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*/

/** @file NFFLoader.h
 *  @brief Declaration of the NFF importer class.
 */
#pragma once
#ifndef AI_NFFLOADER_H_INCLUDED
#define AI_NFFLOADER_H_INCLUDED

#include <assimp/BaseImporter.h>
#include <assimp/material.h>
#include <assimp/types.h>
#include <vector>

namespace Assimp {

// ----------------------------------------------------------------------------------
/** NFF (Neutral File Format) Importer class.
 *
 * The class implements both Eric Haynes NFF format and Sense8's NFF (NFF2) format.
 * Both are quite different and the loading code is somewhat dirty at
 * the moment. Sense8 should be moved to a separate loader.
*/
class NFFImporter : public BaseImporter {
public:
    NFFImporter();
    ~NFFImporter() override;

    // -------------------------------------------------------------------
    /** Returns whether the class can handle the format of the given file.
     * See BaseImporter::CanRead() for details.
     */
    bool CanRead(const std::string &pFile, IOSystem *pIOHandler,
            bool checkSig) const override;

protected:
    // -------------------------------------------------------------------
    /** Return importer meta information.
     * See #BaseImporter::GetInfo for the details
     */
    const aiImporterDesc *GetInfo() const override;

    // -------------------------------------------------------------------
    /** Imports the given file into the given scene structure.
    * See BaseImporter::InternReadFile() for details
    */
    void InternReadFile(const std::string &pFile, aiScene *pScene,
            IOSystem *pIOHandler) override;

private:
    // describes face material properties
    struct ShadingInfo {
        ShadingInfo() :
                color(0.6f, 0.6f, 0.6f),
                diffuse(1.f, 1.f, 1.f),
                specular(1.f, 1.f, 1.f),
                ambient(0.f, 0.f, 0.f),
                emissive(0.f, 0.f, 0.f),
                refracti(1.f),
                twoSided(false), // for NFF2
                shaded(true), // for NFF2
                opacity(1.f),
                shininess(0.f),
                mapping(aiTextureMapping_UV) {
            // empty
        }

        aiColor3D color, diffuse, specular, ambient, emissive;
        ai_real refracti;
        std::string texFile;
        bool twoSided; // For NFF2
        bool shaded;
        ai_real opacity, shininess;
        std::string name;

        // texture mapping to be generated for the mesh - uv is the default
        // it means: use UV if there, nothing otherwise. This property is
        // used for locked meshes.
        aiTextureMapping mapping;

        // shininess is ignored for the moment
        bool operator == (const ShadingInfo &other) const {
            return color == other.color &&
                   diffuse == other.diffuse &&
                   specular == other.specular &&
                   ambient == other.ambient &&
                   refracti == other.refracti &&
                   texFile == other.texFile &&
                   twoSided == other.twoSided &&
                   shaded == other.shaded;

            // Some properties from NFF2 aren't compared by this operator.
            // Comparing MeshInfo::matIndex should do that.
        }
    };

    // describes a NFF light source
    struct Light {
        Light() :
                intensity(1.f), color(1.f, 1.f, 1.f) {}

        aiVector3D position;
        ai_real intensity;
        aiColor3D color;
    };

    enum PatchType {
        PatchType_Simple = 0x0,
        PatchType_Normals = 0x1,
        PatchType_UVAndNormals = 0x2
    };

    // describes a NFF mesh
    struct MeshInfo {
        MeshInfo(PatchType _pType, bool bL = false) :
                pType(_pType), bLocked(bL), radius(1.f, 1.f, 1.f), dir(0.f, 1.f, 0.f), matIndex(0) {
            name[0] = '\0'; // by default meshes are unnamed
        }

        ShadingInfo shader;
        PatchType pType;
        bool bLocked;

        // for spheres, cones and cylinders: center point of the object
        aiVector3D center, radius, dir;
        static const size_t MaxNameLen = 128;
        char name[MaxNameLen];

        std::vector<aiVector3D> vertices, normals, uvs;
        std::vector<unsigned int> faces;

        // for NFF2
        std::vector<aiColor4D> colors;
        unsigned int matIndex;
    };

    // -------------------------------------------------------------------
    /** Loads the material table for the NFF2 file format from an
     *  external file.
     *
     *  @param output Receives the list of output meshes
     *  @param path Path to the file (abs. or rel.)
     *  @param pIOHandler IOSystem to be used to open the file
    */
    void LoadNFF2MaterialTable(std::vector<ShadingInfo> &output,
            const std::string &path, IOSystem *pIOHandler);
};

} // end of namespace Assimp

#endif // AI_NFFIMPORTER_H_IN
