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

Copyright (c) 2006-2010, ASSIMP Development Team
All rights reserved.

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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 Development Team.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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*/

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

#ifndef AI_3DSFILEHELPER_H_INC
#define AI_3DSFILEHELPER_H_INC


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

namespace Assimp	{
namespace D3DS	{

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

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

public:

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


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

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

		// standard gouraud shading
		Gouraud = 0x2,

		// phong shading
		Phong = 0x3,

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

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

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

	enum 
	{

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

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

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

		// Prj master chunk
		CHUNK_PRJ       = 0xC23D,

		// MDLI master chunk
		CHUNK_MLI       = 0x3DAA,

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

		// Mesh main chunk
		CHUNK_OBJMESH   = 0x3D3D,

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

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

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

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

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

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

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

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

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

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

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

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

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

			// Diffuse texture channel 0 
			CHUNK_MAT_TEXTURE   = 0xA200,

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

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

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

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

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

			// Holds shininess data. 
			CHUNK_MAT_MAT_SHINMAP = 0xA33C,

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	//! Local transformation matrix
	aiMatrix4x4 mMat;
};

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

#ifdef __cplusplus

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

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

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

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

#endif
};

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

		:	mHierarchyPos		(0)
		,	mHierarchyIndex		(0)

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

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

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

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

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

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

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

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

	//! Index of the node
	int16_t mHierarchyIndex;

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

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

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


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

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

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

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

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

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

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

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


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

#endif // AI_XFILEHELPER_H_INC
