text: ﻿/*
  ---------------------------------------------------------------------------
  Open Asset Import Library (assimp)
  ---------------------------------------------------------------------------
  
  Copyright (c) 2006-2019, assimp 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
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  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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  A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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  OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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  */
  
  /** @file scene.h
   *  @brief Defines the data structures in which the imported scene is returned.
   */
  #pragma once
  #ifndef AI_SCENE_H_INC
  #define AI_SCENE_H_INC
  
  #ifdef __GNUC__
  #   pragma GCC system_header
  #endif
  
  #include "types.h"
  #include "texture.h"
  #include "mesh.h"
  #include "light.h"
  #include "camera.h"
  #include "material.h"
  #include "anim.h"
  #include "metadata.h"
  
  #ifdef __cplusplus
  #  include <cstdlib>
  extern "C" {
  #endif
  
  #ifdef __GNUC__
  #pragma GCC diagnostic push
  #pragma GCC diagnostic ignored "-Wattributes"
  #endif
  
  // -------------------------------------------------------------------------------
  /** 
   * A node in the imported hierarchy.
   *
   * Each node has name, a parent node (except for the root node),
   * a transformation relative to its parent and possibly several child nodes.
   * Simple file formats don't support hierarchical structures - for these formats
   * the imported scene does consist of only a single root node without children.
   */
  // -------------------------------------------------------------------------------
  struct ASSIMP_API aiNode
  {
      /** The name of the node.
       *
       * The name might be empty (length of zero) but all nodes which
       * need to be referenced by either bones or animations are named.
       * Multiple nodes may have the same name, except for nodes which are referenced
       * by bones (see #aiBone and #aiMesh::mBones). Their names *must* be unique.
       *
       * Cameras and lights reference a specific node by name - if there
       * are multiple nodes with this name, they are assigned to each of them.
       * <br>
       * There are no limitations with regard to the characters contained in
       * the name string as it is usually taken directly from the source file.
       *
       * Implementations should be able to handle tokens such as whitespace, tabs,
       * line feeds, quotation marks, ampersands etc.
       *
       * Sometimes assimp introduces new nodes not present in the source file
       * into the hierarchy (usually out of necessity because sometimes the
       * source hierarchy format is simply not compatible). Their names are
       * surrounded by @verbatim <> @endverbatim e.g.
       *  @verbatim<DummyRootNode> @endverbatim.
       */
      C_STRUCT aiString mName;
  
      /** The transformation relative to the node's parent. */
      C_STRUCT aiMatrix4x4 mTransformation;
  
      /** Parent node. NULL if this node is the root node. */
      C_STRUCT aiNode* mParent;
  
      /** The number of child nodes of this node. */
      unsigned int mNumChildren;
  
      /** The child nodes of this node. NULL if mNumChildren is 0. */
      C_STRUCT aiNode** mChildren;
  
      /** The number of meshes of this node. */
      unsigned int mNumMeshes;
  
      /** The meshes of this node. Each entry is an index into the
        * mesh list of the #aiScene.
        */
      unsigned int* mMeshes;
  
      /** Metadata associated with this node or NULL if there is no metadata.
        *  Whether any metadata is generated depends on the source file format. See the
        * @link importer_notes @endlink page for more information on every source file
        * format. Importers that don't document any metadata don't write any.
        */
      C_STRUCT aiMetadata* mMetaData;
  
  #ifdef __cplusplus
      /** Constructor */
      aiNode();
  
      /** Construction from a specific name */
      explicit aiNode(const std::string& name);
  
      /** Destructor */
      ~aiNode();
  
      /** Searches for a node with a specific name, beginning at this
       *  nodes. Normally you will call this method on the root node
       *  of the scene.
       *
       *  @param name Name to search for
       *  @return NULL or a valid Node if the search was successful.
       */
      inline 
      const aiNode* FindNode(const aiString& name) const {
          return FindNode(name.data);
      }
  
      inline 
      aiNode* FindNode(const aiString& name) {
          return FindNode(name.data);
      }
  
      const aiNode* FindNode(const char* name) const;
  
      aiNode* FindNode(const char* name);
  
      /**
       * @brief   Will add new children.
       * @param   numChildren  Number of children to add.
       * @param   children     The array with pointers showing to the children.
       */
      void addChildren(unsigned int numChildren, aiNode **children);
  #endif // __cplusplus
  };
  
  #ifdef __GNUC__
  #pragma GCC diagnostic pop
  #endif
  
  // -------------------------------------------------------------------------------
  /**
   * Specifies that the scene data structure that was imported is not complete.
   * This flag bypasses some internal validations and allows the import
   * of animation skeletons, material libraries or camera animation paths
   * using Assimp. Most applications won't support such data.
   */
  #define AI_SCENE_FLAGS_INCOMPLETE   0x1
  
  /**
   * This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
   * if the validation is successful. In a validated scene you can be sure that
   * any cross references in the data structure (e.g. vertex indices) are valid.
   */
  #define AI_SCENE_FLAGS_VALIDATED    0x2
  
  /**
   * This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
   * if the validation is successful but some issues have been found.
   * This can for example mean that a texture that does not exist is referenced
   * by a material or that the bone weights for a vertex don't sum to 1.0 ... .
   * In most cases you should still be able to use the import. This flag could
   * be useful for applications which don't capture Assimp's log output.
   */
  #define AI_SCENE_FLAGS_VALIDATION_WARNING   0x4
  
  /**
   * This flag is currently only set by the aiProcess_JoinIdenticalVertices step.
   * It indicates that the vertices of the output meshes aren't in the internal
   * verbose format anymore. In the verbose format all vertices are unique,
   * no vertex is ever referenced by more than one face.
   */
  #define AI_SCENE_FLAGS_NON_VERBOSE_FORMAT   0x8
  
   /**
   * Denotes pure height-map terrain data. Pure terrains usually consist of quads,
   * sometimes triangles, in a regular grid. The x,y coordinates of all vertex
   * positions refer to the x,y coordinates on the terrain height map, the z-axis
   * stores the elevation at a specific point.
   *
   * TER (Terragen) and HMP (3D Game Studio) are height map formats.
   * @note Assimp is probably not the best choice for loading *huge* terrains -
   * fully triangulated data takes extremely much free store and should be avoided
   * as long as possible (typically you'll do the triangulation when you actually
   * need to render it).
   */
  #define AI_SCENE_FLAGS_TERRAIN 0x10
  
   /**
   * Specifies that the scene data can be shared between structures. For example:
   * one vertex in few faces. \ref AI_SCENE_FLAGS_NON_VERBOSE_FORMAT can not be
   * used for this because \ref AI_SCENE_FLAGS_NON_VERBOSE_FORMAT has internal
   * meaning about postprocessing steps.
   */
  #define AI_SCENE_FLAGS_ALLOW_SHARED			0x20
  
  // -------------------------------------------------------------------------------
  /** The root structure of the imported data.
   *
   *  Everything that was imported from the given file can be accessed from here.
   *  Objects of this class are generally maintained and owned by Assimp, not
   *  by the caller. You shouldn't want to instance it, nor should you ever try to
   *  delete a given scene on your own.
   */
  // -------------------------------------------------------------------------------
  struct aiScene
  {
      /** Any combination of the AI_SCENE_FLAGS_XXX flags. By default
      * this value is 0, no flags are set. Most applications will
      * want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE
      * bit set.
      */
      unsigned int mFlags;
  
      /** The root node of the hierarchy.
      *
      * There will always be at least the root node if the import
      * was successful (and no special flags have been set).
      * Presence of further nodes depends on the format and content
      * of the imported file.
      */
      C_STRUCT aiNode* mRootNode;
  
      /** The number of meshes in the scene. */
      unsigned int mNumMeshes;
  
      /** The array of meshes.
      *
      * Use the indices given in the aiNode structure to access
      * this array. The array is mNumMeshes in size. If the
      * AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
      * be at least ONE material.
      */
      C_STRUCT aiMesh** mMeshes;
  
      /** The number of materials in the scene. */
      unsigned int mNumMaterials;
  
      /** The array of materials.
      *
      * Use the index given in each aiMesh structure to access this
      * array. The array is mNumMaterials in size. If the
      * AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
      * be at least ONE material.
      */
      C_STRUCT aiMaterial** mMaterials;
  
      /** The number of animations in the scene. */
      unsigned int mNumAnimations;
  
      /** The array of animations.
      *
      * All animations imported from the given file are listed here.
      * The array is mNumAnimations in size.
      */
      C_STRUCT aiAnimation** mAnimations;
  
      /** The number of textures embedded into the file */
      unsigned int mNumTextures;
  
      /** The array of embedded textures.
      *
      * Not many file formats embed their textures into the file.
      * An example is Quake's MDL format (which is also used by
      * some GameStudio versions)
      */
      C_STRUCT aiTexture** mTextures;
  
      /** The number of light sources in the scene. Light sources
      * are fully optional, in most cases this attribute will be 0
          */
      unsigned int mNumLights;
  
      /** The array of light sources.
      *
      * All light sources imported from the given file are
      * listed here. The array is mNumLights in size.
      */
      C_STRUCT aiLight** mLights;
  
      /** The number of cameras in the scene. Cameras
      * are fully optional, in most cases this attribute will be 0
          */
      unsigned int mNumCameras;
  
      /** The array of cameras.
      *
      * All cameras imported from the given file are listed here.
      * The array is mNumCameras in size. The first camera in the
      * array (if existing) is the default camera view into
      * the scene.
      */
      C_STRUCT aiCamera** mCameras;
  
      /**
       *  @brief  The global metadata assigned to the scene itself.
       *
       *  This data contains global metadata which belongs to the scene like 
       *  unit-conversions, versions, vendors or other model-specific data. This 
       *  can be used to store format-specific metadata as well.
       */
      C_STRUCT aiMetadata* mMetaData;
  
  
  #ifdef __cplusplus
  
      //! Default constructor - set everything to 0/NULL
      ASSIMP_API aiScene();
  
      //! Destructor
      ASSIMP_API ~aiScene();
  
      //! Check whether the scene contains meshes
      //! Unless no special scene flags are set this will always be true.
      inline bool HasMeshes() const { 
          return mMeshes != NULL && mNumMeshes > 0; 
      }
  
      //! Check whether the scene contains materials
      //! Unless no special scene flags are set this will always be true.
      inline bool HasMaterials() const { 
          return mMaterials != NULL && mNumMaterials > 0; 
      }
  
      //! Check whether the scene contains lights
      inline bool HasLights() const { 
          return mLights != NULL && mNumLights > 0; 
      }
  
      //! Check whether the scene contains textures
      inline bool HasTextures() const {
          return mTextures != NULL && mNumTextures > 0; 
      }
  
      //! Check whether the scene contains cameras
      inline bool HasCameras() const {
          return mCameras != NULL && mNumCameras > 0; 
      }
  
      //! Check whether the scene contains animations
      inline bool HasAnimations() const { 
          return mAnimations != NULL && mNumAnimations > 0; 
      }
  
      //! Returns a short filename from a full path
      static const char* GetShortFilename(const char* filename) {
          const char* lastSlash = strrchr(filename, '/');
          if (lastSlash == nullptr) {
              lastSlash = strrchr(filename, '\\');
          }
          const char* shortFilename = lastSlash != nullptr ? lastSlash + 1 : filename;
          return shortFilename;
      }
  
      //! Returns an embedded texture
      const aiTexture* GetEmbeddedTexture(const char* filename) const {
          // lookup using texture ID (if referenced like: "*1", "*2", etc.)
          if ('*' == *filename) {
              int index = std::atoi(filename + 1);
              if (0 > index || mNumTextures <= static_cast<unsigned>(index))
                  return nullptr;
              return mTextures[index];
          }
          // lookup using filename
          const char* shortFilename = GetShortFilename(filename);
          for (unsigned int i = 0; i < mNumTextures; i++) {
              const char* shortTextureFilename = GetShortFilename(mTextures[i]->mFilename.C_Str());
              if (strcmp(shortTextureFilename, shortFilename) == 0) {
                  return mTextures[i];
              }
          }
          return nullptr;
      }
  #endif // __cplusplus
  
      /**  Internal data, do not touch */
  #ifdef __cplusplus
      void* mPrivate;
  #else
      char* mPrivate;
  #endif
  
  };
  
  #ifdef __cplusplus
  } //! namespace Assimp
  #endif
  
  #endif // AI_SCENE_H_INC
  