/*---------------------------------------------------------------------------*
  Project:  TWL-System - demos - g3d - samples - SharedMotion
  File:     main.c

  Copyright 2004-2009 Nintendo.  All rights reserved.

  These coded instructions, statements, and computer programs contain
  proprietary information of Nintendo of America Inc. and/or Nintendo
  Company Ltd., and are protected by Federal copyright law.  They may
  not be disclosed to third parties or copied or duplicated in any form,
  in whole or in part, without the prior written consent of Nintendo.

  $Revision: 1155 $
 *---------------------------------------------------------------------------*/

//---------------------------------------------------------------------------
//
// This sample plays the same joint animation with models of different figures.
//
// If a .ica file is converted using the -OT option of g3dcvtr,
// as long as the joint structure is the same, it can be played back with joint animation using the exact same joint animation resource on multiple models having different shapes and sizes.
// Joint animations can be played back using the same joint animation resources.
// 
//
// Sample Operation
// The joint animation is played with looped repeat.
// Pressing the A Button toggles between a thin person and a fat person.
//
// HOWTO:
// 1: Create several models with the same joint structure.
// 2: Create animation for one of the models.
//    Attach all of the model's movement to the root node (the node whose ID is 0 when converted to an IMD file).
// 3: Convert with the -OT option when converting the .ica file with g3dcvtr.
//    Use of this option configures the translation data for all nodes other than the root node to reference the model's translation data.
//    That of the root node reflects the animation's translation data.
//    
// 5: The joint animation now can be played the same way as the JointAnm sample.
//
// (Caution): If this is applied to the model that is too different in shape, it may cause undesirable results such as buried polygons, and the like.
//          Take extra caution when modeling.
// 
//---------------------------------------------------------------------------

#include "g3d_demolib.h"

G3DDemoCamera gCamera;        // Camera structure.
G3DDemoGround gGround;        // Ground structure.

static void          InitG3DLib(void);
static NNSG3dResMdl* LoadG3DModel(const char* path);
static void          SetCamera(G3DDemoCamera* camera);


/* -------------------------------------------------------------------------
  Name:         NitroMain

  Description:  Sample main.

  Arguments:    None.

  Returns:      None.
   ------------------------------------------------------------------------- */
void
NitroMain(void)
{
    NNSG3dRenderObj object;
    NNSG3dRenderObj fatObject;
    NNSG3dRenderObj* pCurrentObject;
    NNSG3dResMdl*   pModel;
    NNSG3dResMdl*   pFatModel;
    void*           pAnmRes;
    NNSFndAllocator allocator;
    NNSG3dAnmObj*   pAnmObj;

    G3DDemo_InitSystem();
    G3DDemo_InitMemory();
    G3DDemo_InitVRAM();

    InitG3DLib();
    G3DDemo_InitDisplay();

    //
    // Create allocator with 4-byte alignment
    //
    NNS_FndInitAllocatorForExpHeap(&allocator, G3DDemo_AppHeap, 4);

    // Make the manager able to manage 4 slots'-worth of texture image slots, and set it as the default manager.
    // 
    NNS_GfdInitFrmTexVramManager(4, TRUE);

    // Make the manager able to manage 32 KB of palettes, and set it as the default manager.
    // 
    NNS_GfdInitFrmPlttVramManager(0x8000, TRUE);

    pModel = LoadG3DModel("data/man.nsbmd");
    SDK_ASSERTMSG(pModel, "load failed");
    pFatModel = LoadG3DModel("data/fatman.nsbmd");
    SDK_ASSERTMSG(pFatModel, "load failed");

    //
    // G3D: NNSG3dRenderObj initialization
    //
    // NNSG3dRenderObj is a structure that holds a single model, and every type of information related to the animations applied to that model.
    // 
    // The area specified by the internal member pointer must be obtained and released by the user.
    // Here mdl can be NULL. (But it must be set, not NULL, during NNS_G3dDraw.)
    //
    NNS_G3dRenderObjInit(&object, pModel);
    NNS_G3dRenderObjInit(&fatObject, pFatModel);
    
    //
    // Load the joint animation and try making associations.
    //
    {
        const u8* pFile = G3DDemo_LoadFile("data/man.nsbca");
        SDK_ASSERTMSG( pFile, "anm load failed" );
        {
            // Initialize animation, add it to rendering object
            // 
            // Allocate and initialize the animation object (NNSG3dAnmObj) that acts as an intermediary for the loaded animation file and the NNSG3dRenderObj structure.
            // 
            // All animations are set up with the same code.
            //

            //
            // Allocate from the allocator the memory necessary for the animation object.
            // You must specify and allocate model resources and animation resources.
            //

            // Specify the index #0 animation
            pAnmRes = NNS_G3dGetAnmByIdx(pFile, 0);
            SDK_NULL_ASSERT(pAnmRes);

            // Allocate the necessary amount of memory. Initialization must be done separately.
            pAnmObj = NNS_G3dAllocAnmObj(&allocator, // Specify the allocator to use
                                         pAnmRes,    // Specify the animation resource
                                         pModel);    // Specify the model resource
            SDK_NULL_ASSERT(pAnmObj);

            //
            // NOTICE:
            // The same joint structure must be held by *pModel and *pFatModel.
            //
            NNS_G3dAnmObjInit(pAnmObj, // Pointer to animation object
                              pAnmRes, // Pointer to animation resource
                              pModel,  // Pointer to NNSG3dResMdl
                              NULL );  // Pointer to NNSG3dResTex (NULL is OK except for texture pattern animations)

            //
            // Add AnmObj to RenderObj. Same for others that are not joint animation
            //
            NNS_G3dRenderObjAddAnmObj( &object, pAnmObj );
            pCurrentObject = &object;
        }
    }
    
    //
    // Demo Common Initialization
    //
    G3DDemo_InitCamera(&gCamera, 3*FX32_ONE, 10*FX32_ONE);
    G3DDemo_InitGround(&gGround, (fx32)(1.5*FX32_ONE));

    G3DDemo_InitConsole();
    G3DDemo_Print(0,0, G3DDEMO_COLOR_YELLOW, "SharedMotion");

    for(;;)
    {
        OSTick time;

        SVC_WaitVBlankIntr();

        G3DDemo_PrintApplyToHW();
        G3DDemo_ReadGamePad();

        G3DDemo_MoveCamera(&gCamera);
        G3DDemo_CalcCamera(&gCamera);

        G3X_Reset();
        G3X_ResetMtxStack();

        SetCamera(&gCamera);

        //
        // Update the animation frame.
        //
        pAnmObj->frame += FX32_ONE;
        if( pAnmObj->frame >= NNS_G3dAnmObjGetNumFrame(pAnmObj))
        {
            pAnmObj->frame = 0;
        }

        //
        // Press the A Button to replace the animation and switch the display object.
        // In addition, if there are separate animation objects available that use the same animation resources, they can can be displayed simultaneously.
        // 
        //
        if (G3DDEMO_IS_PAD_TRIGGER(PAD_BUTTON_A))
        {
            NNS_G3dRenderObjRemoveAnmObj(pCurrentObject, pAnmObj);

            if (pCurrentObject == &object)
            {
                pCurrentObject = &fatObject;
            }
            else
            {
                pCurrentObject = &object;
            }

            NNS_G3dRenderObjAddAnmObj(pCurrentObject, pAnmObj);
        }

        {
            //
            // G3D:
            // Collects and transfers the states set with G3dGlbXXXX.
            // Camera and projection matrix, and the like, are set.
            //
            NNS_G3dGlbFlushP();

            //  Start measuring the time
            time = OS_GetTick();
            {
                //
                // G3D: NNS_G3dDraw
                // Passing the configured NNSG3dRenderObj structure can perform rendering in any situation.
                // 
                //
                NNS_G3dDraw(pCurrentObject);
            }
            // Time measurement result
            time = OS_GetTick() - time;
        }

        {
            //
            // G3D: Normally, when any of the G3_XXX functions are called, you have to call the NNS_G3dGeComFlushBuffer function before that and synchronize.
            //      
            //
            NNS_G3dGlbFlushP();
            NNS_G3dGeFlushBuffer();
            G3DDemo_DrawGround(&gGround);
        }

        /* Swap memory relating to geometry and rendering engine */
        G3_SwapBuffers(GX_SORTMODE_AUTO, GX_BUFFERMODE_W);

        G3DDemo_Printf(16,0, G3DDEMO_COLOR_YELLOW, "TIME:%06ld usec", OS_TicksToMicroSeconds(time));

        if (pCurrentObject == &object)
        {
            G3DDemo_Printf(0, 1, G3DDEMO_COLOR_GREEN, "A man is running.    ");
        }
        else
        {
            G3DDemo_Printf(0, 1, G3DDEMO_COLOR_GREEN, "A fat man is running.");
        }
        G3DDemo_Printf(0, 2, G3DDEMO_COLOR_GREEN, "Press A to change.");
    }
}


/* -------------------------------------------------------------------------
  Name:         InitG3DLib

  Description:  Initializes G3D library.

  Arguments:    None.

  Returns:      None.
   ------------------------------------------------------------------------- */
static void
InitG3DLib(void)
{
    //
    // G3D:
    // Performs default initialization.
    // ------------------------------------------------------------------------
    NNS_G3dInit();
}


/* -------------------------------------------------------------------------
  Name:         LoadG3DModel

  Description:  Loads model data from file.

  Arguments:    path : Model data path name.

  Returns:      Pointer to model.
   ------------------------------------------------------------------------- */
static NNSG3dResMdl*
LoadG3DModel(const char* path)
{
    NNSG3dResMdl*        model   = NULL;
    NNSG3dResTex*        texture = NULL;
    NNSG3dResFileHeader* resFile = G3DDemo_LoadFile(path);
    BOOL status;

    SDK_NULL_ASSERT(resFile);

    // To use DMA transfers within functions like NNS_G3dResDefaultSetup and NNS_G3dDraw, all model resources have to be stored in memory before calling those functions.
    // 
    // After a certain size, for large resources it is faster to call DC_StoreAll.
    // For information on DC_StoreRange and DC_StoreAll, refer to the NITRO-SDK Function Reference Manual.
    DC_StoreRange(resFile, resFile->fileSize);

    status = NNS_G3dResDefaultSetup(resFile);
    NNS_G3D_ASSERTMSG(status, "NNS_G3dResDefaultSetup failed");

    //
    // G3D: Gets model
    // Since nsbmd can include multiple models, gets the pointer to a single model by specifying its index. When there is only one model, use 0.
    // 
    // --------------------------------------------------------------------
    model = NNS_G3dGetMdlByIdx(NNS_G3dGetMdlSet(resFile), 0);

    return model;
}


/* -------------------------------------------------------------------------
  Name:         SetCamera

  Description:  Sets camera matrix and projection matrix in G3D global state.

  Arguments:    camera:		Pointer to the G3DDemoCamera structure.

  Returns:      None.
   ------------------------------------------------------------------------- */
static void
SetCamera(G3DDemoCamera* camera)
{
    G3DDemoLookAt* lookat = &camera->lookat;
    G3DDemoPersp*  persp  = &camera->persp;

    NNS_G3dGlbPerspective(persp->fovySin, persp->fovyCos, persp->aspect, persp->nearClip, persp->farClip);
    NNS_G3dGlbLookAt(&lookat->camPos, &lookat->camUp, &lookat->target);
}
