//-
// ==========================================================================
// Copyright 1995,2006,2008 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk
// license agreement provided at the time of installation or download,
// or which otherwise accompanies this software in either electronic
// or hard copy form.
// ==========================================================================
//+

//////////////////////////////////////////////////////////////////
//
// ik2Bsolver: IK 2 Bone Solver
//
// This IK solver solves for 2 bones with
// rotate plane capability.
//
// To create the solver, load the plugin, and then type
// the following in the command window:
//
//   createNode -n ik2Bsolver ik2Bsolver;
//
// To use the solver, create two bones using the Joint Tool.
// Then either use the IK Handle Tool, 
// or type the following in the command window:
//
//   ikHandle -sol ik2Bsolver -sj joint1 -ee joint3;
//
// Moving the handle will cause the IK solver to solve.
//
// For convenience, the command "addIK2BsolverCallbacks"
// will set up callbacks to recreate the ik2Bsolver after a 
// File->New or File->Open, so that the solver will 
// appear to be persistent.
//
//////////////////////////////////////////////////////////////////


#include <math.h>
#include <maya/MIOStream.h>

#include <maya/MFnPlugin.h>
#include <maya/MObject.h>
#include <maya/MDagPath.h>

#include <maya/MString.h>
#include <maya/MPoint.h>
#include <maya/MVector.h>
#include <maya/MMatrix.h>
#include <maya/MQuaternion.h>
#include <AwPoint.h>
#include <AwVector.h>
#include <AwMatrix.h>
#include <AwQuaternion.h>

#include <maya/MPxIkSolverNode.h>
#include <maya/MIkHandleGroup.h>
#include <maya/MFnIkHandle.h>
#include <maya/MFnIkEffector.h>
#include <maya/MFnIkJoint.h>

#include <maya/MArgList.h>
#include <maya/MPxCommand.h>
#include <maya/MGlobal.h>
#include <maya/MSceneMessage.h>
#include <maya/MSelectionList.h>


#define kSolverType "ik2Bsolver"
#define kPi 3.14159265358979323846264338327950
#define kEpsilon 1.0e-5
#define absoluteValue(x) ((x) < 0 ? (-(x)) : (x))


//////////////////////////////////////////////////////////////////
//
// IK 2 Bone Solver Node
//
//////////////////////////////////////////////////////////////////
class ik2Bsolver : public MPxIkSolverNode {

public:
					ik2Bsolver();
    virtual			~ik2Bsolver();
	void			postConstructor();

	virtual MStatus	doSolve();
	virtual MString	solverTypeName() const;

	static	void*	creator();
	static  MStatus initialize();

	static	MTypeId	id;

private:
	AwVector poleVectorFromHandle(const MDagPath &handlePath);
	double	twistFromHandle(const MDagPath &handlePath);
};

void solveIK(const AwPoint &startJointPos,
			 const AwPoint &midJointPos,
			 const AwPoint &effectorPos,
			 const AwPoint &handlePos,
			 const AwVector &poleVector,
			 double twistValue,
			 AwQuaternion &qStart,
			 AwQuaternion &qMid);

MTypeId ik2Bsolver::id(0x58000030);

ik2Bsolver::ik2Bsolver()
	: MPxIkSolverNode()
{
}

ik2Bsolver::~ik2Bsolver() {}

void ik2Bsolver::postConstructor()
{
	setRotatePlane(true);
}

void* ik2Bsolver::creator()
{
	return new ik2Bsolver;
}

MStatus ik2Bsolver::initialize()
{ 
	return MS::kSuccess;
}

MString ik2Bsolver::solverTypeName() const
//
// This method returns the type name used to identify this solver.
//
{
	return MString(kSolverType);
}

MStatus ik2Bsolver::doSolve()
//
// This is the doSolve method which calls solveIK.
//
{
	MStatus stat;

	// Handle Group
	//
	MIkHandleGroup * handle_group = handleGroup();
	if (NULL == handle_group) {
		return MS::kFailure;
	}

	// Handle
	//
	// For single chain types of solvers, get the 0th handle.
	// Single chain solvers are solvers which act on one handle only, 
	// i.e. the	handle group for a single chain solver
	// has only one handle
	//
	MObject handle = handle_group->handle(0);
	MDagPath handlePath = MDagPath::getAPathTo(handle);
	MFnIkHandle handleFn(handlePath, &stat);

	// Effector
	//
	MDagPath effectorPath;
	handleFn.getEffector(effectorPath);
	MFnIkEffector effectorFn(effectorPath);

	// Mid Joint
	//
	effectorPath.pop();
	MFnIkJoint midJointFn(effectorPath);

	// Start Joint
	//
	MDagPath startJointPath;
	handleFn.getStartJoint(startJointPath);
	MFnIkJoint startJointFn(startJointPath);

	// Preferred angles
	//
	double startJointPrefAngle[3];
	double midJointPrefAngle[3];
	startJointFn.getPreferedAngle(startJointPrefAngle);
	midJointFn.getPreferedAngle(midJointPrefAngle);

	// Set to preferred angles
	//
	startJointFn.setRotation(startJointPrefAngle, 
							 startJointFn.rotationOrder());
	midJointFn.setRotation(midJointPrefAngle, 
						   midJointFn.rotationOrder());

	AwPoint handlePos = handleFn.rotatePivot(MSpace::kWorld);
	AwPoint effectorPos = effectorFn.rotatePivot(MSpace::kWorld);
	AwPoint midJointPos = midJointFn.rotatePivot(MSpace::kWorld);
	AwPoint startJointPos = startJointFn.rotatePivot(MSpace::kWorld);
	AwVector poleVector = poleVectorFromHandle(handlePath);
	poleVector *= handlePath.exclusiveMatrix();
	double twistValue = twistFromHandle(handlePath);
	
	AwQuaternion qStart, qMid;

	solveIK(startJointPos,
			midJointPos,
			effectorPos,
			handlePos,
			poleVector,
			twistValue,
			qStart,
			qMid);

	midJointFn.rotateBy(qMid, MSpace::kWorld);
	startJointFn.rotateBy(qStart, MSpace::kWorld);

	return MS::kSuccess;
}

void solveIK(const AwPoint &startJointPos,
			 const AwPoint &midJointPos,
			 const AwPoint &effectorPos,
			 const AwPoint &handlePos,
			 const AwVector &poleVector,
			 double twistValue,
			 AwQuaternion &qStart,
			 AwQuaternion &qMid)
//
// This is method that actually computes the IK solution.
//
{
	// vector from startJoint to midJoint
	AwVector vector1 = midJointPos - startJointPos;
	// vector from midJoint to effector
	AwVector vector2 = effectorPos - midJointPos;
	// vector from startJoint to handle
	AwVector vectorH = handlePos - startJointPos;
	// vector from startJoint to effector
	AwVector vectorE = effectorPos - startJointPos;
	// lengths of those vectors
	double length1 = vector1.length();
	double length2 = vector2.length();
	double lengthH = vectorH.length();
	// component of the vector1 orthogonal to the vectorE
	AwVector vectorO =
		vector1 - vectorE*((vector1*vectorE)/(vectorE*vectorE));

	//////////////////////////////////////////////////////////////////
	// calculate q12 which solves for the midJoint rotation
	//////////////////////////////////////////////////////////////////
	// angle between vector1 and vector2
	double vectorAngle12 = vector1.angle(vector2);
	// vector orthogonal to vector1 and 2
	AwVector vectorCross12 = vector1^vector2;
	double lengthHsquared = lengthH*lengthH;
	// angle for arm extension 
	double cos_theta = 
		(lengthHsquared - length1*length1 - length2*length2)
		/(2*length1*length2);
	if (cos_theta > 1) 
		cos_theta = 1;
	else if (cos_theta < -1) 
		cos_theta = -1;
	double theta = acos(cos_theta);
	// quaternion for arm extension
	AwQuaternion q12(theta - vectorAngle12, vectorCross12);
	
	//////////////////////////////////////////////////////////////////
	// calculate qEH which solves for effector rotating onto the handle
	//////////////////////////////////////////////////////////////////
	// vector2 with quaternion q12 applied
	vector2 = vector2.rotateBy(q12);
	// vectorE with quaternion q12 applied
	vectorE = vector1 + vector2;
	// quaternion for rotating the effector onto the handle
	AwQuaternion qEH(vectorE, vectorH);

	//////////////////////////////////////////////////////////////////
	// calculate qNP which solves for the rotate plane
	//////////////////////////////////////////////////////////////////
	// vector1 with quaternion qEH applied
	vector1 = vector1.rotateBy(qEH);
	if (vector1.isParallel(vectorH))
		// singular case, use orthogonal component instead
		vector1 = vectorO.rotateBy(qEH);
	// quaternion for rotate plane
	AwQuaternion qNP;
	if (!poleVector.isParallel(vectorH) && (lengthHsquared != 0)) {
		// component of vector1 orthogonal to vectorH
		AwVector vectorN = 
			vector1 - vectorH*((vector1*vectorH)/lengthHsquared);
		// component of pole vector orthogonal to vectorH
		AwVector vectorP = 
			poleVector - vectorH*((poleVector*vectorH)/lengthHsquared);
		double dotNP = (vectorN*vectorP)/(vectorN.length()*vectorP.length());
		if (absoluteValue(dotNP + 1.0) < kEpsilon) {
			// singular case, rotate halfway around vectorH
			AwQuaternion qNP1(kPi, vectorH);
			qNP = qNP1;
		}
		else {
			AwQuaternion qNP2(vectorN, vectorP);
			qNP = qNP2;
		}
	}

	//////////////////////////////////////////////////////////////////
	// calculate qTwist which adds the twist
	//////////////////////////////////////////////////////////////////
	AwQuaternion qTwist(twistValue, vectorH);

	// quaternion for the mid joint
	qMid = q12;	
	// concatenate the quaternions for the start joint
	qStart = qEH*qNP*qTwist;
}

AwVector ik2Bsolver::poleVectorFromHandle(const MDagPath &handlePath)
//
// This method returns the pole vector of the IK handle.
//
{
	MStatus stat;
	MFnIkHandle handleFn(handlePath, &stat);
	MPlug pvxPlug = handleFn.findPlug("pvx");
	MPlug pvyPlug = handleFn.findPlug("pvy");
	MPlug pvzPlug = handleFn.findPlug("pvz");
	double pvxValue, pvyValue, pvzValue;
	pvxPlug.getValue(pvxValue);
	pvyPlug.getValue(pvyValue);
	pvzPlug.getValue(pvzValue);
	AwVector poleVector(pvxValue, pvyValue, pvzValue);
	return poleVector;
}

double ik2Bsolver::twistFromHandle(const MDagPath &handlePath)
//
// This method returns the twist of the IK handle.
//
{
	MStatus stat;
	MFnIkHandle handleFn(handlePath, &stat);
	MPlug twistPlug = handleFn.findPlug("twist");
	double twistValue;
	twistPlug.getValue(twistValue);
	return twistValue;
}


//////////////////////////////////////////////////////////////////
//
// IK 2 Bone Solver Callbacks
//
//////////////////////////////////////////////////////////////////

class addIK2BsolverCallbacks : public MPxCommand {
public:															
					addIK2BsolverCallbacks() {};
	virtual MStatus	doIt (const MArgList &);
	static void*	creator();
	
	// callback IDs for the solver callbacks
	static MCallbackId afterNewId;
	static MCallbackId afterOpenId;
};

MCallbackId addIK2BsolverCallbacks::afterNewId;
MCallbackId addIK2BsolverCallbacks::afterOpenId;															

void *addIK2BsolverCallbacks::creator()
{
	return new addIK2BsolverCallbacks;
}

void createIK2BsolverAfterNew(void *clientData)
//
// This method creates the ik2Bsolver after a File->New.
//
{
	MSelectionList selList;
	MGlobal::getActiveSelectionList( selList );
	MGlobal::executeCommand("createNode -n ik2Bsolver ik2Bsolver");
	MGlobal::setActiveSelectionList( selList );
}

void createIK2BsolverAfterOpen(void *clientData)
//
// This method creates the ik2Bsolver after a File->Open
// if the ik2Bsolver does not exist in the loaded file.
//
{
	MSelectionList selList;
	MGlobal::getSelectionListByName("ik2Bsolver", selList);
	if (selList.length() == 0) {
		MGlobal::getActiveSelectionList( selList );
		MGlobal::executeCommand("createNode -n ik2Bsolver ik2Bsolver");
		MGlobal::setActiveSelectionList( selList );
	}
}

MStatus addIK2BsolverCallbacks::doIt(const MArgList &args)
//
// This method adds the File->New and File->Open callbacks
// used to recreate the ik2Bsolver.
//
{
    // Get the callback IDs so we can deregister them 
	// when the plug-in is unloaded.
	afterNewId = MSceneMessage::addCallback(MSceneMessage::kAfterNew, 
							   createIK2BsolverAfterNew);
	afterOpenId = MSceneMessage::addCallback(MSceneMessage::kAfterOpen, 
							   createIK2BsolverAfterOpen);
	return MS::kSuccess;
}


/////////////////////////////////////////////////////////
//
// Register the IK 2 Bone Solver and Callback Command
//
/////////////////////////////////////////////////////////
MStatus initializePlugin(MObject obj)
{
	MStatus		status;
	MFnPlugin	plugin(obj, PLUGIN_COMPANY, "2.5", "Any");

	status = plugin.registerNode("ik2Bsolver", 
								 ik2Bsolver::id,
								 &ik2Bsolver::creator,
								 &ik2Bsolver::initialize,
								 MPxNode::kIkSolverNode);
	if (!status) {
		status.perror("registerNode");
		return status;
	}

	status = plugin.registerCommand("addIK2BsolverCallbacks",
	                                addIK2BsolverCallbacks::creator);
	if (!status) {
		status.perror("registerCommand");
		return status;
	}

	// Register post-load MEL proc
	//
	// Note: We make use of the MFnPlugin::registerUI() method which executes
	// the given MEL procedures following the plugin load to execute our method.
	// This method will ensure that the solver node is created on plugin load.
	//
	//status = plugin.registerUI("ik2Bsolver", "");

	return status;
}

MStatus uninitializePlugin(MObject obj)
{
	MStatus		status;
	MFnPlugin	plugin(obj);

	status = plugin.deregisterNode(ik2Bsolver::id);
	if (!status) {
		status.perror("deregisterNode");
		return status;
	}

	status = plugin.deregisterCommand("addIK2BsolverCallbacks");
	if (!status) {
		status.perror("deregisterCommand");
		return status;
	}
	
	// Remove callbacks when plug-in is unloaded.
	MMessage::removeCallback(addIK2BsolverCallbacks::afterNewId);
	MMessage::removeCallback(addIK2BsolverCallbacks::afterOpenId);

	return status;
}

