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

Copyright (c) 2006-2016, assimp team
All rights reserved.

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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 team.

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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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----------------------------------------------------------------------
*/

/** @file LWOFileData.h
 *  @brief Defines chunk constants used by the LWO file format

The chunks are taken from the official LightWave SDK headers.

*/
#ifndef AI_LWO_FILEDATA_INCLUDED
#define AI_LWO_FILEDATA_INCLUDED

// STL headers
#include <vector>
#include <list>

// public ASSIMP headers
#include <assimp/mesh.h>

// internal headers
#include "IFF.h"
#include "LWOAnimation.h"

namespace Assimp {
namespace LWO {

#define AI_LWO_FOURCC_LWOB AI_IFF_FOURCC('L','W','O','B')
#define AI_LWO_FOURCC_LWO2 AI_IFF_FOURCC('L','W','O','2')
#define AI_LWO_FOURCC_LXOB AI_IFF_FOURCC('L','X','O','B')

// chunks specific to the LWOB format
#define AI_LWO_SRFS  AI_IFF_FOURCC('S','R','F','S')
#define AI_LWO_FLAG  AI_IFF_FOURCC('F','L','A','G')
#define AI_LWO_VLUM  AI_IFF_FOURCC('V','L','U','M')
#define AI_LWO_VDIF  AI_IFF_FOURCC('V','D','I','F')
#define AI_LWO_VSPC  AI_IFF_FOURCC('V','S','P','C')
#define AI_LWO_RFLT  AI_IFF_FOURCC('R','F','L','T')
#define AI_LWO_BTEX  AI_IFF_FOURCC('B','T','E','X')
#define AI_LWO_CTEX  AI_IFF_FOURCC('C','T','E','X')
#define AI_LWO_DTEX  AI_IFF_FOURCC('D','T','E','X')
#define AI_LWO_LTEX  AI_IFF_FOURCC('L','T','E','X')
#define AI_LWO_RTEX  AI_IFF_FOURCC('R','T','E','X')
#define AI_LWO_STEX  AI_IFF_FOURCC('S','T','E','X')
#define AI_LWO_TTEX  AI_IFF_FOURCC('T','T','E','X')
#define AI_LWO_TFLG  AI_IFF_FOURCC('T','F','L','G')
#define AI_LWO_TSIZ  AI_IFF_FOURCC('T','S','I','Z')
#define AI_LWO_TCTR  AI_IFF_FOURCC('T','C','T','R')
#define AI_LWO_TFAL  AI_IFF_FOURCC('T','F','A','L')
#define AI_LWO_TVEL  AI_IFF_FOURCC('T','V','E','L')
#define AI_LWO_TCLR  AI_IFF_FOURCC('T','C','L','R')
#define AI_LWO_TVAL  AI_IFF_FOURCC('T','V','A','L')
#define AI_LWO_TAMP  AI_IFF_FOURCC('T','A','M','P')
#define AI_LWO_TIMG  AI_IFF_FOURCC('T','I','M','G')
#define AI_LWO_TAAS  AI_IFF_FOURCC('T','A','A','S')
#define AI_LWO_TREF  AI_IFF_FOURCC('T','R','E','F')
#define AI_LWO_TOPC  AI_IFF_FOURCC('T','O','P','C')
#define AI_LWO_SDAT  AI_IFF_FOURCC('S','D','A','T')
#define AI_LWO_TFP0  AI_IFF_FOURCC('T','F','P','0')
#define AI_LWO_TFP1  AI_IFF_FOURCC('T','F','P','1')


/* top-level chunks */
#define AI_LWO_LAYR  AI_IFF_FOURCC('L','A','Y','R')
#define AI_LWO_TAGS  AI_IFF_FOURCC('T','A','G','S')
#define AI_LWO_PNTS  AI_IFF_FOURCC('P','N','T','S')
#define AI_LWO_BBOX  AI_IFF_FOURCC('B','B','O','X')
#define AI_LWO_VMAP  AI_IFF_FOURCC('V','M','A','P')
#define AI_LWO_VMAD  AI_IFF_FOURCC('V','M','A','D')
#define AI_LWO_POLS  AI_IFF_FOURCC('P','O','L','S')
#define AI_LWO_PTAG  AI_IFF_FOURCC('P','T','A','G')
#define AI_LWO_ENVL  AI_IFF_FOURCC('E','N','V','L')
#define AI_LWO_CLIP  AI_IFF_FOURCC('C','L','I','P')
#define AI_LWO_SURF  AI_IFF_FOURCC('S','U','R','F')
#define AI_LWO_DESC  AI_IFF_FOURCC('D','E','S','C')
#define AI_LWO_TEXT  AI_IFF_FOURCC('T','E','X','T')
#define AI_LWO_ICON  AI_IFF_FOURCC('I','C','O','N')

/* polygon types */
#define AI_LWO_FACE  AI_IFF_FOURCC('F','A','C','E')
#define AI_LWO_CURV  AI_IFF_FOURCC('C','U','R','V')
#define AI_LWO_PTCH  AI_IFF_FOURCC('P','T','C','H')
#define AI_LWO_MBAL  AI_IFF_FOURCC('M','B','A','L')
#define AI_LWO_BONE  AI_IFF_FOURCC('B','O','N','E')
#define AI_LWO_SUBD  AI_IFF_FOURCC('S','U','B','D')

/* polygon tags */
#define AI_LWO_SURF  AI_IFF_FOURCC('S','U','R','F')
#define AI_LWO_PART  AI_IFF_FOURCC('P','A','R','T')
#define AI_LWO_SMGP  AI_IFF_FOURCC('S','M','G','P')

/* envelopes */
#define AI_LWO_PRE   AI_IFF_FOURCC('P','R','E',' ')
#define AI_LWO_POST  AI_IFF_FOURCC('P','O','S','T')
#define AI_LWO_KEY   AI_IFF_FOURCC('K','E','Y',' ')
#define AI_LWO_SPAN  AI_IFF_FOURCC('S','P','A','N')
#define AI_LWO_TCB   AI_IFF_FOURCC('T','C','B',' ')
#define AI_LWO_HERM  AI_IFF_FOURCC('H','E','R','M')
#define AI_LWO_BEZI  AI_IFF_FOURCC('B','E','Z','I')
#define AI_LWO_BEZ2  AI_IFF_FOURCC('B','E','Z','2')
#define AI_LWO_LINE  AI_IFF_FOURCC('L','I','N','E')
#define AI_LWO_STEP  AI_IFF_FOURCC('S','T','E','P')

/* clips */
#define AI_LWO_STIL  AI_IFF_FOURCC('S','T','I','L')
#define AI_LWO_ISEQ  AI_IFF_FOURCC('I','S','E','Q')
#define AI_LWO_ANIM  AI_IFF_FOURCC('A','N','I','M')
#define AI_LWO_XREF  AI_IFF_FOURCC('X','R','E','F')
#define AI_LWO_STCC  AI_IFF_FOURCC('S','T','C','C')
#define AI_LWO_TIME  AI_IFF_FOURCC('T','I','M','E')
#define AI_LWO_CONT  AI_IFF_FOURCC('C','O','N','T')
#define AI_LWO_BRIT  AI_IFF_FOURCC('B','R','I','T')
#define AI_LWO_SATR  AI_IFF_FOURCC('S','A','T','R')
#define AI_LWO_HUE   AI_IFF_FOURCC('H','U','E',' ')
#define AI_LWO_GAMM  AI_IFF_FOURCC('G','A','M','M')
#define AI_LWO_NEGA  AI_IFF_FOURCC('N','E','G','A')
#define AI_LWO_IFLT  AI_IFF_FOURCC('I','F','L','T')
#define AI_LWO_PFLT  AI_IFF_FOURCC('P','F','L','T')

/* surfaces */
#define AI_LWO_COLR  AI_IFF_FOURCC('C','O','L','R')
#define AI_LWO_LUMI  AI_IFF_FOURCC('L','U','M','I')
#define AI_LWO_DIFF  AI_IFF_FOURCC('D','I','F','F')
#define AI_LWO_SPEC  AI_IFF_FOURCC('S','P','E','C')
#define AI_LWO_GLOS  AI_IFF_FOURCC('G','L','O','S')
#define AI_LWO_REFL  AI_IFF_FOURCC('R','E','F','L')
#define AI_LWO_RFOP  AI_IFF_FOURCC('R','F','O','P')
#define AI_LWO_RIMG  AI_IFF_FOURCC('R','I','M','G')
#define AI_LWO_RSAN  AI_IFF_FOURCC('R','S','A','N')
#define AI_LWO_TRAN  AI_IFF_FOURCC('T','R','A','N')
#define AI_LWO_TROP  AI_IFF_FOURCC('T','R','O','P')
#define AI_LWO_TIMG  AI_IFF_FOURCC('T','I','M','G')
#define AI_LWO_RIND  AI_IFF_FOURCC('R','I','N','D')
#define AI_LWO_TRNL  AI_IFF_FOURCC('T','R','N','L')
#define AI_LWO_BUMP  AI_IFF_FOURCC('B','U','M','P')
#define AI_LWO_SMAN  AI_IFF_FOURCC('S','M','A','N')
#define AI_LWO_SIDE  AI_IFF_FOURCC('S','I','D','E')
#define AI_LWO_CLRH  AI_IFF_FOURCC('C','L','R','H')
#define AI_LWO_CLRF  AI_IFF_FOURCC('C','L','R','F')
#define AI_LWO_ADTR  AI_IFF_FOURCC('A','D','T','R')
#define AI_LWO_SHRP  AI_IFF_FOURCC('S','H','R','P')
#define AI_LWO_LINE  AI_IFF_FOURCC('L','I','N','E')
#define AI_LWO_LSIZ  AI_IFF_FOURCC('L','S','I','Z')
#define AI_LWO_ALPH  AI_IFF_FOURCC('A','L','P','H')
#define AI_LWO_AVAL  AI_IFF_FOURCC('A','V','A','L')
#define AI_LWO_GVAL  AI_IFF_FOURCC('G','V','A','L')
#define AI_LWO_BLOK  AI_IFF_FOURCC('B','L','O','K')
#define AI_LWO_VCOL  AI_IFF_FOURCC('V','C','O','L')

/* texture layer */
#define AI_LWO_TYPE  AI_IFF_FOURCC('T','Y','P','E')
#define AI_LWO_CHAN  AI_IFF_FOURCC('C','H','A','N')
#define AI_LWO_NAME  AI_IFF_FOURCC('N','A','M','E')
#define AI_LWO_ENAB  AI_IFF_FOURCC('E','N','A','B')
#define AI_LWO_OPAC  AI_IFF_FOURCC('O','P','A','C')
#define AI_LWO_FLAG  AI_IFF_FOURCC('F','L','A','G')
#define AI_LWO_PROJ  AI_IFF_FOURCC('P','R','O','J')
#define AI_LWO_STCK  AI_IFF_FOURCC('S','T','C','K')
#define AI_LWO_TAMP  AI_IFF_FOURCC('T','A','M','P')

/* texture coordinates */
#define AI_LWO_TMAP  AI_IFF_FOURCC('T','M','A','P')
#define AI_LWO_AXIS  AI_IFF_FOURCC('A','X','I','S')
#define AI_LWO_CNTR  AI_IFF_FOURCC('C','N','T','R')
#define AI_LWO_SIZE  AI_IFF_FOURCC('S','I','Z','E')
#define AI_LWO_ROTA  AI_IFF_FOURCC('R','O','T','A')
#define AI_LWO_OREF  AI_IFF_FOURCC('O','R','E','F')
#define AI_LWO_FALL  AI_IFF_FOURCC('F','A','L','L')
#define AI_LWO_CSYS  AI_IFF_FOURCC('C','S','Y','S')

/* image map */
#define AI_LWO_IMAP  AI_IFF_FOURCC('I','M','A','P')
#define AI_LWO_IMAG  AI_IFF_FOURCC('I','M','A','G')
#define AI_LWO_WRAP  AI_IFF_FOURCC('W','R','A','P')
#define AI_LWO_WRPW  AI_IFF_FOURCC('W','R','P','W')
#define AI_LWO_WRPH  AI_IFF_FOURCC('W','R','P','H')
#define AI_LWO_VMAP  AI_IFF_FOURCC('V','M','A','P')
#define AI_LWO_AAST  AI_IFF_FOURCC('A','A','S','T')
#define AI_LWO_PIXB  AI_IFF_FOURCC('P','I','X','B')

/* procedural */
#define AI_LWO_PROC  AI_IFF_FOURCC('P','R','O','C')
#define AI_LWO_COLR  AI_IFF_FOURCC('C','O','L','R')
#define AI_LWO_VALU  AI_IFF_FOURCC('V','A','L','U')
#define AI_LWO_FUNC  AI_IFF_FOURCC('F','U','N','C')
#define AI_LWO_FTPS  AI_IFF_FOURCC('F','T','P','S')
#define AI_LWO_ITPS  AI_IFF_FOURCC('I','T','P','S')
#define AI_LWO_ETPS  AI_IFF_FOURCC('E','T','P','S')

/* gradient */
#define AI_LWO_GRAD  AI_IFF_FOURCC('G','R','A','D')
#define AI_LWO_GRST  AI_IFF_FOURCC('G','R','S','T')
#define AI_LWO_GREN  AI_IFF_FOURCC('G','R','E','N')
#define AI_LWO_PNAM  AI_IFF_FOURCC('P','N','A','M')
#define AI_LWO_INAM  AI_IFF_FOURCC('I','N','A','M')
#define AI_LWO_GRPT  AI_IFF_FOURCC('G','R','P','T')
#define AI_LWO_FKEY  AI_IFF_FOURCC('F','K','E','Y')
#define AI_LWO_IKEY  AI_IFF_FOURCC('I','K','E','Y')

/* shader */
#define AI_LWO_SHDR  AI_IFF_FOURCC('S','H','D','R')
#define AI_LWO_DATA  AI_IFF_FOURCC('D','A','T','A')


/* VMAP types */
#define AI_LWO_TXUV  AI_IFF_FOURCC('T','X','U','V')
#define AI_LWO_RGB   AI_IFF_FOURCC('R','G','B',' ')
#define AI_LWO_RGBA  AI_IFF_FOURCC('R','G','B','A')
#define AI_LWO_WGHT  AI_IFF_FOURCC('W','G','H','T')

#define AI_LWO_MNVW  AI_IFF_FOURCC('M','N','V','W')
#define AI_LWO_MORF  AI_IFF_FOURCC('M','O','R','F')
#define AI_LWO_SPOT  AI_IFF_FOURCC('S','P','O','T')
#define AI_LWO_PICK  AI_IFF_FOURCC('P','I','C','K')

// MODO extension - per-vertex normal vectors
#define AI_LWO_MODO_NORM AI_IFF_FOURCC('N', 'O', 'R', 'M')


// ---------------------------------------------------------------------------
/** \brief Data structure for a face in a LWO file
 *
 * \note We can't use the code in SmoothingGroups.inl here - the mesh
 *   structures of 3DS/ASE and LWO are too different.
 */
struct Face : public aiFace
{
    //! Default construction
    Face()
        : surfaceIndex  (0)
        , smoothGroup   (0)
        , type          (AI_LWO_FACE)
    {}

    //! Construction from given type
    explicit Face(uint32_t _type)
        : surfaceIndex  (0)
        , smoothGroup   (0)
        , type          (_type)
    {}

    //! Copy construction
    Face(const Face& f) : aiFace() {
        *this = f;
    }

    //! Zero-based index into tags chunk
    unsigned int surfaceIndex;

    //! Smooth group this face is assigned to
    unsigned int smoothGroup;

    //! Type of face
    uint32_t type;


    //! Assignment operator
    Face& operator=(const LWO::Face& f) {
        aiFace::operator =(f);
        surfaceIndex    = f.surfaceIndex;
        smoothGroup     = f.smoothGroup;
        type            = f.type;
        return *this;
    }
};

// ---------------------------------------------------------------------------
/** \brief Base structure for all vertex map representations
 */
struct VMapEntry
{
    explicit VMapEntry(unsigned int _dims)
        :  dims(_dims)
    {}

    virtual ~VMapEntry() {}

    //! allocates memory for the vertex map
    virtual void Allocate(unsigned int num)
    {
        if (!rawData.empty())
            return; // return if already allocated

        const unsigned int m = num*dims;
        rawData.reserve(m + (m>>2u)); // 25% as  extra storage for VMADs
        rawData.resize(m,0.f);
        abAssigned.resize(num,false);
    }

    std::string name;
    unsigned int dims;

    std::vector<float> rawData;
    std::vector<bool> abAssigned;
};

// ---------------------------------------------------------------------------
/** \brief Represents an extra vertex color channel
 */
struct VColorChannel : public VMapEntry
{
    VColorChannel()
        : VMapEntry(4)
    {}

    //! need to overwrite this function - the alpha channel must
    //! be initialized to 1.0 by default
    virtual void Allocate(unsigned int num)
    {
        if (!rawData.empty())
            return; // return if already allocated

        unsigned int m = num*dims;
        rawData.reserve(m + (m>>2u)); // 25% as  extra storage for VMADs
        rawData.resize(m);

        for (aiColor4D* p = (aiColor4D*)&rawData[0]; p < (aiColor4D*)&rawData[m-1]; ++p)
            p->a = 1.f;

        abAssigned.resize(num,false);
    }
};

// ---------------------------------------------------------------------------
/** \brief Represents an extra vertex UV channel
 */
struct UVChannel : public VMapEntry
{
    UVChannel()
        : VMapEntry(2)
    {}
};

// ---------------------------------------------------------------------------
/** \brief Represents a weight map
 */
struct WeightChannel : public VMapEntry
{
    WeightChannel()
        : VMapEntry(1)
    {}
};

// ---------------------------------------------------------------------------
/** \brief Represents a vertex-normals channel (MODO extension)
 */
struct NormalChannel : public VMapEntry
{
    NormalChannel()
        : VMapEntry(3)
    {}
};

// ---------------------------------------------------------------------------
/** \brief Data structure for a LWO file texture
 */
struct Texture
{
    // we write the enum values out here to make debugging easier ...
    enum BlendType
    {
        Normal          = 0,
        Subtractive     = 1,
        Difference      = 2,
        Multiply        = 3,
        Divide          = 4,
        Alpha           = 5,
        TextureDispl    = 6,
        Additive        = 7
    };

    enum MappingMode
    {
        Planar          = 0,
        Cylindrical     = 1,
        Spherical       = 2,
        Cubic           = 3,
        FrontProjection = 4,
        UV              = 5
    };

    enum Axes
    {
        AXIS_X          = 0,
        AXIS_Y          = 1,
        AXIS_Z          = 2
    };

    enum Wrap
    {
        RESET           = 0,
        REPEAT          = 1,
        MIRROR          = 2,
        EDGE            = 3
    };

    Texture()
        : mClipIdx(UINT_MAX)
        , mStrength         (1.0f)
        , type()
        , mUVChannelIndex   ("unknown")
        , mRealUVIndex      (UINT_MAX)
        , enabled           (true)
        , blendType         (Additive)
        , bCanUse           (true)
        , mapMode           (UV)
        , majorAxis         (AXIS_X)
        , wrapAmountH       (1.0f)
        , wrapAmountW       (1.0f)
        , wrapModeWidth     (REPEAT)
        , wrapModeHeight    (REPEAT)
        , ordinal           ("\x00")
    {}

    //! File name of the texture
    std::string mFileName;

    //! Clip index
    unsigned int mClipIdx;

    //! Strength of the texture - blend factor
    float mStrength;

    uint32_t type; // type of the texture

    //! Name of the corresponding UV channel
    std::string mUVChannelIndex;
    unsigned int mRealUVIndex;

    //! is the texture enabled?
    bool enabled;

    //! blend type
    BlendType blendType;

    //! are we able to use the texture?
    bool bCanUse;

    //! mapping mode
    MappingMode mapMode;

    //! major axis for planar, cylindrical, spherical projections
    Axes majorAxis;

    //! wrap amount for cylindrical and spherical projections
    float wrapAmountH,wrapAmountW;

    //! wrapping mode for the texture
    Wrap wrapModeWidth,wrapModeHeight;

    //! ordinal string of the texture
    std::string ordinal;
};

// ---------------------------------------------------------------------------
/** \brief Data structure for a LWO file clip
 */
struct Clip
{
    enum Type
    {
         STILL, SEQ, REF, UNSUPPORTED
    } type;

    Clip()
        : type   (UNSUPPORTED)
        , clipRef()
        , idx    (0)
        , negate (false)
    {}

    //! path to the base texture -
    std::string path;

    //! reference to another CLIP
    unsigned int clipRef;

    //! index of the clip
    unsigned int idx;

    //! Negate the clip?
    bool negate;
};


// ---------------------------------------------------------------------------
/** \brief Data structure for a LWO file shader
 *
 *  Later
 */
struct Shader
{
    Shader()
        :   ordinal         ("\x00")
        ,   functionName    ("unknown")
        ,   enabled         (true)
    {}

    std::string ordinal;
    std::string functionName;
    bool enabled;
};

typedef std::list < Texture >       TextureList;
typedef std::list < Shader >        ShaderList;

// ---------------------------------------------------------------------------
/** \brief Data structure for a LWO file surface (= material)
 */
struct Surface
{
    Surface()
        : mColor                (0.78431f,0.78431f,0.78431f)
        , bDoubleSided          (false)
        , mDiffuseValue         (1.f)
        , mSpecularValue        (0.f)
        , mTransparency         (0.f)
        , mGlossiness           (0.4f)
        , mLuminosity           (0.f)
        , mColorHighlights      (0.f)
        , mMaximumSmoothAngle   (0.f) // 0 == not specified, no smoothing
        , mVCMap                ("")
        , mVCMapType            (AI_LWO_RGBA)
        , mIOR                  (1.f) // vakuum
        , mBumpIntensity        (1.f)
        , mWireframe            (false)
        , mAdditiveTransparency (0.f)
    {}

    //! Name of the surface
    std::string mName;

    //! Color of the surface
    aiColor3D mColor;

    //! true for two-sided materials
    bool bDoubleSided;

    //! Various material parameters
    float mDiffuseValue,mSpecularValue,mTransparency,mGlossiness,mLuminosity,mColorHighlights;

    //! Maximum angle between two adjacent triangles
    //! that they can be smoothed - in degrees
    float mMaximumSmoothAngle;

    //! Vertex color map to be used to color the surface
    std::string mVCMap;
    uint32_t mVCMapType;

    //! Names of the special shaders to be applied to the surface
    ShaderList mShaders;

    //! Textures - the first entry in the list is evaluated first
    TextureList mColorTextures, // color textures are added to both diffuse and specular texture stacks
        mDiffuseTextures,
        mSpecularTextures,
        mOpacityTextures,
        mBumpTextures,
        mGlossinessTextures,
        mReflectionTextures;

    //! Index of refraction
    float mIOR;

    //! Bump intensity scaling
    float mBumpIntensity;

    //! Wireframe flag
    bool mWireframe;

    //! Intensity of additive blending
    float mAdditiveTransparency;
};

// ---------------------------------------------------------------------------
#define AI_LWO_VALIDATE_CHUNK_LENGTH(length,name,size) \
    if (length < size) \
    { \
        throw DeadlyImportError("LWO: "#name" chunk is too small"); \
    } \


// some typedefs ... to make life with loader monsters like this easier
typedef std::vector <   aiVector3D      >   PointList;
typedef std::vector <   LWO::Face       >   FaceList;
typedef std::vector <   LWO::Surface    >   SurfaceList;
typedef std::vector <   std::string     >   TagList;
typedef std::vector <   unsigned int    >   TagMappingTable;
typedef std::vector <   unsigned int    >   ReferrerList;
typedef std::vector <   WeightChannel   >   WeightChannelList;
typedef std::vector <   VColorChannel   >   VColorChannelList;
typedef std::vector <   UVChannel       >   UVChannelList;
typedef std::vector <   Clip            >   ClipList;
typedef std::vector <   Envelope        >   EnvelopeList;
typedef std::vector <   unsigned int    >   SortedRep;

// ---------------------------------------------------------------------------
/** \brief Represents a layer in the file
 */
struct Layer
{
    Layer()
        : mFaceIDXOfs   (0)
        , mPointIDXOfs  (0)
        , mParent       (0x0)
        , mIndex        (0xffff)
        , skip          (false)
    {}

    /** Temporary point list from the file */
    PointList mTempPoints;

    /** Lists for every point the index of another point
        that has been copied from *this* point or UINT_MAX if
        no copy of the point has been made */
    ReferrerList mPointReferrers;

    /** Weight channel list from the file */
    WeightChannelList mWeightChannels;

    /** Subdivision weight channel list from the file */
    WeightChannelList mSWeightChannels;

    /** Vertex color list from the file */
    VColorChannelList mVColorChannels;

    /** UV channel list from the file */
    UVChannelList mUVChannels;

    /** Normal vector channel from the file */
    NormalChannel mNormals;

    /** Temporary face list from the file*/
    FaceList mFaces;

    /** Current face indexing offset from the beginning of the buffers*/
    unsigned int mFaceIDXOfs;

    /** Current point indexing offset from the beginning of the buffers*/
    unsigned int mPointIDXOfs;

    /** Parent index */
    uint16_t mParent;

    /** Index of the layer */
    uint16_t mIndex;

    /** Name of the layer */
    std::string mName;

    /** Pivot point of the layer */
    aiVector3D mPivot;

    /** Skip this layer? */
    bool skip;
};

typedef std::list<LWO::Layer>       LayerList;


}}


#endif // !! AI_LWO_FILEDATA_INCLUDED

