text: /*
  ---------------------------------------------------------------------------
  Open Asset Import Library (assimp)
  ---------------------------------------------------------------------------
  
  Copyright (c) 2006-2012, 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.
  
  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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  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.
  ---------------------------------------------------------------------------
  */
  /** @file  XFileImporter.cpp
   *  @brief Implementation of the XFile importer class 
   */
  
  #include "AssimpPCH.h"
  #ifndef ASSIMP_BUILD_NO_X_IMPORTER
  
  #include "XFileImporter.h"
  #include "XFileParser.h"
  #include "ConvertToLHProcess.h"
  
  using namespace Assimp;
  
  static const aiImporterDesc desc = {
  	"Collada Importer",
  	"",
  	"",
  	"",
  	aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour,
  	1,
  	3,
  	1,
  	5,
  	"x" 
  };
  
  // ------------------------------------------------------------------------------------------------
  // Constructor to be privately used by Importer
  XFileImporter::XFileImporter()
  {}
  
  // ------------------------------------------------------------------------------------------------
  // Destructor, private as well 
  XFileImporter::~XFileImporter()
  {}
  
  // ------------------------------------------------------------------------------------------------
  // Returns whether the class can handle the format of the given file. 
  bool XFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
  {
  	std::string extension = GetExtension(pFile);
  	if(extension == "x") {
  		return true;
  	}
  	if (!extension.length() || checkSig) {
  		uint32_t token[1];
  		token[0] = AI_MAKE_MAGIC("xof ");
  		return CheckMagicToken(pIOHandler,pFile,token,1,0);
  	}
  	return false;
  }
  
  // ------------------------------------------------------------------------------------------------
  // Get file extension list
  const aiImporterDesc* XFileImporter::GetInfo () const
  {
  	return &desc;
  }
  
  // ------------------------------------------------------------------------------------------------
  // Imports the given file into the given scene structure. 
  void XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
  {
  	// read file into memory
  	boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
  	if( file.get() == NULL)
  		throw DeadlyImportError( "Failed to open file " + pFile + ".");
  
  	size_t fileSize = file->FileSize();
  	if( fileSize < 16)
  		throw DeadlyImportError( "XFile is too small.");
  
  	// need to clear members - this method might be called multiple
  	// times on a single XFileImporter instance.
  	mImportedMats.clear();
  
  	// in the hope that binary files will never start with a BOM ...
  	mBuffer.resize( fileSize + 1);
  	file->Read( &mBuffer.front(), 1, fileSize);
  	ConvertToUTF8(mBuffer);
  
  	// parse the file into a temporary representation
  	XFileParser parser( mBuffer);
  
  	// and create the proper return structures out of it
  	CreateDataRepresentationFromImport( pScene, parser.GetImportedData());
  
  	// if nothing came from it, report it as error
  	if( !pScene->mRootNode)
  		throw DeadlyImportError( "XFile is ill-formatted - no content imported.");
  }
  
  // ------------------------------------------------------------------------------------------------
  // Constructs the return data structure out of the imported data.
  void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, const XFile::Scene* pData)
  {
  	// Read the global materials first so that meshes referring to them can find them later
  	ConvertMaterials( pScene, pData->mGlobalMaterials);
  
  	// copy nodes, extracting meshes and materials on the way
  	pScene->mRootNode = CreateNodes( pScene, NULL, pData->mRootNode);
  
  	// extract animations
  	CreateAnimations( pScene, pData);
  
  	// read the global meshes that were stored outside of any node
  	if( pData->mGlobalMeshes.size() > 0)
  	{
  		// create a root node to hold them if there isn't any, yet
  		if( pScene->mRootNode == NULL)
  		{
  			pScene->mRootNode = new aiNode;
  			pScene->mRootNode->mName.Set( "$dummy_node");
  		}
  
  		// convert all global meshes and store them in the root node.
  		// If there was one before, the global meshes now suddenly have its transformation matrix...
  		// Don't know what to do there, I don't want to insert another node under the present root node
  		// just to avoid this.
  		CreateMeshes( pScene, pScene->mRootNode, pData->mGlobalMeshes);
  	}
  
  	// Convert everything to OpenGL space... it's the same operation as the conversion back, so we can reuse the step directly
  	MakeLeftHandedProcess convertProcess;
  	convertProcess.Execute( pScene);
  
  	FlipWindingOrderProcess flipper;
  	flipper.Execute(pScene);
  
  	// finally: create a dummy material if not material was imported
  	if( pScene->mNumMaterials == 0)
  	{
  		pScene->mNumMaterials = 1;
  		// create the Material
  		aiMaterial* mat = new aiMaterial;
  		int shadeMode = (int) aiShadingMode_Gouraud;
  		mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
  		// material colours
  		int specExp = 1;
  
  		aiColor3D clr = aiColor3D( 0, 0, 0);
  		mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_EMISSIVE);
  		mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_SPECULAR);
  
  		clr = aiColor3D( 0.5f, 0.5f, 0.5f);
  		mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_DIFFUSE);
  		mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
  
  		pScene->mMaterials = new aiMaterial*[1];
  		pScene->mMaterials[0] = mat;
  	}
  }
  
  // ------------------------------------------------------------------------------------------------
  // Recursively creates scene nodes from the imported hierarchy. 
  aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFile::Node* pNode)
  {
  	if( !pNode)
  		return NULL;
  
  	// create node
  	aiNode* node = new aiNode;
  	node->mName.length = pNode->mName.length();
  	node->mParent = pParent;
  	memcpy( node->mName.data, pNode->mName.c_str(), pNode->mName.length());
  	node->mName.data[node->mName.length] = 0;
  	node->mTransformation = pNode->mTrafoMatrix;
  
  	// convert meshes from the source node 
  	CreateMeshes( pScene, node, pNode->mMeshes);
  
  	// handle childs
  	if( pNode->mChildren.size() > 0)
  	{
  		node->mNumChildren = (unsigned int)pNode->mChildren.size();
  		node->mChildren = new aiNode* [node->mNumChildren];
  
  		for( unsigned int a = 0; a < pNode->mChildren.size(); a++)
  			node->mChildren[a] = CreateNodes( pScene, node, pNode->mChildren[a]);
  	}
  
  	return node;
  }
  
  // ------------------------------------------------------------------------------------------------
  // Creates the meshes for the given node. 
  void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vector<XFile::Mesh*>& pMeshes)
  {
  	if( pMeshes.size() == 0)
  		return;
  
  	// create a mesh for each mesh-material combination in the source node
  	std::vector<aiMesh*> meshes;
  	for( unsigned int a = 0; a < pMeshes.size(); a++)
  	{
  		const XFile::Mesh* sourceMesh = pMeshes[a];
  		// first convert its materials so that we can find them when searching by name afterwards
  		ConvertMaterials( pScene, sourceMesh->mMaterials);
  
  		unsigned int numMaterials = std::max( (unsigned int)sourceMesh->mMaterials.size(), 1u);
  		for( unsigned int b = 0; b < numMaterials; b++)
  		{
  			// collect the faces belonging to this material
  			std::vector<unsigned int> faces;
  			unsigned int numVertices = 0;
  			if( sourceMesh->mFaceMaterials.size() > 0)
  			{
  				// if there is a per-face material defined, select the faces with the corresponding material
  				for( unsigned int c = 0; c < sourceMesh->mFaceMaterials.size(); c++)
  				{
  					if( sourceMesh->mFaceMaterials[c] == b)
  					{
  						faces.push_back( c);
  						numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
  					}
  				}
  			} else
  			{
  				// if there is no per-face material, place everything into one mesh
  				for( unsigned int c = 0; c < sourceMesh->mPosFaces.size(); c++)
  				{
  					faces.push_back( c);
  					numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
  				}
  			}
  
  			// no faces/vertices using this material? strange...
  			if( numVertices == 0)
  				continue;
  
  			// create a submesh using this material
  			aiMesh* mesh = new aiMesh;
  			meshes.push_back( mesh);
  
  			// find the material by name in the scene's material list. Either own material
  			// or referenced material, it should already be found there
  			if( sourceMesh->mFaceMaterials.size() > 0)
  			{
  				std::map<std::string, unsigned int>::const_iterator matIt = mImportedMats.find( sourceMesh->mMaterials[b].mName);
  				if( matIt == mImportedMats.end())
  					mesh->mMaterialIndex = 0;
  				else
  					mesh->mMaterialIndex = matIt->second;
  			} else
  			{
  				mesh->mMaterialIndex = 0;
  			}
  
  			// Create properly sized data arrays in the mesh. We store unique vertices per face,
  			// as specified 
  			mesh->mNumVertices = numVertices;
  			mesh->mVertices = new aiVector3D[numVertices];
  			mesh->mNumFaces = (unsigned int)faces.size();
  			mesh->mFaces = new aiFace[mesh->mNumFaces];
  
  			// normals?
  			if( sourceMesh->mNormals.size() > 0)
  				mesh->mNormals = new aiVector3D[numVertices];
  			// texture coords
  			for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; c++)
  			{
  				if( sourceMesh->mTexCoords[c].size() > 0)
  					mesh->mTextureCoords[c] = new aiVector3D[numVertices];
  			}
  			// vertex colors
  			for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; c++)
  			{
  				if( sourceMesh->mColors[c].size() > 0)
  					mesh->mColors[c] = new aiColor4D[numVertices];
  			}
  
  			// now collect the vertex data of all data streams present in the imported mesh
  			unsigned int newIndex = 0;
  			std::vector<unsigned int> orgPoints; // from which original point each new vertex stems
  			orgPoints.resize( numVertices, 0);
  
  			for( unsigned int c = 0; c < faces.size(); c++)
  			{
  				unsigned int f = faces[c]; // index of the source face
  				const XFile::Face& pf = sourceMesh->mPosFaces[f]; // position source face
  
  				// create face. either triangle or triangle fan depending on the index count
  				aiFace& df = mesh->mFaces[c]; // destination face
  				df.mNumIndices = (unsigned int)pf.mIndices.size();
  				df.mIndices = new unsigned int[ df.mNumIndices];
  
  				// collect vertex data for indices of this face
  				for( unsigned int d = 0; d < df.mNumIndices; d++)
  				{
  					df.mIndices[d] = newIndex; 
  					orgPoints[newIndex] = pf.mIndices[d];
  
  					// Position
  					mesh->mVertices[newIndex] = sourceMesh->mPositions[pf.mIndices[d]];
  					// Normal, if present
  					if( mesh->HasNormals())
  						mesh->mNormals[newIndex] = sourceMesh->mNormals[sourceMesh->mNormFaces[f].mIndices[d]];
  
  					// texture coord sets
  					for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; e++)
  					{
  						if( mesh->HasTextureCoords( e))
  						{
  							aiVector2D tex = sourceMesh->mTexCoords[e][pf.mIndices[d]];
  							mesh->mTextureCoords[e][newIndex] = aiVector3D( tex.x, 1.0f - tex.y, 0.0f);
  						}
  					}
  					// vertex color sets
  					for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_COLOR_SETS; e++)
  						if( mesh->HasVertexColors( e))
  							mesh->mColors[e][newIndex] = sourceMesh->mColors[e][pf.mIndices[d]];
  
  					newIndex++;
  				}
  			}
  
  			// there should be as much new vertices as we calculated before
  			ai_assert( newIndex == numVertices);
  
  			// convert all bones of the source mesh which influence vertices in this newly created mesh
  			const std::vector<XFile::Bone>& bones = sourceMesh->mBones;
  			std::vector<aiBone*> newBones;
  			for( unsigned int c = 0; c < bones.size(); c++)
  			{
  				const XFile::Bone& obone = bones[c];
  				// set up a vertex-linear array of the weights for quick searching if a bone influences a vertex
  				std::vector<float> oldWeights( sourceMesh->mPositions.size(), 0.0f);
  				for( unsigned int d = 0; d < obone.mWeights.size(); d++)
  					oldWeights[obone.mWeights[d].mVertex] = obone.mWeights[d].mWeight;
  
  				// collect all vertex weights that influence a vertex in the new mesh
  				std::vector<aiVertexWeight> newWeights;
  				newWeights.reserve( numVertices);
  				for( unsigned int d = 0; d < orgPoints.size(); d++)
  				{
  					// does the new vertex stem from an old vertex which was influenced by this bone?
  					float w = oldWeights[orgPoints[d]];
  					if( w > 0.0f)
  						newWeights.push_back( aiVertexWeight( d, w));
  				}
  
  				// if the bone has no weights in the newly created mesh, ignore it
  				if( newWeights.size() == 0)
  					continue;
  
  				// create
  				aiBone* nbone = new aiBone;
  				newBones.push_back( nbone);
  				// copy name and matrix
  				nbone->mName.Set( obone.mName);
  				nbone->mOffsetMatrix = obone.mOffsetMatrix;
  				nbone->mNumWeights = (unsigned int)newWeights.size();
  				nbone->mWeights = new aiVertexWeight[nbone->mNumWeights];
  				for( unsigned int d = 0; d < newWeights.size(); d++)
  					nbone->mWeights[d] = newWeights[d];
  			}
  
  			// store the bones in the mesh
  			mesh->mNumBones = (unsigned int)newBones.size();
  			if( newBones.size() > 0)
  			{
  				mesh->mBones = new aiBone*[mesh->mNumBones];
  				std::copy( newBones.begin(), newBones.end(), mesh->mBones);
  			}
  		}
  	}
  
  	// reallocate scene mesh array to be large enough
  	aiMesh** prevArray = pScene->mMeshes;
  	pScene->mMeshes = new aiMesh*[pScene->mNumMeshes + meshes.size()];
  	if( prevArray)
  	{
  		memcpy( pScene->mMeshes, prevArray, pScene->mNumMeshes * sizeof( aiMesh*));
  		delete [] prevArray;
  	}
  
  	// allocate mesh index array in the node
  	pNode->mNumMeshes = (unsigned int)meshes.size();
  	pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
  
  	// store all meshes in the mesh library of the scene and store their indices in the node
  	for( unsigned int a = 0; a < meshes.size(); a++)
  	{
  		pScene->mMeshes[pScene->mNumMeshes] = meshes[a];		
  		pNode->mMeshes[a] = pScene->mNumMeshes;
  		pScene->mNumMeshes++;
  	}
  }
  
  // ------------------------------------------------------------------------------------------------
  // Converts the animations from the given imported data and creates them in the scene.
  void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData)
  {
  	std::vector<aiAnimation*> newAnims;
  
  	for( unsigned int a = 0; a < pData->mAnims.size(); a++)
  	{
  		const XFile::Animation* anim = pData->mAnims[a];
  		// some exporters mock me with empty animation tags.
  		if( anim->mAnims.size() == 0)
  			continue;
  
  		// create a new animation to hold the data
  		aiAnimation* nanim = new aiAnimation;
  		newAnims.push_back( nanim);
  		nanim->mName.Set( anim->mName);
  		// duration will be determined by the maximum length
  		nanim->mDuration = 0;
  		nanim->mTicksPerSecond = pData->mAnimTicksPerSecond;
  		nanim->mNumChannels = (unsigned int)anim->mAnims.size();
  		nanim->mChannels = new aiNodeAnim*[nanim->mNumChannels];
  
  		for( unsigned int b = 0; b < anim->mAnims.size(); b++)
  		{
  			const XFile::AnimBone* bone = anim->mAnims[b];
  			aiNodeAnim* nbone = new aiNodeAnim;
  			nbone->mNodeName.Set( bone->mBoneName);
  			nanim->mChannels[b] = nbone;
  
  			// keyframes are given as combined transformation matrix keys
  			if( bone->mTrafoKeys.size() > 0)
  			{
  				nbone->mNumPositionKeys = (unsigned int)bone->mTrafoKeys.size();
  				nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
  				nbone->mNumRotationKeys = (unsigned int)bone->mTrafoKeys.size();
  				nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
  				nbone->mNumScalingKeys = (unsigned int)bone->mTrafoKeys.size();
  				nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
  
  				for( unsigned int c = 0; c < bone->mTrafoKeys.size(); c++)
  				{
  					// deconstruct each matrix into separate position, rotation and scaling
  					double time = bone->mTrafoKeys[c].mTime;
  					aiMatrix4x4 trafo = bone->mTrafoKeys[c].mMatrix;
  
  					// extract position
  					aiVector3D pos( trafo.a4, trafo.b4, trafo.c4);
  
  					nbone->mPositionKeys[c].mTime = time;
  					nbone->mPositionKeys[c].mValue = pos;
  
  					// extract scaling
  					aiVector3D scale;
  					scale.x = aiVector3D( trafo.a1, trafo.b1, trafo.c1).Length();
  					scale.y = aiVector3D( trafo.a2, trafo.b2, trafo.c2).Length();
  					scale.z = aiVector3D( trafo.a3, trafo.b3, trafo.c3).Length();
  					nbone->mScalingKeys[c].mTime = time;
  					nbone->mScalingKeys[c].mValue = scale;
  
  					// reconstruct rotation matrix without scaling
  					aiMatrix3x3 rotmat( 
  						trafo.a1 / scale.x, trafo.a2 / scale.y, trafo.a3 / scale.z,
  						trafo.b1 / scale.x, trafo.b2 / scale.y, trafo.b3 / scale.z,
  						trafo.c1 / scale.x, trafo.c2 / scale.y, trafo.c3 / scale.z);
  
  					// and convert it into a quaternion
  					nbone->mRotationKeys[c].mTime = time;
  					nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
  				}
  
  				// longest lasting key sequence determines duration
  				nanim->mDuration = std::max( nanim->mDuration, bone->mTrafoKeys.back().mTime);
  			} else
  			{
  				// separate key sequences for position, rotation, scaling
  				nbone->mNumPositionKeys = (unsigned int)bone->mPosKeys.size(); 
  				nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
  				for( unsigned int c = 0; c < nbone->mNumPositionKeys; c++)
  				{
  					aiVector3D pos = bone->mPosKeys[c].mValue;
  
  					nbone->mPositionKeys[c].mTime = bone->mPosKeys[c].mTime;
  					nbone->mPositionKeys[c].mValue = pos;
  				}
  
  				// rotation
  				nbone->mNumRotationKeys = (unsigned int)bone->mRotKeys.size(); 
  				nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
  				for( unsigned int c = 0; c < nbone->mNumRotationKeys; c++)
  				{
  					aiMatrix3x3 rotmat = bone->mRotKeys[c].mValue.GetMatrix();
  
  					nbone->mRotationKeys[c].mTime = bone->mRotKeys[c].mTime;
  					nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
  					nbone->mRotationKeys[c].mValue.w *= -1.0f; // needs quat inversion
  				}
  
  				// scaling
  				nbone->mNumScalingKeys = (unsigned int)bone->mScaleKeys.size(); 
  				nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
  				for( unsigned int c = 0; c < nbone->mNumScalingKeys; c++)
  					nbone->mScalingKeys[c] = bone->mScaleKeys[c];
  
  				// longest lasting key sequence determines duration
  				if( bone->mPosKeys.size() > 0)
  					nanim->mDuration = std::max( nanim->mDuration, bone->mPosKeys.back().mTime);
  				if( bone->mRotKeys.size() > 0)
  					nanim->mDuration = std::max( nanim->mDuration, bone->mRotKeys.back().mTime);
  				if( bone->mScaleKeys.size() > 0)
  					nanim->mDuration = std::max( nanim->mDuration, bone->mScaleKeys.back().mTime);
  			}
  		}
  	}
  
  	// store all converted animations in the scene
  	if( newAnims.size() > 0)
  	{
  		pScene->mNumAnimations = (unsigned int)newAnims.size();
  		pScene->mAnimations = new aiAnimation* [pScene->mNumAnimations];
  		for( unsigned int a = 0; a < newAnims.size(); a++)
  			pScene->mAnimations[a] = newAnims[a];
  	}
  }
  
  // ------------------------------------------------------------------------------------------------
  // Converts all materials in the given array and stores them in the scene's material list.
  void XFileImporter::ConvertMaterials( aiScene* pScene, const std::vector<XFile::Material>& pMaterials)
  {
  	// count the non-referrer materials in the array
  	unsigned int numMaterials = 0;
  	for( unsigned int a = 0; a < pMaterials.size(); a++)
  		if( !pMaterials[a].mIsReference)
  			numMaterials++;
  
  	if( numMaterials == 0)
  		return;
  
  	// resize the scene's material list to offer enough space for the new materials
  	aiMaterial** prevMats = pScene->mMaterials;
  	pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials + numMaterials];
  	if( prevMats)
  	{
  		memcpy( pScene->mMaterials, prevMats, pScene->mNumMaterials * sizeof( aiMaterial*));
  		delete [] prevMats;
  	}
  
  	// convert all the materials given in the array
  	for( unsigned int a = 0; a < pMaterials.size(); a++)
  	{
  		const XFile::Material& oldMat = pMaterials[a];
  		if( oldMat.mIsReference)
  			continue;
  
  		aiMaterial* mat = new aiMaterial;
  		aiString name;
  		name.Set( oldMat.mName);
  		mat->AddProperty( &name, AI_MATKEY_NAME);
  
  		// Shading model: hardcoded to PHONG, there is no such information in an XFile
  		// FIX (aramis): If the specular exponent is 0, use gouraud shading. This is a bugfix
  		// for some models in the SDK (e.g. good old tiny.x)
  		int shadeMode = (int)oldMat.mSpecularExponent == 0.0f 
  			? aiShadingMode_Gouraud : aiShadingMode_Phong;
  
  		mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
  		// material colours
  		// FIX: Setup this as ambient not as emissive color
  		mat->AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_AMBIENT);
  		mat->AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
  		mat->AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
  		mat->AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
  
  
  		// texture, if there is one
  		if (1 == oldMat.mTextures.size())
  		{
  			const XFile::TexEntry& otex = oldMat.mTextures.back();
  			if (otex.mName.length())
  			{
  				// if there is only one texture assume it contains the diffuse color
  				aiString tex( otex.mName);
  				if( otex.mIsNormalMap)
  					mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(0));
  				else
  					mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
  			}
  		}
  		else
  		{
  			// Otherwise ... try to search for typical strings in the
  			// texture's file name like 'bump' or 'diffuse'
  			unsigned int iHM = 0,iNM = 0,iDM = 0,iSM = 0,iAM = 0,iEM = 0;
  			for( unsigned int b = 0; b < oldMat.mTextures.size(); b++)
  			{
  				const XFile::TexEntry& otex = oldMat.mTextures[b];
  				std::string sz = otex.mName;
  				if (!sz.length())continue;
  
  
  				// find the file name
  				//const size_t iLen = sz.length();
  				std::string::size_type s = sz.find_last_of("\\/");
  				if (std::string::npos == s)
  					s = 0;
  
  				// cut off the file extension
  				std::string::size_type sExt = sz.find_last_of('.');
  				if (std::string::npos != sExt){
  					sz[sExt] = '\0';
  				}
  
  				// convert to lower case for easier comparision
  				for( unsigned int c = 0; c < sz.length(); c++)
  					if( isalpha( sz[c]))
  						sz[c] = tolower( sz[c]);
  
  
  				// Place texture filename property under the corresponding name
  				aiString tex( oldMat.mTextures[b].mName);
  
  				// bump map
  				if (std::string::npos != sz.find("bump", s) || std::string::npos != sz.find("height", s))
  				{
  					mat->AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(iHM++));
  				} else
  				if (otex.mIsNormalMap || std::string::npos != sz.find( "normal", s) || std::string::npos != sz.find("nm", s))
  				{
  					mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(iNM++));
  				} else
  				if (std::string::npos != sz.find( "spec", s) || std::string::npos != sz.find( "glanz", s))
  				{
  					mat->AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(iSM++));
  				} else
  				if (std::string::npos != sz.find( "ambi", s) || std::string::npos != sz.find( "env", s))
  				{
  					mat->AddProperty( &tex, AI_MATKEY_TEXTURE_AMBIENT(iAM++));
  				} else
  				if (std::string::npos != sz.find( "emissive", s) || std::string::npos != sz.find( "self", s))
  				{
  					mat->AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(iEM++));
  				} else
  				{
  					// Assume it is a diffuse texture
  					mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(iDM++));
  				}
  			}
  		}
  
  		pScene->mMaterials[pScene->mNumMaterials] = mat;
  		mImportedMats[oldMat.mName] = pScene->mNumMaterials;
  		pScene->mNumMaterials++;
  	}
  }
  
  #endif // !! ASSIMP_BUILD_NO_X_IMPORTER
  
  