/*
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*/

/** @file Defines helper data structures for the import of 3DS files */

#ifndef AI_3DSFILEHELPER_H_INC
#define AI_3DSFILEHELPER_H_INC


#include "SpatialSort.h"
#include "SmoothingGroups.h"

namespace Assimp	{
namespace D3DS	{

#include "./../include/assimp/Compiler/pushpack1.h"

// ---------------------------------------------------------------------------
/** Discreet3DS class: Helper class for loading 3ds files. Defines chunks
*  and data structures.
*/
class Discreet3DS
{
private:
	inline Discreet3DS() {}

public:

	//! data structure for a single chunk in a .3ds file
	struct Chunk
	{
		uint16_t	Flag;
		uint32_t	Size;
	} PACK_STRUCT;


	//! Used for shading field in material3ds structure
	//! From AutoDesk 3ds SDK
	typedef enum
	{
		// translated to gouraud shading with wireframe active
		Wire = 0x0,

		// if this material is set, no vertex normals will
		// be calculated for the model. Face normals + gouraud
		Flat = 0x1,

		// standard gouraud shading
		Gouraud = 0x2,

		// phong shading
		Phong = 0x3,

		// cooktorrance or anistropic phong shading ...
		// the exact meaning is unknown, if you know it
		// feel free to tell me ;-)
		Metal = 0x4,

		// required by the ASE loader
		Blinn = 0x5
	} shadetype3ds;

	// Flags for animated keys
	enum
	{
		KEY_USE_TENS         = 0x1,
		KEY_USE_CONT         = 0x2,
		KEY_USE_BIAS         = 0x4,
		KEY_USE_EASE_TO      = 0x8,
		KEY_USE_EASE_FROM    = 0x10
	} ;

	enum 
	{

		// ********************************************************************
		// Basic chunks which can be found everywhere in the file
		CHUNK_VERSION	= 0x0002,
		CHUNK_RGBF      = 0x0010,		// float4 R; float4 G; float4 B
		CHUNK_RGBB      = 0x0011,		// int1 R; int1 G; int B

		// Linear color values (gamma = 2.2?)
		CHUNK_LINRGBF      = 0x0013,	// float4 R; float4 G; float4 B
		CHUNK_LINRGBB      = 0x0012,	// int1 R; int1 G; int B

		CHUNK_PERCENTW	= 0x0030,		// int2   percentage
		CHUNK_PERCENTF	= 0x0031,		// float4  percentage
		// ********************************************************************

		// Prj master chunk
		CHUNK_PRJ       = 0xC23D,

		// MDLI master chunk
		CHUNK_MLI       = 0x3DAA,

		// Primary main chunk of the .3ds file
		CHUNK_MAIN      = 0x4D4D,

		// Mesh main chunk
		CHUNK_OBJMESH   = 0x3D3D,

		// Specifies the background color of the .3ds file
		// This is passed through the material system for
		// viewing purposes.
		CHUNK_BKGCOLOR  = 0x1200,

		// Specifies the ambient base color of the scene.
		// This is added to all materials in the file
		CHUNK_AMBCOLOR  = 0x2100,

		// Specifies the background image for the whole scene
		// This value is passed through the material system
		// to the viewer 
		CHUNK_BIT_MAP   = 0x1100,
		CHUNK_BIT_MAP_EXISTS  = 0x1101,

		// ********************************************************************
		// Viewport related stuff. Ignored
		CHUNK_DEFAULT_VIEW = 0x3000,
		CHUNK_VIEW_TOP = 0x3010,
		CHUNK_VIEW_BOTTOM = 0x3020,
		CHUNK_VIEW_LEFT = 0x3030,
		CHUNK_VIEW_RIGHT = 0x3040,
		CHUNK_VIEW_FRONT = 0x3050,
		CHUNK_VIEW_BACK = 0x3060,
		CHUNK_VIEW_USER = 0x3070,
		CHUNK_VIEW_CAMERA = 0x3080,
		// ********************************************************************

		// Mesh chunks
		CHUNK_OBJBLOCK  = 0x4000,
		CHUNK_TRIMESH   = 0x4100,
		CHUNK_VERTLIST  = 0x4110,
		CHUNK_VERTFLAGS = 0x4111,
		CHUNK_FACELIST  = 0x4120,
		CHUNK_FACEMAT   = 0x4130,
		CHUNK_MAPLIST   = 0x4140,
		CHUNK_SMOOLIST  = 0x4150,
		CHUNK_TRMATRIX  = 0x4160,
		CHUNK_MESHCOLOR = 0x4165,
		CHUNK_TXTINFO   = 0x4170,
		CHUNK_LIGHT     = 0x4600,
		CHUNK_CAMERA    = 0x4700,
		CHUNK_HIERARCHY = 0x4F00,

		// Specifies the global scaling factor. This is applied
		// to the root node's transformation matrix
		CHUNK_MASTER_SCALE    = 0x0100,

		// ********************************************************************
		// Material chunks
		CHUNK_MAT_MATERIAL  = 0xAFFF,

			// asciiz containing the name of the material
			CHUNK_MAT_MATNAME   = 0xA000, 
			CHUNK_MAT_AMBIENT   = 0xA010, // followed by color chunk
			CHUNK_MAT_DIFFUSE   = 0xA020, // followed by color chunk
			CHUNK_MAT_SPECULAR  = 0xA030, // followed by color chunk

			// Specifies the shininess of the material
			// followed by percentage chunk
			CHUNK_MAT_SHININESS  = 0xA040, 
			CHUNK_MAT_SHININESS_PERCENT  = 0xA041 ,

			// Specifies the shading mode to be used
			// followed by a short
			CHUNK_MAT_SHADING  = 0xA100, 

			// NOTE: Emissive color (self illumination) seems not
			// to be a color but a single value, type is unknown.
			// Make the parser accept both of them.
			// followed by percentage chunk (?)
			CHUNK_MAT_SELF_ILLUM = 0xA080,  

			// Always followed by percentage chunk	(?)
			CHUNK_MAT_SELF_ILPCT = 0xA084,  

			// Always followed by percentage chunk
			CHUNK_MAT_TRANSPARENCY = 0xA050, 

			// Diffuse texture channel 0 
			CHUNK_MAT_TEXTURE   = 0xA200,

			// Contains opacity information for each texel
			CHUNK_MAT_OPACMAP = 0xA210,

			// Contains a reflection map to be used to reflect
			// the environment. This is partially supported.
			CHUNK_MAT_REFLMAP = 0xA220,

			// Self Illumination map (emissive colors)
			CHUNK_MAT_SELFIMAP = 0xA33d,	

			// Bumpmap. Not specified whether it is a heightmap
			// or a normal map. Assme it is a heightmap since
			// artist normally prefer this format.
			CHUNK_MAT_BUMPMAP = 0xA230,

			// Specular map. Seems to influence the specular color
			CHUNK_MAT_SPECMAP = 0xA204,

			// Holds shininess data. 
			CHUNK_MAT_MAT_SHINMAP = 0xA33C,

			// Scaling in U/V direction.
			// (need to gen separate UV coordinate set 
			// and do this by hand)
			CHUNK_MAT_MAP_USCALE 	  = 0xA354,
			CHUNK_MAT_MAP_VSCALE 	  = 0xA356,

			// Translation in U/V direction.
			// (need to gen separate UV coordinate set 
			// and do this by hand)
			CHUNK_MAT_MAP_UOFFSET 	  = 0xA358,
			CHUNK_MAT_MAP_VOFFSET 	  = 0xA35a,

			// UV-coordinates rotation around the z-axis
			// Assumed to be in radians.
			CHUNK_MAT_MAP_ANG = 0xA35C,

			// Tiling flags for 3DS files
			CHUNK_MAT_MAP_TILING = 0xa351,

			// Specifies the file name of a texture
			CHUNK_MAPFILE   = 0xA300,

			// Specifies whether a materail requires two-sided rendering
			CHUNK_MAT_TWO_SIDE = 0xA081,  
		// ********************************************************************

		// Main keyframer chunk. Contains translation/rotation/scaling data
		CHUNK_KEYFRAMER		= 0xB000,

		// Supported sub chunks
		CHUNK_TRACKINFO		= 0xB002,
		CHUNK_TRACKOBJNAME  = 0xB010,
		CHUNK_TRACKDUMMYOBJNAME  = 0xB011,
		CHUNK_TRACKPIVOT    = 0xB013,
		CHUNK_TRACKPOS      = 0xB020,
		CHUNK_TRACKROTATE   = 0xB021,
		CHUNK_TRACKSCALE    = 0xB022,

		// ********************************************************************
		// Keyframes for various other stuff in the file
		// Partially ignored
		CHUNK_AMBIENTKEY    = 0xB001,
		CHUNK_TRACKMORPH    = 0xB026,
		CHUNK_TRACKHIDE     = 0xB029,
		CHUNK_OBJNUMBER     = 0xB030,
		CHUNK_TRACKCAMERA	= 0xB003,
		CHUNK_TRACKFOV		= 0xB023,
		CHUNK_TRACKROLL		= 0xB024,
		CHUNK_TRACKCAMTGT	= 0xB004,
		CHUNK_TRACKLIGHT	= 0xB005,
		CHUNK_TRACKLIGTGT	= 0xB006,
		CHUNK_TRACKSPOTL	= 0xB007,
		CHUNK_FRAMES		= 0xB008,
		// ********************************************************************

		// light sub-chunks
		CHUNK_DL_OFF                 = 0x4620,
		CHUNK_DL_OUTER_RANGE         = 0x465A,
		CHUNK_DL_INNER_RANGE         = 0x4659,
		CHUNK_DL_MULTIPLIER          = 0x465B,
		CHUNK_DL_EXCLUDE             = 0x4654,
		CHUNK_DL_ATTENUATE           = 0x4625,
		CHUNK_DL_SPOTLIGHT           = 0x4610,

		// camera sub-chunks
		CHUNK_CAM_RANGES             = 0x4720
	};
};

// ---------------------------------------------------------------------------
/** Helper structure representing a 3ds mesh face */
struct Face : public FaceWithSmoothingGroup
{
};

// ---------------------------------------------------------------------------
/** Helper structure representing a texture */
struct Texture
{
	//! Default constructor
	Texture()
		: mOffsetU	(0.0f)
		, mOffsetV	(0.0f)
		, mScaleU	(1.0f)
		, mScaleV	(1.0f)
		, mRotation	(0.0f)
		, mMapMode	(aiTextureMapMode_Wrap)
		, iUVSrc	(0)
	{
		mTextureBlend = get_qnan();
	}

	//! Specifies the blend factor for the texture
	float mTextureBlend;

	//! Specifies the filename of the texture
	std::string mMapName;

	//! Specifies texture coordinate offsets/scaling/rotations
	float mOffsetU;
	float mOffsetV;
	float mScaleU;
	float mScaleV;
	float mRotation;

	//! Specifies the mapping mode to be used for the texture
	aiTextureMapMode mMapMode;

	//! Used internally
	bool bPrivate;
	int iUVSrc;
};

#include "./../include/assimp/Compiler/poppack1.h"

// ---------------------------------------------------------------------------
/** Helper structure representing a 3ds material */
struct Material
{
	//! Default constructor. Builds a default name for the material
	Material()
		: 
	mDiffuse			(0.6f,0.6f,0.6f), // FIX ... we won't want object to be black
	mSpecularExponent	(0.0f),
	mShininessStrength	(1.0f),
	mShading(Discreet3DS::Gouraud),
	mTransparency		(1.0f),
	mBumpHeight			(1.0f),
	mTwoSided			(false)
	{
		static int iCnt = 0;
		
		char szTemp[128];
		sprintf(szTemp,"UNNAMED_%i",iCnt++);
		mName = szTemp;
	}

	//! Name of the material
	std::string mName;
	//! Diffuse color of the material
	aiColor3D mDiffuse;
	//! Specular exponent
	float mSpecularExponent;
	//! Shininess strength, in percent
	float mShininessStrength;
	//! Specular color of the material
	aiColor3D mSpecular;
	//! Ambient color of the material
	aiColor3D mAmbient;
	//! Shading type to be used
	Discreet3DS::shadetype3ds mShading;
	//! Opacity of the material
	float mTransparency;
	//! Diffuse texture channel
	Texture sTexDiffuse;
	//! Opacity texture channel
	Texture sTexOpacity;
	//! Specular texture channel
	Texture sTexSpecular;
	//! Reflective texture channel
	Texture sTexReflective;
	//! Bump texture channel
	Texture sTexBump;
	//! Emissive texture channel
	Texture sTexEmissive;
	//! Shininess texture channel
	Texture sTexShininess;
	//! Scaling factor for the bump values
	float mBumpHeight;
	//! Emissive color
	aiColor3D mEmissive;
	//! Ambient texture channel
	//! (used by the ASE format)
	Texture sTexAmbient;
	//! True if the material must be rendered from two sides
	bool mTwoSided;
};

// ---------------------------------------------------------------------------
/** Helper structure to represent a 3ds file mesh */
struct Mesh : public MeshWithSmoothingGroups<D3DS::Face>
{
	//! Default constructor
	Mesh()
	{
		static int iCnt = 0;
		
		// Generate a default name for the mesh
		char szTemp[128];
		::sprintf(szTemp,"UNNAMED_%i",iCnt++);
		mName = szTemp;
	}

	//! Name of the mesh
	std::string mName;

	//! Texture coordinates
	std::vector<aiVector3D> mTexCoords;

	//! Face materials
	std::vector<unsigned int> mFaceMaterials;

	//! Local transformation matrix
	aiMatrix4x4 mMat;
};

// ---------------------------------------------------------------------------
/** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the
    C-API, so it would be difficult to make them a template. */
struct aiFloatKey 
{
	double mTime;      ///< The time of this key
	float mValue;	///< The value of this key

#ifdef __cplusplus

	// time is not compared
	bool operator == (const aiFloatKey& o) const
		{return o.mValue == this->mValue;}

	bool operator != (const aiFloatKey& o) const
		{return o.mValue != this->mValue;}

	// Only time is compared. This operator is defined
	// for use with std::sort
	bool operator < (const aiFloatKey& o) const
		{return mTime < o.mTime;}

	bool operator > (const aiFloatKey& o) const
		{return mTime < o.mTime;}

#endif
};

// ---------------------------------------------------------------------------
/** Helper structure to represent a 3ds file node */
struct Node
{
	Node()

		:	mHierarchyPos		(0)
		,	mHierarchyIndex		(0)

	{
		static int iCnt = 0;
		
		// Generate a default name for the node
		char szTemp[128];
		::sprintf(szTemp,"UNNAMED_%i",iCnt++);
		mName = szTemp;

		aRotationKeys.reserve (20);
		aPositionKeys.reserve (20);
		aScalingKeys.reserve  (20);
	}

	~Node()
	{
		for (unsigned int i = 0; i < mChildren.size();++i)
			delete mChildren[i];
	}

	//! Pointer to the parent node
	Node* mParent;

	//! Holds all child nodes
	std::vector<Node*> mChildren;

	//! Name of the node
	std::string mName;

	//! Dummy nodes: real name to be combined with the $$$DUMMY 
	std::string mDummyName;

	//! Position of the node in the hierarchy (tree depth)
	int16_t mHierarchyPos;

	//! Index of the node
	int16_t mHierarchyIndex;

	//! Rotation keys loaded from the file
	std::vector<aiQuatKey> aRotationKeys;

	//! Position keys loaded from the file
	std::vector<aiVectorKey> aPositionKeys;

	//! Scaling keys loaded from the file
	std::vector<aiVectorKey> aScalingKeys;


	// For target lights (spot lights and directional lights):
	// The position of the target
	std::vector< aiVectorKey > aTargetPositionKeys;

	// For cameras: the camera roll angle
	std::vector< aiFloatKey > aCameraRollKeys;

	//! Pivot position loaded from the file
	aiVector3D vPivot;

	//! Add a child node, setup the right parent node for it
	//! \param pc Node to be 'adopted'
	inline Node& push_back(Node* pc)
	{
		mChildren.push_back(pc);
		pc->mParent = this;
		return *this;
	}
};
// ---------------------------------------------------------------------------
/** Helper structure analogue to aiScene */
struct Scene
{
	//! List of all materials loaded
	//! NOTE: 3ds references materials globally
	std::vector<Material> mMaterials;

	//! List of all meshes loaded
	std::vector<Mesh> mMeshes;

	//! List of all cameras loaded
	std::vector<aiCamera*> mCameras;

	//! List of all lights loaded
	std::vector<aiLight*> mLights;

	//! Pointer to the root node of the scene
	// --- moved to main class
	// Node* pcRootNode;
};


} // end of namespace D3DS
} // end of namespace Assimp

#endif // AI_XFILEHELPER_H_INC
