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// copyright (c) 2001-2002 Lev Povalahev
// this is a 3ds importer version 2

#ifndef L3DS_H
#define L3DS_H

// includes
#include <vector>
#include <string>

//---------------------------------------------------------

typedef unsigned int uint;
typedef unsigned char byte;

enum LShading {sWireframe, sFlat, sGouraud, sPhong, sMetal};

enum LOptimizationLevel {oNone, oSimple, oFull};

// for internal use
struct LChunk;
struct LTri;

//------------------------------------------------

struct LVector4
{
    float x;
    float y;
    float z;
    float w;

    int operator==(const LVector4& v) const { return x==v.x && y==v.y && z==v.z && w==v.w; }
};

struct LVector3
{
    float x;
    float y;
    float z;

    int operator==(const LVector3& v) const { return x==v.x && y==v.y && z==v.z; }
};

struct LVector2
{
    float x;
    float y;

    int operator==(const LVector2& v) const { return x==v.x && y==v.y; }
};

struct LColor3
{
    float r;
    float g;
    float b;

    int operator==(const LColor3& v) const { return r==v.r && g==v.g && b==v.b; }
};

//------------------------------------------------

struct LTriangle
{
    unsigned short a;
    unsigned short b;
    unsigned short c;
};

struct LMatrix4
{
    float m[4][4];
};

struct LTriangle2
{
    LVector4 vertices[3];
    LVector3 vertexNormals[3];
    LVector2 textureCoords[3];
    LVector3 faceNormal;
    uint materialId;
};

// a structure for a texture map
struct LMap
{
    // the strength of the texture map
    float strength;
    // the file name of the map. only 8.3 format in 3ds files :(
    char mapName[255];
    float uScale;
    float vScale;
    float uOffset;
    float vOffset;
    float angle;
};

//------------------------------------------------

class LObject
{
public:
    // the default constructor, initilializes the m_name here
    LObject();
    // the destructor frees memory (m_name)
    virtual ~LObject();
    // call this to get the name of the object
    virtual const std::string& GetName();

    // this methods should not be used by the "user", they're used internally to fill the class
    // with valid data when reading from file. If you're about to add an importer for another format you'LL
    // have to use these methods
    // call this to set the name of the object
    virtual void SetName(const std::string& value);
    // returns true if the object's name is the name passed as parameter
    bool IsObject(const std::string &name);
protected:
    // the name of the object
    std::string m_name;
};

//------------------------------------------------

class LMaterial : public LObject
{
public:
    // the default constructor, does the initialization
    LMaterial();
    // the destructor
    virtual ~LMaterial();
    // returns the material ID
    uint GetID();
    // returns the pointer to teh texture map 1
    LMap& GetTextureMap1();
    // returns the pointer to the texture map 2
    LMap& GetTextureMap2();
    // returns the pointer to teh opacity map
    LMap& GetOpacityMap();
    // returns the pointer to the specular (gloss) map
    LMap& GetSpecularMap();
    // returns the pointer to the bump map
    LMap& GetBumpMap();
    // returns the pointer to the reflection map
    LMap& GetReflectionMap();
    // returns the ambient color of the material
    LColor3 GetAmbientColor();
    // returns the diffuse color of the material
    LColor3 GetDiffuseColor();
    // returns the specular color of the material
    LColor3 GetSpecularColor();
    // returns the shininess of the material, ranging from 0(matte) to 1(shiny)
    float GetShininess();
    // returns the transparency of the material, ranging from 1(fully transparent) to 0(opaque)
    float GetTransparency();
    // returns the type of shading, see LShading type
    LShading GetShadingType();

    // this methods should not be used by the "user", they're used internally to fill the class
    // with valid data when reading from file. If you're about to add an importer for another format you'LL
    // have to use these methods
    // sets the material ID to "value"
    void SetID(uint value);
    // call this to set the ambient color of the material
    void SetAmbientColor(const LColor3 &color);
    // sets the diffuse color of the material
    void SetDiffuseColor(const LColor3 &color);
    // sets the specular color of the material
    void SetSpecularColor(const LColor3 &color);
    // sets the shininess of the material
    void SetShininess(float value);
    // sets the transparency of the material
    void SetTransparency(float value);
    // sets the shading type
    void SetShadingType(LShading shading);
protected:
    // the unique material ID
    int m_id;
    // the first texture map
    LMap m_texMap1;
    // the second texture map
    LMap m_texMap2;
    // the opacity map
    LMap m_opacMap;
    // the reflection map
    LMap m_reflMap;
    // the bump map
    LMap m_bumpMap;
    // specular map
    LMap m_specMap;
    // material ambient color
    LColor3 m_ambient;
    // material diffuse color
    LColor3 m_diffuse;
    // material specular color
    LColor3 m_specular;
    // shininess
    float m_shininess;
    // transparency
    float m_transparency;
    // the shading type for the material
    LShading m_shading;
};

//------------------------------------------------

class LMesh : public LObject
{
public:
    // the default constructor
    LMesh();
    // the destructor
    virtual ~LMesh();
    // clears the mesh, deleteing all data
    void Clear();
    // returns the number of vertices in the mesh
    uint GetVertexCount();
    // sets the the size fo the vertex array - for internal use
    void SetVertexArraySize(uint value);
    // returns the number of triangles in the mesh
    uint GetTriangleCount();
    // sets the size of the triangle array - for internal use
    void SetTriangleArraySize(uint value);
    // returns given vertex
    const LVector4& GetVertex(uint index);
    // returns the given normal
    const LVector3& GetNormal(uint index);
    // returns the given texture coordinates vector
    const LVector2& GetUV(uint index);
    // returns the pointer to the array of tangents
    const LVector3& GetTangent(uint index);
    // returns the pointer to the array of binormals
    const LVector3& GetBinormal(uint index);
    // sets the vertex at a given index to "vec" - for internal use
    void SetVertex(const LVector4 &vec, uint index);
    // sets the normal at a given index to "vec" - for internal use
    void SetNormal(const LVector3 &vec, uint index);
    // sets the texture coordinates vector at a given index to "vec" - for internal use
    void SetUV(const LVector2 &vec, uint index);
    // sets the tangent at a given index to "vec" - for internal use
    void SetTangent(const LVector3 &vec, uint index);
    // sets the binormal at a given index to "vec" - for internal use
    void SetBinormal(const LVector3 &vec, uint index);
    // returns the triangle with a given index
    const LTriangle& GetTriangle(uint index);
    // returns the triangle with a given index, see LTriangle2 structure description
    LTriangle2 GetTriangle2(uint index);
    // returns the mesh matrix, should be identity matrix after loading
    LMatrix4 GetMatrix();
    // sets the mesh matrix to a given matrix - for internal use
    void SetMatrix(LMatrix4 m);
    // optimizises the mesh using a given optimization level
    void Optimize(LOptimizationLevel value);
    // sets an internal triangle structure with index "index" - for internal use only
    void SetTri(const LTri &tri, uint index);
    // returns the pointer to the internal triangle structure - for internal use only
    LTri& GetTri(uint index);
    // returns the material id with a given index for the mesh
    uint GetMaterial(uint index);
    // adds a material to the mesh and returns its index - for internal use
    uint AddMaterial(uint id);
    // returns the number of materials used in the mesh
    uint GetMaterialCount();
protected:
    // the vertices, normals, etc.
    std::vector<LVector4> m_vertices;
    std::vector<LVector3> m_normals;
    std::vector<LVector3> m_binormals;
    std::vector<LVector3> m_tangents;
    std::vector<LVector2> m_uv;

    // triangles
    std::vector<LTriangle> m_triangles;

    //used internally
    std::vector<LTri> m_tris;

    // the transformation matrix.
    LMatrix4 m_matrix;

    // the material ID array
    std::vector<uint> m_materials;

    // calculates the normals, either using the smoothing groups information or not
    void CalcNormals(bool useSmoothingGroups);
    // calculates the texture(tangent) space for each vertex
    void CalcTextureSpace();
    // transforms the vertices by the mesh matrix
    void TransformVertices();
};

//------------------------------------------------

class LLight : public LObject
{
public:
    // the default constructor
    LLight();
    // the destructor
    virtual ~LLight();
    // clears the data the class holds
    void Clear();
    // sets the position of the light source - for internal use
    void SetPosition(LVector3 vec);
    // returns the position of the light source
    LVector3 GetPosition();
    // sets the color of the light - for internal use
    void SetColor(LColor3 color);
    // returns the color of the light
    LColor3 GetColor();
    // sets whether the light is a spotlight or not - internal use
    void SetSpotlight(bool value);
    // returns true if the light is a spotlight
    bool GetSpotlight();
    // sets the target of the light - internal use
    void SetTarget(LVector3 target);
    // returns the target of the spotlight
    LVector3 GetTarget();
    // sets the hotspot - internal use
    void SetHotspot(float value);
    // returns the hotspot
    float GetHotspot();
    // sets falloff - internal use
    void SetFalloff(float value);
    // returns falloff
    float GetFalloff();
protected:
    LVector3 m_pos;
    LColor3 m_color;
    bool m_spotlight;
    LVector3 m_target;
    float m_hotspot;
    float m_falloff;
};

//------------------------------------------------

class LImporter
{
public:
    // the default constructor
    LImporter();
    // the destructor
    virtual ~LImporter();
    // reads the model from a file, must be overriden by the child classes
    virtual bool LoadFile(const char *filename) = 0;
    // returns the number of meshes in the scene
    uint GetMeshCount();
    // returns the number of lights in the scene
    uint GetLightCount();
    // returns the number of materials in the scene
    uint GetMaterialCount();
    // returns a pointer to a mesh
    LMesh& GetMesh(uint index);
    // returns a pointer to a light at a given index
    LLight& GetLight(uint index);
    // returns the pointer to the material
    LMaterial& GetMaterial(uint index);
    // returns the pointer to the material with a given name, or NULL if the material was not found
    LMaterial* FindMaterial(const std::string &name);
    // returns the pointer to the mesh with a given name, or NULL if the mesh with such name
    // is not present in the scene
    LMesh* FindMesh(const std::string &name);
    // returns the pointer to the light with a given name, or NULL if not found
    LLight* FindLight(const std::string &name);
    // sets the optimization level to a given value
    void SetOptimizationLevel(LOptimizationLevel value);
    // returns the current optimization level
    LOptimizationLevel GetOptimizationLevel();
protected:
    // the lights found in the scene
    std::vector<LLight> m_lights;
    // triangular meshes
    std::vector<LMesh> m_meshes;
    // the materials in the scene
    std::vector<LMaterial> m_materials;
    // level of optimization to perform on the meshes
    LOptimizationLevel m_optLevel;
    // clears all data.
    virtual void Clear();
};
//------------------------------------------------

class L3DS : public LImporter
{
public:
    // the default contructor
    L3DS();
    // constructs the object and loads the file
    L3DS(const char *filename);
    // destructor
    virtual ~L3DS();
    // load 3ds file
    virtual bool LoadFile(const char *filename);
protected:
    // used internally for reading
    char m_objName[100];
    // true if end of file is reached
    bool m_eof;
    // buffer for loading, used for speedup
    unsigned char *m_buffer;
    // the size of the buffer
    uint m_bufferSize;
    // the current cursor position in the buffer
    uint m_pos;

    // reads a short value from the buffer
    short ReadShort();
    // reads an int value from the buffer
    int ReadInt();
    // reads a char from the buffer
    char ReadChar();
    //reada a floatvalue from the buffer
    float ReadFloat();
    //reads an unsigned byte from the buffer
    byte ReadByte();
    //reads an asciiz string
    int ReadASCIIZ(char *buf, int max_count);
    // seek wihtin the buffer
    void Seek(int offset, int origin);
    // returns the position of the cursor
    uint Pos();

    // read the chunk and return it.
    LChunk ReadChunk();
    // read until given chunk is found
    bool FindChunk(LChunk &target, const LChunk &parent);
    // skip to the end of chunk "chunk"
    void SkipChunk(const LChunk &chunk);
    // goes to the beginning of the data in teh given chunk
    void GotoChunk(const LChunk &chunk);

    // the function read the color chunk (any of the color chunks)
    LColor3 ReadColor(const LChunk &chunk);
    // the function that read the percentage chunk and returns a float from 0 to 1
    float ReadPercentage(const LChunk &chunk);
    // this is where 3ds file is being read
    bool Read3DS();
    // read a light chunk
    void ReadLight(const LChunk &parent);
    // read a trimesh chunk
    void ReadMesh(const LChunk &parent);
    // reads the face list, face materials, smoothing groups... and fill rthe information into the mesh
    void ReadFaceList(const LChunk &chunk, LMesh &mesh);
    // reads the material
    void ReadMaterial(const LChunk &parent);
    // reads the map info and fills the given map with this information
    void ReadMap(const LChunk &chunk, LMap& map);
    // reads keyframer data of the OBJECT_NODE_TAG chunk
    void ReadKeyframeData(const LChunk &parent);
    // reads the keyheader structure from the current offset and returns the frame number
    long ReadKeyheader();
};

//---------------------------------------------------------

#endif