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Open Asset Import Library (assimp)
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*/

/** @file  IFCMaterial.cpp
 *  @brief Implementation of conversion routines to convert IFC materials to aiMaterial
 */

#ifndef ASSIMP_BUILD_NO_IFC_IMPORTER

#include "IFCUtil.h"
#include <limits>
#include <assimp/material.h>

namespace Assimp {
namespace IFC {

// ------------------------------------------------------------------------------------------------
static int ConvertShadingMode(const std::string& name) {
    if (name == "BLINN") {
        return aiShadingMode_Blinn;
    }
    else if (name == "FLAT" || name == "NOTDEFINED") {
        return aiShadingMode_NoShading;
    }
    else if (name == "PHONG") {
        return aiShadingMode_Phong;
    }
    IFCImporter::LogWarn("shading mode "+name+" not recognized by Assimp, using Phong instead");
    return aiShadingMode_Phong;
}

// ------------------------------------------------------------------------------------------------
static void FillMaterial(aiMaterial* mat,const IFC::Schema_2x3::IfcSurfaceStyle* surf,ConversionData& conv) {
    aiString name;
    name.Set((surf->Name? surf->Name.Get() : "IfcSurfaceStyle_Unnamed"));
    mat->AddProperty(&name,AI_MATKEY_NAME);

    // now see which kinds of surface information are present
    for(std::shared_ptr< const IFC::Schema_2x3::IfcSurfaceStyleElementSelect > sel2 : surf->Styles) {
        if (const IFC::Schema_2x3::IfcSurfaceStyleShading* shade = sel2->ResolveSelectPtr<IFC::Schema_2x3::IfcSurfaceStyleShading>(conv.db)) {
            aiColor4D col_base,col;

            ConvertColor(col_base, shade->SurfaceColour);
            mat->AddProperty(&col_base,1, AI_MATKEY_COLOR_DIFFUSE);

            if (const IFC::Schema_2x3::IfcSurfaceStyleRendering* ren = shade->ToPtr<IFC::Schema_2x3::IfcSurfaceStyleRendering>()) {

                if (ren->Transparency) {
                    const float t = 1.f-static_cast<float>(ren->Transparency.Get());
                    mat->AddProperty(&t,1, AI_MATKEY_OPACITY);
                }

                if (ren->DiffuseColour) {
                    ConvertColor(col, *ren->DiffuseColour.Get(),conv,&col_base);
                    mat->AddProperty(&col,1, AI_MATKEY_COLOR_DIFFUSE);
                }

                if (ren->SpecularColour) {
                    ConvertColor(col, *ren->SpecularColour.Get(),conv,&col_base);
                    mat->AddProperty(&col,1, AI_MATKEY_COLOR_SPECULAR);
                }

                if (ren->TransmissionColour) {
                    ConvertColor(col, *ren->TransmissionColour.Get(),conv,&col_base);
                    mat->AddProperty(&col,1, AI_MATKEY_COLOR_TRANSPARENT);
                }

                if (ren->ReflectionColour) {
                    ConvertColor(col, *ren->ReflectionColour.Get(),conv,&col_base);
                    mat->AddProperty(&col,1, AI_MATKEY_COLOR_REFLECTIVE);
                }

                const int shading = (ren->SpecularHighlight && ren->SpecularColour)?ConvertShadingMode(ren->ReflectanceMethod):static_cast<int>(aiShadingMode_Gouraud);
                mat->AddProperty(&shading,1, AI_MATKEY_SHADING_MODEL);

                if (ren->SpecularHighlight) {
                    if(const ::Assimp::STEP::EXPRESS::REAL* rt = ren->SpecularHighlight.Get()->ToPtr<::Assimp::STEP::EXPRESS::REAL>()) {
                        // at this point we don't distinguish between the two distinct ways of
                        // specifying highlight intensities. leave this to the user.
                        const float e = static_cast<float>(*rt);
                        mat->AddProperty(&e,1,AI_MATKEY_SHININESS);
                    }
                    else {
                        IFCImporter::LogWarn("unexpected type error, SpecularHighlight should be a REAL");
                    }
                }
            }
        } 
    }
}

// ------------------------------------------------------------------------------------------------
unsigned int ProcessMaterials(uint64_t id, unsigned int prevMatId, ConversionData& conv, bool forceDefaultMat) {
    STEP::DB::RefMapRange range = conv.db.GetRefs().equal_range(id);
    for(;range.first != range.second; ++range.first) {
        if(const IFC::Schema_2x3::IfcStyledItem* const styled = conv.db.GetObject((*range.first).second)->ToPtr<IFC::Schema_2x3::IfcStyledItem>()) {
            for(const IFC::Schema_2x3::IfcPresentationStyleAssignment& as : styled->Styles) {
                for(std::shared_ptr<const IFC::Schema_2x3::IfcPresentationStyleSelect> sel : as.Styles) {

                    if( const IFC::Schema_2x3::IfcSurfaceStyle* const surf = sel->ResolveSelectPtr<IFC::Schema_2x3::IfcSurfaceStyle>(conv.db) ) {
                        // try to satisfy from cache
                        ConversionData::MaterialCache::iterator mit = conv.cached_materials.find(surf);
                        if( mit != conv.cached_materials.end() )
                            return mit->second;

                        // not found, create new material
                        const std::string side = static_cast<std::string>(surf->Side);
                        if( side != "BOTH" ) {
                            IFCImporter::LogWarn("ignoring surface side marker on IFC::IfcSurfaceStyle: " + side);
                        }

                        std::unique_ptr<aiMaterial> mat(new aiMaterial());

                        FillMaterial(mat.get(), surf, conv);

                        conv.materials.push_back(mat.release());
                        unsigned int matindex = static_cast<unsigned int>(conv.materials.size() - 1);
                        conv.cached_materials[surf] = matindex;
                        return matindex;
                    }
                }
            }
        }
    }

    // no local material defined. If there's global one, use that instead
    if ( prevMatId != std::numeric_limits<uint32_t>::max() ) {
        return prevMatId;
    }

    // we're still here - create an default material if required, or simply fail otherwise
    if ( !forceDefaultMat ) {
        return std::numeric_limits<uint32_t>::max();
    }

    aiString name;
    name.Set("<IFCDefault>");
    //  ConvertColorToString( color, name);

    // look if there's already a default material with this base color
    for( size_t a = 0; a < conv.materials.size(); ++a ) {
        aiString mname;
        conv.materials[a]->Get(AI_MATKEY_NAME, mname);
        if ( name == mname ) {
            return ( unsigned int )a;
        }
    }

    // we're here, yet - no default material with suitable color available. Generate one
    std::unique_ptr<aiMaterial> mat(new aiMaterial());
    mat->AddProperty(&name,AI_MATKEY_NAME);

    const aiColor4D col = aiColor4D( 0.6f, 0.6f, 0.6f, 1.0f); // aiColor4D( color.r, color.g, color.b, 1.0f);
    mat->AddProperty(&col,1, AI_MATKEY_COLOR_DIFFUSE);

    conv.materials.push_back(mat.release());
    return (unsigned int) conv.materials.size() - 1;
}

} // ! IFC
} // ! Assimp

#endif // ASSIMP_BUILD_NO_IFC_IMPORTER
