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

Copyright (c) 2006-2008, ASSIMP Development 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 
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* 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
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  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 Development Team.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
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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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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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*/

/** @file Implementation of the MD4 importer class */
#include "MD4Loader.h"
#include "MaterialSystem.h"

#include "../include/IOStream.h"
#include "../include/IOSystem.h"
#include "../include/aiMesh.h"
#include "../include/aiScene.h"
#include "../include/aiAssert.h"

#include <boost/scoped_ptr.hpp>

using namespace Assimp;

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MD4Importer::MD4Importer()
{
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well 
MD4Importer::~MD4Importer()
{
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file. 
bool MD4Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
{
	// simple check of file extension is enough for the moment
	std::string::size_type pos = pFile.find_last_of('.');
	// no file extension - can't read
	if( pos == std::string::npos)
		return false;
	std::string extension = pFile.substr( pos);

	if (extension.length() < 4)return false;
	if (extension[0] != '.')return false;

	// not brilliant but working ;-)
	if( extension == ".md4" || extension == ".MD4" || 
		extension == ".mD4" || extension == ".Md4")
	{
		return true;
	}
#if (!defined AI_MD4_DONT_SUPPORT_RAVENSOFT_MDR)
	if (extension[1] != 'm' && extension[1] != 'M')return false;
	if (extension[2] != 'd' && extension[2] != 'D')return false;
	if (extension[3] != 'r' && extension[3] != 'R')return false;
#endif

	return true;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure. 
void MD4Importer::InternReadFile( 
	const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
	boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));

	// Check whether we can read from the file
	if( file.get() == NULL)
	{
		throw new ImportErrorException( "Failed to open md4/mdr file " + pFile + ".");
	}

	// check whether the md4 file is large enough to contain
	// at least the file header
	size_t fileSize = file->FileSize();
	if( fileSize < sizeof(MD4::Header))
	{
		throw new ImportErrorException( ".md4 File is too small.");
	}
	return;
}