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Open Asset Import Library (assimp)
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*/

/** @file aiScene.h
 *  @brief Defines the data structures in which the imported scene is returned.
 */
#ifndef __AI_SCENE_H_INC__
#define __AI_SCENE_H_INC__

#include "types.h"
#include "texture.h"
#include "mesh.h"
#include "light.h"
#include "camera.h"
#include "material.h"
#include "anim.h"
#include "metadata.h"

#ifdef __cplusplus
extern "C" {
#endif


// -------------------------------------------------------------------------------
/** A node in the imported hierarchy. 
 *
 * Each node has name, a parent node (except for the root node), 
 * a transformation relative to its parent and possibly several child nodes.
 * Simple file formats don't support hierarchical structures - for these formats 
 * the imported scene does consist of only a single root node without children.
 */
// -------------------------------------------------------------------------------
struct aiNode
{
	/** The name of the node. 
	 *
	 * The name might be empty (length of zero) but all nodes which 
	 * need to be referenced by either bones or animations are named.
	 * Multiple nodes may have the same name, except for nodes which are referenced
	 * by bones (see #aiBone and #aiMesh::mBones). Their names *must* be unique.
	 * 
	 * Cameras and lights reference a specific node by name - if there
	 * are multiple nodes with this name, they are assigned to each of them.
	 * <br>
	 * There are no limitations with regard to the characters contained in
	 * the name string as it is usually taken directly from the source file. 
	 * 
	 * Implementations should be able to handle tokens such as whitespace, tabs,
	 * line feeds, quotation marks, ampersands etc.
	 *
	 * Sometimes assimp introduces new nodes not present in the source file
	 * into the hierarchy (usually out of necessity because sometimes the
	 * source hierarchy format is simply not compatible). Their names are
	 * surrounded by @verbatim <> @endverbatim e.g.
	 *  @verbatim<DummyRootNode> @endverbatim.
	 */
	C_STRUCT aiString mName;

	/** The transformation relative to the node's parent. */
	C_STRUCT aiMatrix4x4 mTransformation;

	/** Parent node. NULL if this node is the root node. */
	C_STRUCT aiNode* mParent;

	/** The number of child nodes of this node. */
	unsigned int mNumChildren;

	/** The child nodes of this node. NULL if mNumChildren is 0. */
	C_STRUCT aiNode** mChildren;

	/** The number of meshes of this node. */
	unsigned int mNumMeshes;

	/** The meshes of this node. Each entry is an index into the mesh */
	unsigned int* mMeshes;

	/** Metadata associated with this node or NULL if there is no metadata.
	  *  Whether any metadata is generated depends on the source file format. See the
	  * @link importer_notes @endlink page for more information on every source file
	  * format. Importers that don't document any metadata don't write any. 
	  */
	C_STRUCT aiMetadata* mMetaData;

#ifdef __cplusplus
	/** Constructor */
	aiNode() 
		// set all members to zero by default
		: mName("")
		, mParent(NULL)
		, mNumChildren(0)
		, mChildren(NULL)
		, mNumMeshes(0)
		, mMeshes(NULL)
		, mMetaData(NULL)
	{
	}
	

	/** Construction from a specific name */
	aiNode(const std::string& name) 
		// set all members to zero by default
		: mName(name)
		, mParent(NULL)
		, mNumChildren(0)
		, mChildren(NULL)
		, mNumMeshes(0)
		, mMeshes(NULL)
		, mMetaData(NULL)
	{
	}

	/** Destructor */
	~aiNode()
	{
		// delete all children recursively
		// to make sure we won't crash if the data is invalid ...
		if (mChildren && mNumChildren)  
		{
			for( unsigned int a = 0; a < mNumChildren; a++)
				delete mChildren[a];
		}
		delete [] mChildren;
		delete [] mMeshes;
		delete mMetaData;
	}


	/** Searches for a node with a specific name, beginning at this
	 *  nodes. Normally you will call this method on the root node
	 *  of the scene.
	 * 
	 *  @param name Name to search for
	 *  @return NULL or a valid Node if the search was successful.
	 */
	inline const aiNode* FindNode(const aiString& name) const
	{
		return FindNode(name.data);
	}


	inline aiNode* FindNode(const aiString& name)
	{
		return FindNode(name.data);
	}


	/** @override
	 */
	inline const aiNode* FindNode(const char* name) const
	{
		if (!::strcmp( mName.data,name))return this;
		for (unsigned int i = 0; i < mNumChildren;++i)
		{
			const aiNode* const p = mChildren[i]->FindNode(name);
			if (p) {
				return p;
			}
		}
		// there is definitely no sub-node with this name
		return NULL;
	}

	inline aiNode* FindNode(const char* name) 
	{
		if (!::strcmp( mName.data,name))return this;
		for (unsigned int i = 0; i < mNumChildren;++i)
		{
			aiNode* const p = mChildren[i]->FindNode(name);
			if (p) {
				return p;
			}
		}
		// there is definitely no sub-node with this name
		return NULL;
	}

#endif // __cplusplus
};


// -------------------------------------------------------------------------------
/** @def AI_SCENE_FLAGS_INCOMPLETE
 * Specifies that the scene data structure that was imported is not complete.
 * This flag bypasses some internal validations and allows the import 
 * of animation skeletons, material libraries or camera animation paths 
 * using Assimp. Most applications won't support such data. 
 */
#define AI_SCENE_FLAGS_INCOMPLETE	0x1

/** @def AI_SCENE_FLAGS_VALIDATED
 * This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
 * if the validation is successful. In a validated scene you can be sure that
 * any cross references in the data structure (e.g. vertex indices) are valid.
 */
#define AI_SCENE_FLAGS_VALIDATED	0x2

/** @def AI_SCENE_FLAGS_VALIDATION_WARNING
 * This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
 * if the validation is successful but some issues have been found.
 * This can for example mean that a texture that does not exist is referenced 
 * by a material or that the bone weights for a vertex don't sum to 1.0 ... .
 * In most cases you should still be able to use the import. This flag could
 * be useful for applications which don't capture Assimp's log output.
 */
#define AI_SCENE_FLAGS_VALIDATION_WARNING  	0x4

/** @def AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
 * This flag is currently only set by the aiProcess_JoinIdenticalVertices step.
 * It indicates that the vertices of the output meshes aren't in the internal
 * verbose format anymore. In the verbose format all vertices are unique,
 * no vertex is ever referenced by more than one face.
 */
#define AI_SCENE_FLAGS_NON_VERBOSE_FORMAT  	0x8

 /** @def AI_SCENE_FLAGS_TERRAIN
 * Denotes pure height-map terrain data. Pure terrains usually consist of quads, 
 * sometimes triangles, in a regular grid. The x,y coordinates of all vertex 
 * positions refer to the x,y coordinates on the terrain height map, the z-axis
 * stores the elevation at a specific point.
 *
 * TER (Terragen) and HMP (3D Game Studio) are height map formats.
 * @note Assimp is probably not the best choice for loading *huge* terrains -
 * fully triangulated data takes extremely much free store and should be avoided
 * as long as possible (typically you'll do the triangulation when you actually
 * need to render it).
 */
#define AI_SCENE_FLAGS_TERRAIN 0x10


// -------------------------------------------------------------------------------
/** The root structure of the imported data. 
 * 
 *  Everything that was imported from the given file can be accessed from here.
 *  Objects of this class are generally maintained and owned by Assimp, not
 *  by the caller. You shouldn't want to instance it, nor should you ever try to
 *  delete a given scene on your own.
 */
// -------------------------------------------------------------------------------
struct aiScene
{

	/** Any combination of the AI_SCENE_FLAGS_XXX flags. By default 
	* this value is 0, no flags are set. Most applications will
	* want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE 
	* bit set.
	*/
	unsigned int mFlags;


	/** The root node of the hierarchy. 
	* 
	* There will always be at least the root node if the import
	* was successful (and no special flags have been set). 
	* Presence of further nodes depends on the format and content 
	* of the imported file.
	*/
	C_STRUCT aiNode* mRootNode;



	/** The number of meshes in the scene. */
	unsigned int mNumMeshes;

	/** The array of meshes. 
	*
	* Use the indices given in the aiNode structure to access 
	* this array. The array is mNumMeshes in size. If the
	* AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always 
	* be at least ONE material.
	*/
	C_STRUCT aiMesh** mMeshes;



	/** The number of materials in the scene. */
	unsigned int mNumMaterials;

	/** The array of materials. 
	* 
	* Use the index given in each aiMesh structure to access this
	* array. The array is mNumMaterials in size. If the
	* AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always 
	* be at least ONE material.
	*/
	C_STRUCT aiMaterial** mMaterials;



	/** The number of animations in the scene. */
	unsigned int mNumAnimations; 

	/** The array of animations. 
	*
	* All animations imported from the given file are listed here.
	* The array is mNumAnimations in size.
	*/
	C_STRUCT aiAnimation** mAnimations;



	/** The number of textures embedded into the file */
	unsigned int mNumTextures;

	/** The array of embedded textures.
	* 
	* Not many file formats embed their textures into the file.
	* An example is Quake's MDL format (which is also used by
	* some GameStudio versions)
	*/
	C_STRUCT aiTexture** mTextures;


	/** The number of light sources in the scene. Light sources
	* are fully optional, in most cases this attribute will be 0 
        */
	unsigned int mNumLights;

	/** The array of light sources.
	* 
	* All light sources imported from the given file are
	* listed here. The array is mNumLights in size.
	*/
	C_STRUCT aiLight** mLights;


	/** The number of cameras in the scene. Cameras
	* are fully optional, in most cases this attribute will be 0 
        */
	unsigned int mNumCameras;

	/** The array of cameras.
	* 
	* All cameras imported from the given file are listed here.
	* The array is mNumCameras in size. The first camera in the
	* array (if existing) is the default camera view into
	* the scene.
	*/
	C_STRUCT aiCamera** mCameras;

#ifdef __cplusplus

	//! Default constructor - set everything to 0/NULL
	ASSIMP_API aiScene();

	//! Destructor
	ASSIMP_API ~aiScene();

	//! Check whether the scene contains meshes
	//! Unless no special scene flags are set this will always be true.
	inline bool HasMeshes() const 
		{ return mMeshes != NULL && mNumMeshes > 0; }

	//! Check whether the scene contains materials
	//! Unless no special scene flags are set this will always be true.
	inline bool HasMaterials() const 
		{ return mMaterials != NULL && mNumMaterials > 0; }

	//! Check whether the scene contains lights
	inline bool HasLights() const 
		{ return mLights != NULL && mNumLights > 0; }

	//! Check whether the scene contains textures
	inline bool HasTextures() const 
		{ return mTextures != NULL && mNumTextures > 0; }

	//! Check whether the scene contains cameras
	inline bool HasCameras() const 
		{ return mCameras != NULL && mNumCameras > 0; }

	//! Check whether the scene contains animations
	inline bool HasAnimations() const 
		{ return mAnimations != NULL && mNumAnimations > 0; }

#endif // __cplusplus


	/**  Internal data, do not touch */
#ifdef __cplusplus
	void* mPrivate;
#else
	char* mPrivate;
#endif

};

#ifdef __cplusplus
} //! namespace Assimp
#endif

#endif // __AI_SCENE_H_INC__
