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#include "vpvl2/vpvl2.h"
#include "vpvl2/pmd/Bone.h"

namespace vpvl2
{
namespace pmd
{

Bone::Bone(IModel *modelRef, vpvl::Bone *bone, IEncoding *encoding)
    : m_modelRef(modelRef),
      m_encodingRef(encoding),
      m_name(0),
      m_parentBone(0),
      m_targetBoneRef(0),
      m_childBone(0),
      m_boneRef(bone),
      m_fixedAxis(kZeroV3)
{
    m_name = m_encodingRef->toString(m_boneRef->name(), IString::kShiftJIS, vpvl::Bone::kNameSize);
}

Bone::~Bone()
{
    delete m_name;
    m_name = 0;
    delete m_parentBone;
    m_parentBone = 0;
    delete m_childBone;
    m_childBone = 0;
    m_modelRef = 0;
    m_targetBoneRef = 0;
    m_encodingRef = 0;
    m_boneRef = 0;
    m_fixedAxis.setZero();
}

const IString *Bone::name() const
{
    return m_name;
}

int Bone::index() const
{
    return m_boneRef->id();
}

Transform Bone::worldTransform() const
{
    return m_boneRef->localTransform();
}

Vector3 Bone::origin() const
{
    return m_boneRef->originPosition();
}

Vector3 Bone::destinationOrigin() const
{
    return m_boneRef->child()->localTransform().getOrigin();
}

Vector3 Bone::localPosition() const
{
    return m_boneRef->position();
}

void Bone::getEffectorBones(Array<IBone *> &value) const
{
    const int nlinks = m_IKLinkRefs.count();
    for (int i = 0; i < nlinks; i++) {
        IBone *bone = m_IKLinkRefs[i];
        value.append(bone);
    }
}

Quaternion Bone::localRotation() const
{
    return m_boneRef->rotation();
}

void Bone::setLocalPosition(const Vector3 &value)
{
    m_boneRef->setPosition(value);
}

void Bone::setLocalRotation(const Quaternion &value)
{
    m_boneRef->setRotation(value);
}

bool Bone::isMovable() const
{
    return m_boneRef->isMovable();
}

bool Bone::isRotateable() const
{
    return m_boneRef->isRotateable();
}

bool Bone::isVisible() const
{
    return m_boneRef->isVisible();
}

bool Bone::isInteractive() const
{
    return m_boneRef->isVisible();
}

bool Bone::hasInverseKinematics() const
{
    return m_targetBoneRef && m_IKLinkRefs.count() > 0;
}

bool Bone::hasFixedAxes() const
{
    return m_boneRef->type() == vpvl::Bone::kTwist;
}

bool Bone::hasLocalAxes() const
{
    bool finger = m_name->contains(m_encodingRef->stringConstant(IEncoding::kFinger));
    bool arm = m_name->endsWith(m_encodingRef->stringConstant(IEncoding::kArm));
    bool elbow = m_name->endsWith(m_encodingRef->stringConstant(IEncoding::kElbow));
    bool wrist = m_name->endsWith(m_encodingRef->stringConstant(IEncoding::kWrist));
    return finger || arm || elbow || wrist;
}

Vector3 Bone::fixedAxis() const
{
    return m_fixedAxis;
}

void Bone::getLocalAxes(Matrix3x3 &value) const
{
    if (hasLocalAxes()) {
        const Vector3 &axisX = (m_childBone->origin() - m_boneRef->originPosition()).normalized();
        Vector3 tmp1 = axisX;
        if (m_name->startsWith(m_encodingRef->stringConstant(IEncoding::kLeft)))
            tmp1.setY(-axisX.y());
        else
            tmp1.setX(-axisX.x());
        const Vector3 &axisZ = axisX.cross(tmp1).normalized();
        Vector3 tmp2 = axisX;
        tmp2.setZ(-axisZ.z());
        const Vector3 &axisY = tmp2.cross(-axisX).normalized();
        value[0] = axisX;
        value[1] = axisY;
        value[2] = axisZ;
    }
    else {
        value.setIdentity();
    }
}

Transform Bone::localTransform() const
{
    return m_localTransform;
}

void Bone::getLocalTransform(Transform &value) const
{
    m_boneRef->getSkinTransform(value);
}

void Bone::setLocalTransform(const Transform &value)
{
    Transform transform(value);
    m_boneRef->getSkinTransform(transform);
    m_boneRef->setLocalTransform(transform);
}

void Bone::setParentBone(vpvl::Bone *value)
{
    if (value)
        m_parentBone = new Bone(m_modelRef, const_cast<vpvl::Bone *>(value->parent()), m_encodingRef);
}

void Bone::setChildBone(vpvl::Bone *value)
{
    if (value) {
        const vpvl::Bone *child = value->child();
        m_childBone = new Bone(m_modelRef, const_cast<vpvl::Bone *>(child), m_encodingRef);
        if (hasFixedAxes())
            m_fixedAxis = (child->originPosition() - m_boneRef->originPosition()).normalized();
    }
}

void Bone::setIK(vpvl::IK *ik, const Hash<HashPtr, Bone *> &b2b)
{
    vpvl::Bone *targetBone = ik->targetBone();
    if (Bone *const *valuePtr = b2b.find(targetBone)) {
        Bone *value = *valuePtr;
        m_targetBoneRef = value;
    }
    const vpvl::BoneList &bones = ik->linkedBones();
    const int nbones = bones.count();
    for (int i = 0; i < nbones; i++) {
        vpvl::Bone *bone = bones[i];
        if (Bone *const *valuePtr = b2b.find(bone)) {
            Bone *value = *valuePtr;
            m_IKLinkRefs.append(value);
        }
    }
}

void Bone::setInverseKinematicsEnable(bool value)
{
    m_boneRef->setSimulated(!value);
}

bool Bone::isInverseKinematicsEnabled() const
{
    return !m_boneRef->isSimulated();
}

void Bone::updateLocalTransform()
{
    m_localTransform = m_boneRef->localTransform();
    m_boneRef->getSkinTransform(m_localTransform);
}

}
}
