/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
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Copyright (c) 2006-2010, ASSIMP Development Team

All rights reserved.

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  following disclaimer.

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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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*/

/** @file  OFFLoader.cpp
 *  @brief Implementation of the OFF importer class 
 */

#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_OFF_IMPORTER

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


using namespace Assimp;

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

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

// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file. 
bool OFFImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
	const std::string extension = GetExtension(pFile);

	if (extension == "off")
		return true;
	else if (!extension.length() || checkSig)
	{
		if (!pIOHandler)return true;
		const char* tokens[] = {"off"};
		return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
	}
	return false;
}

// ------------------------------------------------------------------------------------------------
void OFFImporter::GetExtensionList(std::set<std::string>& extensions)
{
	extensions.insert("off");
}

// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure. 
void OFFImporter::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 DeadlyImportError( "Failed to open OFF file " + pFile + ".");
	}
	
	// allocate storage and copy the contents of the file to a memory buffer
	std::vector<char> mBuffer2;
	TextFileToBuffer(file.get(),mBuffer2);
	const char* buffer = &mBuffer2[0];

	char line[4096];
	GetNextLine(buffer,line);
	if ('O' == line[0]) {
		GetNextLine(buffer,line); // skip the 'OFF' line
	}

	const char* sz = line; SkipSpaces(&sz);
	const unsigned int numVertices = strtol10(sz,&sz);SkipSpaces(&sz);
	const unsigned int numFaces = strtol10(sz,&sz);

	pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes = 1 ];
	aiMesh* mesh = pScene->mMeshes[0] = new aiMesh();
	aiFace* faces = mesh->mFaces = new aiFace [mesh->mNumFaces = numFaces];

	std::vector<aiVector3D> tempPositions(numVertices);

	// now read all vertex lines
	for (unsigned int i = 0; i< numVertices;++i)
	{
		if(!GetNextLine(buffer,line))
		{
			DefaultLogger::get()->error("OFF: The number of verts in the header is incorrect");
			break;
		}
		aiVector3D& v = tempPositions[i];

		sz = line; SkipSpaces(&sz);
		sz = fast_atof_move(sz,(float&)v.x); SkipSpaces(&sz);
		sz = fast_atof_move(sz,(float&)v.y); SkipSpaces(&sz);
		fast_atof_move(sz,(float&)v.z);
	}

	
	// First find out how many vertices we'll need
	const char* old = buffer;
	for (unsigned int i = 0; i< mesh->mNumFaces;++i)
	{
		if(!GetNextLine(buffer,line))
		{
			DefaultLogger::get()->error("OFF: The number of faces in the header is incorrect");
			break;
		}
		sz = line;SkipSpaces(&sz);
		if(!(faces->mNumIndices = strtol10(sz,&sz)) || faces->mNumIndices > 9)
		{
			DefaultLogger::get()->error("OFF: Faces with zero indices aren't allowed");
			--mesh->mNumFaces;
			continue;
		}
		mesh->mNumVertices += faces->mNumIndices;
		++faces;
	}

	if (!mesh->mNumVertices)
		throw DeadlyImportError("OFF: There are no valid faces");

	// allocate storage for the output vertices
	aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];

	// second: now parse all face indices
	buffer = old;faces = mesh->mFaces;
	for (unsigned int i = 0, p = 0; i< mesh->mNumFaces;)
	{
		if(!GetNextLine(buffer,line))break;

		unsigned int idx;
		sz = line;SkipSpaces(&sz);
		if(!(idx = strtol10(sz,&sz)) || idx > 9)
			continue;

		faces->mIndices = new unsigned int [faces->mNumIndices];
		for (unsigned int m = 0; m < faces->mNumIndices;++m)
		{
			SkipSpaces(&sz);
			if ((idx = strtol10(sz,&sz)) >= numVertices)
			{
				DefaultLogger::get()->error("OFF: Vertex index is out of range");
				idx = numVertices-1;
			}
			faces->mIndices[m] = p++;
			*verts++ = tempPositions[idx];
		}
		++i;
		++faces;
	}
	
	// generate the output node graph
	pScene->mRootNode = new aiNode();
	pScene->mRootNode->mName.Set("<OFFRoot>");
	pScene->mRootNode->mMeshes = new unsigned int [pScene->mRootNode->mNumMeshes = 1];
	pScene->mRootNode->mMeshes[0] = 0;

	// generate a default material
	pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = 1];
	MaterialHelper* pcMat = new MaterialHelper();

	aiColor4D clr(0.6f,0.6f,0.6f,1.0f);
	pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
	pScene->mMaterials[0] = pcMat;

	const int twosided =1;
	pcMat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
}

#endif // !! ASSIMP_BUILD_NO_OFF_IMPORTER
