/*
-----------------------------------------------------------------------------
This source file is part of OGRE
    (Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2012 Torus Knot Software Ltd

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/

#ifndef __Animation_H__
#define __Animation_H__

#include "OgrePrerequisites.h"
#include "OgreString.h"
#include "OgreIteratorWrappers.h"
#include "OgreAnimable.h"
#include "OgreAnimationTrack.h"
#include "OgreAnimationState.h"

namespace Ogre {
	/** \addtogroup Core
	*  @{
	*/

	/** \addtogroup Animation
	*  @{
	*/

	class Animation;
	
	/** An animation container interface, which allows generic access to sibling animations.
	 @remarks
		Because Animation instances can be held by different kinds of classes, and
		there are sometimes instances when you need to reference other Animation 
		instances within the same container, this class allows generic access to
		named animations within that container, whatever it may be.
	*/
	class _OgreExport AnimationContainer
	{
	public:
		/** Gets the number of animations in this container. */
        virtual unsigned short getNumAnimations(void) const = 0;
		
        /** Retrieve an animation by index.  */
        virtual Animation* getAnimation(unsigned short index) const = 0;
		
		/** Retrieve an animation by name. */
		virtual Animation* getAnimation(const String& name) const = 0;
		
		/** Create a new animation with a given length owned by this container. */
		virtual Animation* createAnimation(const String& name, Real length) = 0;
		
		/** Returns whether this object contains the named animation. */
		virtual bool hasAnimation(const String& name) const = 0;
		
        /** Removes an Animation from this container. */
        virtual void removeAnimation(const String& name) = 0;
		
	};
    /** An animation sequence. 
    @remarks
        This class defines the interface for a sequence of animation, whether that
        be animation of a mesh, a path along a spline, or possibly more than one
        type of animation in one. An animation is made up of many 'tracks', which are
        the more specific types of animation.
    @par
        You should not create these animations directly. They will be created via a parent
        object which owns the animation, e.g. Skeleton.
    */
	class _OgreExport Animation : public AnimationAlloc
    {

    public:
        /** The types of animation interpolation available. */
        enum InterpolationMode
        {
            /** Values are interpolated along straight lines. */
            IM_LINEAR,
            /** Values are interpolated along a spline, resulting in smoother changes in direction. */
            IM_SPLINE
        };

        /** The types of rotational interpolation available. */
        enum RotationInterpolationMode
        {
            /** Values are interpolated linearly. This is faster but does not 
                necessarily give a completely accurate result.
            */
            RIM_LINEAR,
            /** Values are interpolated spherically. This is more accurate but
                has a higher cost.
            */
            RIM_SPHERICAL
        };
        /** You should not use this constructor directly, use the parent object such as Skeleton instead.
        @param name The name of the animation, should be unique within it's parent (e.g. Skeleton)
        @param length The length of the animation in seconds.
        */
        Animation(const String& name, Real length);
        virtual ~Animation();

        /** Gets the name of this animation. */
        const String& getName(void) const;

        /** Gets the total length of the animation. */
        Real getLength(void) const;

		/** Sets the length of the animation. 
		@note Changing the length of an animation may invalidate existing AnimationState
		instances which will need to be recreated. 
		*/
		void setLength(Real len);

        /** Creates a NodeAnimationTrack for animating a Node.
        @param handle Handle to give the track, used for accessing the track later. 
            Must be unique within this Animation.
        */
        NodeAnimationTrack* createNodeTrack(unsigned short handle);

		/** Creates a NumericAnimationTrack for animating any numeric value.
		@param handle Handle to give the track, used for accessing the track later. 
		Must be unique within this Animation.
		*/
		NumericAnimationTrack* createNumericTrack(unsigned short handle);

		/** Creates a VertexAnimationTrack for animating vertex position data.
		@param handle Handle to give the track, used for accessing the track later. 
		Must be unique within this Animation, and is used to identify the target. For example
		when applied to a Mesh, the handle must reference the index of the geometry being 
		modified; 0 for the shared geometry, and 1+ for SubMesh geometry with the same index-1.
		@param animType Either morph or pose animation, 
		*/
		VertexAnimationTrack* createVertexTrack(unsigned short handle, VertexAnimationType animType);

		/** Creates a new AnimationTrack automatically associated with a Node. 
        @remarks
            This method creates a standard AnimationTrack, but also associates it with a
            target Node which will receive all keyframe effects.
        @param handle Numeric handle to give the track, used for accessing the track later. 
            Must be unique within this Animation.
        @param node A pointer to the Node object which will be affected by this track
        */
        NodeAnimationTrack* createNodeTrack(unsigned short handle, Node* node);

		/** Creates a NumericAnimationTrack and associates it with an animable. 
		@param handle Handle to give the track, used for accessing the track later. 
		@param anim Animable object link
		Must be unique within this Animation.
		*/
		NumericAnimationTrack* createNumericTrack(unsigned short handle, 
			const AnimableValuePtr& anim);

		/** Creates a VertexAnimationTrack and associates it with VertexData. 
		@param handle Handle to give the track, used for accessing the track later. 
		@param data VertexData object link
		@param animType The animation type 
		Must be unique within this Animation.
		*/
		VertexAnimationTrack* createVertexTrack(unsigned short handle, 
			VertexData* data, VertexAnimationType animType);

		/** Gets the number of NodeAnimationTrack objects contained in this animation. */
        unsigned short getNumNodeTracks(void) const;

        /** Gets a node track by it's handle. */
        NodeAnimationTrack* getNodeTrack(unsigned short handle) const;

		/** Does a track exist with the given handle? */
		bool hasNodeTrack(unsigned short handle) const;

		/** Gets the number of NumericAnimationTrack objects contained in this animation. */
		unsigned short getNumNumericTracks(void) const;

		/** Gets a numeric track by it's handle. */
		NumericAnimationTrack* getNumericTrack(unsigned short handle) const;

		/** Does a track exist with the given handle? */
		bool hasNumericTrack(unsigned short handle) const;

		/** Gets the number of VertexAnimationTrack objects contained in this animation. */
		unsigned short getNumVertexTracks(void) const;

		/** Gets a Vertex track by it's handle. */
		VertexAnimationTrack* getVertexTrack(unsigned short handle) const;

		/** Does a track exist with the given handle? */
		bool hasVertexTrack(unsigned short handle) const;
		
		/** Destroys the node track with the given handle. */
        void destroyNodeTrack(unsigned short handle);

		/** Destroys the numeric track with the given handle. */
		void destroyNumericTrack(unsigned short handle);

		/** Destroys the Vertex track with the given handle. */
		void destroyVertexTrack(unsigned short handle);

		/** Removes and destroys all tracks making up this animation. */
        void destroyAllTracks(void);

		/** Removes and destroys all tracks making up this animation. */
		void destroyAllNodeTracks(void);
		/** Removes and destroys all tracks making up this animation. */
		void destroyAllNumericTracks(void);
		/** Removes and destroys all tracks making up this animation. */
		void destroyAllVertexTracks(void);

        /** Applies an animation given a specific time point and weight.
        @remarks
            Where you have associated animation tracks with objects, you can easily apply
            an animation to those objects by calling this method.
        @param timePos The time position in the animation to apply.
        @param weight The influence to give to this track, 1.0 for full influence, less to blend with
          other animations.
	    @param scale The scale to apply to translations and scalings, useful for 
			adapting an animation to a different size target.
        */
        void apply(Real timePos, Real weight = 1.0, Real scale = 1.0f);

        /** Applies all node tracks given a specific time point and weight to the specified node.
        @remarks
            It does not consider the actual node tracks are attached to.
			As such, it resembles the apply method for a given skeleton (see below).
        @param timePos The time position in the animation to apply.
        @param weight The influence to give to this track, 1.0 for full influence, less to blend with
          other animations.
	    @param scale The scale to apply to translations and scalings, useful for 
			adapting an animation to a different size target.
        */
		void applyToNode(Node* node, Real timePos, Real weight = 1.0, Real scale = 1.0f);

       /** Applies all node tracks given a specific time point and weight to a given skeleton.
        @remarks
        Where you have associated animation tracks with Node objects, you can easily apply
        an animation to those nodes by calling this method.
        @param timePos The time position in the animation to apply.
        @param weight The influence to give to this track, 1.0 for full influence, less to blend with
        other animations.
	    @param scale The scale to apply to translations and scalings, useful for 
			adapting an animation to a different size target.
        */
        void apply(Skeleton* skeleton, Real timePos, Real weight = 1.0, Real scale = 1.0f);

        /** Applies all node tracks given a specific time point and weight to a given skeleton.
        @remarks
        Where you have associated animation tracks with Node objects, you can easily apply
        an animation to those nodes by calling this method.
        @param timePos The time position in the animation to apply.
        @param weight The influence to give to this track, 1.0 for full influence, less to blend with
        other animations.
        @param blendMask The influence array defining additional per bone weights. These will
        be modulated with the weight factor.
        @param scale The scale to apply to translations and scalings, useful for 
        adapting an animation to a different size target.
        */
        void apply(Skeleton* skeleton, Real timePos, float weight,
          const AnimationState::BoneBlendMask* blendMask, Real scale);

		/** Applies all vertex tracks given a specific time point and weight to a given entity.
		@remarks
		@param entity The Entity to which this animation should be applied
		@param timePos The time position in the animation to apply.
		@param weight The weight at which the animation should be applied 
			(only affects pose animation)
		@param software Whether to populate the software morph vertex data
		@param hardware Whether to populate the hardware morph vertex data
		*/
		void apply(Entity* entity, Real timePos, Real weight, bool software, 
			bool hardware);

        /** Applies all numeric tracks given a specific time point and weight to the specified animable value.
        @remarks
            It does not applies to actual attached animable values but rather uses all tracks for a single animable value.
        @param timePos The time position in the animation to apply.
        @param weight The influence to give to this track, 1.0 for full influence, less to blend with
          other animations.
	    @param scale The scale to apply to translations and scalings, useful for 
			adapting an animation to a different size target.
        */
		void applyToAnimable(const AnimableValuePtr& anim, Real timePos, Real weight = 1.0, Real scale = 1.0f);

        /** Applies all vertex tracks given a specific time point and weight to the specified vertex data.
        @remarks
            It does not apply to the actual attached vertex data but rather uses all tracks for a given vertex data.
        @param timePos The time position in the animation to apply.
        @param weight The influence to give to this track, 1.0 for full influence, less to blend with
          other animations.
        */
        void applyToVertexData(VertexData* data, Real timePos, Real weight = 1.0);

		/** Tells the animation how to interpolate between keyframes.
        @remarks
            By default, animations normally interpolate linearly between keyframes. This is
            fast, but when animations include quick changes in direction it can look a little
            unnatural because directions change instantly at keyframes. An alternative is to
            tell the animation to interpolate along a spline, which is more expensive in terms
            of calculation time, but looks smoother because major changes in direction are 
            distributed around the keyframes rather than just at the keyframe.
        @par
            You can also change the default animation behaviour by calling 
            Animation::setDefaultInterpolationMode.
        */
        void setInterpolationMode(InterpolationMode im);

        /** Gets the current interpolation mode of this animation. 
        @remarks
            See setInterpolationMode for more info.
        */
        InterpolationMode getInterpolationMode(void) const;
        /** Tells the animation how to interpolate rotations.
        @remarks
            By default, animations interpolate linearly between rotations. This
            is fast but not necessarily completely accurate. If you want more 
            accurate interpolation, use spherical interpolation, but be aware 
            that it will incur a higher cost.
        @par
            You can also change the default rotation behaviour by calling 
            Animation::setDefaultRotationInterpolationMode.
        */
        void setRotationInterpolationMode(RotationInterpolationMode im);

        /** Gets the current rotation interpolation mode of this animation. 
        @remarks
            See setRotationInterpolationMode for more info.
        */
        RotationInterpolationMode getRotationInterpolationMode(void) const;

        // Methods for setting the defaults
        /** Sets the default animation interpolation mode. 
        @remarks
            Every animation created after this option is set will have the new interpolation
            mode specified. You can also change the mode per animation by calling the 
            setInterpolationMode method on the instance in question.
        */
        static void setDefaultInterpolationMode(InterpolationMode im);

        /** Gets the default interpolation mode for all animations. */
        static InterpolationMode getDefaultInterpolationMode(void);

        /** Sets the default rotation interpolation mode. 
        @remarks
            Every animation created after this option is set will have the new interpolation
            mode specified. You can also change the mode per animation by calling the 
            setInterpolationMode method on the instance in question.
        */
        static void setDefaultRotationInterpolationMode(RotationInterpolationMode im);

        /** Gets the default rotation interpolation mode for all animations. */
        static RotationInterpolationMode getDefaultRotationInterpolationMode(void);

        typedef map<unsigned short, NodeAnimationTrack*>::type NodeTrackList;
        typedef ConstMapIterator<NodeTrackList> NodeTrackIterator;

		typedef map<unsigned short, NumericAnimationTrack*>::type NumericTrackList;
		typedef ConstMapIterator<NumericTrackList> NumericTrackIterator;

		typedef map<unsigned short, VertexAnimationTrack*>::type VertexTrackList;
		typedef ConstMapIterator<VertexTrackList> VertexTrackIterator;

		/// Fast access to NON-UPDATEABLE node track list
        const NodeTrackList& _getNodeTrackList(void) const;

        /// Get non-updateable iterator over node tracks
        NodeTrackIterator getNodeTrackIterator(void) const
        { return NodeTrackIterator(mNodeTrackList.begin(), mNodeTrackList.end()); }
        
		/// Fast access to NON-UPDATEABLE numeric track list
		const NumericTrackList& _getNumericTrackList(void) const;

		/// Get non-updateable iterator over node tracks
		NumericTrackIterator getNumericTrackIterator(void) const
		{ return NumericTrackIterator(mNumericTrackList.begin(), mNumericTrackList.end()); }

		/// Fast access to NON-UPDATEABLE Vertex track list
		const VertexTrackList& _getVertexTrackList(void) const;

		/// Get non-updateable iterator over node tracks
		VertexTrackIterator getVertexTrackIterator(void) const
		{ return VertexTrackIterator(mVertexTrackList.begin(), mVertexTrackList.end()); }

		/** Optimise an animation by removing unnecessary tracks and keyframes.
		@remarks
			When you export an animation, it is possible that certain tracks
			have been keyframed but actually don't include anything useful - the
			keyframes include no transformation. These tracks can be completely
			eliminated from the animation and thus speed up the animation. 
			In addition, if several keyframes in a row have the same value, 
			then they are just adding overhead and can be removed.
        @note
            Since track-less and identity track has difference behavior for
            accumulate animation blending if corresponding track presenting at
            other animation that is non-identity, and in normally this method
            didn't known about the situation of other animation, it can't deciding
            whether or not discards identity tracks. So there have a parameter
            allow you choose what you want, in case you aren't sure how to do that,
            you should use Skeleton::optimiseAllAnimations instead.
        @param
            discardIdentityNodeTracks If true, discard identity node tracks.
		*/
		void optimise(bool discardIdentityNodeTracks = true);

        /// A list of track handles
        typedef set<ushort>::type TrackHandleList;

        /** Internal method for collecting identity node tracks.
        @remarks
            This method remove non-identity node tracks form the track handle list.
        @param
            tracks A list of track handle of non-identity node tracks, where this
            method will remove non-identity node track handles.
        */
        void _collectIdentityNodeTracks(TrackHandleList& tracks) const;

        /** Internal method for destroy given node tracks.
        */
        void _destroyNodeTracks(const TrackHandleList& tracks);

		/** Clone this animation.
		@note
			The pointer returned from this method is the only one recorded, 
			thus it is up to the caller to arrange for the deletion of this
			object.
		*/
		Animation* clone(const String& newName) const;
		
        /** Internal method used to tell the animation that keyframe list has been
            changed, which may cause it to rebuild some internal data */
        void _keyFrameListChanged(void) { mKeyFrameTimesDirty = true; }

        /** Internal method used to convert time position to time index object.
        @note
            The time index returns by this function are associated with state of
            the animation object, if the animation object altered (e.g. create/remove
            keyframe or track), all related time index will invalidated.
        @param timePos The time position.
        @return The time index object which contains wrapped time position (in
            relation to the whole animation sequence) and lower bound index of
            global keyframe time list.
        */
        TimeIndex _getTimeIndex(Real timePos) const;
		
		/** Sets a base keyframe which for the skeletal / pose keyframes 
			in this animation. 
		 @remarks
			Skeletal and pose animation keyframes are expressed as deltas from a 
			given base state. By default, that is the binding setup of the skeleton, 
			or the object space mesh positions for pose animation. However, sometimes
			it is useful for animators to create animations with a different starting
			pose, because that's more convenient, and the animation is designed to
			simply be added to the existing animation state and not globally averaged
			with other animations (this is always the case with pose animations, but
			is activated for skeletal animations via ANIMBLEND_CUMULATIVE).
		 @par
			In order for this to work, the keyframes need to be 're-based' against
			this new starting state, for example by treating the first keyframe as
			the reference point (and therefore representing no change). This can 
			be achieved by applying the inverse of this reference keyframe against
			all other keyframes. Since this fundamentally changes the animation, 
			this method just marks the animation as requiring this rebase, which 
			is performed at the next Animation 'apply' call. This is to allow the
			Animation to be re-saved with this flag set, but without having altered
			the keyframes yet, so no data is lost unintentionally. If you wish to
			save the animation after the adjustment has taken place, you can
			(@see _applyBaseKeyFrame)
		 @param useBaseKeyFrame Whether a base keyframe should be used
		 @param keyframeTime The time corresponding to the base keyframe, if any
		 @param baseAnimName Optionally a different base animation (must contain the same tracks)
		*/
		void setUseBaseKeyFrame(bool useBaseKeyFrame, Real keyframeTime = 0.0f, const String& baseAnimName = StringUtil::BLANK);
		/** Whether a base keyframe is being used for this Animation. */
		bool getUseBaseKeyFrame() const;
		/** If a base keyframe is being used, the time of that keyframe. */
		Real getBaseKeyFrameTime() const;
		/** If a base keyframe is being used, the Animation that provides that keyframe. */
		const String& getBaseKeyFrameAnimationName() const;
		
		/// Internal method to adjust keyframes relative to a base keyframe (@see setUseBaseKeyFrame) */
		void _applyBaseKeyFrame();
		
		void _notifyContainer(AnimationContainer* c);
		/** Retrieve the container of this animation. */
		AnimationContainer* getContainer();
		
    protected:
        /// Node tracks, indexed by handle
        NodeTrackList mNodeTrackList;
		/// Numeric tracks, indexed by handle
		NumericTrackList mNumericTrackList;
		/// Vertex tracks, indexed by handle
		VertexTrackList mVertexTrackList;
        String mName;

        Real mLength;
		
        InterpolationMode mInterpolationMode;
        RotationInterpolationMode mRotationInterpolationMode;

        static InterpolationMode msDefaultInterpolationMode;
        static RotationInterpolationMode msDefaultRotationInterpolationMode;

        /// Global keyframe time list used to search global keyframe index.
        typedef vector<Real>::type KeyFrameTimeList;
        mutable KeyFrameTimeList mKeyFrameTimes;
        /// Dirty flag indicate that keyframe time list need to rebuild
        mutable bool mKeyFrameTimesDirty;

		bool mUseBaseKeyFrame;
		Real mBaseKeyFrameTime;
		String mBaseKeyFrameAnimationName;
		AnimationContainer* mContainer;

		void optimiseNodeTracks(bool discardIdentityTracks);
		void optimiseVertexTracks(void);

        /// Internal method to build global keyframe time list
        void buildKeyFrameTimeList(void) const;
    };

	/** @} */
	/** @} */
}


#endif

