis is not one of the coordinate system axes
    else    {
        aiMatrix4x4 mTrafo;
        aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);

        // again the same, except we're applying a transformation now
        for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)  {
            const aiVector3D diff = ((mTrafo*mesh->mVertices[pnt])-center).Normalize();
            out[pnt] = aiVector3D((math::atan2(diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
                (math::asin(diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
        }
    }


    // Now find and remove UV seams. A seam occurs if a face has a tcoord
    // close to zero on the one side, and a tcoord close to one on the
    // other side.
    RemoveUVSeams(mesh,out);
}

// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
{
    aiVector3D center, min, max;

    // If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
    // currently the mapping axis will always be one of x,y,z, except if the
    // PretransformVertices step is used (it transforms the meshes into worldspace,
    // thus changing the mapping axis)
    if (axis * base_axis_x >= angle_epsilon)    {
        FindMeshCenter(mesh, center, min, max);
        const ai_real diff = max.x - min.x;

        // If the main axis is 'z', the z coordinate of a point 'p' is mapped
        // directly to the texture V axis. The other axis is derived from
        // the angle between ( p.x - c.x, p.y - c.y ) and (1,0), where
        // 'c' is the center point of the mesh.
        for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)  {
            const aiVector3D& pos = mesh->mVertices[pnt];
            aiVector3D& uv  = out[pnt];

            uv.y = (pos.x - min.x) / diff;
            uv.x = (math::atan2( pos.z - center.z, pos.y - center.y) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
        }
    }
    else if (axis * base_axis_y >= angle_epsilon)   {
        FindMeshCenter(mesh, center, min, max);
        const ai_real diff = max.y - min.y;

        // just the same ...
        for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)  {
            const aiVector3D& pos = mesh->mVertices[pnt];
            aiVector3D& uv  = out[pnt];

            uv.y = (pos.y - min.y) / diff;
            uv.x = (math::atan2( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
        }
    }
    else if (axis * base_axis_z >= angle_epsilon)   {
        FindMeshCenter(mesh, center, min, max);
        const ai_real diff = max.z - min.z;

        // just the same ...
        for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)  {
            const aiVector3D& pos = mesh->mVertices[pnt];
            aiVector3D& uv  = out[pnt];

            uv.y = (pos.z - min.z) / diff;
            uv.x = (math::atan2( pos.y - center.y, pos.x - center.x) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
        }
    }
    // slower code path in case the mapping axis is not one of the coordinate system axes
    else {
        aiMatrix4x4 mTrafo;
        aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
        FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
        const ai_real diff = max.y - min.y;

        // again the same, except we're applying a transformation now
        for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt){
            const aiVector3D pos = mTrafo* mesh->mVertices[pnt];
            aiVector3D& uv  = out[pnt];

            uv.y = (pos.y - min.y) / diff;
            uv.x = (math::atan2( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
        }
    }

    // Now find and remove UV seams. A seam occurs if a face has a tcoord
    // close to zero on the one side, and a tcoord close to one on the
    // other side.
    RemoveUVSeams(mesh,out);
}

// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
{
    ai_real diffu,diffv;
    aiVector3D center, min, max;

    // If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
    // currently the mapping axis will always be one of x,y,z, except if the
    // PretransformVertices step is used (it transforms the meshes into worldspace,
    // thus changing the mapping axis)
    if (axis * base_axis_x >= angle_epsilon)    {
        FindMeshCenter(mesh, center, min, max);
        diffu = max.z - min.z;
        diffv = max.y - min.y;

        for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)  {
            const aiVector3D& pos = mesh->mVertices[pnt];
            out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv,0.0);
        }
    }
    else if (axis * base_axis_y >= angle_epsilon)   {
        FindMeshCenter(mesh, center, min, max);
        diffu = max.x - min.x;
        diffv = max.z - min.z;

        for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)  {
            const aiVector3D& pos = mesh->mVertices[pnt];
            out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0);
        }
    }
    else if (axis * base_axis_z >= angle_epsilon)   {
        FindMeshCenter(mesh, center, min, max);
        diffu = max.y - min.y;
        diffv = max.z - min.z;

        for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)  {
            const aiVector3D& pos = mesh->mVertices[pnt];
            out[pnt].Set((pos.y - min.y) / diffu,(pos.x - min.x) / diffv,0.0);
        }
    }
    // slower code path in case the mapping axis is not one of the coordinate system axes
    else
    {
        aiMatrix4x4 mTrafo;
        aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
        FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
        diffu = max.x - min.x;
        diffv = max.z - min.z;

        // again the same, except we're applying a transformation now
        for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)  {
            const aiVector3D pos = mTrafo * mesh->mVertices[pnt];
            out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0);
        }
    }

    // shouldn't be necessary to remove UV seams ...
}

// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::ComputeBoxMapping( aiMesh*, aiVector3D* )
{
    DefaultLogger::get()->error("Mapping type currently not implemented");
}

// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::Execute( aiScene* pScene)
{
    DefaultLogger::get()->debug("GenUVCoordsProcess begin");
    char buffer[1024];

    if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT)
        throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");

    std::list<MappingInfo> mappingStack;

    /*  Iterate through all materials and search for non-UV mapped textures
     */
    for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
    {
        mappingStack.clear();
        aiMaterial* mat = pScene->mMaterials[i];
        for (unsigned int a = 0; a < mat->mNumProperties;++a)
        {
            aiMaterialProperty* prop = mat->mProperties[a];
            if (!::strcmp( prop->mKey.data, "$tex.mapping"))
            {
                aiTextureMapping& mapping = *((aiTextureMapping*)prop->mData);
                if (aiTextureMapping_UV != mapping)
                {
                    if (!DefaultLogger::isNullLogger())
                    {
                        ai_snprintf(buffer, 1024, "Found non-UV mapped texture (%s,%u). Mapping type: %s",
                            TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex,
                            MappingTypeToString(mapping));

                        DefaultLogger::get()->info(buffer);
                    }

                    if (aiTextureMapping_OTHER == mapping)
                        continue;

                    MappingInfo info (mapping);

                    // Get further properties - currently only the major axis
                    for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2)
                    {
                        aiMaterialProperty* prop2 = mat->mProperties[a2];
                        if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex)
                            continue;

                        if ( !::strcmp( prop2->mKey.data, "$tex.mapaxis"))  {
                            info.axis = *((aiVector3D*)prop2->mData);
                            break;
                        }
                    }

                    unsigned int idx( 99999999 );

                    // Check whether we have this mapping mode already
                    std::list<MappingInfo>::iterator it = std::find (mappingStack.begin(),mappingStack.end(), info);
                    if (mappingStack.end() != it)
                    {
                        idx = (*it).uv;
                    }
                    else
                    {
                        /*  We have found a non-UV mapped texture. Now
                        *   we need to find all meshes using this material
                        *   that we can compute UV channels for them.
                        */
                        for (unsigned int m = 0; m < pScene->mNumMeshes;++m)
                        {
                            aiMesh* mesh = pScene->mMeshes[m];
                            unsigned int outIdx = 0;
                            if ( mesh->mMaterialIndex != i || ( outIdx = FindEmptyUVChannel(mesh) ) == UINT_MAX ||
                                !mesh->mNumVertices)
                            {
                                continue;
                            }

                            // Allocate output storage
                            aiVector3D* p = mesh->mTextureCoords[outIdx] = new aiVector3D[mesh->mNumVertices];

                            switch (mapping)
                            {
                            case aiTextureMapping_SPHERE:
                                ComputeSphereMapping(mesh,info.axis,p);
                                break;
                            case aiTextureMapping_CYLINDER:
                                ComputeCylinderMapping(mesh,info.axis,p);
                                break;
                            case aiTextureMapping_PLANE:
                                ComputePlaneMapping(mesh,info.axis,p);
                                break;
                            case aiTextureMapping_BOX:
                                ComputeBoxMapping(mesh,p);
                                break;
                            default:
                                ai_assert(false);
                            }
                            if (m && idx != outIdx)
                            {
                                DefaultLogger::get()->warn("UV index mismatch. Not all meshes assigned to "
                                    "this material have equal numbers of UV channels. The UV index stored in  "
                                    "the material structure does therefore not apply for all meshes. ");
                            }
                            idx = outIdx;
                        }
                        info.uv = idx;
                        mappingStack.push_back(info);
                    }

                    // Update the material property list
                    mapping = aiTextureMapping_UV;
                    ((aiMaterial*)mat)->AddProperty(&idx,1,AI_MATKEY_UVWSRC(prop->mSemantic,prop->mIndex));
                }
            }
        }
    }
    DefaultLogger::get()->debug("GenUVCoordsProcess finished");
}
