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Open Asset Import Library (assimp)
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  following disclaimer.

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*/
/** @file Implementation of the post processing step "MakeVerboseFormat"
*/


#include "MakeVerboseFormat.h"
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>

using namespace Assimp;

// ------------------------------------------------------------------------------------------------
MakeVerboseFormatProcess::MakeVerboseFormatProcess()
{
    // nothing to do here
}
// ------------------------------------------------------------------------------------------------
MakeVerboseFormatProcess::~MakeVerboseFormatProcess()
{
    // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void MakeVerboseFormatProcess::Execute( aiScene* pScene)
{
    ai_assert(NULL != pScene);
    DefaultLogger::get()->debug("MakeVerboseFormatProcess begin");

    bool bHas = false;
    for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
    {
        if( MakeVerboseFormat( pScene->mMeshes[a]))
            bHas = true;
    }
    if (bHas) DefaultLogger::get()->info("MakeVerboseFormatProcess finished. There was much work to do ...");
    else DefaultLogger::get()->debug("MakeVerboseFormatProcess. There was nothing to do.");

    pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;

}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
bool MakeVerboseFormatProcess::MakeVerboseFormat(aiMesh* pcMesh)
{
    ai_assert(NULL != pcMesh);

    unsigned int iOldNumVertices = pcMesh->mNumVertices;
    const unsigned int iNumVerts = pcMesh->mNumFaces*3;

    aiVector3D* pvPositions = new aiVector3D[ iNumVerts ];

    aiVector3D* pvNormals = NULL;
    if (pcMesh->HasNormals())
    {
        pvNormals = new aiVector3D[iNumVerts];
    }
    aiVector3D* pvTangents = NULL, *pvBitangents = NULL;
    if (pcMesh->HasTangentsAndBitangents())
    {
        pvTangents = new aiVector3D[iNumVerts];
        pvBitangents = new aiVector3D[iNumVerts];
    }

    aiVector3D* apvTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS] = {0};
    aiColor4D* apvColorSets[AI_MAX_NUMBER_OF_COLOR_SETS] = {0};

    unsigned int p = 0;
    while (pcMesh->HasTextureCoords(p))
        apvTextureCoords[p++] = new aiVector3D[iNumVerts];

    p = 0;
    while (pcMesh->HasVertexColors(p))
        apvColorSets[p++] = new aiColor4D[iNumVerts];

    // allocate enough memory to hold output bones and vertex weights ...
    std::vector<aiVertexWeight>* newWeights = new std::vector<aiVertexWeight>[pcMesh->mNumBones];
    for (unsigned int i = 0;i < pcMesh->mNumBones;++i) {
        newWeights[i].reserve(pcMesh->mBones[i]->mNumWeights*3);
    }

    // iterate through all faces and build a clean list
    unsigned int iIndex = 0;
    for (unsigned int a = 0; a< pcMesh->mNumFaces;++a)
    {
        aiFace* pcFace = &pcMesh->mFaces[a];
        for (unsigned int q = 0; q < pcFace->mNumIndices;++q,++iIndex)
        {
            // need to build a clean list of bones, too
            for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
            {
                for (unsigned int a = 0;  a < pcMesh->mBones[i]->mNumWeights;a++)
                {
                    const aiVertexWeight& w = pcMesh->mBones[i]->mWeights[a];
                    if(pcFace->mIndices[q] == w.mVertexId)
                    {
                        aiVertexWeight wNew;
                        wNew.mVertexId = iIndex;
                        wNew.mWeight = w.mWeight;
                        newWeights[i].push_back(wNew);
                    }
                }
            }

            pvPositions[iIndex] = pcMesh->mVertices[pcFace->mIndices[q]];

            if (pcMesh->HasNormals())
            {
                pvNormals[iIndex] = pcMesh->mNormals[pcFace->mIndices[q]];
            }
            if (pcMesh->HasTangentsAndBitangents())
            {
                pvTangents[iIndex] = pcMesh->mTangents[pcFace->mIndices[q]];
                pvBitangents[iIndex] = pcMesh->mBitangents[pcFace->mIndices[q]];
            }

            unsigned int p = 0;
            while (pcMesh->HasTextureCoords(p))
            {
                apvTextureCoords[p][iIndex] = pcMesh->mTextureCoords[p][pcFace->mIndices[q]];
                ++p;
            }
            p = 0;
            while (pcMesh->HasVertexColors(p))
            {
                apvColorSets[p][iIndex] = pcMesh->mColors[p][pcFace->mIndices[q]];
                ++p;
            }
            pcFace->mIndices[q] = iIndex;
        }
    }

    // build output vertex weights
    for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
    {
        delete pcMesh->mBones[i]->mWeights;
        if (!newWeights[i].empty()) {
            pcMesh->mBones[i]->mWeights = new aiVertexWeight[newWeights[i].size()];
            aiVertexWeight *weightToCopy = &( newWeights[i][0] );
            memcpy(pcMesh->mBones[i]->mWeights, weightToCopy,
                sizeof(aiVertexWeight) * newWeights[i].size());
            delete[] newWeights;
        } else {
            pcMesh->mBones[i]->mWeights = NULL;
        }
    }

    // delete the old members
    delete[] pcMesh->mVertices;
    pcMesh->mVertices = pvPositions;

    p = 0;
    while (pcMesh->HasTextureCoords(p))
    {
        delete pcMesh->mTextureCoords[p];
        pcMesh->mTextureCoords[p] = apvTextureCoords[p];
        ++p;
    }
    p = 0;
    while (pcMesh->HasVertexColors(p))
    {
        delete pcMesh->mColors[p];
        pcMesh->mColors[p] = apvColorSets[p];
        ++p;
    }
    pcMesh->mNumVertices = iNumVerts;

    if (pcMesh->HasNormals())
    {
        delete[] pcMesh->mNormals;
        pcMesh->mNormals = pvNormals;
    }
    if (pcMesh->HasTangentsAndBitangents())
    {
        delete[] pcMesh->mTangents;
        pcMesh->mTangents = pvTangents;
        delete[] pcMesh->mBitangents;
        pcMesh->mBitangents = pvBitangents;
    }
    return (pcMesh->mNumVertices != iOldNumVertices);
}
