/*************************************************************************/
/*  import_state.h                                                       */
/*************************************************************************/
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/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
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#ifndef EDITOR_SCENE_IMPORT_STATE_H
#define EDITOR_SCENE_IMPORT_STATE_H

#include "core/bind/core_bind.h"
#include "core/io/resource_importer.h"
#include "core/vector.h"
#include "editor/import/resource_importer_scene.h"
#include "editor/project_settings_editor.h"
#include "scene/3d/mesh_instance.h"
#include "scene/3d/skeleton.h"
#include "scene/3d/spatial.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/animation.h"
#include "scene/resources/surface_tool.h"

#include <assimp/matrix4x4.h>
#include <assimp/scene.h>
#include <assimp/types.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/LogStream.hpp>
#include <assimp/Logger.hpp>

namespace AssimpImporter {
/** Import state is for global scene import data
 * This makes the code simpler and contains useful lookups.
 */
struct ImportState {

	String path;
	Spatial *root;
	const aiScene *assimp_scene;
	uint32_t max_bone_weights;

	Map<String, Ref<Mesh> > mesh_cache;
	Map<int, Ref<Material> > material_cache;
	Map<String, int> light_cache;
	Map<String, int> camera_cache;

	// very useful for when you need to ask assimp for the bone mesh

	Map<const aiNode *, Node *> assimp_node_map;
	Map<String, Ref<Image> > path_to_image_cache;

	// Generation 3 - determinisitic iteration
	// to lower potential recursion errors
	List<const aiNode *> nodes;
	Map<const aiNode *, Spatial *> flat_node_map;
	AnimationPlayer *animation_player;

	// Generation 3 - deterministic armatures
	// list of armature nodes - flat and simple to parse
	// assimp node, node in godot
	List<aiNode *> armature_nodes;
	Map<const aiNode *, Skeleton *> armature_skeletons;
	Map<aiBone *, Skeleton *> skeleton_bone_map;
	// Generation 3 - deterministic bone handling
	// bones from the stack are popped when found
	// this means we can detect
	// what bones are for other armatures
	List<aiBone *> bone_stack;
};

struct AssimpImageData {
	Ref<Image> raw_image;
	Ref<ImageTexture> texture;
	aiTextureMapMode map_mode[2];
};

/** Recursive state is used to push state into functions instead of specifying them
	* This makes the code easier to handle too and add extra arguments without breaking things
	*/
struct RecursiveState {
	RecursiveState() {} // do not construct :)
	RecursiveState(
			Transform &_node_transform,
			Skeleton *_skeleton,
			Spatial *_new_node,
			String &_node_name,
			aiNode *_assimp_node,
			Node *_parent_node,
			aiBone *_bone) :
			node_transform(_node_transform),
			skeleton(_skeleton),
			new_node(_new_node),
			node_name(_node_name),
			assimp_node(_assimp_node),
			parent_node(_parent_node),
			bone(_bone) {}

	Transform node_transform;
	Skeleton *skeleton = NULL;
	Spatial *new_node = NULL;
	String node_name;
	aiNode *assimp_node = NULL;
	Node *parent_node = NULL;
	aiBone *bone = NULL;
};
} // namespace AssimpImporter

#endif // EDITOR_SCENE_IMPORT_STATE_H
