# SPDX-FileCopyrightText: 2018-2021 The glTF-Blender-IO authors
#
# SPDX-License-Identifier: Apache-2.0

import numpy as np
from math import ceil

from ...io.com import gltf2_io, constants as gltf2_io_constants
from ...io.exp import binary_data as gltf2_io_binary_data
from ...io.exp.user_extensions import export_user_extensions
from .accessors import array_to_accessor


def gather_primitive_attributes(blender_primitive, export_settings):
    """
    Gathers the attributes, such as POSITION, NORMAL, TANGENT, and all custom attributes from a blender primitive

    :return: a dictionary of attributes
    """
    attributes = {}

    # loop on each attribute extracted
    # for skinning, all linked attributes (WEIGHTS_ and JOINTS_) need to be calculated
    # in one shot (because of normalization), so we need to check that it is called only once.

    skin_done = False

    for attribute in blender_primitive["attributes"]:
        if (attribute.startswith("JOINTS_") or attribute.startswith("WEIGHTS_")) and skin_done is True:
            continue
        if attribute.startswith("MORPH_"):
            continue  # Target for morphs will be managed later
        attributes.update(__gather_attribute(blender_primitive, attribute, export_settings))
        if (attribute.startswith("JOINTS_") or attribute.startswith("WEIGHTS_")):
            skin_done = True

    return attributes


def __gather_skins(blender_primitive, export_settings):
    attributes = {}

    if not export_settings['gltf_skins']:
        return attributes

    # Retrieve max set index
    max_bone_set_index = 0
    while blender_primitive["attributes"].get(
        'JOINTS_' +
        str(max_bone_set_index)) and blender_primitive["attributes"].get(
        'WEIGHTS_' +
            str(max_bone_set_index)):
        max_bone_set_index += 1
    max_bone_set_index -= 1

    # Here, a set represents a group of 4 weights.
    # So max_bone_set_index value:
    # if -1 => No weights
    # if 0 => Max 4 weights
    # if 1 => Max 8 weights
    # etc...

    # If no skinning
    if max_bone_set_index < 0:
        return attributes

    # Retrieve the wanted by user max set index
    if export_settings['gltf_all_vertex_influences']:
        wanted_max_bone_set_index = max_bone_set_index
    else:
        wanted_max_bone_set_index = ceil(export_settings['gltf_vertex_influences_nb'] / 4) - 1

    # No need to create a set with only zero if user asked more than requested group set.
    if wanted_max_bone_set_index > max_bone_set_index:
        wanted_max_bone_set_index = max_bone_set_index

    # Set warning, for the case where there are more group of 4 weights needed
    # Warning for the case where we are in the same group, will be done later
    # (for example, 3 weights needed, but 2 wanted by user)
    if max_bone_set_index > wanted_max_bone_set_index:
        if export_settings['warning_joint_weight_exceed_already_displayed'] is False:
            export_settings['log'].warning(
                "There are more than {} joint vertex influences."
                "The {} with highest weight will be used (and normalized).".format(
                    export_settings['gltf_vertex_influences_nb'],
                    export_settings['gltf_vertex_influences_nb']))
            export_settings['warning_joint_weight_exceed_already_displayed'] = True

        # Take into account only the first set of 4 weights
        max_bone_set_index = wanted_max_bone_set_index

    # Convert weights to numpy arrays, and setting joints
    weight_arrs = []
    for s in range(0, max_bone_set_index + 1):

        weight_id = 'WEIGHTS_' + str(s)
        weight = blender_primitive["attributes"][weight_id]
        weight = np.array(weight, dtype=np.float32)
        weight = weight.reshape(len(weight) // 4, 4)

        # Set warning for the case where we are in the same group, will be done later (for example, 3 weights needed, but 2 wanted by user)
        # And then, remove no more needed weights
        if s == max_bone_set_index and not export_settings['gltf_all_vertex_influences']:
            # Check how many to remove
            to_remove = (wanted_max_bone_set_index + 1) * 4 - export_settings['gltf_vertex_influences_nb']
            if to_remove > 0:
                warning_done = False
                for i in range(0, to_remove):
                    idx = 4 - 1 - i
                    if not all(weight[:, idx]):
                        if warning_done is False:
                            if export_settings['warning_joint_weight_exceed_already_displayed'] is False:
                                export_settings['log'].warning(
                                    "There are more than {} joint vertex influences."
                                    "The {} with highest weight will be used (and normalized).".format(
                                        export_settings['gltf_vertex_influences_nb'],
                                        export_settings['gltf_vertex_influences_nb']))
                                export_settings['warning_joint_weight_exceed_already_displayed'] = True
                            warning_done = True
                    weight[:, idx] = 0.0

        weight_arrs.append(weight)

        # joints
        joint_id = 'JOINTS_' + str(s)
        internal_joint = blender_primitive["attributes"][joint_id]
        component_type = gltf2_io_constants.ComponentType.UnsignedShort
        if max(internal_joint) < 256:
            component_type = gltf2_io_constants.ComponentType.UnsignedByte
        joints = np.array(internal_joint, dtype=gltf2_io_constants.ComponentType.to_numpy_dtype(component_type))
        joints = joints.reshape(-1, 4)

        if s == max_bone_set_index and not export_settings['gltf_all_vertex_influences']:
            # Check how many to remove
            to_remove = (wanted_max_bone_set_index + 1) * 4 - export_settings['gltf_vertex_influences_nb']
            if to_remove > 0:
                for i in range(0, to_remove):
                    idx = 4 - 1 - i
                    joints[:, idx] = 0.0

        joint = array_to_accessor(
            joints,
            export_settings,
            component_type,
            data_type=gltf2_io_constants.DataType.Vec4,
        )
        attributes[joint_id] = joint

    # Sum weights for each vertex
    for s in range(0, max_bone_set_index + 1):
        sums = weight_arrs[s].sum(axis=1)
        if s == 0:
            weight_total = sums
        else:
            weight_total += sums

    # Normalize weights so they sum to 1
    weight_total = weight_total.reshape(-1, 1)
    for s in range(0, max_bone_set_index + 1):
        weight_id = 'WEIGHTS_' + str(s)
        weight_arrs[s] /= weight_total

        weight = array_to_accessor(
            weight_arrs[s],
            export_settings,
            component_type=gltf2_io_constants.ComponentType.Float,
            data_type=gltf2_io_constants.DataType.Vec4,
        )
        attributes[weight_id] = weight

    return attributes


def __gather_attribute(blender_primitive, attribute, export_settings):
    data = blender_primitive["attributes"][attribute]

    include_max_and_mins = {
        "POSITION": True
    }

    if (attribute.startswith("_") or attribute.startswith("COLOR_")
        ) and blender_primitive["attributes"][attribute]['component_type'] == gltf2_io_constants.ComponentType.UnsignedShort:
        # Byte Color vertex color, need to normalize

        data['data'] = np.clip(data['data'], 0, 1)
        data['data'] *= 65535
        data['data'] += 0.5  # bias for rounding
        data['data'] = data['data'].astype(np.uint16)

        export_user_extensions('gather_attribute_change', export_settings, attribute, data, True)

        return {
            attribute: gltf2_io.Accessor(
                buffer_view=gltf2_io_binary_data.BinaryData(
                    data['data'].tobytes(),
                    gltf2_io_constants.BufferViewTarget.ARRAY_BUFFER),
                byte_offset=None,
                component_type=data['component_type'],
                count=len(
                    data['data']),
                extensions=None,
                extras=None,
                max=None,
                min=None,
                name=None,
                normalized=True,
                sparse=None,
                type=data['data_type'],
            )}

    elif attribute.startswith("COLOR_") and blender_primitive["attributes"][attribute]['component_type'] == gltf2_io_constants.ComponentType.UnsignedByte:
        # We are in special case where we fake a COLOR_0 attribute with UNSIGNED_BYTE
        # We need to normalize it

        export_user_extensions('gather_attribute_change', export_settings, attribute, data, True)

        return {
            attribute: gltf2_io.Accessor(
                buffer_view=gltf2_io_binary_data.BinaryData(
                    data['data'].tobytes(),
                    gltf2_io_constants.BufferViewTarget.ARRAY_BUFFER),
                byte_offset=None,
                component_type=data['component_type'],
                count=len(
                    data['data']),
                extensions=None,
                extras=None,
                max=None,
                min=None,
                name=None,
                normalized=True,
                sparse=None,
                type=data['data_type'],
            )}

    elif attribute.startswith("JOINTS_") or attribute.startswith("WEIGHTS_"):
        return __gather_skins(blender_primitive, export_settings)

    else:

        export_user_extensions('gather_attribute_change', export_settings, attribute, data, False)

        return {
            attribute: array_to_accessor(
                data['data'],
                export_settings,
                component_type=data['component_type'],
                data_type=data['data_type'],
                include_max_and_min=include_max_and_mins.get(attribute, False),
                normalized=data.get('normalized')
            )
        }
