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

Copyright (c) 2006-2010, 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 
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
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* 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.

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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
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*/

/** @file  SMDLoader.cpp 
 *  @brief Implementation of the SMD importer class 
 */

#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_SMD_IMPORTER

// internal headers
#include "SMDLoader.h"
#include "fast_atof.h"
#include "SkeletonMeshBuilder.h"

using namespace Assimp;

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
SMDImporter::SMDImporter()
{}

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

// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file. 
bool SMDImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool) const
{
	// fixme: auto format detection
	return SimpleExtensionCheck(pFile,"smd","vta");
}

// ------------------------------------------------------------------------------------------------
// Get a list of all supported file extensions
void SMDImporter::GetExtensionList(std::set<std::string>& extensions)
{
	extensions.insert("smd");
	extensions.insert("vta");
}

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

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

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

	iFileSize = (unsigned int)file->FileSize();

	// Allocate storage and copy the contents of the file to a memory buffer
	this->pScene = pScene;

	std::vector<char> buff(iFileSize+1);
	TextFileToBuffer(file.get(),buff);
	mBuffer = &buff[0];

	iSmallestFrame = (1 << 31);
	bHasUVs = true;
	iLineNumber = 1;

	// Reserve enough space for ... hm ... 10 textures
	aszTextures.reserve(10);

	// Reserve enough space for ... hm ... 1000 triangles
	asTriangles.reserve(1000);

	// Reserve enough space for ... hm ... 20 bones
	asBones.reserve(20);


	// parse the file ...
	ParseFile();

	// If there are no triangles it seems to be an animation SMD,
	// containing only the animation skeleton.
	if (asTriangles.empty())
	{
		if (asBones.empty())
		{
			throw DeadlyImportError("SMD: No triangles and no bones have "
				"been found in the file. This file seems to be invalid.");
		}

		// Set the flag in the scene structure which indicates
		// that there is nothing than an animation skeleton
		pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
	}

	if (!asBones.empty())
	{
		// Check whether all bones have been initialized
		for (std::vector<SMD::Bone>::const_iterator
			i =  asBones.begin();
			i != asBones.end();++i)
		{
			if (!(*i).mName.length())
			{
				DefaultLogger::get()->warn("SMD: Not all bones have been initialized");
				break;
			}
		}

		// now fix invalid time values and make sure the animation starts at frame 0
		FixTimeValues();

		// compute absolute bone transformation matrices
	//	ComputeAbsoluteBoneTransformations();
	}

	if (!(pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE))
	{
		// create output meshes
		CreateOutputMeshes();

		// build an output material list
		CreateOutputMaterials();
	}

	// build the output animation
	CreateOutputAnimations();

	// build output nodes (bones are added as empty dummy nodes)
	CreateOutputNodes();

	if (pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)
	{
		SkeletonMeshBuilder skeleton(pScene);
	}
}
// ------------------------------------------------------------------------------------------------
// Write an error message with line number to the log file
void SMDImporter::LogErrorNoThrow(const char* msg)
{
	char szTemp[1024];
	sprintf(szTemp,"Line %i: %s",iLineNumber,msg);
	DefaultLogger::get()->error(szTemp);
}

// ------------------------------------------------------------------------------------------------
// Write a warning with line number to the log file
void SMDImporter::LogWarning(const char* msg)
{
	char szTemp[1024];
	ai_assert(strlen(msg) < 1000);
	sprintf(szTemp,"Line %i: %s",iLineNumber,msg);
	DefaultLogger::get()->warn(szTemp);
}

// ------------------------------------------------------------------------------------------------
// Fix invalid time values in the file
void SMDImporter::FixTimeValues()
{
	double dDelta = (double)iSmallestFrame;
	double dMax = 0.0f;
	for (std::vector<SMD::Bone>::iterator
		iBone =  asBones.begin();
		iBone != asBones.end();++iBone)
	{
		for (std::vector<SMD::Bone::Animation::MatrixKey>::iterator
			iKey =  (*iBone).sAnim.asKeys.begin();
			iKey != (*iBone).sAnim.asKeys.end();++iKey)
		{
			(*iKey).dTime -= dDelta;
			dMax = std::max(dMax, (*iKey).dTime);
		}
	}
	dLengthOfAnim = dMax;
}

// ------------------------------------------------------------------------------------------------
// create output meshes
void SMDImporter::CreateOutputMeshes()
{
	if (aszTextures.empty())
		aszTextures.push_back(std::string());

	// we need to sort all faces by their material index
	// in opposition to other loaders we can be sure that each
	// material is at least used once.
	pScene->mNumMeshes = (unsigned int) aszTextures.size();
	pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];

	typedef std::vector<unsigned int> FaceList;
	FaceList* aaiFaces = new FaceList[pScene->mNumMeshes];

	// approximate the space that will be required
	unsigned int iNum = (unsigned int)asTriangles.size() / pScene->mNumMeshes;
	iNum += iNum >> 1;
	for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
		aaiFaces[i].reserve(iNum);


	// collect all faces
	iNum = 0;
	for (std::vector<SMD::Face>::const_iterator
		iFace =  asTriangles.begin();
		iFace != asTriangles.end();++iFace,++iNum)
	{
		if (UINT_MAX == (*iFace).iTexture)aaiFaces[(*iFace).iTexture].push_back( 0 );
		else if ((*iFace).iTexture >= aszTextures.size())
		{
			DefaultLogger::get()->error("[SMD/VTA] Material index overflow in face");
			aaiFaces[(*iFace).iTexture].push_back((unsigned int)aszTextures.size()-1);
		}
		else aaiFaces[(*iFace).iTexture].push_back(iNum);
	} 

	// now create the output meshes
	for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
	{
		aiMesh*& pcMesh = pScene->mMeshes[i] = new aiMesh();
		ai_assert(!aaiFaces[i].empty()); // should not be empty ...

		pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
		pcMesh->mNumVertices = (unsigned int)aaiFaces[i].size()*3;
		pcMesh->mNumFaces = (unsigned int)aaiFaces[i].size();
		pcMesh->mMaterialIndex = i;

		// storage for bones
		typedef std::pair<unsigned int,float> TempWeightListEntry;
		typedef std::vector< TempWeightListEntry > TempBoneWeightList;

		TempBoneWeightList* aaiBones = new TempBoneWeightList[asBones.size()]();

		// try to reserve enough memory without wasting too much
		for (unsigned int iBone = 0; iBone < asBones.size();++iBone)
		{
			aaiBones[iBone].reserve(pcMesh->mNumVertices/asBones.size());
		}

		// allocate storage
		pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
		aiVector3D* pcNormals = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
		aiVector3D* pcVerts = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];

		aiVector3D* pcUVs = NULL;
		if (bHasUVs)
		{
			pcUVs = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
			pcMesh->mNumUVComponents[0] = 2;
		}

		iNum = 0;
		for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace)
		{
			pcMesh->mFaces[iFace].mIndices = new unsigned int[3];
			pcMesh->mFaces[iFace].mNumIndices = 3;

			// fill the vertices 
			unsigned int iSrcFace = aaiFaces[i][iFace];
			SMD::Face& face = asTriangles[iSrcFace];

			*pcVerts++ = face.avVertices[0].pos;
			*pcVerts++ = face.avVertices[1].pos;
			*pcVerts++ = face.avVertices[2].pos; 

			// fill the normals
			*pcNormals++ = face.avVertices[0].nor;
			*pcNormals++ = face.avVertices[1].nor;
			*pcNormals++ = face.avVertices[2].nor;

			// fill the texture coordinates
			if (pcUVs)
			{
				*pcUVs++ = face.avVertices[0].uv;
				*pcUVs++ = face.avVertices[1].uv;
				*pcUVs++ = face.avVertices[2].uv;
			}
			
			for (unsigned int iVert = 0; iVert < 3;++iVert)
			{
				float fSum = 0.0f;
				for (unsigned int iBone = 0;iBone < face.avVertices[iVert].aiBoneLinks.size();++iBone)
				{
					TempWeightListEntry& pairval = face.avVertices[iVert].aiBoneLinks[iBone];

					// FIX: The second check is here just to make sure we won't 
					// assign more than one weight to a single vertex index
					if (pairval.first >= asBones.size() || 
						pairval.first == face.avVertices[iVert].iParentNode)
					{
						DefaultLogger::get()->error("[SMD/VTA] Bone index overflow. "
							"The bone index will be ignored, the weight will be assigned "
							"to the vertex' parent node");
						continue;
					}
					aaiBones[pairval.first].push_back(TempWeightListEntry(iNum,pairval.second));
					fSum += pairval.second;
				}
				// ******************************************************************
				// If the sum of all vertex weights is not 1.0 we must assign 
				// the rest to the vertex' parent node. Well, at least the doc says 
				// we should ...
				// FIX: We use 0.975 as limit, floating-point inaccuracies seem to
				// be very strong in some SMD exporters. Furthermore it is possible
				// that the parent of a vertex is 0xffffffff (if the corresponding
				// entry in the file was unreadable)
				// ******************************************************************
				if (fSum < 0.975f && face.avVertices[iVert].iParentNode != UINT_MAX)
				{
					if (face.avVertices[iVert].iParentNode >= asBones.size())
					{
						DefaultLogger::get()->error("[SMD/VTA] Bone index overflow. "
							"The index of the vertex parent bone is invalid. "
							"The remaining weights will be normalized to 1.0");

						if (fSum)
						{
							fSum = 1 / fSum;
							for (unsigned int iBone = 0;iBone < face.avVertices[iVert].aiBoneLinks.size();++iBone)
							{
								TempWeightListEntry& pairval = face.avVertices[iVert].aiBoneLinks[iBone];
								if (pairval.first >= asBones.size())continue;
								aaiBones[pairval.first].back().second *= fSum;
							}
						}
					}
					else
					{
						aaiBones[face.avVertices[iVert].iParentNode].push_back(
							TempWeightListEntry(iNum,1.0f-fSum));
					}
				}
				pcMesh->mFaces[iFace].mIndices[iVert] = iNum++;
			}
		}

		// now build all bones of the mesh
		iNum = 0;
		for (unsigned int iBone = 0; iBone < asBones.size();++iBone)
			if (!aaiBones[iBone].empty())++iNum;
		
		if (false && iNum)
		{
			pcMesh->mNumBones = iNum;
			pcMesh->mBones = new aiBone*[pcMesh->mNumBones];
			iNum = 0;
			for (unsigned int iBone = 0; iBone < asBones.size();++iBone)
			{
				if (aaiBones[iBone].empty())continue;
				aiBone*& bone = pcMesh->mBones[iNum] = new aiBone();

				bone->mNumWeights = (unsigned int)aaiBones[iBone].size();
				bone->mWeights = new aiVertexWeight[bone->mNumWeights];
				bone->mOffsetMatrix = asBones[iBone].mOffsetMatrix;
				bone->mName.Set( asBones[iBone].mName );

				asBones[iBone].bIsUsed = true;

				for (unsigned int iWeight = 0; iWeight < bone->mNumWeights;++iWeight)
				{
					bone->mWeights[iWeight].mVertexId = aaiBones[iBone][iWeight].first;
					bone->mWeights[iWeight].mWeight = aaiBones[iBone][iWeight].second;
				}
				++iNum;
			}
		}
		delete[] aaiBones;
	}
	delete[] aaiFaces;
}

// ------------------------------------------------------------------------------------------------
// add bone child nodes
void SMDImporter::AddBoneChildren(aiNode* pcNode, uint32_t iParent)
{
	ai_assert(NULL != pcNode && 0 == pcNode->mNumChildren && NULL == pcNode->mChildren);

	// first count ...
	for (unsigned int i = 0; i < asBones.size();++i)
	{
		SMD::Bone& bone = asBones[i];
		if (bone.iParent == iParent)++pcNode->mNumChildren;
	}

	// now allocate the output array
	pcNode->mChildren = new aiNode*[pcNode->mNumChildren];

	// and fill all subnodes
	unsigned int qq = 0;
	for (unsigned int i = 0; i < asBones.size();++i)
	{
		SMD::Bone& bone = asBones[i];
		if (bone.iParent != iParent)continue;

		aiNode* pc = pcNode->mChildren[qq++] = new aiNode();
		pc->mName.Set(bone.mName);

		// store the local transformation matrix of the bind pose
		pc->mTransformation = bone.sAnim.asKeys[bone.sAnim.iFirstTimeKey].matrix;
		pc->mParent = pcNode;

		// add children to this node, too
		AddBoneChildren(pc,i);
	}
}

// ------------------------------------------------------------------------------------------------
// create output nodes
void SMDImporter::CreateOutputNodes()
{
	pScene->mRootNode = new aiNode();
	if (!(pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE))
	{
		// create one root node that renders all meshes
		pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
		pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
		for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
			pScene->mRootNode->mMeshes[i] = i;
	}

	// now add all bones as dummy sub nodes to the graph
	// AddBoneChildren(pScene->mRootNode,(uint32_t)-1);

	// if we have only one bone we can even remove the root node
	if (pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE && 
		1 == pScene->mRootNode->mNumChildren)
	{
		aiNode* pcOldRoot = pScene->mRootNode;
		pScene->mRootNode = pcOldRoot->mChildren[0];
		pcOldRoot->mChildren[0] = NULL;
		delete pcOldRoot;

		pScene->mRootNode->mParent = NULL;
	}
	else
	{
		::strcpy(pScene->mRootNode->mName.data, "<SMD_root>");
		pScene->mRootNode->mName.length = 10;
	}
}

// ------------------------------------------------------------------------------------------------
// create output animations
void SMDImporter::CreateOutputAnimations()
{
	unsigned int iNumBones = 0;
	for (std::vector<SMD::Bone>::const_iterator
		i =  asBones.begin();
		i != asBones.end();++i)
	{
		if ((*i).bIsUsed)++iNumBones;
	}
	if (!iNumBones)
	{
		// just make sure this case doesn't occur ... (it could occur
		// if the file was invalid)
		return;
	}

	pScene->mNumAnimations = 1;
	pScene->mAnimations = new aiAnimation*[1];
	aiAnimation*& anim = pScene->mAnimations[0] = new aiAnimation();

	anim->mDuration = dLengthOfAnim;
	anim->mNumChannels = iNumBones;
	anim->mTicksPerSecond = 25.0; // FIXME: is this correct?

	aiNodeAnim** pp = anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
	
	// now build valid keys
	unsigned int a = 0;
	for (std::vector<SMD::Bone>::const_iterator
		i =  asBones.begin();
		i != asBones.end();++i)
	{
		if (!(*i).bIsUsed)continue;

		aiNodeAnim* p = pp[a] = new aiNodeAnim();

		// copy the name of the bone
		p->mNodeName.Set( i->mName);

		p->mNumRotationKeys = (unsigned int) (*i).sAnim.asKeys.size();
		if (p->mNumRotationKeys)
		{
			p->mNumPositionKeys = p->mNumRotationKeys;
			aiVectorKey* pVecKeys = p->mPositionKeys = new aiVectorKey[p->mNumRotationKeys];
			aiQuatKey* pRotKeys = p->mRotationKeys = new aiQuatKey[p->mNumRotationKeys];

			for (std::vector<SMD::Bone::Animation::MatrixKey>::const_iterator
				qq =  (*i).sAnim.asKeys.begin();
				qq != (*i).sAnim.asKeys.end(); ++qq)
			{
				pRotKeys->mTime = pVecKeys->mTime = (*qq).dTime;

				// compute the rotation quaternion from the euler angles
				pRotKeys->mValue = aiQuaternion( (*qq).vRot.x, (*qq).vRot.y, (*qq).vRot.z );
				pVecKeys->mValue = (*qq).vPos;

				++pVecKeys; ++pRotKeys;
			}
		}
		++a;

		// there are no scaling keys ...
	}
}

// ------------------------------------------------------------------------------------------------
void SMDImporter::ComputeAbsoluteBoneTransformations()
{
	// For each bone: determine the key with the lowest time value
	// theoretically the SMD format should have all keyframes
	// in order. However, I've seen a file where this wasn't true.
	for (unsigned int i = 0; i < asBones.size();++i)
	{
		SMD::Bone& bone = asBones[i];

		uint32_t iIndex = 0;
		double dMin = 10e10;
		for (unsigned int i = 0; i < bone.sAnim.asKeys.size();++i)
		{
			double d = std::min(bone.sAnim.asKeys[i].dTime,dMin);
			if (d < dMin)	
			{
				dMin = d;
				iIndex = i;
			}
		}
		bone.sAnim.iFirstTimeKey = iIndex;
	}

	unsigned int iParent = 0;
	while (iParent < asBones.size())
	{
		for (unsigned int iBone = 0; iBone < asBones.size();++iBone)
		{
			SMD::Bone& bone = asBones[iBone];
	
			if (iParent == bone.iParent)
			{
				SMD::Bone& parentBone = asBones[iParent];

			
				uint32_t iIndex = bone.sAnim.iFirstTimeKey;
				const aiMatrix4x4& mat = bone.sAnim.asKeys[iIndex].matrix;
				aiMatrix4x4& matOut = bone.sAnim.asKeys[iIndex].matrixAbsolute;

				// The same for the parent bone ...
				iIndex = parentBone.sAnim.iFirstTimeKey;
				const aiMatrix4x4& mat2 = parentBone.sAnim.asKeys[iIndex].matrixAbsolute;

				// Compute the absolute transformation matrix
				matOut = mat * mat2;
			}
		}
		++iParent;
	}

	// Store the inverse of the absolute transformation matrix 
	// of the first key as bone offset matrix
	for (iParent = 0; iParent < asBones.size();++iParent)
	{
		SMD::Bone& bone = asBones[iParent];
		bone.mOffsetMatrix = bone.sAnim.asKeys[bone.sAnim.iFirstTimeKey].matrixAbsolute;
		bone.mOffsetMatrix.Inverse();
	}
}

// ------------------------------------------------------------------------------------------------
// create output materials
void SMDImporter::CreateOutputMaterials()
{
	pScene->mNumMaterials = (unsigned int)aszTextures.size();
	pScene->mMaterials = new aiMaterial*[std::max(1u, pScene->mNumMaterials)];

	for (unsigned int iMat = 0; iMat < pScene->mNumMaterials;++iMat)
	{
		MaterialHelper* pcMat = new MaterialHelper();
		pScene->mMaterials[iMat] = pcMat;

		aiString szName;
		szName.length = (size_t)::sprintf(szName.data,"Texture_%i",iMat);
		pcMat->AddProperty(&szName,AI_MATKEY_NAME);

		if (aszTextures[iMat].length())
		{
			::strcpy(szName.data, aszTextures[iMat].c_str() );
			szName.length = aszTextures[iMat].length();
			pcMat->AddProperty(&szName,AI_MATKEY_TEXTURE_DIFFUSE(0));
		}
	}

	// create a default material if necessary
	if (0 == pScene->mNumMaterials)
	{
		pScene->mNumMaterials = 1;

		MaterialHelper* pcHelper = new MaterialHelper();
		pScene->mMaterials[0] = pcHelper;

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

		aiColor3D clr;
		clr.b = clr.g = clr.r = 0.7f;
		pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
		pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);

		clr.b = clr.g = clr.r = 0.05f;
		pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);

		aiString szName;
		szName.Set(AI_DEFAULT_MATERIAL_NAME);
		pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
	}
}

// ------------------------------------------------------------------------------------------------
// Parse the file
void SMDImporter::ParseFile()
{
	const char* szCurrent = mBuffer;

	// read line per line ...
	while (true)
	{
		if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;

		// "version <n> \n", <n> should be 1 for hl and hlČ SMD files
		if (TokenMatch(szCurrent,"version",7))
		{
			if(!SkipSpaces(szCurrent,&szCurrent)) break;
			if (1 != strtoul10(szCurrent,&szCurrent))
			{
				DefaultLogger::get()->warn("SMD.version is not 1. This "
					"file format is not known. Continuing happily ...");
			}
			continue;
		}
		// "nodes\n" - Starts the node section
		if (TokenMatch(szCurrent,"nodes",5))
		{
			ParseNodesSection(szCurrent,&szCurrent);
			continue;
		}
		// "triangles\n" - Starts the triangle section
		if (TokenMatch(szCurrent,"triangles",9))
		{
			ParseTrianglesSection(szCurrent,&szCurrent);
			continue;
		}
		// "vertexanimation\n" - Starts the vertex animation section
		if (TokenMatch(szCurrent,"vertexanimation",15))
		{
			bHasUVs = false;
			ParseVASection(szCurrent,&szCurrent);
			continue;
		}
		// "skeleton\n" - Starts the skeleton section
		if (TokenMatch(szCurrent,"skeleton",8))
		{
			ParseSkeletonSection(szCurrent,&szCurrent);
			continue;
		}
		SkipLine(szCurrent,&szCurrent);
	}
	return;
}

// ------------------------------------------------------------------------------------------------
unsigned int SMDImporter::GetTextureIndex(const std::string& filename)
{
	unsigned int iIndex = 0;
	for (std::vector<std::string>::const_iterator
		i =  aszTextures.begin();
		i != aszTextures.end();++i,++iIndex)
	{
		// case-insensitive ... it's a path
		if (0 == ASSIMP_stricmp ( filename.c_str(),(*i).c_str()))return iIndex;
	}
	iIndex = (unsigned int)aszTextures.size();
	aszTextures.push_back(filename);
	return iIndex;
}

// ------------------------------------------------------------------------------------------------
// Parse the nodes section of the file
void SMDImporter::ParseNodesSection(const char* szCurrent,
	const char** szCurrentOut)
{
	while (true)
	{
		// "end\n" - Ends the nodes section
		if (0 == ASSIMP_strincmp(szCurrent,"end",3) &&
			IsSpaceOrNewLine(*(szCurrent+3)))
		{
			szCurrent += 4;
			break;
		}
		ParseNodeInfo(szCurrent,&szCurrent);
	}
	SkipSpacesAndLineEnd(szCurrent,&szCurrent);
	*szCurrentOut = szCurrent;
}

// ------------------------------------------------------------------------------------------------
// Parse the triangles section of the file
void SMDImporter::ParseTrianglesSection(const char* szCurrent,
	const char** szCurrentOut)
{
	// Parse a triangle, parse another triangle, parse the next triangle ...
	// and so on until we reach a token that looks quite similar to "end"
	while (true)
	{
		if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;

		// "end\n" - Ends the triangles section
		if (TokenMatch(szCurrent,"end",3))
			break;
		ParseTriangle(szCurrent,&szCurrent);
	}
	SkipSpacesAndLineEnd(szCurrent,&szCurrent);
	*szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
// Parse the vertex animation section of the file
void SMDImporter::ParseVASection(const char* szCurrent,
	const char** szCurrentOut)
{
	unsigned int iCurIndex = 0;
	while (true)
	{
		if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;

		// "end\n" - Ends the "vertexanimation" section
		if (TokenMatch(szCurrent,"end",3))
			break;
	
		// "time <n>\n" 
		if (TokenMatch(szCurrent,"time",4))
		{
			// NOTE: The doc says that time values COULD be negative ...
			// NOTE2: this is the shape key -> valve docs
			int iTime = 0;
			if(!ParseSignedInt(szCurrent,&szCurrent,iTime) || configFrameID != (unsigned int)iTime)break;
			SkipLine(szCurrent,&szCurrent);
		}
		else 
		{
			if(0 == iCurIndex)
			{
				asTriangles.push_back(SMD::Face());
			}
			if (++iCurIndex == 3)iCurIndex = 0;
			ParseVertex(szCurrent,&szCurrent,asTriangles.back().avVertices[iCurIndex],true);
		}
	}

	if (iCurIndex != 2 && !asTriangles.empty())
	{
		// we want to no degenerates, so throw this triangle away
		asTriangles.pop_back();
	}

	SkipSpacesAndLineEnd(szCurrent,&szCurrent);
	*szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
// Parse the skeleton section of the file
void SMDImporter::ParseSkeletonSection(const char* szCurrent,
	const char** szCurrentOut)
{
	int iTime = 0;
	while (true)
	{
		if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;

		// "end\n" - Ends the skeleton section
		if (TokenMatch(szCurrent,"end",3))
			break;
	
		// "time <n>\n" - Specifies the current animation frame
		else if (TokenMatch(szCurrent,"time",4))
		{
			// NOTE: The doc says that time values COULD be negative ...
			if(!ParseSignedInt(szCurrent,&szCurrent,iTime))break;

			iSmallestFrame = std::min(iSmallestFrame,iTime);
			SkipLine(szCurrent,&szCurrent);
		}
		else ParseSkeletonElement(szCurrent,&szCurrent,iTime);
	}
	*szCurrentOut = szCurrent;	
}

// ------------------------------------------------------------------------------------------------
#define SMDI_PARSE_RETURN { \
	SkipLine(szCurrent,&szCurrent); \
	*szCurrentOut = szCurrent; \
	return; \
}
// ------------------------------------------------------------------------------------------------
// Parse a node line
void SMDImporter::ParseNodeInfo(const char* szCurrent,
	const char** szCurrentOut)
{
	unsigned int iBone  = 0;
	SkipSpacesAndLineEnd(szCurrent,&szCurrent);
	if(!ParseUnsignedInt(szCurrent,&szCurrent,iBone) || !SkipSpaces(szCurrent,&szCurrent))
	{
		LogErrorNoThrow("Unexpected EOF/EOL while parsing bone index");
		SMDI_PARSE_RETURN;
	}
	// add our bone to the list
	if (iBone >= asBones.size())asBones.resize(iBone+1);
	SMD::Bone& bone = asBones[iBone];

	bool bQuota = true;
	if ('\"' != *szCurrent)
	{
		LogWarning("Bone name is expcted to be enclosed in "
			"double quotation marks. ");
		bQuota = false;
	}
	else ++szCurrent;

	const char* szEnd = szCurrent;
	while (true)
	{
		if (bQuota && '\"' == *szEnd)
		{
			iBone = (unsigned int)(szEnd - szCurrent);
			++szEnd;
			break;
		}
		else if (IsSpaceOrNewLine(*szEnd))
		{
			iBone = (unsigned int)(szEnd - szCurrent);
			break;
		}
		else if (!(*szEnd))
		{
			LogErrorNoThrow("Unexpected EOF/EOL while parsing bone name");
			SMDI_PARSE_RETURN;
		}
		++szEnd;
	}
	bone.mName = std::string(szCurrent,iBone);
	szCurrent = szEnd;

	// the only negative bone parent index that could occur is -1 AFAIK
	if(!ParseSignedInt(szCurrent,&szCurrent,(int&)bone.iParent))
	{
		LogErrorNoThrow("Unexpected EOF/EOL while parsing bone parent index. Assuming -1");
		SMDI_PARSE_RETURN;
	}

	// go to the beginning of the next line
	SMDI_PARSE_RETURN;
}

// ------------------------------------------------------------------------------------------------
// Parse a skeleton element
void SMDImporter::ParseSkeletonElement(const char* szCurrent,
	const char** szCurrentOut,int iTime)
{
	aiVector3D vPos;
	aiVector3D vRot;

	unsigned int iBone  = 0;
	if(!ParseUnsignedInt(szCurrent,&szCurrent,iBone))
	{
		DefaultLogger::get()->error("Unexpected EOF/EOL while parsing bone index");
		SMDI_PARSE_RETURN;
	}
	if (iBone >= asBones.size())
	{
		LogErrorNoThrow("Bone index in skeleton section is out of range");
		SMDI_PARSE_RETURN;
	}
	SMD::Bone& bone = asBones[iBone];

	bone.sAnim.asKeys.push_back(SMD::Bone::Animation::MatrixKey());
	SMD::Bone::Animation::MatrixKey& key = bone.sAnim.asKeys.back();

	key.dTime = (double)iTime;
	if(!ParseFloat(szCurrent,&szCurrent,(float&)vPos.x))
	{
		LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.x");
		SMDI_PARSE_RETURN;
	}
	if(!ParseFloat(szCurrent,&szCurrent,(float&)vPos.y))
	{
		LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.y");
		SMDI_PARSE_RETURN;
	}
	if(!ParseFloat(szCurrent,&szCurrent,(float&)vPos.z))
	{
		LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.z");
		SMDI_PARSE_RETURN;
	}
	if(!ParseFloat(szCurrent,&szCurrent,(float&)vRot.x))
	{
		LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.x");
		SMDI_PARSE_RETURN;
	}
	if(!ParseFloat(szCurrent,&szCurrent,(float&)vRot.y))
	{
		LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.y");
		SMDI_PARSE_RETURN;
	}
	if(!ParseFloat(szCurrent,&szCurrent,(float&)vRot.z))
	{
		LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.z");
		SMDI_PARSE_RETURN;
	}
	// build the transformation matrix of the key
	key.matrix.FromEulerAnglesXYZ(vRot.x,vRot.y,vRot.z);
	{
		aiMatrix4x4 mTemp;
		mTemp.a4 = vPos.x;
		mTemp.b4 = vPos.y;
		mTemp.c4 = vPos.z;
		key.matrix = key.matrix * mTemp;
	}

	// go to the beginning of the next line
	SMDI_PARSE_RETURN;
}

// ------------------------------------------------------------------------------------------------
// Parse a triangle
void SMDImporter::ParseTriangle(const char* szCurrent,
	const char** szCurrentOut)
{
	asTriangles.push_back(SMD::Face());
	SMD::Face& face = asTriangles.back();
	
	if(!SkipSpaces(szCurrent,&szCurrent))
	{
		LogErrorNoThrow("Unexpected EOF/EOL while parsing a triangle");
		return;
	}

	// read the texture file name
	const char* szLast = szCurrent;
	while (!IsSpaceOrNewLine(*szCurrent++));

	// ... and get the index that belongs to this file name
	face.iTexture = GetTextureIndex(std::string(szLast,(uintptr_t)szCurrent-(uintptr_t)szLast));

	SkipSpacesAndLineEnd(szCurrent,&szCurrent);

	// load three vertices
	for (unsigned int iVert = 0; iVert < 3;++iVert)
	{
		ParseVertex(szCurrent,&szCurrent,
			face.avVertices[iVert]);
	}
	*szCurrentOut = szCurrent;
}

// ------------------------------------------------------------------------------------------------
// Parse a float
bool SMDImporter::ParseFloat(const char* szCurrent,
	const char** szCurrentOut, float& out)
{
	if(!SkipSpaces(&szCurrent))
		return false;

	*szCurrentOut = fast_atof_move(szCurrent,out);
	return true;
}

// ------------------------------------------------------------------------------------------------
// Parse an unsigned int
bool SMDImporter::ParseUnsignedInt(const char* szCurrent,
	const char** szCurrentOut, unsigned int& out)
{
	if(!SkipSpaces(&szCurrent))
		return false;

	out = strtoul10(szCurrent,szCurrentOut);
	return true;
}

// ------------------------------------------------------------------------------------------------
// Parse a signed int
bool SMDImporter::ParseSignedInt(const char* szCurrent,
	const char** szCurrentOut, int& out)
{
	if(!SkipSpaces(&szCurrent))
		return false;

	out = strtol10(szCurrent,szCurrentOut);
	return true;
}

// ------------------------------------------------------------------------------------------------
// Parse a vertex
void SMDImporter::ParseVertex(const char* szCurrent,
	const char** szCurrentOut, SMD::Vertex& vertex,
	bool bVASection /*= false*/)
{
	if (SkipSpaces(&szCurrent) && IsLineEnd(*szCurrent))
	{
		SkipSpacesAndLineEnd(szCurrent,&szCurrent);
		return ParseVertex(szCurrent,szCurrentOut,vertex,bVASection);
	}
	if(!ParseSignedInt(szCurrent,&szCurrent,(int&)vertex.iParentNode))
	{
		LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.parent");
		SMDI_PARSE_RETURN;
	}
	if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.pos.x))
	{
		LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.x");
		SMDI_PARSE_RETURN;
	}
	if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.pos.y))
	{
		LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.y");
		SMDI_PARSE_RETURN;
	}
	if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.pos.z))
	{
		LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.z");
		SMDI_PARSE_RETURN;
	}
	if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.nor.x))
	{
		LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.x");
		SMDI_PARSE_RETURN;
	}
	if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.nor.y))
	{
		LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.y");
		SMDI_PARSE_RETURN;
	}
	if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.nor.z))
	{
		LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.z");
		SMDI_PARSE_RETURN;
	}

	if (bVASection)SMDI_PARSE_RETURN;

	if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.uv.x))
	{
		LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.x");
		SMDI_PARSE_RETURN;
	}
	if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.uv.y))
	{
		LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.y");
		SMDI_PARSE_RETURN;
	}

	// now read the number of bones affecting this vertex
	// all elements from now are fully optional, we don't need them
	unsigned int iSize = 0;
	if(!ParseUnsignedInt(szCurrent,&szCurrent,iSize))SMDI_PARSE_RETURN;
	vertex.aiBoneLinks.resize(iSize,std::pair<unsigned int, float>(0,0.0f));

	for (std::vector<std::pair<unsigned int, float> >::iterator
		i =  vertex.aiBoneLinks.begin();
		i != vertex.aiBoneLinks.end();++i)
	{
		if(!ParseUnsignedInt(szCurrent,&szCurrent,(*i).first))
			SMDI_PARSE_RETURN;
		if(!ParseFloat(szCurrent,&szCurrent,(*i).second))
			SMDI_PARSE_RETURN;
	}

	// go to the beginning of the next line
	SMDI_PARSE_RETURN;
}

#endif // !! ASSIMP_BUILD_NO_SMD_IMPORTER
