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

Copyright (c) 2006-2020, assimp team


All rights reserved.

Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:

* Redistributions of source code must retain the above
  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
  following disclaimer in the documentation and/or other
  materials provided with the distribution.

* Neither the name of the assimp team, nor the names of its
  contributors may be used to endorse or promote products
  derived from this software without specific prior
  written permission of the assimp team.

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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

----------------------------------------------------------------------
*/

// TODO: refactor entire file to get rid of the "flat-copy" first approach
// to copying structures. This easily breaks in the most unintuitive way
// possible as new fields are added to assimp structures.

// ----------------------------------------------------------------------------
/** 
  * @file Implements Assimp::SceneCombiner. This is a smart utility
  *       class that combines multiple scenes, meshes, ... into one. Currently
  *       these utilities are used by the IRR and LWS loaders and the
  *       OptimizeGraph step.
  */
// ----------------------------------------------------------------------------
#include "ScenePrivate.h"
#include "time.h"
#include <assimp/Hash.h>
#include <assimp/SceneCombiner.h>
#include <assimp/StringUtils.h>
#include <assimp/fast_atof.h>
#include <assimp/mesh.h>
#include <assimp/metadata.h>
#include <assimp/scene.h>
#include <stdio.h>
#include <assimp/DefaultLogger.hpp>

namespace Assimp {

#if (__GNUC__ >= 8 && __GNUC_MINOR__ >= 0)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wclass-memaccess"
#endif

// ------------------------------------------------------------------------------------------------
// Add a prefix to a string
inline void PrefixString(aiString &string, const char *prefix, unsigned int len) {
    // If the string is already prefixed, we won't prefix it a second time
    if (string.length >= 1 && string.data[0] == '$')
        return;

    if (len + string.length >= MAXLEN - 1) {
        ASSIMP_LOG_VERBOSE_DEBUG("Can't add an unique prefix because the string is too long");
        ai_assert(false);
        return;
    }

    // Add the prefix
    ::memmove(string.data + len, string.data, string.length + 1);
    ::memcpy(string.data, prefix, len);

    // And update the string's length
    string.length += len;
}

// ------------------------------------------------------------------------------------------------
// Add node identifiers to a hashing set
void SceneCombiner::AddNodeHashes(aiNode *node, std::set<unsigned int> &hashes) {
    // Add node name to hashing set if it is non-empty - empty nodes are allowed
    // and they can't have any anims assigned so its absolutely safe to duplicate them.
    if (node->mName.length) {
        hashes.insert(SuperFastHash(node->mName.data, static_cast<uint32_t>(node->mName.length)));
    }

    // Process all children recursively
    for (unsigned int i = 0; i < node->mNumChildren; ++i) {
        AddNodeHashes(node->mChildren[i], hashes);
    }
}

// ------------------------------------------------------------------------------------------------
// Add a name prefix to all nodes in a hierarchy
void SceneCombiner::AddNodePrefixes(aiNode *node, const char *prefix, unsigned int len) {
    ai_assert(nullptr != prefix);

    PrefixString(node->mName, prefix, len);

    // Process all children recursively
    for (unsigned int i = 0; i < node->mNumChildren; ++i) {
        AddNodePrefixes(node->mChildren[i], prefix, len);
    }
}

// ------------------------------------------------------------------------------------------------
// Search for matching names
bool SceneCombiner::FindNameMatch(const aiString &name, std::vector<SceneHelper> &input, unsigned int cur) {
    const unsigned int hash = SuperFastHash(name.data, static_cast<uint32_t>(name.length));

    // Check whether we find a positive match in one of the given sets
    for (unsigned int i = 0; i < input.size(); ++i) {
        if (cur != i && input[i].hashes.find(hash) != input[i].hashes.end()) {
            return true;
        }
    }
    return false;
}

// ------------------------------------------------------------------------------------------------
// Add a name prefix to all nodes in a hierarchy if a hash match is found
void SceneCombiner::AddNodePrefixesChecked(aiNode *node, const char *prefix, unsigned int len,
        std::vector<SceneHelper> &input, unsigned int cur) {
    ai_assert(nullptr != prefix);

    const unsigned int hash = SuperFastHash(node->mName.data, static_cast<uint32_t>(node->mName.length));

    // Check whether we find a positive match in one of the given sets
    for (unsigned int i = 0; i < input.size(); ++i) {
        if (cur != i && input[i].hashes.find(hash) != input[i].hashes.end()) {
            PrefixString(node->mName, prefix, len);
            break;
        }
    }

    // Process all children recursively
    for (unsigned int i = 0; i < node->mNumChildren; ++i) {
        AddNodePrefixesChecked(node->mChildren[i], prefix, len, input, cur);
    }
}

// ------------------------------------------------------------------------------------------------
// Add an offset to all mesh indices in a node graph
void SceneCombiner::OffsetNodeMeshIndices(aiNode *node, unsigned int offset) {
    for (unsigned int i = 0; i < node->mNumMeshes; ++i)
        node->mMeshes[i] += offset;

    for (unsigned int i = 0; i < node->mNumChildren; ++i) {
        OffsetNodeMeshIndices(node->mChildren[i], offset);
    }
}

// ------------------------------------------------------------------------------------------------
// Merges two scenes. Currently only used by the LWS loader.
void SceneCombiner::MergeScenes(aiScene **_dest, std::vector<aiScene *> &src, unsigned int flags) {
    if (nullptr == _dest) {
        return;
    }

    // if _dest points to nullptr allocate a new scene. Otherwise clear the old and reuse it
    if (src.empty()) {
        if (*_dest) {
            (*_dest)->~aiScene();
            SceneCombiner::CopySceneFlat(_dest, src[0]);
        } else
            *_dest = src[0];
        return;
    }
    if (*_dest)
        (*_dest)->~aiScene();
    else
        *_dest = new aiScene();

    // Create a dummy scene to serve as master for the others
    aiScene *master = new aiScene();
    master->mRootNode = new aiNode();
    master->mRootNode->mName.Set("<MergeRoot>");

    std::vector<AttachmentInfo> srcList(src.size());
    for (unsigned int i = 0; i < srcList.size(); ++i) {
        srcList[i] = AttachmentInfo(src[i], master->mRootNode);
    }

    // 'master' will be deleted afterwards
    MergeScenes(_dest, master, srcList, flags);
}

// ------------------------------------------------------------------------------------------------
void SceneCombiner::AttachToGraph(aiNode *attach, std::vector<NodeAttachmentInfo> &srcList) {
    unsigned int cnt;
    for (cnt = 0; cnt < attach->mNumChildren; ++cnt) {
        AttachToGraph(attach->mChildren[cnt], srcList);
    }

    cnt = 0;
    for (std::vector<NodeAttachmentInfo>::iterator it = srcList.begin();
            it != srcList.end(); ++it) {
        if ((*it).attachToNode == attach && !(*it).resolved)
            ++cnt;
    }

    if (cnt) {
        aiNode **n = new aiNode *[cnt + attach->mNumChildren];
        if (attach->mNumChildren) {
            ::memcpy(n, attach->mChildren, sizeof(void *) * attach->mNumChildren);
            delete[] attach->mChildren;
        }
        attach->mChildren = n;

        n += attach->mNumChildren;
        attach->mNumChildren += cnt;

        for (unsigned int i = 0; i < srcList.size(); ++i) {
            NodeAttachmentInfo &att = srcList[i];
            if (att.attachToNode == attach && !att.resolved) {
                *n = att.node;
                (**n).mParent = attach;
                ++n;

                // mark this attachment as resolved
                att.resolved = true;
            }
        }
    }
}

// ------------------------------------------------------------------------------------------------
void SceneCombiner::AttachToGraph(aiScene *master, std::vector<NodeAttachmentInfo> &src) {
    ai_assert(nullptr != master);

    AttachToGraph(master->mRootNode, src);
}

// ------------------------------------------------------------------------------------------------
void SceneCombiner::MergeScenes(aiScene **_dest, aiScene *master, std::vector<AttachmentInfo> &srcList, unsigned int flags) {
    if (nullptr == _dest) {
        return;
    }

    // if _dest points to nullptr allocate a new scene. Otherwise clear the old and reuse it
    if (srcList.empty()) {
        if (*_dest) {
            SceneCombiner::CopySceneFlat(_dest, master);
        } else
            *_dest = master;
        return;
    }
    if (*_dest) {
        (*_dest)->~aiScene();
        new (*_dest) aiScene();
    } else
        *_dest = new aiScene();

    aiScene *dest = *_dest;

    std::vector<SceneHelper> src(srcList.size() + 1);
    src[0].scene = master;
    for (unsigned int i = 0; i < srcList.size(); ++i) {
        src[i + 1] = SceneHelper(srcList[i].scene);
    }

    // this helper array specifies which scenes are duplicates of others
    std::vector<unsigned int> duplicates(src.size(), UINT_MAX);

    // this helper array is used as lookup table several times
    std::vector<unsigned int> offset(src.size());

    // Find duplicate scenes
    for (unsigned int i = 0; i < src.size(); ++i) {
        if (duplicates[i] != i && duplicates[i] != UINT_MAX) {
            continue;
        }

        duplicates[i] = i;
        for (unsigned int a = i + 1; a < src.size(); ++a) {
            if (src[i].scene == src[a].scene) {
                duplicates[a] = i;
            }
        }
    }

    // Generate unique names for all named stuff?
    if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
#if 0
        // Construct a proper random number generator
        boost::mt19937 rng(  );
        boost::uniform_int<> dist(1u,1 << 24u);
        boost::variate_generator<boost::mt19937&, boost::uniform_int<> > rndGen(rng, dist);
#endif
        for (unsigned int i = 1; i < src.size(); ++i) {
            //if (i != duplicates[i])
            //{
            //  // duplicate scenes share the same UID
            //  ::strcpy( src[i].id, src[duplicates[i]].id );
            //  src[i].idlen = src[duplicates[i]].idlen;

            //  continue;
            //}

            src[i].idlen = ai_snprintf(src[i].id, 32, "$%.6X$_", i);

            if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {

                // Compute hashes for all identifiers in this scene and store them
                // in a sorted table (for convenience I'm using std::set). We hash
                // just the node and animation channel names, all identifiers except
                // the material names should be caught by doing this.
                AddNodeHashes(src[i]->mRootNode, src[i].hashes);

                for (unsigned int a = 0; a < src[i]->mNumAnimations; ++a) {
                    aiAnimation *anim = src[i]->mAnimations[a];
                    src[i].hashes.insert(SuperFastHash(anim->mName.data, static_cast<uint32_t>(anim->mName.length)));
                }
            }
        }
    }

    unsigned int cnt;

    // First find out how large the respective output arrays must be
    for (unsigned int n = 0; n < src.size(); ++n) {
        SceneHelper *cur = &src[n];

        if (n == duplicates[n] || flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
            dest->mNumTextures += (*cur)->mNumTextures;
            dest->mNumMaterials += (*cur)->mNumMaterials;
            dest->mNumMeshes += (*cur)->mNumMeshes;
        }

        dest->mNumLights += (*cur)->mNumLights;
        dest->mNumCameras += (*cur)->mNumCameras;
        dest->mNumAnimations += (*cur)->mNumAnimations;

        // Combine the flags of all scenes
        // We need to process them flag-by-flag here to get correct results
        // dest->mFlags ; //|= (*cur)->mFlags;
        if ((*cur)->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
            dest->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
        }
    }

    // generate the output texture list + an offset table for all texture indices
    if (dest->mNumTextures) {
        aiTexture **pip = dest->mTextures = new aiTexture *[dest->mNumMaterials];
        cnt = 0;
        for (unsigned int n = 0; n < src.size(); ++n) {
            SceneHelper *cur = &src[n];
            for (unsigned int i = 0; i < (*cur)->mNumTextures; ++i) {
                if (n != duplicates[n]) {
                    if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
                        Copy(pip, (*cur)->mTextures[i]);

                    else
                        continue;
                } else
                    *pip = (*cur)->mTextures[i];
                ++pip;
            }

            offset[n] = cnt;
            cnt = (unsigned int)(pip - dest->mTextures);
        }
    }

    // generate the output material list + an offset table for all material indices
    if (dest->mNumMaterials) {
        aiMaterial **pip = dest->mMaterials = new aiMaterial *[dest->mNumMaterials];
        cnt = 0;
        for (unsigned int n = 0; n < src.size(); ++n) {
            SceneHelper *cur = &src[n];
            for (unsigned int i = 0; i < (*cur)->mNumMaterials; ++i) {
                if (n != duplicates[n]) {
                    if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
                        Copy(pip, (*cur)->mMaterials[i]);

                    else
                        continue;
                } else
                    *pip = (*cur)->mMaterials[i];

                if ((*cur)->mNumTextures != dest->mNumTextures) {
                    // We need to update all texture indices of the mesh. So we need to search for
                    // a material property called '$tex.file'

                    for (unsigned int a = 0; a < (*pip)->mNumProperties; ++a) {
                        aiMaterialProperty *prop = (*pip)->mProperties[a];
                        if (!strncmp(prop->mKey.data, "$tex.file", 9)) {
                            // Check whether this texture is an embedded texture.
                            // In this case the property looks like this: *<n>,
                            // where n is the index of the texture.
                            aiString &s = *((aiString *)prop->mData);
                            if ('*' == s.data[0]) {
                                // Offset the index and write it back ..
                                const unsigned int idx = strtoul10(&s.data[1]) + offset[n];
                                ASSIMP_itoa10(&s.data[1], sizeof(s.data) - 1, idx);
                            }
                        }

                        // Need to generate new, unique material names?
                        else if (!::strcmp(prop->mKey.data, "$mat.name") && flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) {
                            aiString *pcSrc = (aiString *)prop->mData;
                            PrefixString(*pcSrc, (*cur).id, (*cur).idlen);
                        }
                    }
                }
                ++pip;
            }

            offset[n] = cnt;
            cnt = (unsigned int)(pip - dest->mMaterials);
        }
    }

    // generate the output mesh list + again an offset table for all mesh indices
    if (dest->mNumMeshes) {
        aiMesh **pip = dest->mMeshes = new aiMesh *[dest->mNumMeshes];
        cnt = 0;
        for (unsigned int n = 0; n < src.size(); ++n) {
            SceneHelper *cur = &src[n];
            for (unsigned int i = 0; i < (*cur)->mNumMeshes; ++i) {
                if (n != duplicates[n]) {
                    if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
                        Copy(pip, (*cur)->mMeshes[i]);

                    else
                        continue;
                } else
                    *pip = (*cur)->mMeshes[i];

                // update the material index of the mesh
                (*pip)->mMaterialIndex += offset[n];
                ++pip;
            }

            // reuse the offset array - store now the mesh offset in it
            offset[n] = cnt;
            cnt = (unsigned int)(pip - dest->mMeshes);
        }
    }

    std::vector<NodeAttachmentInfo> nodes;
    nodes.reserve(srcList.size());

    // ----------------------------------------------------------------------------
    // Now generate the output node graph. We need to make those
    // names in the graph that are referenced by anims or lights
    // or cameras unique. So we add a prefix to them ... $<rand>_
    // We could also use a counter, but using a random value allows us to
    // use just one prefix if we are joining multiple scene hierarchies recursively.
    // Chances are quite good we don't collide, so we try that ...
    // ----------------------------------------------------------------------------

    // Allocate space for light sources, cameras and animations
    aiLight **ppLights = dest->mLights = (dest->mNumLights ? new aiLight *[dest->mNumLights] : nullptr);

    aiCamera **ppCameras = dest->mCameras = (dest->mNumCameras ? new aiCamera *[dest->mNumCameras] : nullptr);

    aiAnimation **ppAnims = dest->mAnimations = (dest->mNumAnimations ? new aiAnimation *[dest->mNumAnimations] : nullptr);

    for (int n = static_cast<int>(src.size() - 1); n >= 0; --n) /* !!! important !!! */
    {
        SceneHelper *cur = &src[n];
        aiNode *node;

        // To offset or not to offset, this is the question
        if (n != (int)duplicates[n]) {
            // Get full scene-graph copy
            Copy(&node, (*cur)->mRootNode);
            OffsetNodeMeshIndices(node, offset[duplicates[n]]);

            if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
                // (note:) they are already 'offseted' by offset[duplicates[n]]
                OffsetNodeMeshIndices(node, offset[n] - offset[duplicates[n]]);
            }
        } else // if (n == duplicates[n])
        {
            node = (*cur)->mRootNode;
            OffsetNodeMeshIndices(node, offset[n]);
        }
        if (n) // src[0] is the master node
            nodes.push_back(NodeAttachmentInfo(node, srcList[n - 1].attachToNode, n));

        // add name prefixes?
        if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {

            // or the whole scenegraph
            if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
                AddNodePrefixesChecked(node, (*cur).id, (*cur).idlen, src, n);
            } else
                AddNodePrefixes(node, (*cur).id, (*cur).idlen);

            // meshes
            for (unsigned int i = 0; i < (*cur)->mNumMeshes; ++i) {
                aiMesh *mesh = (*cur)->mMeshes[i];

                // rename all bones
                for (unsigned int a = 0; a < mesh->mNumBones; ++a) {
                    if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
                        if (!FindNameMatch(mesh->mBones[a]->mName, src, n))
                            continue;
                    }
                    PrefixString(mesh->mBones[a]->mName, (*cur).id, (*cur).idlen);
                }
            }
        }

        // --------------------------------------------------------------------
        // Copy light sources
        for (unsigned int i = 0; i < (*cur)->mNumLights; ++i, ++ppLights) {
            if (n != (int)duplicates[n]) // duplicate scene?
            {
                Copy(ppLights, (*cur)->mLights[i]);
            } else
                *ppLights = (*cur)->mLights[i];

            // Add name prefixes?
            if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
                if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
                    if (!FindNameMatch((*ppLights)->mName, src, n))
                        continue;
                }

                PrefixString((*ppLights)->mName, (*cur).id, (*cur).idlen);
            }
        }

        // --------------------------------------------------------------------
        // Copy cameras
        for (unsigned int i = 0; i < (*cur)->mNumCameras; ++i, ++ppCameras) {
            if (n != (int)duplicates[n]) // duplicate scene?
            {
                Copy(ppCameras, (*cur)->mCameras[i]);
            } else
                *ppCameras = (*cur)->mCameras[i];

            // Add name prefixes?
            if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
                if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
                    if (!FindNameMatch((*ppCameras)->mName, src, n))
                        continue;
                }

                PrefixString((*ppCameras)->mName, (*cur).id, (*cur).idlen);
            }
        }

        // --------------------------------------------------------------------
        // Copy animations
        for (unsigned int i = 0; i < (*cur)->mNumAnimations; ++i, ++ppAnims) {
            if (n != (int)duplicates[n]) // duplicate scene?
            {
                Copy(ppAnims, (*cur)->mAnimations[i]);
            } else
                *ppAnims = (*cur)->mAnimations[i];

            // Add name prefixes?
            if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
                if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
                    if (!FindNameMatch((*ppAnims)->mName, src, n))
                        continue;
                }

                PrefixString((*ppAnims)->mName, (*cur).id, (*cur).idlen);

                // don't forget to update all node animation channels
                for (unsigned int a = 0; a < (*ppAnims)->mNumChannels; ++a) {
                    if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
                        if (!FindNameMatch((*ppAnims)->mChannels[a]->mNodeName, src, n))
                            continue;
                    }

                    PrefixString((*ppAnims)->mChannels[a]->mNodeName, (*cur).id, (*cur).idlen);
                }
            }
        }
    }

    // Now build the output graph
    AttachToGraph(master, nodes);
    dest->mRootNode = master->mRootNode;

    // Check whether we succeeded at building the output graph
    for (std::vector<NodeAttachmentInfo>::iterator it = nodes.begin();
            it != nodes.end(); ++it) {
        if (!(*it).resolved) {
            if (flags & AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS) {
                // search for this attachment point in all other imported scenes, too.
                for (unsigned int n = 0; n < src.size(); ++n) {
                    if (n != (*it).src_idx) {
                        AttachToGraph(src[n].scene, nodes);
                        if ((*it).resolved)
                            break;
                    }
                }
            }
            if (!(*it).resolved) {
                ASSIMP_LOG_ERROR_F("SceneCombiner: Failed to resolve attachment ", (*it).node->mName.data,
                        " ", (*it).attachToNode->mName.data);
            }
        }
    }

    // now delete all input scenes. Make sure duplicate scenes aren't
    // deleted more than one time
    for (unsigned int n = 0; n < src.size(); ++n) {
        if (n != duplicates[n]) // duplicate scene?
            continue;

        aiScene *deleteMe = src[n].scene;

        // We need to delete the arrays before the destructor is called -
        // we are reusing the array members
        delete[] deleteMe->mMeshes;
        deleteMe->mMeshes = nullptr;
        delete[] deleteMe->mCameras;
        deleteMe->mCameras = nullptr;
        delete[] deleteMe->mLights;
        deleteMe->mLights = nullptr;
        delete[] deleteMe->mMaterials;
        deleteMe->mMaterials = nullptr;
        delete[] deleteMe->mAnimations;
        deleteMe->mAnimations = nullptr;

        deleteMe->mRootNode = nullptr;

        // Now we can safely delete the scene
        delete deleteMe;
    }

    // Check flags
    if (!dest->mNumMeshes || !dest->mNumMaterials) {
        dest->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
    }

    // We're finished
}

// ------------------------------------------------------------------------------------------------
// Build a list of unique bones
void SceneCombiner::BuildUniqueBoneList(std::list<BoneWithHash> &asBones,
        std::vector<aiMesh *>::const_iterator it,
        std::vector<aiMesh *>::const_iterator end) {
    unsigned int iOffset = 0;
    for (; it != end; ++it) {
        for (unsigned int l = 0; l < (*it)->mNumBones; ++l) {
            aiBone *p = (*it)->mBones[l];
            uint32_t itml = SuperFastHash(p->mName.data, (unsigned int)p->mName.length);

            std::list<BoneWithHash>::iterator it2 = asBones.begin();
            std::list<BoneWithHash>::iterator end2 = asBones.end();

            for (; it2 != end2; ++it2) {
                if ((*it2).first == itml) {
                    (*it2).pSrcBones.push_back(BoneSrcIndex(p, iOffset));
                    break;
                }
            }
            if (end2 == it2) {
                // need to begin a new bone entry
                asBones.push_back(BoneWithHash());
                BoneWithHash &btz = asBones.back();

                // setup members
                btz.first = itml;
                btz.second = &p->mName;
                btz.pSrcBones.push_back(BoneSrcIndex(p, iOffset));
            }
        }
        iOffset += (*it)->mNumVertices;
    }
}

// ------------------------------------------------------------------------------------------------
// Merge a list of bones
void SceneCombiner::MergeBones(aiMesh *out, std::vector<aiMesh *>::const_iterator it,
        std::vector<aiMesh *>::const_iterator end) {
    if (nullptr == out || out->mNumBones == 0) {
        return;
    }

    // find we need to build an unique list of all bones.
    // we work with hashes to make the comparisons MUCH faster,
    // at least if we have many bones.
    std::list<BoneWithHash> asBones;
    BuildUniqueBoneList(asBones, it, end);

    // now create the output bones
    out->mNumBones = 0;
    out->mBones = new aiBone *[asBones.size()];

    for (std::list<BoneWithHash>::const_iterator boneIt = asBones.begin(), boneEnd = asBones.end(); boneIt != boneEnd; ++boneIt) {
        // Allocate a bone and setup it's name
        aiBone *pc = out->mBones[out->mNumBones++] = new aiBone();
        pc->mName = aiString(*(boneIt->second));

        std::vector<BoneSrcIndex>::const_iterator wend = boneIt->pSrcBones.end();

        // Loop through all bones to be joined for this bone
        for (std::vector<BoneSrcIndex>::const_iterator wmit = boneIt->pSrcBones.begin(); wmit != wend; ++wmit) {
            pc->mNumWeights += (*wmit).first->mNumWeights;

            // NOTE: different offset matrices for bones with equal names
            // are - at the moment - not handled correctly.
            if (wmit != boneIt->pSrcBones.begin() && pc->mOffsetMatrix != wmit->first->mOffsetMatrix) {
                ASSIMP_LOG_WARN("Bones with equal names but different offset matrices can't be joined at the moment");
                continue;
            }
            pc->mOffsetMatrix = wmit->first->mOffsetMatrix;
        }

        // Allocate the vertex weight array
        aiVertexWeight *avw = pc->mWeights = new aiVertexWeight[pc->mNumWeights];

        // And copy the final weights - adjust the vertex IDs by the
        // face index offset of the corresponding mesh.
        for (std::vector<BoneSrcIndex>::const_iterator wmit = (*boneIt).pSrcBones.begin(); wmit != (*boneIt).pSrcBones.end(); ++wmit) {
            if (wmit == wend) {
                break;
            }

            aiBone *pip = (*wmit).first;
            for (unsigned int mp = 0; mp < pip->mNumWeights; ++mp, ++avw) {
                const aiVertexWeight &vfi = pip->mWeights[mp];
                avw->mWeight = vfi.mWeight;
                avw->mVertexId = vfi.mVertexId + (*wmit).second;
            }
        }
    }
}

// ------------------------------------------------------------------------------------------------
// Merge a list of meshes
void SceneCombiner::MergeMeshes(aiMesh **_out, unsigned int /*flags*/,
        std::vector<aiMesh *>::const_iterator begin,
        std::vector<aiMesh *>::const_iterator end) {
    if (nullptr == _out) {
        return;
    }

    if (begin == end) {
        *_out = nullptr; // no meshes ...
        return;
    }

    // Allocate the output mesh
    aiMesh *out = *_out = new aiMesh();
    out->mMaterialIndex = (*begin)->mMaterialIndex;

    std::string name;
    // Find out how much output storage we'll need
    for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
        const char *meshName((*it)->mName.C_Str());
        name += std::string(meshName);
        if (it != end - 1) {
            name += ".";
        }
        out->mNumVertices += (*it)->mNumVertices;
        out->mNumFaces += (*it)->mNumFaces;
        out->mNumBones += (*it)->mNumBones;

        // combine primitive type flags
        out->mPrimitiveTypes |= (*it)->mPrimitiveTypes;
    }
    out->mName.Set(name.c_str());

    if (out->mNumVertices) {
        aiVector3D *pv2;

        // copy vertex positions
        if ((**begin).HasPositions()) {

            pv2 = out->mVertices = new aiVector3D[out->mNumVertices];
            for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
                if ((*it)->mVertices) {
                    ::memcpy(pv2, (*it)->mVertices, (*it)->mNumVertices * sizeof(aiVector3D));
                } else
                    ASSIMP_LOG_WARN("JoinMeshes: Positions expected but input mesh contains no positions");
                pv2 += (*it)->mNumVertices;
            }
        }
        // copy normals
        if ((**begin).HasNormals()) {

            pv2 = out->mNormals = new aiVector3D[out->mNumVertices];
            for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
                if ((*it)->mNormals) {
                    ::memcpy(pv2, (*it)->mNormals, (*it)->mNumVertices * sizeof(aiVector3D));
                } else {
                    ASSIMP_LOG_WARN("JoinMeshes: Normals expected but input mesh contains no normals");
                }
                pv2 += (*it)->mNumVertices;
            }
        }
        // copy tangents and bi-tangents
        if ((**begin).HasTangentsAndBitangents()) {

            pv2 = out->mTangents = new aiVector3D[out->mNumVertices];
            aiVector3D *pv2b = out->mBitangents = new aiVector3D[out->mNumVertices];

            for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
                if ((*it)->mTangents) {
                    ::memcpy(pv2, (*it)->mTangents, (*it)->mNumVertices * sizeof(aiVector3D));
                    ::memcpy(pv2b, (*it)->mBitangents, (*it)->mNumVertices * sizeof(aiVector3D));
                } else {
                    ASSIMP_LOG_WARN("JoinMeshes: Tangents expected but input mesh contains no tangents");
                }
                pv2 += (*it)->mNumVertices;
                pv2b += (*it)->mNumVertices;
            }
        }
        // copy texture coordinates
        unsigned int n = 0;
        while ((**begin).HasTextureCoords(n)) {
            out->mNumUVComponents[n] = (*begin)->mNumUVComponents[n];

            pv2 = out->mTextureCoords[n] = new aiVector3D[out->mNumVertices];
            for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
                if ((*it)->mTextureCoords[n]) {
                    ::memcpy(pv2, (*it)->mTextureCoords[n], (*it)->mNumVertices * sizeof(aiVector3D));
                } else {
                    ASSIMP_LOG_WARN("JoinMeshes: UVs expected but input mesh contains no UVs");
                }
                pv2 += (*it)->mNumVertices;
            }
            ++n;
        }
        // copy vertex colors
        n = 0;
        while ((**begin).HasVertexColors(n)) {
            aiColor4D *pVec2 = out->mColors[n] = new aiColor4D[out->mNumVertices];
            for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
                if ((*it)->mColors[n]) {
                    ::memcpy(pVec2, (*it)->mColors[n], (*it)->mNumVertices * sizeof(aiColor4D));
                } else {
                    ASSIMP_LOG_WARN("JoinMeshes: VCs expected but input mesh contains no VCs");
                }
                pVec2 += (*it)->mNumVertices;
            }
            ++n;
        }
    }

    if (out->mNumFaces) // just for safety
    {
        // copy faces
        out->mFaces = new aiFace[out->mNumFaces];
        aiFace *pf2 = out->mFaces;

        unsigned int ofs = 0;
        for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
            for (unsigned int m = 0; m < (*it)->mNumFaces; ++m, ++pf2) {
                aiFace &face = (*it)->mFaces[m];
                pf2->mNumIndices = face.mNumIndices;
                pf2->mIndices = face.mIndices;

                if (ofs) {
                    // add the offset to the vertex
                    for (unsigned int q = 0; q < face.mNumIndices; ++q) {
                        face.mIndices[q] += ofs;
                    }
                }
                face.mIndices = nullptr;
            }
            ofs += (*it)->mNumVertices;
        }
    }

    // bones - as this is quite lengthy, I moved the code to a separate function
    if (out->mNumBones)
        MergeBones(out, begin, end);

    // delete all source meshes
    for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it)
        delete *it;
}

// ------------------------------------------------------------------------------------------------
void SceneCombiner::MergeMaterials(aiMaterial **dest,
        std::vector<aiMaterial *>::const_iterator begin,
        std::vector<aiMaterial *>::const_iterator end) {
    if (nullptr == dest) {
        return;
    }

    if (begin == end) {
        *dest = nullptr; // no materials ...
        return;
    }

    // Allocate the output material
    aiMaterial *out = *dest = new aiMaterial();

    // Get the maximal number of properties
    unsigned int size = 0;
    for (std::vector<aiMaterial *>::const_iterator it = begin; it != end; ++it) {
        size += (*it)->mNumProperties;
    }

    out->Clear();
    delete[] out->mProperties;

    out->mNumAllocated = size;
    out->mNumProperties = 0;
    out->mProperties = new aiMaterialProperty *[out->mNumAllocated];

    for (std::vector<aiMaterial *>::const_iterator it = begin; it != end; ++it) {
        for (unsigned int i = 0; i < (*it)->mNumProperties; ++i) {
            aiMaterialProperty *sprop = (*it)->mProperties[i];

            // Test if we already have a matching property
            const aiMaterialProperty *prop_exist;
            if (aiGetMaterialProperty(out, sprop->mKey.C_Str(), sprop->mSemantic, sprop->mIndex, &prop_exist) != AI_SUCCESS) {
                // If not, we add it to the new material
                aiMaterialProperty *prop = out->mProperties[out->mNumProperties] = new aiMaterialProperty();

                prop->mDataLength = sprop->mDataLength;
                prop->mData = new char[prop->mDataLength];
                ::memcpy(prop->mData, sprop->mData, prop->mDataLength);

                prop->mIndex = sprop->mIndex;
                prop->mSemantic = sprop->mSemantic;
                prop->mKey = sprop->mKey;
                prop->mType = sprop->mType;

                out->mNumProperties++;
            }
        }
    }
}

// ------------------------------------------------------------------------------------------------
template <typename Type>
inline void CopyPtrArray(Type **&dest, const Type *const *src, ai_uint num) {
    if (!num) {
        dest = nullptr;
        return;
    }
    dest = new Type *[num];
    for (ai_uint i = 0; i < num; ++i) {
        SceneCombiner::Copy(&dest[i], src[i]);
    }
}

// ------------------------------------------------------------------------------------------------
template <typename Type>
inline void GetArrayCopy(Type *&dest, ai_uint num) {
    if (!dest) {
        return;
    }
    Type *old = dest;

    dest = new Type[num];
    ::memcpy(dest, old, sizeof(Type) * num);
}

// ------------------------------------------------------------------------------------------------
void SceneCombiner::CopySceneFlat(aiScene **_dest, const aiScene *src) {
    if (nullptr == _dest || nullptr == src) {
        return;
    }

    // reuse the old scene or allocate a new?
    if (*_dest) {
        (*_dest)->~aiScene();
        new (*_dest) aiScene();
    } else {
        *_dest = new aiScene();
    }
    CopyScene(_dest, src, false);
}

// ------------------------------------------------------------------------------------------------
void SceneCombiner::CopyScene(aiScene **_dest, const aiScene *src, bool allocate) {
    if (nullptr == _dest || nullptr == src) {
        return;
    }

    if (allocate) {
        *_dest = new aiScene();
    }
    aiScene *dest = *_dest;
    ai_assert(nullptr != dest);

    // copy metadata
    if (nullptr != src->mMetaData) {
        dest->mMetaData = new aiMetadata(*src->mMetaData);
    }

    // copy animations
    dest->mNumAnimations = src->mNumAnimations;
    CopyPtrArray(dest->mAnimations, src->mAnimations,
            dest->mNumAnimations);

    // copy textures
    dest->mNumTextures = src->mNumTextures;
    CopyPtrArray(dest->mTextures, src->mTextures,
            dest->mNumTextures);

    // copy materials
    dest->mNumMaterials = src->mNumMaterials;
    CopyPtrArray(dest->mMaterials, src->mMaterials,
            dest->mNumMaterials);

    // copy lights
    dest->mNumLights = src->mNumLights;
    CopyPtrArray(dest->mLights, src->mLights,
            dest->mNumLights);

    // copy cameras
    dest->mNumCameras = src->mNumCameras;
    CopyPtrArray(dest->mCameras, src->mCameras,
            dest->mNumCameras);

    // copy meshes
    dest->mNumMeshes = src->mNumMeshes;
    CopyPtrArray(dest->mMeshes, src->mMeshes,
            dest->mNumMeshes);

    // now - copy the root node of the scene (deep copy, too)
    Copy(&dest->mRootNode, src->mRootNode);

    // and keep the flags ...
    dest->mFlags = src->mFlags;

    // source private data might be nullptr if the scene is user-allocated (i.e. for use with the export API)
    if (dest->mPrivate != nullptr) {
        ScenePriv(dest)->mPPStepsApplied = ScenePriv(src) ? ScenePriv(src)->mPPStepsApplied : 0;
    }
}

// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiMesh **_dest, const aiMesh *src) {
    if (nullptr == _dest || nullptr == src) {
        return;
    }

    aiMesh *dest = *_dest = new aiMesh();

    // get a flat copy
    *dest = *src;

    // and reallocate all arrays
    GetArrayCopy(dest->mVertices, dest->mNumVertices);
    GetArrayCopy(dest->mNormals, dest->mNumVertices);
    GetArrayCopy(dest->mTangents, dest->mNumVertices);
    GetArrayCopy(dest->mBitangents, dest->mNumVertices);

    unsigned int n = 0;
    while (dest->HasTextureCoords(n)) {
        GetArrayCopy(dest->mTextureCoords[n++], dest->mNumVertices);
    }

    n = 0;
    while (dest->HasVertexColors(n)) {
        GetArrayCopy(dest->mColors[n++], dest->mNumVertices);
    }

    // make a deep copy of all bones
    CopyPtrArray(dest->mBones, dest->mBones, dest->mNumBones);

    // make a deep copy of all faces
    GetArrayCopy(dest->mFaces, dest->mNumFaces);
    for (unsigned int i = 0; i < dest->mNumFaces; ++i) {
        aiFace &f = dest->mFaces[i];
        GetArrayCopy(f.mIndices, f.mNumIndices);
    }

    // make a deep copy of all blend shapes
    CopyPtrArray(dest->mAnimMeshes, dest->mAnimMeshes, dest->mNumAnimMeshes);
}

// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiAnimMesh **_dest, const aiAnimMesh *src) {
    if (nullptr == _dest || nullptr == src) {
        return;
    }

    aiAnimMesh *dest = *_dest = new aiAnimMesh();

    // get a flat copy
    *dest = *src;

    // and reallocate all arrays
    GetArrayCopy(dest->mVertices, dest->mNumVertices);
    GetArrayCopy(dest->mNormals, dest->mNumVertices);
    GetArrayCopy(dest->mTangents, dest->mNumVertices);
    GetArrayCopy(dest->mBitangents, dest->mNumVertices);

    unsigned int n = 0;
    while (dest->HasTextureCoords(n))
        GetArrayCopy(dest->mTextureCoords[n++], dest->mNumVertices);

    n = 0;
    while (dest->HasVertexColors(n))
        GetArrayCopy(dest->mColors[n++], dest->mNumVertices);
}

// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiMaterial **_dest, const aiMaterial *src) {
    if (nullptr == _dest || nullptr == src) {
        return;
    }

    aiMaterial *dest = (aiMaterial *)(*_dest = new aiMaterial());

    dest->Clear();
    delete[] dest->mProperties;

    dest->mNumAllocated = src->mNumAllocated;
    dest->mNumProperties = src->mNumProperties;
    dest->mProperties = new aiMaterialProperty *[dest->mNumAllocated];

    for (unsigned int i = 0; i < dest->mNumProperties; ++i) {
        aiMaterialProperty *prop = dest->mProperties[i] = new aiMaterialProperty();
        aiMaterialProperty *sprop = src->mProperties[i];

        prop->mDataLength = sprop->mDataLength;
        prop->mData = new char[prop->mDataLength];
        ::memcpy(prop->mData, sprop->mData, prop->mDataLength);

        prop->mIndex = sprop->mIndex;
        prop->mSemantic = sprop->mSemantic;
        prop->mKey = sprop->mKey;
        prop->mType = sprop->mType;
    }
}

// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiTexture **_dest, const aiTexture *src) {
    if (nullptr == _dest || nullptr == src) {
        return;
    }

    aiTexture *dest = *_dest = new aiTexture();

    // get a flat copy
    *dest = *src;

    // and reallocate all arrays. We must do it manually here
    const char *old = (const char *)dest->pcData;
    if (old) {
        unsigned int cpy;
        if (!dest->mHeight)
            cpy = dest->mWidth;
        else
            cpy = dest->mHeight * dest->mWidth * sizeof(aiTexel);

        if (!cpy) {
            dest->pcData = nullptr;
            return;
        }
        // the cast is legal, the aiTexel c'tor does nothing important
        dest->pcData = (aiTexel *)new char[cpy];
        ::memcpy(dest->pcData, old, cpy);
    }
}

// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiAnimation **_dest, const aiAnimation *src) {
    if (nullptr == _dest || nullptr == src) {
        return;
    }

    aiAnimation *dest = *_dest = new aiAnimation();

    // get a flat copy
    *dest = *src;

    // and reallocate all arrays
    CopyPtrArray(dest->mChannels, src->mChannels, dest->mNumChannels);
    CopyPtrArray(dest->mMorphMeshChannels, src->mMorphMeshChannels, dest->mNumMorphMeshChannels);
}

// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiNodeAnim **_dest, const aiNodeAnim *src) {
    if (nullptr == _dest || nullptr == src) {
        return;
    }

    aiNodeAnim *dest = *_dest = new aiNodeAnim();

    // get a flat copy
    *dest = *src;

    // and reallocate all arrays
    GetArrayCopy(dest->mPositionKeys, dest->mNumPositionKeys);
    GetArrayCopy(dest->mScalingKeys, dest->mNumScalingKeys);
    GetArrayCopy(dest->mRotationKeys, dest->mNumRotationKeys);
}

void SceneCombiner::Copy(aiMeshMorphAnim **_dest, const aiMeshMorphAnim *src) {
    if (nullptr == _dest || nullptr == src) {
        return;
    }

    aiMeshMorphAnim *dest = *_dest = new aiMeshMorphAnim();

    // get a flat copy
    *dest = *src;

    // and reallocate all arrays
    GetArrayCopy(dest->mKeys, dest->mNumKeys);
    for (ai_uint i = 0; i < dest->mNumKeys; ++i) {
        dest->mKeys[i].mValues = new unsigned int[dest->mKeys[i].mNumValuesAndWeights];
        dest->mKeys[i].mWeights = new double[dest->mKeys[i].mNumValuesAndWeights];
        ::memcpy(dest->mKeys[i].mValues, src->mKeys[i].mValues, dest->mKeys[i].mNumValuesAndWeights * sizeof(unsigned int));
        ::memcpy(dest->mKeys[i].mWeights, src->mKeys[i].mWeights, dest->mKeys[i].mNumValuesAndWeights * sizeof(double));
    }
}

// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiCamera **_dest, const aiCamera *src) {
    if (nullptr == _dest || nullptr == src) {
        return;
    }

    aiCamera *dest = *_dest = new aiCamera();

    // get a flat copy, that's already OK
    *dest = *src;
}

// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiLight **_dest, const aiLight *src) {
    if (nullptr == _dest || nullptr == src) {
        return;
    }

    aiLight *dest = *_dest = new aiLight();

    // get a flat copy, that's already OK
    *dest = *src;
}

// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiBone **_dest, const aiBone *src) {
    if (nullptr == _dest || nullptr == src) {
        return;
    }

    aiBone *dest = *_dest = new aiBone();

    // get a flat copy
    *dest = *src;
}

// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiNode **_dest, const aiNode *src) {
    ai_assert(nullptr != _dest);
    ai_assert(nullptr != src);

    aiNode *dest = *_dest = new aiNode();

    // get a flat copy
    *dest = *src;

    if (src->mMetaData) {
        Copy(&dest->mMetaData, src->mMetaData);
    }

    // and reallocate all arrays
    GetArrayCopy(dest->mMeshes, dest->mNumMeshes);
    CopyPtrArray(dest->mChildren, src->mChildren, dest->mNumChildren);

    // need to set the mParent fields to the created aiNode.
    for (unsigned int i = 0; i < dest->mNumChildren; i++) {
        dest->mChildren[i]->mParent = dest;
    }
}

// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiMetadata **_dest, const aiMetadata *src) {
    if (nullptr == _dest || nullptr == src) {
        return;
    }

    if (0 == src->mNumProperties) {
        return;
    }

    aiMetadata *dest = *_dest = aiMetadata::Alloc(src->mNumProperties);
    std::copy(src->mKeys, src->mKeys + src->mNumProperties, dest->mKeys);

    for (unsigned int i = 0; i < src->mNumProperties; ++i) {
        aiMetadataEntry &in = src->mValues[i];
        aiMetadataEntry &out = dest->mValues[i];
        out.mType = in.mType;
        switch (dest->mValues[i].mType) {
        case AI_BOOL:
            out.mData = new bool(*static_cast<bool *>(in.mData));
            break;
        case AI_INT32:
            out.mData = new int32_t(*static_cast<int32_t *>(in.mData));
            break;
        case AI_UINT64:
            out.mData = new uint64_t(*static_cast<uint64_t *>(in.mData));
            break;
        case AI_FLOAT:
            out.mData = new float(*static_cast<float *>(in.mData));
            break;
        case AI_DOUBLE:
            out.mData = new double(*static_cast<double *>(in.mData));
            break;
        case AI_AISTRING:
            out.mData = new aiString(*static_cast<aiString *>(in.mData));
            break;
        case AI_AIVECTOR3D:
            out.mData = new aiVector3D(*static_cast<aiVector3D *>(in.mData));
            break;
        default:
            ai_assert(false);
            break;
        }
    }
}

#if (__GNUC__ >= 8 && __GNUC_MINOR__ >= 0)
#pragma GCC diagnostic pop
#endif

} // Namespace Assimp
