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#include "joint_p.h"
#include <Qt3DRender/private/managers_p.h>
#include <Qt3DCore/private/qjoint_p.h>
#include <Qt3DCore/qpropertyupdatedchange.h>
#include <Qt3DCore/qpropertynodeaddedchange.h>
#include <Qt3DCore/qpropertynoderemovedchange.h>

QT_BEGIN_NAMESPACE

using namespace Qt3DCore;

namespace Qt3DRender {
namespace Render {

Joint::Joint()
    : BackendNode(Qt3DCore::QBackendNode::ReadOnly)
    , m_localPose()
    , m_jointManager(nullptr)
    , m_skeletonManager(nullptr)
{
}

void Joint::cleanup()
{
    m_inverseBindMatrix.setToIdentity();
    m_localPose = Sqt();
    m_childJointIds.clear();
    m_name.clear();
    m_owningSkeleton = HSkeleton();
    setEnabled(false);
}

void Joint::initializeFromPeer(const Qt3DCore::QNodeCreatedChangeBasePtr &change)
{
    Q_ASSERT(m_jointManager);
    const auto typedChange = qSharedPointerCast<Qt3DCore::QNodeCreatedChange<QJointData>>(change);
    const auto &data = typedChange->data;
    m_inverseBindMatrix = data.inverseBindMatrix;
    m_localPose.rotation = data.rotation;
    m_localPose.scale = data.scale;
    m_localPose.translation = data.translation;
    m_childJointIds = data.childJointIds;
    m_name = data.name;
    markDirty(AbstractRenderer::JointDirty);
    m_jointManager->addDirtyJoint(peerId());
}

void Joint::sceneChangeEvent(const Qt3DCore::QSceneChangePtr &e)
{
    if (e->type() == PropertyUpdated) {
        const QPropertyUpdatedChangePtr &propertyChange = qSharedPointerCast<QPropertyUpdatedChange>(e);
        if (propertyChange->propertyName() == QByteArrayLiteral("scale")) {
            m_localPose.scale = propertyChange->value().value<QVector3D>();
            markDirty(AbstractRenderer::JointDirty);
            m_jointManager->addDirtyJoint(peerId());
        } else if (propertyChange->propertyName() == QByteArrayLiteral("rotation")) {
            m_localPose.rotation = propertyChange->value().value<QQuaternion>();
            markDirty(AbstractRenderer::JointDirty);
            m_jointManager->addDirtyJoint(peerId());
        } else if (propertyChange->propertyName() == QByteArrayLiteral("translation")) {
            m_localPose.translation = propertyChange->value().value<QVector3D>();
            markDirty(AbstractRenderer::JointDirty);
            m_jointManager->addDirtyJoint(peerId());
        } else if (propertyChange->propertyName() == QByteArrayLiteral("inverseBindMatrix")) {
            // Setting the inverse bind matrix should be a rare operation. Usually it is
            // set once and then remains constant for the duration of the skeleton. So just
            // trigger a rebuild of the skeleton's SkeletonData which will include obtaining
            // the inverse bind matrix.
            m_inverseBindMatrix = propertyChange->value().value<QMatrix4x4>();
            m_skeletonManager->addDirtySkeleton(SkeletonManager::SkeletonDataDirty, m_owningSkeleton);
        } else if (propertyChange->propertyName() == QByteArrayLiteral("name")) {
            // Joint name doesn't affect anything in the render aspect so no need
            // to mark anything as dirty.
            m_name = propertyChange->value().toString();

            // TODO: Notify other aspects (animation) about the name change.
        }
    } else if (e->type() == PropertyValueAdded) {
        const auto addedChange = qSharedPointerCast<QPropertyNodeAddedChange>(e);
        if (addedChange->propertyName() == QByteArrayLiteral("childJoint"))
            m_childJointIds.push_back(addedChange->addedNodeId());
    } else if (e->type() == PropertyValueRemoved) {
        const auto removedChange = qSharedPointerCast<QPropertyNodeRemovedChange>(e);
        if (removedChange->propertyName() == QByteArrayLiteral("childJoint"))
            m_childJointIds.removeOne(removedChange->removedNodeId());
    }

    BackendNode::sceneChangeEvent(e);
}


JointFunctor::JointFunctor(AbstractRenderer *renderer,
                           JointManager *jointManager,
                           SkeletonManager *skeletonManager)
    : m_renderer(renderer)
    , m_jointManager(jointManager)
    , m_skeletonManager(skeletonManager)
{
}

Qt3DCore::QBackendNode *JointFunctor::create(const Qt3DCore::QNodeCreatedChangeBasePtr &change) const
{
    Joint *backend = m_jointManager->getOrCreateResource(change->subjectId());
    backend->setRenderer(m_renderer);
    backend->setJointManager(m_jointManager);
    backend->setSkeletonManager(m_skeletonManager);
    return backend;
}

Qt3DCore::QBackendNode *JointFunctor::get(Qt3DCore::QNodeId id) const
{
    return m_jointManager->lookupResource(id);
}

void JointFunctor::destroy(Qt3DCore::QNodeId id) const
{
    m_jointManager->releaseResource(id);
}

} // namespace Render
} // namespace Qt3DRender

QT_END_NAMESPACE
