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/** @file  HL1FileData.h
 *  @brief Definition of in-memory structures for the
 *         Half-Life 1 MDL file format.
 */

#ifndef AI_HL1FILEDATA_INCLUDED
#define AI_HL1FILEDATA_INCLUDED

#include "HalfLifeMDLBaseHeader.h"

#include <assimp/Compiler/pushpack1.h>
#include <assimp/types.h>

namespace Assimp {
namespace MDL {
namespace HalfLife {

using vec3_t = float[3];

/** \struct Header_HL1
 *  \brief Data structure for the HL1 MDL file header.
 */
struct Header_HL1 : HalfLifeMDLBaseHeader {
    //! The model name.
    char name[64];

    //! The total file size in bytes.
    int32_t length;

    //! Ideal eye position.
    vec3_t eyeposition;

    //! Ideal movement hull size.
    vec3_t min;
    vec3_t max;

    //! Clipping bounding box.
    vec3_t bbmin;
    vec3_t bbmax;

    //! Was "flags".
    int32_t unused;

    //! The number of bones.
    int32_t numbones;

    //! Offset to the first bone chunk.
    int32_t boneindex;

    //! The number of bone controllers.
    int32_t numbonecontrollers;

    //! Offset to the first bone controller chunk.
    int32_t bonecontrollerindex;

    //! The number of hitboxes.
    int32_t numhitboxes;

    //! Offset to the first hitbox chunk.
    int32_t hitboxindex;

    //! The number of sequences.
    int32_t numseq;

    //! Offset to the first sequence description chunk.
    int32_t seqindex;

    //! The number of sequence groups.
    int32_t numseqgroups;

    //! Offset to the first sequence group chunk.
    int32_t seqgroupindex;

    //! The number of textures.
    int32_t numtextures;

    //! Offset to the first texture chunk.
    int32_t textureindex;

    //! Offset to the first texture's image data.
    int32_t texturedataindex;

    //! The number of replaceable textures.
    int32_t numskinref;

    //! The number of skin families.
    int32_t numskinfamilies;

    //! Offset to the first replaceable texture.
    int32_t skinindex;

    //! The number of bodyparts.
    int32_t numbodyparts;

    //! Offset the the first bodypart.
    int32_t bodypartindex;

    //! The number of attachments.
    int32_t numattachments;

    //! Offset the the first attachment chunk.
    int32_t attachmentindex;

    //! Was "soundtable".
    int32_t unused2;

    //! Was "soundindex".
    int32_t unused3;

    //! Was "soundgroups".
    int32_t unused4;

    //! Was "soundgroupindex".
    int32_t unused5;

    //! The number of nodes in the sequence transition graph.
    int32_t numtransitions;

    //! Offset the the first sequence transition.
    int32_t transitionindex;
} PACK_STRUCT;

/** \struct SequenceHeader_HL1
 *  \brief Data structure for the file header of a demand loaded
 *         HL1 MDL sequence group file.
 */
struct SequenceHeader_HL1 : HalfLifeMDLBaseHeader {
    //! The sequence group file name.
    char name[64];

    //! The total file size in bytes.
    int32_t length;
} PACK_STRUCT;

/** \struct Bone_HL1
 *  \brief Data structure for a bone in HL1 MDL files.
 */
struct Bone_HL1 {
    //! The bone name.
    char name[32];

    //! The parent bone index. (-1) If it has no parent.
    int32_t parent;

    //! Was "flags".
    int32_t unused;

    //! Available bone controller per motion type.
    //! (-1) if no controller is available.
    int32_t bonecontroller[6];

    /*! Default position and rotation values where
     * scale[0] = position.X
     * scale[1] = position.Y
     * scale[2] = position.Z
     * scale[3] = rotation.X
     * scale[4] = rotation.Y
     * scale[5] = rotation.Z
     */
    float value[6];

    /*! Compressed scale values where
     * scale[0] = position.X scale
     * scale[1] = position.Y scale
     * scale[2] = position.Z scale
     * scale[3] = rotation.X scale
     * scale[4] = rotation.Y scale
     * scale[5] = rotation.Z scale
     */
    float scale[6];
} PACK_STRUCT;

/** \struct BoneController_HL1
 *  \brief Data structure for a bone controller in HL1 MDL files.
 */
struct BoneController_HL1 {
    //! Bone affected by this controller.
    int32_t bone;

    //! The motion type.
    int32_t type;

    //! The minimum and maximum values.
    float start;
    float end;

    // Was "rest".
    int32_t unused;

    // The bone controller channel.
    int32_t index;
} PACK_STRUCT;

/** \struct Hitbox_HL1
 *  \brief Data structure for a hitbox in HL1 MDL files.
 */
struct Hitbox_HL1 {
    //! The bone this hitbox follows.
    int32_t bone;

    //! The hit group.
    int32_t group;

    //! The hitbox minimum and maximum extents.
    vec3_t bbmin;
    vec3_t bbmax;
} PACK_STRUCT;

/** \struct SequenceGroup_HL1
 *  \brief Data structure for a sequence group in HL1 MDL files.
 */
struct SequenceGroup_HL1 {
    //! A textual name for this sequence group.
    char label[32];

    //! The file name.
    char name[64];

    //! Was "cache".
    int32_t unused;

    //! Was "data".
    int32_t unused2;
} PACK_STRUCT;

//! The type of blending for a sequence.
enum SequenceBlendMode_HL1 {
    NoBlend = 1,
    TwoWayBlending = 2,
    FourWayBlending = 4,
};

/** \struct SequenceDesc_HL1
 *  \brief Data structure for a sequence description in HL1 MDL files.
 */
struct SequenceDesc_HL1 {
    //! The sequence name.
    char label[32];

    //! Frames per second.
    float fps;

    //! looping/non-looping flags.
    int32_t flags;

    //! The sequence activity.
    int32_t activity;

    //! The sequence activity weight.
    int32_t actweight;

    //! The number of animation events.
    int32_t numevents;

    //! Offset the the first animation event chunk.
    int32_t eventindex;

    //! The number of frames in the sequence.
    int32_t numframes;

    //! Was "numpivots".
    int32_t unused;

    //! Was "pivotindex".
    int32_t unused2;

    //! Linear motion type.
    int32_t motiontype;

    //! Linear motion bone.
    int32_t motionbone;

    //! Linear motion.
    vec3_t linearmovement;

    //! Was "automoveposindex".
    int32_t unused3;

    //! Was "automoveangleindex".
    int32_t unused4;

    //! The sequence minimum and maximum extents.
    vec3_t bbmin;
    vec3_t bbmax;

    //! The number of blend animations.
    int32_t numblends;

    //! Offset to first the AnimValueOffset_HL1 chunk.
    //! This offset is relative to the SequenceHeader_HL1 of the file
    //! that contains the animation data.
    int32_t animindex;

    //! The motion type of each blend controller.
    int32_t blendtype[2];

    //! The starting value of each blend controller.
    float blendstart[2];

    //! The ending value of each blend controller.
    float blendend[2];

    //! Was "blendparent".
    int32_t unused5;

    //! The sequence group.
    int32_t seqgroup;

    //! The node at entry in the sequence transition graph.
    int32_t entrynode;

    //! The node at exit in the sequence transition graph.
    int32_t exitnode;

    //! Transition rules.
    int32_t nodeflags;

    //! Was "nextseq"
    int32_t unused6;
} PACK_STRUCT;

/** \struct AnimEvent_HL1
 *  \brief Data structure for an animation event in HL1 MDL files.
 */
struct AnimEvent_HL1 {
    //! The frame at which this animation event occurs.
    int32_t frame;

    //! The script event type.
    int32_t event;

    //! was "type"
    int32_t unused;

    //! Options. Could be path to sound WAVE files.
    char options[64];
} PACK_STRUCT;

/** \struct Attachment_HL1
 *  \brief Data structure for an attachment in HL1 MDL files.
 */
struct Attachment_HL1 {
    //! Was "name".
    char unused[32];

    //! Was "type".
    int32_t unused2;

    //! The bone this attachment follows.
    int32_t bone;

    //! The attachment origin.
    vec3_t org;

    //! Was "vectors"
    vec3_t unused3[3];
} PACK_STRUCT;

/** \struct AnimValueOffset_HL1
 *  \brief Data structure to hold offsets (one per motion type)
 *         to the first animation frame value for a single bone
 *         in HL1 MDL files.
 */
struct AnimValueOffset_HL1 {
    unsigned short offset[6];
} PACK_STRUCT;

/** \struct AnimValue_HL1
 *  \brief Data structure for an animation frame in HL1 MDL files.
 */
union AnimValue_HL1 {
    struct {
        uint8_t valid;
        uint8_t total;
    } num;
    short value;
} PACK_STRUCT;

/** \struct Bodypart_HL1
 *  \brief Data structure for a bodypart in HL1 MDL files.
 */
struct Bodypart_HL1 {
    //! The bodypart name.
    char name[64];

    //! The number of available models for this bodypart.
    int32_t nummodels;

    //! Used to convert from a global model index
    //! to a local bodypart model index.
    int32_t base;

    //! The offset to the first model chunk.
    int32_t modelindex;
} PACK_STRUCT;

/** \struct Texture_HL1
 *  \brief Data structure for a texture in HL1 MDL files.
 */
struct Texture_HL1 {
    //! Texture file name.
    char name[64];

    //! Texture flags.
    int32_t flags;

    //! Texture width in pixels.
    int32_t width;

    //! Texture height in pixels.
    int32_t height;

    //! Offset to the image data.
    //! This offset is relative to the texture file header.
    int32_t index;
} PACK_STRUCT;

/** \struct Model_HL1
 *  \brief Data structure for a model in HL1 MDL files.
 */
struct Model_HL1 {
    //! Model name.
    char name[64];

    //! Was "type".
    int32_t unused;

    //! Was "boundingradius".
    float unused2;

    //! The number of meshes in the model.
    int32_t nummesh;

    //! Offset to the first mesh chunk.
    int32_t meshindex;

    //! The number of unique vertices.
    int32_t numverts;

    //! Offset to the vertex bone array.
    int32_t vertinfoindex;

    //! Offset to the vertex array.
    int32_t vertindex;

    //! The number of unique normals.
    int32_t numnorms;

    //! Offset to the normal bone array.
    int32_t norminfoindex;

    //! Offset to the normal array.
    int32_t normindex;

    //! Was "numgroups".
    int32_t unused3;

    //! Was "groupindex".
    int32_t unused4;
} PACK_STRUCT;

/** \struct Mesh_HL1
 *  \brief Data structure for a mesh in HL1 MDL files.
 */
struct Mesh_HL1 {
    //! Can be interpreted as the number of triangles in the mesh.
    int32_t numtris;

    //! Offset to the start of the tris sequence.
    int32_t triindex;

    //! The skin index.
    int32_t skinref;

    //! The number of normals in the mesh.
    int32_t numnorms;

    //! Was "normindex".
    int32_t unused;
} PACK_STRUCT;

/** \struct Trivert
 *  \brief Data structure for a trivert in HL1 MDL files.
 */
struct Trivert {
    //! Index into Model_HL1 vertex array.
    short vertindex;

    //! Index into Model_HL1 normal array.
    short normindex;

    //! Texture coordinates in absolute space (unnormalized).
    short s, t;
} PACK_STRUCT;

#include <assimp/Compiler/poppack1.h>

#if (!defined AI_MDL_HL1_VERSION)
#define AI_MDL_HL1_VERSION 10
#endif
#if (!defined AI_MDL_HL1_MAX_TRIANGLES)
#define AI_MDL_HL1_MAX_TRIANGLES 20000
#endif
#if (!defined AI_MDL_HL1_MAX_VERTICES)
#define AI_MDL_HL1_MAX_VERTICES 2048
#endif
#if (!defined AI_MDL_HL1_MAX_SEQUENCES)
#define AI_MDL_HL1_MAX_SEQUENCES 2048
#endif
#if (!defined AI_MDL_HL1_MAX_SEQUENCE_GROUPS)
#define AI_MDL_HL1_MAX_SEQUENCE_GROUPS 32
#endif
#if (!defined AI_MDL_HL1_MAX_TEXTURES)
#define AI_MDL_HL1_MAX_TEXTURES 100
#endif
#if (!defined AI_MDL_HL1_MAX_SKIN_FAMILIES)
#define AI_MDL_HL1_MAX_SKIN_FAMILIES 100
#endif
#if (!defined AI_MDL_HL1_MAX_BONES)
#define AI_MDL_HL1_MAX_BONES 128
#endif
#if (!defined AI_MDL_HL1_MAX_BODYPARTS)
#define AI_MDL_HL1_MAX_BODYPARTS 32
#endif
#if (!defined AI_MDL_HL1_MAX_MODELS)
#define AI_MDL_HL1_MAX_MODELS 32
#endif
#if (!defined AI_MDL_HL1_MAX_MESHES)
#define AI_MDL_HL1_MAX_MESHES 256
#endif
#if (!defined AI_MDL_HL1_MAX_EVENTS)
#define AI_MDL_HL1_MAX_EVENTS 1024
#endif
#if (!defined AI_MDL_HL1_MAX_BONE_CONTROLLERS)
#define AI_MDL_HL1_MAX_BONE_CONTROLLERS 8
#endif
#if (!defined AI_MDL_HL1_MAX_ATTACHMENTS)
#define AI_MDL_HL1_MAX_ATTACHMENTS 512
#endif

// lighting options
#if (!defined AI_MDL_HL1_STUDIO_NF_FLATSHADE)
#define AI_MDL_HL1_STUDIO_NF_FLATSHADE 0x0001
#endif
#if (!defined AI_MDL_HL1_STUDIO_NF_CHROME)
#define AI_MDL_HL1_STUDIO_NF_CHROME 0x0002
#endif
#if (!defined AI_MDL_HL1_STUDIO_NF_ADDITIVE)
#define AI_MDL_HL1_STUDIO_NF_ADDITIVE 0x0020
#endif
#if (!defined AI_MDL_HL1_STUDIO_NF_MASKED)
#define AI_MDL_HL1_STUDIO_NF_MASKED 0x0040
#endif

} // namespace HalfLife
} // namespace MDL
} // namespace Assimp

#endif // AI_HL1FILEDATA_INCLUDED
