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# <pep8 compliant>

import bpy
from bpy_extras.object_utils import object_data_add
from mathutils import Vector,Matrix

from .quakepal import palette
from .mdl import MDL
from .qfplist import pldata

def make_verts(mdl, framenum, subframenum=0):
    frame = mdl.frames[framenum]
    if frame.type:
        frame = frame.frames[subframenum]
    s = Vector(mdl.scale)
    o = Vector(mdl.scale_origin)
    m = Matrix(((s.x,  0,  0,o.x),
                (  0,s.y,  0,o.y),
                (  0,  0,s.z,o.z),
                (  0,  0,  0,  1)))
    verts = [m @ Vector(v.r) for v in frame.verts]
    return verts

def make_faces(mdl):
    faces = []
    uvs = []
    for tri in mdl.tris:
        tv = list(tri.verts)
        sts = []
        for v in tri.verts:
            stv = mdl.stverts[v]
            s = stv.s
            t = stv.t
            if stv.onseam and not tri.facesfront:
                s += mdl.skinwidth / 2
            # quake textures are top to bottom, but blender images
            # are bottom to top
            sts.append((s * 1.0 / mdl.skinwidth, 1 - t * 1.0 / mdl.skinheight))
        # blender's and quake's vertex order seem to be opposed
        tv.reverse()
        sts.reverse()
        # annoyingly, blender can't have 0 in the final vertex, so rotate the
        # face vertices and uvs
        if not tv[2]:
            tv = [tv[2]] + tv[:2]
            sts = [sts[2]] + sts[:2]
        faces.append(tv)
        uvs.append(sts)
    return faces, uvs

def load_skins(mdl):
    def load_skin(skin, name):
        skin.name = name
        img = bpy.data.images.new(name, mdl.skinwidth, mdl.skinheight)
        mdl.images.append(img)
        p = [0.0] * mdl.skinwidth * mdl.skinheight * 4
        d = skin.pixels
        for j in range(mdl.skinheight):
            for k in range(mdl.skinwidth):
                c = palette[d[j * mdl.skinwidth + k]]
                # quake textures are top to bottom, but blender images
                # are bottom to top
                l = ((mdl.skinheight - 1 - j) * mdl.skinwidth + k) * 4
                p[l + 0] = c[0] / 255.0
                p[l + 1] = c[1] / 255.0
                p[l + 2] = c[2] / 255.0
                p[l + 3] = 1.0
        img.pixels[:] = p[:]
        img.pack()
        img.use_fake_user = True

    mdl.images=[]
    for i, skin in enumerate(mdl.skins):
        if skin.type:
            for j, subskin in enumerate(skin.skins):
                load_skin(subskin, "%s_%d_%d" % (mdl.name, i, j))
        else:
            load_skin(skin, "%s_%d" % (mdl.name, i))

def setup_main_material(mdl):
    mat = bpy.data.materials.new(mdl.name)
    mat.blend_method = 'OPAQUE'
    mat.diffuse_color = (1, 1, 1, 1)
    mat.metallic = 1
    mat.roughness = 1
    mat.specular_intensity = 0
    mat.use_nodes = True
    return mat

def setup_skins(mdl, uvs):
    load_skins(mdl)
#    img = mdl.images[0]   # use the first skin for now
#    uvlay = mdl.mesh.uv_textures.new(mdl.name)
#    uvloop = mdl.mesh.uv_layers[0]
#    for i, texpoly in enumerate(uvlay.data):
    uvloop = mdl.mesh.uv_layers.new(name = mdl.name)
    for i in range(len(mdl.mesh.polygons)):
        poly = mdl.mesh.polygons[i]
        mdl_uv = uvs[i]
#        texpoly.image = img	# TODO: commented out by jazz
        for j,k in enumerate(poly.loop_indices):
            uvloop.data[k].uv = mdl_uv[j]

    #Load all skins
    img_counter = 0
    for i, skin in enumerate(mdl.skins):
        if skin.type:
            mat = setup_main_material(mdl)
            emissionNode = mat.node_tree.nodes.new("ShaderNodeEmission")
            shaderOut = mat.node_tree.nodes["Material Output"]
            mat.node_tree.nodes.remove(mat.node_tree.nodes["Principled BSDF"])

            emissionNode.location = (0, 0)
            shaderOut.location = (200, 0)

            yPos = 0

            for j, subskin in enumerate(skin.skins):
                tex_node = mat.node_tree.nodes.new("ShaderNodeTexImage")
                tex_node.image = mdl.images[img_counter]
                img_counter += 1
                tex_node.interpolation = "Closest"

                tex_node.location = (-300, yPos)
                yPos -= 280

                if j == 0:
                    # connect only first texture (we'll need something smarter in the future)
                    mat.node_tree.links.new(tex_node.outputs[0], emissionNode.inputs[0])

            mat.node_tree.links.new(emissionNode.outputs[0], shaderOut.inputs[0])
            mdl.mesh.materials.append(mat)

        else:
            mat = setup_main_material(mdl)

            # TODO: turn transform to True and position it properly in editor
            emissionNode = mat.node_tree.nodes.new("ShaderNodeEmission")
            shaderOut = mat.node_tree.nodes["Material Output"]
            mat.node_tree.nodes.remove(mat.node_tree.nodes["Principled BSDF"])

            tex_node = mat.node_tree.nodes.new("ShaderNodeTexImage")
            tex_node.image = mdl.images[img_counter]
            img_counter += 1
            tex_node.interpolation = "Closest"

            emissionNode.location = (0, 0)
            shaderOut.location = (200, 0)
            tex_node.location = (-300, 0)

            mat.node_tree.links.new(tex_node.outputs[0], emissionNode.inputs[0])
            mat.node_tree.links.new(emissionNode.outputs[0], shaderOut.inputs[0])
            mdl.mesh.materials.append(mat)

def make_shape_key(mdl, framenum, subframenum=0):
    frame = mdl.frames[framenum]
    name = "%s_%d" % (mdl.name, framenum)
    if frame.type:
        frame = frame.frames[subframenum]
        name = "%s_%d_%d" % (mdl.name, framenum, subframenum)
    if frame.name:
        name = frame.name
    else:
        frame.name = name
    frame.key = mdl.obj.shape_key_add(name=name)
    frame.key.value = 0.0
    mdl.keys.append(frame.key)
    s = Vector(mdl.scale)
    o = Vector(mdl.scale_origin)
    m = Matrix(((s.x,  0,  0,o.x),
                (  0,s.y,  0,o.y),
                (  0,  0,s.z,o.z),
                (  0,  0,  0,  1)))
    for i, v in enumerate(frame.verts):
        frame.key.data[i].co = m @ Vector(v.r)

def build_shape_keys(mdl):
    mdl.keys = []
    mdl.obj.shape_key_add(name="Basis",from_mix=False)
    mdl.mesh.shape_keys.name = mdl.name
    mdl.obj.active_shape_key_index = 0
    bpy.context.scene.frame_end = 0
    for i, frame in enumerate(mdl.frames):
        frame = mdl.frames[i]
        if frame.type:
            for j in range(len(frame.frames)):
                make_shape_key(mdl, i, j)
                bpy.context.scene.frame_end += 1
        else:
            make_shape_key(mdl, i)
            bpy.context.scene.frame_end += 1

    bpy.context.scene.frame_start = 1

def set_keys(act, data):
    for d in data:
        key, co = d
        dp = """key_blocks["%s"].value""" % key.name
        fc = act.fcurves.new(data_path = dp)
        fc.keyframe_points.add(len(co))
        for i in range(len(co)):
            fc.keyframe_points[i].co = co[i]
            fc.keyframe_points[i].interpolation = 'LINEAR'

def build_actions(mdl):
    sk = mdl.mesh.shape_keys
    ad = sk.animation_data_create()
    track = ad.nla_tracks.new();
    track.name = mdl.name
    start_frame = 1
    for frame in mdl.frames:
        act = bpy.data.actions.new(frame.name)
        data = []
        other_keys = mdl.keys[:]
        if frame.type:
            for j, subframe in enumerate(frame.frames):
                subframe.frameno = start_frame + j
                co = []
                if j > 1:
                    co.append((1.0, 0.0))
                if j > 0:
                    co.append((j * 1.0, 0.0))
                co.append(((j + 1) * 1.0, 1.0))
                if j < len(frame.frames) - 2:
                    co.append(((j + 2) * 1.0, 0.0))
                if j < len(frame.frames) - 1:
                    co.append((len(frame.frames) * 1.0, 0.0))
                data.append((subframe.key, co))
                if subframe.key in other_keys:
                    del(other_keys[other_keys.index(subframe.key)])
            co = [(1.0, 0.0), (len(frame.frames) * 1.0, 0.0)]
            for k in other_keys:
                data.append((k, co))
        else:
            sub.frameno = start_frame + j
            data.append((frame.key, [(1.0, 1.0)]))
            if frame.key in other_keys:
                del(other_keys[other_keys.index(frame.key)])
            co = [(1.0, 0.0)]
            for k in other_keys:
                data.append((k, co))
        set_keys(act, data)
        track.strips.new(act.name, start_frame, act)
        start_frame += int(act.frame_range[1])

def merge_frames(mdl):
    def get_base(name):
        i = 0
        while i < len(name) and name[i] not in "0123456789":
            i += 1
        return name[:i]

    i = 0
    while i < len(mdl.frames):
        if mdl.frames[i].type:
            i += 1
            continue
        base = get_base(mdl.frames[i].name)
        j = i + 1
        while j < len(mdl.frames):
            if mdl.frames[j].type:
                break
            if get_base(mdl.frames[j].name) != base:
                break
            j += 1
        f = MDL.Frame()
        f.name = base
        f.type = 1
        f.frames = mdl.frames[i:j]
        mdl.frames[i:j] = [f]
        i += 1

def write_text(mdl):
    header="""
    /*  This script represents the animation data within the model file. It
        is generated automatically on import, and is optional when exporting.
        If no script is used when exporting, frames will be exported one per
        blender frame from the scene start frame to the scene end frame
        (inclusive), and one skin per teximage node will be exported.

        The fundamental format of the script is documented at
        http://quakeforge.net/doxygen/property-list.html

        The expected layout is a top-level dictionary with two expected
        entries:
            frames  array of frame entries. If missing, frames will be handled
                    as if there were no script.
            skins   array of skin entries. If missing, skins will be handled
                    as if there were no script.

        A frame entry is a dictionary with the following fields:
            name    The name of the frame to be written to the mdl file. In a
                    frame group, this will form the base for sub-frame names
                    (name + relative frame number: eg, frame1) if the
                    sub-frame does not have a name field. (string)
            frameno The blender frame to use for the captured animation. In a
                    frame group, this will be used as the base frame for any
                    sub-frames that do not specify a frame. While fractional
                    frames are supported, YMMV. (string:float)
            frames  Array of frame entries. If present, the current frame
                    entry is a frame group, and the frame entries specify
                    sub-frames. (array of dictionary)
                    NOTE: only top-level frames may be frame groups
            intervals   Array of frame end times for frame groups. No meaning
                    in blender, but the quake engine uses them for client-side
                    animations. Times must be ascending, but any step > 0 is
                    valid. Ignored for single frames. If not present in a
                    frame group, the sub-frames of the group will be written
                    as single frames (in order to undo the auto-group feature
                    of the importer). Excess times will be ignored, missing
                    times will be generated at 0.1
                    second intervals.
                    (array of string:float).

        A skin entry is a dictionary with the following fields:
            name    The name of the blender image to be used as the skin.
                    Ignored for skin groups (animated skins). (string)
            skins   Array of skin entries. If present, the current skin
                    entry is a skin group (animated skin), and the skin
                    entries specify sub-skin. (array of dictionary)
                    NOTE: only top-level skins may be skins groups
            intervals   Array of skin end times for skin groups. No meaning
                    in blender, but the quake engine uses them for client-side
                    animations. Times must be ascending, but any step > 0 is
                    valid. Ignored for single skins. If not present in a
                    skin group, it will be generated using 0.1 second
                    intervals. Excess times will be ignored, missing times
                    will be generated at 0.1 second intervals.
                    (array of string:float).
    */
    """
    d={'frames':[], 'skins':[]}
    for f in mdl.frames:
        d['frames'].append(f.info())
    for s in mdl.skins:
        d['skins'].append(s.info())
    pl = pldata()
    string = header + pl.write(d)

    txt = bpy.data.texts.new(mdl.name)
    txt.from_string(string)
    mdl.text = txt

def parse_flags(flags):
    #NOTE these are in QuakeForge priority order; a little different to id.
    # id has rocket and grenate between tracer2 and tracer3
    if flags & MDL.EF_ROCKET:
        return 'EF_ROCKET'
    elif flags & MDL.EF_GRENADE:
        return 'EF_GRENADE'
    elif flags & MDL.EF_GIB:
        return 'EF_GIB'
    elif flags & MDL.EF_ZOMGIB:
        return 'EF_ZOMGIB'
    elif flags & MDL.EF_TRACER:
        return 'EF_TRACER'
    elif flags & MDL.EF_TRACER2:
        return 'EF_TRACER2'
    elif flags & MDL.EF_TRACER3:
        return 'EF_TRACER3'
    else:
        return 'EF_NONE'

def set_properties(mdl):
    mdl.obj.qfmdl.eyeposition = mdl.eyeposition
    try:
        mdl.obj.qfmdl.synctype = MDL.SYNCTYPE[mdl.synctype]
    except IndexError:
        mdl.obj.qfmdl.synctype = 'ST_SYNC'
    mdl.obj.qfmdl.rotate = (mdl.flags & MDL.EF_ROTATE) and True or False
    mdl.obj.qfmdl.effects = parse_flags(mdl.flags)
    mdl.obj.qfmdl.script = mdl.text
    mdl.obj.qfmdl.md16 = (mdl.ident == "MD16")

def import_mdl(operator, context, filepath, **opts):
    bpy.context.preferences.edit.use_global_undo = False

    for obj in bpy.context.scene.collection.objects:
        obj.select_set(False)

    mdl = MDL()
    if not mdl.read(filepath):
        operator.report({'ERROR'},
            "Unrecognized format: %s %d" % (mdl.ident, mdl.version))
        return {'CANCELLED'}
    faces, uvs = make_faces(mdl)
    verts = make_verts(mdl, 0)
    mdl.mesh = bpy.data.meshes.new(mdl.name)
    mdl.mesh.from_pydata(verts, [], faces)
    mdl.obj = bpy.data.objects.new(mdl.name, mdl.mesh)

    bpy.context.scene.collection.objects.link(mdl.obj)
    mdl.obj.select_set(True)
    bpy.context.view_layer.objects.active = mdl.obj
    setup_skins(mdl, uvs)

    bpy.context.scene.frame_start = 1
    bpy.context.scene.frame_end = 1
    if len(mdl.frames) > 1 or mdl.frames[0].type:
        build_shape_keys(mdl)
        merge_frames(mdl)
        build_actions(mdl)
    write_text(mdl)
    set_properties(mdl)

    mdl.mesh.update()

    bpy.context.preferences.edit.use_global_undo = True
    return {'FINISHED'}
