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

Copyright (c) 2000-2005 The OGRE Team
Also see acknowledgements in Readme.html

This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser 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 Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.
-----------------------------------------------------------------------------
*/
#ifndef __Entity_H__
#define __Entity_H__

#include "OgrePrerequisites.h"
#include "OgreCommon.h"

#include "OgreString.h"
#include "OgreMovableObject.h"
#include "OgreAnimationState.h"
#include "OgreQuaternion.h"
#include "OgreVector3.h"
#include "OgreHardwareBufferManager.h"
#include "OgreMesh.h"

namespace Ogre {
    /** Defines an instance of a discrete, movable object based on a Mesh.
        @remarks
            Ogre generally divides renderable objects into 2 groups, discrete
            (separate) and relatively small objects which move around the world,
            and large, sprawling geometry which makes up generally immovable
            scenery, aka 'level geometry'.
        @par
            The Mesh and SubMesh classes deal with the definition of the geometry
            used by discrete movable objects. Entities are actual instances of
            objects based on this geometry in the world. Therefore there is
            usually a single set Mesh for a car, but there may be multiple
            entities based on it in the world. Entities are able to override
            aspects of the Mesh it is defined by, such as changing material
            properties per instance (so you can have many cars using the same
            geometry but different textures for example). Because a Mesh is split
            into SubMeshes for this purpose, the Entity class is a grouping class
            (much like the Mesh class) and much of the detail regarding
            individual changes is kept in the SubEntity class. There is a 1:1
            relationship between SubEntity instances and the SubMesh instances
            associated with the Mesh the Entity is based on.
        @par
            Entity and SubEntity classes are never created directly. Use the
            createEntity method of the SceneManager (passing a model name) to
            create one.
        @par
            Entities are included in the scene by associating them with a
            SceneNode, using the attachEntity method. See the SceneNode class
            for full information.
        @note
            No functions were declared virtual to improve performance.
    */
    class _OgreExport Entity: public MovableObject
    {
        // Allow SceneManager full access
        friend class SceneManager;
        friend class SubEntity;
    public:
	typedef std::set<Entity*> EntitySet;
    
    protected:

        /** Private constructor (instances cannot be created directly).
        */
        Entity();
        /** Private constructor - specify name (the usual constructor used).
        */
        Entity( const String& name, MeshPtr& mesh, SceneManager* creator);

        /** Name of the entity; used for location in the scene.
        */
        String mName;

        /** The Mesh that this Entity is based on.
        */
        MeshPtr mMesh;

        /** List of SubEntities (point to SubMeshes).
        */
        typedef std::vector<SubEntity*> SubEntityList;
        SubEntityList mSubEntityList;

        /** Pointer back to the SceneManager that created this instance, for
            notification purposes.
        */
        SceneManager* mCreatorSceneManager;


        /// State of animation for animable meshes
        AnimationStateSet* mAnimationState;

        /// Shared class-level name for Movable type
        static String msMovableType;


        /// Temp blend buffer details for shared geometry
        TempBlendedBufferInfo mTempBlendedBuffer;
        /// Temp blend buffer details for shared geometry
        VertexData* mSharedBlendedVertexData;

        /** Internal method - given vertex data which could be from the Mesh or 
            any submesh, finds the temporary blend copy. */
        const VertexData* findBlendedVertexData(const VertexData* orig);
        /** Internal method - given vertex data which could be from the Mesh or 
        any SubMesh, finds the corresponding SubEntity. */
        SubEntity* findSubEntityForVertexData(const VertexData* orig);

        /** Internal method for extracting metadata out of source vertex data
            for fast assignment of temporary buffers later. */
        void extractTempBufferInfo(VertexData* sourceData, TempBlendedBufferInfo* info);
        /** Internal method to clone vertex data definitions but to remove blend buffers. */
        VertexData* cloneVertexDataRemoveBlendInfo(const VertexData* source);
        /** Internal method for preparing this Entity for use in animation. */
        void prepareTempBlendBuffers(void);

        /// Cached bone matrices, including any world transform
        Matrix4 *mBoneMatrices;
        unsigned short mNumBoneMatrices;
        /// Records the last frame in which animation was updated
        unsigned long mFrameAnimationLastUpdated;

         /// Perform all the updates required for an animated entity
        void updateAnimation(void);

        /// Records the last frame in which the bones was updated
        /// It's a pointer because it can be shared between different entities with
        /// a shared skeleton.
        unsigned long *mFrameBonesLastUpdated;

        /**
        * A set of all the entities which shares a single SkeletonInstance.
        * This is only created if the entity is in fact sharing it's SkeletonInstance with
        * other Entities.
        */
        EntitySet* mSharedSkeletonEntities;
        
        /// Private method to cache bone matrices from skeleton
        void cacheBoneMatrices(void);

        /// Flag determines whether or not to display skeleton
        bool mDisplaySkeleton;
        /// Flag indicating whether hardware skinning is supported by this entities materials
        bool mHardwareSkinning;
        /// Counter indicating number of requests for software skinning.
        int mSoftwareSkinningRequests;
        /// Counter indicating number of requests for software skinned normals.
        int mSoftwareSkinningNormalsRequests;
        /// Flag indicating whether we have a vertex program in use on any of our subentities
        bool mVertexProgramInUse;


		/// The LOD number of the mesh to use, calculated by _notifyCurrentCamera
		ushort mMeshLodIndex;

		/// LOD bias factor, inverted for optimisation when calculating adjusted depth
		Real mMeshLodFactorInv;
		/// Index of minimum detail LOD (NB higher index is lower detail)
		ushort mMinMeshLodIndex;
		/// Index of maximum detail LOD (NB lower index is higher detail)
		ushort mMaxMeshLodIndex;

		/// LOD bias factor, inverted for optimisation when calculating adjusted depth
		Real mMaterialLodFactorInv;
		/// Index of minimum detail LOD (NB higher index is lower detail)
		ushort mMinMaterialLodIndex;
		/// Index of maximum detail LOD (NB lower index is higher detail)
		ushort mMaxMaterialLodIndex;

        /// Flag indicating that mesh uses manual LOD and so might have multiple SubEntity versions
		bool mUsingManualLOD;
		/** List of LOD Entity instances (for manual LODs).
			We don't know when the mesh is using manual LODs whether one LOD to the next will have the
			same number of SubMeshes, therefore we have to allow a separate Entity list 
            with each alternate one.
		*/
		typedef std::vector<Entity*> LODEntityList;
		LODEntityList mLodEntityList;

        /** This Entity's personal copy of the skeleton, if skeletally animated
        */
        SkeletonInstance* mSkeletonInstance;

		/** Builds a list of SubEntities based on the SubMeshes contained in the Mesh. */
		void buildSubEntityList(MeshPtr& mesh, SubEntityList* sublist);

		/// internal implementation of attaching a 'child' object to this entity and assign the parent node to the child entity
		void attachObjectImpl(MovableObject *pMovable, TagPoint *pAttachingPoint);

        /// internal implementation of detaching a 'child' object of this entity and clear the parent node of the child entity
        void detachObjectImpl(MovableObject* pObject);

        /// internal implementation of detaching all 'child' objects of this entity
        void detachAllObjectsImpl(void);

        /// Trigger reevaluation of the kind of vertex processing in use
        void reevaluateVertexProcessing(void);

    public:
        /// Contains the child objects (attached to bones) indexed by name
        typedef std::map<String, MovableObject*> ChildObjectList;
    protected:
        ChildObjectList mChildObjectList;


		/// Bounding box that 'contains' all the mesh of each child entity
		AxisAlignedBox *mFullBoundingBox;

        bool mNormaliseNormals;

        ShadowRenderableList mShadowRenderables;

        /** Nested class to allow entity shadows. */
        class _OgreExport EntityShadowRenderable : public ShadowRenderable
        {
        protected:
            Entity* mParent;
            // Shared link to position buffer
            HardwareVertexBufferSharedPtr mPositionBuffer;
            // Shared link to w-coord buffer (optional)
            HardwareVertexBufferSharedPtr mWBuffer;
            // Link to original vertex data
            const VertexData* mOriginalVertexData;
            // Original position buffer source binding
            unsigned short mOriginalPosBufferBinding;
            /// Link to SubEntity, only present if SubEntity has it's own geometry
            SubEntity* mSubEntity;


        public:
            EntityShadowRenderable(Entity* parent, 
                HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData, 
                bool createSeparateLightCap, SubEntity* subent, bool isLightCap = false);
            ~EntityShadowRenderable();
            /// Overridden from ShadowRenderable
            void getWorldTransforms(Matrix4* xform) const;
            /// Overridden from ShadowRenderable
            const Quaternion& getWorldOrientation(void) const;
            /// Overridden from ShadowRenderable
            const Vector3& getWorldPosition(void) const;
            HardwareVertexBufferSharedPtr getPositionBuffer(void) { return mPositionBuffer; }
            HardwareVertexBufferSharedPtr getWBuffer(void) { return mWBuffer; }
            /// Rebind the source positions (for temp buffer users)
            void rebindPositionBuffer(void);
            /// Overridden from ShadowRenderable
            bool isVisible(void) const;

        };
    public:
        /** Default destructor.
        */
        ~Entity();

        /** Gets the Mesh that this Entity is based on.
        */
        MeshPtr& getMesh(void);

        /** Gets a pointer to a SubEntity, ie a part of an Entity.
        */
        SubEntity* getSubEntity(unsigned int index);
	
		/** Gets a pointer to a SubEntity by name
			@remarks - names should be initialized during a Mesh creation.
		*/
		SubEntity* getSubEntity( const String& name );

        /** Retrieves the number of SubEntity objects making up this entity.
        */
        unsigned int getNumSubEntities(void) const;

        /** Clones this entity and returns a pointer to the clone.
            @remarks
                Useful method for duplicating an entity. The new entity must be
                given a unique name, and is not attached to the scene in any way
                so must be attached to a SceneNode to be visible (exactly as
                entities returned from SceneManager::createEntity).
            @param
                newName Name for the new entity.
        */
        Entity* clone( const String& newName );

        /** Sets the material to use for the whole of this entity.
            @remarks
                This is a shortcut method to set all the materials for all
                subentities of this entity. Only use this method is you want to
                set the same material for all subentities or if you know there
                is only one. Otherwise call getSubEntity() and call the same
                method on the individual SubEntity.
        */
        void setMaterialName(const String& name);

        /** Overridden - see MovableObject.
        */
        void _notifyCurrentCamera(Camera* cam);

        /// Overridden - see MovableObject.
        void setRenderQueueGroup(RenderQueueGroupID queueID);
        
        /** Overridden - see MovableObject.
        */
        const AxisAlignedBox& getBoundingBox(void) const;

        /// merge all the child object Bounds a return it
		AxisAlignedBox getChildObjectsBoundingBox(void) const;

        /** Overridden - see MovableObject.
        */
        void _updateRenderQueue(RenderQueue* queue);

        /** Overridden from MovableObject */
        const String& getName(void) const;

        /** Overridden from MovableObject */
        const String& getMovableType(void) const;

        /** For entities based on animated meshes, gets the AnimationState object for a single animation.
        @remarks
            You animate an entity by updating the animation state objects. Each of these represents the
            current state of each animation available to the entity. The AnimationState objects are
            initialised from the Mesh object.
        */
        AnimationState* getAnimationState(const String& name);
        /** For entities based on animated meshes, gets the AnimationState objects for all animations.
        @returns
            In case the entity is animated, this functions returns the pointer to a AnimationStateSet 
            containing all animations of the entries. If the entity is not animated, it returns 0.
        @remarks
            You animate an entity by updating the animation state objects. Each of these represents the
            current state of each animation available to the entity. The AnimationState objects are
            initialised from the Mesh object.
        */
        AnimationStateSet* getAllAnimationStates(void);

        /** Tells the Entity whether or not it should display it's skeleton, if it has one.
        */
        void setDisplaySkeleton(bool display);

        /** Returns whether or not the entity is currently displaying its skeleton.
         */
        bool getDisplaySkeleton(void) const;


        /** Gets a pointer to the entity representing the numbered manual level of detail.
        @remarks
            The zero-based index never includes the original entity, unlike
			Mesh::getLodLevel.
        */
        Entity* getManualLodLevel(size_t index) const;

        /** Returns the number of manual levels of detail that this entity supports.
        @remarks
            This number never includes the original entity, it is difference
            with Mesh::getNumLodLevels.
        */
        size_t getNumManualLodLevels(void) const;

		/** Sets a level-of-detail bias for the mesh detail of this entity.
		@remarks
			Level of detail reduction is normally applied automatically based on the Mesh 
			settings. However, it is possible to influence this behaviour for this entity
			by adjusting the LOD bias. This 'nudges' the mesh level of detail used for this 
			entity up or down depending on your requirements. You might want to use this
			if there was a particularly important entity in your scene which you wanted to
			detail better than the others, such as a player model.
		@par
			There are three parameters to this method; the first is a factor to apply; it 
			defaults to 1.0 (no change), by increasing this to say 2.0, this model would 
			take twice as long to reduce in detail, whilst at 0.5 this entity would use lower
			detail versions twice as quickly. The other 2 parameters are hard limits which 
			let you set the maximum and minimum level-of-detail version to use, after all
			other calculations have been made. This lets you say that this entity should
			never be simplified, or that it can only use LODs below a certain level even
			when right next to the camera.
		@param factor Proportional factor to apply to the distance at which LOD is changed. 
			Higher values increase the distance at which higher LODs are displayed (2.0 is 
			twice the normal distance, 0.5 is half).
		@param maxDetailIndex The index of the maximum LOD this entity is allowed to use (lower
			indexes are higher detail: index 0 is the original full detail model).
		@param minDetailIndex The index of the minimum LOD this entity is allowed to use (higher
			indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual
			LOD will be limited by the number in the Mesh)
		*/
		void setMeshLodBias(Real factor, ushort maxDetailIndex = 0, ushort minDetailIndex = 99);

		/** Sets a level-of-detail bias for the material detail of this entity.
		@remarks
			Level of detail reduction is normally applied automatically based on the Material 
			settings. However, it is possible to influence this behaviour for this entity
			by adjusting the LOD bias. This 'nudges' the material level of detail used for this 
			entity up or down depending on your requirements. You might want to use this
			if there was a particularly important entity in your scene which you wanted to
			detail better than the others, such as a player model.
		@par
			There are three parameters to this method; the first is a factor to apply; it 
			defaults to 1.0 (no change), by increasing this to say 2.0, this entity would 
			take twice as long to use a lower detail material, whilst at 0.5 this entity 
            would use lower detail versions twice as quickly. The other 2 parameters are 
            hard limits which let you set the maximum and minimum level-of-detail index 
            to use, after all other calculations have been made. This lets you say that 
            this entity should never be simplified, or that it can only use LODs below 
            a certain level even when right next to the camera.
		@param factor Proportional factor to apply to the distance at which LOD is changed. 
			Higher values increase the distance at which higher LODs are displayed (2.0 is 
			twice the normal distance, 0.5 is half).
		@param maxDetailIndex The index of the maximum LOD this entity is allowed to use (lower
			indexes are higher detail: index 0 is the original full detail model).
		@param minDetailIndex The index of the minimum LOD this entity is allowed to use (higher
			indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual
			LOD will be limited by the number of lod indexes used in the Material)
		*/
        void setMaterialLodBias(Real factor, ushort maxDetailIndex = 0, ushort minDetailIndex = 99);
			
        /** Sets the rendering detail of this entire entity (solid, wireframe etc) */
        void setRenderDetail(SceneDetailLevel renderDetail);

		/** Sets whether the rendering detail of this entire entity may be 
			overridden by the camera detail settings. 
		*/
		void setRenderDetailOverrideable(bool renderDetailOverrideable);
		/** Attaches another object to a certain bone of the skeleton which this entity uses.
        @remarks
            This method can be used to attach another object to an animated part of this entity,
            by attaching it to a bone in the skeleton (with an offset if required). As this entity 
            is animated, the attached object will move relative to the bone to which it is attached.
        @param boneName The name of the bone (in the skeleton) to attach this object
        @param pMovable Pointer to the object to attach
        @param offsetOrientation An adjustment to the orientation of the attached object, relative to the bone.
        @param offsetPosition An adjustment to the position of the attached object, relative to the bone.
        */
		void attachObjectToBone(const String &boneName, MovableObject *pMovable, const Quaternion &offsetOrientation = Quaternion::IDENTITY, const Vector3 &offsetPosition = Vector3::ZERO);

		/// detach a MovableObject previously attached using attachObjectToBone
		MovableObject* detachObjectFromBone(const String &movableName);

        /** Detaches an object by pointer.
        @remarks
            This method is need when destroy a MovableObject which attached to a bone of this entity.
            But sometimes the object may be not in the child object list because it is a lod entity,
            this method can safely detect and ignore in this case.
        */
        void detachObjectFromBone(MovableObject* obj);

        /// Detach all MovableObjects previously attached using attachObjectToBone
        void detachAllObjectsFromBone(void);

        typedef MapIterator<ChildObjectList> ChildObjectListIterator;
        /** Gets an iterator to the list of objects attached to bones on this entity. */
        ChildObjectListIterator getAttachedObjectIterator(void);
        /** @see MovableObject::getBoundingRadius */
		Real getBoundingRadius(void) const;
		/** @copy MovableObject::getWorldBoundingBox */
		const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const;
		/** @copy MovableObject::getWorldBoundingSphere */
		const Sphere& getWorldBoundingSphere(bool derive = false) const;

        /** If set to true, this forces normals of this entity to be normalised
            dynamically by the hardware.
        @remarks
            This option can be used to prevent lighting variations when scaling an
            Entity using a SceneNode - normally because this scaling is hardware
            based, the normals get scaled too which causes lighting to become inconsistent.
            However, this has an overhead so only do this if you really need to.
        */
        void setNormaliseNormals(bool normalise) { mNormaliseNormals = normalise; }

        /** Returns true if this entity has auto-normalisation of normals set. */
        bool getNormaliseNormals(void) const {return mNormaliseNormals; }


        /** Overridden member from ShadowCaster. */
        EdgeData* getEdgeList(void);
        /** Overridden member from ShadowCaster. */
        ShadowRenderableListIterator getShadowVolumeRenderableIterator(
            ShadowTechnique shadowTechnique, const Light* light, 
            HardwareIndexBufferSharedPtr* indexBuffer, 
            bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 );

		/** Internal method for retrieving bone matrix information. */
		const Matrix4* _getBoneMatrices(void) { return mBoneMatrices;}
		/** Internal method for retrieving bone matrix information. */
        unsigned short _getNumBoneMatrices(void) { return mNumBoneMatrices; }
        /** Returns whether or not this entity is skeletally animated. */
        bool hasSkeleton(void) { return mSkeletonInstance != 0; }
        /** Get this Entity's personal skeleton instance. */
        SkeletonInstance* getSkeleton(void) { return mSkeletonInstance; }
        /** Returns whether or not hardware skinning is enabled.
        @remarks
            Because fixed-function indexed vertex blending is rarely supported
            by existing graphics cards, hardware skinning can only be done if
            the vertex programs in the materials used to render an entity support
            it. Therefore, this method will only return true if all the materials
            assigned to this entity have vertex programs assigned, and all those
            vertex programs must support 'include_skeletal_animation true'.
        */
        bool isHardwareSkinningEnabled(void) const { return mHardwareSkinning; }
        /** Returns the number of requests that have been made for software skinning
        @remarks
            If non-zero then software skinning will be performed in updateAnimation
            regardless of the current setting of isHardwareSkinningEnabled.
            Requests for software skinning are made by calling the 
            addSoftwareSkinningRequest() method.
        */
        int getSoftwareSkinningRequests(void) const { return mSoftwareSkinningRequests; }
        /** Returns the number of requests that have been made for software skinning of normals
        @remarks
            If non-zero, and getSoftwareSkinningRequests() also returns non-zero,
            then software skinning of normals will be performed in updateAnimation
            regardless of the current setting of isHardwareSkinningEnabled.
            Currently it is not possible to force software skinning of only normals.
            Consequently this value is always less than or equal to that returned
            by getSoftwareSkinningRequests().
            Requests for software skinning of normals are made by calling the 
            addSoftwareSkinningRequest() method with 'true' as the parameter.
        */
        int getSoftwareSkinningNormalsRequests(void) const { return mSoftwareSkinningNormalsRequests; }
        /** Add a request for software skinning
        @remarks
            Tells the entity to perform skinning calculations for skeletal
            animations in software, regardless of the current setting of 
            isHardwareSkinningEnabled().  Software skinning will be performed
            any time one or more requests have been made.  If 'normalsAlso' is
            'true', then the entity will also do software blending on normal
            vectors, in addition to positions. This advanced method useful for 
            situations in which access to actual mesh vertices is required,
            such as accurate collision detection or certain advanced shading 
            techniques.  When software skinning is no longer needed, 
            the caller of this method should always remove the request by calling
            removeSoftwareSkinningRequest(), passing the same value for 
            'normalsAlso'.
        */
        void addSoftwareSkinningRequest(bool normalsAlso);
        /** Removes a request for software skinning
        @remarks
            Calling this decrements the entity's internal counter of the number
            of requests for software skinning.  If the counter is already zero
            then calling this method throws an exception.  The 'normalsAlso' 
            flag if set to 'true' will also decrement the internal counter of
            number of requests for software skinning of normals.
        */
        void removeSoftwareSkinningRequest(bool normalsAlso);

        /** Overridden from MovableObject */
        void _notifyAttached(Node* parent, bool isTagPoint = false);

        /** Shares the SkeletonInstance with the supplied entity.
        *   Note that in order for this to work, both entities must have the same
        *   Skeleton.
        */
        void shareSkeletonInstanceWith(Entity* entity);

	
        /** Stops sharing the SkeletonInstance with other entities.
        */
        void Entity::stopSharingSkeletonInstance();


        /**
        * Returns whether this entity shares it's SkeltonInstance with other entity instances.
        */
        inline bool sharesSkeletonInstance() const { return mSharedSkeletonEntities != NULL; }

        /**
        * Returns a pointer to the set of entities which share a SkeletonInstance.
        * If this instance does not share it's SkeletonInstance with other instances NULL will be returned
        */
        inline const EntitySet* getSkeletonInstanceSharingSet() const { return mSharedSkeletonEntities; }

		/** Updates the internal animation state set to include the latest 
			available animations from the attached skeleton.
		@remarks
			Use this method if you manually add animations to a skeleton, or have
			linked the skeleton to another for animation purposes since creating 
			this entity.
		@note
			If you have called getAnimationState prior to calling this method, 
			the pointers will still remain valid.
		*/
		void refreshAvailableAnimationState(void);

		/** Advanced method to perform all the updates required for an animated entity.
		@remarks
			You don't normally need to call this, but it's here incase you wish
			to manually update the animation of an Entity at a specific point in
			time. Animation will not be updated more than once a frame no matter
			how many times you call this method.
		*/
		void _updateAnimation(void);

		/** Advanced method to get the temporarily blended vertex information
			for entities which are software skinned. 
		*/
		const VertexData* _getSharedBlendedVertexData(void) const;



    };

} // namespace

#endif
