/* ResidualVM - A 3D game interpreter
 *
 * ResidualVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 */

#include "common/endian.h"

#include "engines/grim/debug.h"
#include "engines/grim/keyframe.h"
#include "engines/grim/textsplit.h"
#include "engines/grim/resource.h"
#include "engines/grim/model.h"

namespace Grim {

KeyframeAnim::KeyframeAnim(const Common::String &fname, Common::SeekableReadStream *data) :
		Object(), _fname(fname) {

	uint32 tag = data->readUint32BE();
	if (tag == MKTAG('F','Y','E','K'))
		loadBinary(data);
	else {
		data->seek(0, SEEK_SET);
		TextSplitter ts(fname, data);
		loadText(ts);
	}
}

void KeyframeAnim::loadBinary(Common::SeekableReadStream *data) {
	// First four bytes are the FYEK Keyframe identifier code
	// Next 36 bytes are the filename
	Debug::debug(Debug::Keyframes, "Loading Keyframe '%s'.", _fname.c_str());
	// Next four bytes are the flags
	data->seek(40, SEEK_SET);
	_flags = data->readUint32LE();
	// Next four bytes are a duplicate of _numJoints (?)
	// Next four bytes are the type
	data->readUint32LE();
	_type = data->readUint32LE();
	// Next four bytes are the frames per second
	// The fps value seems to be ignored and causes the animation the first time manny
	// enters the kitchen of the Blue Casket to go out of sync. So we force it to 15.
//  _fps = get_float(data + 52);
	_fps = 15.;
	// Next four bytes are the number of frames
	data->seek(56, SEEK_SET);
	_numFrames = data->readUint32LE();
	// Next four bytes are the number of joints
	_numJoints = data->readUint32LE();
	// Next four bytes are unknown (?)
	// Next four bytes are the number of markers
	data->readUint32LE();
	_numMarkers = data->readUint32LE();
	_markers = new Marker[_numMarkers];
	data->seek(72, SEEK_SET);
	for (int i = 0; i < _numMarkers; i++) {
		char f[4];
		data->read(f, 4);
		_markers[i].frame = get_float(f);
	}

	data->seek(104, SEEK_SET);
	for (int i = 0; i < _numMarkers; i++)
		_markers[i].val = data->readUint32LE();

	_nodes = new KeyframeNode *[_numJoints];
	// The first 136 bytes are for the header, this was originally
	// listed as 180 bytes since the first operation is usually a
	// "null" key, however ma_card_hold.key showed that this is
	// not always the case so we should not skip this operation
	data->seek(136, SEEK_SET);
	for (int i = 0; i < _numJoints; i++) {
		_nodes[i] = nullptr;
		int nodeNum;
		// The first 32 bytes (of a keyframe) are the name handle
		char nameHandle[32];
		data->read(nameHandle, 32);
		// If the name handle is entirely null (like ma_rest.key)
		// then we shouldn't try to set the name
		if (nameHandle[0] == 0)
			memcpy(nameHandle, "(null)", 7);

		// The next four bytes are the node number identifier
		nodeNum = data->readUint32LE();

		// Because of the issue above ma_card_hold.key used to crash
		// at this part without checking to make sure nodeNum is a
		// valid number, we'll leave this in just in case something
		// else is still wrong but it should now load correctly in
		// all cases
		if (nodeNum >= _numJoints) {
			Debug::warning(Debug::Keyframes, "A node number was greater than the maximum number of nodes (%d/%d)", nodeNum, _numJoints);
			return;
		}
		if (_nodes[nodeNum]) {
			// Null node. Usually 7, 13 and 27 are null nodes.
			data->seek(8, SEEK_CUR);
			continue;
		}
		_nodes[nodeNum] = new KeyframeNode();
		_nodes[nodeNum]->loadBinary(data, nameHandle);
	}
}

void KeyframeAnim::loadText(TextSplitter &ts) {
	ts.expectString("section: header");
	ts.scanString("flags %x", 1, &_flags);
	ts.scanString("type %x", 1, &_type);
	ts.scanString("frames %d", 1, &_numFrames);
	ts.scanString("fps %f", 1, &_fps);
	ts.scanString("joints %d", 1, &_numJoints);

	if (scumm_stricmp(ts.getCurrentLine(), "section: markers") == 0) {
		ts.nextLine();
		ts.scanString("markers %d", 1, &_numMarkers);
		_markers = new Marker[_numMarkers];
		for (int i = 0; i < _numMarkers; i++)
			ts.scanString("%f %d", 2, &_markers[i].frame, &_markers[i].val);
	} else {
		_numMarkers = 0;
		_markers = nullptr;
	}

	ts.expectString("section: keyframe nodes");
	int numNodes;
	ts.scanString("nodes %d", 1, &numNodes);
	_nodes = new KeyframeNode *[_numJoints];
	for (int i = 0; i < _numJoints; i++)
		_nodes[i] = nullptr;
	for (int i = 0; i < numNodes; i++) {
		int which;
		ts.scanString("node %d", 1, &which);
		_nodes[which] = new KeyframeNode;
		_nodes[which]->loadText(ts);
	}
}

KeyframeAnim::~KeyframeAnim() {
	for (int i = 0; i < _numJoints; i++)
		delete _nodes[i];
	delete[] _nodes;
	delete[] _markers;
	g_resourceloader->uncacheKeyframe(this);
}

bool KeyframeAnim::isNodeAnimated(ModelNode *nodes, int num, float time, bool tagged) const {
	// Without this sending the bread down the tube in "mo" often crashes,
	// because it goes outside the bounds of the array of the nodes.
	if (num >= _numJoints)
		return false;

	float frame = time * _fps;

	if (frame > _numFrames)
		frame = _numFrames;

	if (_nodes[num] && tagged == ((_type & nodes[num]._type) != 0)) {
		return _nodes[num]->_numEntries != 0;
	} else {
		return false;
	}
}

void KeyframeAnim::animate(ModelNode *nodes, int num, float time, float fade, bool tagged) const {
	// Without this sending the bread down the tube in "mo" often crashes,
	// because it goes outside the bounds of the array of the nodes.
	if (num >= _numJoints)
		return;

	float frame = time * _fps;

	if (frame > _numFrames)
		frame = _numFrames;

	if (_nodes[num] && tagged == ((_type & nodes[num]._type) != 0)) {
		_nodes[num]->animate(nodes[num], frame, fade, (_flags & 256) == 0);
	}
}

int KeyframeAnim::getMarker(float startTime, float stopTime) const {
	if (!_markers)
		return 0;

	startTime *= _fps;
	stopTime *= _fps ;

	for (int i = 0; i < _numMarkers; ++i) {
		Marker &m = _markers[i];
		if (m.frame >= startTime && m.frame < stopTime) {
			return m.val;
		}
	}
	return 0;
}

void KeyframeAnim::KeyframeEntry::loadBinary(const char *data) {
	_frame = get_float(data);
	_flags = READ_LE_UINT32(data + 4);
	_pos = Math::Vector3d::getVector3d(data + 8);
	_pitch = get_float(data + 20);
	_yaw = get_float(data + 24);
	_roll = get_float(data + 28);
	_dpos = Math::Vector3d::getVector3d(data + 32);
	_dpitch = get_float(data + 44);
	_dyaw = get_float(data + 48);
	_droll = get_float(data + 52);
}

void KeyframeAnim::KeyframeNode::loadBinary(Common::SeekableReadStream *data, char *meshName) {
	memcpy(_meshName, meshName, 32);

	_numEntries = data->readUint32LE();
	data->seek(4, SEEK_CUR);
	_entries = new KeyframeEntry[_numEntries];
	char kfEntry[56];
	for (int i = 0; i < _numEntries; i++) {
		data->read(kfEntry, 56);
		_entries[i].loadBinary(kfEntry);
	}
}

void KeyframeAnim::KeyframeNode::loadText(TextSplitter &ts) {
	ts.scanString("mesh name %s", 1, _meshName);
	ts.scanString("entries %d", 1, &_numEntries);
	_entries = new KeyframeEntry[_numEntries];
	for (int i = 0; i < _numEntries; i++) {
		int which;
		unsigned flags;
		float frame, x, y, z, p, yaw, r, dx, dy, dz, dp, dyaw, dr;
		ts.scanString(" %d: %f %x %f %f %f %f %f %f", 9, &which, &frame, &flags, &x, &y, &z, &p, &yaw, &r);
		ts.scanString(" %f %f %f %f %f %f", 6, &dx, &dy, &dz, &dp, &dyaw, &dr);
		_entries[which]._frame = frame;
		_entries[which]._flags = (int)flags;
		_entries[which]._pos = Math::Vector3d(x, y, z);
		_entries[which]._dpos = Math::Vector3d(dx, dy, dz);
		_entries[which]._pitch = p;
		_entries[which]._yaw = yaw;
		_entries[which]._roll = r;
		_entries[which]._dpitch = dp;
		_entries[which]._dyaw = dyaw;
		_entries[which]._droll = dr;
	}
}

KeyframeAnim::KeyframeNode::~KeyframeNode() {
	delete[] _entries;
}

void KeyframeAnim::KeyframeNode::animate(ModelNode &node, float frame, float fade, bool useDelta) const {
	if (_numEntries == 0)
		return;

	// Do a binary search for the nearest previous frame
	// Loop invariant: entries_[low].frame_ <= frame < entries_[high].frame_
	int low = 0, high = _numEntries;
	while (high > low + 1) {
		int mid = (low + high) / 2;
		if (_entries[mid]._frame <= frame)
			low = mid;
		else
			high = mid;
	}

	float dt = frame - _entries[low]._frame;
	Math::Vector3d pos = _entries[low]._pos;
	Math::Angle pitch = _entries[low]._pitch;
	Math::Angle yaw = _entries[low]._yaw;
	Math::Angle roll = _entries[low]._roll;

	/** @bug Interpolating between two orientations specified by Euler angles (yaw/pitch/roll)
	 *	by linearly interpolating the YPR values does not compute proper in-between
	 *	poses, i.e. the rotation from start to finish does not go via the shortest arc.
	 *	Though, if the start and end poses are very similar to each other, this can look
	 *	acceptable without visual artifacts.
	 */
	if (useDelta) {
		pos += dt * _entries[low]._dpos;
		pitch += dt * _entries[low]._dpitch;
		yaw += dt * _entries[low]._dyaw;
		roll += dt * _entries[low]._droll;
	}

	node._animPos += (pos - node._pos) * fade;

	Math::Quaternion rotQuat = Math::Quaternion::fromEuler(yaw, pitch, roll, Math::EO_ZXY);
	rotQuat = node._animRot * node._rot.inverse() * rotQuat;
	node._animRot = node._animRot.slerpQuat(rotQuat, fade);
}

} // end of namespace Grim
