/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------

Copyright (c) 2006-2022, assimp team


All rights reserved.

Redistribution and use of this software in source and binary forms,
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following disclaimer.

* Redistributions in binary form must reproduce the above
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* Neither the name of the assimp team, nor the names of its
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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----------------------------------------------------------------------
*/
#ifndef ARMATURE_POPULATE_H_
#define ARMATURE_POPULATE_H_

#include "Common/BaseProcess.h"
#include <assimp/BaseImporter.h>
#include <vector>
#include <map>


struct aiNode;
struct aiBone;

namespace Assimp {

// ---------------------------------------------------------------------------
/** Armature Populate: This is a post process designed
 * To save you time when importing models into your game engines
 * This was originally designed only for fbx but will work with other formats
 * it is intended to auto populate aiBone data with armature and the aiNode
 * This is very useful when dealing with skinned meshes
 * or when dealing with many different skeletons
 * It's off by default but recommend that you try it and use it
 * It should reduce down any glue code you have in your
 * importers
 * You can contact RevoluPowered <gordon@gordonite.tech>
 * For more info about this
*/
class ASSIMP_API ArmaturePopulate : public BaseProcess {
public:
    /// The default class constructor.
    ArmaturePopulate();

    /// The class destructor.
    virtual ~ArmaturePopulate();

    /// Overwritten, @see BaseProcess
    virtual bool IsActive( unsigned int pFlags ) const;

    /// Overwritten, @see BaseProcess
    virtual void SetupProperties( const Importer* pImp );

    /// Overwritten, @see BaseProcess
    virtual void Execute( aiScene* pScene );

    static aiNode *GetArmatureRoot(aiNode *bone_node,
                                      std::vector<aiBone *> &bone_list);

    static bool IsBoneNode(const aiString &bone_name,
                              std::vector<aiBone *> &bones);

    static aiNode *GetNodeFromStack(const aiString &node_name,
                                       std::vector<aiNode *> &nodes);

    static void BuildNodeList(const aiNode *current_node,
                                 std::vector<aiNode *> &nodes);

    static void BuildBoneList(aiNode *current_node, const aiNode *root_node,
                                 const aiScene *scene,
                                 std::vector<aiBone *> &bones);

    static void BuildBoneStack(aiNode *current_node, const aiNode *root_node,
                                  const aiScene *scene,
                                  const std::vector<aiBone *> &bones,
                                  std::map<aiBone *, aiNode *> &bone_stack,
                                  std::vector<aiNode *> &node_stack);
};

} // Namespace Assimp


#endif // SCALE_PROCESS_H_
