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---------------------------------------------------------------------------
Open Asset Import Library (assimp)
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  following disclaimer.

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*/

/** @file types.h
 *  Basic data types and primitives, such as vectors or colors.
 */
#pragma once
#ifndef AI_TYPES_H_INC
#define AI_TYPES_H_INC

#ifdef __GNUC__
#pragma GCC system_header
#endif

// Some runtime headers
#include <limits.h>
#include <stddef.h>
#include <stdint.h>
#include <string.h>
#include <sys/types.h>

// Our compile configuration
#include <assimp/defs.h>

// Some types moved to separate header due to size of operators
#include <assimp/vector2.h>
#include <assimp/vector3.h>
#include <assimp/color4.h>
#include <assimp/matrix3x3.h>
#include <assimp/matrix4x4.h>
#include <assimp/quaternion.h>

typedef int32_t ai_int32;
typedef uint32_t ai_uint32;

#ifdef __cplusplus

#include <cstring>
#include <new>    // for std::nothrow_t
#include <string> // for aiString::Set(const std::string&)

namespace Assimp {
//! @cond never
namespace Intern {
// --------------------------------------------------------------------
/** @brief Internal helper class to utilize our internal new/delete
 *    routines for allocating object of this and derived classes.
 *
 * By doing this you can safely share class objects between Assimp
 * and the application - it works even over DLL boundaries. A good
 * example is the #IOSystem where the application allocates its custom
 * #IOSystem, then calls #Importer::SetIOSystem(). When the Importer
 * destructs, Assimp calls operator delete on the stored #IOSystem.
 * If it lies on a different heap than Assimp is working with,
 * the application is determined to crash.
 */
// --------------------------------------------------------------------
#ifndef SWIG
struct ASSIMP_API AllocateFromAssimpHeap {
    // http://www.gotw.ca/publications/mill15.htm

    // new/delete overload
    void *operator new(size_t num_bytes) /* throw( std::bad_alloc ) */;
    void *operator new(size_t num_bytes, const std::nothrow_t &) throw();
    void operator delete(void *data);

    // array new/delete overload
    void *operator new[](size_t num_bytes) /* throw( std::bad_alloc ) */;
    void *operator new[](size_t num_bytes, const std::nothrow_t &) throw();
    void operator delete[](void *data);

}; // struct AllocateFromAssimpHeap
#endif
} // namespace Intern
//! @endcond
} // namespace Assimp

extern "C" {
#endif

/** Maximum dimension for strings, ASSIMP strings are zero terminated. */
#ifdef __cplusplus
static constexpr size_t AI_MAXLEN = 1024;
#else
#define AI_MAXLEN 1024
#endif

// ----------------------------------------------------------------------------------
/** Represents a plane in a three-dimensional, euclidean space
*/
struct aiPlane {
#ifdef __cplusplus
    aiPlane() AI_NO_EXCEPT : a(0.f), b(0.f), c(0.f), d(0.f) {}
    aiPlane(ai_real _a, ai_real _b, ai_real _c, ai_real _d) :
            a(_a), b(_b), c(_c), d(_d) {}

    aiPlane(const aiPlane &o) :
            a(o.a), b(o.b), c(o.c), d(o.d) {}

#endif // !__cplusplus

    //! Plane equation
    ai_real a, b, c, d;
}; // !struct aiPlane

// ----------------------------------------------------------------------------------
/** Represents a ray
*/
struct aiRay {
#ifdef __cplusplus
    aiRay() AI_NO_EXCEPT {}
    aiRay(const aiVector3D &_pos, const aiVector3D &_dir) :
            pos(_pos), dir(_dir) {}

    aiRay(const aiRay &o) :
            pos(o.pos), dir(o.dir) {}

#endif // !__cplusplus

    //! Position and direction of the ray
    C_STRUCT aiVector3D pos, dir;
}; // !struct aiRay

// ----------------------------------------------------------------------------------
/** Represents a color in Red-Green-Blue space.
*/
struct aiColor3D {
#ifdef __cplusplus
    aiColor3D() AI_NO_EXCEPT : r(0.0f), g(0.0f), b(0.0f) {}
    aiColor3D(float _r, float _g, float _b) :
            r(_r), g(_g), b(_b) {}
    explicit aiColor3D(float _r) :
            r(_r), g(_r), b(_r) {}
    aiColor3D(const aiColor3D &o) :
            r(o.r), g(o.g), b(o.b) {}

    aiColor3D &operator=(const aiColor3D &o) {
        r = o.r;
        g = o.g;
        b = o.b;
        return *this;
    }

    /** Component-wise comparison */
    // TODO: add epsilon?
    bool operator==(const aiColor3D &other) const { return r == other.r && g == other.g && b == other.b; }

    /** Component-wise inverse comparison */
    // TODO: add epsilon?
    bool operator!=(const aiColor3D &other) const { return r != other.r || g != other.g || b != other.b; }

    /** Component-wise comparison */
    // TODO: add epsilon?
    bool operator<(const aiColor3D &other) const {
        return r < other.r || (r == other.r && (g < other.g || (g == other.g && b < other.b)));
    }

    /** Component-wise addition */
    aiColor3D operator+(const aiColor3D &c) const {
        return aiColor3D(r + c.r, g + c.g, b + c.b);
    }

    /** Component-wise subtraction */
    aiColor3D operator-(const aiColor3D &c) const {
        return aiColor3D(r - c.r, g - c.g, b - c.b);
    }

    /** Component-wise multiplication */
    aiColor3D operator*(const aiColor3D &c) const {
        return aiColor3D(r * c.r, g * c.g, b * c.b);
    }

    /** Multiply with a scalar */
    aiColor3D operator*(ai_real f) const {
        return aiColor3D(r * f, g * f, b * f);
    }

    /** Access a specific color component */
    float operator[](unsigned int i) const {
        return *(&r + i);
    }

    /** Access a specific color component */
    float &operator[](unsigned int i) {
        if (0 == i) {
            return r;
        } else if (1 == i) {
            return g;
        } else if (2 == i) {
            return b;
        }
        return r;
    }

    /** Check whether a color is black */
    bool IsBlack() const {
        static const float epsilon = float(10e-3);
        return std::fabs(r) < epsilon && std::fabs(g) < epsilon && std::fabs(b) < epsilon;
    }

#endif // !__cplusplus

    //! Red, green and blue color values
    float r, g, b;
}; // !struct aiColor3D

// ----------------------------------------------------------------------------------
/**
 * @brief Represents an UTF-8 string, zero byte terminated.
 *
 *  The character set of an aiString is explicitly defined to be UTF-8. This Unicode
 *  transformation was chosen in the belief that most strings in 3d files are limited
 *  to ASCII, thus the character set needed to be strictly ASCII compatible.
 *
 *  Most text file loaders provide proper Unicode input file handling, special unicode
 *  characters are correctly transcoded to UTF8 and are kept throughout the libraries'
 *  import pipeline.
 *
 *  For most applications, it will be absolutely sufficient to interpret the
 *  aiString as ASCII data and work with it as one would work with a plain char*.
 *  Windows users in need of proper support for i.e asian characters can use the
 *  MultiByteToWideChar(), WideCharToMultiByte() WinAPI functionality to convert the
 *  UTF-8 strings to their working character set (i.e. MBCS, WideChar).
 *
 *  We use this representation instead of std::string to be C-compatible. The
 *  (binary) length of such a string is limited to AI_MAXLEN characters (including the
 *  the terminating zero).
 */
struct aiString {
#ifdef __cplusplus
    /** Default constructor, the string is set to have zero length */
    aiString() AI_NO_EXCEPT :
            length(0), data{'\0'} {
#ifdef ASSIMP_BUILD_DEBUG
        // Debug build: overwrite the string on its full length with ESC (27)
        memset(data + 1, 27, AI_MAXLEN - 1);
#endif
    }

    /** Copy constructor */
    aiString(const aiString &rOther) :
            length(rOther.length), data{'\0'} {
        // Crop the string to the maximum length
        length = length >= AI_MAXLEN ? AI_MAXLEN - 1 : length;
        memcpy(data, rOther.data, length);
        data[length] = '\0';
    }

    /** Constructor from std::string */
    explicit aiString(const std::string &pString) :
            length((ai_uint32)pString.length()), data{'\0'} {
        length = length >= AI_MAXLEN ? AI_MAXLEN - 1 : length;
        memcpy(data, pString.c_str(), length);
        data[length] = '\0';
    }

    /** Copy a std::string to the aiString */
    void Set(const std::string &pString) {
        if (pString.length() > AI_MAXLEN - 1) {
            return;
        }
        length = (ai_uint32)pString.length();
        memcpy(data, pString.c_str(), length);
        data[length] = 0;
    }

    /** Copy a const char* to the aiString */
    void Set(const char *sz, size_t maxlen) {
        if (sz == nullptr) {
            return;
        }
        size_t len = 0;
        for (size_t i=0; i<maxlen; ++i) {
            if (sz[i] == '\0') {
                break;
            }
            ++len;
        }
        if (len > AI_MAXLEN - 1) {
            len = AI_MAXLEN - 1;
        }
        length = static_cast<uint32_t>(len);
        memcpy(data, sz, len);
        data[len] = 0;
    }

    /** Assignment operator */
    aiString &operator=(const aiString &rOther) {
        if (this == &rOther) {
            return *this;
        }

        length = rOther.length;
        if (length > (AI_MAXLEN - 1)) {
            length = static_cast<ai_int32>(AI_MAXLEN - 1);
        }

        memcpy(data, rOther.data, length);
        data[length] = '\0';
        return *this;
    }

    /** Assign a const char* to the string */
    aiString &operator=(const char *sz) {
        Set(sz);
        return *this;
    }

    /** Assign a cstd::string to the string */
    aiString &operator=(const std::string &pString) {
        Set(pString);
        return *this;
    }

    /** Comparison operator */
    bool operator==(const aiString &other) const {
        if (length == other.length) {
            return memcmp(data, other.data, length) == 0;
        }
        return false;
    }

    /** Inverse comparison operator */
    bool operator!=(const aiString &other) const {
        return !(*this == other);
    }

    /** Append a string to the string */
    void Append(const char *app) {
        const ai_uint32 len = static_cast<ai_uint32>(::strlen(app));
        if (!len) {
            return;
        }
        if (length + len >= AI_MAXLEN) {
            return;
        }

        memcpy(&data[length], app, len + 1);
        length += len;
    }

    /** Clear the string - reset its length to zero */
    void Clear() {
        length = 0;
        data[0] = '\0';

#ifdef ASSIMP_BUILD_DEBUG
        // Debug build: overwrite the string on its full length with ESC (27)
        memset(data + 1, 27, AI_MAXLEN - 1);
#endif
    }

    /** Returns a pointer to the underlying zero-terminated array of characters */
    const char *C_Str() const {
        return data;
    }

    /**
     * @brief  Will return true, if the string is empty.
     * @return true if the string is empty, false if not
     */
    bool Empty() const {
        return length == 0;
    }

#endif // !__cplusplus

    /** Binary length of the string excluding the terminal 0. This is NOT the
     *  logical length of strings containing UTF-8 multi-byte sequences! It's
     *  the number of bytes from the beginning of the string to its end.*/
    ai_uint32 length;

    /** String buffer. Size limit is AI_MAXLEN */
    char data[AI_MAXLEN];
}; // !struct aiString

// ----------------------------------------------------------------------------------
/** Standard return type for some library functions.
 * Rarely used, and if, mostly in the C API.
 */
typedef enum aiReturn {
    /** Indicates that a function was successful */
    aiReturn_SUCCESS = 0x0,

    /** Indicates that a function failed */
    aiReturn_FAILURE = -0x1,

    /** Indicates that not enough memory was available
     * to perform the requested operation
     */
    aiReturn_OUTOFMEMORY = -0x3,

    /** @cond never
     *  Force 32-bit size enum
     */
    _AI_ENFORCE_ENUM_SIZE = 0x7fffffff

    /// @endcond
} aiReturn; // !enum aiReturn

// just for backwards compatibility, don't use these constants anymore
#define AI_SUCCESS aiReturn_SUCCESS
#define AI_FAILURE aiReturn_FAILURE
#define AI_OUTOFMEMORY aiReturn_OUTOFMEMORY

// ----------------------------------------------------------------------------------
/** Seek origins (for the virtual file system API).
 *  Much cooler than using SEEK_SET, SEEK_CUR or SEEK_END.
 */
enum aiOrigin {
    /** Beginning of the file */
    aiOrigin_SET = 0x0,

    /** Current position of the file pointer */
    aiOrigin_CUR = 0x1,

    /** End of the file, offsets must be negative */
    aiOrigin_END = 0x2,

    /**  @cond never
     *   Force 32-bit size enum
     */
    _AI_ORIGIN_ENFORCE_ENUM_SIZE = 0x7fffffff

    /// @endcond
}; // !enum aiOrigin

// ----------------------------------------------------------------------------------
/** @brief Enumerates predefined log streaming destinations.
 *  Logging to these streams can be enabled with a single call to
 *   #LogStream::createDefaultStream.
 */
enum aiDefaultLogStream {
    /** Stream the log to a file */
    aiDefaultLogStream_FILE = 0x1,

    /** Stream the log to std::cout */
    aiDefaultLogStream_STDOUT = 0x2,

    /** Stream the log to std::cerr */
    aiDefaultLogStream_STDERR = 0x4,

    /** MSVC only: Stream the log the the debugger
     * (this relies on OutputDebugString from the Win32 SDK)
     */
    aiDefaultLogStream_DEBUGGER = 0x8,

    /** @cond never
     *  Force 32-bit size enum
     */
    _AI_DLS_ENFORCE_ENUM_SIZE = 0x7fffffff
    /// @endcond
}; // !enum aiDefaultLogStream

// just for backwards compatibility, don't use these constants anymore
#define DLS_FILE aiDefaultLogStream_FILE
#define DLS_STDOUT aiDefaultLogStream_STDOUT
#define DLS_STDERR aiDefaultLogStream_STDERR
#define DLS_DEBUGGER aiDefaultLogStream_DEBUGGER

// ----------------------------------------------------------------------------------
/** Stores the memory requirements for different components (e.g. meshes, materials,
 *  animations) of an import. All sizes are in bytes.
 *  @see Importer::GetMemoryRequirements()
*/
struct aiMemoryInfo {
#ifdef __cplusplus

    /** Default constructor */
    aiMemoryInfo() AI_NO_EXCEPT
            : textures(0),
              materials(0),
              meshes(0),
              nodes(0),
              animations(0),
              cameras(0),
              lights(0),
              total(0) {}

#endif

    /** Storage allocated for texture data */
    unsigned int textures;

    /** Storage allocated for material data  */
    unsigned int materials;

    /** Storage allocated for mesh data */
    unsigned int meshes;

    /** Storage allocated for node data */
    unsigned int nodes;

    /** Storage allocated for animation data */
    unsigned int animations;

    /** Storage allocated for camera data */
    unsigned int cameras;

    /** Storage allocated for light data */
    unsigned int lights;

    /** Total storage allocated for the full import. */
    unsigned int total;
}; // !struct aiMemoryInfo

/**
 *  @brief  Type to store a in-memory data buffer.
 */
struct aiBuffer {
    const char *data; ///< Begin poiner
    const char *end;  ///< End pointer

#ifdef __cplusplus
    /// @brief  The class constructor.
    aiBuffer() :
            data(nullptr), end(nullptr) {}

    /// @brief  The class destructor.
    ~aiBuffer() = default;
#endif //!  __cplusplus
};

#ifdef __cplusplus
}
#endif //!  __cplusplus

// Include implementation files
#include "vector2.inl"
#include "vector3.inl"
#include "color4.inl"
#include "matrix3x3.inl"
#include "matrix4x4.inl"
#include "quaternion.inl"

#endif // AI_TYPES_H_INC
