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/** @file MD3Loader.cpp
 *  @brief Implementation of the MD3 importer class
 *
 *  Sources:
 *     http://www.gamers.org/dEngine/quake3/UQ3S
 *     http://linux.ucla.edu/~phaethon/q3/formats/md3format.html
 *     http://www.heppler.com/shader/shader/
 */

#ifndef ASSIMP_BUILD_NO_MD3_IMPORTER

#include "AssetLib/MD3/MD3Loader.h"
#include "Common/Importer.h"

#include <assimp/GenericProperty.h>
#include <assimp/ParsingUtils.h>
#include <assimp/RemoveComments.h>
#include <assimp/SceneCombiner.h>
#include <assimp/importerdesc.h>
#include <assimp/material.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOSystem.hpp>

#include <cctype>
#include <memory>

using namespace Assimp;

static const aiImporterDesc desc = {
    "Quake III Mesh Importer",
    "",
    "",
    "",
    aiImporterFlags_SupportBinaryFlavour,
    0,
    0,
    0,
    0,
    "md3"
};

// ------------------------------------------------------------------------------------------------
// Convert a Q3 shader blend function to the appropriate enum value
Q3Shader::BlendFunc StringToBlendFunc(const std::string &m) {
    if (m == "GL_ONE") {
        return Q3Shader::BLEND_GL_ONE;
    }
    if (m == "GL_ZERO") {
        return Q3Shader::BLEND_GL_ZERO;
    }
    if (m == "GL_SRC_ALPHA") {
        return Q3Shader::BLEND_GL_SRC_ALPHA;
    }
    if (m == "GL_ONE_MINUS_SRC_ALPHA") {
        return Q3Shader::BLEND_GL_ONE_MINUS_SRC_ALPHA;
    }
    if (m == "GL_ONE_MINUS_DST_COLOR") {
        return Q3Shader::BLEND_GL_ONE_MINUS_DST_COLOR;
    }
    ASSIMP_LOG_ERROR("Q3Shader: Unknown blend function: ", m);
    return Q3Shader::BLEND_NONE;
}

// ------------------------------------------------------------------------------------------------
// Load a Quake 3 shader
bool Q3Shader::LoadShader(ShaderData &fill, const std::string &pFile, IOSystem *io) {
    std::unique_ptr<IOStream> file(io->Open(pFile, "rt"));
    if (!file.get())
        return false; // if we can't access the file, don't worry and return

    ASSIMP_LOG_INFO("Loading Quake3 shader file ", pFile);

    // read file in memory
    const size_t s = file->FileSize();
    std::vector<char> _buff(s + 1);
    file->Read(&_buff[0], s, 1);
    _buff[s] = 0;

    // remove comments from it (C++ style)
    CommentRemover::RemoveLineComments("//", &_buff[0]);
    const char *buff = &_buff[0];

    Q3Shader::ShaderDataBlock *curData = nullptr;
    Q3Shader::ShaderMapBlock *curMap = nullptr;

    // read line per line
    for (; SkipSpacesAndLineEnd(&buff); SkipLine(&buff)) {

        if (*buff == '{') {
            ++buff;

            // append to last section, if any
            if (!curData) {
                ASSIMP_LOG_ERROR("Q3Shader: Unexpected shader section token \'{\'");
                return true; // still no failure, the file is there
            }

            // read this data section
            for (; SkipSpacesAndLineEnd(&buff); SkipLine(&buff)) {
                if (*buff == '{') {
                    ++buff;
                    // add new map section
                    curData->maps.push_back(Q3Shader::ShaderMapBlock());
                    curMap = &curData->maps.back();

                    for (; SkipSpacesAndLineEnd(&buff); SkipLine(&buff)) {
                        // 'map' - Specifies texture file name
                        if (TokenMatchI(buff, "map", 3) || TokenMatchI(buff, "clampmap", 8)) {
                            curMap->name = GetNextToken(buff);
                        }
                        // 'blendfunc' - Alpha blending mode
                        else if (TokenMatchI(buff, "blendfunc", 9)) {
                            const std::string blend_src = GetNextToken(buff);
                            if (blend_src == "add") {
                                curMap->blend_src = Q3Shader::BLEND_GL_ONE;
                                curMap->blend_dest = Q3Shader::BLEND_GL_ONE;
                            } else if (blend_src == "filter") {
                                curMap->blend_src = Q3Shader::BLEND_GL_DST_COLOR;
                                curMap->blend_dest = Q3Shader::BLEND_GL_ZERO;
                            } else if (blend_src == "blend") {
                                curMap->blend_src = Q3Shader::BLEND_GL_SRC_ALPHA;
                                curMap->blend_dest = Q3Shader::BLEND_GL_ONE_MINUS_SRC_ALPHA;
                            } else {
                                curMap->blend_src = StringToBlendFunc(blend_src);
                                curMap->blend_dest = StringToBlendFunc(GetNextToken(buff));
                            }
                        }
                        // 'alphafunc' - Alpha testing mode
                        else if (TokenMatchI(buff, "alphafunc", 9)) {
                            const std::string at = GetNextToken(buff);
                            if (at == "GT0") {
                                curMap->alpha_test = Q3Shader::AT_GT0;
                            } else if (at == "LT128") {
                                curMap->alpha_test = Q3Shader::AT_LT128;
                            } else if (at == "GE128") {
                                curMap->alpha_test = Q3Shader::AT_GE128;
                            }
                        } else if (*buff == '}') {
                            ++buff;
                            // close this map section
                            curMap = nullptr;
                            break;
                        }
                    }

                } else if (*buff == '}') {
                    ++buff;
                    curData = nullptr;
                    break;
                }

                // 'cull' specifies culling behaviour for the model
                else if (TokenMatchI(buff, "cull", 4)) {
                    SkipSpaces(&buff);
                    if (!ASSIMP_strincmp(buff, "back", 4)) { // render face's backside, does not function in Q3 engine (bug)
                        curData->cull = Q3Shader::CULL_CCW;
                    } else if (!ASSIMP_strincmp(buff, "front", 5)) { // is not valid keyword in Q3, but occurs in shaders
                        curData->cull = Q3Shader::CULL_CW;
                    } else if (!ASSIMP_strincmp(buff, "none", 4) || !ASSIMP_strincmp(buff, "twosided", 8) || !ASSIMP_strincmp(buff, "disable", 7)) {
                        curData->cull = Q3Shader::CULL_NONE;
                    } else {
                        ASSIMP_LOG_ERROR("Q3Shader: Unrecognized cull mode");
                    }
                }
            }
        } else {
            // add new section
            fill.blocks.push_back(Q3Shader::ShaderDataBlock());
            curData = &fill.blocks.back();

            // get the name of this section
            curData->name = GetNextToken(buff);
        }
    }
    return true;
}

// ------------------------------------------------------------------------------------------------
// Load a Quake 3 skin
bool Q3Shader::LoadSkin(SkinData &fill, const std::string &pFile, IOSystem *io) {
    std::unique_ptr<IOStream> file(io->Open(pFile, "rt"));
    if (!file.get())
        return false; // if we can't access the file, don't worry and return

    ASSIMP_LOG_INFO("Loading Quake3 skin file ", pFile);

    // read file in memory
    const size_t s = file->FileSize();
    std::vector<char> _buff(s + 1);
    const char *buff = &_buff[0];
    file->Read(&_buff[0], s, 1);
    _buff[s] = 0;

    // remove commas
    std::replace(_buff.begin(), _buff.end(), ',', ' ');

    // read token by token and fill output table
    for (; *buff;) {
        SkipSpacesAndLineEnd(&buff);

        // get first identifier
        std::string ss = GetNextToken(buff);

        // ignore tokens starting with tag_
        if (!::strncmp(&ss[0], "tag_", std::min((size_t)4, ss.length())))
            continue;

        fill.textures.push_back(SkinData::TextureEntry());
        SkinData::TextureEntry &entry = fill.textures.back();

        entry.first = ss;
        entry.second = GetNextToken(buff);
    }
    return true;
}

// ------------------------------------------------------------------------------------------------
// Convert Q3Shader to material
void Q3Shader::ConvertShaderToMaterial(aiMaterial *out, const ShaderDataBlock &shader) {
    ai_assert(nullptr != out);

    /*  IMPORTANT: This is not a real conversion. Actually we're just guessing and
     *  hacking around to build an aiMaterial that looks nearly equal to the
     *  original Quake 3 shader. We're missing some important features like
     *  animatable material properties in our material system, but at least
     *  multiple textures should be handled correctly.
     */

    // Two-sided material?
    if (shader.cull == Q3Shader::CULL_NONE) {
        const int twosided = 1;
        out->AddProperty(&twosided, 1, AI_MATKEY_TWOSIDED);
    }

    unsigned int cur_emissive = 0, cur_diffuse = 0, cur_lm = 0;

    // Iterate through all textures
    for (std::list<Q3Shader::ShaderMapBlock>::const_iterator it = shader.maps.begin(); it != shader.maps.end(); ++it) {

        // CONVERSION BEHAVIOUR:
        //
        //
        // If the texture is additive
        //  - if it is the first texture, assume additive blending for the whole material
        //  - otherwise register it as emissive texture.
        //
        // If the texture is using standard blend (or if the blend mode is unknown)
        //  - if first texture: assume default blending for material
        //  - in any case: set it as diffuse texture
        //
        // If the texture is using 'filter' blending
        //  - take as lightmap
        //
        // Textures with alpha funcs
        //  - aiTextureFlags_UseAlpha is set (otherwise aiTextureFlags_NoAlpha is explicitly set)
        aiString s((*it).name);
        aiTextureType type;
        unsigned int index;

        if ((*it).blend_src == Q3Shader::BLEND_GL_ONE && (*it).blend_dest == Q3Shader::BLEND_GL_ONE) {
            if (it == shader.maps.begin()) {
                const int additive = aiBlendMode_Additive;
                out->AddProperty(&additive, 1, AI_MATKEY_BLEND_FUNC);

                index = cur_diffuse++;
                type = aiTextureType_DIFFUSE;
            } else {
                index = cur_emissive++;
                type = aiTextureType_EMISSIVE;
            }
        } else if ((*it).blend_src == Q3Shader::BLEND_GL_DST_COLOR && (*it).blend_dest == Q3Shader::BLEND_GL_ZERO) {
            index = cur_lm++;
            type = aiTextureType_LIGHTMAP;
        } else {
            const int blend = aiBlendMode_Default;
            out->AddProperty(&blend, 1, AI_MATKEY_BLEND_FUNC);

            index = cur_diffuse++;
            type = aiTextureType_DIFFUSE;
        }

        // setup texture
        out->AddProperty(&s, AI_MATKEY_TEXTURE(type, index));

        // setup texture flags
        const int use_alpha = ((*it).alpha_test != Q3Shader::AT_NONE ? aiTextureFlags_UseAlpha : aiTextureFlags_IgnoreAlpha);
        out->AddProperty(&use_alpha, 1, AI_MATKEY_TEXFLAGS(type, index));
    }
    // If at least one emissive texture was set, set the emissive base color to 1 to ensure
    // the texture is actually displayed.
    if (0 != cur_emissive) {
        aiColor3D one(1.f, 1.f, 1.f);
        out->AddProperty(&one, 1, AI_MATKEY_COLOR_EMISSIVE);
    }
}

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MD3Importer::MD3Importer() :
        configFrameID(0), configHandleMP(true), configSpeedFlag(), pcHeader(), mBuffer(), fileSize(), mScene(), mIOHandler() {}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well
MD3Importer::~MD3Importer() {}

// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool MD3Importer::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
    const std::string extension = GetExtension(pFile);
    if (extension == "md3")
        return true;

    // if check for extension is not enough, check for the magic tokens
    if (!extension.length() || checkSig) {
        uint32_t tokens[1];
        tokens[0] = AI_MD3_MAGIC_NUMBER_LE;
        return CheckMagicToken(pIOHandler, pFile, tokens, 1);
    }
    return false;
}

// ------------------------------------------------------------------------------------------------
void MD3Importer::ValidateHeaderOffsets() {
    // Check magic number
    if (pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_BE &&
            pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_LE)
        throw DeadlyImportError("Invalid MD3 file: Magic bytes not found");

    // Check file format version
    if (pcHeader->VERSION > 15)
        ASSIMP_LOG_WARN("Unsupported MD3 file version. Continuing happily ...");

    // Check some offset values whether they are valid
    if (!pcHeader->NUM_SURFACES)
        throw DeadlyImportError("Invalid md3 file: NUM_SURFACES is 0");

    if (pcHeader->OFS_FRAMES >= fileSize || pcHeader->OFS_SURFACES >= fileSize ||
            pcHeader->OFS_EOF > fileSize) {
        throw DeadlyImportError("Invalid MD3 header: some offsets are outside the file");
    }

    if (pcHeader->NUM_SURFACES > AI_MAX_ALLOC(MD3::Surface)) {
        throw DeadlyImportError("Invalid MD3 header: too many surfaces, would overflow");
    }

    if (pcHeader->OFS_SURFACES + pcHeader->NUM_SURFACES * sizeof(MD3::Surface) >= fileSize) {
        throw DeadlyImportError("Invalid MD3 header: some surfaces are outside the file");
    }

    if (pcHeader->NUM_FRAMES <= configFrameID)
        throw DeadlyImportError("The requested frame is not existing the file");
}

// ------------------------------------------------------------------------------------------------
void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface *pcSurf) {
    // Calculate the relative offset of the surface
    const int32_t ofs = int32_t((const unsigned char *)pcSurf - this->mBuffer);

    // Check whether all data chunks are inside the valid range
    if (pcSurf->OFS_TRIANGLES + ofs + pcSurf->NUM_TRIANGLES * sizeof(MD3::Triangle) > fileSize ||
            pcSurf->OFS_SHADERS + ofs + pcSurf->NUM_SHADER * sizeof(MD3::Shader) > fileSize ||
            pcSurf->OFS_ST + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::TexCoord) > fileSize ||
            pcSurf->OFS_XYZNORMAL + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::Vertex) > fileSize) {

        throw DeadlyImportError("Invalid MD3 surface header: some offsets are outside the file");
    }

    // Check whether all requirements for Q3 files are met. We don't
    // care, but probably someone does.
    if (pcSurf->NUM_TRIANGLES > AI_MD3_MAX_TRIANGLES) {
        ASSIMP_LOG_WARN("MD3: Quake III triangle limit exceeded");
    }

    if (pcSurf->NUM_SHADER > AI_MD3_MAX_SHADERS) {
        ASSIMP_LOG_WARN("MD3: Quake III shader limit exceeded");
    }

    if (pcSurf->NUM_VERTICES > AI_MD3_MAX_VERTS) {
        ASSIMP_LOG_WARN("MD3: Quake III vertex limit exceeded");
    }

    if (pcSurf->NUM_FRAMES > AI_MD3_MAX_FRAMES) {
        ASSIMP_LOG_WARN("MD3: Quake III frame limit exceeded");
    }
}

// ------------------------------------------------------------------------------------------------
const aiImporterDesc *MD3Importer::GetInfo() const {
    return &desc;
}

// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void MD3Importer::SetupProperties(const Importer *pImp) {
    // The
    // AI_CONFIG_IMPORT_MD3_KEYFRAME option overrides the
    // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
    configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_KEYFRAME, -1);
    if (static_cast<unsigned int>(-1) == configFrameID) {
        configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME, 0);
    }

    // AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART
    configHandleMP = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART, 1));

    // AI_CONFIG_IMPORT_MD3_SKIN_NAME
    configSkinFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SKIN_NAME, "default"));

    // AI_CONFIG_IMPORT_MD3_LOAD_SHADERS
    configLoadShaders = (pImp->GetPropertyBool(AI_CONFIG_IMPORT_MD3_LOAD_SHADERS, true));

    // AI_CONFIG_IMPORT_MD3_SHADER_SRC
    configShaderFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SHADER_SRC, ""));

    // AI_CONFIG_FAVOUR_SPEED
    configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED, 0));
}

// ------------------------------------------------------------------------------------------------
// Try to read the skin for a MD3 file
void MD3Importer::ReadSkin(Q3Shader::SkinData &fill) const {
    // skip any postfixes (e.g. lower_1.md3)
    std::string::size_type s = filename.find_last_of('_');
    if (s == std::string::npos) {
        s = filename.find_last_of('.');
        if (s == std::string::npos) {
            s = filename.size();
        }
    }
    ai_assert(s != std::string::npos);

    const std::string skin_file = path + filename.substr(0, s) + "_" + configSkinFile + ".skin";
    Q3Shader::LoadSkin(fill, skin_file, mIOHandler);
}

// ------------------------------------------------------------------------------------------------
// Try to read the shader for a MD3 file
void MD3Importer::ReadShader(Q3Shader::ShaderData &fill) const {
    // Determine Q3 model name from given path
    const std::string::size_type s = path.find_last_of("\\/", path.length() - 2);
    const std::string model_file = path.substr(s + 1, path.length() - (s + 2));

    // If no specific dir or file is given, use our default search behaviour
    if (!configShaderFile.length()) {
        const char sep = mIOHandler->getOsSeparator();
        if (!Q3Shader::LoadShader(fill, path + ".." + sep + ".." + sep + ".." + sep + "scripts" + sep + model_file + ".shader", mIOHandler)) {
             Q3Shader::LoadShader(fill, path + ".." + sep + ".." + sep + ".." + sep + "scripts" + sep + filename + ".shader", mIOHandler);
        }
    } else {
        // If the given string specifies a file, load this file.
        // Otherwise it's a directory.
        const std::string::size_type st = configShaderFile.find_last_of('.');
        if (st == std::string::npos) {

            if (!Q3Shader::LoadShader(fill, configShaderFile + model_file + ".shader", mIOHandler)) {
                Q3Shader::LoadShader(fill, configShaderFile + filename + ".shader", mIOHandler);
            }
        } else {
            Q3Shader::LoadShader(fill, configShaderFile, mIOHandler);
        }
    }
}

// ------------------------------------------------------------------------------------------------
// Tiny helper to remove a single node from its parent' list
void RemoveSingleNodeFromList(aiNode *nd) {
    if (!nd || nd->mNumChildren || !nd->mParent) return;
    aiNode *par = nd->mParent;
    for (unsigned int i = 0; i < par->mNumChildren; ++i) {
        if (par->mChildren[i] == nd) {
            --par->mNumChildren;
            for (; i < par->mNumChildren; ++i) {
                par->mChildren[i] = par->mChildren[i + 1];
            }
            delete nd;
            break;
        }
    }
}

// ------------------------------------------------------------------------------------------------
// Read a multi-part Q3 player model
bool MD3Importer::ReadMultipartFile() {
    // check whether the file name contains a common postfix, e.g lower_2.md3
    std::string::size_type s = filename.find_last_of('_'), t = filename.find_last_of('.');

    if (t == std::string::npos)
        t = filename.size();
    if (s == std::string::npos)
        s = t;

    const std::string mod_filename = filename.substr(0, s);
    const std::string suffix = filename.substr(s, t - s);

    if (mod_filename == "lower" || mod_filename == "upper" || mod_filename == "head") {
        const std::string lower = path + "lower" + suffix + ".md3";
        const std::string upper = path + "upper" + suffix + ".md3";
        const std::string head = path + "head" + suffix + ".md3";

        aiScene *scene_upper = nullptr;
        aiScene *scene_lower = nullptr;
        aiScene *scene_head = nullptr;
        std::string failure;

        aiNode *tag_torso, *tag_head;
        std::vector<AttachmentInfo> attach;

        ASSIMP_LOG_INFO("Multi part MD3 player model: lower, upper and head parts are joined");

        // ensure we won't try to load ourselves recursively
        BatchLoader::PropertyMap props;
        SetGenericProperty(props.ints, AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART, 0);

        // now read these three files
        BatchLoader batch(mIOHandler);
        const unsigned int _lower = batch.AddLoadRequest(lower, 0, &props);
        const unsigned int _upper = batch.AddLoadRequest(upper, 0, &props);
        const unsigned int _head = batch.AddLoadRequest(head, 0, &props);
        batch.LoadAll();

        // now construct a dummy scene to place these three parts in
        aiScene *master = new aiScene();
        aiNode *nd = master->mRootNode = new aiNode();
        nd->mName.Set("<MD3_Player>");

        // ... and get them. We need all of them.
        scene_lower = batch.GetImport(_lower);
        if (!scene_lower) {
            ASSIMP_LOG_ERROR("M3D: Failed to read multi part model, lower.md3 fails to load");
            failure = "lower";
            goto error_cleanup;
        }

        scene_upper = batch.GetImport(_upper);
        if (!scene_upper) {
            ASSIMP_LOG_ERROR("M3D: Failed to read multi part model, upper.md3 fails to load");
            failure = "upper";
            goto error_cleanup;
        }

        scene_head = batch.GetImport(_head);
        if (!scene_head) {
            ASSIMP_LOG_ERROR("M3D: Failed to read multi part model, head.md3 fails to load");
            failure = "head";
            goto error_cleanup;
        }

        // build attachment infos. search for typical Q3 tags

        // original root
        scene_lower->mRootNode->mName.Set("lower");
        attach.push_back(AttachmentInfo(scene_lower, nd));

        // tag_torso
        tag_torso = scene_lower->mRootNode->FindNode("tag_torso");
        if (!tag_torso) {
            ASSIMP_LOG_ERROR("M3D: Failed to find attachment tag for multi part model: tag_torso expected");
            goto error_cleanup;
        }
        scene_upper->mRootNode->mName.Set("upper");
        attach.push_back(AttachmentInfo(scene_upper, tag_torso));

        // tag_head
        tag_head = scene_upper->mRootNode->FindNode("tag_head");
        if (!tag_head) {
            ASSIMP_LOG_ERROR("M3D: Failed to find attachment tag for multi part model: tag_head expected");
            goto error_cleanup;
        }
        scene_head->mRootNode->mName.Set("head");
        attach.push_back(AttachmentInfo(scene_head, tag_head));

        // Remove tag_head and tag_torso from all other model parts ...
        // this ensures (together with AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY)
        // that tag_torso/tag_head is also the name of the (unique) output node
        RemoveSingleNodeFromList(scene_upper->mRootNode->FindNode("tag_torso"));
        RemoveSingleNodeFromList(scene_head->mRootNode->FindNode("tag_head"));

        // Undo the rotations which we applied to the coordinate systems. We're
        // working in global Quake space here
        scene_head->mRootNode->mTransformation = aiMatrix4x4();
        scene_lower->mRootNode->mTransformation = aiMatrix4x4();
        scene_upper->mRootNode->mTransformation = aiMatrix4x4();

        // and merge the scenes
        SceneCombiner::MergeScenes(&mScene, master, attach,
                AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES |
                        AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES |
                        AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS |
                        (!configSpeedFlag ? AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY : 0));

        // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
        mScene->mRootNode->mTransformation = aiMatrix4x4(1.f, 0.f, 0.f, 0.f,
                0.f, 0.f, 1.f, 0.f, 0.f, -1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);

        return true;

    error_cleanup:
        delete scene_upper;
        delete scene_lower;
        delete scene_head;
        delete master;

        if (failure == mod_filename) {
            throw DeadlyImportError("MD3: failure to read multipart host file");
        }
    }
    return false;
}

// ------------------------------------------------------------------------------------------------
// Convert a MD3 path to a proper value
void MD3Importer::ConvertPath(const char *texture_name, const char *header_name, std::string &out) const {
    // If the MD3's internal path itself and the given path are using
    // the same directory, remove it completely to get right output paths.
    const char *end1 = ::strrchr(header_name, '\\');
    if (!end1) end1 = ::strrchr(header_name, '/');

    const char *end2 = ::strrchr(texture_name, '\\');
    if (!end2) end2 = ::strrchr(texture_name, '/');

    // HACK: If the paths starts with "models", ignore the
    // next two hierarchy levels, it specifies just the model name.
    // Ignored by Q3, it might be not equal to the real model location.
    if (end2) {

        size_t len2;
        const size_t len1 = (size_t)(end1 - header_name);
        if (!ASSIMP_strincmp(texture_name, "models", 6) && (texture_name[6] == '/' || texture_name[6] == '\\')) {
            len2 = 6; // ignore the seventh - could be slash or backslash

            if (!header_name[0]) {
                // Use the file name only
                out = end2 + 1;
                return;
            }
        } else
            len2 = std::min(len1, (size_t)(end2 - texture_name));
        if (!ASSIMP_strincmp(texture_name, header_name, static_cast<unsigned int>(len2))) {
            // Use the file name only
            out = end2 + 1;
            return;
        }
    }
    // Use the full path
    out = texture_name;
}

// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MD3Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
    mFile = pFile;
    mScene = pScene;
    mIOHandler = pIOHandler;

    // get base path and file name
    // todo ... move to PathConverter
    std::string::size_type s = mFile.find_last_of("/\\");
    if (s == std::string::npos) {
        s = 0;
    } else {
        ++s;
    }
    filename = mFile.substr(s), path = mFile.substr(0, s);
    for (std::string::iterator it = filename.begin(); it != filename.end(); ++it) {
        *it = static_cast<char>(tolower(static_cast<unsigned char>(*it)));
    }

    // Load multi-part model file, if necessary
    if (configHandleMP) {
        if (ReadMultipartFile())
            return;
    }

    std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));

    // Check whether we can read from the file
    if (file.get() == nullptr) {
        throw DeadlyImportError("Failed to open MD3 file ", pFile, ".");
    }

    // Check whether the md3 file is large enough to contain the header
    fileSize = (unsigned int)file->FileSize();
    if (fileSize < sizeof(MD3::Header))
        throw DeadlyImportError("MD3 File is too small.");

    // Allocate storage and copy the contents of the file to a memory buffer
    std::vector<unsigned char> mBuffer2(fileSize);
    file->Read(&mBuffer2[0], 1, fileSize);
    mBuffer = &mBuffer2[0];

    pcHeader = (BE_NCONST MD3::Header *)mBuffer;

    // Ensure correct endianness
#ifdef AI_BUILD_BIG_ENDIAN

    AI_SWAP4(pcHeader->VERSION);
    AI_SWAP4(pcHeader->FLAGS);
    AI_SWAP4(pcHeader->IDENT);
    AI_SWAP4(pcHeader->NUM_FRAMES);
    AI_SWAP4(pcHeader->NUM_SKINS);
    AI_SWAP4(pcHeader->NUM_SURFACES);
    AI_SWAP4(pcHeader->NUM_TAGS);
    AI_SWAP4(pcHeader->OFS_EOF);
    AI_SWAP4(pcHeader->OFS_FRAMES);
    AI_SWAP4(pcHeader->OFS_SURFACES);
    AI_SWAP4(pcHeader->OFS_TAGS);

#endif

    // Validate the file header
    ValidateHeaderOffsets();

    // Navigate to the list of surfaces
    BE_NCONST MD3::Surface *pcSurfaces = (BE_NCONST MD3::Surface *)(mBuffer + pcHeader->OFS_SURFACES);

    // Navigate to the list of tags
    BE_NCONST MD3::Tag *pcTags = (BE_NCONST MD3::Tag *)(mBuffer + pcHeader->OFS_TAGS);

    // Allocate output storage
    pScene->mNumMeshes = pcHeader->NUM_SURFACES;
    if (pcHeader->NUM_SURFACES == 0) {
        throw DeadlyImportError("MD3: No surfaces");
    } else if (pcHeader->NUM_SURFACES > AI_MAX_ALLOC(aiMesh)) {
        // We allocate pointers but check against the size of aiMesh
        // since those pointers will eventually have to point to real objects
        throw DeadlyImportError("MD3: Too many surfaces, would run out of memory");
    }
    pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];

    pScene->mNumMaterials = pcHeader->NUM_SURFACES;
    pScene->mMaterials = new aiMaterial *[pScene->mNumMeshes];

    // Set arrays to zero to ensue proper destruction if an exception is raised
    ::memset(pScene->mMeshes, 0, pScene->mNumMeshes * sizeof(aiMesh *));
    ::memset(pScene->mMaterials, 0, pScene->mNumMaterials * sizeof(aiMaterial *));

    // Now read possible skins from .skin file
    Q3Shader::SkinData skins;
    ReadSkin(skins);

    // And check whether we can locate a shader file for this model
    Q3Shader::ShaderData shaders;
    if (configLoadShaders){
        ReadShader(shaders);
    }

    // Adjust all texture paths in the shader
    const char *header_name = pcHeader->NAME;
    if (!shaders.blocks.empty()) {
        for (std::list<Q3Shader::ShaderDataBlock>::iterator dit = shaders.blocks.begin(); dit != shaders.blocks.end(); ++dit) {
            ConvertPath((*dit).name.c_str(), header_name, (*dit).name);

            for (std::list<Q3Shader::ShaderMapBlock>::iterator mit = (*dit).maps.begin(); mit != (*dit).maps.end(); ++mit) {
                ConvertPath((*mit).name.c_str(), header_name, (*mit).name);
            }
        }
    }

    // Read all surfaces from the file
    unsigned int iNum = pcHeader->NUM_SURFACES;
    unsigned int iNumMaterials = 0;
    while (iNum-- > 0) {

        // Ensure correct endianness
#ifdef AI_BUILD_BIG_ENDIAN

        AI_SWAP4(pcSurfaces->FLAGS);
        AI_SWAP4(pcSurfaces->IDENT);
        AI_SWAP4(pcSurfaces->NUM_FRAMES);
        AI_SWAP4(pcSurfaces->NUM_SHADER);
        AI_SWAP4(pcSurfaces->NUM_TRIANGLES);
        AI_SWAP4(pcSurfaces->NUM_VERTICES);
        AI_SWAP4(pcSurfaces->OFS_END);
        AI_SWAP4(pcSurfaces->OFS_SHADERS);
        AI_SWAP4(pcSurfaces->OFS_ST);
        AI_SWAP4(pcSurfaces->OFS_TRIANGLES);
        AI_SWAP4(pcSurfaces->OFS_XYZNORMAL);

#endif

        // Validate the surface header
        ValidateSurfaceHeaderOffsets(pcSurfaces);

        // Navigate to the vertex list of the surface
        BE_NCONST MD3::Vertex *pcVertices = (BE_NCONST MD3::Vertex *)(((uint8_t *)pcSurfaces) + pcSurfaces->OFS_XYZNORMAL);

        // Navigate to the triangle list of the surface
        BE_NCONST MD3::Triangle *pcTriangles = (BE_NCONST MD3::Triangle *)(((uint8_t *)pcSurfaces) + pcSurfaces->OFS_TRIANGLES);

        // Navigate to the texture coordinate list of the surface
        BE_NCONST MD3::TexCoord *pcUVs = (BE_NCONST MD3::TexCoord *)(((uint8_t *)pcSurfaces) + pcSurfaces->OFS_ST);

        // Navigate to the shader list of the surface
        BE_NCONST MD3::Shader *pcShaders = (BE_NCONST MD3::Shader *)(((uint8_t *)pcSurfaces) + pcSurfaces->OFS_SHADERS);

        // If the submesh is empty ignore it
        if (0 == pcSurfaces->NUM_VERTICES || 0 == pcSurfaces->NUM_TRIANGLES) {
            pcSurfaces = (BE_NCONST MD3::Surface *)(((uint8_t *)pcSurfaces) + pcSurfaces->OFS_END);
            pScene->mNumMeshes--;
            continue;
        }

        // Allocate output mesh
        pScene->mMeshes[iNum] = new aiMesh();
        aiMesh *pcMesh = pScene->mMeshes[iNum];

        std::string _texture_name;
        const char *texture_name = nullptr;

        // Check whether we have a texture record for this surface in the .skin file
        std::list<Q3Shader::SkinData::TextureEntry>::iterator it = std::find(
                skins.textures.begin(), skins.textures.end(), pcSurfaces->NAME);

        if (it != skins.textures.end()) {
            texture_name = &*(_texture_name = (*it).second).begin();
            ASSIMP_LOG_VERBOSE_DEBUG("MD3: Assigning skin texture ", (*it).second, " to surface ", pcSurfaces->NAME);
            (*it).resolved = true; // mark entry as resolved
        }

        // Get the first shader (= texture?) assigned to the surface
        if (!texture_name && pcSurfaces->NUM_SHADER) {
            texture_name = pcShaders->NAME;
        }

        std::string convertedPath;
        if (texture_name) {
            if (configLoadShaders){
                ConvertPath(texture_name, header_name, convertedPath);
            }
            else{
                convertedPath = texture_name;
            }
        }

        const Q3Shader::ShaderDataBlock *shader = nullptr;

        // Now search the current shader for a record with this name (
        // excluding texture file extension)
        if (!shaders.blocks.empty()) {
            std::string::size_type sh = convertedPath.find_last_of('.');
            if (sh == std::string::npos) {
                sh = convertedPath.length();
            }

            const std::string without_ext = convertedPath.substr(0, sh);
            std::list<Q3Shader::ShaderDataBlock>::const_iterator dit = std::find(shaders.blocks.begin(), shaders.blocks.end(), without_ext);
            if (dit != shaders.blocks.end()) {
                // We made it!
                shader = &*dit;
                ASSIMP_LOG_INFO("Found shader record for ", without_ext);
            } else {
                ASSIMP_LOG_WARN("Unable to find shader record for ", without_ext);
            }
        }

        aiMaterial *pcHelper = new aiMaterial();

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

        // Add a small ambient color value - Quake 3 seems to have one
        aiColor3D clr;
        clr.b = clr.g = clr.r = 0.05f;
        pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT);

        clr.b = clr.g = clr.r = 1.0f;
        pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
        pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR);

        // use surface name + skin_name as material name
        aiString name;
        name.Set("MD3_[" + configSkinFile + "][" + pcSurfaces->NAME + "]");
        pcHelper->AddProperty(&name, AI_MATKEY_NAME);

        if (!shader) {
            // Setup dummy texture file name to ensure UV coordinates are kept during postprocessing
            aiString szString;
            if (convertedPath.length()) {
                szString.Set(convertedPath);
            } else {
                ASSIMP_LOG_WARN("Texture file name has zero length. Using default name");
                szString.Set("dummy_texture.bmp");
            }
            pcHelper->AddProperty(&szString, AI_MATKEY_TEXTURE_DIFFUSE(0));

            // prevent transparency by default
            int no_alpha = aiTextureFlags_IgnoreAlpha;
            pcHelper->AddProperty(&no_alpha, 1, AI_MATKEY_TEXFLAGS_DIFFUSE(0));
        } else {
            Q3Shader::ConvertShaderToMaterial(pcHelper, *shader);
        }

        pScene->mMaterials[iNumMaterials] = (aiMaterial *)pcHelper;
        pcMesh->mMaterialIndex = iNumMaterials++;

        // Ensure correct endianness
#ifdef AI_BUILD_BIG_ENDIAN

        for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES; ++i) {
            AI_SWAP2(pcVertices[i].NORMAL);
            AI_SWAP2(pcVertices[i].X);
            AI_SWAP2(pcVertices[i].Y);
            AI_SWAP2(pcVertices[i].Z);

            AI_SWAP4(pcUVs[i].U);
            AI_SWAP4(pcUVs[i].V);
        }
        for (uint32_t i = 0; i < pcSurfaces->NUM_TRIANGLES; ++i) {
            AI_SWAP4(pcTriangles[i].INDEXES[0]);
            AI_SWAP4(pcTriangles[i].INDEXES[1]);
            AI_SWAP4(pcTriangles[i].INDEXES[2]);
        }

#endif

        // Fill mesh information
        pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;

        pcMesh->mNumVertices = pcSurfaces->NUM_TRIANGLES * 3;
        pcMesh->mNumFaces = pcSurfaces->NUM_TRIANGLES;
        pcMesh->mFaces = new aiFace[pcSurfaces->NUM_TRIANGLES];
        pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
        pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
        pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
        pcMesh->mNumUVComponents[0] = 2;

        // Fill in all triangles
        unsigned int iCurrent = 0;
        for (unsigned int i = 0; i < (unsigned int)pcSurfaces->NUM_TRIANGLES; ++i) {
            pcMesh->mFaces[i].mIndices = new unsigned int[3];
            pcMesh->mFaces[i].mNumIndices = 3;

            //unsigned int iTemp = iCurrent;
            for (unsigned int c = 0; c < 3; ++c, ++iCurrent) {
                pcMesh->mFaces[i].mIndices[c] = iCurrent;

                // Read vertices
                aiVector3D &vec = pcMesh->mVertices[iCurrent];
                uint32_t index = pcTriangles->INDEXES[c];
                if (index >= pcSurfaces->NUM_VERTICES) {
                    throw DeadlyImportError("MD3: Invalid vertex index");
                }
                vec.x = pcVertices[index].X * AI_MD3_XYZ_SCALE;
                vec.y = pcVertices[index].Y * AI_MD3_XYZ_SCALE;
                vec.z = pcVertices[index].Z * AI_MD3_XYZ_SCALE;

                // Convert the normal vector to uncompressed float3 format
                aiVector3D &nor = pcMesh->mNormals[iCurrent];
                LatLngNormalToVec3(pcVertices[index].NORMAL, (ai_real *)&nor);

                // Read texture coordinates
                pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[index].U;
                pcMesh->mTextureCoords[0][iCurrent].y = 1.0f - pcUVs[index].V;
            }
            // Flip face order normally, unless shader is backfacing
            if (!(shader && shader->cull == Q3Shader::CULL_CCW)) {
                std::swap(pcMesh->mFaces[i].mIndices[2], pcMesh->mFaces[i].mIndices[1]);
            }
            ++pcTriangles;
        }

        // Go to the next surface
        pcSurfaces = (BE_NCONST MD3::Surface *)(((unsigned char *)pcSurfaces) + pcSurfaces->OFS_END);
    }

    // For debugging purposes: check whether we found matches for all entries in the skins file
    if (!DefaultLogger::isNullLogger()) {
        for (std::list<Q3Shader::SkinData::TextureEntry>::const_iterator it = skins.textures.begin(); it != skins.textures.end(); ++it) {
            if (!(*it).resolved) {
                ASSIMP_LOG_ERROR("MD3: Failed to match skin ", (*it).first, " to surface ", (*it).second);
            }
        }
    }

    if (!pScene->mNumMeshes) {
        throw DeadlyImportError("MD3: File contains no valid mesh");
    }
    pScene->mNumMaterials = iNumMaterials;

    // Now we need to generate an empty node graph
    pScene->mRootNode = new aiNode("<MD3Root>");
    pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
    pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];

    // Attach tiny children for all tags
    if (pcHeader->NUM_TAGS) {
        pScene->mRootNode->mNumChildren = pcHeader->NUM_TAGS;
        pScene->mRootNode->mChildren = new aiNode *[pcHeader->NUM_TAGS];

        for (unsigned int i = 0; i < pcHeader->NUM_TAGS; ++i, ++pcTags) {
            aiNode *nd = pScene->mRootNode->mChildren[i] = new aiNode();
            nd->mName.Set((const char *)pcTags->NAME);
            nd->mParent = pScene->mRootNode;

            AI_SWAP4(pcTags->origin.x);
            AI_SWAP4(pcTags->origin.y);
            AI_SWAP4(pcTags->origin.z);

            // Copy local origin, again flip z,y
            nd->mTransformation.a4 = pcTags->origin.x;
            nd->mTransformation.b4 = pcTags->origin.y;
            nd->mTransformation.c4 = pcTags->origin.z;

            // Copy rest of transformation (need to transpose to match row-order matrix)
            for (unsigned int a = 0; a < 3; ++a) {
                for (unsigned int m = 0; m < 3; ++m) {
                    nd->mTransformation[m][a] = pcTags->orientation[a][m];
                    AI_SWAP4(nd->mTransformation[m][a]);
                }
            }
        }
    }

    for (unsigned int i = 0; i < pScene->mNumMeshes; ++i)
        pScene->mRootNode->mMeshes[i] = i;

    // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
    pScene->mRootNode->mTransformation = aiMatrix4x4(
            1.f, 0.f, 0.f, 0.f,
            0.f, 0.f, 1.f, 0.f,
            0.f, -1.f, 0.f, 0.f,
            0.f, 0.f, 0.f, 1.f);
}

#endif // !! ASSIMP_BUILD_NO_MD3_IMPORTER
