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/// \file   X3DImporter.hpp
/// \brief  X3D-format files importer for Assimp.
/// \date   2015-2016
/// \author smal.root@gmail.com
// Thanks to acorn89 for support.

#ifndef INCLUDED_AI_X3D_IMPORTER_H
#define INCLUDED_AI_X3D_IMPORTER_H

#include "X3DImporter_Node.hpp"

// Header files, Assimp.
#include <assimp/DefaultLogger.hpp>
#include <assimp/importerdesc.h>
#include <assimp/ProgressHandler.hpp>
#include <assimp/types.h>
#include <assimp/BaseImporter.h>
#include <assimp/irrXMLWrapper.h>
#include "FIReader.hpp"
//#include <regex>

namespace Assimp {

/// \class X3DImporter
/// Class that holding scene graph which include: groups, geometry, metadata etc.
///
/// Limitations.
///
/// Pay attention that X3D is format for interactive graphic and simulations for web browsers.
/// So not all features can be imported using Assimp.
///
/// Unsupported nodes:
/// 	CAD geometry component:
///			"CADAssembly", "CADFace", "CADLayer", "CADPart", "IndexedQuadSet", "QuadSet"
///		Core component:
///			"ROUTE", "ExternProtoDeclare", "ProtoDeclare", "ProtoInstance", "ProtoInterface", "WorldInfo"
///		Distributed interactive simulation (DIS) component:
///			"DISEntityManager", "DISEntityTypeMapping", "EspduTransform", "ReceiverPdu", "SignalPdu", "TransmitterPdu"
///		Cube map environmental texturing component:
///			"ComposedCubeMapTexture", "GeneratedCubeMapTexture", "ImageCubeMapTexture"
///		Environmental effects component:
///			"Background", "Fog", "FogCoordinate", "LocalFog", "TextureBackground"
///		Environmental sensor component:
///			"ProximitySensor", "TransformSensor", "VisibilitySensor"
///		Followers component:
///			"ColorChaser", "ColorDamper", "CoordinateChaser", "CoordinateDamper", "OrientationChaser", "OrientationDamper", "PositionChaser",
///			"PositionChaser2D", "PositionDamper", "PositionDamper2D", "ScalarChaser", "ScalarDamper", "TexCoordChaser2D", "TexCoordDamper2D"
///		Geospatial component:
///			"GeoCoordinate", "GeoElevationGrid", "GeoLocation", "GeoLOD", "GeoMetadata", "GeoOrigin", "GeoPositionInterpolator", "GeoProximitySensor",
///			"GeoTouchSensor", "GeoTransform", "GeoViewpoint"
///		Humanoid Animation (H-Anim) component:
///			"HAnimDisplacer", "HAnimHumanoid", "HAnimJoint", "HAnimSegment", "HAnimSite"
///		Interpolation component:
///			"ColorInterpolator", "CoordinateInterpolator", "CoordinateInterpolator2D", "EaseInEaseOut", "NormalInterpolator", "OrientationInterpolator",
///			"PositionInterpolator", "PositionInterpolator2D", "ScalarInterpolator", "SplinePositionInterpolator", "SplinePositionInterpolator2D",
///			"SplineScalarInterpolator", "SquadOrientationInterpolator",
///		Key device sensor component:
///			"KeySensor", "StringSensor"
///		Layering component:
///			"Layer", "LayerSet", "Viewport"
///		Layout component:
///			"Layout", "LayoutGroup", "LayoutLayer", "ScreenFontStyle", "ScreenGroup"
///		Navigation component:
///			"Billboard", "Collision", "LOD", "NavigationInfo", "OrthoViewpoint", "Viewpoint", "ViewpointGroup"
///		Networking component:
///			"EXPORT", "IMPORT", "Anchor", "LoadSensor"
///		NURBS component:
///			"Contour2D", "ContourPolyline2D", "CoordinateDouble", "NurbsCurve", "NurbsCurve2D", "NurbsOrientationInterpolator", "NurbsPatchSurface",
///			"NurbsPositionInterpolator", "NurbsSet", "NurbsSurfaceInterpolator", "NurbsSweptSurface", "NurbsSwungSurface", "NurbsTextureCoordinate",
///			"NurbsTrimmedSurface"
///		Particle systems component:
///			"BoundedPhysicsModel", "ConeEmitter", "ExplosionEmitter", "ForcePhysicsModel", "ParticleSystem", "PointEmitter", "PolylineEmitter",
///			"SurfaceEmitter", "VolumeEmitter", "WindPhysicsModel"
///		Picking component:
///			"LinePickSensor", "PickableGroup", "PointPickSensor", "PrimitivePickSensor", "VolumePickSensor"
///		Pointing device sensor component:
///			"CylinderSensor", "PlaneSensor", "SphereSensor", "TouchSensor"
///		Rendering component:
///			"ClipPlane"
///		Rigid body physics:
///			"BallJoint", "CollidableOffset", "CollidableShape", "CollisionCollection", "CollisionSensor", "CollisionSpace", "Contact", "DoubleAxisHingeJoint",
///			"MotorJoint", "RigidBody", "RigidBodyCollection", "SingleAxisHingeJoint", "SliderJoint", "UniversalJoint"
///		Scripting component:
///			"Script"
///		Programmable shaders component:
///			"ComposedShader", "FloatVertexAttribute", "Matrix3VertexAttribute", "Matrix4VertexAttribute", "PackagedShader", "ProgramShader", "ShaderPart",
///			"ShaderProgram",
///		Shape component:
///			"FillProperties", "LineProperties", "TwoSidedMaterial"
///		Sound component:
///			"AudioClip", "Sound"
///		Text component:
///			"FontStyle", "Text"
///		Texturing3D Component:
///			"ComposedTexture3D", "ImageTexture3D", "PixelTexture3D", "TextureCoordinate3D", "TextureCoordinate4D", "TextureTransformMatrix3D",
///			"TextureTransform3D"
///		Texturing component:
///			"MovieTexture", "MultiTexture", "MultiTextureCoordinate", "MultiTextureTransform", "PixelTexture", "TextureCoordinateGenerator",
///			"TextureProperties",
///		Time component:
///			"TimeSensor"
///		Event Utilities component:
///			"BooleanFilter", "BooleanSequencer", "BooleanToggle", "BooleanTrigger", "IntegerSequencer", "IntegerTrigger", "TimeTrigger",
///		Volume rendering component:
///			"BlendedVolumeStyle", "BoundaryEnhancementVolumeStyle", "CartoonVolumeStyle", "ComposedVolumeStyle", "EdgeEnhancementVolumeStyle",
///			"IsoSurfaceVolumeData", "OpacityMapVolumeStyle", "ProjectionVolumeStyle", "SegmentedVolumeData", "ShadedVolumeStyle",
///			"SilhouetteEnhancementVolumeStyle", "ToneMappedVolumeStyle", "VolumeData"
///
/// Supported nodes:
///		Core component:
///			"MetadataBoolean", "MetadataDouble", "MetadataFloat", "MetadataInteger", "MetadataSet", "MetadataString"
///		Geometry2D component:
///			"Arc2D", "ArcClose2D", "Circle2D", "Disk2D", "Polyline2D", "Polypoint2D", "Rectangle2D", "TriangleSet2D"
///		Geometry3D component:
///			"Box", "Cone", "Cylinder", "ElevationGrid", "Extrusion", "IndexedFaceSet", "Sphere"
///		Grouping component:
///			"Group", "StaticGroup", "Switch", "Transform"
///		Lighting component:
///			"DirectionalLight", "PointLight", "SpotLight"
///		Networking component:
///			"Inline"
///		Rendering component:
///			"Color", "ColorRGBA", "Coordinate", "IndexedLineSet", "IndexedTriangleFanSet", "IndexedTriangleSet", "IndexedTriangleStripSet", "LineSet",
///			"PointSet", "TriangleFanSet", "TriangleSet", "TriangleStripSet", "Normal"
///		Shape component:
///			"Shape", "Appearance", "Material"
///		Texturing component:
///			"ImageTexture", "TextureCoordinate", "TextureTransform"
///
/// Limitations of attribute "USE".
/// If "USE" is set then node must be empty, like that:
///		<Node USE='name'/>
/// not the
///		<Node USE='name'><!-- something --> </Node>
///
/// Ignored attributes: "creaseAngle", "convex", "solid".
///
/// Texture coordinates generating: only for Sphere, Cone, Cylinder. In all other case used PLANE mapping.
///		It's better that Assimp main code has powerful texture coordinates generator. Then is not needed to
///		duplicate this code in every importer.
///
/// Lighting limitations.
///		If light source placed in some group with "DEF" set. And after that some node is use it group with "USE" attribute then
///		you will get error about duplicate light sources. That's happening because Assimp require names for lights but do not like
///		duplicates of it )).
///
///	Color for faces.
/// That's happening when attribute "colorPerVertex" is set to "false". But Assimp do not hold how many colors has mesh and require
/// equal length for mVertices and mColors. You will see the colors but vertices will use call which last used in "colorIdx".
///
///	That's all for now. Enjoy
///
class X3DImporter : public BaseImporter
{
public:
    std::list<CX3DImporter_NodeElement*> NodeElement_List;///< All elements of scene graph.

public:
    /***********************************************/
    /****************** Functions ******************/
    /***********************************************/

    /// Default constructor.
    X3DImporter();

    /// Default destructor.
    ~X3DImporter();

    /***********************************************/
    /******** Functions: parse set, public *********/
    /***********************************************/

    /// Parse X3D file and fill scene graph. The function has no return value. Result can be found by analyzing the generated graph.
    /// Also exception can be thrown if trouble will found.
    /// \param [in] pFile - name of file to be parsed.
    /// \param [in] pIOHandler - pointer to IO helper object.
    void ParseFile( const std::string& pFile, IOSystem* pIOHandler );

    /***********************************************/
    /********* Functions: BaseImporter set *********/
    /***********************************************/

    bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool pCheckSig ) const;
    void GetExtensionList( std::set<std::string>& pExtensionList );
    void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler );
    const aiImporterDesc* GetInfo()const;


private:
	/// Disabled copy constructor.
	X3DImporter(const X3DImporter& pScene);

	/// Disabled assign operator.
	X3DImporter& operator=(const X3DImporter& pScene);

	/// Clear all temporary data.
	void Clear();

	/***********************************************/
	/************* Functions: find set *************/
	/***********************************************/

	/// Find requested node element. Search will be made in all existing nodes.
	/// \param [in] pID - ID of requested element.
	/// \param [in] pType - type of requested element.
	/// \param [out] pElement - pointer to pointer to item found.
	/// \return true - if the element is found, else - false.
	bool FindNodeElement_FromRoot(const std::string& pID, const CX3DImporter_NodeElement::EType pType, CX3DImporter_NodeElement** pElement);

	/// Find requested node element. Search will be made from pointed node down to childs.
	/// \param [in] pStartNode - pointer to start node.
	/// \param [in] pID - ID of requested element.
	/// \param [in] pType - type of requested element.
	/// \param [out] pElement - pointer to pointer to item found.
	/// \return true - if the element is found, else - false.
	bool FindNodeElement_FromNode(CX3DImporter_NodeElement* pStartNode, const std::string& pID, const CX3DImporter_NodeElement::EType pType,
									CX3DImporter_NodeElement** pElement);

	/// Find requested node element. For "Node"'s accounting flag "Static".
	/// \param [in] pName - name of requested element.
	/// \param [in] pType - type of requested element.
	/// \param [out] pElement - pointer to pointer to item found.
	/// \return true - if the element is found, else - false.
	bool FindNodeElement(const std::string& pName, const CX3DImporter_NodeElement::EType pType, CX3DImporter_NodeElement** pElement);

	/***********************************************/
	/********* Functions: postprocess set **********/
	/***********************************************/

	/// \return transformation matrix from global coordinate system to local.
	aiMatrix4x4 PostprocessHelper_Matrix_GlobalToCurrent() const;

	/// Check if child elements of node element is metadata and add it to temporary list.
	/// \param [in] pNodeElement - node element where metadata is searching.
	/// \param [out] pList - temporary list for collected metadata.
	void PostprocessHelper_CollectMetadata(const CX3DImporter_NodeElement& pNodeElement, std::list<CX3DImporter_NodeElement*>& pList) const;

	/// Check if type of node element is metadata. E.g. <MetadataSet>, <MetadataString>.
	/// \param [in] pType - checked type.
	/// \return true - if the type corresponds to the metadata.
	bool PostprocessHelper_ElementIsMetadata(const CX3DImporter_NodeElement::EType pType) const;

	/// Check if type of node element is geometry object and can be used to build mesh. E.g. <Box>, <Arc2D>.
	/// \param [in] pType - checked type.
	/// \return true - if the type corresponds to the mesh.
	bool PostprocessHelper_ElementIsMesh(const CX3DImporter_NodeElement::EType pType) const;

	/// Read CX3DImporter_NodeElement_Light, create aiLight and add it to list of the lights.
	/// \param [in] pNodeElement - reference to lisght element(<DirectionalLight>, <PointLight>, <SpotLight>).
	/// \param [out] pSceneLightList - reference to list of the lights.
	void Postprocess_BuildLight(const CX3DImporter_NodeElement& pNodeElement, std::list<aiLight*>& pSceneLightList) const;

	/// Create filled structure with type \ref aiMaterial from \ref CX3DImporter_NodeElement. This function itseld extract
	/// all needed data from scene graph.
	/// \param [in] pNodeElement - reference to material element(<Appearance>).
	/// \param [out] pMaterial - pointer to pointer to created material. *pMaterial must be nullptr.
	void Postprocess_BuildMaterial(const CX3DImporter_NodeElement& pNodeElement, aiMaterial** pMaterial) const;

	/// Create filled structure with type \ref aiMaterial from \ref CX3DImporter_NodeElement. This function itseld extract
	/// all needed data from scene graph.
	/// \param [in] pNodeElement - reference to geometry object.
	/// \param [out] pMesh - pointer to pointer to created mesh. *pMesh must be nullptr.
	void Postprocess_BuildMesh(const CX3DImporter_NodeElement& pNodeElement, aiMesh** pMesh) const;

	/// Create aiNode from CX3DImporter_NodeElement. Also function check children and make recursive call.
	/// \param [out] pNode - pointer to pointer to created node. *pNode must be nullptr.
	/// \param [in] pNodeElement - CX3DImporter_NodeElement which read.
	/// \param [out] pSceneNode - aiNode for filling.
	/// \param [out] pSceneMeshList - list with aiMesh which belong to scene.
	/// \param [out] pSceneMaterialList - list with aiMaterial which belong to scene.
	/// \param [out] pSceneLightList - list with aiLight which belong to scene.
	void Postprocess_BuildNode(const CX3DImporter_NodeElement& pNodeElement, aiNode& pSceneNode, std::list<aiMesh*>& pSceneMeshList,
								std::list<aiMaterial*>& pSceneMaterialList, std::list<aiLight*>& pSceneLightList) const;

	/// To create mesh and material kept in <Schape>.
	/// \param pShapeNodeElement - reference to node element which kept <Shape> data.
	/// \param pNodeMeshInd - reference to list with mesh indices. When pShapeNodeElement will read new mesh index will be added to this list.
	/// \param pSceneMeshList - reference to list with meshes. When pShapeNodeElement will read new mesh will be added to this list.
	/// \param pSceneMaterialList - reference to list with materials. When pShapeNodeElement will read new material will be added to this list.
	void Postprocess_BuildShape(const CX3DImporter_NodeElement_Shape& pShapeNodeElement, std::list<unsigned int>& pNodeMeshInd,
								std::list<aiMesh*>& pSceneMeshList, std::list<aiMaterial*>& pSceneMaterialList) const;

	/// Check if child elements of node element is metadata and add it to scene node.
	/// \param [in] pNodeElement - node element where metadata is searching.
	/// \param [out] pSceneNode - scene node in which metadata will be added.
	void Postprocess_CollectMetadata(const CX3DImporter_NodeElement& pNodeElement, aiNode& pSceneNode) const;

	/***********************************************/
	/************* Functions: throw set ************/
	/***********************************************/

	/// Call that function when argument is out of range and exception must be raised.
	/// \throw DeadlyImportError.
	/// \param [in] pArgument - argument name.
	void Throw_ArgOutOfRange(const std::string& pArgument);

	/// Call that function when close tag of node not found and exception must be raised.
	/// E.g.:
	/// <Scene>
	///     <Shape>
	/// </Scene> <!--- shape not closed --->
	/// \throw DeadlyImportError.
	/// \param [in] pNode - node name in which exception happened.
	void Throw_CloseNotFound(const std::string& pNode);

	/// Call that function when string value can not be converted to floating point value and exception must be raised.
	/// \param [in] pAttrValue - attribute value.
	/// \throw DeadlyImportError.
	void Throw_ConvertFail_Str2ArrF(const std::string& pAttrValue);

	/// Call that function when in node defined attributes "DEF" and "USE" and exception must be raised.
	/// E.g.: <Box DEF="BigBox" USE="MegaBox">
	/// \throw DeadlyImportError.
	void Throw_DEF_And_USE();

	/// Call that function when attribute name is incorrect and exception must be raised.
	/// \param [in] pAttrName - attribute name.
	/// \throw DeadlyImportError.
	void Throw_IncorrectAttr(const std::string& pAttrName);

	/// Call that function when attribute value is incorrect and exception must be raised.
	/// \param [in] pAttrName - attribute name.
	/// \throw DeadlyImportError.
	void Throw_IncorrectAttrValue(const std::string& pAttrName);

	/// Call that function when some type of nodes are defined twice or more when must be used only once and exception must be raised.
	/// E.g.:
	/// <Shape>
	///     <Box/>    <!--- first geometry node --->
	///     <Sphere/> <!--- second geometry node. raise exception --->
	/// </Shape>
	/// \throw DeadlyImportError.
	/// \param [in] pNodeType - type of node which defined one more time.
	/// \param [in] pDescription - message about error. E.g. what the node defined while exception raised.
	void Throw_MoreThanOnceDefined(const std::string& pNodeType, const std::string& pDescription);

	/// Call that function when count of opening and closing tags which create group(e.g. <Group>) are not equal and exception must be raised.
	/// E.g.:
	/// <Scene>
	///     <Transform>  <!--- first grouping node begin --->
	///         <Group>  <!--- second grouping node begin --->
	///     </Transform> <!--- first grouping node end --->
	/// </Scene> <!--- one grouping node still not closed --->
	/// \throw DeadlyImportError.
	/// \param [in] pNode - node name in which exception happened.
	void Throw_TagCountIncorrect(const std::string& pNode);

	/// Call that function when defined in "USE" element are not found in graph and exception must be raised.
	/// \param [in] pAttrValue - "USE" attribute value.
	/// \throw DeadlyImportError.
	void Throw_USE_NotFound(const std::string& pAttrValue);

	/***********************************************/
	/************** Functions: LOG set *************/
	/***********************************************/

	/// Short variant for calling \ref DefaultLogger::get()->info()
	void LogInfo(const std::string& pMessage) { DefaultLogger::get()->info(pMessage); }

	/***********************************************/
	/************** Functions: XML set *************/
	/***********************************************/

	/// Check if current node is empty: <node />. If not then exception will throwed.
	void XML_CheckNode_MustBeEmpty();

	/// Check if current node name is equal to pNodeName.
	/// \param [in] pNodeName - name for checking.
	/// return true if current node name is equal to pNodeName, else - false.
	bool XML_CheckNode_NameEqual(const std::string& pNodeName) { return mReader->getNodeName() == pNodeName; }

	/// Skip unsupported node and report about that. Depend on node name can be skipped begin tag of node all whole node.
	/// \param [in] pParentNodeName - parent node name. Used for reporting.
	void XML_CheckNode_SkipUnsupported(const std::string& pParentNodeName);

	/// Search for specified node in file. XML file read pointer(mReader) will point to found node or file end after search is end.
	/// \param [in] pNodeName - requested node name.
	/// return true - if node is found, else - false.
	bool XML_SearchNode(const std::string& pNodeName);

	/// Read attribute value.
	/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
	/// \return read data.
	bool XML_ReadNode_GetAttrVal_AsBool(const int pAttrIdx);

	/// Read attribute value.
	/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
	/// \return read data.
	float XML_ReadNode_GetAttrVal_AsFloat(const int pAttrIdx);

	/// Read attribute value.
	/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
	/// \return read data.
	int32_t XML_ReadNode_GetAttrVal_AsI32(const int pAttrIdx);

	/// Read attribute value.
	/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
	/// \param [out] pValue - read data.
	void XML_ReadNode_GetAttrVal_AsCol3f(const int pAttrIdx, aiColor3D& pValue);

	/// Read attribute value.
	/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
	/// \param [out] pValue - read data.
	void XML_ReadNode_GetAttrVal_AsVec2f(const int pAttrIdx, aiVector2D& pValue);

	/// Read attribute value.
	/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
	/// \param [out] pValue - read data.
	void XML_ReadNode_GetAttrVal_AsVec3f(const int pAttrIdx, aiVector3D& pValue);

	/// Read attribute value.
	/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
	/// \param [out] pValue - read data.
	void XML_ReadNode_GetAttrVal_AsArrB(const int pAttrIdx, std::vector<bool>& pValue);

	/// Read attribute value.
	/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
	/// \param [out] pValue - read data.
	void XML_ReadNode_GetAttrVal_AsArrI32(const int pAttrIdx, std::vector<int32_t>& pValue);

	/// Read attribute value.
	/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
	/// \param [out] pValue - read data.
	void XML_ReadNode_GetAttrVal_AsArrF(const int pAttrIdx, std::vector<float>& pValue);

    /// Read attribute value.
	/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
	/// \param [out] pValue - read data.
	void XML_ReadNode_GetAttrVal_AsArrD(const int pAttrIdx, std::vector<double>& pValue);

	/// Read attribute value.
	/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
	/// \param [out] pValue - read data.
	void XML_ReadNode_GetAttrVal_AsListCol3f(const int pAttrIdx, std::list<aiColor3D>& pValue);

	/// \overload void XML_ReadNode_GetAttrVal_AsListCol3f(const int pAttrIdx, std::vector<aiColor3D>& pValue)
	void XML_ReadNode_GetAttrVal_AsArrCol3f(const int pAttrIdx, std::vector<aiColor3D>& pValue);

	/// Read attribute value.
	/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
	/// \param [out] pValue - read data.
	void XML_ReadNode_GetAttrVal_AsListCol4f(const int pAttrIdx, std::list<aiColor4D>& pValue);

	/// \overload void XML_ReadNode_GetAttrVal_AsListCol4f(const int pAttrIdx, std::list<aiColor4D>& pValue)
	void XML_ReadNode_GetAttrVal_AsArrCol4f(const int pAttrIdx, std::vector<aiColor4D>& pValue);

	/// Read attribute value.
	/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
	/// \param [out] pValue - read data.
	void XML_ReadNode_GetAttrVal_AsListVec2f(const int pAttrIdx, std::list<aiVector2D>& pValue);

	/// \overload void XML_ReadNode_GetAttrVal_AsListVec2f(const int pAttrIdx, std::list<aiVector2D>& pValue)
	void XML_ReadNode_GetAttrVal_AsArrVec2f(const int pAttrIdx, std::vector<aiVector2D>& pValue);

	/// Read attribute value.
	/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
	/// \param [out] pValue - read data.
	void XML_ReadNode_GetAttrVal_AsListVec3f(const int pAttrIdx, std::list<aiVector3D>& pValue);

	/// \overload void XML_ReadNode_GetAttrVal_AsListVec3f(const int pAttrIdx, std::list<aiVector3D>& pValue)
	void XML_ReadNode_GetAttrVal_AsArrVec3f(const int pAttrIdx, std::vector<aiVector3D>& pValue);

	/// Read attribute value.
	/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
	/// \param [out] pValue - read data.
	void XML_ReadNode_GetAttrVal_AsListS(const int pAttrIdx, std::list<std::string>& pValue);

	/***********************************************/
	/******* Functions: geometry helper set  *******/
	/***********************************************/

	/// Make point on surface oXY.
	/// \param [in] pAngle - angle in radians between radius-vector of point and oX axis. Angle extends from the oX axis counterclockwise to the radius-vector.
	/// \param [in] pRadius - length of radius-vector.
	/// \return made point coordinates.
	aiVector3D GeometryHelper_Make_Point2D(const float pAngle, const float pRadius);

	/// Make 2D figure - linear circular arc with center in (0, 0). The z-coordinate is 0. The arc extends from the pStartAngle counterclockwise
	/// to the pEndAngle. If pStartAngle and pEndAngle have the same value, a circle is specified. If the absolute difference between pStartAngle
	/// and pEndAngle is greater than or equal to 2pi, a circle is specified.
	/// \param [in] pStartAngle - angle in radians of start of the arc.
	/// \param [in] pEndAngle - angle in radians of end of the arc.
	/// \param [in] pRadius - radius of the arc.
	/// \param [out] pNumSegments - number of segments in arc. In other words - tessellation factor.
	/// \param [out] pVertices - generated vertices.
	void GeometryHelper_Make_Arc2D(const float pStartAngle, const float pEndAngle, const float pRadius, size_t pNumSegments, std::list<aiVector3D>& pVertices);

	/// Create line set from point set.
	/// \param [in] pPoint - input points list.
	/// \param [out] pLine - made lines list.
	void GeometryHelper_Extend_PointToLine(const std::list<aiVector3D>& pPoint, std::list<aiVector3D>& pLine);

	/// Create CoordIdx of line set from CoordIdx of polyline set.
	/// \param [in] pPolylineCoordIdx - vertices indices divided by delimiter "-1". Must contain faces with two or more indices.
	/// \param [out] pLineCoordIdx - made CoordIdx of line set.
	void GeometryHelper_Extend_PolylineIdxToLineIdx(const std::list<int32_t>& pPolylineCoordIdx, std::list<int32_t>& pLineCoordIdx);

	/// Make 3D body - rectangular parallelepiped with center in (0, 0). QL mean quadlist (\sa pVertices).
	/// \param [in] pSize - scale factor for body for every axis. E.g. (1, 2, 1) mean: X-size and Z-size - 1, Y-size - 2.
	/// \param [out] pVertices - generated vertices. The list of vertices is grouped in quads.
	void GeometryHelper_MakeQL_RectParallelepiped(const aiVector3D& pSize, std::list<aiVector3D>& pVertices);

	/// Create faces array from vertices indices array.
	/// \param [in] pCoordIdx - vertices indices divided by delimiter "-1".
	/// \param [in] pFaces - created faces array.
	/// \param [in] pPrimitiveTypes - type of primitives in faces.
	void GeometryHelper_CoordIdxStr2FacesArr(const std::vector<int32_t>& pCoordIdx, std::vector<aiFace>& pFaces, unsigned int& pPrimitiveTypes) const;

	/// Add colors to mesh.
	/// a. If colorPerVertex is FALSE, colours are applied to each face, as follows:
	///		If the colorIndex field is not empty, one colour is used for each face of the mesh. There shall be at least as many indices in the
	///			colorIndex field as there are faces in the mesh. The colorIndex field shall not contain any negative entries.
	///		If the colorIndex field is empty, the colours in the X3DColorNode node are applied to each face of the mesh in order.
	///			There shall be at least as many colours in the X3DColorNode node as there are faces.
	/// b. If colorPerVertex is TRUE, colours are applied to each vertex, as follows:
	///		If the colorIndex field is not empty, colours are applied to each vertex of the mesh in exactly the same manner that the coordIndex
	///			field is used to choose coordinates for each vertex from the <Coordinate> node. The colorIndex field shall contain end-of-face markers (-1)
	///			in exactly the same places as the coordIndex field.
	///		If the colorIndex field is empty, the coordIndex field is used to choose colours from the X3DColorNode node.
	/// \param [in] pMesh - mesh for adding data.
	/// \param [in] pCoordIdx - vertices indices divided by delimiter "-1".
	/// \param [in] pColorIdx - color indices for every vertex divided by delimiter "-1" if \ref pColorPerVertex is true. if \ref pColorPerVertex is false
	/// then pColorIdx contain color indices for every faces and must not contain delimiter "-1".
	/// \param [in] pColors - defined colors.
	/// \param [in] pColorPerVertex - if \ref pColorPerVertex is true then color in \ref pColors defined for every vertex, if false - for every face.
	void MeshGeometry_AddColor(aiMesh& pMesh, const std::vector<int32_t>& pCoordIdx, const std::vector<int32_t>& pColorIdx,
								const std::list<aiColor4D>& pColors, const bool pColorPerVertex) const;

	/// \overload void MeshGeometry_AddColor(aiMesh& pMesh, const std::list<int32_t>& pCoordIdx, const std::list<int32_t>& pColorIdx, const std::list<aiColor4D>& pColors, const bool pColorPerVertex) const;
	void MeshGeometry_AddColor(aiMesh& pMesh, const std::vector<int32_t>& pCoordIdx, const std::vector<int32_t>& pColorIdx,
								const std::list<aiColor3D>& pColors, const bool pColorPerVertex) const;

	/// Add colors to mesh.
	/// \param [in] pMesh - mesh for adding data.
	/// \param [in] pColors - defined colors.
	/// \param [in] pColorPerVertex - if \ref pColorPerVertex is true then color in \ref pColors defined for every vertex, if false - for every face.
	void MeshGeometry_AddColor(aiMesh& pMesh, const std::list<aiColor4D>& pColors, const bool pColorPerVertex) const;

	/// \overload void MeshGeometry_AddColor(aiMesh& pMesh, const std::list<aiColor4D>& pColors, const bool pColorPerVertex) const
	void MeshGeometry_AddColor(aiMesh& pMesh, const std::list<aiColor3D>& pColors, const bool pColorPerVertex) const;

	/// Add normals to mesh. Function work similar to \ref MeshGeometry_AddColor;
	void MeshGeometry_AddNormal(aiMesh& pMesh, const std::vector<int32_t>& pCoordIdx, const std::vector<int32_t>& pNormalIdx,
								const std::list<aiVector3D>& pNormals, const bool pNormalPerVertex) const;

	/// Add normals to mesh. Function work similar to \ref MeshGeometry_AddColor;
	void MeshGeometry_AddNormal(aiMesh& pMesh, const std::list<aiVector3D>& pNormals, const bool pNormalPerVertex) const;

    /// Add texture coordinates to mesh. Function work similar to \ref MeshGeometry_AddColor;
	void MeshGeometry_AddTexCoord(aiMesh& pMesh, const std::vector<int32_t>& pCoordIdx, const std::vector<int32_t>& pTexCoordIdx,
								const std::list<aiVector2D>& pTexCoords) const;

    /// Add texture coordinates to mesh. Function work similar to \ref MeshGeometry_AddColor;
	void MeshGeometry_AddTexCoord(aiMesh& pMesh, const std::list<aiVector2D>& pTexCoords) const;

	/// Create mesh.
	/// \param [in] pCoordIdx - vertices indices divided by delimiter "-1".
	/// \param [in] pVertices - vertices of mesh.
	/// \return created mesh.
	aiMesh* GeometryHelper_MakeMesh(const std::vector<int32_t>& pCoordIdx, const std::list<aiVector3D>& pVertices) const;

	/***********************************************/
	/******** Functions: parse set private *********/
	/***********************************************/

	/// Create node element with type "Node" in scene graph. That operation is needed when you enter to X3D group node
	/// like <Group>, <Transform> etc. When exiting from X3D group node(e.g. </Group>) \ref ParseHelper_Node_Exit must
	/// be called.
	/// \param [in] pStatic - flag: if true then static node is created(e.g. <StaticGroup>).
	void ParseHelper_Group_Begin(const bool pStatic = false);

	/// Make pNode as current and enter deeper for parsing child nodes. At end \ref ParseHelper_Node_Exit must be called.
	/// \param [in] pNode - new current node.
	void ParseHelper_Node_Enter(CX3DImporter_NodeElement* pNode);

	/// This function must be called when exiting from X3D group node(e.g. </Group>). \ref ParseHelper_Group_Begin.
	void ParseHelper_Node_Exit();

	/// Attribute values of floating point types can take form ".x"(without leading zero). irrXMLReader can not read this form of values and it
	/// must be converted to right form - "0.xxx".
	/// \param [in] pInStr - pointer to input string which can contain incorrect form of values.
	/// \param [out[ pOutString - output string with right form of values.
	void ParseHelper_FixTruncatedFloatString(const char* pInStr, std::string& pOutString);

	/// Check if current node has nodes of type X3DMetadataObject. Why we must do it? Because X3DMetadataObject can be in any non-empty X3DNode.
	/// Meaning that X3DMetadataObject can be in any non-empty node in <Scene>.
	/// \return true - if metadata node are found and parsed, false - metadata not found.
	bool ParseHelper_CheckRead_X3DMetadataObject();

	/// Check if current node has nodes of type X3DGeometricPropertyNode. X3DGeometricPropertyNode
	/// X3DGeometricPropertyNode inheritors:
	/// <FogCoordinate>, <HAnimDisplacer>, <Color>, <ColorRGBA>, <Coordinate>, <CoordinateDouble>, <GeoCoordinate>, <Normal>,
	/// <MultiTextureCoordinate>, <TextureCoordinate>, <TextureCoordinate3D>, <TextureCoordinate4D>, <TextureCoordinateGenerator>,
	/// <FloatVertexAttribute>, <Matrix3VertexAttribute>, <Matrix4VertexAttribute>.
	/// \return true - if nodes are found and parsed, false - nodes not found.
	bool ParseHelper_CheckRead_X3DGeometricPropertyNode();

	/// Parse <X3D> node of the file.
	void ParseNode_Root();

	/// Parse <head> node of the file.
	void ParseNode_Head();

	/// Parse <Scene> node of the file.
	void ParseNode_Scene();

	/// Parse child nodes of <Metadata*> node.
	/// \param [in] pNodeName - parsed node name. Must be set because that function is general and name needed for checking the end
	/// and error reporing.
	/// \param [in] pParentElement - parent metadata element.
	void ParseNode_Metadata(CX3DImporter_NodeElement* pParentElement, const std::string& pNodeName);

	/// Parse <MetadataBoolean> node of the file.
	void ParseNode_MetadataBoolean();

	/// Parse <MetadataDouble> node of the file.
	void ParseNode_MetadataDouble();

	/// Parse <MetadataFloat> node of the file.
	void ParseNode_MetadataFloat();

	/// Parse <MetadataInteger> node of the file.
	void ParseNode_MetadataInteger();

	/// Parse <MetadataSet> node of the file.
	void ParseNode_MetadataSet();

	/// \fn void ParseNode_MetadataString()
	/// Parse <MetadataString> node of the file.
	void ParseNode_MetadataString();

	/// Parse <Arc2D> node of the file.
	void ParseNode_Geometry2D_Arc2D();

	/// Parse <ArcClose2D> node of the file.
	void ParseNode_Geometry2D_ArcClose2D();

	/// Parse <Circle2D> node of the file.
	void ParseNode_Geometry2D_Circle2D();

	/// Parse <Disk2D> node of the file.
	void ParseNode_Geometry2D_Disk2D();

	/// Parse <Polyline2D> node of the file.
	void ParseNode_Geometry2D_Polyline2D();

	/// Parse <Polypoint2D> node of the file.
	void ParseNode_Geometry2D_Polypoint2D();

	/// Parse <Rectangle2D> node of the file.
	void ParseNode_Geometry2D_Rectangle2D();

	/// Parse <TriangleSet2D> node of the file.
	void ParseNode_Geometry2D_TriangleSet2D();

	/// Parse <Box> node of the file.
	void ParseNode_Geometry3D_Box();

	/// Parse <Cone> node of the file.
	void ParseNode_Geometry3D_Cone();

	/// Parse <Cylinder> node of the file.
	void ParseNode_Geometry3D_Cylinder();

	/// Parse <ElevationGrid> node of the file.
	void ParseNode_Geometry3D_ElevationGrid();

	/// Parse <Extrusion> node of the file.
	void ParseNode_Geometry3D_Extrusion();

	/// Parse <IndexedFaceSet> node of the file.
	void ParseNode_Geometry3D_IndexedFaceSet();

	/// Parse <Sphere> node of the file.
	void ParseNode_Geometry3D_Sphere();

	/// Parse <Group> node of the file. And create new node in scene graph.
	void ParseNode_Grouping_Group();

	/// Doing actions at an exit from <Group>. Walk up in scene graph.
	void ParseNode_Grouping_GroupEnd();

	/// Parse <StaticGroup> node of the file. And create new node in scene graph.
	void ParseNode_Grouping_StaticGroup();

	/// Doing actions at an exit from <StaticGroup>. Walk up in scene graph.
	void ParseNode_Grouping_StaticGroupEnd();

	/// Parse <Switch> node of the file. And create new node in scene graph.
	void ParseNode_Grouping_Switch();

	/// Doing actions at an exit from <Switch>. Walk up in scene graph.
	void ParseNode_Grouping_SwitchEnd();

	/// Parse <Transform> node of the file. And create new node in scene graph.
	void ParseNode_Grouping_Transform();

	/// Doing actions at an exit from <Transform>. Walk up in scene graph.
	void ParseNode_Grouping_TransformEnd();

	/// Parse <Color> node of the file.
	void ParseNode_Rendering_Color();

	/// Parse <ColorRGBA> node of the file.
	void ParseNode_Rendering_ColorRGBA();

	/// Parse <Coordinate> node of the file.
	void ParseNode_Rendering_Coordinate();

	/// Parse <Normal> node of the file.
	void ParseNode_Rendering_Normal();

	/// Parse <IndexedLineSet> node of the file.
	void ParseNode_Rendering_IndexedLineSet();

	/// Parse <IndexedTriangleFanSet> node of the file.
	void ParseNode_Rendering_IndexedTriangleFanSet();

	/// Parse <IndexedTriangleSet> node of the file.
	void ParseNode_Rendering_IndexedTriangleSet();

	/// Parse <IndexedTriangleStripSet> node of the file.
	void ParseNode_Rendering_IndexedTriangleStripSet();

	/// Parse <LineSet> node of the file.
	void ParseNode_Rendering_LineSet();

	/// Parse <PointSet> node of the file.
	void ParseNode_Rendering_PointSet();

	/// Parse <TriangleFanSet> node of the file.
	void ParseNode_Rendering_TriangleFanSet();

	/// Parse <TriangleSet> node of the file.
	void ParseNode_Rendering_TriangleSet();

	/// Parse <TriangleStripSet> node of the file.
	void ParseNode_Rendering_TriangleStripSet();

	/// Parse <ImageTexture> node of the file.
	void ParseNode_Texturing_ImageTexture();

	/// Parse <TextureCoordinate> node of the file.
	void ParseNode_Texturing_TextureCoordinate();

	/// Parse <TextureTransform> node of the file.
	void ParseNode_Texturing_TextureTransform();

	/// Parse <Shape> node of the file.
	void ParseNode_Shape_Shape();

	/// Parse <Appearance> node of the file.
	void ParseNode_Shape_Appearance();

	/// Parse <Material> node of the file.
	void ParseNode_Shape_Material();

	/// Parse <Inline> node of the file.
	void ParseNode_Networking_Inline();

	/// Parse <DirectionalLight> node of the file.
	void ParseNode_Lighting_DirectionalLight();

	/// Parse <PointLight> node of the file.
	void ParseNode_Lighting_PointLight();

	/// Parse <SpotLight> node of the file.
	void ParseNode_Lighting_SpotLight();

private:
    /***********************************************/
    /******************** Types ********************/
    /***********************************************/

    /***********************************************/
    /****************** Constants ******************/
    /***********************************************/
    static const aiImporterDesc Description;
    //static const std::regex pattern_nws;
    //static const std::regex pattern_true;


    /***********************************************/
    /****************** Variables ******************/
    /***********************************************/
    CX3DImporter_NodeElement* NodeElement_Cur;///< Current element.
    std::unique_ptr<FIReader> mReader;///< Pointer to XML-reader object
    IOSystem *mpIOHandler;
};// class X3DImporter

}// namespace Assimp

#endif // INCLUDED_AI_X3D_IMPORTER_H
