package org.papervision3d.objects.parsers
{
	import flash.events.Event;
	import flash.events.IOErrorEvent;
	import flash.events.ProgressEvent;
	import flash.events.SecurityErrorEvent;
	import flash.net.URLLoader;
	import flash.net.URLRequest;
	
	import org.papervision3d.core.geom.TriangleMesh3D;
	import org.papervision3d.core.geom.renderables.Triangle3D;
	import org.papervision3d.core.geom.renderables.Vertex3D;
	import org.papervision3d.core.log.PaperLogger;
	import org.papervision3d.core.math.Matrix3D;
	import org.papervision3d.core.math.NumberUV;
	import org.papervision3d.core.proto.DisplayObjectContainer3D;
	import org.papervision3d.core.proto.GeometryObject3D;
	import org.papervision3d.core.proto.MaterialObject3D;
	import org.papervision3d.events.FileLoadEvent;
	import org.papervision3d.materials.BitmapFileMaterial;
	import org.papervision3d.materials.utils.MaterialsList;
	import org.papervision3d.objects.DisplayObject3D;
	
	/**
	* The Collada class lets you load and parse Collada scenes.
	* <p/>
	* Recommended DCC Settings:
	* <ul><li><b>Maya</b>:
	* <ul><li>General Export Options
	* <ul><li>Relative Paths, Triangulate.</li></ul>
	* <li>Filter Export
	* <ul><li>Polygon meshes, Normals, Texture Coordinates.</li></ul>
	* </li></ul>
	* <li><b>3DS Max</b>:
	* <ul><li>Standard Options
	* <ul><li>Relative Paths.</li></ul>
	* <li>Geometry
	* <ul><li>Normals, Triangulate.</li></ul>
	* </li></ul>
	*/
	public class Collada extends DisplayObject3D
	{
		/**
		* Default scaling value for constructor.
		*/
		static public var DEFAULT_SCALING  :Number = 1;
		
		/**
		* Internal scaling value.
		*/
		static private var INTERNAL_SCALING :Number = 100;
	
		/**
		* Whether or not the scene has been loaded.
		*/
		public var loaded :Boolean;
		
		public var materialsToLoad:int =0;
	
		// ___________________________________________________________________________________________________
		//                                                                                               N E W
		// NN  NN EEEEEE WW    WW
		// NNN NN EE     WW WW WW
		// NNNNNN EEEE   WWWWWWWW
		// NN NNN EE     WWW  WWW
		// NN  NN EEEEEE WW    WW
	
		/**
		* Creates a new Collada object.
		* <p/>
		* The Collada class lets you load and parse a Collada scene.
		* <p/>
		* COLLADA is a COLLAborative Design Activity for establishing an interchange file format for interactive 3D applications.
		* <p/>
		* COLLADA defines an open standard XML schema for exchanging digital assets among various container software applications that might otherwise store their assets in incompatible formats.
		* <p/>
		* COLLADA documents that describe digital assets are XML files, usually identified with a .dae (digital asset exchange) filename extension.
		* <p/>
		* @param	COLLADA		An XML COLLADA object or the filename of the .dae scene to load.
		* <p/>
		* @param	materials	A MaterialsList object.
		* <p/>
		* @param	scale		Scaling factor.
		* <p/>
		* @param	doubleSided		Whether to make all materials doubleSided.
		* <p/>
		*/
	
		public function Collada( COLLADA:*=null, materials:MaterialsList=null, scale:Number=1, doubleSided:Boolean=false )
		{
			super( null, null );

			if( COLLADA )
				load( COLLADA, materials, scale, doubleSided );
		}

		/**
		* Loads the COLLADA.
		* 
		* @param	COLLADA		An XML COLLADA object or the filename of the .dae scene to load.
		* <p/>
		* @param	materials	A MaterialsList object.
		* <p/>
		* @param	scale		Scaling factor.
		* <p/>
		* @param	doubleSided		Whether to make all materials doubleSided.
		*/ 
		public function load( COLLADA:*, materials:MaterialsList=null, scale:Number=1, doubleSided:Boolean=false ):void
		{
			this._materials = materials || new MaterialsList();
	
			this._container = this;
			this.loaded = false;
	
			this._scaling  = scale || DEFAULT_SCALING;
			this._scaling *= INTERNAL_SCALING;
	
			this._doubleSidedMaterials = doubleSided;
			
			this._geometries = new Object();
	
			if( COLLADA is XML )
			{
				this.COLLADA = COLLADA;
				this._filename = "";
				buildCollada();
			}
			else if( COLLADA is String )
			{
				this._filename = COLLADA;
				loadCollada();
			}
		}
	
		// _______________________________________________________________________ PRIVATE
	
		private function loadCollada():void
		{
			this._loader = new URLLoader();
			this._loader.addEventListener( Event.COMPLETE, onComplete );
			this._loader.addEventListener( IOErrorEvent.IO_ERROR, handleIOError );
			this._loader.addEventListener( SecurityErrorEvent.SECURITY_ERROR, handleSecurityLoadError );
			this._loader.addEventListener( ProgressEvent.PROGRESS, handleLoadProgress );
			this._loader.load( new URLRequest( this._filename ) );
		}
		
		private function handleLoadProgress( e:ProgressEvent ):void
		{
			var progressEvent:FileLoadEvent = new FileLoadEvent( FileLoadEvent.LOAD_PROGRESS, this._filename, e.bytesLoaded, e.bytesTotal);
			dispatchEvent( progressEvent );
		}
		
		private function handleIOError( e:IOErrorEvent ):void
		{
			PaperLogger.error("COLLADA file load error", this, e.text);
			dispatchEvent(new FileLoadEvent(FileLoadEvent.LOAD_ERROR,this._filename,0,0,e.text));
		}
		
		private function handleSecurityLoadError( e:SecurityErrorEvent ):void
		{
			PaperLogger.error("COLLADA file security load error",this, e.text);
			dispatchEvent(new FileLoadEvent(FileLoadEvent.SECURITY_LOAD_ERROR,this._filename, 0, 0, e.text));
		}
		
		private function onComplete( evt:Event ):void
		{
			this.COLLADA = new XML( this._loader.data );
	
			buildCollada();
		}
	
		// _______________________________________________________________________
	
	
		private function buildCollada():void
		{
			//Reset the number of materials to load.
			materialsToLoad = 0;
			
			default xml namespace = COLLADA.namespace();
	
			// Get up axis
			this._yUp = (COLLADA.asset.up_axis == "Y_UP");
	
			// Parse first scene
			var sceneId:String = getId( COLLADA.scene.instance_visual_scene.@url );
	
			var scene:XML = COLLADA.library_visual_scenes.visual_scene.(@id == sceneId)[0];
	
			parseScene( scene );
	
			var fileEvent:FileLoadEvent = new FileLoadEvent( FileLoadEvent.LOAD_COMPLETE, _filename );
			this.dispatchEvent( fileEvent );
	
			this.loaded = true;
			
		}
	
	
		// _______________________________________________________________________ parseScene
	
		private function parseScene( scene:XML ):void
		{
			for each( var node:XML in scene.node )
				parseNode( node, this._container );
		}
	
		// _______________________________________________________________________ parseNode
	
		private function parseNode( node:XML, parent:DisplayObjectContainer3D ):void
		{
			var matrix :Matrix3D = Matrix3D.IDENTITY;
	
			//if( ! this._yUp && parent == this._container )
			//{
				//matrix = Matrix3D.rotationX( Math.PI/2 );
				//matrix = Matrix3D.multiply( matrix, Matrix3D.rotationZ( Math.PI ) );
			//}
	
			var newNode:DisplayObject3D;
	
			if( String( node.instance_geometry ) == "" )
				newNode = new DisplayObject3D( node.@name );
			else
				newNode = new TriangleMesh3D( null, null, null, node.@name );
	
	
			var instance :DisplayObject3D = parent.addChild( newNode, node.@name );
	
			var children      :XMLList  = node.children();
			var totalChildren :int      = children.length();
	
			for( var i:int = 0; i < totalChildren; i++ )
			{
				var child:XML = children[i];
	
				switch( child.name().localName )
				{
					case "translate":
						matrix = Matrix3D.multiply( matrix, translateMatrix( getArray( child ) ) );
						break;
	
					case "rotate":
						matrix = Matrix3D.multiply( matrix, rotateMatrix( getArray( child ) ) );
						break;
	
					case "scale":
						matrix = Matrix3D.multiply( matrix, scaleMatrix( getArray( child ) ) );
						break;
	
					// Baked transform matrix
					case "matrix":
						matrix = Matrix3D.multiply( matrix, bakedMatrix( new Matrix3D( getArray( child ) ) ) );
						break;
	
					case "node":
						parseNode( child, instance );
						break;
	
					case "instance_geometry":
	
						// Instance materials
						var bindMaterial:Object = new Object();
						for each( var instance_material:XML in child..instance_material )
						{
							bindMaterial[ instance_material.@symbol ] = instance_material.@target.split("#")[1];
						}
	
						// Instance geometry
						for each( var geometry:XML in child )
						{
							var geoId:String = getId( geometry.@url );
							var geo:XML = COLLADA.library_geometries.geometry.(@id == geoId)[0];
							parseGeometry( geo, instance, Matrix3D.clone( matrix ), bindMaterial );
						}
						break;
				}
			}
	
			instance.copyTransform( matrix );
		}
	
		// _______________________________________________________________________ parseGeometry
	
		private function parseGeometry( geometry:XML, instance:DisplayObject3D, matrix2:Matrix3D=null, bindMaterial:Object=null ):void
		{
			var matrix:Matrix3D = Matrix3D.clone( matrix2 ) || Matrix3D.IDENTITY; // TODO: Cleanup
	
			// DEBUG
			
	
			// Semantics
			var semantics :Object = new Object();
			semantics.name = geometry.@id;
	
			var faces:Array = semantics.triangles = new Array();
	
			// Multi material
			var multiMaterial:Boolean = (geometry.mesh.triangles.length() > 1);
	
			// Triangles
			for each( var triangles:XML in geometry.mesh.triangles )
			{
				// Input
				var field:Array = new Array();
	
				for each( var input:XML in triangles.input )
				{
					semantics[ input.@semantic ] = deserialize( input, geometry );
					field.push( input.@semantic );
				}
	
				var data     :Array  = triangles.p.split(' ');
				var len      :Number = triangles.@count;
				var material :String = triangles.@material;
	
				
				
				addMaterial( instance, material, bindMaterial );
	
				for( var j:Number = 0; j < len; j++ )
				{
					var t:Object = new Object();
	
					for( var v:Number = 0; v < 3; v++ )
					{
						var fld:String;
						for( var k:Number = 0; fld = field[k]; k++ )
						{
							if( ! t[ fld ] ) t[ fld ] = new Array();
	
							t[ fld ].push( Number( data.shift() ) );
						}
	
						t["material"] = material; //multiMaterial? material : null;
					}
					faces.push( t );
				}
			}
	
			buildObject( semantics, instance, matrix );
		}
	
	
		// _______________________________________________________________________ buildObject
	
	
		private function buildObject( semantics:Object, instance:DisplayObject3D, matrix:Matrix3D=null ):void
		{
			matrix = matrix || Matrix3D.IDENTITY;
			instance.addGeometry( new GeometryObject3D() );
			// Vertices
			var vertices :Array    = instance.geometry.vertices = new Array();
			var scaling  :Number   = this._scaling;
			var accVerts :Number   = vertices.length;
	
			var semVertices :Array = semantics.VERTEX;
			var len:Number = semVertices.length;
	
			
	
			var i:int;
			for( i=0; i < len; i++ )
			{
				// Swap z & y for Max (to make Y up and Z depth)
				var vert:Object = semVertices[ i ];
				var x :Number = Number( vert.X ) * scaling;
				var y :Number = Number( vert.Y ) * scaling;
				var z :Number = Number( vert.Z ) * scaling;
	
				if( this._yUp )
					vertices.push( new Vertex3D( -x, y, z ) );
				else
					vertices.push( new Vertex3D(  x, z, y ) );
			}
	
			// Faces
			var faces    :Array = instance.geometry.faces = new Array();
			var semFaces :Array = semantics.triangles;
			len = semFaces.length;
		
			for( i=0; i < len; i++ )
			{
				// Triangle
				var tri :Array = semFaces[i].VERTEX;
				var a   :Vertex3D = vertices[ accVerts + tri[ 0 ] ];
				var b   :Vertex3D = vertices[ accVerts + tri[ 1 ] ];
				var c   :Vertex3D = vertices[ accVerts + tri[ 2 ] ];
	
				var faceList :Array = [ a, b, c ];
	
				var tex :Array = semantics.TEXCOORD;
				var uv  :Array = semFaces[i].TEXCOORD;
	
				var uvList :Array, uvA :NumberUV, uvB :NumberUV, uvC :NumberUV;
	
				if( uv && tex )
				{
					uvA = new NumberUV( tex[ uv[0] ].S, tex[ uv[0] ].T );
					uvB = new NumberUV( tex[ uv[1] ].S, tex[ uv[1] ].T );
					uvC = new NumberUV( tex[ uv[2] ].S, tex[ uv[2] ].T );
					uvList = [ uvA, uvB, uvC ];
				}
				else uvList = null;

				var materialName:String = semFaces[i].material || null;
				var face:Triangle3D = new Triangle3D(instance, faceList, _materials.getMaterialByName(materialName), uvList );
				faces.push( face );
			}
			
	
			// Activate object
			instance.geometry.ready = true;
	
			matrix.n14 *= scaling;
			matrix.n24 *= scaling;
			matrix.n34 *= scaling;
	
			//instance.material = MaterialObject3D.DEFAULT;
	
			instance.visible  = true;
		}
	
	
		private function getArray( spaced:String ):Array
		{
			var strings :Array = spaced.split(" ");
			var numbers :Array = new Array();
	
			var totalStrings:Number = strings.length;
	
			for( var i:Number=0; i < totalStrings; i++ )
				numbers[i] = Number( strings[i] );
	
			return numbers;
		}
	
	
		private function addMaterial( instance:DisplayObject3D, name:String, bindMaterial:Object ):void
		{
			//trace( "Collada: addMaterial: " + instance.name + " > " + name ); // DEBUG
			var material:MaterialObject3D;
		
			if( this._materials ){
				material = this._materials.getMaterialByName( name );
			}else{
				_materials = new MaterialsList();
			}
			
			if( ! material )
			{
				// Find object path
				var path :String = this._filename.slice( 0, this._filename.lastIndexOf("/") +1 );
	
				// Retrieve texture url
				var filename :String = getTexture( bindMaterial[name] );
	
				if( filename )
				{
					// Load relative to the object
					materialsToLoad++;
					material = new BitmapFileMaterial( path + filename );
					material.addEventListener(FileLoadEvent.LOAD_COMPLETE, onMaterialLoadComplete);
					material.addEventListener(FileLoadEvent.LOAD_ERROR, onMaterialLoadError);
				}
				else
				{
					material = MaterialObject3D.DEFAULT;
					PaperLogger.warning( "Collada material " + name + " not found." );
				}
	
				material.name = name;
				material.doubleSided = _doubleSidedMaterials;
			}
			_materials.addMaterial(material);
	
			if( ! instance.materials ) instance.materials = new MaterialsList();
			material.registerObject(instance);
			instance.materials.addMaterial( material, name );
		}
		
		private function onMaterialLoadComplete(event:FileLoadEvent):void
		{
			materialsToLoad--;
			if(materialsToLoad == 0){
				materials = new MaterialsList();
				dispatchEvent(new FileLoadEvent(FileLoadEvent.COLLADA_MATERIALS_DONE));
			}
		}
		
		private function onMaterialLoadError(event:FileLoadEvent):void
		{
			var mat:BitmapFileMaterial = event.target as BitmapFileMaterial;
			PaperLogger.error("Collada failed to load material", this, mat);
			//Do error handling here.
			materialsToLoad--;
			if(materialsToLoad == 0){
				dispatchEvent(new FileLoadEvent(FileLoadEvent.COLLADA_MATERIALS_DONE));
			}
		}
	
	
		// Retrieves the filename of a material
		private function getTexture( name:String ):String
		{
			var filename :String = null;
	
			var material:XML = COLLADA.library_materials.material.(@id == name)[0];
	
			if( material )
			{
				var effectId:String = getId( material.instance_effect.@url );
				var effect:XML = COLLADA.library_effects.effect.(@id == effectId)[0];
	
				if (effect..texture.length() == 0) return null;
	
				var textureId:String = effect..texture[0].@texture;
	
				var sampler:XML =  effect..newparam.(@sid == textureId)[0];
	
				// Blender
				var imageId:String = textureId;
	
				// Not Blender
				if( sampler )
				{
					var sourceId:String = sampler..source[0];
					var source:XML =  effect..newparam.(@sid == sourceId)[0];
	
					imageId = source..init_from[0];
				}
	
				var image:XML = COLLADA.library_images.image.(@id == imageId)[0];
	
				filename = image.init_from;
	
				if (filename.substr(0, 2) == "./")
				{
					filename = filename.substr( 2 );
				}
			}
	
			return filename;
		}
	
	
		// _______________________________________________________________________
		//                                                                Matrices
	
		private function rotateMatrix( vector:Array ):Matrix3D
		{
			if( this._yUp )
				return Matrix3D.rotationMatrix( vector[0], vector[1], vector[2], -vector[3] *toRADIANS );
			else
				return Matrix3D.rotationMatrix( vector[0], vector[2], vector[1], -vector[3] *toRADIANS );
		}
	
	
		private function translateMatrix( vector:Array ):Matrix3D
		{
			if( this._yUp )
				return Matrix3D.translationMatrix( -vector[0] *this._scaling, vector[1] *this._scaling, vector[2] *this._scaling );
			else
				return Matrix3D.translationMatrix(  vector[0] *this._scaling, vector[2] *this._scaling, vector[1] *this._scaling );
		}
	
	
		private function scaleMatrix( vector:Array ):Matrix3D
		{
			if( this._yUp )
				return Matrix3D.scaleMatrix( vector[0], vector[1], vector[2] );
			else
				return Matrix3D.scaleMatrix( vector[0], vector[2], vector[1] );
		}
	
		private function bakedMatrix( matrix:Matrix3D ):Matrix3D
		{
			matrix.n14 *= _scaling;
			matrix.n24 *= _scaling;
			matrix.n34 *= _scaling;
			
			return matrix;
		}
	
		// _______________________________________________________________________
		//                                                                     XML
	
		private function deserialize( input:XML, geo:XML ):Array
		{
			var output :Array = new Array();
			var id     :String = input.@source.split("#")[1];
	
			// Source?
			var acc:XMLList = geo..source.(@id == id).technique_common.accessor;
			
			if( acc != new XMLList(null) )
			{
				// Build source floats array
				var floId  :String  = acc.@source.split("#")[1];
				var floXML :XMLList = COLLADA..float_array.(@id == floId);
				var floStr :String  = floXML.toString();
				var floats :Array   = floStr.split(" ");
	
				// Build params array
				var params :Array = new Array();
	
				for each( var par:XML in acc.param )
					params.push( par.@name );
	
				// Build output array
				var count  :int = acc.@count;
				var stride :int = acc.@stride;
	
				for( var i:int=0; i < count; i++ )
				{
					var element :Object = new Object();
	
					for( var j:int=0; j < stride; j++ )
						element[ params[j] ] = floats.shift();
	
					//for( j=0; j < stride; j++ ) trace( params[j] + " " + element[ params[j] ] ); // DEBUG
	
					output.push( element );
				}
			}
			else
			{
				// Store indexes if no source
				var recursive :XMLList = geo..vertices.(@id == id)[INPUTTAG];
	
				output = deserialize( recursive[0], geo );
			}
	
			return output;
		}
	
		public function getMaterialsList():MaterialsList
		{
			return _materials;
		}
	
		private function getId( url:String ):String
		{
			return url.split("#")[1];
		}
	
		// _______________________________________________________________________
		//                                                       COLLADA tag names
	
		private static var COLLADASECTION  :String = "COLLADA";
		private static var LIBRARYSECTION  :String = "library";
		private static var ASSETSECTION    :String = "asset";
		private static var SCENESECTION    :String = "scene";
	
		private static var LIGHTPREFAB     :String = "light";
		private static var CAMERAPREFAB    :String = "camera";
		private static var MATERIALSECTION :String = "material";
		private static var GEOMETRYSECTION :String = "geometry";
	
		private static var MESHSECTION     :String = "mesh";
		private static var SOURCESECTION   :String = "source";
		private static var ARRAYSECTION    :String = "array";
		private static var ACCESSORSECTION :String = "accessor";
		private static var VERTICESSECTION :String = "vertices";
		private static var INPUTTAG        :String = "input";
		private static var POLYGONSSECTION :String = "polygons";
		private static var POLYGON         :String = "p";
		private static var NODESECTION     :String = "node";
		private static var LOOKATNODE      :String = "lookat";
		private static var MATRIXNODE      :String = "matrix";
		private static var PERSPECTIVENODE :String = "perspective";
		private static var ROTATENODE      :String = "rotate";
		private static var SCALENODE       :String = "scale";
		private static var TRANSLATENODE   :String = "translate";
		private static var SKEWNODE        :String = "skew";
		private static var INSTANCENODE    :String = "instance";
		private static var INSTACESCENE    :String = "instance_visual_scene";
	
		private static var PARAMTAG        :String = "param";
	
		private static var POSITIONINPUT   :String = "POSITION";
		private static var VERTEXINPUT     :String = "VERTEX";
		private static var NORMALINPUT     :String = "NORMAL";
		private static var TEXCOORDINPUT   :String = "TEXCOORD";
		private static var UVINPUT         :String = "UV";
		private static var TANGENTINPUT    :String = "TANGENT";
	
		// _______________________________________________________________________
	
		private var COLLADA     :XML;
		private var _container  :DisplayObjectContainer3D;
		private var _geometries :Object;
	
		private var _loader     :URLLoader;
	
		private var _filename   :String;
		private var _materials  :MaterialsList;
		private var _scaling    :Number;
	
		private var _yUp        :Boolean;

		private var _doubleSidedMaterials:Boolean = false;
		
		static private var toDEGREES :Number = 180/Math.PI;
		static private var toRADIANS :Number = Math.PI/180;
	}
}