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

Copyright (c) 2006-2026, assimp 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 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,
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

----------------------------------------------------------------------
*/

/** @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 <list>
#include <vector>

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

// internal headers
#include "AssetLib/LWO/LWOAnimation.h"
#include "Common/IFF.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_LWO3 AI_IFF_FOURCC('L', 'W', 'O', '3')
#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')

// Surface Part
#define AI_LWO_NODS AI_IFF_FOURCC('N', 'O', 'D', 'S')
#define AI_LWO_NNDS AI_IFF_FOURCC('N', 'N', 'D', 'S')
#define AI_LWO_NTAG AI_IFF_FOURCC('N', 'T', 'A', 'G')
#define AI_LWO_NRNM AI_IFF_FOURCC('N', 'R', 'N', 'M')
#define AI_LWO_NRME AI_IFF_FOURCC('N', 'R', 'M', 'E')
#define AI_LWO_NDTA AI_IFF_FOURCC('N', 'D', 'T', 'A')
#define AI_LWO_ATTR AI_IFF_FOURCC('A', 'T', 'T', 'R')
#define AI_LWO_VERS AI_IFF_FOURCC('V', 'E', 'R', 'S')
#define AI_LWO_ENUM AI_IFF_FOURCC('E', 'N', 'U', 'M')
#define AI_LWO_ENTR AI_IFF_FOURCC('E', 'N', 'T', 'R')
#define AI_LWO_NAME AI_IFF_FOURCC('N', 'A', 'M', 'E')
#define AI_LWO_FLAG AI_IFF_FOURCC('F', 'L', 'A', 'G')
#define AI_LWO_TAG AI_IFF_FOURCC('T', 'A', 'G', ' ')
#define AI_LWO_VALU AI_IFF_FOURCC('V', 'A', 'L', 'U')
#define AI_LWO_IBGC AI_IFF_FOURCC('I', 'B', 'G', 'C')
#define AI_LWO_IOPC AI_IFF_FOURCC('I', 'O', 'P', 'C')
#define AI_LWO_IIMG AI_IFF_FOURCC('I', 'I', 'M', 'G')
#define AI_LWO_TXTR AI_IFF_FOURCC('T', 'X', 'T', 'R')

#define AI_LWO_IFAL AI_IFF_FOURCC('I', 'F', 'A', 'L')
#define AI_LWO_ISCL AI_IFF_FOURCC('I', 'S', 'C', 'L')
#define AI_LWO_IPOS AI_IFF_FOURCC('I', 'P', 'O', 'S')
#define AI_LWO_IROT AI_IFF_FOURCC('I', 'R', 'O', 'T')
#define AI_LWO_IBMP AI_IFF_FOURCC('I', 'B', 'M', 'P')
#define AI_LWO_IUTD AI_IFF_FOURCC('I', 'U', 'T', 'D')
#define AI_LWO_IVTD AI_IFF_FOURCC('I', 'V', 'T', 'D')

#define AI_LWO_IPIX AI_IFF_FOURCC('I', 'P', 'I', 'X')
#define AI_LWO_IMIP AI_IFF_FOURCC('I', 'M', 'I', 'P')
#define AI_LWO_IMOD AI_IFF_FOURCC('I', 'M', 'O', 'D')
#define AI_LWO_AMOD AI_IFF_FOURCC('A', 'M', 'O', 'D')
#define AI_LWO_IINV AI_IFF_FOURCC('I', 'I', 'N', 'V')
#define AI_LWO_INCR AI_IFF_FOURCC('I', 'N', 'C', 'R')
#define AI_LWO_IAXS AI_IFF_FOURCC('I', 'A', 'X', 'S')
#define AI_LWO_IFOT AI_IFF_FOURCC('I', 'F', 'O', 'T')
#define AI_LWO_ITIM AI_IFF_FOURCC('I', 'T', 'I', 'M')
#define AI_LWO_IWRL AI_IFF_FOURCC('I', 'W', 'R', 'L')
#define AI_LWO_IUTI AI_IFF_FOURCC('I', 'U', 'T', 'I')
#define AI_LWO_IINX AI_IFF_FOURCC('I', 'I', 'N', 'X')
#define AI_LWO_IINY AI_IFF_FOURCC('I', 'I', 'N', 'Y')
#define AI_LWO_IINZ AI_IFF_FOURCC('I', 'I', 'N', 'Z')
#define AI_LWO_IREF AI_IFF_FOURCC('I', 'R', 'E', 'F')
#define AI_LWO_IMST AI_IFF_FOURCC('I', 'M', 'S', 'T')
#define AI_LWO_VPVL AI_IFF_FOURCC('V', 'P', 'V', 'L')
#define AI_LWO_VPRM AI_IFF_FOURCC('V', 'P', 'R', 'M')
#define AI_LWO_IMAP AI_IFF_FOURCC('I', 'M', 'A', 'P')
#define AI_LWO_IUVI AI_IFF_FOURCC('I', 'U', 'V', 'I')
#define AI_LWO_IUTL AI_IFF_FOURCC('I', 'U', 'T', 'L')
#define AI_LWO_IVTL AI_IFF_FOURCC('I', 'V', 'T', 'L')

// 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() AI_NO_EXCEPT
            : surfaceIndex(0),
              smoothGroup(0),
              type(AI_LWO_FACE) {
        // empty
    }

    //! 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) = default;
};

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

    virtual ~VMapEntry() = default;

    //! 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;
};

// ---------------------------------------------------------------------------
/** \brief Data structure for a LWO node
 */
struct Node {
    // Name of node
    std::string mName;

    // RefName of node
    std::string mRefName;

    // Ref FileName
    std::string fileName;
};

struct NodeAttribute {
    //! Color of the surface
    aiColor3D mColor;

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

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

// ---------------------------------------------------------------------------
#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;

} // namespace LWO
} // namespace Assimp

#endif // !! AI_LWO_FILEDATA_INCLUDED
