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

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All rights reserved.

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  following disclaimer.

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*/

/** @file MD3Loader.cpp
 *  @brief Implementation of the MD3 importer class
 *
 *  Sources:
 *     http://www.gamers.org/dEngine/quake3/UQ3S
 *     http://linux.ucla.edu/~phaethon/q3/formats/md3format.html
 *     http://www.heppler.com/shader/shader/
 */


#ifndef ASSIMP_BUILD_NO_MD3_IMPORTER

#include "MD3Loader.h"
#include "SceneCombiner.h"
#include "GenericProperty.h"
#include "RemoveComments.h"
#include "ParsingUtils.h"
#include "Importer.h"
#include <assimp/DefaultLogger.hpp>
#include <memory>
#include <assimp/IOSystem.hpp>
#include <assimp/material.h>
#include <assimp/scene.h>
#include <assimp/importerdesc.h>
#include <cctype>

using namespace Assimp;

static const aiImporterDesc desc = {
    "Quake III Mesh Importer",
    "",
    "",
    "",
    aiImporterFlags_SupportBinaryFlavour,
    0,
    0,
    0,
    0,
    "md3"
};

// ------------------------------------------------------------------------------------------------
// Convert a Q3 shader blend function to the appropriate enum value
Q3Shader::BlendFunc StringToBlendFunc(const std::string& m)
{
    if (m == "GL_ONE") {
        return Q3Shader::BLEND_GL_ONE;
    }
    if (m == "GL_ZERO") {
        return Q3Shader::BLEND_GL_ZERO;
    }
    if (m == "GL_SRC_ALPHA") {
        return Q3Shader::BLEND_GL_SRC_ALPHA;
    }
    if (m == "GL_ONE_MINUS_SRC_ALPHA") {
        return Q3Shader::BLEND_GL_ONE_MINUS_SRC_ALPHA;
    }
    if (m == "GL_ONE_MINUS_DST_COLOR") {
        return Q3Shader::BLEND_GL_ONE_MINUS_DST_COLOR;
    }
    DefaultLogger::get()->error("Q3Shader: Unknown blend function: " + m);
    return Q3Shader::BLEND_NONE;
}

// ------------------------------------------------------------------------------------------------
// Load a Quake 3 shader
bool Q3Shader::LoadShader(ShaderData& fill, const std::string& pFile,IOSystem* io)
{
    std::unique_ptr<IOStream> file( io->Open( pFile, "rt"));
    if (!file.get())
        return false; // if we can't access the file, don't worry and return

    DefaultLogger::get()->info("Loading Quake3 shader file " + pFile);

    // read file in memory
    const size_t s = file->FileSize();
    std::vector<char> _buff(s+1);
    file->Read(&_buff[0],s,1);
    _buff[s] = 0;

    // remove comments from it (C++ style)
    CommentRemover::RemoveLineComments("//",&_buff[0]);
    const char* buff = &_buff[0];

    Q3Shader::ShaderDataBlock* curData = NULL;
    Q3Shader::ShaderMapBlock*  curMap  = NULL;

    // read line per line
    for (;SkipSpacesAndLineEnd(&buff);SkipLine(&buff)) {

        if (*buff == '{') {
            ++buff;

            // append to last section, if any
            if (!curData) {
                DefaultLogger::get()->error("Q3Shader: Unexpected shader section token \'{\'");
                return true; // still no failure, the file is there
            }

            // read this data section
            for (;SkipSpacesAndLineEnd(&buff);SkipLine(&buff)) {
                if (*buff == '{') {
                    ++buff;
                    // add new map section
                    curData->maps.push_back(Q3Shader::ShaderMapBlock());
                    curMap = &curData->maps.back();

                    for (;SkipSpacesAndLineEnd(&buff);SkipLine(&buff)) {
                        // 'map' - Specifies texture file name
                        if (TokenMatchI(buff,"map",3) || TokenMatchI(buff,"clampmap",8)) {
                            curMap->name = GetNextToken(buff);
                        }
                        // 'blendfunc' - Alpha blending mode
                        else if (TokenMatchI(buff,"blendfunc",9)) {
                            const std::string blend_src = GetNextToken(buff);
                            if (blend_src == "add") {
                                curMap->blend_src  = Q3Shader::BLEND_GL_ONE;
                                curMap->blend_dest = Q3Shader::BLEND_GL_ONE;
                            }
                            else if (blend_src == "filter") {
                                curMap->blend_src  = Q3Shader::BLEND_GL_DST_COLOR;
                                curMap->blend_dest = Q3Shader::BLEND_GL_ZERO;
                            }
                            else if (blend_src == "blend") {
                                curMap->blend_src  = Q3Shader::BLEND_GL_SRC_ALPHA;
                                curMap->blend_dest = Q3Shader::BLEND_GL_ONE_MINUS_SRC_ALPHA;
                            }
                            else {
                                curMap->blend_src  = StringToBlendFunc(blend_src);
                                curMap->blend_dest = StringToBlendFunc(GetNextToken(buff));
                            }
                        }
                        // 'alphafunc' - Alpha testing mode
                        else if (TokenMatchI(buff,"alphafunc",9)) {
                            const std::string at = GetNextToken(buff);
                            if (at == "GT0") {
                                curMap->alpha_test = Q3Shader::AT_GT0;
                            }
                            else if (at == "LT128") {
                                curMap->alpha_test = Q3Shader::AT_LT128;
                            }
                            else if (at == "GE128") {
                                curMap->alpha_test = Q3Shader::AT_GE128;
                            }
                        }
                        else if (*buff == '}') {
                            ++buff;
                            // close this map section
                            curMap = NULL;
                            break;
                        }
                    }

                }
                else if (*buff == '}') {
                    ++buff;
                    curData = NULL;
                    break;
                }

                // 'cull' specifies culling behaviour for the model
                else if (TokenMatchI(buff,"cull",4)) {
                    SkipSpaces(&buff);
                    if (!ASSIMP_strincmp(buff,"back",4)) {
                        curData->cull = Q3Shader::CULL_CCW;
                    }
                    else if (!ASSIMP_strincmp(buff,"front",5)) {
                        curData->cull = Q3Shader::CULL_CW;
                    }
                    else if (!ASSIMP_strincmp(buff,"none",4) || !ASSIMP_strincmp(buff,"disable",7)) {
                        curData->cull = Q3Shader::CULL_NONE;
                    }
                    else DefaultLogger::get()->error("Q3Shader: Unrecognized cull mode");
                }
            }
        }

        else {
            // add new section
            fill.blocks.push_back(Q3Shader::ShaderDataBlock());
            curData = &fill.blocks.back();

            // get the name of this section
            curData->name = GetNextToken(buff);
        }
    }
    return true;
}

// ------------------------------------------------------------------------------------------------
// Load a Quake 3 skin
bool Q3Shader::LoadSkin(SkinData& fill, const std::string& pFile,IOSystem* io)
{
    std::unique_ptr<IOStream> file( io->Open( pFile, "rt"));
    if (!file.get())
        return false; // if we can't access the file, don't worry and return

    DefaultLogger::get()->info("Loading Quake3 skin file " + pFile);

    // read file in memory
    const size_t s = file->FileSize();
    std::vector<char> _buff(s+1);const char* buff = &_buff[0];
    file->Read(&_buff[0],s,1);
    _buff[s] = 0;

    // remove commas
    std::replace(_buff.begin(),_buff.end(),',',' ');

    // read token by token and fill output table
    for (;*buff;) {
        SkipSpacesAndLineEnd(&buff);

        // get first identifier
        std::string ss = GetNextToken(buff);

        // ignore tokens starting with tag_
        if (!::strncmp(&ss[0],"tag_",std::min((size_t)4, ss.length())))
            continue;

        fill.textures.push_back(SkinData::TextureEntry());
        SkinData::TextureEntry& s = fill.textures.back();

        s.first  = ss;
        s.second = GetNextToken(buff);
    }
    return true;
}

// ------------------------------------------------------------------------------------------------
// Convert Q3Shader to material
void Q3Shader::ConvertShaderToMaterial(aiMaterial* out, const ShaderDataBlock& shader)
{
    ai_assert(NULL != out);

    /*  IMPORTANT: This is not a real conversion. Actually we're just guessing and
     *  hacking around to build an aiMaterial that looks nearly equal to the
     *  original Quake 3 shader. We're missing some important features like
     *  animatable material properties in our material system, but at least
     *  multiple textures should be handled correctly.
     */

    // Two-sided material?
    if (shader.cull == Q3Shader::CULL_NONE) {
        const int twosided = 1;
        out->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
    }

    unsigned int cur_emissive = 0, cur_diffuse = 0, cur_lm =0;

    // Iterate through all textures
    for (std::list< Q3Shader::ShaderMapBlock >::const_iterator it = shader.maps.begin(); it != shader.maps.end();++it) {

        // CONVERSION BEHAVIOUR:
        //
        //
        // If the texture is additive
        //  - if it is the first texture, assume additive blending for the whole material
        //  - otherwise register it as emissive texture.
        //
        // If the texture is using standard blend (or if the blend mode is unknown)
        //  - if first texture: assume default blending for material
        //  - in any case: set it as diffuse texture
        //
        // If the texture is using 'filter' blending
        //  - take as lightmap
        //
        // Textures with alpha funcs
        //  - aiTextureFlags_UseAlpha is set (otherwise aiTextureFlags_NoAlpha is explicitly set)
        aiString s((*it).name);
        aiTextureType type; unsigned int index;

        if ((*it).blend_src == Q3Shader::BLEND_GL_ONE && (*it).blend_dest == Q3Shader::BLEND_GL_ONE) {
            if (it == shader.maps.begin()) {
                const int additive = aiBlendMode_Additive;
                out->AddProperty(&additive,1,AI_MATKEY_BLEND_FUNC);

                index = cur_diffuse++;
                type  = aiTextureType_DIFFUSE;
            }
            else {
                index = cur_emissive++;
                type  = aiTextureType_EMISSIVE;
            }
        }
        else if ((*it).blend_src == Q3Shader::BLEND_GL_DST_COLOR && (*it).blend_dest == Q3Shader::BLEND_GL_ZERO) {
            index = cur_lm++;
            type  = aiTextureType_LIGHTMAP;
        }
        else {
            const int blend = aiBlendMode_Default;
            out->AddProperty(&blend,1,AI_MATKEY_BLEND_FUNC);

            index = cur_diffuse++;
            type  = aiTextureType_DIFFUSE;
        }

        // setup texture
        out->AddProperty(&s,AI_MATKEY_TEXTURE(type,index));

        // setup texture flags
        const int use_alpha = ((*it).alpha_test != Q3Shader::AT_NONE ? aiTextureFlags_UseAlpha : aiTextureFlags_IgnoreAlpha);
        out->AddProperty(&use_alpha,1,AI_MATKEY_TEXFLAGS(type,index));
    }
    // If at least one emissive texture was set, set the emissive base color to 1 to ensure
    // the texture is actually displayed.
    if (0 != cur_emissive) {
        aiColor3D one(1.f,1.f,1.f);
        out->AddProperty(&one,1,AI_MATKEY_COLOR_EMISSIVE);
    }
}

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MD3Importer::MD3Importer()
    : configFrameID  (0)
    , configHandleMP (true)
    , configSpeedFlag()
    , pcHeader()
    , mBuffer()
    , fileSize()
    , mScene()
    , mIOHandler()
{}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well
MD3Importer::~MD3Importer()
{}

// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool MD3Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
    const std::string extension = GetExtension(pFile);
    if (extension == "md3")
        return true;

    // if check for extension is not enough, check for the magic tokens
    if (!extension.length() || checkSig) {
        uint32_t tokens[1];
        tokens[0] = AI_MD3_MAGIC_NUMBER_LE;
        return CheckMagicToken(pIOHandler,pFile,tokens,1);
    }
    return false;
}

// ------------------------------------------------------------------------------------------------
void MD3Importer::ValidateHeaderOffsets()
{
    // Check magic number
    if (pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_BE &&
        pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_LE)
            throw DeadlyImportError( "Invalid MD3 file: Magic bytes not found");

    // Check file format version
    if (pcHeader->VERSION > 15)
        DefaultLogger::get()->warn( "Unsupported MD3 file version. Continuing happily ...");

    // Check some offset values whether they are valid
    if (!pcHeader->NUM_SURFACES)
        throw DeadlyImportError( "Invalid md3 file: NUM_SURFACES is 0");

    if (pcHeader->OFS_FRAMES >= fileSize || pcHeader->OFS_SURFACES >= fileSize ||
        pcHeader->OFS_EOF > fileSize) {
        throw DeadlyImportError("Invalid MD3 header: some offsets are outside the file");
    }

	if (pcHeader->NUM_SURFACES > AI_MAX_ALLOC(MD3::Surface)) {
        throw DeadlyImportError("Invalid MD3 header: too many surfaces, would overflow");
	}

    if (pcHeader->OFS_SURFACES + pcHeader->NUM_SURFACES * sizeof(MD3::Surface) >= fileSize) {
        throw DeadlyImportError("Invalid MD3 header: some surfaces are outside the file");
    }

    if (pcHeader->NUM_FRAMES <= configFrameID )
        throw DeadlyImportError("The requested frame is not existing the file");
}

// ------------------------------------------------------------------------------------------------
void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
{
    // Calculate the relative offset of the surface
    const int32_t ofs = int32_t((const unsigned char*)pcSurf-this->mBuffer);

    // Check whether all data chunks are inside the valid range
    if (pcSurf->OFS_TRIANGLES + ofs + pcSurf->NUM_TRIANGLES * sizeof(MD3::Triangle) > fileSize  ||
        pcSurf->OFS_SHADERS + ofs + pcSurf->NUM_SHADER * sizeof(MD3::Shader) > fileSize         ||
        pcSurf->OFS_ST + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::TexCoord) > fileSize          ||
        pcSurf->OFS_XYZNORMAL + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::Vertex) > fileSize)    {

        throw DeadlyImportError("Invalid MD3 surface header: some offsets are outside the file");
    }

    // Check whether all requirements for Q3 files are met. We don't
    // care, but probably someone does.
    if (pcSurf->NUM_TRIANGLES > AI_MD3_MAX_TRIANGLES) {
        DefaultLogger::get()->warn("MD3: Quake III triangle limit exceeded");
    }

    if (pcSurf->NUM_SHADER > AI_MD3_MAX_SHADERS) {
        DefaultLogger::get()->warn("MD3: Quake III shader limit exceeded");
    }

    if (pcSurf->NUM_VERTICES > AI_MD3_MAX_VERTS) {
        DefaultLogger::get()->warn("MD3: Quake III vertex limit exceeded");
    }

    if (pcSurf->NUM_FRAMES > AI_MD3_MAX_FRAMES) {
        DefaultLogger::get()->warn("MD3: Quake III frame limit exceeded");
    }
}

// ------------------------------------------------------------------------------------------------
const aiImporterDesc* MD3Importer::GetInfo () const
{
    return &desc;
}

// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void MD3Importer::SetupProperties(const Importer* pImp)
{
    // The
    // AI_CONFIG_IMPORT_MD3_KEYFRAME option overrides the
    // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
    configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_KEYFRAME,-1);
    if(static_cast<unsigned int>(-1) == configFrameID) {
        configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
    }

    // AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART
    configHandleMP = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART,1));

    // AI_CONFIG_IMPORT_MD3_SKIN_NAME
    configSkinFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SKIN_NAME,"default"));

    // AI_CONFIG_IMPORT_MD3_SHADER_SRC
    configShaderFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SHADER_SRC,""));

    // AI_CONFIG_FAVOUR_SPEED
    configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
}

// ------------------------------------------------------------------------------------------------
// Try to read the skin for a MD3 file
void MD3Importer::ReadSkin(Q3Shader::SkinData& fill) const
{
    // skip any postfixes (e.g. lower_1.md3)
    std::string::size_type s = filename.find_last_of('_');
    if (s == std::string::npos) {
        s = filename.find_last_of('.');
        if (s == std::string::npos) {
            s = filename.size();
        }
    }
    ai_assert(s != std::string::npos);

    const std::string skin_file = path + filename.substr(0,s) + "_" + configSkinFile + ".skin";
    Q3Shader::LoadSkin(fill,skin_file,mIOHandler);
}

// ------------------------------------------------------------------------------------------------
// Try to read the shader for a MD3 file
void MD3Importer::ReadShader(Q3Shader::ShaderData& fill) const
{
    // Determine Q3 model name from given path
    const std::string::size_type s = path.find_last_of("\\/",path.length()-2);
    const std::string model_file = path.substr(s+1,path.length()-(s+2));

    // If no specific dir or file is given, use our default search behaviour
    if (!configShaderFile.length()) {
        if(!Q3Shader::LoadShader(fill,path + "..\\..\\..\\scripts\\" + model_file + ".shader",mIOHandler)) {
            Q3Shader::LoadShader(fill,path + "..\\..\\..\\scripts\\" + filename + ".shader",mIOHandler);
        }
    }
    else {
        // If the given string specifies a file, load this file.
        // Otherwise it's a directory.
        const std::string::size_type st = configShaderFile.find_last_of('.');
        if (st == std::string::npos) {

            if(!Q3Shader::LoadShader(fill,configShaderFile + model_file + ".shader",mIOHandler)) {
                Q3Shader::LoadShader(fill,configShaderFile + filename + ".shader",mIOHandler);
            }
        }
        else {
            Q3Shader::LoadShader(fill,configShaderFile,mIOHandler);
        }
    }
}

// ------------------------------------------------------------------------------------------------
// Tiny helper to remove a single node from its parent' list
void RemoveSingleNodeFromList(aiNode* nd)
{
    if (!nd || nd->mNumChildren || !nd->mParent)return;
    aiNode* par = nd->mParent;
    for (unsigned int i = 0; i < par->mNumChildren;++i) {
        if (par->mChildren[i] == nd) {
            --par->mNumChildren;
            for (;i < par->mNumChildren;++i) {
                par->mChildren[i] = par->mChildren[i+1];
            }
            delete nd;
            break;
        }
    }
}

// ------------------------------------------------------------------------------------------------
// Read a multi-part Q3 player model
bool MD3Importer::ReadMultipartFile()
{
    // check whether the file name contains a common postfix, e.g lower_2.md3
    std::string::size_type s = filename.find_last_of('_'), t = filename.find_last_of('.');

    if (t == std::string::npos)
        t = filename.size();
    if (s == std::string::npos)
        s = t;

    const std::string mod_filename = filename.substr(0,s);
    const std::string suffix = filename.substr(s,t-s);

    if (mod_filename == "lower" || mod_filename == "upper" || mod_filename == "head"){
        const std::string lower = path + "lower" + suffix + ".md3";
        const std::string upper = path + "upper" + suffix + ".md3";
        const std::string head  = path + "head"  + suffix + ".md3";

        aiScene* scene_upper = NULL;
        aiScene* scene_lower = NULL;
        aiScene* scene_head = NULL;
        std::string failure;

        aiNode* tag_torso, *tag_head;
        std::vector<AttachmentInfo> attach;

        DefaultLogger::get()->info("Multi part MD3 player model: lower, upper and head parts are joined");

        // ensure we won't try to load ourselves recursively
        BatchLoader::PropertyMap props;
        SetGenericProperty( props.ints, AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART, 0);

        // now read these three files
        BatchLoader batch(mIOHandler);
        const unsigned int _lower = batch.AddLoadRequest(lower,0,&props);
        const unsigned int _upper = batch.AddLoadRequest(upper,0,&props);
        const unsigned int _head  = batch.AddLoadRequest(head,0,&props);
        batch.LoadAll();

        // now construct a dummy scene to place these three parts in
        aiScene* master   = new aiScene();
        aiNode* nd = master->mRootNode = new aiNode();
        nd->mName.Set("<MD3_Player>");

        // ... and get them. We need all of them.
        scene_lower = batch.GetImport(_lower);
        if (!scene_lower) {
            DefaultLogger::get()->error("M3D: Failed to read multi part model, lower.md3 fails to load");
            failure = "lower";
            goto error_cleanup;
        }

        scene_upper = batch.GetImport(_upper);
        if (!scene_upper) {
            DefaultLogger::get()->error("M3D: Failed to read multi part model, upper.md3 fails to load");
            failure = "upper";
            goto error_cleanup;
        }

        scene_head  = batch.GetImport(_head);
        if (!scene_head) {
            DefaultLogger::get()->error("M3D: Failed to read multi part model, head.md3 fails to load");
            failure = "head";
            goto error_cleanup;
        }

        // build attachment infos. search for typical Q3 tags

        // original root
        scene_lower->mRootNode->mName.Set("lower");
        attach.push_back(AttachmentInfo(scene_lower, nd));

        // tag_torso
        tag_torso = scene_lower->mRootNode->FindNode("tag_torso");
        if (!tag_torso) {
            DefaultLogger::get()->error("M3D: Failed to find attachment tag for multi part model: tag_torso expected");
            goto error_cleanup;
        }
        scene_upper->mRootNode->mName.Set("upper");
        attach.push_back(AttachmentInfo(scene_upper,tag_torso));

        // tag_head
        tag_head = scene_upper->mRootNode->FindNode("tag_head");
        if (!tag_head) {
            DefaultLogger::get()->error("M3D: Failed to find attachment tag for multi part model: tag_head expected");
            goto error_cleanup;
        }
        scene_head->mRootNode->mName.Set("head");
        attach.push_back(AttachmentInfo(scene_head,tag_head));

        // Remove tag_head and tag_torso from all other model parts ...
        // this ensures (together with AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY)
        // that tag_torso/tag_head is also the name of the (unique) output node
        RemoveSingleNodeFromList (scene_upper->mRootNode->FindNode("tag_torso"));
        RemoveSingleNodeFromList (scene_head-> mRootNode->FindNode("tag_head" ));

        // Undo the rotations which we applied to the coordinate systems. We're
        // working in global Quake space here
        scene_head->mRootNode->mTransformation  = aiMatrix4x4();
        scene_lower->mRootNode->mTransformation = aiMatrix4x4();
        scene_upper->mRootNode->mTransformation = aiMatrix4x4();

        // and merge the scenes
        SceneCombiner::MergeScenes(&mScene,master, attach,
            AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES          |
            AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES       |
            AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS |
            (!configSpeedFlag ? AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY : 0));

        // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
        mScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
            0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);

        return true;

error_cleanup:
        delete scene_upper;
        delete scene_lower;
        delete scene_head;
        delete master;

        if (failure == mod_filename) {
            throw DeadlyImportError("MD3: failure to read multipart host file");
        }
    }
    return false;
}

// ------------------------------------------------------------------------------------------------
// Convert a MD3 path to a proper value
void MD3Importer::ConvertPath(const char* texture_name, const char* header_name, std::string& out) const
{
    // If the MD3's internal path itself and the given path are using
    // the same directory, remove it completely to get right output paths.
    const char* end1 = ::strrchr(header_name,'\\');
    if (!end1)end1   = ::strrchr(header_name,'/');

    const char* end2 = ::strrchr(texture_name,'\\');
    if (!end2)end2   = ::strrchr(texture_name,'/');

    // HACK: If the paths starts with "models", ignore the
    // next two hierarchy levels, it specifies just the model name.
    // Ignored by Q3, it might be not equal to the real model location.
    if (end2)   {

        size_t len2;
        const size_t len1 = (size_t)(end1 - header_name);
        if (!ASSIMP_strincmp(texture_name,"models",6) && (texture_name[6] == '/' || texture_name[6] == '\\')) {
            len2 = 6; // ignore the seventh - could be slash or backslash

            if (!header_name[0]) {
                // Use the file name only
                out = end2+1;
                return;
            }
        }
        else len2 = std::min (len1, (size_t)(end2 - texture_name ));
        if (!ASSIMP_strincmp(texture_name,header_name,static_cast<unsigned int>(len2))) {
            // Use the file name only
            out = end2+1;
            return;
        }
    }
    // Use the full path
    out = texture_name;
}

// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MD3Importer::InternReadFile( const std::string& pFile,
    aiScene* pScene, IOSystem* pIOHandler)
{
    mFile = pFile;
    mScene = pScene;
    mIOHandler = pIOHandler;

    // get base path and file name
    // todo ... move to PathConverter
    std::string::size_type s = mFile.find_last_of("/\\");
    if (s == std::string::npos) {
        s = 0;
    }
    else ++s;
    filename = mFile.substr(s), path = mFile.substr(0,s);
    for( std::string::iterator it = filename .begin(); it != filename.end(); ++it)
        *it = tolower( *it);

    // Load multi-part model file, if necessary
    if (configHandleMP) {
        if (ReadMultipartFile())
            return;
    }

    std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));

    // Check whether we can read from the file
    if( file.get() == NULL)
        throw DeadlyImportError( "Failed to open MD3 file " + pFile + ".");

    // Check whether the md3 file is large enough to contain the header
    fileSize = (unsigned int)file->FileSize();
    if( fileSize < sizeof(MD3::Header))
        throw DeadlyImportError( "MD3 File is too small.");

    // Allocate storage and copy the contents of the file to a memory buffer
    std::vector<unsigned char> mBuffer2 (fileSize);
    file->Read( &mBuffer2[0], 1, fileSize);
    mBuffer = &mBuffer2[0];

    pcHeader = (BE_NCONST MD3::Header*)mBuffer;

    // Ensure correct endianness
#ifdef AI_BUILD_BIG_ENDIAN

    AI_SWAP4(pcHeader->VERSION);
    AI_SWAP4(pcHeader->FLAGS);
    AI_SWAP4(pcHeader->IDENT);
    AI_SWAP4(pcHeader->NUM_FRAMES);
    AI_SWAP4(pcHeader->NUM_SKINS);
    AI_SWAP4(pcHeader->NUM_SURFACES);
    AI_SWAP4(pcHeader->NUM_TAGS);
    AI_SWAP4(pcHeader->OFS_EOF);
    AI_SWAP4(pcHeader->OFS_FRAMES);
    AI_SWAP4(pcHeader->OFS_SURFACES);
    AI_SWAP4(pcHeader->OFS_TAGS);

#endif

    // Validate the file header
    ValidateHeaderOffsets();

    // Navigate to the list of surfaces
    BE_NCONST MD3::Surface* pcSurfaces = (BE_NCONST MD3::Surface*)(mBuffer + pcHeader->OFS_SURFACES);

    // Navigate to the list of tags
    BE_NCONST MD3::Tag* pcTags = (BE_NCONST MD3::Tag*)(mBuffer + pcHeader->OFS_TAGS);

    // Allocate output storage
    pScene->mNumMeshes = pcHeader->NUM_SURFACES;
    if (pcHeader->NUM_SURFACES == 0) {
        throw DeadlyImportError("MD3: No surfaces");
    } else if (pcHeader->NUM_SURFACES > AI_MAX_ALLOC(aiMesh)) {
        // We allocate pointers but check against the size of aiMesh
        // since those pointers will eventually have to point to real objects
        throw DeadlyImportError("MD3: Too many surfaces, would run out of memory");
    }
    pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];

    pScene->mNumMaterials = pcHeader->NUM_SURFACES;
    pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];

    // Set arrays to zero to ensue proper destruction if an exception is raised
    ::memset(pScene->mMeshes,0,pScene->mNumMeshes*sizeof(aiMesh*));
    ::memset(pScene->mMaterials,0,pScene->mNumMaterials*sizeof(aiMaterial*));

    // Now read possible skins from .skin file
    Q3Shader::SkinData skins;
    ReadSkin(skins);

    // And check whether we can locate a shader file for this model
    Q3Shader::ShaderData shaders;
    ReadShader(shaders);

    // Adjust all texture paths in the shader
    const char* header_name = pcHeader->NAME;
    if (!shaders.blocks.empty()) {
        for (std::list< Q3Shader::ShaderDataBlock >::iterator dit = shaders.blocks.begin(); dit != shaders.blocks.end(); ++dit) {
            ConvertPath((*dit).name.c_str(),header_name,(*dit).name);

            for (std::list< Q3Shader::ShaderMapBlock >::iterator mit = (*dit).maps.begin(); mit != (*dit).maps.end(); ++mit) {
                ConvertPath((*mit).name.c_str(),header_name,(*mit).name);
            }
        }
    }

    // Read all surfaces from the file
    unsigned int iNum = pcHeader->NUM_SURFACES;
    unsigned int iNumMaterials = 0;
    while (iNum-- > 0)  {

        // Ensure correct endianness
#ifdef AI_BUILD_BIG_ENDIAN

        AI_SWAP4(pcSurfaces->FLAGS);
        AI_SWAP4(pcSurfaces->IDENT);
        AI_SWAP4(pcSurfaces->NUM_FRAMES);
        AI_SWAP4(pcSurfaces->NUM_SHADER);
        AI_SWAP4(pcSurfaces->NUM_TRIANGLES);
        AI_SWAP4(pcSurfaces->NUM_VERTICES);
        AI_SWAP4(pcSurfaces->OFS_END);
        AI_SWAP4(pcSurfaces->OFS_SHADERS);
        AI_SWAP4(pcSurfaces->OFS_ST);
        AI_SWAP4(pcSurfaces->OFS_TRIANGLES);
        AI_SWAP4(pcSurfaces->OFS_XYZNORMAL);

#endif

        // Validate the surface header
        ValidateSurfaceHeaderOffsets(pcSurfaces);

        // Navigate to the vertex list of the surface
        BE_NCONST MD3::Vertex* pcVertices = (BE_NCONST MD3::Vertex*)
            (((uint8_t*)pcSurfaces) + pcSurfaces->OFS_XYZNORMAL);

        // Navigate to the triangle list of the surface
        BE_NCONST MD3::Triangle* pcTriangles = (BE_NCONST MD3::Triangle*)
            (((uint8_t*)pcSurfaces) + pcSurfaces->OFS_TRIANGLES);

        // Navigate to the texture coordinate list of the surface
        BE_NCONST MD3::TexCoord* pcUVs = (BE_NCONST MD3::TexCoord*)
            (((uint8_t*)pcSurfaces) + pcSurfaces->OFS_ST);

        // Navigate to the shader list of the surface
        BE_NCONST MD3::Shader* pcShaders = (BE_NCONST MD3::Shader*)
            (((uint8_t*)pcSurfaces) + pcSurfaces->OFS_SHADERS);

        // If the submesh is empty ignore it
        if (0 == pcSurfaces->NUM_VERTICES || 0 == pcSurfaces->NUM_TRIANGLES)
        {
            pcSurfaces = (BE_NCONST MD3::Surface*)(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_END);
            pScene->mNumMeshes--;
            continue;
        }

        // Allocate output mesh
        pScene->mMeshes[iNum] = new aiMesh();
        aiMesh* pcMesh = pScene->mMeshes[iNum];

        std::string _texture_name;
        const char* texture_name = NULL;

        // Check whether we have a texture record for this surface in the .skin file
        std::list< Q3Shader::SkinData::TextureEntry >::iterator it = std::find(
            skins.textures.begin(), skins.textures.end(), pcSurfaces->NAME );

        if (it != skins.textures.end()) {
            texture_name = &*( _texture_name = (*it).second).begin();
            DefaultLogger::get()->debug("MD3: Assigning skin texture " + (*it).second + " to surface " + pcSurfaces->NAME);
            (*it).resolved = true; // mark entry as resolved
        }

        // Get the first shader (= texture?) assigned to the surface
        if (!texture_name && pcSurfaces->NUM_SHADER)    {
            texture_name = pcShaders->NAME;
        }

        std::string convertedPath;
        if (texture_name) {
            ConvertPath(texture_name,header_name,convertedPath);
        }

        const Q3Shader::ShaderDataBlock* shader = NULL;

        // Now search the current shader for a record with this name (
        // excluding texture file extension)
        if (!shaders.blocks.empty()) {

            std::string::size_type s = convertedPath.find_last_of('.');
            if (s == std::string::npos)
                s = convertedPath.length();

            const std::string without_ext = convertedPath.substr(0,s);
            std::list< Q3Shader::ShaderDataBlock >::const_iterator dit = std::find(shaders.blocks.begin(),shaders.blocks.end(),without_ext);
            if (dit != shaders.blocks.end()) {
                // Hurra, wir haben einen. Tolle Sache.
                shader = &*dit;
                DefaultLogger::get()->info("Found shader record for " +without_ext );
            }
            else DefaultLogger::get()->warn("Unable to find shader record for " +without_ext );
        }

        aiMaterial* pcHelper = new aiMaterial();

        const int iMode = (int)aiShadingMode_Gouraud;
        pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);

        // Add a small ambient color value - Quake 3 seems to have one
        aiColor3D clr;
        clr.b = clr.g = clr.r = 0.05f;
        pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);

        clr.b = clr.g = clr.r = 1.0f;
        pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
        pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);

        // use surface name + skin_name as material name
        aiString name;
        name.Set("MD3_[" + configSkinFile + "][" + pcSurfaces->NAME + "]");
        pcHelper->AddProperty(&name,AI_MATKEY_NAME);

        if (!shader) {
            // Setup dummy texture file name to ensure UV coordinates are kept during postprocessing
            aiString szString;
            if (convertedPath.length()) {
                szString.Set(convertedPath);
            }
            else    {
                DefaultLogger::get()->warn("Texture file name has zero length. Using default name");
                szString.Set("dummy_texture.bmp");
            }
            pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));

            // prevent transparency by default
            int no_alpha = aiTextureFlags_IgnoreAlpha;
            pcHelper->AddProperty(&no_alpha,1,AI_MATKEY_TEXFLAGS_DIFFUSE(0));
        }
        else {
            Q3Shader::ConvertShaderToMaterial(pcHelper,*shader);
        }

        pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
        pcMesh->mMaterialIndex = iNumMaterials++;

            // Ensure correct endianness
#ifdef AI_BUILD_BIG_ENDIAN

        for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES;++i)  {
            AI_SWAP2( pcVertices[i].NORMAL );
            AI_SWAP2( pcVertices[i].X );
            AI_SWAP2( pcVertices[i].Y );
            AI_SWAP2( pcVertices[i].Z );

            AI_SWAP4( pcUVs[i].U );
            AI_SWAP4( pcUVs[i].U );
        }
        for (uint32_t i = 0; i < pcSurfaces->NUM_TRIANGLES;++i) {
            AI_SWAP4(pcTriangles[i].INDEXES[0]);
            AI_SWAP4(pcTriangles[i].INDEXES[1]);
            AI_SWAP4(pcTriangles[i].INDEXES[2]);
        }

#endif

        // Fill mesh information
        pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;

        pcMesh->mNumVertices        = pcSurfaces->NUM_TRIANGLES*3;
        pcMesh->mNumFaces           = pcSurfaces->NUM_TRIANGLES;
        pcMesh->mFaces              = new aiFace[pcSurfaces->NUM_TRIANGLES];
        pcMesh->mNormals            = new aiVector3D[pcMesh->mNumVertices];
        pcMesh->mVertices           = new aiVector3D[pcMesh->mNumVertices];
        pcMesh->mTextureCoords[0]   = new aiVector3D[pcMesh->mNumVertices];
        pcMesh->mNumUVComponents[0] = 2;

        // Fill in all triangles
        unsigned int iCurrent = 0;
        for (unsigned int i = 0; i < (unsigned int)pcSurfaces->NUM_TRIANGLES;++i)   {
            pcMesh->mFaces[i].mIndices = new unsigned int[3];
            pcMesh->mFaces[i].mNumIndices = 3;

            //unsigned int iTemp = iCurrent;
            for (unsigned int c = 0; c < 3;++c,++iCurrent)  {
                pcMesh->mFaces[i].mIndices[c] = iCurrent;

                // Read vertices
                aiVector3D& vec = pcMesh->mVertices[iCurrent];
                uint32_t index = pcTriangles->INDEXES[c];
                if (index >= pcSurfaces->NUM_VERTICES) {
                    throw DeadlyImportError( "MD3: Invalid vertex index");
                }
                vec.x = pcVertices[index].X*AI_MD3_XYZ_SCALE;
                vec.y = pcVertices[index].Y*AI_MD3_XYZ_SCALE;
                vec.z = pcVertices[index].Z*AI_MD3_XYZ_SCALE;

                // Convert the normal vector to uncompressed float3 format
                aiVector3D& nor = pcMesh->mNormals[iCurrent];
                LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,(ai_real*)&nor);

                // Read texture coordinates
                pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;
                pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-pcUVs[ pcTriangles->INDEXES[c]].V;
            }
            // Flip face order if necessary
            if (!shader || shader->cull == Q3Shader::CULL_CW) {
                std::swap(pcMesh->mFaces[i].mIndices[2],pcMesh->mFaces[i].mIndices[1]);
            }
            pcTriangles++;
        }

        // Go to the next surface
        pcSurfaces = (BE_NCONST MD3::Surface*)(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_END);
    }

    // For debugging purposes: check whether we found matches for all entries in the skins file
    if (!DefaultLogger::isNullLogger()) {
        for (std::list< Q3Shader::SkinData::TextureEntry>::const_iterator it = skins.textures.begin();it != skins.textures.end(); ++it) {
            if (!(*it).resolved) {
                DefaultLogger::get()->error("MD3: Failed to match skin " + (*it).first + " to surface " + (*it).second);
            }
        }
    }

    if (!pScene->mNumMeshes)
        throw DeadlyImportError( "MD3: File contains no valid mesh");
    pScene->mNumMaterials = iNumMaterials;

    // Now we need to generate an empty node graph
    pScene->mRootNode = new aiNode("<MD3Root>");
    pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
    pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];

    // Attach tiny children for all tags
    if (pcHeader->NUM_TAGS) {
        pScene->mRootNode->mNumChildren = pcHeader->NUM_TAGS;
        pScene->mRootNode->mChildren = new aiNode*[pcHeader->NUM_TAGS];

        for (unsigned int i = 0; i < pcHeader->NUM_TAGS; ++i, ++pcTags) {

            aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode();
            nd->mName.Set((const char*)pcTags->NAME);
            nd->mParent = pScene->mRootNode;

            AI_SWAP4(pcTags->origin.x);
            AI_SWAP4(pcTags->origin.y);
            AI_SWAP4(pcTags->origin.z);

            // Copy local origin, again flip z,y
            nd->mTransformation.a4 = pcTags->origin.x;
            nd->mTransformation.b4 = pcTags->origin.y;
            nd->mTransformation.c4 = pcTags->origin.z;

            // Copy rest of transformation (need to transpose to match row-order matrix)
            for (unsigned int a = 0; a < 3;++a) {
                for (unsigned int m = 0; m < 3;++m) {
                    nd->mTransformation[m][a] = pcTags->orientation[a][m];
                    AI_SWAP4(nd->mTransformation[m][a]);
                }
            }
        }
    }

    for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
        pScene->mRootNode->mMeshes[i] = i;

    // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
    pScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
        0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
}

#endif // !! ASSIMP_BUILD_NO_MD3_IMPORTER