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

Copyright (c) 2006-2022, 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
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* Redistributions of source code must retain the above
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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
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* 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
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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,
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----------------------------------------------------------------------
*/

/** @file FBXCommon.h
* Some useful constants and enums for dealing with FBX files.
*/
#ifndef AI_FBXCOMMON_H_INC
#define AI_FBXCOMMON_H_INC

#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER

namespace Assimp {
namespace FBX {

const std::string NULL_RECORD = { // 25 null bytes in 64-bit and 13 null bytes in 32-bit
    '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0',
    '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0'
}; // who knows why, it looks like two integers 32/64 bit (compressed and uncompressed sizes?) + 1 byte (might be compression type?)
const std::string SEPARATOR = { '\x00', '\x01' }; // for use inside strings
const std::string MAGIC_NODE_TAG = "_$AssimpFbx$"; // from import
const int64_t SECOND = 46186158000; // FBX's kTime unit

// rotation order. We'll probably use EulerXYZ for everything
enum RotOrder {
    RotOrder_EulerXYZ = 0,
    RotOrder_EulerXZY,
    RotOrder_EulerYZX,
    RotOrder_EulerYXZ,
    RotOrder_EulerZXY,
    RotOrder_EulerZYX,

    RotOrder_SphericXYZ,

    RotOrder_MAX // end-of-enum sentinel
};

// transformation inheritance method. Most of the time RSrs
enum TransformInheritance {
    TransformInheritance_RrSs = 0,
    TransformInheritance_RSrs,
    TransformInheritance_Rrs,

    TransformInheritance_MAX // end-of-enum sentinel
};

} // namespace FBX
} // namespace Assimp

#endif // ASSIMP_BUILD_NO_FBX_EXPORTER

#endif // AI_FBXCOMMON_H_INC
