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Open Asset Import Library (assimp)
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*/

/** @file  FBXImporter.h
*  @brief Declaration of the FBX main importer class
*/
#ifndef INCLUDED_AI_FBX_MESHGEOMETRY_H
#define INCLUDED_AI_FBX_MESHGEOMETRY_H

#include "FBXParser.h"
#include "FBXDocument.h"

namespace Assimp {
namespace FBX {

/**
 *  @brief DOM base class for all kinds of FBX geometry
 */
class Geometry : public Object {
public:
    /// @brief The class constructor with all parameters.
    /// @param id       The id.
    /// @param element  The element instance
    /// @param name     The name instance
    /// @param doc      The document instance
    Geometry( uint64_t id, const Element& element, const std::string& name, const Document& doc );

    /// @brief The class destructor, default.
    virtual ~Geometry() = default;

    /// @brief Get the Skin attached to this geometry or nullptr.
    /// @return The deformer skip instance as a pointer, nullptr if none.
    const Skin* DeformerSkin() const;

    /// @brief Get the BlendShape attached to this geometry or nullptr
    /// @return The blendshape arrays.
    const std::vector<const BlendShape*>& GetBlendShapes() const;

private:
    const Skin* skin;
    std::vector<const BlendShape*> blendShapes;

};

typedef std::vector<int> MatIndexArray;

/**
 *  @brief DOM class for FBX geometry of type "Mesh"
 */
class MeshGeometry : public Geometry {
public:
    /// @brief The class constructor
    /// @param id       The id.
    /// @param element  The element instance
    /// @param name     The name instance
    /// @param doc      The document instance
    MeshGeometry( uint64_t id, const Element& element, const std::string& name, const Document& doc );

    /// @brief The class destructor, default.
    virtual ~MeshGeometry() = default;

    /// brief Get a vector of all vertex points, non-unique.
    /// @return The vertices vector.
    const std::vector<aiVector3D>& GetVertices() const;

    /// @brief Get a vector of all vertex normals or an empty array if no normals are specified.
    /// @return The normal vector.
    const std::vector<aiVector3D>& GetNormals() const;

    /// @brief Get a vector of all vertex tangents or an empty array if no tangents are specified.
    /// @return The vertex tangents vector.
    const std::vector<aiVector3D>& GetTangents() const;

    /// @brief Get a vector of all vertex bi-normals or an empty array if no bi-normals are specified.
    /// @return The binomal vector.
    const std::vector<aiVector3D>& GetBinormals() const;

    /// @brief Return list of faces - each entry denotes a face and specifies how many vertices it has.
    ///        Vertices are taken from the vertex data arrays in sequential order.
    /// @return The face indices vector.
    const std::vector<unsigned int>& GetFaceIndexCounts() const;

    /// @brief Get a UV coordinate slot, returns an empty array if the requested slot does not exist.
    /// @param index    The requested texture coordinate slot.
    /// @return The texture coordinates.
    const std::vector<aiVector2D>& GetTextureCoords( unsigned int index ) const;

    /// @brief Get a UV coordinate slot, returns an empty array if the requested slot does not exist.
    /// @param index    The requested texture coordinate slot.
    /// @return The texture coordinate channel name.
    std::string GetTextureCoordChannelName( unsigned int index ) const;

    /// @brief Get a vertex color coordinate slot, returns an empty array if the requested slot does not exist.
    /// @param index    The requested texture coordinate slot.
    /// @return The vertex color vector.
    const std::vector<aiColor4D>& GetVertexColors( unsigned int index ) const;

    /// @brief Get per-face-vertex material assignments.
    /// @return The Material indices Array.
    const MatIndexArray& GetMaterialIndices() const;

    /// @brief Convert from a fbx file vertex index (for example from a #Cluster weight) or nullptr if the vertex index is not valid.
    /// @param in_index   The requested input index.
    /// @param count      The number of indices.
    /// @return The indices.
    const unsigned int* ToOutputVertexIndex( unsigned int in_index, unsigned int& count ) const;

    /// @brief Determine the face to which a particular output vertex index belongs.
    ///        This mapping is always unique.
    /// @param in_index   The requested input index.
    /// @return The face-to-vertex index.
    unsigned int FaceForVertexIndex( unsigned int in_index ) const;

private:
    void ReadLayer( const Scope& layer );
    void ReadLayerElement( const Scope& layerElement );
    void ReadVertexData( const std::string& type, int index, const Scope& source );

    void ReadVertexDataUV( std::vector<aiVector2D>& uv_out, const Scope& source,
        const std::string& MappingInformationType,
        const std::string& ReferenceInformationType );

    void ReadVertexDataNormals( std::vector<aiVector3D>& normals_out, const Scope& source,
        const std::string& MappingInformationType,
        const std::string& ReferenceInformationType );

    void ReadVertexDataColors( std::vector<aiColor4D>& colors_out, const Scope& source,
        const std::string& MappingInformationType,
        const std::string& ReferenceInformationType );

    void ReadVertexDataTangents( std::vector<aiVector3D>& tangents_out, const Scope& source,
        const std::string& MappingInformationType,
        const std::string& ReferenceInformationType );

    void ReadVertexDataBinormals( std::vector<aiVector3D>& binormals_out, const Scope& source,
        const std::string& MappingInformationType,
        const std::string& ReferenceInformationType );

    void ReadVertexDataMaterials( MatIndexArray& materials_out, const Scope& source,
        const std::string& MappingInformationType,
        const std::string& ReferenceInformationType );

private:
    // cached data arrays
    MatIndexArray m_materials;
    std::vector<aiVector3D> m_vertices;
    std::vector<unsigned int> m_faces;
    mutable std::vector<unsigned int> m_facesVertexStartIndices;
    std::vector<aiVector3D> m_tangents;
    std::vector<aiVector3D> m_binormals;
    std::vector<aiVector3D> m_normals;

    std::string m_uvNames[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
    std::vector<aiVector2D> m_uvs[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
    std::vector<aiColor4D> m_colors[ AI_MAX_NUMBER_OF_COLOR_SETS ];

    std::vector<unsigned int> m_mapping_counts;
    std::vector<unsigned int> m_mapping_offsets;
    std::vector<unsigned int> m_mappings;
};

/**
*  DOM class for FBX geometry of type "Shape"
*/
class ShapeGeometry : public Geometry
{
public:
    /** The class constructor */
    ShapeGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc);

    /** The class destructor */
    virtual ~ShapeGeometry();

    /** Get a list of all vertex points, non-unique*/
    const std::vector<aiVector3D>& GetVertices() const;

    /** Get a list of all vertex normals or an empty array if
    *  no normals are specified. */
    const std::vector<aiVector3D>& GetNormals() const;

    /** Return list of vertex indices. */
    const std::vector<unsigned int>& GetIndices() const;

private:
    std::vector<aiVector3D> m_vertices;
    std::vector<aiVector3D> m_normals;
    std::vector<unsigned int> m_indices;
};
/**
*  DOM class for FBX geometry of type "Line"
*/
class LineGeometry : public Geometry
{
public:
    /** The class constructor */
    LineGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc);

    /** The class destructor */
    virtual ~LineGeometry();

    /** Get a list of all vertex points, non-unique*/
    const std::vector<aiVector3D>& GetVertices() const;

    /** Return list of vertex indices. */
    const std::vector<int>& GetIndices() const;

private:
    std::vector<aiVector3D> m_vertices;
    std::vector<int> m_indices;
};

}
}

#endif // INCLUDED_AI_FBX_MESHGEOMETRY_H

