/*
 * 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.
 */

/** \file
 * \ingroup collada
 */

#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <vector>
#include <algorithm>  // std::find

#include "COLLADASWCamera.h"
#include "COLLADASWAsset.h"
#include "COLLADASWLibraryVisualScenes.h"
#include "COLLADASWNode.h"
#include "COLLADASWSource.h"
#include "COLLADASWInstanceGeometry.h"
#include "COLLADASWInputList.h"
#include "COLLADASWPrimitves.h"
#include "COLLADASWVertices.h"
#include "COLLADASWLibraryAnimations.h"
#include "COLLADASWLibraryImages.h"
#include "COLLADASWLibraryEffects.h"
#include "COLLADASWImage.h"
#include "COLLADASWEffectProfile.h"
#include "COLLADASWColorOrTexture.h"
#include "COLLADASWParamTemplate.h"
#include "COLLADASWParamBase.h"
#include "COLLADASWSurfaceInitOption.h"
#include "COLLADASWSampler.h"
#include "COLLADASWScene.h"
#include "COLLADASWTechnique.h"
#include "COLLADASWTexture.h"
#include "COLLADASWLibraryMaterials.h"
#include "COLLADASWBindMaterial.h"
#include "COLLADASWInstanceCamera.h"
#include "COLLADASWInstanceLight.h"
#include "COLLADASWConstants.h"
#include "COLLADASWLibraryControllers.h"
#include "COLLADASWInstanceController.h"
#include "COLLADASWInstanceNode.h"
#include "COLLADASWBaseInputElement.h"

extern "C" {
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_collection_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_mesh_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_anim_types.h"
#include "DNA_action_types.h"
#include "DNA_curve_types.h"
#include "DNA_armature_types.h"
#include "DNA_modifier_types.h"
#include "DNA_userdef_types.h"

#include "BLI_path_util.h"
#include "BLI_fileops.h"
#include "BLI_math.h"
#include "BLI_string.h"
#include "BLI_listbase.h"
#include "BLI_utildefines.h"

#include "BKE_action.h"  // pose functions
#include "BKE_animsys.h"
#include "BKE_armature.h"
#include "BKE_blender_version.h"
#include "BKE_customdata.h"
#include "BKE_fcurve.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BKE_appdir.h"

#include "ED_keyframing.h"
#ifdef WITH_BUILDINFO
extern char build_commit_date[];
extern char build_commit_time[];
extern char build_hash[];
#endif

#include "MEM_guardedalloc.h"

#include "RNA_access.h"
}

#include "collada_internal.h"
#include "collada_utils.h"
#include "DocumentExporter.h"

extern bool bc_has_object_type(LinkNode *export_set, short obtype);

// can probably go after refactor is complete
#include "InstanceWriter.h"
#include "TransformWriter.h"

#include "SceneExporter.h"
#include "ArmatureExporter.h"
#include "AnimationExporter.h"
#include "CameraExporter.h"
#include "ControllerExporter.h"
#include "EffectExporter.h"
#include "GeometryExporter.h"
#include "ImageExporter.h"
#include "LightExporter.h"
#include "MaterialExporter.h"

#include <errno.h>

char *bc_CustomData_get_layer_name(const struct CustomData *data, int type, int n)
{
  int layer_index = CustomData_get_layer_index(data, type);
  if (layer_index < 0) {
    return NULL;
  }

  return data->layers[layer_index + n].name;
}

char *bc_CustomData_get_active_layer_name(const CustomData *data, int type)
{
  /* get the layer index of the active layer of type */
  int layer_index = CustomData_get_active_layer_index(data, type);
  if (layer_index < 0) {
    return NULL;
  }

  return data->layers[layer_index].name;
}

DocumentExporter::DocumentExporter(BlenderContext &blender_context, ExportSettings *exportSettings)
    : blender_context(blender_context),
      export_settings(BCExportSettings(exportSettings, blender_context))
{
}

static COLLADABU::NativeString make_temp_filepath(const char *name, const char *extension)
{
  char tempfile[FILE_MAX];
  const char *tempdir = BKE_tempdir_session();

  if (name == NULL) {
    name = "untitled";
  }

  BLI_make_file_string(NULL, tempfile, tempdir, name);

  if (extension) {
    BLI_path_extension_ensure(tempfile, FILE_MAX, extension);
  }

  COLLADABU::NativeString native_filename = COLLADABU::NativeString(
      tempfile, COLLADABU::NativeString::ENCODING_UTF8);
  return native_filename;
}

// TODO: it would be better to instantiate animations rather than create a new one per object
// COLLADA allows this through multiple <channel>s in <animation>.
// For this to work, we need to know objects that use a certain action.

int DocumentExporter::exportCurrentScene()
{
  Scene *sce = blender_context.get_scene();
  bContext *C = blender_context.get_context();

  PointerRNA sceneptr, unit_settings;
  PropertyRNA *system; /* unused , *scale; */

  clear_global_id_map();

  COLLADABU::NativeString native_filename = make_temp_filepath(NULL, ".dae");
  COLLADASW::StreamWriter *writer = new COLLADASW::StreamWriter(native_filename);

  // open <collada>
  writer->startDocument();

  // <asset>
  COLLADASW::Asset asset(writer);

  RNA_id_pointer_create(&(sce->id), &sceneptr);
  unit_settings = RNA_pointer_get(&sceneptr, "unit_settings");
  system = RNA_struct_find_property(&unit_settings, "system");
  // scale = RNA_struct_find_property(&unit_settings, "scale_length");

  std::string unitname = "meter";
  float linearmeasure = RNA_float_get(&unit_settings, "scale_length");

  switch (RNA_property_enum_get(&unit_settings, system)) {
    case USER_UNIT_NONE:
    case USER_UNIT_METRIC:
      if (linearmeasure == 0.001f) {
        unitname = "millimeter";
      }
      else if (linearmeasure == 0.01f) {
        unitname = "centimeter";
      }
      else if (linearmeasure == 0.1f) {
        unitname = "decimeter";
      }
      else if (linearmeasure == 1.0f) {
        unitname = "meter";
      }
      else if (linearmeasure == 1000.0f) {
        unitname = "kilometer";
      }
      break;
    case USER_UNIT_IMPERIAL:
      if (linearmeasure == 0.0254f) {
        unitname = "inch";
      }
      else if (linearmeasure == 0.3048f) {
        unitname = "foot";
      }
      else if (linearmeasure == 0.9144f) {
        unitname = "yard";
      }
      break;
    default:
      break;
  }

  asset.setUnit(unitname, linearmeasure);
  asset.setUpAxisType(COLLADASW::Asset::Z_UP);
  asset.getContributor().mAuthor = "Blender User";
  char version_buf[128];
#ifdef WITH_BUILDINFO
  BLI_snprintf(version_buf,
               sizeof(version_buf),
               "Blender %d.%02d.%d commit date:%s, commit time:%s, hash:%s",
               BLENDER_VERSION / 100,
               BLENDER_VERSION % 100,
               BLENDER_SUBVERSION,
               build_commit_date,
               build_commit_time,
               build_hash);
#else
  BLI_snprintf(version_buf,
               sizeof(version_buf),
               "Blender %d.%02d.%d",
               BLENDER_VERSION / 100,
               BLENDER_VERSION % 100,
               BLENDER_SUBVERSION);
#endif
  asset.getContributor().mAuthoringTool = version_buf;
  asset.add();

  LinkNode *export_set = this->export_settings.get_export_set();
  // <library_cameras>
  if (bc_has_object_type(export_set, OB_CAMERA)) {
    CamerasExporter ce(writer, this->export_settings);
    ce.exportCameras(sce);
  }

  // <library_lights>
  if (bc_has_object_type(export_set, OB_LAMP)) {
    LightsExporter le(writer, this->export_settings);
    le.exportLights(sce);
  }

  // <library_effects>
  EffectsExporter ee(writer, this->export_settings, key_image_map);
  ee.exportEffects(C, sce);

  // <library_images>
  ImagesExporter ie(writer, this->export_settings, key_image_map);
  ie.exportImages(sce);

  // <library_materials>
  MaterialsExporter me(writer, this->export_settings);
  me.exportMaterials(sce);

  // <library_geometries>
  if (bc_has_object_type(export_set, OB_MESH)) {
    GeometryExporter ge(blender_context, writer, this->export_settings);
    ge.exportGeom();
  }

  // <library_controllers>
  ArmatureExporter arm_exporter(blender_context, writer, this->export_settings);
  ControllerExporter controller_exporter(blender_context, writer, this->export_settings);
  if (bc_has_object_type(export_set, OB_ARMATURE) ||
      this->export_settings.get_include_shapekeys()) {
    controller_exporter.export_controllers();
  }

  // <library_visual_scenes>

  SceneExporter se(blender_context, writer, &arm_exporter, this->export_settings);

  if (this->export_settings.get_include_animations()) {
    // <library_animations>
    AnimationExporter ae(writer, this->export_settings);
    ae.exportAnimations();
  }

  se.exportScene();

  // <scene>
  std::string scene_name(translate_id(id_name(sce)));
  COLLADASW::Scene scene(writer, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, scene_name));
  scene.add();

  // close <Collada>
  writer->endDocument();
  delete writer;

  // Finally move the created document into place
  fprintf(stdout, "Collada export to: %s\n", this->export_settings.get_filepath());
  int status = BLI_rename(native_filename.c_str(), this->export_settings.get_filepath());
  if (status != 0) {
    status = BLI_copy(native_filename.c_str(), this->export_settings.get_filepath());
    BLI_delete(native_filename.c_str(), false, false);
  }
  return status;
}

void DocumentExporter::exportScenes(const char *filename)
{
}

/*
 * NOTES:
 *
 * AnimationExporter::sample_animation enables all curves on armature, this is undesirable for a
 * user
 */
