/**************************************************************************/
/*  packed_scene_gltf.cpp                                                 */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
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/* without limitation the rights to use, copy, modify, merge, publish,    */
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/**************************************************************************/

#ifdef TOOLS_ENABLED

#include "packed_scene_gltf.h"

#include "editor/import/resource_importer_scene.h"
#include "scene/3d/spatial.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/mesh.h"

#include "gltf_document.h"

void PackedSceneGLTF::_bind_methods() {
	ClassDB::bind_method(D_METHOD("export_gltf", "node", "path", "flags", "bake_fps"),
			&PackedSceneGLTF::export_gltf, DEFVAL(0), DEFVAL(1000.0f));
	ClassDB::bind_method(D_METHOD("pack_gltf", "path", "flags", "bake_fps", "compress_flags", "state"),
			&PackedSceneGLTF::pack_gltf, DEFVAL(0), DEFVAL(1000.0f), DEFVAL(Mesh::ARRAY_COMPRESS_DEFAULT), DEFVAL(Ref<GLTFState>()));
	ClassDB::bind_method(D_METHOD("import_gltf_scene", "path", "flags", "bake_fps", "compress_flags", "state"),
			&PackedSceneGLTF::import_gltf_scene, DEFVAL(0), DEFVAL(1000.0f), DEFVAL(Mesh::ARRAY_COMPRESS_DEFAULT), DEFVAL(Ref<GLTFState>()));
}

Node *PackedSceneGLTF::import_gltf_scene(const String &p_path, uint32_t p_flags, float p_bake_fps, uint32_t p_compress_flags, Ref<GLTFState> r_state) {
	Error err = FAILED;
	List<String> deps;
	return import_scene(p_path, p_flags, p_bake_fps, p_compress_flags, &deps, &err, r_state);
}

Node *PackedSceneGLTF::import_scene(const String &p_path, uint32_t p_flags,
		int p_bake_fps, uint32_t p_compress_flags,
		List<String> *r_missing_deps,
		Error *r_err,
		Ref<GLTFState> r_state) {
	if (r_state == Ref<GLTFState>()) {
		r_state.instance();
	}
	r_state->use_named_skin_binds =
			p_flags & EditorSceneImporter::IMPORT_USE_NAMED_SKIN_BINDS;
	r_state->use_legacy_names =
			p_flags & EditorSceneImporter::IMPORT_USE_LEGACY_NAMES;
	r_state->compress_flags = p_compress_flags;
	r_state->set_create_animations(p_flags & EditorSceneImporter::IMPORT_ANIMATION);

	Ref<GLTFDocument> gltf_document;
	gltf_document.instance();
	Error err = gltf_document->parse(r_state, p_path);
	*r_err = err;
	ERR_FAIL_COND_V(err != Error::OK, nullptr);

	Spatial *root = memnew(Spatial);
	if (r_state->use_legacy_names) {
		root->set_name(gltf_document->_legacy_validate_node_name(r_state->scene_name));
	} else {
		root->set_name(r_state->scene_name);
	}
	for (int32_t root_i = 0; root_i < r_state->root_nodes.size(); root_i++) {
		gltf_document->_generate_scene_node(r_state, root, root, r_state->root_nodes[root_i]);
	}
	gltf_document->_process_mesh_instances(r_state, root);
	if (r_state->get_create_animations() && r_state->animations.size()) {
		AnimationPlayer *ap = memnew(AnimationPlayer);
		root->add_child(ap);
		ap->set_owner(root);
		for (int i = 0; i < r_state->animations.size(); i++) {
			gltf_document->_import_animation(r_state, ap, i, p_bake_fps);
		}
	}
	gltf_document->extension_generate_scene(r_state);

	return cast_to<Spatial>(root);
}

void PackedSceneGLTF::pack_gltf(String p_path, int32_t p_flags,
		real_t p_bake_fps, uint32_t p_compress_flags, Ref<GLTFState> r_state) {
	Error err = FAILED;
	List<String> deps;
	Node *root = import_scene(p_path, p_flags, p_bake_fps, p_compress_flags, &deps, &err, r_state);
	ERR_FAIL_COND(err != OK);
	pack(root);
}

void PackedSceneGLTF::save_scene(Node *p_node, const String &p_path,
		const String &p_src_path, uint32_t p_flags,
		int p_bake_fps, List<String> *r_missing_deps,
		Error *r_err) {
	Error err = FAILED;
	if (r_err) {
		*r_err = err;
	}
	Ref<GLTFDocument> gltf_document;
	gltf_document.instance();
	Ref<GLTFState> state;
	state.instance();
	err = gltf_document->serialize(state, p_node, p_path);
	if (r_err) {
		*r_err = err;
	}
}

void PackedSceneGLTF::_build_parent_hierachy(Ref<GLTFState> state) {
	// build the hierarchy
	for (GLTFNodeIndex node_i = 0; node_i < state->nodes.size(); node_i++) {
		for (int j = 0; j < state->nodes[node_i]->children.size(); j++) {
			GLTFNodeIndex child_i = state->nodes[node_i]->children[j];
			ERR_FAIL_INDEX(child_i, state->nodes.size());
			if (state->nodes.write[child_i]->parent != -1) {
				continue;
			}
			state->nodes.write[child_i]->parent = node_i;
		}
	}
}

Error PackedSceneGLTF::export_gltf(Node *p_root, String p_path,
		int32_t p_flags,
		real_t p_bake_fps) {
	ERR_FAIL_COND_V(!p_root, FAILED);
	List<String> deps;
	Error err;
	String path = p_path;
	int32_t flags = p_flags;
	real_t baked_fps = p_bake_fps;
	Ref<PackedSceneGLTF> exporter;
	exporter.instance();
	exporter->save_scene(p_root, path, "", flags, baked_fps, &deps, &err);
	int32_t error_code = err;
	if (error_code != 0) {
		return Error(error_code);
	}
	return OK;
}

#endif // TOOLS_ENABLED
