/*
Open Asset Import Library (ASSIMP)
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*/

/// @file SplitByBoneCountProcess.h 
/// Defines a post processing step to split meshes with many bones into submeshes
#ifndef AI_SPLITBYBONECOUNTPROCESS_H_INC
#define AI_SPLITBYBONECOUNTPROCESS_H_INC

#include <vector>
#include "BaseProcess.h"

#include "../include/aiMesh.h"
#include "../include/aiScene.h"

namespace Assimp
{


/** Postprocessing filter to split meshes with many bones into submeshes
 * so that each submesh has a certain max bone count.
 *
 * Applied BEFORE the JoinVertices-Step occurs.
 * Returns NON-UNIQUE vertices, splits by bone count.
*/
class ASSIMP_API SplitByBoneCountProcess : public BaseProcess
{
public:

	SplitByBoneCountProcess();
	~SplitByBoneCountProcess();

public:
	/** Returns whether the processing step is present in the given flag.
	* @param pFlags The processing flags the importer was called with. A
 	*   bitwise combination of #aiPostProcessSteps.
	* @return true if the process is present in this flag fields, 
 	*   false if not.
	*/
	bool IsActive( unsigned int pFlags) const;

	/** Called prior to ExecuteOnScene().
	* The function is a request to the process to update its configuration
	* basing on the Importer's configuration property list.
	*/
	virtual void SetupProperties(const Importer* pImp);

protected:
	/** Executes the post processing step on the given imported data.
	* At the moment a process is not supposed to fail.
	* @param pScene The imported data to work at.
	*/
	void Execute( aiScene* pScene);

	/// Splits the given mesh by bone count.
	/// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split.
	/// @param poNewMeshes Array of submeshes created in the process. Empty if splitting was not necessary.
	void SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const;

	/// Recursively updates the node's mesh list to account for the changed mesh list
	void UpdateNode( aiNode* pNode) const;

public:
	/// Max bone count. Splitting occurs if a mesh has more than that number of bones.
	size_t mMaxBoneCount;

	/// Per mesh index: Array of indices of the new submeshes.
	std::vector< std::vector<size_t> > mSubMeshIndices;
};

} // end of namespace Assimp

#endif // !!AI_SPLITBYBONECOUNTPROCESS_H_INC
