text: /*
  Open Asset Import Library (assimp)
  ----------------------------------------------------------------------
  
  Copyright (c) 2006-2022, assimp team
  
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  OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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  (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  
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  */
  
  
  /**  @file MDLLoader.h
   *   @brief Declaration of the loader for MDL files
   */
  #pragma once
  #ifndef AI_MDLLOADER_H_INCLUDED
  #define AI_MDLLOADER_H_INCLUDED
  
  #include <assimp/BaseImporter.h>
  #include "MDLFileData.h"
  #include "AssetLib/HMP/HalfLifeFileData.h"
  #include "AssetLib/MDL/HalfLife/HL1ImportSettings.h"
  
  struct aiNode;
  struct aiTexture;
  
  namespace Assimp {
  
  using namespace MDL;
  
  // --------------------------------------------------------------------------------------
  // Include file/line information in debug builds
  #ifdef ASSIMP_BUILD_DEBUG
  #   define VALIDATE_FILE_SIZE(msg) SizeCheck(msg,__FILE__,__LINE__)
  #else
  #   define VALIDATE_FILE_SIZE(msg) SizeCheck(msg)
  #endif
  
  // --------------------------------------------------------------------------------------
  /** @brief Class to load MDL files.
   *
   *  Several subformats exist:
   *   <ul>
   *      <li>Quake I</li>
   *      <li>3D Game Studio MDL3, MDL4</li>
   *      <li>3D Game Studio MDL5</li>
   *      <li>3D Game Studio MDL7</li>
   *      <li>Halflife 1</li>
   *      <li>Halflife 2</li>
   *   </ul>
   *  These formats are partially identical and it would be possible to load
   *  them all with a single 1000-line function-beast. However, it has been
   *  split into several code paths to make the code easier to read and maintain.
  */
  class MDLImporter : public BaseImporter
  {
  public:
      MDLImporter();
      ~MDLImporter() override;
  
      // -------------------------------------------------------------------
      /** Returns whether the class can handle the format of the given file.
      * See BaseImporter::CanRead() for details.  */
      bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
          bool checkSig) const override;
  
      // -------------------------------------------------------------------
      /** Called prior to ReadFile().
      * The function is a request to the importer to update its configuration
      * basing on the Importer's configuration property list.
      */
      void SetupProperties(const Importer* pImp) override;
  
  protected:
      // -------------------------------------------------------------------
      /** Return importer meta information.
       * See #BaseImporter::GetInfo for the details
       */
      const aiImporterDesc* GetInfo () const override;
  
      // -------------------------------------------------------------------
      /** Imports the given file into the given scene structure.
      * See BaseImporter::InternReadFile() for details
      */
      void InternReadFile( const std::string& pFile, aiScene* pScene,
          IOSystem* pIOHandler) override;
  
      // -------------------------------------------------------------------
      /** Import a quake 1 MDL file (IDPO)
      */
      void InternReadFile_Quake1( );
  
      // -------------------------------------------------------------------
      /** Import a GameStudio A4/A5 file (MDL 3,4,5)
      */
      void InternReadFile_3DGS_MDL345( );
  
      // -------------------------------------------------------------------
      /** Import a GameStudio A7 file (MDL 7)
      */
      void InternReadFile_3DGS_MDL7( );
  
      // -------------------------------------------------------------------
      /** Import a Half-Life 1 MDL file
      */
      void InternReadFile_HL1(const std::string& pFile, const uint32_t iMagicWord);
  
      // -------------------------------------------------------------------
      /** Import a CS:S/HL2 MDL file (not fully implemented)
      */
      void InternReadFile_HL2( );
  
      // -------------------------------------------------------------------
      /** Check whether a given position is inside the valid range
       *  Throw a DeadlyImportError if it is not
       * \param szPos Cursor position
       * \param szFile Name of the source file from which the function was called
       * \param iLine Source code line from which the function was called
      */
      void SizeCheck(const void* szPos);
      void SizeCheck(const void* szPos, const char* szFile, unsigned int iLine);
  
      // -------------------------------------------------------------------
      /** Validate the header data structure of a game studio MDL7 file
       * \param pcHeader Input header to be validated
       */
      void ValidateHeader_3DGS_MDL7(const MDL::Header_MDL7* pcHeader);
  
      // -------------------------------------------------------------------
      /** Validate the header data structure of a Quake 1 model
       * \param pcHeader Input header to be validated
       */
      void ValidateHeader_Quake1(const MDL::Header* pcHeader);
  
      // -------------------------------------------------------------------
      /** Try to load a  palette from the current directory (colormap.lmp)
       *  If it is not found the default palette of Quake1 is returned
       */
      void SearchPalette(const unsigned char** pszColorMap);
  
      // -------------------------------------------------------------------
      /** Free a palette created with a previous call to SearchPalette()
       */
      void FreePalette(const unsigned char* pszColorMap);
  
      // -------------------------------------------------------------------
      /** Load a palletized texture from the file and convert it to 32bpp
      */
      void CreateTextureARGB8_3DGS_MDL3(const unsigned char* szData);
  
      // -------------------------------------------------------------------
      /** Used to load textures from MDL3/4
       * \param szData Input data
       * \param iType Color data type
       * \param piSkip Receive: Size to skip, in bytes
      */
      void CreateTexture_3DGS_MDL4(const unsigned char* szData,
          unsigned int iType,
          unsigned int* piSkip);
  
      // -------------------------------------------------------------------
      /** Used to load textures from MDL5
       * \param szData Input data
       * \param iType Color data type
       * \param piSkip Receive: Size to skip, in bytes
      */
      void CreateTexture_3DGS_MDL5(const unsigned char* szData,
          unsigned int iType,
          unsigned int* piSkip);
  
      // -------------------------------------------------------------------
      /** Checks whether a texture can be replaced with a single color
       * This is useful for all file formats before MDL7 (all those
       * that are not containing material colors separate from textures).
       * MED seems to write dummy 8x8 monochrome images instead.
       * \param pcTexture Input texture
       * \return aiColor.r is set to qnan if the function fails and no
       *   color can be found.
      */
      aiColor4D ReplaceTextureWithColor(const aiTexture* pcTexture);
  
      // -------------------------------------------------------------------
      /** Converts the absolute texture coordinates in MDL5 files to
       *  relative in a range between 0 and 1
      */
      void CalculateUVCoordinates_MDL5();
  
      // -------------------------------------------------------------------
      /** Read an UV coordinate from the file. If the file format is not
       * MDL5, the function calculates relative texture coordinates
       * \param vOut Receives the output UV coord
       * \param pcSrc UV coordinate buffer
       * \param UV coordinate index
      */
      void ImportUVCoordinate_3DGS_MDL345( aiVector3D& vOut,
          const MDL::TexCoord_MDL3* pcSrc,
          unsigned int iIndex);
  
      // -------------------------------------------------------------------
      /** Setup the material properties for Quake and MDL<7 models.
       * These formats don't support more than one material per mesh,
       * therefore the method processes only ONE skin and removes
       * all others.
       */
      void SetupMaterialProperties_3DGS_MDL5_Quake1( );
  
      // -------------------------------------------------------------------
      /** Parse a skin lump in a MDL7/HMP7 file with all of its features
       *  variant 1: Current cursor position is the beginning of the skin header
       * \param szCurrent Current data pointer
       * \param szCurrentOut Output data pointer
       * \param pcMats Material list for this group. To be filled ...
       */
      void ParseSkinLump_3DGS_MDL7(
          const unsigned char* szCurrent,
          const unsigned char** szCurrentOut,
          std::vector<aiMaterial*>& pcMats);
  
      // -------------------------------------------------------------------
      /** Parse a skin lump in a MDL7/HMP7 file with all of its features
       *  variant 2: Current cursor position is the beginning of the skin data
       * \param szCurrent Current data pointer
       * \param szCurrentOut Output data pointer
       * \param pcMatOut Output material
       * \param iType header.typ
       * \param iWidth header.width
       * \param iHeight header.height
       */
      void ParseSkinLump_3DGS_MDL7(
          const unsigned char* szCurrent,
          const unsigned char** szCurrentOut,
          aiMaterial* pcMatOut,
          unsigned int iType,
          unsigned int iWidth,
          unsigned int iHeight);
  
      // -------------------------------------------------------------------
      /** Skip a skin lump in a MDL7/HMP7 file
       * \param szCurrent Current data pointer
       * \param szCurrentOut Output data pointer. Points to the byte just
       * behind the last byte of the skin.
       * \param iType header.typ
       * \param iWidth header.width
       * \param iHeight header.height
       */
      void SkipSkinLump_3DGS_MDL7(const unsigned char* szCurrent,
          const unsigned char** szCurrentOut,
          unsigned int iType,
          unsigned int iWidth,
          unsigned int iHeight);
  
      // -------------------------------------------------------------------
      /** Parse texture color data for MDL5, MDL6 and MDL7 formats
       * \param szData Current data pointer
       * \param iType type of the texture data. No DDS or external
       * \param piSkip Receive the number of bytes to skip
       * \param pcNew Must point to fully initialized data. Width and
       *        height must be set. If pcNew->pcData is set to UINT_MAX,
       *        piSkip will receive the size of the texture, in bytes, but no
       *        color data will be read.
       */
      void ParseTextureColorData(const unsigned char* szData,
          unsigned int iType,
          unsigned int* piSkip,
          aiTexture* pcNew);
  
      // -------------------------------------------------------------------
      /** Join two materials / skins. Setup UV source ... etc
       * \param pcMat1 First input material
       * \param pcMat2 Second input material
       * \param pcMatOut Output material instance to be filled. Must be empty
       */
      void JoinSkins_3DGS_MDL7(aiMaterial* pcMat1,
          aiMaterial* pcMat2,
          aiMaterial* pcMatOut);
  
      // -------------------------------------------------------------------
      /** Add a bone transformation key to an animation
       * \param iTrafo Index of the transformation (always==frame index?)
       * No need to validate this index, it is always valid.
       * \param pcBoneTransforms Bone transformation for this index
       * \param apcOutBones Output bones array
       */
      void AddAnimationBoneTrafoKey_3DGS_MDL7(unsigned int iTrafo,
          const MDL::BoneTransform_MDL7* pcBoneTransforms,
          MDL::IntBone_MDL7** apcBonesOut);
  
      // -------------------------------------------------------------------
      /** Load the bone list of a MDL7 file
       * \return If the bones could be loaded successfully, a valid
       *   array containing pointers to a temporary bone
       *   representation. nullptr if the bones could not be loaded.
       */
      MDL::IntBone_MDL7** LoadBones_3DGS_MDL7();
  
      // -------------------------------------------------------------------
      /** Load bone transformation keyframes from a file chunk
       * \param groupInfo -> doc of data structure
       * \param frame -> doc of data structure
       * \param shared -> doc of data structure
       */
      void ParseBoneTrafoKeys_3DGS_MDL7(
          const MDL::IntGroupInfo_MDL7& groupInfo,
          IntFrameInfo_MDL7& frame,
          MDL::IntSharedData_MDL7& shared);
  
      // -------------------------------------------------------------------
      /** Calculate absolute bone animation matrices for each bone
       * \param apcOutBones Output bones array
       */
      void CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7** apcOutBones);
  
      // -------------------------------------------------------------------
      /** Add all bones to the nodegraph (as children of the root node)
       * \param apcBonesOut List of bones
       * \param pcParent Parent node. New nodes will be added to this node
       * \param iParentIndex Index of the parent bone
       */
      void AddBonesToNodeGraph_3DGS_MDL7(const MDL::IntBone_MDL7** apcBonesOut,
          aiNode* pcParent,uint16_t iParentIndex);
  
      // -------------------------------------------------------------------
      /** Build output animations
       * \param apcBonesOut List of bones
       */
      void BuildOutputAnims_3DGS_MDL7(const MDL::IntBone_MDL7** apcBonesOut);
  
      // -------------------------------------------------------------------
      /** Handles materials that are just referencing another material
       * There is no test file for this feature, but Conitec's doc
       * say it is used.
       */
      void HandleMaterialReferences_3DGS_MDL7();
  
      // -------------------------------------------------------------------
      /** Copies only the material that are referenced by at least one
       * mesh to the final output material list. All other materials
       * will be discarded.
       * \param shared -> doc of data structure
       */
      void CopyMaterials_3DGS_MDL7(MDL::IntSharedData_MDL7 &shared);
  
      // -------------------------------------------------------------------
      /** Process the frame section at the end of a group
       * \param groupInfo -> doc of data structure
       * \param shared -> doc of data structure
       * \param szCurrent Pointer to the start of the frame section
       * \param szCurrentOut Receives a pointer to the first byte of the
       *   next data section.
       * \return false to read no further groups (a small workaround for
       *   some tiny and unsolved problems ... )
       */
      bool ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
          MDL::IntGroupData_MDL7& groupData,
          MDL::IntSharedData_MDL7& shared,
          const unsigned char* szCurrent,
          const unsigned char** szCurrentOut);
  
      // -------------------------------------------------------------------
      /** Sort all faces by their materials. If the mesh is using
       * multiple materials per face (that are blended together) the function
       * might create new materials.
       * \param groupInfo -> doc of data structure
       * \param groupData -> doc of data structure
       * \param splitGroupData -> doc of data structure
       */
      void SortByMaterials_3DGS_MDL7(
          const MDL::IntGroupInfo_MDL7& groupInfo,
          MDL::IntGroupData_MDL7& groupData,
          MDL::IntSplitGroupData_MDL7& splitGroupData);
  
      // -------------------------------------------------------------------
      /** Read all faces and vertices from a MDL7 group. The function fills
       *  preallocated memory buffers.
       * \param groupInfo -> doc of data structure
       * \param groupData -> doc of data structure
       */
      void ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
          MDL::IntGroupData_MDL7& groupData);
  
      // -------------------------------------------------------------------
      /** Generate the final output meshes for a7 models
       * \param groupData -> doc of data structure
       * \param splitGroupData -> doc of data structure
       */
      void GenerateOutputMeshes_3DGS_MDL7(
          MDL::IntGroupData_MDL7& groupData,
          MDL::IntSplitGroupData_MDL7& splitGroupData);
  
  protected:
  
      /** Configuration option: frame to be loaded */
      unsigned int configFrameID;
  
      /** Configuration option: palette to be used to decode palletized images*/
      std::string configPalette;
  
      /** Buffer to hold the loaded file */
      unsigned char* mBuffer;
  
      /** For GameStudio MDL files: The number in the magic word, either 3,4 or 5
       * (MDL7 doesn't need this, the format has a separate loader) */
      unsigned int iGSFileVersion;
  
      /** Output I/O handler. used to load external lmp files */
      IOSystem* mIOHandler;
  
      /** Output scene to be filled */
      aiScene* pScene;
  
      /** Size of the input file in bytes */
      unsigned int iFileSize;
  
      /* Configuration for HL1 MDL */
      HalfLife::HL1ImportSettings mHL1ImportSettings;
  };
  
  } // end of namespace Assimp
  
  #endif // AI_3DSIMPORTER_H_INC
  