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

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All rights reserved.

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with or without modification, are permitted provided that the
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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
  following disclaimer in the documentation and/or other
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* 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
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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----------------------------------------------------------------------
*/

/** @file LWOFileData.h
 *  @brief Defines chunk constants used by the LWO file format

The chunks are taken from the official LightWave SDK headers.

*/
#ifndef AI_LWO_FILEDATA_INCLUDED
#define AI_LWO_FILEDATA_INCLUDED

// STL headers
#include <list>
#include <vector>

// public ASSIMP headers
#include <assimp/mesh.h>

// internal headers
#include "AssetLib/LWO/LWOAnimation.h"
#include "Common/IFF.h"

namespace Assimp {
namespace LWO {

#define AI_LWO_FOURCC_LWOB AI_IFF_FOURCC('L', 'W', 'O', 'B')
#define AI_LWO_FOURCC_LWO2 AI_IFF_FOURCC('L', 'W', 'O', '2')
#define AI_LWO_FOURCC_LXOB AI_IFF_FOURCC('L', 'X', 'O', 'B')

// chunks specific to the LWOB format
#define AI_LWO_SRFS AI_IFF_FOURCC('S', 'R', 'F', 'S')
#define AI_LWO_FLAG AI_IFF_FOURCC('F', 'L', 'A', 'G')
#define AI_LWO_VLUM AI_IFF_FOURCC('V', 'L', 'U', 'M')
#define AI_LWO_VDIF AI_IFF_FOURCC('V', 'D', 'I', 'F')
#define AI_LWO_VSPC AI_IFF_FOURCC('V', 'S', 'P', 'C')
#define AI_LWO_RFLT AI_IFF_FOURCC('R', 'F', 'L', 'T')
#define AI_LWO_BTEX AI_IFF_FOURCC('B', 'T', 'E', 'X')
#define AI_LWO_CTEX AI_IFF_FOURCC('C', 'T', 'E', 'X')
#define AI_LWO_DTEX AI_IFF_FOURCC('D', 'T', 'E', 'X')
#define AI_LWO_LTEX AI_IFF_FOURCC('L', 'T', 'E', 'X')
#define AI_LWO_RTEX AI_IFF_FOURCC('R', 'T', 'E', 'X')
#define AI_LWO_STEX AI_IFF_FOURCC('S', 'T', 'E', 'X')
#define AI_LWO_TTEX AI_IFF_FOURCC('T', 'T', 'E', 'X')
#define AI_LWO_TFLG AI_IFF_FOURCC('T', 'F', 'L', 'G')
#define AI_LWO_TSIZ AI_IFF_FOURCC('T', 'S', 'I', 'Z')
#define AI_LWO_TCTR AI_IFF_FOURCC('T', 'C', 'T', 'R')
#define AI_LWO_TFAL AI_IFF_FOURCC('T', 'F', 'A', 'L')
#define AI_LWO_TVEL AI_IFF_FOURCC('T', 'V', 'E', 'L')
#define AI_LWO_TCLR AI_IFF_FOURCC('T', 'C', 'L', 'R')
#define AI_LWO_TVAL AI_IFF_FOURCC('T', 'V', 'A', 'L')
#define AI_LWO_TAMP AI_IFF_FOURCC('T', 'A', 'M', 'P')
#define AI_LWO_TIMG AI_IFF_FOURCC('T', 'I', 'M', 'G')
#define AI_LWO_TAAS AI_IFF_FOURCC('T', 'A', 'A', 'S')
#define AI_LWO_TREF AI_IFF_FOURCC('T', 'R', 'E', 'F')
#define AI_LWO_TOPC AI_IFF_FOURCC('T', 'O', 'P', 'C')
#define AI_LWO_SDAT AI_IFF_FOURCC('S', 'D', 'A', 'T')
#define AI_LWO_TFP0 AI_IFF_FOURCC('T', 'F', 'P', '0')
#define AI_LWO_TFP1 AI_IFF_FOURCC('T', 'F', 'P', '1')

/* top-level chunks */
#define AI_LWO_LAYR AI_IFF_FOURCC('L', 'A', 'Y', 'R')
#define AI_LWO_TAGS AI_IFF_FOURCC('T', 'A', 'G', 'S')
#define AI_LWO_PNTS AI_IFF_FOURCC('P', 'N', 'T', 'S')
#define AI_LWO_BBOX AI_IFF_FOURCC('B', 'B', 'O', 'X')
#define AI_LWO_VMAP AI_IFF_FOURCC('V', 'M', 'A', 'P')
#define AI_LWO_VMAD AI_IFF_FOURCC('V', 'M', 'A', 'D')
#define AI_LWO_POLS AI_IFF_FOURCC('P', 'O', 'L', 'S')
#define AI_LWO_PTAG AI_IFF_FOURCC('P', 'T', 'A', 'G')
#define AI_LWO_ENVL AI_IFF_FOURCC('E', 'N', 'V', 'L')
#define AI_LWO_CLIP AI_IFF_FOURCC('C', 'L', 'I', 'P')
#define AI_LWO_SURF AI_IFF_FOURCC('S', 'U', 'R', 'F')
#define AI_LWO_DESC AI_IFF_FOURCC('D', 'E', 'S', 'C')
#define AI_LWO_TEXT AI_IFF_FOURCC('T', 'E', 'X', 'T')
#define AI_LWO_ICON AI_IFF_FOURCC('I', 'C', 'O', 'N')

/* polygon types */
#define AI_LWO_FACE AI_IFF_FOURCC('F', 'A', 'C', 'E')
#define AI_LWO_CURV AI_IFF_FOURCC('C', 'U', 'R', 'V')
#define AI_LWO_PTCH AI_IFF_FOURCC('P', 'T', 'C', 'H')
#define AI_LWO_MBAL AI_IFF_FOURCC('M', 'B', 'A', 'L')
#define AI_LWO_BONE AI_IFF_FOURCC('B', 'O', 'N', 'E')
#define AI_LWO_SUBD AI_IFF_FOURCC('S', 'U', 'B', 'D')

/* polygon tags */
#define AI_LWO_SURF AI_IFF_FOURCC('S', 'U', 'R', 'F')
#define AI_LWO_PART AI_IFF_FOURCC('P', 'A', 'R', 'T')
#define AI_LWO_SMGP AI_IFF_FOURCC('S', 'M', 'G', 'P')

/* envelopes */
#define AI_LWO_PRE AI_IFF_FOURCC('P', 'R', 'E', ' ')
#define AI_LWO_POST AI_IFF_FOURCC('P', 'O', 'S', 'T')
#define AI_LWO_KEY AI_IFF_FOURCC('K', 'E', 'Y', ' ')
#define AI_LWO_SPAN AI_IFF_FOURCC('S', 'P', 'A', 'N')
#define AI_LWO_TCB AI_IFF_FOURCC('T', 'C', 'B', ' ')
#define AI_LWO_HERM AI_IFF_FOURCC('H', 'E', 'R', 'M')
#define AI_LWO_BEZI AI_IFF_FOURCC('B', 'E', 'Z', 'I')
#define AI_LWO_BEZ2 AI_IFF_FOURCC('B', 'E', 'Z', '2')
#define AI_LWO_LINE AI_IFF_FOURCC('L', 'I', 'N', 'E')
#define AI_LWO_STEP AI_IFF_FOURCC('S', 'T', 'E', 'P')

/* clips */
#define AI_LWO_STIL AI_IFF_FOURCC('S', 'T', 'I', 'L')
#define AI_LWO_ISEQ AI_IFF_FOURCC('I', 'S', 'E', 'Q')
#define AI_LWO_ANIM AI_IFF_FOURCC('A', 'N', 'I', 'M')
#define AI_LWO_XREF AI_IFF_FOURCC('X', 'R', 'E', 'F')
#define AI_LWO_STCC AI_IFF_FOURCC('S', 'T', 'C', 'C')
#define AI_LWO_TIME AI_IFF_FOURCC('T', 'I', 'M', 'E')
#define AI_LWO_CONT AI_IFF_FOURCC('C', 'O', 'N', 'T')
#define AI_LWO_BRIT AI_IFF_FOURCC('B', 'R', 'I', 'T')
#define AI_LWO_SATR AI_IFF_FOURCC('S', 'A', 'T', 'R')
#define AI_LWO_HUE AI_IFF_FOURCC('H', 'U', 'E', ' ')
#define AI_LWO_GAMM AI_IFF_FOURCC('G', 'A', 'M', 'M')
#define AI_LWO_NEGA AI_IFF_FOURCC('N', 'E', 'G', 'A')
#define AI_LWO_IFLT AI_IFF_FOURCC('I', 'F', 'L', 'T')
#define AI_LWO_PFLT AI_IFF_FOURCC('P', 'F', 'L', 'T')

/* surfaces */
#define AI_LWO_COLR AI_IFF_FOURCC('C', 'O', 'L', 'R')
#define AI_LWO_LUMI AI_IFF_FOURCC('L', 'U', 'M', 'I')
#define AI_LWO_DIFF AI_IFF_FOURCC('D', 'I', 'F', 'F')
#define AI_LWO_SPEC AI_IFF_FOURCC('S', 'P', 'E', 'C')
#define AI_LWO_GLOS AI_IFF_FOURCC('G', 'L', 'O', 'S')
#define AI_LWO_REFL AI_IFF_FOURCC('R', 'E', 'F', 'L')
#define AI_LWO_RFOP AI_IFF_FOURCC('R', 'F', 'O', 'P')
#define AI_LWO_RIMG AI_IFF_FOURCC('R', 'I', 'M', 'G')
#define AI_LWO_RSAN AI_IFF_FOURCC('R', 'S', 'A', 'N')
#define AI_LWO_TRAN AI_IFF_FOURCC('T', 'R', 'A', 'N')
#define AI_LWO_TROP AI_IFF_FOURCC('T', 'R', 'O', 'P')
#define AI_LWO_TIMG AI_IFF_FOURCC('T', 'I', 'M', 'G')
#define AI_LWO_RIND AI_IFF_FOURCC('R', 'I', 'N', 'D')
#define AI_LWO_TRNL AI_IFF_FOURCC('T', 'R', 'N', 'L')
#define AI_LWO_BUMP AI_IFF_FOURCC('B', 'U', 'M', 'P')
#define AI_LWO_SMAN AI_IFF_FOURCC('S', 'M', 'A', 'N')
#define AI_LWO_SIDE AI_IFF_FOURCC('S', 'I', 'D', 'E')
#define AI_LWO_CLRH AI_IFF_FOURCC('C', 'L', 'R', 'H')
#define AI_LWO_CLRF AI_IFF_FOURCC('C', 'L', 'R', 'F')
#define AI_LWO_ADTR AI_IFF_FOURCC('A', 'D', 'T', 'R')
#define AI_LWO_SHRP AI_IFF_FOURCC('S', 'H', 'R', 'P')
#define AI_LWO_LINE AI_IFF_FOURCC('L', 'I', 'N', 'E')
#define AI_LWO_LSIZ AI_IFF_FOURCC('L', 'S', 'I', 'Z')
#define AI_LWO_ALPH AI_IFF_FOURCC('A', 'L', 'P', 'H')
#define AI_LWO_AVAL AI_IFF_FOURCC('A', 'V', 'A', 'L')
#define AI_LWO_GVAL AI_IFF_FOURCC('G', 'V', 'A', 'L')
#define AI_LWO_BLOK AI_IFF_FOURCC('B', 'L', 'O', 'K')
#define AI_LWO_VCOL AI_IFF_FOURCC('V', 'C', 'O', 'L')

/* texture layer */
#define AI_LWO_TYPE AI_IFF_FOURCC('T', 'Y', 'P', 'E')
#define AI_LWO_CHAN AI_IFF_FOURCC('C', 'H', 'A', 'N')
#define AI_LWO_NAME AI_IFF_FOURCC('N', 'A', 'M', 'E')
#define AI_LWO_ENAB AI_IFF_FOURCC('E', 'N', 'A', 'B')
#define AI_LWO_OPAC AI_IFF_FOURCC('O', 'P', 'A', 'C')
#define AI_LWO_FLAG AI_IFF_FOURCC('F', 'L', 'A', 'G')
#define AI_LWO_PROJ AI_IFF_FOURCC('P', 'R', 'O', 'J')
#define AI_LWO_STCK AI_IFF_FOURCC('S', 'T', 'C', 'K')
#define AI_LWO_TAMP AI_IFF_FOURCC('T', 'A', 'M', 'P')

/* texture coordinates */
#define AI_LWO_TMAP AI_IFF_FOURCC('T', 'M', 'A', 'P')
#define AI_LWO_AXIS AI_IFF_FOURCC('A', 'X', 'I', 'S')
#define AI_LWO_CNTR AI_IFF_FOURCC('C', 'N', 'T', 'R')
#define AI_LWO_SIZE AI_IFF_FOURCC('S', 'I', 'Z', 'E')
#define AI_LWO_ROTA AI_IFF_FOURCC('R', 'O', 'T', 'A')
#define AI_LWO_OREF AI_IFF_FOURCC('O', 'R', 'E', 'F')
#define AI_LWO_FALL AI_IFF_FOURCC('F', 'A', 'L', 'L')
#define AI_LWO_CSYS AI_IFF_FOURCC('C', 'S', 'Y', 'S')

/* image map */
#define AI_LWO_IMAP AI_IFF_FOURCC('I', 'M', 'A', 'P')
#define AI_LWO_IMAG AI_IFF_FOURCC('I', 'M', 'A', 'G')
#define AI_LWO_WRAP AI_IFF_FOURCC('W', 'R', 'A', 'P')
#define AI_LWO_WRPW AI_IFF_FOURCC('W', 'R', 'P', 'W')
#define AI_LWO_WRPH AI_IFF_FOURCC('W', 'R', 'P', 'H')
#define AI_LWO_VMAP AI_IFF_FOURCC('V', 'M', 'A', 'P')
#define AI_LWO_AAST AI_IFF_FOURCC('A', 'A', 'S', 'T')
#define AI_LWO_PIXB AI_IFF_FOURCC('P', 'I', 'X', 'B')

/* procedural */
#define AI_LWO_PROC AI_IFF_FOURCC('P', 'R', 'O', 'C')
#define AI_LWO_COLR AI_IFF_FOURCC('C', 'O', 'L', 'R')
#define AI_LWO_VALU AI_IFF_FOURCC('V', 'A', 'L', 'U')
#define AI_LWO_FUNC AI_IFF_FOURCC('F', 'U', 'N', 'C')
#define AI_LWO_FTPS AI_IFF_FOURCC('F', 'T', 'P', 'S')
#define AI_LWO_ITPS AI_IFF_FOURCC('I', 'T', 'P', 'S')
#define AI_LWO_ETPS AI_IFF_FOURCC('E', 'T', 'P', 'S')

/* gradient */
#define AI_LWO_GRAD AI_IFF_FOURCC('G', 'R', 'A', 'D')
#define AI_LWO_GRST AI_IFF_FOURCC('G', 'R', 'S', 'T')
#define AI_LWO_GREN AI_IFF_FOURCC('G', 'R', 'E', 'N')
#define AI_LWO_PNAM AI_IFF_FOURCC('P', 'N', 'A', 'M')
#define AI_LWO_INAM AI_IFF_FOURCC('I', 'N', 'A', 'M')
#define AI_LWO_GRPT AI_IFF_FOURCC('G', 'R', 'P', 'T')
#define AI_LWO_FKEY AI_IFF_FOURCC('F', 'K', 'E', 'Y')
#define AI_LWO_IKEY AI_IFF_FOURCC('I', 'K', 'E', 'Y')

/* shader */
#define AI_LWO_SHDR AI_IFF_FOURCC('S', 'H', 'D', 'R')
#define AI_LWO_DATA AI_IFF_FOURCC('D', 'A', 'T', 'A')

/* VMAP types */
#define AI_LWO_TXUV AI_IFF_FOURCC('T', 'X', 'U', 'V')
#define AI_LWO_RGB AI_IFF_FOURCC('R', 'G', 'B', ' ')
#define AI_LWO_RGBA AI_IFF_FOURCC('R', 'G', 'B', 'A')
#define AI_LWO_WGHT AI_IFF_FOURCC('W', 'G', 'H', 'T')

#define AI_LWO_MNVW AI_IFF_FOURCC('M', 'N', 'V', 'W')
#define AI_LWO_MORF AI_IFF_FOURCC('M', 'O', 'R', 'F')
#define AI_LWO_SPOT AI_IFF_FOURCC('S', 'P', 'O', 'T')
#define AI_LWO_PICK AI_IFF_FOURCC('P', 'I', 'C', 'K')

// MODO extension - per-vertex normal vectors
#define AI_LWO_MODO_NORM AI_IFF_FOURCC('N', 'O', 'R', 'M')

// ---------------------------------------------------------------------------
/** \brief Data structure for a face in a LWO file
 *
 * \note We can't use the code in SmoothingGroups.inl here - the mesh
 *   structures of 3DS/ASE and LWO are too different.
 */
struct Face : public aiFace {
    //! Default construction
    Face() AI_NO_EXCEPT
            : surfaceIndex(0),
              smoothGroup(0),
              type(AI_LWO_FACE) {
        // empty
    }

    //! Construction from given type
    explicit Face(uint32_t _type) :
            surfaceIndex(0), smoothGroup(0), type(_type) {}

    //! Copy construction
    Face(const Face &f) :
            aiFace() {
        *this = f;
    }

    //! Zero-based index into tags chunk
    unsigned int surfaceIndex;

    //! Smooth group this face is assigned to
    unsigned int smoothGroup;

    //! Type of face
    uint32_t type;

    //! Assignment operator
    Face &operator=(const LWO::Face &f) {
        aiFace::operator=(f);
        surfaceIndex = f.surfaceIndex;
        smoothGroup = f.smoothGroup;
        type = f.type;
        return *this;
    }
};

// ---------------------------------------------------------------------------
/** \brief Base structure for all vertex map representations
 */
struct VMapEntry {
    explicit VMapEntry(unsigned int _dims) :
            dims(_dims) {}

    virtual ~VMapEntry() {}

    //! allocates memory for the vertex map
    virtual void Allocate(unsigned int num) {
        if (!rawData.empty())
            return; // return if already allocated

        const unsigned int m = num * dims;
        rawData.reserve(m + (m >> 2u)); // 25% as  extra storage for VMADs
        rawData.resize(m, 0.f);
        abAssigned.resize(num, false);
    }

    std::string name;
    unsigned int dims;

    std::vector<float> rawData;
    std::vector<bool> abAssigned;
};

// ---------------------------------------------------------------------------
/** \brief Represents an extra vertex color channel
 */
struct VColorChannel : public VMapEntry {
    VColorChannel() :
            VMapEntry(4) {}

    //! need to overwrite this function - the alpha channel must
    //! be initialized to 1.0 by default
    virtual void Allocate(unsigned int num) {
        if (!rawData.empty())
            return; // return if already allocated

        unsigned int m = num * dims;
        rawData.reserve(m + (m >> 2u)); // 25% as  extra storage for VMADs
        rawData.resize(m);

        for (aiColor4D *p = (aiColor4D *)&rawData[0]; p < (aiColor4D *)&rawData[m - 1]; ++p)
            p->a = 1.f;

        abAssigned.resize(num, false);
    }
};

// ---------------------------------------------------------------------------
/** \brief Represents an extra vertex UV channel
 */
struct UVChannel : public VMapEntry {
    UVChannel() :
            VMapEntry(2) {}
};

// ---------------------------------------------------------------------------
/** \brief Represents a weight map
 */
struct WeightChannel : public VMapEntry {
    WeightChannel() :
            VMapEntry(1) {}
};

// ---------------------------------------------------------------------------
/** \brief Represents a vertex-normals channel (MODO extension)
 */
struct NormalChannel : public VMapEntry {
    NormalChannel() :
            VMapEntry(3) {}
};

// ---------------------------------------------------------------------------
/** \brief Data structure for a LWO file texture
 */
struct Texture {
    // we write the enum values out here to make debugging easier ...
    enum BlendType {
        Normal = 0,
        Subtractive = 1,
        Difference = 2,
        Multiply = 3,
        Divide = 4,
        Alpha = 5,
        TextureDispl = 6,
        Additive = 7
    };

    enum MappingMode {
        Planar = 0,
        Cylindrical = 1,
        Spherical = 2,
        Cubic = 3,
        FrontProjection = 4,
        UV = 5
    };

    enum Axes {
        AXIS_X = 0,
        AXIS_Y = 1,
        AXIS_Z = 2
    };

    enum Wrap {
        RESET = 0,
        REPEAT = 1,
        MIRROR = 2,
        EDGE = 3
    };

    Texture() :
            mClipIdx(UINT_MAX), mStrength(1.0f), type(), mUVChannelIndex("unknown"), mRealUVIndex(UINT_MAX), enabled(true), blendType(Additive), bCanUse(true), mapMode(UV), majorAxis(AXIS_X), wrapAmountH(1.0f), wrapAmountW(1.0f), wrapModeWidth(REPEAT), wrapModeHeight(REPEAT), ordinal("\x00") {}

    //! File name of the texture
    std::string mFileName;

    //! Clip index
    unsigned int mClipIdx;

    //! Strength of the texture - blend factor
    float mStrength;

    uint32_t type; // type of the texture

    //! Name of the corresponding UV channel
    std::string mUVChannelIndex;
    unsigned int mRealUVIndex;

    //! is the texture enabled?
    bool enabled;

    //! blend type
    BlendType blendType;

    //! are we able to use the texture?
    bool bCanUse;

    //! mapping mode
    MappingMode mapMode;

    //! major axis for planar, cylindrical, spherical projections
    Axes majorAxis;

    //! wrap amount for cylindrical and spherical projections
    float wrapAmountH, wrapAmountW;

    //! wrapping mode for the texture
    Wrap wrapModeWidth, wrapModeHeight;

    //! ordinal string of the texture
    std::string ordinal;
};

// ---------------------------------------------------------------------------
/** \brief Data structure for a LWO file clip
 */
struct Clip {
    enum Type {
        STILL,
        SEQ,
        REF,
        UNSUPPORTED
    } type;

    Clip() :
            type(UNSUPPORTED), clipRef(), idx(0), negate(false) {}

    //! path to the base texture -
    std::string path;

    //! reference to another CLIP
    unsigned int clipRef;

    //! index of the clip
    unsigned int idx;

    //! Negate the clip?
    bool negate;
};

// ---------------------------------------------------------------------------
/** \brief Data structure for a LWO file shader
 *
 *  Later
 */
struct Shader {
    Shader() :
            ordinal("\x00"), functionName("unknown"), enabled(true) {}

    std::string ordinal;
    std::string functionName;
    bool enabled;
};

typedef std::list<Texture> TextureList;
typedef std::list<Shader> ShaderList;

// ---------------------------------------------------------------------------
/** \brief Data structure for a LWO file surface (= material)
 */
struct Surface {
    Surface() :
            mColor(0.78431f, 0.78431f, 0.78431f), bDoubleSided(false), mDiffuseValue(1.f), mSpecularValue(0.f), mTransparency(0.f), mGlossiness(0.4f), mLuminosity(0.f), mColorHighlights(0.f), mMaximumSmoothAngle(0.f) // 0 == not specified, no smoothing
            ,
            mVCMap(""),
            mVCMapType(AI_LWO_RGBA),
            mIOR(1.f) // vakuum
            ,
            mBumpIntensity(1.f),
            mWireframe(false),
            mAdditiveTransparency(0.f) {}

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

    //! Color of the surface
    aiColor3D mColor;

    //! true for two-sided materials
    bool bDoubleSided;

    //! Various material parameters
    float mDiffuseValue, mSpecularValue, mTransparency, mGlossiness, mLuminosity, mColorHighlights;

    //! Maximum angle between two adjacent triangles
    //! that they can be smoothed - in degrees
    float mMaximumSmoothAngle;

    //! Vertex color map to be used to color the surface
    std::string mVCMap;
    uint32_t mVCMapType;

    //! Names of the special shaders to be applied to the surface
    ShaderList mShaders;

    //! Textures - the first entry in the list is evaluated first
    TextureList mColorTextures, // color textures are added to both diffuse and specular texture stacks
            mDiffuseTextures,
            mSpecularTextures,
            mOpacityTextures,
            mBumpTextures,
            mGlossinessTextures,
            mReflectionTextures;

    //! Index of refraction
    float mIOR;

    //! Bump intensity scaling
    float mBumpIntensity;

    //! Wireframe flag
    bool mWireframe;

    //! Intensity of additive blending
    float mAdditiveTransparency;
};

// ---------------------------------------------------------------------------
#define AI_LWO_VALIDATE_CHUNK_LENGTH(length, name, size)              \
    if (length < size) {                                              \
        throw DeadlyImportError("LWO: " #name " chunk is too small"); \
    }

// some typedefs ... to make life with loader monsters like this easier
typedef std::vector<aiVector3D> PointList;
typedef std::vector<LWO::Face> FaceList;
typedef std::vector<LWO::Surface> SurfaceList;
typedef std::vector<std::string> TagList;
typedef std::vector<unsigned int> TagMappingTable;
typedef std::vector<unsigned int> ReferrerList;
typedef std::vector<WeightChannel> WeightChannelList;
typedef std::vector<VColorChannel> VColorChannelList;
typedef std::vector<UVChannel> UVChannelList;
typedef std::vector<Clip> ClipList;
typedef std::vector<Envelope> EnvelopeList;
typedef std::vector<unsigned int> SortedRep;

// ---------------------------------------------------------------------------
/** \brief Represents a layer in the file
 */
struct Layer {
    Layer() :
            mFaceIDXOfs(0), mPointIDXOfs(0), mParent(0x0), mIndex(0xffff), skip(false) {}

    /** Temporary point list from the file */
    PointList mTempPoints;

    /** Lists for every point the index of another point
        that has been copied from *this* point or UINT_MAX if
        no copy of the point has been made */
    ReferrerList mPointReferrers;

    /** Weight channel list from the file */
    WeightChannelList mWeightChannels;

    /** Subdivision weight channel list from the file */
    WeightChannelList mSWeightChannels;

    /** Vertex color list from the file */
    VColorChannelList mVColorChannels;

    /** UV channel list from the file */
    UVChannelList mUVChannels;

    /** Normal vector channel from the file */
    NormalChannel mNormals;

    /** Temporary face list from the file*/
    FaceList mFaces;

    /** Current face indexing offset from the beginning of the buffers*/
    unsigned int mFaceIDXOfs;

    /** Current point indexing offset from the beginning of the buffers*/
    unsigned int mPointIDXOfs;

    /** Parent index */
    uint16_t mParent;

    /** Index of the layer */
    uint16_t mIndex;

    /** Name of the layer */
    std::string mName;

    /** Pivot point of the layer */
    aiVector3D mPivot;

    /** Skip this layer? */
    bool skip;
};

typedef std::list<LWO::Layer> LayerList;

} // namespace LWO
} // namespace Assimp

#endif // !! AI_LWO_FILEDATA_INCLUDED
