text: /*
  ---------------------------------------------------------------------------
  Open Asset Import Library (assimp)
  ---------------------------------------------------------------------------
  
  Copyright (c) 2006-2022, 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.
  
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  contributors may be used to endorse or promote products
  derived from this software without specific prior
  written permission of the assimp team.
  
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  "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,
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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.
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  */
  /** @file  XFileImporter.cpp
   *  @brief Implementation of the XFile importer class
   */
  
  #ifndef ASSIMP_BUILD_NO_X_IMPORTER
  
  #include "AssetLib/X/XFileImporter.h"
  #include "AssetLib/X/XFileParser.h"
  #include "PostProcessing/ConvertToLHProcess.h"
  
  #include <assimp/TinyFormatter.h>
  #include <assimp/IOSystem.hpp>
  #include <assimp/scene.h>
  #include <assimp/DefaultLogger.hpp>
  #include <assimp/importerdesc.h>
  
  #include <cctype>
  #include <memory>
  
  using namespace Assimp;
  using namespace Assimp::Formatter;
  
  static const aiImporterDesc desc = {
      "Direct3D XFile Importer",
      "",
      "",
      "",
      aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour,
      1,
      3,
      1,
      5,
      "x"
  };
  
  // ------------------------------------------------------------------------------------------------
  // Constructor to be privately used by Importer
  XFileImporter::XFileImporter()
  : mBuffer() {
      // empty
  }
  
  // ------------------------------------------------------------------------------------------------
  // Destructor, private as well
  XFileImporter::~XFileImporter() {
      // empty
  }
  
  // ------------------------------------------------------------------------------------------------
  // Returns whether the class can handle the format of the given file.
  bool XFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool /*checkSig*/) const {
      static const uint32_t token[] = { AI_MAKE_MAGIC("xof ") };
      return CheckMagicToken(pIOHandler,pFile,token,AI_COUNT_OF(token));
  }
  
  // ------------------------------------------------------------------------------------------------
  // 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
      std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
      if ( file.get() == nullptr ) {
          throw DeadlyImportError( "Failed to open file ", pFile, "." );
      }
  
      static const size_t MinSize = 16;
      size_t fileSize = file->FileSize();
      if ( fileSize < MinSize ) {
          throw DeadlyImportError( "XFile is too small." );
      }
  
      // 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, 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, nullptr, pData->mRootNode);
  
      // extract animations
      CreateAnimations( pScene, pData);
  
      // read the global meshes that were stored outside of any node
      if( !pData->mGlobalMeshes.empty() )  {
          // create a root node to hold them if there isn't any, yet
          if( pScene->mRootNode == nullptr ) {
              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);
      }
  
      if (!pScene->mRootNode) {
          throw DeadlyImportError( "No root node" );
      }
  
      // 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 nullptr;
      }
  
      // create node
      aiNode* node = new aiNode;
      node->mName.length = (ai_uint32)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 children
      if( !pNode->mChildren.empty() ) {
          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.empty()) {
          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 ) {
          XFile::Mesh* sourceMesh = pMeshes[a];
          if ( nullptr == sourceMesh ) {
              continue;
          }
  
          // first convert its materials so that we can find them with their index 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.empty() ) {
                  // 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 in the scene's material list. Either own material
              // or referenced material, it should already have a valid index
              if( !sourceMesh->mFaceMaterials.empty() ) {
                  mesh->mMaterialIndex = static_cast<unsigned int>(sourceMesh->mMaterials[b].sceneIndex);
              } 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];
  
              // name
              mesh->mName.Set(sourceMesh->mName);
  
              // 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 ].empty() ) {
                      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 ].empty() ) {
                      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;
                      const unsigned int newIdx( pf.mIndices[ d ] );
                      if ( newIdx > sourceMesh->mPositions.size() ) {
                          continue;
                      }
  
                      orgPoints[newIndex] = pf.mIndices[d];
  
                      // Position
                      mesh->mVertices[newIndex] = sourceMesh->mPositions[pf.mIndices[d]];
                      // Normal, if present
                      if ( mesh->HasNormals() ) {
                          if ( sourceMesh->mNormFaces[ f ].mIndices.size() > d ) {
                              const size_t idx( sourceMesh->mNormFaces[ f ].mIndices[ d ] );
                              mesh->mNormals[ newIndex ] = sourceMesh->mNormals[ idx ];
                          }
                      }
  
                      // 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<ai_real> oldWeights( sourceMesh->mPositions.size(), 0.0);
                  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?
                      ai_real w = oldWeights[orgPoints[d]];
                      if ( w > 0.0 ) {
                          newWeights.push_back( aiVertexWeight( d, w ) );
                      }
                  }
  
                  // if the bone has no weights in the newly created mesh, ignore it
                  if ( newWeights.empty() ) {
                      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.empty()) {
                  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.empty() ) {
              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;
  
              // key-frames are given as combined transformation matrix keys
              if( !bone->mTrafoKeys.empty() )
              {
                  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();
                  if (nbone->mNumPositionKeys != 0) {
                      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();
                  if (nbone->mNumRotationKeys != 0) {
                      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();
                  if (nbone->mNumScalingKeys != 0) {
                      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, std::vector<XFile::Material>& pMaterials)
  {
      // count the non-referrer materials in the array
      unsigned int numNewMaterials( 0 );
      for ( unsigned int a = 0; a < pMaterials.size(); ++a ) {
          if ( !pMaterials[ a ].mIsReference ) {
              ++numNewMaterials;
          }
      }
  
      // resize the scene's material list to offer enough space for the new materials
      if( numNewMaterials > 0 ) {
          aiMaterial** prevMats = pScene->mMaterials;
          pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials + numNewMaterials];
          if( nullptr != 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 ) {
          XFile::Material& oldMat = pMaterials[a];
          if( oldMat.mIsReference) {
              // find the material it refers to by name, and store its index
              for( size_t b = 0; b < pScene->mNumMaterials; ++b ) {
                  aiString name;
                  pScene->mMaterials[b]->Get( AI_MATKEY_NAME, name);
                  if( strcmp( name.C_Str(), oldMat.mName.data()) == 0 ) {
                      oldMat.sceneIndex = a;
                      break;
                  }
              }
  
              if( oldMat.sceneIndex == SIZE_MAX ) {
                  ASSIMP_LOG_WARN( "Could not resolve global material reference \"", oldMat.mName, "\"" );
                  oldMat.sceneIndex = 0;
              }
  
              continue;
          }
  
          aiMaterial* mat = new aiMaterial;
          aiString name;
          name.Set( oldMat.mName);
          mat->AddProperty( &name, AI_MATKEY_NAME);
  
          // Shading model: hard-coded 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
          // Unclear: there's no ambient colour, but emissive. What to put for ambient?
          // Probably nothing at all, let the user select a suitable default.
          mat->AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
          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
                  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 comparison
                  for ( unsigned int c = 0; c < sz.length(); ++c ) {
                      sz[ c ] = (char) tolower( (unsigned char) 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;
          oldMat.sceneIndex = pScene->mNumMaterials;
          pScene->mNumMaterials++;
      }
  }
  
  #endif // !! ASSIMP_BUILD_NO_X_IMPORTER
  