/*
===========================================================================

Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").

Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

#include "sys/platform.h"
#include "renderer/ModelManager.h"

#include "gamesys/SysCvar.h"
#include "Player.h"

#include "anim/Anim_Testmodel.h"

/*
=============================================================================

  MODEL TESTING

Model viewing can begin with either "testmodel <modelname>"

The names must be the full pathname after the basedir, like
"models/weapons/v_launch/tris.md3" or "players/male/tris.md3"

Extension will default to ".ase" if not specified.

Testmodel will create a fake entity 100 units in front of the current view
position, directly facing the viewer.  It will remain immobile, so you can
move around it to view it from different angles.

  g_testModelRotate
  g_testModelAnimate
  g_testModelBlend

=============================================================================
*/

CLASS_DECLARATION( idAnimatedEntity, idTestModel )
	EVENT( EV_FootstepLeft,			idTestModel::Event_Footstep )
	EVENT( EV_FootstepRight,		idTestModel::Event_Footstep )
END_CLASS

/*
================
idTestModel::idTestModel
================
*/
idTestModel::idTestModel() {
	head = NULL;
	headAnimator = NULL;
	anim = 0;
	headAnim = 0;
	starttime = 0;
	animtime = 0;
	mode = 0;
	frame = 0;
}

/*
================
idTestModel::Save
================
*/
void idTestModel::Save( idSaveGame *savefile ) {
}

/*
================
idTestModel::Restore
================
*/
void idTestModel::Restore( idRestoreGame *savefile ) {
	// FIXME: one day we may actually want to save/restore test models, but for now we'll just delete them
	delete this;
}

/*
================
idTestModel::Spawn
================
*/
void idTestModel::Spawn( void ) {
	idVec3				size;
	idBounds			bounds;
	const char			*headModel;
	jointHandle_t		joint;
	idStr				jointName;
	idVec3				origin, modelOffset;
	idMat3				axis;
	const idKeyValue	*kv;
	copyJoints_t		copyJoint;

	if ( renderEntity.hModel && renderEntity.hModel->IsDefaultModel() && !animator.ModelDef() ) {
		gameLocal.Warning( "Unable to create testmodel for '%s' : model defaulted", spawnArgs.GetString( "model" ) );
		PostEventMS( &EV_Remove, 0 );
		return;
	}

	mode = g_testModelAnimate.GetInteger();
	animator.RemoveOriginOffset( g_testModelAnimate.GetInteger() == 1 );

	physicsObj.SetSelf( this );
	physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
	physicsObj.SetAxis( GetPhysics()->GetAxis() );

	if ( spawnArgs.GetVector( "mins", NULL, bounds[0] ) ) {
		spawnArgs.GetVector( "maxs", NULL, bounds[1] );
		physicsObj.SetClipBox( bounds, 1.0f );
		physicsObj.SetContents( 0 );
	} else if ( spawnArgs.GetVector( "size", NULL, size ) ) {
		bounds[ 0 ].Set( size.x * -0.5f, size.y * -0.5f, 0.0f );
		bounds[ 1 ].Set( size.x * 0.5f, size.y * 0.5f, size.z );
		physicsObj.SetClipBox( bounds, 1.0f );
		physicsObj.SetContents( 0 );
	}

	spawnArgs.GetVector( "offsetModel", "0 0 0", modelOffset );

	// add the head model if it has one
	headModel = spawnArgs.GetString( "def_head", "" );
	if ( headModel[ 0 ] ) {
		jointName = spawnArgs.GetString( "head_joint" );
		joint = animator.GetJointHandle( jointName );
		if ( joint == INVALID_JOINT ) {
			gameLocal.Warning( "Joint '%s' not found for 'head_joint'", jointName.c_str() );
		} else {
			// copy any sounds in case we have frame commands on the head
			idDict				args;
			const idKeyValue	*sndKV = spawnArgs.MatchPrefix( "snd_", NULL );
			while( sndKV ) {
				args.Set( sndKV->GetKey(), sndKV->GetValue() );
				sndKV = spawnArgs.MatchPrefix( "snd_", sndKV );
			}

			head = gameLocal.SpawnEntityType( idAnimatedEntity::Type, &args );
			animator.GetJointTransform( joint, gameLocal.time, origin, axis );
			origin = GetPhysics()->GetOrigin() + ( origin + modelOffset ) * GetPhysics()->GetAxis();
			head.GetEntity()->SetModel( headModel );
			head.GetEntity()->SetOrigin( origin );
			head.GetEntity()->SetAxis( GetPhysics()->GetAxis() );
			head.GetEntity()->BindToJoint( this, animator.GetJointName( joint ), true );

			headAnimator = head.GetEntity()->GetAnimator();

			// set up the list of joints to copy to the head
			for( kv = spawnArgs.MatchPrefix( "copy_joint", NULL ); kv != NULL; kv = spawnArgs.MatchPrefix( "copy_joint", kv ) ) {
				jointName = kv->GetKey();

				if ( jointName.StripLeadingOnce( "copy_joint_world " ) ) {
					copyJoint.mod = JOINTMOD_WORLD_OVERRIDE;
				} else {
					jointName.StripLeadingOnce( "copy_joint " );
					copyJoint.mod = JOINTMOD_LOCAL_OVERRIDE;
				}

				copyJoint.from = animator.GetJointHandle( jointName );
				if ( copyJoint.from == INVALID_JOINT ) {
					gameLocal.Warning( "Unknown copy_joint '%s'", jointName.c_str() );
					continue;
				}

				copyJoint.to = headAnimator->GetJointHandle( jointName );
				if ( copyJoint.to == INVALID_JOINT ) {
					gameLocal.Warning( "Unknown copy_joint '%s' on head", jointName.c_str() );
					continue;
				}

				copyJoints.Append( copyJoint );
			}
		}
	}

	// start any shader effects based off of the spawn time
	renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );

	SetPhysics( &physicsObj );

	gameLocal.Printf( "Added testmodel at origin = '%s',  angles = '%s'\n", GetPhysics()->GetOrigin().ToString(), GetPhysics()->GetAxis().ToAngles().ToString()  );
	BecomeActive( TH_THINK );
}

/*
================
idTestModel::~idTestModel
================
*/
idTestModel::~idTestModel() {
	StopSound( SND_CHANNEL_ANY, false );
	if ( renderEntity.hModel ) {
		gameLocal.Printf( "Removing testmodel %s\n", renderEntity.hModel->Name() );
	} else {
		gameLocal.Printf( "Removing testmodel\n" );
	}
	if ( gameLocal.testmodel == this ) {
		gameLocal.testmodel = NULL;
	}
	if ( head.GetEntity() ) {
		head.GetEntity()->StopSound( SND_CHANNEL_ANY, false );
		head.GetEntity()->PostEventMS( &EV_Remove, 0 );
	}
}

/*
===============
idTestModel::Event_Footstep
===============
*/
void idTestModel::Event_Footstep( void ) {
	StartSound( "snd_footstep", SND_CHANNEL_BODY, 0, false, NULL );
}

/*
================
idTestModel::ShouldConstructScriptObjectAtSpawn

Called during idEntity::Spawn to see if it should construct the script object or not.
Overridden by subclasses that need to spawn the script object themselves.
================
*/
bool idTestModel::ShouldConstructScriptObjectAtSpawn( void ) const {
	return false;
}

/*
================
idTestModel::Think
================
*/
void idTestModel::Think( void ) {
	idVec3 pos;
	idMat3 axis;
	idAngles ang;
	int	i;

	if ( thinkFlags & TH_THINK ) {
		if ( anim && ( gameLocal.testmodel == this ) && ( mode != g_testModelAnimate.GetInteger() ) ) {
			StopSound( SND_CHANNEL_ANY, false );
			if ( head.GetEntity() ) {
				head.GetEntity()->StopSound( SND_CHANNEL_ANY, false );
			}
			switch( g_testModelAnimate.GetInteger() ) {
			default:
			case 0:
				// cycle anim with origin reset
				if ( animator.NumFrames( anim ) <= 1 ) {
					// single frame animations end immediately, so just cycle it since it's the same result
					animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
					if ( headAnim ) {
						headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
					}
				} else {
					animator.PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
					if ( headAnim ) {
						headAnimator->PlayAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
						if ( headAnimator->AnimLength( headAnim ) > animator.AnimLength( anim ) ) {
							// loop the body anim when the head anim is longer
							animator.CurrentAnim( ANIMCHANNEL_ALL )->SetCycleCount( -1 );
						}
					}
				}
				animator.RemoveOriginOffset( false );
				break;

			case 1:
				// cycle anim with fixed origin
				animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
				animator.RemoveOriginOffset( true );
				if ( headAnim ) {
					headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
				}
				break;

			case 2:
				// cycle anim with continuous origin
				animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
				animator.RemoveOriginOffset( false );
				if ( headAnim ) {
					headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
				}
				break;

			case 3:
				// frame by frame with continuous origin
				animator.SetFrame( ANIMCHANNEL_ALL, anim, frame, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
				animator.RemoveOriginOffset( false );
				if ( headAnim ) {
					headAnimator->SetFrame( ANIMCHANNEL_ALL, headAnim, frame, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
				}
				break;

			case 4:
				// play anim once
				animator.PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
				animator.RemoveOriginOffset( false );
				if ( headAnim ) {
					headAnimator->PlayAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
				}
				break;

			case 5:
				// frame by frame with fixed origin
				animator.SetFrame( ANIMCHANNEL_ALL, anim, frame, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
				animator.RemoveOriginOffset( true );
				if ( headAnim ) {
					headAnimator->SetFrame( ANIMCHANNEL_ALL, headAnim, frame, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
				}
				break;
			}

			mode = g_testModelAnimate.GetInteger();
		}

		if ( ( mode == 0 ) && ( gameLocal.time >= starttime + animtime ) ) {
			starttime = gameLocal.time;
			StopSound( SND_CHANNEL_ANY, false );
			animator.PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
			if ( headAnim ) {
				headAnimator->PlayAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
				if ( headAnimator->AnimLength( headAnim ) > animator.AnimLength( anim ) ) {
					// loop the body anim when the head anim is longer
					animator.CurrentAnim( ANIMCHANNEL_ALL )->SetCycleCount( -1 );
				}
			}
		}

		if ( headAnimator ) {
			// copy the animation from the body to the head
			for( i = 0; i < copyJoints.Num(); i++ ) {
				if ( copyJoints[ i ].mod == JOINTMOD_WORLD_OVERRIDE ) {
					idMat3 mat = head.GetEntity()->GetPhysics()->GetAxis().Transpose();
					GetJointWorldTransform( copyJoints[ i ].from, gameLocal.time, pos, axis );
					pos -= head.GetEntity()->GetPhysics()->GetOrigin();
					headAnimator->SetJointPos( copyJoints[ i ].to, copyJoints[ i ].mod, pos * mat );
					headAnimator->SetJointAxis( copyJoints[ i ].to, copyJoints[ i ].mod, axis * mat );
				} else {
					animator.GetJointLocalTransform( copyJoints[ i ].from, gameLocal.time, pos, axis );
					headAnimator->SetJointPos( copyJoints[ i ].to, copyJoints[ i ].mod, pos );
					headAnimator->SetJointAxis( copyJoints[ i ].to, copyJoints[ i ].mod, axis );
				}
			}
		}

		// update rotation
		RunPhysics();

		physicsObj.GetAngles( ang );
		physicsObj.SetAngularExtrapolation( extrapolation_t(EXTRAPOLATION_LINEAR|EXTRAPOLATION_NOSTOP), gameLocal.time, 0, ang, idAngles( 0, g_testModelRotate.GetFloat() * 360.0f / 60.0f, 0 ), ang_zero );

		idClipModel *clip = physicsObj.GetClipModel();
		if ( clip && animator.ModelDef() ) {
			idVec3 neworigin;
			idMat3 axis;
			jointHandle_t joint;

			joint = animator.GetJointHandle( "origin" );
			animator.GetJointTransform( joint, gameLocal.time, neworigin, axis );
			neworigin = ( ( neworigin - animator.ModelDef()->GetVisualOffset() ) * physicsObj.GetAxis() ) + GetPhysics()->GetOrigin();
			clip->Link( gameLocal.clip, this, 0, neworigin, clip->GetAxis() );
		}
	}

	UpdateAnimation();
	Present();

	if ( ( gameLocal.testmodel == this ) && g_showTestModelFrame.GetInteger() && anim ) {
		gameLocal.Printf( "^5 Anim: ^7%s  ^5Frame: ^7%d/%d  Time: %.3f\n", animator.AnimFullName( anim ), animator.CurrentAnim( ANIMCHANNEL_ALL )->GetFrameNumber( gameLocal.time ),
			animator.CurrentAnim( ANIMCHANNEL_ALL )->NumFrames(), MS2SEC( gameLocal.time - animator.CurrentAnim( ANIMCHANNEL_ALL )->GetStartTime() ) );
		if ( headAnim ) {
			gameLocal.Printf( "^5 Head: ^7%s  ^5Frame: ^7%d/%d  Time: %.3f\n\n", headAnimator->AnimFullName( headAnim ), headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->GetFrameNumber( gameLocal.time ),
				headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->NumFrames(), MS2SEC( gameLocal.time - headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->GetStartTime() ) );
		} else {
			gameLocal.Printf( "\n\n" );
		}
	}
}

/*
================
idTestModel::NextAnim
================
*/
void idTestModel::NextAnim( const idCmdArgs &args ) {
	if ( !animator.NumAnims() ) {
		return;
	}

	anim++;
	if ( anim >= animator.NumAnims() ) {
		// anim 0 is no anim
		anim = 1;
	}

	starttime = gameLocal.time;
	animtime = animator.AnimLength( anim );
	animname = animator.AnimFullName( anim );
	headAnim = 0;
	if ( headAnimator ) {
		headAnimator->ClearAllAnims( gameLocal.time, 0 );
		headAnim = headAnimator->GetAnim( animname );
		if ( !headAnim ) {
			headAnim = headAnimator->GetAnim( "idle" );
		}

		if ( headAnim && ( headAnimator->AnimLength( headAnim ) > animtime ) ) {
			animtime = headAnimator->AnimLength( headAnim );
		}
	}

	gameLocal.Printf( "anim '%s', %d.%03d seconds, %d frames\n", animname.c_str(), animator.AnimLength( anim ) / 1000, animator.AnimLength( anim ) % 1000, animator.NumFrames( anim ) );
	if ( headAnim ) {
		gameLocal.Printf( "head '%s', %d.%03d seconds, %d frames\n", headAnimator->AnimFullName( headAnim ), headAnimator->AnimLength( headAnim ) / 1000, headAnimator->AnimLength( headAnim ) % 1000, headAnimator->NumFrames( headAnim ) );
	}

	// reset the anim
	mode = -1;
	frame = 1;
}

/*
================
idTestModel::PrevAnim
================
*/
void idTestModel::PrevAnim( const idCmdArgs &args ) {
	if ( !animator.NumAnims() ) {
		return;
	}

	headAnim = 0;
	anim--;
	if ( anim < 0 ) {
		anim = animator.NumAnims() - 1;
	}

	starttime = gameLocal.time;
	animtime = animator.AnimLength( anim );
	animname = animator.AnimFullName( anim );
	headAnim = 0;
	if ( headAnimator ) {
		headAnimator->ClearAllAnims( gameLocal.time, 0 );
		headAnim = headAnimator->GetAnim( animname );
		if ( !headAnim ) {
			headAnim = headAnimator->GetAnim( "idle" );
		}

		if ( headAnim && ( headAnimator->AnimLength( headAnim ) > animtime ) ) {
			animtime = headAnimator->AnimLength( headAnim );
		}
	}

	gameLocal.Printf( "anim '%s', %d.%03d seconds, %d frames\n", animname.c_str(), animator.AnimLength( anim ) / 1000, animator.AnimLength( anim ) % 1000, animator.NumFrames( anim ) );
	if ( headAnim ) {
		gameLocal.Printf( "head '%s', %d.%03d seconds, %d frames\n", headAnimator->AnimFullName( headAnim ), headAnimator->AnimLength( headAnim ) / 1000, headAnimator->AnimLength( headAnim ) % 1000, headAnimator->NumFrames( headAnim ) );
	}

	// reset the anim
	mode = -1;
	frame = 1;
}

/*
================
idTestModel::NextFrame
================
*/
void idTestModel::NextFrame( const idCmdArgs &args ) {
	if ( !anim || ( ( g_testModelAnimate.GetInteger() != 3 ) && ( g_testModelAnimate.GetInteger() != 5 ) ) ) {
		return;
	}

	frame++;
	if ( frame > animator.NumFrames( anim ) ) {
		frame = 1;
	}

	gameLocal.Printf( "^5 Anim: ^7%s\n^5Frame: ^7%d/%d\n\n", animator.AnimFullName( anim ), frame, animator.NumFrames( anim ) );

	// reset the anim
	mode = -1;
}

/*
================
idTestModel::PrevFrame
================
*/
void idTestModel::PrevFrame( const idCmdArgs &args ) {
	if ( !anim || ( ( g_testModelAnimate.GetInteger() != 3 ) && ( g_testModelAnimate.GetInteger() != 5 ) ) ) {
		return;
	}

	frame--;
	if ( frame < 1 ) {
		frame = animator.NumFrames( anim );
	}

	gameLocal.Printf( "^5 Anim: ^7%s\n^5Frame: ^7%d/%d\n\n", animator.AnimFullName( anim ), frame, animator.NumFrames( anim ) );

	// reset the anim
	mode = -1;
}

/*
================
idTestModel::TestAnim
================
*/
void idTestModel::TestAnim( const idCmdArgs &args ) {
	idStr			name;
	int				animNum;
	//const idAnim	*newanim;

	if ( args.Argc() < 2 ) {
		gameLocal.Printf( "usage: testanim <animname>\n" );
		return;
	}

	//newanim = NULL;

	name = args.Argv( 1 );
#if 0
	if ( strstr( name, ".ma" ) || strstr( name, ".mb" ) ) {
		const idMD5Anim	*md5anims[ ANIM_MaxSyncedAnims ];
		idModelExport exporter;
		exporter.ExportAnim( name );
		name.SetFileExtension( MD5_ANIM_EXT );
		md5anims[ 0 ] = animationLib.GetAnim( name );
		if ( md5anims[ 0 ] ) {
			customAnim.SetAnim( animator.ModelDef(), name, name, 1, md5anims );
			newanim = &customAnim;
		}
	} else {
		animNum = animator.GetAnim( name );
	}
#else
	animNum = animator.GetAnim( name );
#endif

	if ( !animNum ) {
		gameLocal.Printf( "Animation '%s' not found.\n", name.c_str() );
		return;
	}

	anim = animNum;
	starttime = gameLocal.time;
	animtime = animator.AnimLength( anim );
	headAnim = 0;
	if ( headAnimator ) {
		headAnimator->ClearAllAnims( gameLocal.time, 0 );
		headAnim = headAnimator->GetAnim( animname );
		if ( !headAnim ) {
			headAnim = headAnimator->GetAnim( "idle" );
			if ( !headAnim ) {
				gameLocal.Printf( "Missing 'idle' anim for head.\n" );
			}
		}

		if ( headAnim && ( headAnimator->AnimLength( headAnim ) > animtime ) ) {
			animtime = headAnimator->AnimLength( headAnim );
		}
	}

	animname = name;
	gameLocal.Printf( "anim '%s', %d.%03d seconds, %d frames\n", animname.c_str(), animator.AnimLength( anim ) / 1000, animator.AnimLength( anim ) % 1000, animator.NumFrames( anim ) );

	// reset the anim
	mode = -1;
}

/*
=====================
idTestModel::BlendAnim
=====================
*/
void idTestModel::BlendAnim( const idCmdArgs &args ) {
	int anim1;
	int anim2;

	if ( args.Argc() < 4 ) {
		gameLocal.Printf( "usage: testblend <anim1> <anim2> <frames>\n" );
		return;
	}

	anim1 = gameLocal.testmodel->animator.GetAnim( args.Argv( 1 ) );
	if ( !anim1 ) {
		gameLocal.Printf( "Animation '%s' not found.\n", args.Argv( 1 ) );
		return;
	}

	anim2 = gameLocal.testmodel->animator.GetAnim( args.Argv( 2 ) );
	if ( !anim2 ) {
		gameLocal.Printf( "Animation '%s' not found.\n", args.Argv( 2 ) );
		return;
	}

	animname = args.Argv( 2 );
	animator.CycleAnim( ANIMCHANNEL_ALL, anim1, gameLocal.time, 0 );
	animator.CycleAnim( ANIMCHANNEL_ALL, anim2, gameLocal.time, FRAME2MS( atoi( args.Argv( 3 ) ) ) );

	anim = anim2;
	headAnim = 0;
}

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

	Testmodel console commands

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

/*
=================
idTestModel::KeepTestModel_f

Makes the current test model permanent, allowing you to place
multiple test models
=================
*/
void idTestModel::KeepTestModel_f( const idCmdArgs &args ) {
	if ( !gameLocal.testmodel ) {
		gameLocal.Printf( "No active testModel.\n" );
		return;
	}

	gameLocal.Printf( "modelDef %p kept\n", gameLocal.testmodel->renderEntity.hModel );

	gameLocal.testmodel = NULL;
}

/*
=================
idTestModel::TestSkin_f

Sets a skin on an existing testModel
=================
*/
void idTestModel::TestSkin_f( const idCmdArgs &args ) {
	idVec3		offset;
	idStr		name;
	idPlayer *	player;
	idDict		dict;

	player = gameLocal.GetLocalPlayer();
	if ( !player || !gameLocal.CheatsOk() ) {
		return;
	}

	// delete the testModel if active
	if ( !gameLocal.testmodel ) {
		common->Printf( "No active testModel\n" );
		return;
	}

	if ( args.Argc() < 2 ) {
		common->Printf( "removing testSkin.\n" );
		gameLocal.testmodel->SetSkin( NULL );
		return;
	}

	name = args.Argv( 1 );
	gameLocal.testmodel->SetSkin( declManager->FindSkin( name ) );
}

/*
=================
idTestModel::TestShaderParm_f

Sets a shaderParm on an existing testModel
=================
*/
void idTestModel::TestShaderParm_f( const idCmdArgs &args ) {
	idVec3		offset;
	idStr		name;
	idPlayer *	player;
	idDict		dict;

	player = gameLocal.GetLocalPlayer();
	if ( !player || !gameLocal.CheatsOk() ) {
		return;
	}

	// delete the testModel if active
	if ( !gameLocal.testmodel ) {
		common->Printf( "No active testModel\n" );
		return;
	}

	if ( args.Argc() != 3 ) {
		common->Printf( "USAGE: testShaderParm <parmNum> <float | \"time\">\n" );
		return;
	}

	int	parm = atoi( args.Argv( 1 ) );
	if ( parm < 0 || parm >= MAX_ENTITY_SHADER_PARMS ) {
		common->Printf( "parmNum %i out of range\n", parm );
		return;
	}

	float	value;
	if ( !idStr::Icmp( args.Argv( 2 ), "time" ) ) {
		value = gameLocal.time * -0.001;
	} else {
		value = atof( args.Argv( 2 ) );
	}

	gameLocal.testmodel->SetShaderParm( parm, value );
}

/*
=================
idTestModel::TestModel_f

Creates a static modelDef in front of the current position, which
can then be moved around
=================
*/
void idTestModel::TestModel_f( const idCmdArgs &args ) {
	idVec3			offset;
	idStr			name;
	idPlayer *		player;
	const idDict *	entityDef;
	idDict			dict;

	player = gameLocal.GetLocalPlayer();
	if ( !player || !gameLocal.CheatsOk() ) {
		return;
	}

	// delete the testModel if active
	if ( gameLocal.testmodel ) {
		delete gameLocal.testmodel;
		gameLocal.testmodel = NULL;
	}

	if ( args.Argc() < 2 ) {
		return;
	}

	name = args.Argv( 1 );

	entityDef = gameLocal.FindEntityDefDict( name, false );
	if ( entityDef ) {
		dict = *entityDef;
	} else {
		if ( declManager->FindType( DECL_MODELDEF, name, false ) ) {
			dict.Set( "model", name );
		} else {
			// allow map models with underscore prefixes to be tested during development
			// without appending an ase
			if ( name[ 0 ] != '_' ) {
				name.DefaultFileExtension( ".ase" );
			}

#ifndef _D3XP
			// Maya ascii format is supported natively now
			if ( strstr( name, ".ma" ) || strstr( name, ".mb" ) ) {
				idModelExport exporter;
				exporter.ExportModel( name );
				name.SetFileExtension( MD5_MESH_EXT );
			}
#endif

			if ( !renderModelManager->CheckModel( name ) ) {
				gameLocal.Printf( "Can't register model\n" );
				return;
			}
			dict.Set( "model", name );
		}
	}

	offset = player->GetPhysics()->GetOrigin() + player->viewAngles.ToForward() * 100.0f;

	dict.Set( "origin", offset.ToString() );
	dict.Set( "angle", va( "%f", player->viewAngles.yaw + 180.0f ) );
	gameLocal.testmodel = ( idTestModel * )gameLocal.SpawnEntityType( idTestModel::Type, &dict );
	gameLocal.testmodel->renderEntity.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
}

/*
=====================
idTestModel::ArgCompletion_TestModel
=====================
*/
void idTestModel::ArgCompletion_TestModel( const idCmdArgs &args, void(*callback)( const char *s ) ) {
	int i, num;

	num = declManager->GetNumDecls( DECL_ENTITYDEF );
	for ( i = 0; i < num; i++ ) {
		callback( idStr( args.Argv( 0 ) ) + " " + declManager->DeclByIndex( DECL_ENTITYDEF, i , false )->GetName() );
	}
	num = declManager->GetNumDecls( DECL_MODELDEF );
	for ( i = 0; i < num; i++ ) {
		callback( idStr( args.Argv( 0 ) ) + " " + declManager->DeclByIndex( DECL_MODELDEF, i , false )->GetName() );
	}
	cmdSystem->ArgCompletion_FolderExtension( args, callback, "models/", false, ".lwo", ".ase", ".md5mesh", ".ma", ".mb", NULL );
}

/*
=====================
idTestModel::TestParticleStopTime_f
=====================
*/
void idTestModel::TestParticleStopTime_f( const idCmdArgs &args ) {
	if ( !gameLocal.testmodel ) {
		gameLocal.Printf( "No testModel active.\n" );
		return;
	}

	gameLocal.testmodel->renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = MS2SEC( gameLocal.time );
	gameLocal.testmodel->UpdateVisuals();
}

/*
=====================
idTestModel::TestAnim_f
=====================
*/
void idTestModel::TestAnim_f( const idCmdArgs &args ) {
	if ( !gameLocal.testmodel ) {
		gameLocal.Printf( "No testModel active.\n" );
		return;
	}

	gameLocal.testmodel->TestAnim( args );
}


/*
=====================
idTestModel::ArgCompletion_TestAnim
=====================
*/
void idTestModel::ArgCompletion_TestAnim( const idCmdArgs &args, void(*callback)( const char *s ) ) {
	if ( gameLocal.testmodel ) {
		idAnimator *animator = gameLocal.testmodel->GetAnimator();
		for( int i = 0; i < animator->NumAnims(); i++ ) {
			callback( va( "%s %s", args.Argv( 0 ), animator->AnimFullName( i ) ) );
		}
	}
}

/*
=====================
idTestModel::TestBlend_f
=====================
*/
void idTestModel::TestBlend_f( const idCmdArgs &args ) {
	if ( !gameLocal.testmodel ) {
		gameLocal.Printf( "No testModel active.\n" );
		return;
	}

	gameLocal.testmodel->BlendAnim( args );
}

/*
=====================
idTestModel::TestModelNextAnim_f
=====================
*/
void idTestModel::TestModelNextAnim_f( const idCmdArgs &args ) {
	if ( !gameLocal.testmodel ) {
		gameLocal.Printf( "No testModel active.\n" );
		return;
	}

	gameLocal.testmodel->NextAnim( args );
}

/*
=====================
idTestModel::TestModelPrevAnim_f
=====================
*/
void idTestModel::TestModelPrevAnim_f( const idCmdArgs &args ) {
	if ( !gameLocal.testmodel ) {
		gameLocal.Printf( "No testModel active.\n" );
		return;
	}

	gameLocal.testmodel->PrevAnim( args );
}

/*
=====================
idTestModel::TestModelNextFrame_f
=====================
*/
void idTestModel::TestModelNextFrame_f( const idCmdArgs &args ) {
	if ( !gameLocal.testmodel ) {
		gameLocal.Printf( "No testModel active.\n" );
		return;
	}

	gameLocal.testmodel->NextFrame( args );
}

/*
=====================
idTestModel::TestModelPrevFrame_f
=====================
*/
void idTestModel::TestModelPrevFrame_f( const idCmdArgs &args ) {
	if ( !gameLocal.testmodel ) {
		gameLocal.Printf( "No testModel active.\n" );
		return;
	}

	gameLocal.testmodel->PrevFrame( args );
}