/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------

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  copyright notice, this list of conditions and the
  following disclaimer.

* Redistributions in binary form must reproduce the above
  copyright notice, this list of conditions and the
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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 <assimp/SmoothingGroups.h>
#include <assimp/SpatialSort.h>
#include <assimp/StringUtils.h>
#include <assimp/anim.h>
#include <assimp/camera.h>
#include <assimp/light.h>
#include <assimp/material.h>
#include <assimp/qnan.h>
#include <stdio.h> //sprintf

namespace Assimp {
namespace D3DS {

#include <assimp/Compiler/pushpack1.h>

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

    ~Discreet3DS() {
        // empty
    }

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
        CHUNK_PERCENTD = 0x0032, // float8  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 {
};

#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable : 4315)
#endif // _MSC_VER

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

    Texture(const Texture &other) :
            mTextureBlend(other.mTextureBlend),
            mMapName(other.mMapName),
            mOffsetU(other.mOffsetU),
            mOffsetV(other.mOffsetV),
            mScaleU(other.mScaleU),
            mScaleV(other.mScaleV),
            mRotation(other.mRotation),
            mMapMode(other.mMapMode),
            bPrivate(other.bPrivate),
            iUVSrc(other.iUVSrc) {
        // empty
    }

    Texture(Texture &&other) AI_NO_EXCEPT : mTextureBlend(std::move(other.mTextureBlend)),
                                            mMapName(std::move(other.mMapName)),
                                            mOffsetU(std::move(other.mOffsetU)),
                                            mOffsetV(std::move(other.mOffsetV)),
                                            mScaleU(std::move(other.mScaleU)),
                                            mScaleV(std::move(other.mScaleV)),
                                            mRotation(std::move(other.mRotation)),
                                            mMapMode(std::move(other.mMapMode)),
                                            bPrivate(std::move(other.bPrivate)),
                                            iUVSrc(std::move(other.iUVSrc)) {
        // empty
    }

    Texture &operator=(Texture &&other) AI_NO_EXCEPT {
        if (this == &other) {
            return *this;
        }

        mTextureBlend = std::move(other.mTextureBlend);
        mMapName = std::move(other.mMapName);
        mOffsetU = std::move(other.mOffsetU);
        mOffsetV = std::move(other.mOffsetV);
        mScaleU = std::move(other.mScaleU);
        mScaleV = std::move(other.mScaleV);
        mRotation = std::move(other.mRotation);
        mMapMode = std::move(other.mMapMode);
        bPrivate = std::move(other.bPrivate);
        iUVSrc = std::move(other.iUVSrc);

        return *this;
    }

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

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

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

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

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

#include <assimp/Compiler/poppack1.h>

#ifdef _MSC_VER
#pragma warning(pop)
#endif // _MSC_VER

// ---------------------------------------------------------------------------
/** Helper structure representing a 3ds material */
struct Material {
    //! Default constructor has been deleted
    Material() :
            mName(),
            mDiffuse(ai_real(0.6), ai_real(0.6), ai_real(0.6)),
            mSpecularExponent(ai_real(0.0)),
            mShininessStrength(ai_real(1.0)),
            mShading(Discreet3DS::Gouraud),
            mTransparency(ai_real(1.0)),
            mBumpHeight(ai_real(1.0)),
            mTwoSided(false) {
        // empty
    }

    //! Constructor with explicit name
    explicit Material(const std::string &name) :
            mName(name),
            mDiffuse(ai_real(0.6), ai_real(0.6), ai_real(0.6)),
            mSpecularExponent(ai_real(0.0)),
            mShininessStrength(ai_real(1.0)),
            mShading(Discreet3DS::Gouraud),
            mTransparency(ai_real(1.0)),
            mBumpHeight(ai_real(1.0)),
            mTwoSided(false) {
        // empty
    }

    Material(const Material &other) :
            mName(other.mName),
            mDiffuse(other.mDiffuse),
            mSpecularExponent(other.mSpecularExponent),
            mShininessStrength(other.mShininessStrength),
            mSpecular(other.mSpecular),
            mAmbient(other.mAmbient),
            mShading(other.mShading),
            mTransparency(other.mTransparency),
            sTexDiffuse(other.sTexDiffuse),
            sTexOpacity(other.sTexOpacity),
            sTexSpecular(other.sTexSpecular),
            sTexReflective(other.sTexReflective),
            sTexBump(other.sTexBump),
            sTexEmissive(other.sTexEmissive),
            sTexShininess(other.sTexShininess),
            mBumpHeight(other.mBumpHeight),
            mEmissive(other.mEmissive),
            sTexAmbient(other.sTexAmbient),
            mTwoSided(other.mTwoSided) {
        // empty
    }

    //! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
    Material(Material &&other) AI_NO_EXCEPT : mName(std::move(other.mName)),
                                              mDiffuse(std::move(other.mDiffuse)),
                                              mSpecularExponent(std::move(other.mSpecularExponent)),
                                              mShininessStrength(std::move(other.mShininessStrength)),
                                              mSpecular(std::move(other.mSpecular)),
                                              mAmbient(std::move(other.mAmbient)),
                                              mShading(std::move(other.mShading)),
                                              mTransparency(std::move(other.mTransparency)),
                                              sTexDiffuse(std::move(other.sTexDiffuse)),
                                              sTexOpacity(std::move(other.sTexOpacity)),
                                              sTexSpecular(std::move(other.sTexSpecular)),
                                              sTexReflective(std::move(other.sTexReflective)),
                                              sTexBump(std::move(other.sTexBump)),
                                              sTexEmissive(std::move(other.sTexEmissive)),
                                              sTexShininess(std::move(other.sTexShininess)),
                                              mBumpHeight(std::move(other.mBumpHeight)),
                                              mEmissive(std::move(other.mEmissive)),
                                              sTexAmbient(std::move(other.sTexAmbient)),
                                              mTwoSided(std::move(other.mTwoSided)) {
        // empty
    }

    Material &operator=(Material &&other) AI_NO_EXCEPT {
        if (this == &other) {
            return *this;
        }

        mName = std::move(other.mName);
        mDiffuse = std::move(other.mDiffuse);
        mSpecularExponent = std::move(other.mSpecularExponent);
        mShininessStrength = std::move(other.mShininessStrength),
        mSpecular = std::move(other.mSpecular);
        mAmbient = std::move(other.mAmbient);
        mShading = std::move(other.mShading);
        mTransparency = std::move(other.mTransparency);
        sTexDiffuse = std::move(other.sTexDiffuse);
        sTexOpacity = std::move(other.sTexOpacity);
        sTexSpecular = std::move(other.sTexSpecular);
        sTexReflective = std::move(other.sTexReflective);
        sTexBump = std::move(other.sTexBump);
        sTexEmissive = std::move(other.sTexEmissive);
        sTexShininess = std::move(other.sTexShininess);
        mBumpHeight = std::move(other.mBumpHeight);
        mEmissive = std::move(other.mEmissive);
        sTexAmbient = std::move(other.sTexAmbient);
        mTwoSided = std::move(other.mTwoSided);

        return *this;
    }

    virtual ~Material() {
        // empty
    }

    //! Name of the material
    std::string mName;
    //! Diffuse color of the material
    aiColor3D mDiffuse;
    //! Specular exponent
    ai_real mSpecularExponent;
    //! Shininess strength, in percent
    ai_real 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
    ai_real 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
    ai_real 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 has been deleted
    Mesh() = delete;

    //! Constructor with explicit name
    explicit Mesh(const std::string &name) :
            mName(name) {
    }

    //! 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
    ai_real 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() = delete;

    explicit Node(const std::string &name) :
            mParent(nullptr),
            mName(name),
            mInstanceNumber(0),
            mHierarchyPos(0),
            mHierarchyIndex(0),
            mInstanceCount(1) {
        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;

    //! InstanceNumber of the node
    int32_t mInstanceNumber;

    //! 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;

    //instance count, will be kept only for the first node
    int32_t mInstanceCount;

    //! 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
