/*
---------------------------------------------------------------------------
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
  materials provided with the distribution.

* 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.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/

/** @file  MD5Loader.cpp
 *  @brief Implementation of the MD5 importer class 
 */

#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_MD5_IMPORTER

// internal headers
#include "MaterialSystem.h"
#include "RemoveComments.h"
#include "MD5Loader.h"
#include "StringComparison.h"
#include "fast_atof.h"
#include "SkeletonMeshBuilder.h"

using namespace Assimp;

// Minimum weight value. Weights inside [-n ... n] are ignored
#define AI_MD5_WEIGHT_EPSILON 1e-5f

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MD5Importer::MD5Importer()
: configNoAutoLoad (false)
{}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well 
MD5Importer::~MD5Importer()
{}

// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file. 
bool MD5Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
	const std::string extension = GetExtension(pFile);

	if (extension == "md5anim" || extension == "md5mesh" || extension == "md5camera")
		return true;
	else if (!extension.length() || checkSig)	{
		if (!pIOHandler)
			return true;
		const char* tokens[] = {"MD5Version"};
		return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
	}
	return false;
}

// ------------------------------------------------------------------------------------------------
// Get list of all supported extensions
void MD5Importer::GetExtensionList(std::set<std::string>& extensions)
{
	extensions.insert("md5anim");
	extensions.insert("md5mesh");
	extensions.insert("md5camera");
}

// ------------------------------------------------------------------------------------------------
// Setup import properties
void MD5Importer::SetupProperties(const Importer* pImp)
{
	// AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
	configNoAutoLoad = (0 !=  pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD,0));
}

// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure. 
void MD5Importer::InternReadFile( const std::string& pFile, 
								 aiScene* _pScene, IOSystem* _pIOHandler)
{
	pIOHandler = _pIOHandler;
	pScene     = _pScene;
	bHadMD5Mesh = bHadMD5Anim = bHadMD5Camera = false;

	// remove the file extension
	std::string::size_type pos = pFile.find_last_of('.');
	mFile = (std::string::npos == pos ? pFile : pFile.substr(0,pos+1));

	const std::string extension = GetExtension(pFile);
	try {
		if (extension == "md5camera") {
			LoadMD5CameraFile();
		}
		else if (configNoAutoLoad || extension == "md5anim") {
			// determine file extension and process just *one* file
			if (extension.length() == 0) {
				/* fixme */
			}
			if (extension == "md5anim") {
				LoadMD5AnimFile();
			}
			else if (extension == "md5mesh") {
				LoadMD5MeshFile();
			}
		}
		else {
			LoadMD5MeshFile();
			LoadMD5AnimFile();
		}
	}
	catch ( std::exception&) {
		// XXX use more idiomatic RAII solution
		UnloadFileFromMemory();
		throw;
	}

	// make sure we have at least one file
	if (!bHadMD5Mesh && !bHadMD5Anim && !bHadMD5Camera)
		throw DeadlyImportError("Failed to read valid contents from this MD5* file");

	// 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);

	// the output scene wouldn't pass the validation without this flag
	if (!bHadMD5Mesh)
		pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
}

// ------------------------------------------------------------------------------------------------
// Load a file into a memory buffer
void MD5Importer::LoadFileIntoMemory (IOStream* file)
{
	ai_assert(NULL != file);
	fileSize = (unsigned int)file->FileSize();

	// allocate storage and copy the contents of the file to a memory buffer
	pScene = pScene;
	mBuffer = new char[fileSize+1];
	file->Read( (void*)mBuffer, 1, fileSize);
	iLineNumber = 1;

	// append a terminal 0
	mBuffer[fileSize] = '\0';

	// now remove all line comments from the file
	CommentRemover::RemoveLineComments("//",mBuffer,' ');
}

// ------------------------------------------------------------------------------------------------
// Unload the current memory buffer
void MD5Importer::UnloadFileFromMemory ()
{
	// delete the file buffer
	delete[] mBuffer;
	mBuffer = NULL;
	fileSize = 0;
}

// ------------------------------------------------------------------------------------------------
// Build unique vertices
void MD5Importer::MakeDataUnique (MD5::MeshDesc& meshSrc)
{
	std::vector<bool> abHad(meshSrc.mVertices.size(),false);

	// allocate enough storage to keep the output structures
	const unsigned int iNewNum = meshSrc.mFaces.size()*3;
	unsigned int iNewIndex = meshSrc.mVertices.size();
	meshSrc.mVertices.resize(iNewNum);

	// try to guess how much storage we'll need for new weights
	const float fWeightsPerVert = meshSrc.mWeights.size() / (float)iNewIndex;
	const unsigned int guess = (unsigned int)(fWeightsPerVert*iNewNum); 
	meshSrc.mWeights.reserve(guess + (guess >> 3)); // + 12.5% as buffer

	for (FaceList::const_iterator iter = meshSrc.mFaces.begin(),iterEnd = meshSrc.mFaces.end();iter != iterEnd;++iter){
		const aiFace& face = *iter;
		for (unsigned int i = 0; i < 3;++i) {
			if (face.mIndices[0] >= meshSrc.mVertices.size())
				throw DeadlyImportError("MD5MESH: Invalid vertex index");

			if (abHad[face.mIndices[i]])	{
				// generate a new vertex
				meshSrc.mVertices[iNewIndex] = meshSrc.mVertices[face.mIndices[i]];
				face.mIndices[i] = iNewIndex++;
			}
			else abHad[face.mIndices[i]] = true;
		}
		// swap face order
		std::swap(face.mIndices[0],face.mIndices[2]);
	}
}

// ------------------------------------------------------------------------------------------------
// Recursive node graph construction from a MD5MESH
void MD5Importer::AttachChilds_Mesh(int iParentID,aiNode* piParent, BoneList& bones)
{
	ai_assert(NULL != piParent && !piParent->mNumChildren);

	// First find out how many children we'll have
	for (int i = 0; i < (int)bones.size();++i)	{
		if (iParentID != i && bones[i].mParentIndex == iParentID)	{
			++piParent->mNumChildren;
		}
	}
	if (piParent->mNumChildren)	{
		piParent->mChildren = new aiNode*[piParent->mNumChildren];
		for (int i = 0; i < (int)bones.size();++i)	{
			// (avoid infinite recursion)
			if (iParentID != i && bones[i].mParentIndex == iParentID)	{
				aiNode* pc;
				// setup a new node
				*piParent->mChildren++ = pc = new aiNode();
				pc->mName = aiString(bones[i].mName); 
				pc->mParent = piParent;

				// get the transformation matrix from rotation and translational components
				aiQuaternion quat; 
				MD5::ConvertQuaternion ( bones[i].mRotationQuat, quat );

				// FIX to get to Assimp's quaternion conventions
				quat.w *= -1.f;

				bones[i].mTransform = aiMatrix4x4 ( quat.GetMatrix());
				bones[i].mTransform.a4 = bones[i].mPositionXYZ.x;
				bones[i].mTransform.b4 = bones[i].mPositionXYZ.y;
				bones[i].mTransform.c4 = bones[i].mPositionXYZ.z;

				// store it for later use
				pc->mTransformation = bones[i].mInvTransform = bones[i].mTransform;
				bones[i].mInvTransform.Inverse();

				// the transformations for each bone are absolute, so we need to multiply them
				// with the inverse of the absolute matrix of the parent joint
				if (-1 != iParentID)	{
					pc->mTransformation = bones[iParentID].mInvTransform * pc->mTransformation;
				}

				// add children to this node, too
				AttachChilds_Mesh( i, pc, bones);
			}
		}
		// undo offset computations
		piParent->mChildren -= piParent->mNumChildren;
	}
}

// ------------------------------------------------------------------------------------------------
// Recursive node graph construction from a MD5ANIM
void MD5Importer::AttachChilds_Anim(int iParentID,aiNode* piParent, AnimBoneList& bones,const aiNodeAnim** node_anims)
{
	ai_assert(NULL != piParent && !piParent->mNumChildren);

	// First find out how many children we'll have
	for (int i = 0; i < (int)bones.size();++i)	{
		if (iParentID != i && bones[i].mParentIndex == iParentID)	{
			++piParent->mNumChildren;
		}
	}
	if (piParent->mNumChildren)	{
		piParent->mChildren = new aiNode*[piParent->mNumChildren];
		for (int i = 0; i < (int)bones.size();++i)	{
			// (avoid infinite recursion)
			if (iParentID != i && bones[i].mParentIndex == iParentID)
			{
				aiNode* pc;
				// setup a new node
				*piParent->mChildren++ = pc = new aiNode();
				pc->mName = aiString(bones[i].mName); 
				pc->mParent = piParent;

				// get the corresponding animation channel and its first frame
				const aiNodeAnim** cur = node_anims;
				while ((**cur).mNodeName != pc->mName)++cur;

				aiMatrix4x4::Translation((**cur).mPositionKeys[0].mValue,pc->mTransformation);
				pc->mTransformation = pc->mTransformation * aiMatrix4x4((**cur).mRotationKeys[0].mValue.GetMatrix()) ;

				// add children to this node, too
				AttachChilds_Anim( i, pc, bones,node_anims);
			}
		}
		// undo offset computations
		piParent->mChildren -= piParent->mNumChildren;
	}
}

// ------------------------------------------------------------------------------------------------
// Load a MD5MESH file
void MD5Importer::LoadMD5MeshFile ()
{
	std::string pFile = mFile + "md5mesh";
	boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));

	// Check whether we can read from the file
	if( file.get() == NULL)	{
		DefaultLogger::get()->warn("Failed to read MD5MESH file: " + pFile);
		return;
	}
	bHadMD5Mesh = true;
	LoadFileIntoMemory(file.get());

	// now construct a parser and parse the file
	MD5::MD5Parser parser(mBuffer,fileSize);

	// load the mesh information from it
	MD5::MD5MeshParser meshParser(parser.mSections);

	// create the bone hierarchy - first the root node and dummy nodes for all meshes
	pScene->mRootNode = new aiNode("<MD5_Root>");
	pScene->mRootNode->mNumChildren = 2;
	pScene->mRootNode->mChildren = new aiNode*[2];

	// build the hierarchy from the MD5MESH file
	aiNode* pcNode = pScene->mRootNode->mChildren[1] = new aiNode();
	pcNode->mName.Set("<MD5_Hierarchy>");
	pcNode->mParent = pScene->mRootNode;
	AttachChilds_Mesh(-1,pcNode,meshParser.mJoints);

	pcNode = pScene->mRootNode->mChildren[0] = new aiNode();
	pcNode->mName.Set("<MD5_Mesh>");
	pcNode->mParent = pScene->mRootNode;

#if 0
	if (pScene->mRootNode->mChildren[1]->mNumChildren) /* start at the right hierarchy level */
		SkeletonMeshBuilder skeleton_maker(pScene,pScene->mRootNode->mChildren[1]->mChildren[0]);
#else
	std::vector<MD5::MeshDesc>::const_iterator end = meshParser.mMeshes.end();

	// FIX: MD5 files exported from Blender can have empty meshes
	for (std::vector<MD5::MeshDesc>::const_iterator it  = meshParser.mMeshes.begin(),end = meshParser.mMeshes.end(); it != end;++it) {
		if (!(*it).mFaces.empty() && !(*it).mVertices.empty())
			++pScene->mNumMaterials;
	}

	// generate all meshes
	pScene->mNumMeshes = pScene->mNumMaterials;
	pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
	pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];

	//  storage for node mesh indices
	pcNode->mNumMeshes = pScene->mNumMeshes;
	pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
	for (unsigned int m = 0; m < pcNode->mNumMeshes;++m)
		pcNode->mMeshes[m] = m;

	unsigned int n = 0;
	for (std::vector<MD5::MeshDesc>::iterator it  = meshParser.mMeshes.begin(),end = meshParser.mMeshes.end(); it != end;++it) {
		MD5::MeshDesc& meshSrc = *it;
		if (meshSrc.mFaces.empty() || meshSrc.mVertices.empty())
			continue;

		aiMesh* mesh = pScene->mMeshes[n] = new aiMesh();
		mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;

		// generate unique vertices in our internal verbose format
		MakeDataUnique(meshSrc);

		mesh->mNumVertices = (unsigned int) meshSrc.mVertices.size();
		mesh->mVertices = new aiVector3D[mesh->mNumVertices];
		mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
		mesh->mNumUVComponents[0] = 2;

		// copy texture coordinates
		aiVector3D* pv = mesh->mTextureCoords[0];
		for (MD5::VertexList::const_iterator iter =  meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
			pv->x = (*iter).mUV.x;
			pv->y = 1.0f-(*iter).mUV.y; // D3D to OpenGL
			pv->z = 0.0f;
		}

		// sort all bone weights - per bone
		unsigned int* piCount = new unsigned int[meshParser.mJoints.size()];
		::memset(piCount,0,sizeof(unsigned int)*meshParser.mJoints.size());

		for (MD5::VertexList::const_iterator iter =  meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
			for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
			{
				MD5::WeightDesc& desc = meshSrc.mWeights[w];
				/* FIX for some invalid exporters */
				if (!(desc.mWeight < AI_MD5_WEIGHT_EPSILON && desc.mWeight >= -AI_MD5_WEIGHT_EPSILON ))
					++piCount[desc.mBone]; 
			}
		}

		// check how many we will need
		for (unsigned int p = 0; p < meshParser.mJoints.size();++p)
			if (piCount[p])mesh->mNumBones++;

		if (mesh->mNumBones) // just for safety
		{
			mesh->mBones = new aiBone*[mesh->mNumBones];
			for (unsigned int q = 0,h = 0; q < meshParser.mJoints.size();++q) 
			{
				if (!piCount[q])continue;
				aiBone* p = mesh->mBones[h] = new aiBone();
				p->mNumWeights = piCount[q];
				p->mWeights = new aiVertexWeight[p->mNumWeights];
				p->mName = aiString(meshParser.mJoints[q].mName);
				p->mOffsetMatrix = meshParser.mJoints[q].mInvTransform;

				// store the index for later use
				MD5::BoneDesc& boneSrc = meshParser.mJoints[q];
				boneSrc.mMap = h++;

				// compute w-component of quaternion
				MD5::ConvertQuaternion( boneSrc.mRotationQuat, boneSrc.mRotationQuatConverted );
			}
	
			//unsigned int g = 0;
			pv = mesh->mVertices;
			for (MD5::VertexList::const_iterator iter =  meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
				// compute the final vertex position from all single weights
				*pv = aiVector3D();

				// there are models which have weights which don't sum to 1 ...
				float fSum = 0.0f;
				for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
					fSum += meshSrc.mWeights[w].mWeight;
				if (!fSum) {
					DefaultLogger::get()->error("MD5MESH: The sum of all vertex bone weights is 0");
					continue;
				}

				// process bone weights
				for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)	{
					if (w >= meshSrc.mWeights.size())
						throw DeadlyImportError("MD5MESH: Invalid weight index");

					MD5::WeightDesc& desc = meshSrc.mWeights[w];
					if ( desc.mWeight < AI_MD5_WEIGHT_EPSILON && desc.mWeight >= -AI_MD5_WEIGHT_EPSILON)
						continue;

					const float fNewWeight = desc.mWeight / fSum; 

					// transform the local position into worldspace
					MD5::BoneDesc& boneSrc = meshParser.mJoints[desc.mBone];
					const aiVector3D v = boneSrc.mRotationQuatConverted.Rotate (desc.vOffsetPosition);

					// use the original weight to compute the vertex position
					// (some MD5s seem to depend on the invalid weight values ...)
					*pv += ((boneSrc.mPositionXYZ+v)* desc.mWeight);
			
					aiBone* bone = mesh->mBones[boneSrc.mMap];
					*bone->mWeights++ = aiVertexWeight((unsigned int)(pv-mesh->mVertices),fNewWeight);
				}
			}

			// undo our nice offset tricks ...
			for (unsigned int p = 0; p < mesh->mNumBones;++p)
				mesh->mBones[p]->mWeights -= mesh->mBones[p]->mNumWeights;
		}

		delete[] piCount;

		// now setup all faces - we can directly copy the list
		// (however, take care that the aiFace destructor doesn't delete the mIndices array)
		mesh->mNumFaces = (unsigned int)meshSrc.mFaces.size();
		mesh->mFaces = new aiFace[mesh->mNumFaces];
		for (unsigned int c = 0; c < mesh->mNumFaces;++c)	{
			mesh->mFaces[c].mNumIndices = 3;
			mesh->mFaces[c].mIndices = meshSrc.mFaces[c].mIndices;
			meshSrc.mFaces[c].mIndices = NULL;
		}

		// generate a material for the mesh
		MaterialHelper* mat = new MaterialHelper();
		pScene->mMaterials[n] = mat;

		// insert the typical doom3 textures:
		// nnn_local.tga  - normal map
		// nnn_h.tga      - height map
		// nnn_s.tga      - specular map
		// nnn_d.tga      - diffuse map
		if (meshSrc.mShader.length && !strchr(meshSrc.mShader.data,'.')) {
		
			aiString temp(meshSrc.mShader);
			temp.Append("_local.tga");
			mat->AddProperty(&temp,AI_MATKEY_TEXTURE_NORMALS(0));

			temp =  aiString(meshSrc.mShader);
			temp.Append("_s.tga");
			mat->AddProperty(&temp,AI_MATKEY_TEXTURE_SPECULAR(0));

			temp =  aiString(meshSrc.mShader);
			temp.Append("_d.tga");
			mat->AddProperty(&temp,AI_MATKEY_TEXTURE_DIFFUSE(0));

			temp =  aiString(meshSrc.mShader);
			temp.Append("_h.tga");
			mat->AddProperty(&temp,AI_MATKEY_TEXTURE_HEIGHT(0));

			// set this also as material name
			mat->AddProperty(&meshSrc.mShader,AI_MATKEY_NAME);
		}
		else mat->AddProperty(&meshSrc.mShader,AI_MATKEY_TEXTURE_DIFFUSE(0));
		mesh->mMaterialIndex = n++;
	}
#endif
	// delete the file again
	UnloadFileFromMemory();
}

// ------------------------------------------------------------------------------------------------
// Load an MD5ANIM file
void MD5Importer::LoadMD5AnimFile ()
{
	std::string pFile = mFile + "md5anim";
	boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));

	// Check whether we can read from the file
	if( file.get() == NULL)	{
		DefaultLogger::get()->warn("Failed to read MD5ANIM file: " + pFile);
		return;
	}
	LoadFileIntoMemory(file.get());

	// parse the basic file structure
	MD5::MD5Parser parser(mBuffer,fileSize);

	// load the animation information from the parse tree
	MD5::MD5AnimParser animParser(parser.mSections);

	// generate and fill the output animation
	if (animParser.mAnimatedBones.empty() || animParser.mFrames.empty() || 
		animParser.mBaseFrames.size() != animParser.mAnimatedBones.size())	{
		
		DefaultLogger::get()->error("MD5ANIM: No frames or animated bones loaded");
	}
	else {
		bHadMD5Anim = true;

		pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations = 1];
		aiAnimation* anim = pScene->mAnimations[0] = new aiAnimation();
		anim->mNumChannels = (unsigned int)animParser.mAnimatedBones.size();
		anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
		for (unsigned int i = 0; i < anim->mNumChannels;++i)	{
			aiNodeAnim* node = anim->mChannels[i] = new aiNodeAnim();
			node->mNodeName = aiString( animParser.mAnimatedBones[i].mName );

			// allocate storage for the keyframes
			node->mPositionKeys = new aiVectorKey[animParser.mFrames.size()];
			node->mRotationKeys = new aiQuatKey[animParser.mFrames.size()];
		}

		// 1 tick == 1 frame
		anim->mTicksPerSecond = animParser.fFrameRate;

		for (FrameList::const_iterator iter = animParser.mFrames.begin(), iterEnd = animParser.mFrames.end();iter != iterEnd;++iter){
			double dTime = (double)(*iter).iIndex;
			aiNodeAnim** pcAnimNode = anim->mChannels;
			if (!(*iter).mValues.empty() || iter == animParser.mFrames.begin()) /* be sure we have at least one frame */
			{
				// now process all values in there ... read all joints
				MD5::BaseFrameDesc* pcBaseFrame = &animParser.mBaseFrames[0];
				for (AnimBoneList::const_iterator iter2	= animParser.mAnimatedBones.begin(); iter2 != animParser.mAnimatedBones.end();++iter2,
					++pcAnimNode,++pcBaseFrame)
				{
					if((*iter2).iFirstKeyIndex >= (*iter).mValues.size()) {

						// Allow for empty frames
						if ((*iter2).iFlags != 0) {
							throw DeadlyImportError("MD5: Keyframe index is out of range");
						
						}
						continue;
					}
					const float* fpCur = &(*iter).mValues[(*iter2).iFirstKeyIndex];
					aiNodeAnim* pcCurAnimBone = *pcAnimNode;

					aiVectorKey* vKey = &pcCurAnimBone->mPositionKeys[pcCurAnimBone->mNumPositionKeys++];
					aiQuatKey* qKey = &pcCurAnimBone->mRotationKeys  [pcCurAnimBone->mNumRotationKeys++];
					aiVector3D vTemp;

					// translational component
					for (unsigned int i = 0; i < 3; ++i) {
						if ((*iter2).iFlags & (1u << i))
							vKey->mValue[i] =  *fpCur++;
						else vKey->mValue[i] = pcBaseFrame->vPositionXYZ[i];
					}

					// orientation component
					for (unsigned int i = 0; i < 3; ++i) {
						if ((*iter2).iFlags & (8u << i))
							vTemp[i] =  *fpCur++;
						else vTemp[i] = pcBaseFrame->vRotationQuat[i];
					}

					MD5::ConvertQuaternion(vTemp, qKey->mValue);
					qKey->mTime = vKey->mTime = dTime;

					// we need this to get to Assimp quaternion conventions
					qKey->mValue.w *= -1.f;
				}
			}

			// compute the duration of the animation
			anim->mDuration = std::max(dTime,anim->mDuration);
		}

		// If we didn't build the hierarchy yet (== we didn't load a MD5MESH),
		// construct it now from the data given in the MD5ANIM.
		if (!pScene->mRootNode) {
			pScene->mRootNode = new aiNode();
			pScene->mRootNode->mName.Set("<MD5_Hierarchy>");

			AttachChilds_Anim(-1,pScene->mRootNode,animParser.mAnimatedBones,(const aiNodeAnim**)anim->mChannels);

			// Call SkeletonMeshBuilder to construct a mesh to represent the shape
			if (pScene->mRootNode->mNumChildren) {
				SkeletonMeshBuilder skeleton_maker(pScene,pScene->mRootNode->mChildren[0]);
			}
		}
	}
	// delete the file again
	UnloadFileFromMemory();
}

// ------------------------------------------------------------------------------------------------
// Load an MD5CAMERA file
void MD5Importer::LoadMD5CameraFile ()
{
	std::string pFile = mFile + "md5camera";
	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 read MD5CAMERA file: " + pFile);
	}
	bHadMD5Camera = true;
	LoadFileIntoMemory(file.get());

	// parse the basic file structure
	MD5::MD5Parser parser(mBuffer,fileSize);

	// load the camera animation data from the parse tree
	MD5::MD5CameraParser cameraParser(parser.mSections);

	if (cameraParser.frames.empty())
		throw DeadlyImportError("MD5CAMERA: No frames parsed");

	std::vector<unsigned int>& cuts = cameraParser.cuts;
	std::vector<MD5::CameraAnimFrameDesc>& frames = cameraParser.frames;

	// Construct output graph - a simple root with a dummy child.
	// The root node performs the coordinate system conversion
	aiNode* root = pScene->mRootNode = new aiNode("<MD5CameraRoot>");
	root->mChildren = new aiNode*[root->mNumChildren = 1];
	root->mChildren[0] = new aiNode("<MD5Camera>");
	root->mChildren[0]->mParent = root;

	// ... but with one camera assigned to it
	pScene->mCameras = new aiCamera*[pScene->mNumCameras = 1];
	aiCamera* cam = pScene->mCameras[0] = new aiCamera();
	cam->mName = "<MD5Camera>";

	// FIXME: Fov is currently set to the first frame's value
	cam->mHorizontalFOV = AI_DEG_TO_RAD( frames.front().fFOV );

	// every cut is written to a separate aiAnimation
	if (!cuts.size()) {
		cuts.push_back(0);
		cuts.push_back(frames.size()-1);
	}
	else {		
		cuts.insert(cuts.begin(),0);

		if (cuts.back() < frames.size()-1)
			cuts.push_back(frames.size()-1);
	}

	pScene->mNumAnimations = cuts.size()-1;
	aiAnimation** tmp = pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations];
	for (std::vector<unsigned int>::const_iterator it = cuts.begin(); it != cuts.end()-1; ++it) {
	
		aiAnimation* anim = *tmp++ = new aiAnimation();
		anim->mName.length = ::sprintf(anim->mName.data,"anim%u_from_%u_to_%u",(unsigned int)(it-cuts.begin()),(*it),*(it+1));
		
		anim->mTicksPerSecond = cameraParser.fFrameRate;
		anim->mChannels = new aiNodeAnim*[anim->mNumChannels = 1];
		aiNodeAnim* nd  = anim->mChannels[0] = new aiNodeAnim();
		nd->mNodeName.Set("<MD5Camera>");

		nd->mNumPositionKeys = nd->mNumRotationKeys = *(it+1) - (*it);
		nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
		nd->mRotationKeys = new aiQuatKey  [nd->mNumRotationKeys];
		for (unsigned int i = 0; i < nd->mNumPositionKeys; ++i) {

			nd->mPositionKeys[i].mValue = frames[*it+i].vPositionXYZ;
			MD5::ConvertQuaternion(frames[*it+i].vRotationQuat,nd->mRotationKeys[i].mValue);
			nd->mRotationKeys[i].mTime = nd->mPositionKeys[i].mTime = *it+i;
		}
	}
}

#endif // !! ASSIMP_BUILD_NO_MD5_IMPORTER
