/*!  \file kfbxcontrolset.h

 */



#ifndef FBXFILESDK_KFBXCHARACTER_KFBXCONTROLSET_H

#define FBXFILESDK_KFBXCHARACTER_KFBXCONTROLSET_H



/**************************************************************************************



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 (collectively the "Data") in these files contain unpublished information 

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**************************************************************************************/

#include <fbxfilesdk/fbxfilesdk_def.h>



#include <fbxfilesdk/kfbxcharacter/kfbxcharacter.h>

#include <fbxfilesdk/kfbxmath/kfbxxmatrix.h>

#include <fbxfilesdk/components/kbaselib/klib/kstring.h>



#include <fbxfilesdk/fbxfilesdk_nsbegin.h>



class KFbxNode;

class KFbxSdkManager;

class KFbxControlSetPlug;

class KFbxControlSetPlug_internal;



typedef enum

{

    eEffectorHips = 0,

    eEffectorLeftAnkle,

    eEffectorRightAnkle,

    eEffectorLeftWrist,

    eEffectorRightWrist,

    eEffectorLeftKnee,

    eEffectorRightKnee,

    eEffectorLeftElbow,

    eEffectorRightElbow,

    eEffectorChestOrigin,

    eEffectorChestEnd,

    eEffectorLeftFoot,

    eEffectorRightFoot,

    eEffectorLeftShoulder,

    eEffectorRightShoulder,

    eEffectorHead,

    eEffectorLeftHip,

    eEffectorRightHip,



    // Added for 4.5



    eEffectorLeftHand,

    eEffectorRightHand,



    eEffectorLeftHandThumb,

    eEffectorLeftHandIndex,

    eEffectorLeftHandMiddle,

    eEffectorLeftHandRing,

    eEffectorLeftHandPinky,

    eEffectorLeftHandExtraFinger,



    eEffectorRightHandThumb,

    eEffectorRightHandIndex,

    eEffectorRightHandMiddle,

    eEffectorRightHandRing,

    eEffectorRightHandPinky,

    eEffectorRightHandExtraFinger,



    eEffectorLeftFootThumb,

    eEffectorLeftFootIndex,

    eEffectorLeftFootMiddle,

    eEffectorLeftFootRing,

    eEffectorLeftFootPinky,

    eEffectorLeftFootExtraFinger,



    eEffectorRightFootThumb,

    eEffectorRightFootIndex,

    eEffectorRightFootMiddle,

    eEffectorRightFootRing,

    eEffectorRightFootPinky,

    eEffectorRightFootExtraFinger,



    eEffectorLastNodeId

} EEffectorNodeId;



typedef enum

{

    eEffectorSetDefault = 0,

    eEffectorSetAux1,

    eEffectorSetAux2,

    eEffectorSetAux3,

    eEffectorSetAux4,

    eEffectorSetAux5,

    eEffectorSetAux6,

    eEffectorSetAux7,

    eEffectorSetAux8,

    eEffectorSetAux9,

    eEffectorSetAux10,

    eEffectorSetAux11,

    eEffectorSetAux12,

    eEffectorSetAux13,

    eEffectorSetAux14,

    eLastEffectorSetId

} EEffectorSetId;





/** \class KFbxControlSetLink

  *

  * \brief This class represents a link between a given character's FK node and the associated node in the character hierarchy.

  *

  */

class KFBX_DLL KFbxControlSetLink

{



public:



	//! Default constructor.

    KFbxControlSetLink();



	/** Copy constructor.

	* \param pControlSetLink Given object.

	*/

    KFbxControlSetLink(const KFbxControlSetLink& pControlSetLink);

	/** Assignment operator.

	  * \param pControlSetLink Another KFbxControlSetLink object assigned to this one.

	  */

    KFbxControlSetLink& operator=(const KFbxControlSetLink& pControlSetLink);



    /** Reset to default values.

      *

      * Member mNode is set to \c NULL and member mTemplateName is cleared.

      */

    void Reset();



    //! The character's node in a hierarchy linked to this control set link.

    KFbxNode* mNode;



    //! A template name is a naming convention that is used to automatically map

    //! the nodes of other skeletons that use the same naming convention for automatic characterization.

    KString mTemplateName;

};



/** 

  * An effector wraps a character node (KFbxNode) used to animate its control rig (KFbxControlSet) via inverse kinematics.

  */

class KFBX_DLL KFbxEffector

{



public:



	//! Default constructor with unintialized character node.

    KFbxEffector();

	/** Assignment operator.

	  * \param pEffector Another KFbxEffector assigned to this one.

	  */

    KFbxEffector& operator=(KFbxEffector& pEffector);



    /** Reset to default values.

      *     - mNode is set to NULL.

      *     - mShow is set to true.

      */

    void Reset();



    //! The character's node in a hierarchy linked to this effector.

    KFbxNode* mNode;



    //! \c true if the effector is visible, \c false if hidden

    bool mShow;



    // These members are for backward compatibility and should not be used. These properties are now published through class KFbxControlSetPlug.

#ifndef DOXYGEN_SHOULD_SKIP_THIS

    bool mTActive;

    bool mRActive;

    bool mCandidateTActive;

    bool mCandidateRActive;

#endif

};



/** \class KFbxControlSet

  *

  * This class contains all methods to either set-up an exported control rig or query information on an imported control rig.

  * A Control rig is a character manipulation tool that lets you change the position and orientation

  * of a character to create or alter animation.

  *

  * This class also contains some methods to manipulate the KFbxEffector and KFbxControlSetLink.

  *

  * The KFbxControlSet class contains FK rig (Forward Kinematics) and IK rig (Inverse Kinematics) animation. The FK rig is represented

  * by a list of nodes while the IK rig is represented by a list of effectors.

  *

  * You can access the FK rig with the KFbxControlSetLink class, using the functions KFbxControlSet::SetControlSetLink() and KFbxControlSet::GetControlSetLink().

  *

  * You can access the IK rig with the KFbxEffector class, using the functions KFbxControlSet::SetEffector() and KFbxControlSet::GetEffector().

  *

  * \see KFbxEffector, KFbxControlSetLink

  */

class KFBX_DLL KFbxControlSet

{



public:

    KFBXNEW_DECLARE_FRIEND

    /** Reset to default values.

      * Reset all effector and control set links.

      */

    void Reset();



    /** \enum EType      Control rig type.

      * - \e eNone       No Control rig.

      * - \e eFkIk       Both an FK rig and IK rig.

      * - \e eIkOnly     Only an IK rig.

      */

    enum EType

    {

        eNone,

        eFkIk,

        eIkOnly

    };



    /** Set type as given.

	* \param pType The given type.

	*/

    void SetType(EType pType);



   	/** Get type.

	* \return The gotten type.

	*/

    EType GetType() const;



    /** Set use axis flag as given.

	* \param pUseAxis The given use axis flag.

	*/

    void SetUseAxis(bool pUseAxis);



    /** Get use axis flag.

	* \return The gotten use axis flag.

	*/

    bool GetUseAxis() const;



   	/** Set lock transform flag as given.

	* \param pLockTransform The given lock transform flag.

	*/

    void SetLockTransform(bool pLockTransform);



    /** Get lock transform flag.

	* \return The gotten lock transform flag.

	*/

    bool GetLockTransform()const;



   /** Set lock 3D pick flag as given.

	* \param pLock3DPick The given lock 3D pick flag.

	*/

    void SetLock3DPick(bool pLock3DPick);



   	/** Get lock 3D pick flag.

	* \return The gotten lock 3D pick flag.

	*/

    bool GetLock3DPick() const;



    /** Set a control set link for a character node ID.

      * \param pCharacterNodeId     Character node ID.

      * \param pControlSetLink      Control set link to be associated with the Character node ID.

      * \return                     \c true if successful, \c false otherwise.

      * \remarks                    You should avoid setting a control set link for

      *                             eCharacterLeftFloor, eCharacterRightFloor, eCharacterLeftHandFloor, eCharacterRightHandFloor,

      *                             eCharacterProps0, eCharacterProps1, eCharacterProps2, eCharacterProps3 or eCharacterProps4.

      *                             None of these nodes are part of a control set.

      */

    bool SetControlSetLink(ECharacterNodeId pCharacterNodeId, const KFbxControlSetLink& pControlSetLink);



    /** Get the control set link associated with a character node ID.

      * \param pCharacterNodeId     Requested character node ID.

      * \param pControlSetLink      Optional pointer that returns the control set link if the function succeeds.

      * \return                     \c true if successful, \c false otherwise.

      * \remarks                    You should avoid getting a control set link for

      *                             eCharacterLeftFloor, eCharacterRightFloor, eCharacterLeftHandFloor, eCharacterRightHandFloor,

      *                             eCharacterProps0, eCharacterProps1, eCharacterProps2, eCharacterProps3 or eCharacterProps4.

      *                             None of these nodes are part of a control set.

      */

    bool GetControlSetLink(ECharacterNodeId pCharacterNodeId, KFbxControlSetLink* pControlSetLink = NULL) const;



    /** Set an effector node for an effector node ID.

      * \param pEffectorNodeId     Effector node ID.

      * \param pEffector           Effector to be associated with the effector node ID.

      * \return                    \c true if successful, \c false otherwise.

      */

    bool SetEffector(EEffectorNodeId pEffectorNodeId, KFbxEffector pEffector);



    /** Get the effector associated with an effector node ID.

      * \param pEffectorNodeId     ID of requested effector node.

      * \param pEffector           Optional pointer that returns the effector if the function succeeds.

      * \return                    \c true if successful, \c false otherwise.

      */

    bool GetEffector(EEffectorNodeId pEffectorNodeId, KFbxEffector* pEffector = NULL);



    /** Set an auxiliary effector node for an effector node ID.

      * \param pEffectorNodeId     Effector node ID.

      * \param pNode               Auxiliary effector node to be associated with the effector node ID.

      * \param pEffectorSetId      Effector set ID. Set to eEffectorSetAux1 by default.

      * \return                    \c true if successful, \c false otherwise.

      */

    bool SetEffectorAux(EEffectorNodeId pEffectorNodeId, KFbxNode* pNode,EEffectorSetId pEffectorSetId = eEffectorSetAux1);



    /** Get the auxiliary effector associated with an effector node ID.

      * \param pEffectorNodeId     ID of requested auxiliary effector node.

      * \param pNode               Optional pointer that returns the auxiliary effector node if the function succeeds.

      * \param pEffectorSetId      Effector set ID. Set to eEffectorSetAux1 by default.

      * \return                    \c true if successful, \c false otherwise.

      */

    bool GetEffectorAux(EEffectorNodeId pEffectorNodeId, KFbxNode** pNode = NULL,EEffectorSetId pEffectorSetId = eEffectorSetAux1) const;



    /** Get the name associated with an effector node ID.

      * \param pEffectorNodeId     Effector node ID.

      * \return                    Name associated with the effector node ID.

      */

    static char* GetEffectorNodeName(EEffectorNodeId pEffectorNodeId);



    /** Get ID associated with an effector node name.

      * \param pEffectorNodeName     Effector node name.

      * \return                      Effector node ID associated with the given effector node name, or -1 if

      *                              no effector node with pEffectorNodeName exists.

      */

    static EEffectorNodeId GetEffectorNodeId(char* pEffectorNodeName);





///////////////////////////////////////////////////////////////////////////////

//

//  WARNING!

//

//  Anything beyond these lines may not be documented accurately and is

//  subject to change without notice.

//

///////////////////////////////////////////////////////////////////////////////



#ifndef DOXYGEN_SHOULD_SKIP_THIS



private:



    KFbxControlSet();

    ~KFbxControlSet();



    KFbxCharacter* mCharacter;

    EType mType;

    bool mUseAxis;

    bool mLockTransform;

    bool mLock3DPick;

    KFbxControlSetLink mControlSetLink[eCharacterLastNodeId]; // Except floor node IDs!

    KFbxEffector mEffector[eEffectorLastNodeId];

    KFbxNode* mEffectorAux[eEffectorLastNodeId][eLastEffectorSetId-1];



    friend class KFbxCharacter;

    friend class KFbxNode;



public:



    void FromPlug(KFbxControlSetPlug *pPlug);

    void ToPlug(KFbxControlSetPlug *pPlug);



#endif // #ifndef DOXYGEN_SHOULD_SKIP_THIS



};



/** Plug class for control set.

  * \nosubgrouping

  */

class KFBX_DLL KFbxControlSetPlug : public KFbxObject

{

    KFBXOBJECT_DECLARE(KFbxControlSetPlug,KFbxObject);

public:



	    //! Type property of control set.

        KFbxTypedProperty<KFbxControlSet::EType>    ControlSetType;

	    //! Use axis flag.

        KFbxTypedProperty<bool>                     UseAxis;

		//! Reference character.

        KFbxTypedProperty<fbxReference*>            Character;



        /**

          * \name Error Management

          * The same error object is shared among instances of this class.

          */

        //@{



        /** Retrieve error object.

          * \return Reference to error object.

          */

        KError& GetError();



        //! Error identifiers.

        typedef enum

        {

            eERROR,

            eERROR_COUNT

        } EError;



        /** Get last error code.

          * \return     Last error code.

          */

        EError GetLastErrorID() const;



        /** Get last error string.

          * \return     Textual description of the last error.

          */

        const char* GetLastErrorString() const;



        //@}



        /** Creates a clone of this object.

          * \param pContainer The object, typically a document or scene, that will contain the new clone. Can be NULL.

          * \param pCloneType The type of clone to create

          * \return The new clone, or NULL if the specified clone type is not supported.

          */

        virtual KFbxObject* Clone(KFbxObject* pContainer, KFbxObject::ECloneType pCloneType) const;



    protected:

        KFbxControlSetPlug(KFbxSdkManager& pManager, char const* pName);



        virtual void Construct(const KFbxControlSetPlug* pFrom);



	public:

        virtual KString     GetTypeName() const;

        virtual KStringList GetTypeFlags() const;



	protected:

        KArrayTemplate<KFbxProperty>    mFKBuf;

        KArrayTemplate<KFbxProperty>    mIKBuf;



        KError mError;



        friend class KFbxScene;

        friend class KFbxControlSet;

};



typedef KFbxControlSetPlug* HKFbxControlSetPlug;

inline EFbxType FbxTypeOf( KFbxControlSet::EType const &pItem ) { return eENUM; }



#include <fbxfilesdk/fbxfilesdk_nsend.h>



#endif // FBXFILESDK_KFBXCHARACTER_KFBXCONTROLSET_H



