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/** @file  MS3DLoader.cpp
 *  @brief Implementation of the Ms3D importer class.
 *  Written against http://chumbalum.swissquake.ch/ms3d/ms3dspec.txt
 */


#ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER

// internal headers
#include "MS3DLoader.h"
#include "StreamReader.h"
#include <assimp/DefaultLogger.hpp>
#include <assimp/scene.h>
#include <assimp/IOSystem.hpp>


using namespace Assimp;

static const aiImporterDesc desc = {
    "Milkshape 3D Importer",
    "",
    "",
    "http://chumbalum.swissquake.ch/",
    aiImporterFlags_SupportBinaryFlavour,
    0,
    0,
    0,
    0,
    "ms3d"
};

// ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
//   (enable old code path, which generates extra nodes per mesh while
//    the newer code uses aiMesh::mName to express the name of the
//    meshes (a.k.a. groups in MS3D))

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MS3DImporter::MS3DImporter()
    : mScene()
{}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well
MS3DImporter::~MS3DImporter()
{}

// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool MS3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
    // first call - simple extension check
    const std::string extension = GetExtension(pFile);
    if (extension == "ms3d") {
        return true;
    }

    // second call - check for magic identifiers
    else if (!extension.length() || checkSig)   {
        if (!pIOHandler) {
            return true;
        }
        const char* tokens[] = {"MS3D000000"};
        return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
    }
    return false;
}

// ------------------------------------------------------------------------------------------------
const aiImporterDesc* MS3DImporter::GetInfo () const
{
    return &desc;
}

// ------------------------------------------------------------------------------------------------
void ReadColor(StreamReaderLE& stream, aiColor4D& ambient)
{
    // aiColor4D is packed on gcc, implicit binding to float& fails therefore.
    stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a;
}

// ------------------------------------------------------------------------------------------------
void ReadVector(StreamReaderLE& stream, aiVector3D& pos)
{
    // See note in ReadColor()
    stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z;
}

// ------------------------------------------------------------------------------------------------
template<typename T>
void MS3DImporter :: ReadComments(StreamReaderLE& stream, std::vector<T>& outp)
{
    uint16_t cnt;
    stream >> cnt;

    for(unsigned int i = 0; i < cnt; ++i) {
        uint32_t index, clength;
        stream >> index >> clength;

        if(index >= outp.size()) {
            DefaultLogger::get()->warn("MS3D: Invalid index in comment section");
        }
        else if (clength > stream.GetRemainingSize()) {
            throw DeadlyImportError("MS3D: Failure reading comment, length field is out of range");
        }
        else {
            outp[index].comment = std::string(reinterpret_cast<char*>(stream.GetPtr()),clength);
        }
        stream.IncPtr(clength);
    }
}

// ------------------------------------------------------------------------------------------------
template <typename T, typename T2, typename T3> bool inrange(const T& in, const T2& lower, const T3& higher)
{
    return in > lower && in <= higher;
}

// ------------------------------------------------------------------------------------------------
void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints,
    std::vector<bool>& hadit,
    aiNode* nd,
    const aiMatrix4x4& absTrafo)
{
    unsigned int cnt = 0;
    for(size_t i = 0; i < joints.size(); ++i) {
        if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
            ++cnt;
        }
    }

    nd->mChildren = new aiNode*[nd->mNumChildren = cnt];
    cnt = 0;
    for(size_t i = 0; i < joints.size(); ++i) {
        if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
            aiNode* ch = nd->mChildren[cnt++] = new aiNode(joints[i].name);
            ch->mParent = nd;

            ch->mTransformation = aiMatrix4x4::Translation(joints[i].position,aiMatrix4x4()=aiMatrix4x4())*
                // XXX actually, I don't *know* why we need the inverse here. Probably column vs. row order?
                aiMatrix4x4().FromEulerAnglesXYZ(joints[i].rotation).Transpose();

            const aiMatrix4x4 abs = absTrafo*ch->mTransformation;
            for(unsigned int a = 0; a < mScene->mNumMeshes; ++a) {
                aiMesh* const msh = mScene->mMeshes[a];
                for(unsigned int n = 0; n < msh->mNumBones; ++n) {
                    aiBone* const bone = msh->mBones[n];

                    if(bone->mName == ch->mName) {
                        bone->mOffsetMatrix = aiMatrix4x4(abs).Inverse();
                    }
                }
            }

            hadit[i] = true;
            CollectChildJoints(joints,hadit,ch,abs);
        }
    }
}

// ------------------------------------------------------------------------------------------------
void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd)
{
     std::vector<bool> hadit(joints.size(),false);
     aiMatrix4x4 trafo;

     CollectChildJoints(joints,hadit,nd,trafo);
}

// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MS3DImporter::InternReadFile( const std::string& pFile,
    aiScene* pScene, IOSystem* pIOHandler)
{
    StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));

    // CanRead() should have done this already
    char head[10];
    int32_t version;

    mScene = pScene;


    // 1 ------------ read into temporary data structures mirroring the original file

    stream.CopyAndAdvance(head,10);
    stream >> version;
    if (strncmp(head,"MS3D000000",10)) {
        throw DeadlyImportError("Not a MS3D file, magic string MS3D000000 not found: "+pFile);
    }

    if (version != 4) {
        throw DeadlyImportError("MS3D: Unsupported file format version, 4 was expected");
    }

    uint16_t verts;
    stream >> verts;

    std::vector<TempVertex> vertices(verts);
    for (unsigned int i = 0; i < verts; ++i) {
        TempVertex& v = vertices[i];

        stream.IncPtr(1);
        ReadVector(stream,v.pos);
        v.bone_id[0] = stream.GetI1();
        v.ref_cnt = stream.GetI1();

        v.bone_id[1] = v.bone_id[2] = v.bone_id[3] = UINT_MAX;
        v.weights[1] = v.weights[2] = v.weights[3] = 0.f;
        v.weights[0] = 1.f;
    }

    uint16_t tris;
    stream >> tris;

    std::vector<TempTriangle> triangles(tris);
    for (unsigned int i = 0;i < tris; ++i) {
        TempTriangle& t = triangles[i];

        stream.IncPtr(2);
        for (unsigned int i = 0; i < 3; ++i) {
            t.indices[i] = stream.GetI2();
        }

        for (unsigned int i = 0; i < 3; ++i) {
            ReadVector(stream,t.normals[i]);
        }

        for (unsigned int i = 0; i < 3; ++i) {
            stream >> (float&)(t.uv[i].x); // see note in ReadColor()
        }
        for (unsigned int i = 0; i < 3; ++i) {
            stream >> (float&)(t.uv[i].y);
        }

        t.sg    = stream.GetI1();
        t.group = stream.GetI1();
    }

    uint16_t grp;
    stream >> grp;

    bool need_default = false;
    std::vector<TempGroup> groups(grp);
    for (unsigned int i = 0;i < grp; ++i) {
        TempGroup& t = groups[i];

        stream.IncPtr(1);
        stream.CopyAndAdvance(t.name,32);

        t.name[32] = '\0';
        uint16_t num;
        stream >> num;

        t.triangles.resize(num);
        for (unsigned int i = 0; i < num; ++i) {
            t.triangles[i] = stream.GetI2();
        }
        t.mat = stream.GetI1();
        if (t.mat == UINT_MAX) {
            need_default = true;
        }
    }

    uint16_t mat;
    stream >> mat;

    std::vector<TempMaterial> materials(mat);
    for (unsigned int i = 0;i < mat; ++i) {
        TempMaterial& t = materials[i];

        stream.CopyAndAdvance(t.name,32);
        t.name[32] = '\0';

        ReadColor(stream,t.ambient);
        ReadColor(stream,t.diffuse);
        ReadColor(stream,t.specular);
        ReadColor(stream,t.emissive);
        stream >> t.shininess  >> t.transparency;

        stream.IncPtr(1);

        stream.CopyAndAdvance(t.texture,128);
        t.texture[128] = '\0';

        stream.CopyAndAdvance(t.alphamap,128);
        t.alphamap[128] = '\0';
    }

    float animfps, currenttime;
    uint32_t totalframes;
    stream >> animfps >> currenttime >> totalframes;

    uint16_t joint;
    stream >> joint;

    std::vector<TempJoint> joints(joint);
    for(unsigned int i = 0; i < joint; ++i) {
        TempJoint& j = joints[i];

        stream.IncPtr(1);
        stream.CopyAndAdvance(j.name,32);
        j.name[32] = '\0';

        stream.CopyAndAdvance(j.parentName,32);
        j.parentName[32] = '\0';

    //  DefaultLogger::get()->debug(j.name);
    //  DefaultLogger::get()->debug(j.parentName);

        ReadVector(stream,j.rotation);
        ReadVector(stream,j.position);

        j.rotFrames.resize(stream.GetI2());
        j.posFrames.resize(stream.GetI2());

        for(unsigned int a = 0; a < j.rotFrames.size(); ++a) {
            TempKeyFrame& kf = j.rotFrames[a];
            stream >> kf.time;
            ReadVector(stream,kf.value);
        }
        for(unsigned int a = 0; a < j.posFrames.size(); ++a) {
            TempKeyFrame& kf = j.posFrames[a];
            stream >> kf.time;
            ReadVector(stream,kf.value);
        }
    }

    if(stream.GetRemainingSize() > 4) {
        uint32_t subversion;
        stream >> subversion;
        if (subversion == 1) {
            ReadComments<TempGroup>(stream,groups);
            ReadComments<TempMaterial>(stream,materials);
            ReadComments<TempJoint>(stream,joints);

            // model comment - print it for we have such a nice log.
            if (stream.GetI4()) {
                const size_t len = static_cast<size_t>(stream.GetI4());
                if (len > stream.GetRemainingSize()) {
                    throw DeadlyImportError("MS3D: Model comment is too long");
                }

                const std::string& s = std::string(reinterpret_cast<char*>(stream.GetPtr()),len);
                DefaultLogger::get()->debug("MS3D: Model comment: " + s);
            }

            if(stream.GetRemainingSize() > 4 && inrange((stream >> subversion,subversion),1u,3u)) {
                for(unsigned int i = 0; i < verts; ++i) {
                    TempVertex& v = vertices[i];
                    v.weights[3]=1.f;
                    for(unsigned int n = 0; n < 3; v.weights[3]-=v.weights[n++]) {
                        v.bone_id[n+1] = stream.GetI1();
                        v.weights[n] = static_cast<float>(static_cast<unsigned int>(stream.GetI1()))/255.f;
                    }
                    stream.IncPtr((subversion-1)<<2u);
                }

                // even further extra data is not of interest for us, at least now now.
            }
        }
    }

    // 2 ------------ convert to proper aiXX data structures -----------------------------------

    if (need_default && materials.size()) {
        DefaultLogger::get()->warn("MS3D: Found group with no material assigned, spawning default material");
        // if one of the groups has no material assigned, but there are other
        // groups with materials, a default material needs to be added (
        // scenepreprocessor adds a default material only if nummat==0).
        materials.push_back(TempMaterial());
        TempMaterial& m = materials.back();

        strcpy(m.name,"<MS3D_DefaultMat>");
        m.diffuse = aiColor4D(0.6f,0.6f,0.6f,1.0);
        m.transparency = 1.f;
        m.shininess = 0.f;

        // this is because these TempXXX struct's have no c'tors.
        m.texture[0] = m.alphamap[0] = '\0';

        for (unsigned int i = 0; i < groups.size(); ++i) {
            TempGroup& g = groups[i];
            if (g.mat == UINT_MAX) {
                g.mat = materials.size()-1;
            }
        }
    }

    // convert materials to our generic key-value dict-alike
    if (materials.size()) {
        pScene->mMaterials = new aiMaterial*[materials.size()];
        for (size_t i = 0; i < materials.size(); ++i) {

            aiMaterial* mo = new aiMaterial();
            pScene->mMaterials[pScene->mNumMaterials++] = mo;

            const TempMaterial& mi = materials[i];

            aiString tmp;
            if (0[mi.alphamap]) {
                tmp = aiString(mi.alphamap);
                mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_OPACITY(0));
            }
            if (0[mi.texture]) {
                tmp = aiString(mi.texture);
                mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_DIFFUSE(0));
            }
            if (0[mi.name]) {
                tmp = aiString(mi.name);
                mo->AddProperty(&tmp,AI_MATKEY_NAME);
            }

            mo->AddProperty(&mi.ambient,1,AI_MATKEY_COLOR_AMBIENT);
            mo->AddProperty(&mi.diffuse,1,AI_MATKEY_COLOR_DIFFUSE);
            mo->AddProperty(&mi.specular,1,AI_MATKEY_COLOR_SPECULAR);
            mo->AddProperty(&mi.emissive,1,AI_MATKEY_COLOR_EMISSIVE);

            mo->AddProperty(&mi.shininess,1,AI_MATKEY_SHININESS);
            mo->AddProperty(&mi.transparency,1,AI_MATKEY_OPACITY);

            const int sm = mi.shininess>0.f?aiShadingMode_Phong:aiShadingMode_Gouraud;
            mo->AddProperty(&sm,1,AI_MATKEY_SHADING_MODEL);
        }
    }

    // convert groups to meshes
    if (groups.empty()) {
        throw DeadlyImportError("MS3D: Didn't get any group records, file is malformed");
    }

    pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast<unsigned int>(groups.size())]();
    for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {

        aiMesh* m = pScene->mMeshes[i] = new aiMesh();
        const TempGroup& g = groups[i];

        if (pScene->mNumMaterials && g.mat > pScene->mNumMaterials) {
            throw DeadlyImportError("MS3D: Encountered invalid material index, file is malformed");
        } // no error if no materials at all - scenepreprocessor adds one then

        m->mMaterialIndex  = g.mat;
        m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;

        m->mFaces = new aiFace[m->mNumFaces = g.triangles.size()];
        m->mNumVertices = m->mNumFaces*3;

        // storage for vertices - verbose format, as requested by the postprocessing pipeline
        m->mVertices = new aiVector3D[m->mNumVertices];
        m->mNormals  = new aiVector3D[m->mNumVertices];
        m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
        m->mNumUVComponents[0] = 2;

        typedef std::map<unsigned int,unsigned int> BoneSet;
        BoneSet mybones;

        for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
            aiFace& f = m->mFaces[i];
            if (g.triangles[i]>triangles.size()) {
                throw DeadlyImportError("MS3D: Encountered invalid triangle index, file is malformed");
            }

            TempTriangle& t = triangles[g.triangles[i]];
            f.mIndices = new unsigned int[f.mNumIndices=3];

            for (unsigned int i = 0; i < 3; ++i,++n) {
                if (t.indices[i]>vertices.size()) {
                    throw DeadlyImportError("MS3D: Encountered invalid vertex index, file is malformed");
                }

                const TempVertex& v = vertices[t.indices[i]];
                for(unsigned int a = 0; a < 4; ++a) {
                    if (v.bone_id[a] != UINT_MAX) {
                        if (v.bone_id[a] >= joints.size()) {
                            throw DeadlyImportError("MS3D: Encountered invalid bone index, file is malformed");
                        }
                        if (mybones.find(v.bone_id[a]) == mybones.end()) {
                             mybones[v.bone_id[a]] = 1;
                        }
                        else ++mybones[v.bone_id[a]];
                    }
                }

                // collect vertex components
                m->mVertices[n] = v.pos;

                m->mNormals[n] = t.normals[i];
                m->mTextureCoords[0][n] = aiVector3D(t.uv[i].x,1.f-t.uv[i].y,0.0);
                f.mIndices[i] = n;
            }
        }

        // allocate storage for bones
        if(!mybones.empty()) {
            std::vector<unsigned int> bmap(joints.size());
            m->mBones = new aiBone*[mybones.size()]();
            for(BoneSet::const_iterator it = mybones.begin(); it != mybones.end(); ++it) {
                aiBone* const bn = m->mBones[m->mNumBones] = new aiBone();
                const TempJoint& jnt = joints[(*it).first];

                bn->mName.Set(jnt.name);
                bn->mWeights = new aiVertexWeight[(*it).second];

                bmap[(*it).first] = m->mNumBones++;
            }

            // .. and collect bone weights
            for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
                TempTriangle& t = triangles[g.triangles[i]];

                for (unsigned int i = 0; i < 3; ++i,++n) {
                    const TempVertex& v = vertices[t.indices[i]];
                    for(unsigned int a = 0; a < 4; ++a) {
                        const unsigned int bone = v.bone_id[a];
                        if(bone==UINT_MAX){
                            continue;
                        }

                        aiBone* const outbone = m->mBones[bmap[bone]];
                        aiVertexWeight& outwght = outbone->mWeights[outbone->mNumWeights++];

                        outwght.mVertexId = n;
                        outwght.mWeight = v.weights[a];
                    }
                }
            }
        }
    }

    // ... add dummy nodes under a single root, each holding a reference to one
    // mesh. If we didn't do this, we'd lose the group name.
    aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>");

#ifdef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
    rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes+(joints.size()?1:0)]();

    for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
        aiNode* nd = rt->mChildren[i] = new aiNode();

        const TempGroup& g = groups[i];

        // we need to generate an unique name for all mesh nodes.
        // since we want to keep the group name, a prefix is
        // prepended.
        nd->mName = aiString("<MS3DMesh>_");
        nd->mName.Append(g.name);
        nd->mParent = rt;

        nd->mMeshes = new unsigned int[nd->mNumMeshes = 1];
        nd->mMeshes[0] = i;
    }
#else
    rt->mMeshes = new unsigned int[pScene->mNumMeshes];
    for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
        rt->mMeshes[rt->mNumMeshes++] = i;
    }
#endif

    // convert animations as well
    if(joints.size()) {
#ifndef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
        rt->mChildren = new aiNode*[1]();
        rt->mNumChildren = 1;

        aiNode* jt = rt->mChildren[0] = new aiNode();
#else
        aiNode* jt = rt->mChildren[pScene->mNumMeshes] = new aiNode();
#endif
        jt->mParent = rt;
        CollectChildJoints(joints,jt);
        jt->mName.Set("<MS3DJointRoot>");

        pScene->mAnimations = new aiAnimation*[ pScene->mNumAnimations = 1 ];
        aiAnimation* const anim = pScene->mAnimations[0] = new aiAnimation();

        anim->mName.Set("<MS3DMasterAnim>");

        // carry the fps info to the user by scaling all times with it
        anim->mTicksPerSecond = animfps;

        // leave duration at its default, so ScenePreprocessor will fill an appropriate
        // value (the values taken from some MS3D files seem to be too unreliable
        // to pass the validation)
        // anim->mDuration = totalframes/animfps;

        anim->mChannels = new aiNodeAnim*[joints.size()]();
        for(std::vector<TempJoint>::const_iterator it = joints.begin(); it != joints.end(); ++it) {
            if ((*it).rotFrames.empty() && (*it).posFrames.empty()) {
                continue;
            }

            aiNodeAnim* nd = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
            nd->mNodeName.Set((*it).name);

            if ((*it).rotFrames.size()) {
                nd->mRotationKeys = new aiQuatKey[(*it).rotFrames.size()];
                for(std::vector<TempKeyFrame>::const_iterator rot = (*it).rotFrames.begin(); rot != (*it).rotFrames.end(); ++rot) {
                    aiQuatKey& q = nd->mRotationKeys[nd->mNumRotationKeys++];

                    q.mTime = (*rot).time*animfps;

                    // XXX it seems our matrix&quaternion code has faults in its conversion routines --
                    // aiQuaternion(x,y,z) seems to besomething different as quat(matrix.fromeuler(x,y,z)).
                    q.mValue = aiQuaternion(aiMatrix3x3(aiMatrix4x4().FromEulerAnglesXYZ((*rot).value)*
                        aiMatrix4x4().FromEulerAnglesXYZ((*it).rotation)).Transpose());
                }
            }

            if ((*it).posFrames.size()) {
                nd->mPositionKeys = new aiVectorKey[(*it).posFrames.size()];

                aiQuatKey* qu = nd->mRotationKeys;
                for(std::vector<TempKeyFrame>::const_iterator pos = (*it).posFrames.begin(); pos != (*it).posFrames.end(); ++pos,++qu) {
                    aiVectorKey& v = nd->mPositionKeys[nd->mNumPositionKeys++];

                    v.mTime = (*pos).time*animfps;
                    v.mValue = (*it).position + (*pos).value;
                }
            }
        }
        // fixup to pass the validation if not a single animation channel is non-trivial
        if (!anim->mNumChannels) {
            anim->mChannels = NULL;
        }
    }
}

#endif
