text: #pragma once
  
  /*
   * Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
   * 
   * SPDX-License-Identifier: Apache-2.0 OR MIT
   *
   */
  
  #include <AzCore/std/containers/vector.h>
  #include <AzCore/std/containers/unordered_map.h>
  #include <AzCore/std/string/string.h>
  #include <SceneAPI/SceneData/SceneDataConfiguration.h>
  #include <SceneAPI/SceneCore/DataTypes/GraphData/IMeshVertexColorData.h>
  #include <SceneAPI/SceneCore/DataTypes/GraphData/IBlendShapeData.h>
  
  namespace AZ
  {
      namespace SceneData
      {
          namespace GraphData
          {
              class SCENE_DATA_CLASS BlendShapeData
                  : public SceneAPI::DataTypes::IBlendShapeData
              {
              public:
                  AZ_RTTI(BlendShapeData, "{FF875C22-2E4F-4CE3-BA49-09BF78C70A09}", SceneAPI::DataTypes::IBlendShapeData)
  
                  static void Reflect(ReflectContext* context);
  
                  // Maximum number of color sets matches limitation set in assImp (AI_MAX_NUMBER_OF_COLOR_SETS)
                  static constexpr AZ::u8 MaxNumColorSets = 8;
                  // Maximum number of uv sets matches limitation set in assImp (AI_MAX_NUMBER_OF_TEXTURECOORDS)
                  static constexpr AZ::u8 MaxNumUVSets = 8;
  
                  SCENE_DATA_API ~BlendShapeData() override;
                  SCENE_DATA_API void AddPosition(const AZ::Vector3& position);
                  SCENE_DATA_API void AddNormal(const AZ::Vector3& normal);
                  SCENE_DATA_API void AddTangentAndBitangent(const Vector4& tangent, const Vector3& bitangent);
                  SCENE_DATA_API void AddUV(const Vector2& uv, AZ::u8 uvSetIndex);
                  SCENE_DATA_API void AddColor(const SceneAPI::DataTypes::Color& color, AZ::u8 colorSetIndex);
                  SCENE_DATA_API void ReserveData(
                      unsigned int numVertices, bool reserveTangents, const AZStd::bitset<MaxNumUVSets>& uvSetUsedFlags,
                      const AZStd::bitset<MaxNumColorSets>& colorSetUsedFlags);
  
                  //assume consistent winding - no stripping or fanning expected (3 index per face)
                  SCENE_DATA_API virtual void AddFace(const Face& face);
  
                  SCENE_DATA_API void SetVertexIndexToControlPointIndexMap(int vertexIndex, int controlPointIndex);
  
                  SCENE_DATA_API size_t GetUsedControlPointCount() const override;
                  SCENE_DATA_API int GetControlPointIndex(int vertexIndex) const override;
                  SCENE_DATA_API int GetUsedPointIndexForControlPoint(int controlPointIndex) const override;
  
                  //assume consistent winding - no stripping or fanning expected (3 index per face)
                  SCENE_DATA_API unsigned int GetVertexCount() const override;
                  SCENE_DATA_API unsigned int GetFaceCount() const override;
                  SCENE_DATA_API const Face& GetFaceInfo(unsigned int index) const override;
  
                  SCENE_DATA_API const Vector3& GetPosition(unsigned int index) const override;
                  SCENE_DATA_API const Vector3& GetNormal(unsigned int index) const override;
                  SCENE_DATA_API const Vector2& GetUV(unsigned int vertexIndex, unsigned int uvSetIndex) const;
  
                  SCENE_DATA_API AZStd::vector<Vector4>& GetTangents();
                  SCENE_DATA_API const AZStd::vector<Vector4>& GetTangents() const;
                  SCENE_DATA_API AZStd::vector<Vector3>& GetBitangents();
                  SCENE_DATA_API const AZStd::vector<Vector3>& GetBitangents() const;
                  SCENE_DATA_API const AZStd::vector<Vector2>& GetUVs(AZ::u8 uvSetIndex) const;
                  SCENE_DATA_API const AZStd::vector<SceneAPI::DataTypes::Color>& GetColors(AZ::u8 colorSetIndex) const;
  
                  SCENE_DATA_API unsigned int GetFaceVertexIndex(unsigned int face, unsigned int vertexIndex) const override;
  
                  SCENE_DATA_API void GetDebugOutput(SceneAPI::Utilities::DebugOutput& output) const override;
  
              protected:
                  AZStd::vector<Vector3>  m_positions;
                  AZStd::vector<Vector3>  m_normals;
                  AZStd::vector<Vector4>  m_tangents;
                  AZStd::vector<Vector3>  m_bitangents;
                  AZStd::vector<AZ::Vector2> m_uvs[MaxNumUVSets];
                  AZStd::vector<SceneAPI::DataTypes::Color> m_colors[MaxNumColorSets];
  
                  AZStd::vector<Face>     m_faces;
  
                  AZStd::unordered_map<int, int>                          m_vertexIndexToControlPointIndexMap;
                  AZStd::unordered_map<int, int>                          m_controlPointToUsedVertexIndexMap;
              };
          } // GraphData
      } // SceneData
  } // AZ
  