# all files / src/ Skeleton.js

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     import Base from './core/Base';
    import Joint from './Joint';

    import glMatrix from './dep/glmatrix';
    var quat = glMatrix.quat;
    var vec3 = glMatrix.vec3;
    var mat4 = glMatrix.mat4;

    /**
     * @constructor clay.Skeleton
     */
    var Skeleton = Base.extend(function () {
        return /** @lends clay.Skeleton# */{

            /**
             * Relative root node that not affect transform of joint.
             * @type {clay.Node}
             */
            relativeRootNode: null,
            /**
             * @type {string}
             */
            name: '',

            /**
             * joints
             * @type {Array.<clay.Joint>}
             */
            joints: [],

            _clips: [],

            // Matrix to joint space (relative to root joint)
            _invBindPoseMatricesArray: null,

            // Use subarray instead of copy back each time computing matrix
            // http://jsperf.com/subarray-vs-copy-for-array-transform/5
            _jointMatricesSubArrays: [],

            // jointMatrix * currentPoseMatrix
            // worldTransform is relative to the root bone
            // still in model space not world space
            _skinMatricesArray: null,

            _skinMatricesSubArrays: [],

            _subSkinMatricesArray: {}
        };
    },
    /** @lends clay.Skeleton.prototype */
    {

        /**
         * Add a skinning clip and create a map between clip and skeleton
         * @param {clay.animation.SkinningClip} clip
         * @param {Object} [mapRule] Map between joint name in skeleton and joint name in clip
         */
        addClip: function (clip, mapRule) {
            // Clip have been exists in
            for (var i = 0; i < this._clips.length; i++) {
                if (this._clips[i].clip === clip) {
                    return;
                }
            }
            // Map the joint index in skeleton to joint pose index in clip
            var maps = [];
            for (var i = 0; i < this.joints.length; i++) {
                maps[i] = -1;
            }
            // Create avatar
            for (var i = 0; i < clip.tracks.length; i++) {
                for (var j = 0; j < this.joints.length; j++) {
                    var joint = this.joints[j];
                    var track = clip.tracks[i];
                    var jointName = joint.name;
                    if (mapRule) {
                        jointName = mapRule[jointName];
                    }
                    if (track.name === jointName) {
                        maps[j] = i;
                        break;
                    }
                }
            }

            this._clips.push({
                maps: maps,
                clip: clip
            });

            return this._clips.length - 1;
        },

        /**
         * @param {clay.animation.SkinningClip} clip
         */
        removeClip: function (clip) {
            var idx = -1;
            for (var i = 0; i < this._clips.length; i++) {
                if (this._clips[i].clip === clip) {
                    idx = i;
                    break;
                }
            }
            if (idx > 0) {
                this._clips.splice(idx, 1);
            }
        },
        /**
         * Remove all clips
         */
        removeClipsAll: function () {
            this._clips = [];
        },

        /**
         * Get clip by index
         * @param  {number} index
         */
        getClip: function (index) {
            if (this._clips[index]) {
                return this._clips[index].clip;
            }
        },

        /**
         * @return {number}
         */
        getClipNumber: function () {
            return this._clips.length;
        },

        /**
         * Calculate joint matrices from node transform
         * @function
         */
        updateJointMatrices: (function () {

            var m4 = mat4.create();

            return function () {
                this._invBindPoseMatricesArray = new Float32Array(this.joints.length * 16);
                this._skinMatricesArray = new Float32Array(this.joints.length * 16);

                for (var i = 0; i < this.joints.length; i++) {
                    var joint = this.joints[i];
                    mat4.copy(m4, joint.node.worldTransform.array);
                    mat4.invert(m4, m4);

                    var offset = i * 16;
                    for (var j = 0; j < 16; j++) {
                        this._invBindPoseMatricesArray[offset + j] = m4[j];
                    }
                }

                this.updateMatricesSubArrays();
            };
        })(),

        setJointMatricesArray: function (arr) {
            this._invBindPoseMatricesArray = arr;
            this._skinMatricesArray = new Float32Array(arr.length);
            this.updateMatricesSubArrays();
        },

        updateMatricesSubArrays: function () {
            for (var i = 0; i < this.joints.length; i++) {
                this._jointMatricesSubArrays[i] = this._invBindPoseMatricesArray.subarray(i * 16, (i+1) * 16);
                this._skinMatricesSubArrays[i] = this._skinMatricesArray.subarray(i * 16, (i+1) * 16);
            }
        },

        /**
         * Update skinning matrices
         */
        update: function () {

            this._setPose();

            for (var i = 0; i < this.joints.length; i++) {
                var joint = this.joints[i];
                mat4.multiply(
                    this._skinMatricesSubArrays[i],
                    joint.node.worldTransform.array,
                    this._jointMatricesSubArrays[i]
                );
            }
        },

        getSubSkinMatrices: function (meshId, joints) {
            var subArray = this._subSkinMatricesArray[meshId];
            if (!subArray) {
                subArray
                    = this._subSkinMatricesArray[meshId]
                    = new Float32Array(joints.length * 16);
            }
            var cursor = 0;
            for (var i = 0; i < joints.length; i++) {
                var idx = joints[i];
                for (var j = 0; j < 16; j++) {
                    subArray[cursor++] = this._skinMatricesArray[idx * 16 + j];
                }
            }
            return subArray;
        },

        _setPose: function () {
            if (this._clips[0]) {
                var clip = this._clips[0].clip;
                var maps = this._clips[0].maps;

                for (var i = 0; i < this.joints.length; i++) {
                    var joint = this.joints[i];
                    if (maps[i] === -1) {
                        continue;
                    }
                    var pose = clip.tracks[maps[i]];

                    // Not update if there is no data.
                    // PENDING If sync pose.position, pose.rotation, pose.scale
                    if (pose.channels.position) {
                        vec3.copy(joint.node.position.array, pose.position);
                    }
                    if (pose.channels.rotation) {
                        quat.copy(joint.node.rotation.array, pose.rotation);
                    }
                    if (pose.channels.scale) {
                        vec3.copy(joint.node.scale.array, pose.scale);
                    }

                    joint.node.position._dirty = true;
                    joint.node.rotation._dirty = true;
                    joint.node.scale._dirty = true;
                }
            }
        },

        clone: function (clonedNodesMap) {
            var skeleton = new Skeleton();
            skeleton.name = this.name;

            for (var i = 0; i < this.joints.length; i++) {
                var newJoint = new Joint();
                var joint = this.joints[i];
                newJoint.name = joint.name;
                newJoint.index = joint.index;

                if (clonedNodesMap) {
                    var newNode = clonedNodesMap[joint.node.__uid__];

                    if (!newNode) {
                        // PENDING
                        console.warn('Can\'t find node');
                    }

                    newJoint.node = newNode || joint.node;
                }
                else {
                    newJoint.node = joint.node;
                }

                skeleton.joints.push(newJoint);
            }

            if (this._invBindPoseMatricesArray) {
                var len = this._invBindPoseMatricesArray.length;
                skeleton._invBindPoseMatricesArray = new Float32Array(len);
                for (var i = 0; i < len; i++) {
                    skeleton._invBindPoseMatricesArray[i] = this._invBindPoseMatricesArray[i];
                }

                skeleton._skinMatricesArray = new Float32Array(len);

                skeleton.updateMatricesSubArrays();
            }

            skeleton.update();

            return skeleton;
        }
    });

    export default Skeleton;