/*
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Open Asset Import Library (ASSIMP)
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*/

/**
 * Contains the data structures which store the hierarchy fo the imported data.
 */
module assimp.scene;

import assimp.animation;
import assimp.camera;
import assimp.light;
import assimp.math;
import assimp.mesh;
import assimp.material;
import assimp.texture;
import assimp.types;

extern ( C ) {
   /**
    * A node in the imported hierarchy.
    *
    * Each node has name, a parent node (except for the root node), a
    * transformation relative to its parent and possibly several child nodes.
    * Simple file formats don't support hierarchical structures, for these
    * formats the imported scene does consist of only a single root node with
    * no childs.
    */
   struct aiNode {
      /**
       * The name of the node.
       *
       * The name might be empty (length of zero) but all nodes which need to
       * be accessed afterwards by bones or animations are usually named.
       * Multiple nodes may have the same name, but nodes which are accessed
       * by bones (see <code>aiBone</code> and <code>aiMesh.mBones</code>)
       * <em>must</em> be unique.
       *
       * Cameras and lights are assigned to a specific node name – if there are
       * multiple nodes with this name, they are assigned to each of them.
       *
       * There are no limitations regarding the characters contained in this
       * string. You should be able to handle stuff like whitespace, tabs,
       * linefeeds, quotation marks, ampersands, …
       */
      aiString mName;

      /**
       * The transformation relative to the node's parent.
       */
      aiMatrix4x4 mTransformation;

      /**
       * Parent node.
       *
       * null if this node is the root node.
       */
      aiNode* mParent;

      /**
       * The number of child nodes of this node.
       */
      uint mNumChildren;

      /**
       * The child nodes of this node.
       *
       * null if <code>mNumChildren</code> is 0.
       */
      aiNode** mChildren;

      /**
       * The number of meshes of this node.
       */
      int mNumMeshes;

      /**
       * The meshes of this node.
       *
       * Each entry is an index for <code>aiScene.mMeshes</code>.
       */
      uint* mMeshes;
   }

   /**
    * Flags which are combinated in <code>aiScene.mFlags</code> to store
    * auxiliary information about the imported scene.
    */
   enum aiSceneFlags : uint {
      /**
       * Specifies that the scene data structure that was imported is not
       * complete.
       *
       * This flag bypasses some internal validations and allows the import of
       * animation skeletons, material libraries or camera animation paths
       * using Assimp. Most applications won't support such data.
       */
      INCOMPLETE = 0x1,

      /**
       * This flag is set by the validation post-processing step
       * (<code>aiProcess.ValidateDS</code>) if the validation was successful.
       *
       * In a validated scene you can be sure that any cross references in the
       * data structure (e.g. vertex indices) are valid.
       */
      VALIDATED = 0x2,

      /**
       * This flag is set by the validation post-processing step
       * (<code>aiProcess.ValidateDS</code>) if the validation is successful
       * but some issues have been found.
       *
       * This can for example mean that a texture that does not exist is
       * referenced by a material or that the bone weights for a vertex don't
       * sum to 1. In most cases you should still be able to use the import.
       *
       * This flag could be useful for applications which don't capture
       * Assimp's log output.
       */
      VALIDATION_WARNING = 0x4,

      /**
       * This flag is currently only set by the
       * <code>aiProcess.JoinIdenticalVertices</code> post-processing step. It
       * indicates that the vertices of the output meshes aren't in the
       * internal verbose format anymore. In the verbose format all vertices
       * are unique, no vertex is ever referenced by more than one face.
       */
      NON_VERBOSE_FORMAT = 0x8,

      /**
       * Denotes pure height-map terrain data. Pure terrains usually consist of
       * quads, sometimes triangles, in a regular grid. The x,y coordinates of
       * all vertex positions refer to the x,y coordinates on the terrain
       * height map, the z-axis stores the elevation at a specific point.
       *
       * TER (Terragen) and HMP (3D Game Studio) are height map formats.
       *
       * Note: Assimp is probably not the best choice for loading <em>huge</em>
       *    terrains – fully triangulated data takes extremely much storage
       *    space and should be avoided as long as possible (typically you will
       *    perform the triangulation when you actually need to render it).
       */
      FLAGS_TERRAIN = 0x10
   }

   /**
    * The root structure of the imported data.
    *
    * Everything that was imported from the given file can be accessed from here.
    * Objects of this class are generally maintained and owned by Assimp, not
    * by the caller. You shouldn't want to instance it, nor should you ever try to
    * delete a given scene on your own.
    */
   struct aiScene {
      /**
       * Any combination of the <code>aiSceneFlags</code>. By default, this
       * value is 0, no flags are set.
       *
       * Most applications will want to reject all scenes with the
       * <code>aiSceneFlags.INCOMPLETE</code> bit set.
       */
      uint mFlags;

      /**
       * The root node of the hierarchy.
       *
       * There will always be at least the root node if the import was
       * successful (and no special flags have been set). Presence of further
       * nodes depends on the format and contents of the imported file.
       */
      aiNode* mRootNode;

      /**
       * The number of meshes in the scene.
       */
      uint mNumMeshes;

      /**
       * The array of meshes.
       *
       * Use the indices given in the <code>aiNode</code> structure to access
       * this array. The array is <code>mNumMeshes</code> in size.
       *
       * If the <code>aiSceneFlags.INCOMPLETE</code> flag is not set, there
       * will always be at least one mesh.
       */
      aiMesh** mMeshes;

      /**
       * The number of materials in the scene.
       */
      uint mNumMaterials;

      /**
       * The array of meshes.
       *
       * Use the indices given in the <code>aiMesh</code> structure to access
       * this array. The array is <code>mNumMaterials</code> in size.
       *
       * If the <code>aiSceneFlags.INCOMPLETE</code> flag is not set, there
       * will always be at least one material.
       */
      aiMaterial** mMaterials;

      /**
       * The number of animations in the scene.
       */
      uint mNumAnimations;

      /**
       * The array of animations.
       *
       * All animations imported from the given file are listed here. The array
       * is <code>mNumAnimations</code> in size.
      */
      aiAnimation** mAnimations;

      /**
       * The number of textures embedded into the file.
       */
      uint mNumTextures;

      /**
       * The array of embedded textures.
       *
       * Not many file formats embed their textures into the file. An example
       * is Quake's <code>MDL</code> format (which is also used by some
       * GameStudio versions).
       */
      aiTexture** mTextures;

      /**
       * The number of light sources in the scene.
       *
       * Light sources are fully optional, in most cases this attribute will be
       * 0.
       */
      uint mNumLights;

      /**
       * The array of light sources.
       *
       * All light sources imported from the given file are listed here. The
       * array is <code>mNumLights</code> in size.
       */
      aiLight** mLights;

      /**
       * The number of cameras in the scene.
       *
       * Cameras are fully optional, in most cases this attribute
       * will be 0.
       */
      uint mNumCameras;

      /**
       * The array of cameras.
       *
       * All cameras imported from the given file are listed here. The array is
       * <code>mNumCameras</code> in size.
       *
       * The first camera in the array (if existing) is the default camera view
       * at the scene.
       */
      aiCamera** mCameras;
   }
}
