/*
Open Asset Import Library (assimp)
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*/


/**  @file MDLLoader.h
 *   @brief Declaration of the loader for MDL files
 */

#ifndef AI_MDLLOADER_H_INCLUDED
#define AI_MDLLOADER_H_INCLUDED

#include "BaseImporter.h"

struct aiNode;
#include "MDLFileData.h"
#include "HalfLifeFileData.h"

namespace Assimp	{


using namespace MDL;

// --------------------------------------------------------------------------------------
// Include file/line information in debug builds
#ifdef ASSIMP_BUILD_DEBUG
#	define VALIDATE_FILE_SIZE(msg) SizeCheck(msg,__FILE__,__LINE__)
#else
#	define VALIDATE_FILE_SIZE(msg) SizeCheck(msg)
#endif

// --------------------------------------------------------------------------------------
/** @brief Class to load MDL files.
 *
 *  Several subformats exist:
 *   <ul>
 *      <li>Quake I</li>
 *      <li>3D Game Studio MDL3, MDL4</li>
 *      <li>3D Game Studio MDL5</li>
 *      <li>3D Game Studio MDL7</li>
 *      <li>Halflife 2</li>
 *   </ul>
 *  These formats are partially identical and it would be possible to load
 *  them all with a single 1000-line function-beast. However, it has been
 *  split into several code paths to make the code easier to read and maintain.
*/
class MDLImporter : public BaseImporter
{
public:
	MDLImporter();
	~MDLImporter();


public:

	// -------------------------------------------------------------------
	/** Returns whether the class can handle the format of the given file. 
	* See BaseImporter::CanRead() for details.	*/
	bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
		bool checkSig) const;


	// -------------------------------------------------------------------
	/** Called prior to ReadFile().
	* The function is a request to the importer to update its configuration
	* basing on the Importer's configuration property list.
	*/
	void SetupProperties(const Importer* pImp);

protected:


	// -------------------------------------------------------------------
	/** Called by Importer::GetExtensionList() for each loaded importer.
	 * See BaseImporter::GetExtensionList() for details
	 */
	void GetExtensionList(std::set<std::string>& extensions);

	// -------------------------------------------------------------------
	/** Imports the given file into the given scene structure. 
	* See BaseImporter::InternReadFile() for details
	*/
	void InternReadFile( const std::string& pFile, aiScene* pScene, 
		IOSystem* pIOHandler);

protected:

	// -------------------------------------------------------------------
	/** Import a quake 1 MDL file (IDPO)
	*/
	void InternReadFile_Quake1( );

	// -------------------------------------------------------------------
	/** Import a GameStudio A4/A5 file (MDL 3,4,5)
	*/
	void InternReadFile_3DGS_MDL345( );

	// -------------------------------------------------------------------
	/** Import a GameStudio A7 file (MDL 7)
	*/
	void InternReadFile_3DGS_MDL7( );

	// -------------------------------------------------------------------
	/** Import a CS:S/HL2 MDL file (not fully implemented)
	*/
	void InternReadFile_HL2( );

	// -------------------------------------------------------------------
	/** Check whether a given position is inside the valid range
	 *  Throw a DeadlyImportError if it is not
	 * \param szPos Cursor position
	 * \param szFile Name of the source file from which the function was called
	 * \param iLine Source code line from which the function was called
	*/
	void SizeCheck(const void* szPos);
	void SizeCheck(const void* szPos, const char* szFile, unsigned int iLine);


	// -------------------------------------------------------------------
	/** Validate the header data structure of a game studio MDL7 file
	 * \param pcHeader Input header to be validated
	 */
	void ValidateHeader_3DGS_MDL7(const MDL::Header_MDL7* pcHeader);

	// -------------------------------------------------------------------
	/** Validate the header data structure of a Quake 1 model
	 * \param pcHeader Input header to be validated
	 */
	void ValidateHeader_Quake1(const MDL::Header* pcHeader);


	// -------------------------------------------------------------------
	/** Try to load a  palette from the current directory (colormap.lmp)
	 *  If it is not found the default palette of Quake1 is returned
	 */
	void SearchPalette(const unsigned char** pszColorMap);

	// -------------------------------------------------------------------
	/** Free a palette created with a previous call to SearchPalette()
	 */
	void FreePalette(const unsigned char* pszColorMap);


	// -------------------------------------------------------------------
	/** Load a paletized texture from the file and convert it to 32bpp
	*/
	void CreateTextureARGB8_3DGS_MDL3(const unsigned char* szData);

	// -------------------------------------------------------------------
	/** Used to load textures from MDL3/4
	 * \param szData Input data
	 * \param iType Color data type
	 * \param piSkip Receive: Size to skip, in bytes
	*/
	void CreateTexture_3DGS_MDL4(const unsigned char* szData, 
		unsigned int iType,
		unsigned int* piSkip);


	// -------------------------------------------------------------------
	/** Used to load textures from MDL5
	 * \param szData Input data
	 * \param iType Color data type
	 * \param piSkip Receive: Size to skip, in bytes
	*/
	void CreateTexture_3DGS_MDL5(const unsigned char* szData, 
		unsigned int iType,
		unsigned int* piSkip);


	// -------------------------------------------------------------------
	/** Checks whether a texture can be replaced with a single color
	 * This is useful for all file formats before MDL7 (all those
	 * that are not containing material colors separate from textures).
	 * MED seems to write dummy 8x8 monochrome images instead.
	 * \param pcTexture Input texture
	 * \return aiColor.r is set to qnan if the function fails and no
	 *   color can be found.
	*/
	aiColor4D ReplaceTextureWithColor(const aiTexture* pcTexture);


	// -------------------------------------------------------------------
	/** Converts the absolute texture coordinates in MDL5 files to
	 *  relative in a range between 0 and 1
	*/
	void CalculateUVCoordinates_MDL5();


	// -------------------------------------------------------------------
	/** Read an UV coordinate from the file. If the file format is not
	 * MDL5, the function calculates relative texture coordinates
	 * \param vOut Receives the output UV coord
	 * \param pcSrc UV coordinate buffer
	 * \param UV coordinate index
	*/
	void ImportUVCoordinate_3DGS_MDL345( aiVector3D& vOut,
		const MDL::TexCoord_MDL3* pcSrc, 
		unsigned int iIndex);

	// -------------------------------------------------------------------
	/** Setup the material properties for Quake and MDL<7 models.
	 * These formats don't support more than one material per mesh,
	 * therefore the method processes only ONE skin and removes
	 * all others.
	 */
	void SetupMaterialProperties_3DGS_MDL5_Quake1( );


	// -------------------------------------------------------------------
	/** Parse a skin lump in a MDL7/HMP7 file with all of its features
	 *  variant 1: Current cursor position is the beginning of the skin header 
	 * \param szCurrent Current data pointer
	 * \param szCurrentOut Output data pointer
	 * \param pcMats Material list for this group. To be filled ...
	 */
	void ParseSkinLump_3DGS_MDL7(
		const unsigned char* szCurrent,
		const unsigned char** szCurrentOut,
		std::vector<aiMaterial*>& pcMats);

	// -------------------------------------------------------------------
	/** Parse a skin lump in a MDL7/HMP7 file with all of its features
	 *  variant 2: Current cursor position is the beginning of the skin data
	 * \param szCurrent Current data pointer
	 * \param szCurrentOut Output data pointer
	 * \param pcMatOut Output material
	 * \param iType header.typ
	 * \param iWidth header.width
	 * \param iHeight header.height
	 */
	void ParseSkinLump_3DGS_MDL7(
		const unsigned char* szCurrent,
		const unsigned char** szCurrentOut,
		aiMaterial* pcMatOut,
		unsigned int iType,
		unsigned int iWidth,
		unsigned int iHeight);

	// -------------------------------------------------------------------
	/** Skip a skin lump in a MDL7/HMP7 file 
	 * \param szCurrent Current data pointer
	 * \param szCurrentOut Output data pointer. Points to the byte just
	 * behind the last byte of the skin.
	 * \param iType header.typ
	 * \param iWidth header.width
	 * \param iHeight header.height
	 */
	void SkipSkinLump_3DGS_MDL7(const unsigned char* szCurrent,
		const unsigned char** szCurrentOut,
		unsigned int iType,
		unsigned int iWidth,
		unsigned int iHeight);

	// -------------------------------------------------------------------
	/** Parse texture color data for MDL5, MDL6 and MDL7 formats
	 * \param szData Current data pointer
	 * \param iType type of the texture data. No DDS or external
	 * \param piSkip Receive the number of bytes to skip
	 * \param pcNew Must point to fully initialized data. Width and 
	 *        height must be set. If pcNew->pcData is set to UINT_MAX,
	 *        piSkip will receive the size of the texture, in bytes, but no
	 *        color data will be read.
	 */
	void ParseTextureColorData(const unsigned char* szData, 
		unsigned int iType,
		unsigned int* piSkip,
		aiTexture* pcNew);

	// -------------------------------------------------------------------
	/** Join two materials / skins. Setup UV source ... etc
	 * \param pcMat1 First input material
	 * \param pcMat2 Second input material
	 * \param pcMatOut Output material instance to be filled. Must be empty
	 */
	void JoinSkins_3DGS_MDL7(aiMaterial* pcMat1,
		aiMaterial* pcMat2,
		aiMaterial* pcMatOut);

	// -------------------------------------------------------------------
	/** Add a bone transformation key to an animation
	 * \param iTrafo Index of the transformation (always==frame index?)
	 * No need to validate this index, it is always valid.
	 * \param pcBoneTransforms Bone transformation for this index
	 * \param apcOutBones Output bones array
	 */
	void AddAnimationBoneTrafoKey_3DGS_MDL7(unsigned int iTrafo,
		const MDL::BoneTransform_MDL7* pcBoneTransforms,
		MDL::IntBone_MDL7** apcBonesOut);

	// -------------------------------------------------------------------
	/** Load the bone list of a MDL7 file
	 * \return If the bones could be loaded successfully, a valid
	 *   array containing pointers to a temporary bone
	 *   representation. NULL if the bones could not be loaded.
	 */
	MDL::IntBone_MDL7** LoadBones_3DGS_MDL7();

	// -------------------------------------------------------------------
	/** Load bone transformation keyframes from a file chunk
	 * \param groupInfo -> doc of data structure
	 * \param frame -> doc of data structure
	 * \param shared -> doc of data structure
	 */
	void ParseBoneTrafoKeys_3DGS_MDL7(
		const MDL::IntGroupInfo_MDL7& groupInfo,
		IntFrameInfo_MDL7& frame,
		MDL::IntSharedData_MDL7& shared);

	// -------------------------------------------------------------------
	/** Calculate absolute bone animation matrices for each bone
	 * \param apcOutBones Output bones array
	 */
	void CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7** apcOutBones);

	// -------------------------------------------------------------------
	/** Add all bones to the nodegraph (as children of the root node)
	 * \param apcBonesOut List of bones
	 * \param pcParent Parent node. New nodes will be added to this node
	 * \param iParentIndex Index of the parent bone
	 */
	void AddBonesToNodeGraph_3DGS_MDL7(const MDL::IntBone_MDL7** apcBonesOut,
		aiNode* pcParent,uint16_t iParentIndex);

	// -------------------------------------------------------------------
	/** Build output animations
	 * \param apcBonesOut List of bones
	 */
	void BuildOutputAnims_3DGS_MDL7(const MDL::IntBone_MDL7** apcBonesOut);

	// -------------------------------------------------------------------
	/** Handles materials that are just referencing another material
	 * There is no test file for this feature, but Conitec's doc
	 * say it is used.
	 */
	void HandleMaterialReferences_3DGS_MDL7();

	// -------------------------------------------------------------------
	/** Copies only the material that are referenced by at least one
	 * mesh to the final output material list. All other materials
	 * will be discarded.
	 * \param shared -> doc of data structure
	 */
	void CopyMaterials_3DGS_MDL7(MDL::IntSharedData_MDL7 &shared);

	// -------------------------------------------------------------------
	/** Process the frame section at the end of a group
	 * \param groupInfo -> doc of data structure
	 * \param shared -> doc of data structure
	 * \param szCurrent Pointer to the start of the frame section
	 * \param szCurrentOut Receives a pointer to the first byte of the
	 *   next data section.
	 * \return false to read no further groups (a small workaround for
	 *   some tiny and unsolved problems ... )
	 */
	bool ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
		MDL::IntGroupData_MDL7& groupData,
		MDL::IntSharedData_MDL7& shared,
		const unsigned char* szCurrent,
		const unsigned char** szCurrentOut);

	// -------------------------------------------------------------------
	/** Sort all faces by their materials. If the mesh is using
	 * multiple materials per face (that are blended together) the function
	 * might create new materials.
	 * \param groupInfo -> doc of data structure
	 * \param groupData -> doc of data structure
	 * \param splitGroupData -> doc of data structure
	 */
	void SortByMaterials_3DGS_MDL7(
		const MDL::IntGroupInfo_MDL7& groupInfo,
		MDL::IntGroupData_MDL7& groupData,
		MDL::IntSplitGroupData_MDL7& splitGroupData);
	
	// -------------------------------------------------------------------
	/** Read all faces and vertices from a MDL7 group. The function fills
	 *  preallocated memory buffers.
	 * \param groupInfo -> doc of data structure
	 * \param groupData -> doc of data structure
	 */
	void ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
		MDL::IntGroupData_MDL7& groupData);

	// -------------------------------------------------------------------
	/** Generate the final output meshes for a7 models
	 * \param groupData -> doc of data structure
	 * \param splitGroupData -> doc of data structure
	 */
	void GenerateOutputMeshes_3DGS_MDL7(
		MDL::IntGroupData_MDL7& groupData,
		MDL::IntSplitGroupData_MDL7& splitGroupData);

protected:

	/** Configuration option: frame to be loaded */
	unsigned int configFrameID;

	/** Configuration option: palette to be used to decode palletized images*/
	std::string configPalette;

	/** Buffer to hold the loaded file */
	unsigned char* mBuffer;
    
	/** For GameStudio MDL files: The number in the magic word, either 3,4 or 5 
	 * (MDL7 doesn't need this, the format has a separate loader) */
	unsigned int iGSFileVersion;

	/** Output I/O handler. used to load external lmp files */
	IOSystem* pIOHandler;

	/** Output scene to be filled */
	aiScene* pScene;

	/** Size of the input file in bytes */
	unsigned int iFileSize;
};

} // end of namespace Assimp

#endif // AI_3DSIMPORTER_H_INC
