/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------

Copyright (c) 2006-2012, assimp team
All rights reserved.

Redistribution and use of this software in source and binary forms, 
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
  written permission of the assimp team.

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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

----------------------------------------------------------------------
*/


/**
 * @file  MDLFileData.h
 * @brief Definition of in-memory structures for the MDL file format. 
 *
 * The specification has been taken from various sources on the internet.
 * - http://tfc.duke.free.fr/coding/mdl-specs-en.html
 * - Conitec's MED SDK
 * - Many quite long HEX-editor sessions
 */

#ifndef AI_MDLFILEHELPER_H_INC
#define AI_MDLFILEHELPER_H_INC

#include "./../include/assimp/Compiler/pushpack1.h"

namespace Assimp	{
namespace MDL	{

// -------------------------------------------------------------------------------------
// to make it easier for us, we test the magic word against both "endianesses"

// magic bytes used in Quake 1 MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE	AI_MAKE_MAGIC("IDPO")
#define AI_MDL_MAGIC_NUMBER_LE	AI_MAKE_MAGIC("OPDI")

// magic bytes used in GameStudio A<very  low> MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS3	AI_MAKE_MAGIC("MDL2")
#define AI_MDL_MAGIC_NUMBER_LE_GS3	AI_MAKE_MAGIC("2LDM")

// magic bytes used in GameStudio A4 MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS4	AI_MAKE_MAGIC("MDL3")
#define AI_MDL_MAGIC_NUMBER_LE_GS4	AI_MAKE_MAGIC("3LDM")

// magic bytes used in GameStudio A5+ MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS5a	AI_MAKE_MAGIC("MDL4")
#define AI_MDL_MAGIC_NUMBER_LE_GS5a	AI_MAKE_MAGIC("4LDM")
#define AI_MDL_MAGIC_NUMBER_BE_GS5b	AI_MAKE_MAGIC("MDL5")
#define AI_MDL_MAGIC_NUMBER_LE_GS5b	AI_MAKE_MAGIC("5LDM")

// magic bytes used in GameStudio A7+ MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS7	AI_MAKE_MAGIC("MDL7")
#define AI_MDL_MAGIC_NUMBER_LE_GS7	AI_MAKE_MAGIC("7LDM")


// common limitations for Quake1 meshes. The loader does not check them,
// (however it warns) but models should not exceed these limits.
#if (!defined AI_MDL_VERSION)
#	define AI_MDL_VERSION				6
#endif
#if (!defined AI_MDL_MAX_FRAMES)
#	define AI_MDL_MAX_FRAMES			256
#endif
#if (!defined AI_MDL_MAX_UVS)
#	define AI_MDL_MAX_UVS				1024	
#endif
#if (!defined AI_MDL_MAX_VERTS)
#	define AI_MDL_MAX_VERTS				1024
#endif
#if (!defined AI_MDL_MAX_TRIANGLES)
#	define AI_MDL_MAX_TRIANGLES			2048	
#endif

// material key that is set for dummy materials that are
// just referencing another material
#if (!defined AI_MDL7_REFERRER_MATERIAL)
#	define AI_MDL7_REFERRER_MATERIAL "&&&referrer&&&",0,0
#endif

// -------------------------------------------------------------------------------------
/** \struct Header
 *  \brief Data structure for the MDL main header
 */
struct Header
{
	//! magic number: "IDPO"
	uint32_t ident;          

	//! version number: 6
	int32_t version;          

	//! scale factors for each axis
	aiVector3D scale;				

	//! translation factors for each axis
	aiVector3D translate;	

	//! bounding radius of the mesh
	float boundingradius;
	 
	//! Position of the viewer's exe. Ignored
	aiVector3D vEyePos;

	//! Number of textures
	int32_t num_skins;       

	//! Texture width in pixels
	int32_t skinwidth;

	//! Texture height in pixels
	int32_t skinheight;       

	//! Number of vertices contained in the file
	int32_t num_verts;       

	//! Number of triangles contained in the file
	int32_t num_tris;         

	//! Number of frames contained in the file
	int32_t num_frames;      

	//! 0 = synchron, 1 = random . Ignored
	//! (MDLn formats: number of texture coordinates)
	int32_t synctype;         

	//! State flag
	int32_t flags;     

	//! Could be the total size of the file (and not a float)
	float size;
} PACK_STRUCT;


// -------------------------------------------------------------------------------------
/** \struct Header_MDL7
 *  \brief Data structure for the MDL 7 main header
 */
struct Header_MDL7
{
	//! magic number: "MDL7"
	char	ident[4];		

	//! Version number. Ignored
	int32_t	version;		

	//! Number of bones in file
	uint32_t	bones_num;

	//! Number of groups in file
	uint32_t	groups_num;

	//! Size of data in the file
	uint32_t	data_size;	

	//! Ignored. Used to store entity specific information
	int32_t	entlump_size;	

	//! Ignored. Used to store MED related data
	int32_t	medlump_size;	

	//! Size of the Bone_MDL7 data structure used in the file
	uint16_t bone_stc_size;

	//! Size of the Skin_MDL 7 data structure used in the file
	uint16_t skin_stc_size;

	//! Size of a single color (e.g. in a material)
	uint16_t colorvalue_stc_size;

	//! Size of the Material_MDL7 data structure used in the file
	uint16_t material_stc_size;

	//! Size of a texture coordinate set in the file
	uint16_t skinpoint_stc_size;

	//! Size of a triangle in the file
	uint16_t triangle_stc_size;

	//! Size of a normal vertex in the file
	uint16_t mainvertex_stc_size;

	//! Size of a per-frame animated vertex in the file
	//! (this is not supported)
	uint16_t framevertex_stc_size;

	//! Size of a bone animation matrix
	uint16_t bonetrans_stc_size;

	//! Size of the Frame_MDL7 data structure used in the file
	uint16_t frame_stc_size;
} PACK_STRUCT;


// -------------------------------------------------------------------------------------
/** \struct Bone_MDL7
 *  \brief Data structure for a bone in a MDL7 file
 */
struct Bone_MDL7
{
	//! Index of the parent bone of *this* bone. 0xffff means:
	//! "hey, I have no parent, I'm an orphan"
	uint16_t parent_index;
	uint8_t _unused_[2]; 

	//! Relative position of the bone (relative to the
	//! parent bone)
	float x,y,z;

	//! Optional name of the bone
	char name[1 /* DUMMY SIZE */];
} PACK_STRUCT;

#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS)
#	define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS (16 + 20)
#endif

#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS)
#	define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS (16 + 32)
#endif

#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE)
#	define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE (16)
#endif

#if (!defined AI_MDL7_MAX_GROUPNAMESIZE)
#	define AI_MDL7_MAX_GROUPNAMESIZE	16
#endif // ! AI_MDL7_MAX_GROUPNAMESIZE

// -------------------------------------------------------------------------------------
/** \struct Group_MDL7
 *  \brief Group in a MDL7 file
 */
struct Group_MDL7
{
	//! = '1' -> triangle based Mesh
	unsigned char	typ;		

	int8_t	deformers;
	int8_t	max_weights;
	int8_t	_unused_;

	//! size of data for this group in bytes ( MD7_GROUP stc. included).
	int32_t	groupdata_size; 
	char	name[AI_MDL7_MAX_GROUPNAMESIZE];

	//! Number of skins
	int32_t	numskins;

	//! Number of texture coordinates
	int32_t	num_stpts;	

	//! Number of triangles
	int32_t	numtris;

	//! Number of vertices
	int32_t	numverts;

	//! Number of frames
	int32_t	numframes;
} PACK_STRUCT;

#define	AI_MDL7_SKINTYPE_MIPFLAG				0x08
#define	AI_MDL7_SKINTYPE_MATERIAL				0x10
#define	AI_MDL7_SKINTYPE_MATERIAL_ASCDEF		0x20
#define	AI_MDL7_SKINTYPE_RGBFLAG				0x80

#if (!defined AI_MDL7_MAX_BONENAMESIZE)
#	define AI_MDL7_MAX_BONENAMESIZE 20
#endif // !! AI_MDL7_MAX_BONENAMESIZE

// -------------------------------------------------------------------------------------
/** \struct Deformer_MDL7
 *  \brief Deformer in a MDL7 file
 */
struct Deformer_MDL7
{
	int8_t	deformer_version;		// 0
	int8_t	deformer_typ;			// 0 - bones
	int8_t	_unused_[2];
	int32_t	group_index;
	int32_t	elements;
	int32_t	deformerdata_size;
} PACK_STRUCT;


// -------------------------------------------------------------------------------------
/** \struct DeformerElement_MDL7
 *  \brief Deformer element in a MDL7 file
 */
struct DeformerElement_MDL7
{
	//! bei deformer_typ==0 (==bones) element_index == bone index
	int32_t	element_index;		
	char	element_name[AI_MDL7_MAX_BONENAMESIZE];
	int32_t	weights;
} PACK_STRUCT;


// -------------------------------------------------------------------------------------
/** \struct DeformerWeight_MDL7
 *  \brief Deformer weight in a MDL7 file
 */
struct DeformerWeight_MDL7
{
	//! for deformer_typ==0 (==bones) index == vertex index
	int32_t	index;				
	float	weight;
} PACK_STRUCT;


// don't know why this was in the original headers ...
typedef int32_t MD7_MATERIAL_ASCDEFSIZE;

// -------------------------------------------------------------------------------------
/** \struct ColorValue_MDL7
 *  \brief Data structure for a color value in a MDL7 file
 */
struct ColorValue_MDL7
{
	float r,g,b,a;
} PACK_STRUCT;

// -------------------------------------------------------------------------------------
/** \struct Material_MDL7
 *  \brief Data structure for a Material in a MDL7 file
 */
struct Material_MDL7
{
	//! Diffuse base color of the material
	ColorValue_MDL7	Diffuse;        

	//! Ambient base color of the material
    ColorValue_MDL7	Ambient;  

	//! Specular base color of the material
    ColorValue_MDL7	Specular;  

	//! Emissive base color of the material
    ColorValue_MDL7	Emissive; 

	//! Phong power
    float			Power;         
} PACK_STRUCT;


// -------------------------------------------------------------------------------------
/** \struct Skin
 *  \brief Skin data structure #1 - used by Quake1, MDL2, MDL3 and MDL4
 */
struct Skin
{
	//! 0 = single (Skin), 1 = group (GroupSkin)
	//! For MDL3-5: Defines the type of the skin and there
	//! fore the size of the data to skip:
	//-------------------------------------------------------
	//! 2 for 565 RGB,
	//! 3 for 4444 ARGB, 
	//! 10 for 565 mipmapped, 
	//! 11 for 4444 mipmapped (bpp = 2),
	//! 12 for 888 RGB mipmapped (bpp = 3), 
	//! 13 for 8888 ARGB mipmapped (bpp = 4)
	//-------------------------------------------------------
	int32_t group;      

	//! Texture data
	uint8_t *data;  
} PACK_STRUCT;


// -------------------------------------------------------------------------------------
/** \struct Skin
 *  \brief Skin data structure #2 - used by MDL5, MDL6 and MDL7
 *  \see Skin
 */
struct Skin_MDL5
{
	int32_t size, width, height;      
	uint8_t *data;  
} PACK_STRUCT;

// maximum length of texture file name
#if (!defined AI_MDL7_MAX_TEXNAMESIZE)
#	define AI_MDL7_MAX_TEXNAMESIZE		0x10
#endif

// ---------------------------------------------------------------------------
/** \struct Skin_MDL7
 *  \brief Skin data structure #3 - used by MDL7 and HMP7
 */
struct Skin_MDL7
{
	uint8_t			typ;
	int8_t			_unused_[3];
	int32_t			width;
	int32_t			height;
	char			texture_name[AI_MDL7_MAX_TEXNAMESIZE];	
} PACK_STRUCT;

// -------------------------------------------------------------------------------------
/** \struct RGB565
 *  \brief Data structure for a RGB565 pixel in a texture
 */
struct RGB565
{
	uint16_t r : 5;
	uint16_t g : 6;
	uint16_t b : 5;
} PACK_STRUCT;

// -------------------------------------------------------------------------------------
/** \struct ARGB4
 *  \brief Data structure for a ARGB4444 pixel in a texture
 */
struct ARGB4
{
	uint16_t a : 4;
	uint16_t r : 4;
	uint16_t g : 4;
	uint16_t b : 4;
} PACK_STRUCT;

// -------------------------------------------------------------------------------------
/** \struct GroupSkin
 *  \brief Skin data structure #2 (group of pictures)
 */
struct GroupSkin
{
	//! 0 = single (Skin), 1 = group (GroupSkin)
    int32_t group;     

	//! Number of images
	int32_t nb;       

	//! Time for each image
    float *time;   

	//! Data of each image
	uint8_t **data;  
} PACK_STRUCT;

// -------------------------------------------------------------------------------------
/** \struct TexCoord
 *  \brief Texture coordinate data structure used by the Quake1 MDL format
 */
struct TexCoord
{
	//! Is the vertex on the noundary between front and back piece?
	int32_t onseam;

	//! Texture coordinate in the tx direction
	int32_t s;

	//! Texture coordinate in the ty direction
	int32_t t;
} PACK_STRUCT;

// -------------------------------------------------------------------------------------
/** \struct TexCoord_MDL3
 *  \brief Data structure for an UV coordinate in the 3DGS MDL3 format
 */
struct TexCoord_MDL3
{
	//! position, horizontally in range 0..skinwidth-1
	int16_t u; 

	//! position, vertically in range 0..skinheight-1
	int16_t v; 
} PACK_STRUCT;

// -------------------------------------------------------------------------------------
/** \struct TexCoord_MDL7
 *  \brief Data structure for an UV coordinate in the 3DGS MDL7 format
 */
struct TexCoord_MDL7
{
	//! position, horizontally in range 0..1
	float u; 

	//! position, vertically in range 0..1
	float v; 
} PACK_STRUCT;

// -------------------------------------------------------------------------------------
/** \struct SkinSet_MDL7
 *  \brief Skin set data structure for the 3DGS MDL7 format
 * MDL7 references UV coordinates per face via an index list.
 * This allows the use of multiple skins per face with just one
 * UV coordinate set.
 */
struct SkinSet_MDL7
{
	//! Index into the UV coordinate list
	uint16_t	st_index[3]; // size 6	

	//! Material index
	int32_t		material;	 // size 4				
} PACK_STRUCT;

// -------------------------------------------------------------------------------------
/** \struct Triangle
 *  \brief Triangle data structure for the Quake1 MDL format
 */
struct Triangle
{
	//! 0 = backface, 1 = frontface
	int32_t facesfront;  

	//! Vertex indices
	int32_t vertex[3];   
} PACK_STRUCT;

// -------------------------------------------------------------------------------------
/** \struct Triangle_MDL3
 *  \brief Triangle data structure for the 3DGS MDL3 format
 */
struct Triangle_MDL3
{
	//!  Index of 3 3D vertices in range 0..numverts
	uint16_t index_xyz[3];

	//! Index of 3 skin vertices in range 0..numskinverts
	uint16_t index_uv[3]; 
} PACK_STRUCT;

// -------------------------------------------------------------------------------------
/** \struct Triangle_MDL7
 *  \brief Triangle data structure for the 3DGS MDL7 format
 */
struct Triangle_MDL7
{
	//! Vertex indices
	uint16_t   v_index[3]; 	// size 6

	//! Two skinsets. The second will be used for multi-texturing
	SkinSet_MDL7  skinsets[2];
} PACK_STRUCT; 

#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV)
#	define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV (6+sizeof(SkinSet_MDL7)-sizeof(uint32_t))
#endif 
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX)
#	define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX (6+sizeof(SkinSet_MDL7))
#endif 
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV)
#	define AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV (6+2*sizeof(SkinSet_MDL7))
#endif 

// Helper constants for Triangle::facesfront
#if (!defined AI_MDL_BACKFACE)
#	define AI_MDL_BACKFACE			0x0
#endif
#if (!defined  AI_MDL_FRONTFACE)
#	define AI_MDL_FRONTFACE			0x1
#endif

// -------------------------------------------------------------------------------------
/** \struct Vertex
 *  \brief Vertex data structure
 */
struct Vertex
{
	uint8_t v[3];
	uint8_t normalIndex;
} PACK_STRUCT;


// -------------------------------------------------------------------------------------
struct Vertex_MDL4
{
	uint16_t v[3];
	uint8_t normalIndex;
	uint8_t unused;
} PACK_STRUCT;

#define AI_MDL7_FRAMEVERTEX120503_STCSIZE		16
#define AI_MDL7_FRAMEVERTEX030305_STCSIZE		26

// -------------------------------------------------------------------------------------
/** \struct Vertex_MDL7
 *  \brief Vertex data structure used in MDL7 files
 */
struct Vertex_MDL7
{
	float	x,y,z;
	uint16_t vertindex;	// = bone index
	union {
		uint8_t norm162index;
		float norm[3];
	};
} PACK_STRUCT;


// -------------------------------------------------------------------------------------
/** \struct BoneTransform_MDL7
 *  \brief bone transformation matrix structure used in MDL7 files
 */
struct BoneTransform_MDL7
{
	//! 4*3
	float	m [4*4];				

	//! the index of this vertex, 0.. header::bones_num - 1
	uint16_t bone_index;		

	//! I HATE 3DGS AND THE SILLY DEVELOPER WHO DESIGNED
	//! THIS STUPID FILE FORMAT!
	int8_t _unused_[2];
} PACK_STRUCT;


#define AI_MDL7_MAX_FRAMENAMESIZE		16


// -------------------------------------------------------------------------------------
/** \struct Frame_MDL7
 *  \brief Frame data structure used by MDL7 files
 */
struct Frame_MDL7
{
	char	frame_name[AI_MDL7_MAX_FRAMENAMESIZE];
	uint32_t	vertices_count;			
	uint32_t	transmatrix_count;		
};


// -------------------------------------------------------------------------------------
/** \struct SimpleFrame
 *  \brief Data structure for a simple frame
 */
struct SimpleFrame
{
	//! Minimum vertex of the bounding box
	Vertex bboxmin; 

	//! Maximum vertex of the bounding box
	Vertex bboxmax; 

	//! Name of the frame
	char name[16];

	//! Vertex list of the frame
	Vertex *verts; 
} PACK_STRUCT;

// -------------------------------------------------------------------------------------
/** \struct Frame
 *  \brief Model frame data structure
 */
struct Frame
{
	//! 0 = simple frame, !0 = group frame
	int32_t type;       

	//! Frame data
	SimpleFrame frame;  	      
} PACK_STRUCT;


// -------------------------------------------------------------------------------------
struct SimpleFrame_MDLn_SP
{
	//! Minimum vertex of the bounding box
	Vertex_MDL4 bboxmin; 

	//! Maximum vertex of the bounding box
	Vertex_MDL4 bboxmax; 

	//! Name of the frame
	char name[16];

	//! Vertex list of the frame
	Vertex_MDL4 *verts; 
} PACK_STRUCT;

// -------------------------------------------------------------------------------------
/** \struct GroupFrame
 *  \brief Data structure for a group of frames
 */
struct GroupFrame
{
	//! 0 = simple frame, !0 = group frame
	int32_t type;                         

	//! Minimum vertex for all single frames
	Vertex min;         

	//! Maximum vertex for all single frames
	Vertex max;         

	//! Time for all single frames
	float *time;                  

	//! List of single frames
	SimpleFrame *frames; 
} PACK_STRUCT;

#include "./../include/assimp/Compiler/poppack1.h"

// -------------------------------------------------------------------------------------
/** \struct IntFace_MDL7
 *  \brief Internal data structure to temporarily represent a face
 */
struct IntFace_MDL7
{
	// provide a constructor for our own convenience
	IntFace_MDL7()
	{
		// set everything to zero
		mIndices[0] = mIndices[1] = mIndices[2] = 0;
		iMatIndex[0] = iMatIndex[1] = 0;
	}

	//! Vertex indices
	uint32_t mIndices[3];

	//! Material index (maximally two channels, which are joined later)
	unsigned int iMatIndex[2];
}; 

// -------------------------------------------------------------------------------------
/** \struct IntMaterial_MDL7
 *  \brief Internal data structure to temporarily represent a material
 *  which has been created from two single materials along with the
 *  original material indices.
 */
struct IntMaterial_MDL7
{
	// provide a constructor for our own convenience
	IntMaterial_MDL7()
	{
		pcMat = NULL;
		iOldMatIndices[0] = iOldMatIndices[1] = 0;
	}

	//! Material instance
	aiMaterial* pcMat;

	//! Old material indices
	unsigned int iOldMatIndices[2];
};

// -------------------------------------------------------------------------------------
/** \struct IntBone_MDL7
 *  \brief Internal data structure to represent a bone in a MDL7 file with
 *  all of its animation channels assigned to it.
 */
struct IntBone_MDL7 : aiBone
{
	//! Default constructor
	IntBone_MDL7() : iParent (0xffff)
	{
		pkeyPositions.reserve(30);
		pkeyScalings.reserve(30);
		pkeyRotations.reserve(30);
	}

	//! Parent bone of the bone
	uint64_t iParent;

	//! Relative position of the bone
	aiVector3D vPosition;

	//! Array of position keys
	std::vector<aiVectorKey> pkeyPositions;

	//! Array of scaling keys
	std::vector<aiVectorKey> pkeyScalings;

	//! Array of rotation keys
	std::vector<aiQuatKey> pkeyRotations;
};

// -------------------------------------------------------------------------------------
//! Describes a MDL7 frame
struct IntFrameInfo_MDL7
{
	//! Construction from an existing frame header
	IntFrameInfo_MDL7(BE_NCONST MDL::Frame_MDL7* _pcFrame,unsigned int _iIndex) 
		: iIndex(_iIndex)
		, pcFrame(_pcFrame)
	{}

	//! Index of the frame
	unsigned int iIndex;

	//! Points to the header of the frame
	BE_NCONST MDL::Frame_MDL7*	pcFrame; 
};

// -------------------------------------------------------------------------------------
//! Describes a MDL7 mesh group
struct IntGroupInfo_MDL7
{
	//! Default constructor
	IntGroupInfo_MDL7()		
		:	iIndex(0)
		,	pcGroup(NULL)
		,	pcGroupUVs(NULL)
		,	pcGroupTris(NULL)
		,	pcGroupVerts(NULL)
		{}

	//! Construction from an existing group header
	IntGroupInfo_MDL7(BE_NCONST MDL::Group_MDL7* _pcGroup, unsigned int _iIndex)
		:	iIndex(_iIndex)
		,	pcGroup(_pcGroup)
	{}

	//! Index of the group
	unsigned int iIndex;

	//! Points to the header of the group
	BE_NCONST MDL::Group_MDL7*		pcGroup; 

	//! Points to the beginning of the uv coordinate section
	BE_NCONST MDL::TexCoord_MDL7*	pcGroupUVs;		

	//! Points to the beginning of the triangle section
	MDL::Triangle_MDL7*	pcGroupTris;		

	//! Points to the beginning of the vertex section
	BE_NCONST MDL::Vertex_MDL7*		pcGroupVerts;
};

// -------------------------------------------------------------------------------------
//! Holds the data that belongs to a MDL7 mesh group
struct IntGroupData_MDL7
{
	IntGroupData_MDL7()
		: pcFaces(NULL), bNeed2UV(false)
	{}

	//! Array of faces that belong to the group
	MDL::IntFace_MDL7* pcFaces;		

	//! Array of vertex positions
	std::vector<aiVector3D>		vPositions;			

	//! Array of vertex normals
	std::vector<aiVector3D>		vNormals;	

	//! Array of bones indices
	std::vector<unsigned int>	aiBones;	

	//! First UV coordinate set
	std::vector<aiVector3D>		vTextureCoords1;

	//! Optional second UV coordinate set
	std::vector<aiVector3D>		vTextureCoords2;

	//! Specifies whether there are two texture
	//! coordinate sets required
	bool bNeed2UV;
};

// -------------------------------------------------------------------------------------
//! Holds data from an MDL7 file that is shared by all mesh groups
struct IntSharedData_MDL7
{
	//! Default constructor
	IntSharedData_MDL7() 
	{
		abNeedMaterials.reserve(10);
	}

	//! Destruction: properly delete all allocated resources
	~IntSharedData_MDL7()
	{
		// kill all bones
		if (this->apcOutBones)
		{
			for (unsigned int m = 0; m < iNum;++m)
				delete this->apcOutBones[m];
			delete[] this->apcOutBones;
		}
	}

	//! Specifies which materials are used
	std::vector<bool> abNeedMaterials;

	//! List of all materials
	std::vector<aiMaterial*> pcMats;

	//! List of all bones
	IntBone_MDL7** apcOutBones;

	//! number of bones
	unsigned int iNum;
};

// -------------------------------------------------------------------------------------
//! Contains input data for GenerateOutputMeshes_3DGS_MDL7
struct IntSplitGroupData_MDL7
{
	//! Construction from a given shared data set 
	IntSplitGroupData_MDL7(IntSharedData_MDL7& _shared,
		std::vector<aiMesh*>& _avOutList)

		: shared(_shared), avOutList(_avOutList)
	{
	}

	//! Destruction: properly delete all allocated resources
	~IntSplitGroupData_MDL7()
	{
		// kill all face lists
		if(this->aiSplit)
		{
			for (unsigned int m = 0; m < shared.pcMats.size();++m)
				delete this->aiSplit[m];
			delete[] this->aiSplit;
		}
	}

	//! Contains a list of all faces per material
	std::vector<unsigned int>** aiSplit;

	//! Shared data for all groups of the model
	IntSharedData_MDL7& shared;

	//! List of meshes 
	std::vector<aiMesh*>& avOutList;
};


}
} // end namespaces

#endif // !! AI_MDLFILEHELPER_H_INC