//-*****************************************************************************
//
// Copyright (c) 2009-2011,
//  Sony Pictures Imageworks, Inc. and
//  Industrial Light & Magic, a division of Lucasfilm Entertainment Company Ltd.
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#include "util.h"
#include "PointHelper.h"
#include "NodeIteratorVisitorHelper.h"

#include <maya/MString.h>
#include <maya/MPoint.h>
#include <maya/MPointArray.h>
#include <maya/MVector.h>
#include <maya/MGlobal.h>
#include <maya/MVectorArray.h>
#include <maya/MFnParticleSystem.h>


MStatus read(double iFrame, const Alembic::AbcGeom::IPoints & iNode,
    MObject & iObject)
{
    MStatus status = MS::kSuccess;

    printWarning("Reading animated particle data not supported.");

    return status;
}

MStatus create(double iFrame, const Alembic::AbcGeom::IPoints & iNode,
    MObject & iParent, MObject & iObject)
{
    MStatus status = MS::kSuccess;
    Alembic::AbcGeom::IPointsSchema schema = iNode.getSchema();

    // object has no samples, bail early
    if (schema.getNumSamples() == 0)
    {
        return status;
    }

    Alembic::AbcGeom::IPointsSchema::Sample samp;
    Alembic::AbcCoreAbstract::index_t index =
        schema.getTimeSampling()->getNearIndex(
            iFrame, schema.getNumSamples()).first;

    schema.get(samp, index);

    size_t pSize = samp.getPositions()->size();

    // bail early if there's no particle data at this frame
    if (pSize == 0)
    {
        return status;
    }

    // convert the data to Maya format
    MFnParticleSystem fnParticle;
    iObject = fnParticle.create(iParent, &status);
    fnParticle.setObject(iObject);
    fnParticle.setName(iNode.getName().c_str());

    MPointArray pArray;
    Alembic::Abc::P3fArraySamplePtr v3ptr = samp.getPositions();
    MVectorArray vArray;

    for (unsigned int pId = 0; pId < pSize; pId++)
    {
        pArray.append((*v3ptr)[pId].x,
                      (*v3ptr)[pId].y,
                      (*v3ptr)[pId].z);
    }

    status = fnParticle.emit(pArray);
    status = fnParticle.saveInitialState();

    return status;
}
