summaryrefslogtreecommitdiff
path: root/src/util/container.h
blob: 2ad2bbfc740362da4447b9ae6293c82d416e0c6d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#pragma once

#include "irrlichttypes.h"
#include "exceptions.h"
#include "threading/mutex_auto_lock.h"
#include "threading/semaphore.h"
#include <list>
#include <vector>
#include <map>
#include <set>
#include <queue>

/*
Queue with unique values with fast checking of value existence
*/

template<typename Value>
class UniqueQueue
{
public:

	/*
	Does nothing if value is already queued.
	Return value:
	true: value added
	false: value already exists
	*/
	bool push_back(const Value& value)
	{
		if (m_set.insert(value).second)
		{
			m_queue.push(value);
			return true;
		}
		return false;
	}

	void pop_front()
	{
		m_set.erase(m_queue.front());
		m_queue.pop();
	}

	const Value& front() const
	{
		return m_queue.front();
	}

	u32 size() const
	{
		return m_queue.size();
	}

private:
	std::set<Value> m_set;
	std::queue<Value> m_queue;
};

template<typename Key, typename Value>
class MutexedMap
{
public:
	MutexedMap() = default;

	void set(const Key &name, const Value &value)
	{
		MutexAutoLock lock(m_mutex);
		m_values[name] = value;
	}

	bool get(const Key &name, Value *result) const
	{
		MutexAutoLock lock(m_mutex);
		typename std::map<Key, Value>::const_iterator n =
			m_values.find(name);
		if (n == m_values.end())
			return false;
		if (result)
			*result = n->second;
		return true;
	}

	std::vector<Value> getValues() const
	{
		MutexAutoLock lock(m_mutex);
		std::vector<Value> result;
		for (typename std::map<Key, Value>::const_iterator
				it = m_values.begin();
				it != m_values.end(); ++it){
			result.push_back(it->second);
		}
		return result;
	}

	void clear() { m_values.clear(); }

private:
	std::map<Key, Value> m_values;
	mutable std::mutex m_mutex;
};


// Thread-safe Double-ended queue

template<typename T>
class MutexedQueue
{
public:
	template<typename Key, typename U, typename Caller, typename CallerData>
	friend class RequestQueue;

	MutexedQueue() = default;

	bool empty() const
	{
		MutexAutoLock lock(m_mutex);
		return m_queue.empty();
	}

	void push_back(T t)
	{
		MutexAutoLock lock(m_mutex);
		m_queue.push_back(t);
		m_signal.post();
	}

	/* this version of pop_front returns a empty element of T on timeout.
	* Make sure default constructor of T creates a recognizable "empty" element
	*/
	T pop_frontNoEx(u32 wait_time_max_ms)
	{
		if (m_signal.wait(wait_time_max_ms)) {
			MutexAutoLock lock(m_mutex);

			T t = m_queue.front();
			m_queue.pop_front();
			return t;
		}

		return T();
	}

	T pop_front(u32 wait_time_max_ms)
	{
		if (m_signal.wait(wait_time_max_ms)) {
			MutexAutoLock lock(m_mutex);

			T t = m_queue.front();
			m_queue.pop_front();
			return t;
		}

		throw ItemNotFoundException("MutexedQueue: queue is empty");
	}

	T pop_frontNoEx()
	{
		m_signal.wait();

		MutexAutoLock lock(m_mutex);

		T t = m_queue.front();
		m_queue.pop_front();
		return t;
	}

	T pop_back(u32 wait_time_max_ms=0)
	{
		if (m_signal.wait(wait_time_max_ms)) {
			MutexAutoLock lock(m_mutex);

			T t = m_queue.back();
			m_queue.pop_back();
			return t;
		}

		throw ItemNotFoundException("MutexedQueue: queue is empty");
	}

	/* this version of pop_back returns a empty element of T on timeout.
	* Make sure default constructor of T creates a recognizable "empty" element
	*/
	T pop_backNoEx(u32 wait_time_max_ms)
	{
		if (m_signal.wait(wait_time_max_ms)) {
			MutexAutoLock lock(m_mutex);

			T t = m_queue.back();
			m_queue.pop_back();
			return t;
		}

		return T();
	}

	T pop_backNoEx()
	{
		m_signal.wait();

		MutexAutoLock lock(m_mutex);

		T t = m_queue.back();
		m_queue.pop_back();
		return t;
	}

protected:
	std::mutex &getMutex() { return m_mutex; }

	std::deque<T> &getQueue() { return m_queue; }

	std::deque<T> m_queue;
	mutable std::mutex m_mutex;
	Semaphore m_signal;
};

template<typename K, typename V>
class LRUCache
{
public:
	LRUCache(size_t limit, void (*cache_miss)(void *data, const K &key, V *dest),
			void *data)
	{
		m_limit = limit;
		m_cache_miss = cache_miss;
		m_cache_miss_data = data;
	}

	void setLimit(size_t limit)
	{
		m_limit = limit;
		invalidate();
	}

	void invalidate()
	{
		m_map.clear();
		m_queue.clear();
	}

	const V *lookupCache(K key)
	{
		typename cache_type::iterator it = m_map.find(key);
		V *ret;
		if (it != m_map.end()) {
			// found!

			cache_entry_t &entry = it->second;

			ret = &entry.second;

			// update the usage information
			m_queue.erase(entry.first);
			m_queue.push_front(key);
			entry.first = m_queue.begin();
		} else {
			// cache miss -- enter into cache
			cache_entry_t &entry =
				m_map[key];
			ret = &entry.second;
			m_cache_miss(m_cache_miss_data, key, &entry.second);

			// delete old entries
			if (m_queue.size() == m_limit) {
				const K &id = m_queue.back();
				m_map.erase(id);
				m_queue.pop_back();
			}

			m_queue.push_front(key);
			entry.first = m_queue.begin();
		}
		return ret;
	}
private:
	void (*m_cache_miss)(void *data, const K &key, V *dest);
	void *m_cache_miss_data;
	size_t m_limit;
	typedef typename std::template pair<typename std::template list<K>::iterator, V> cache_entry_t;
	typedef std::template map<K, cache_entry_t> cache_type;
	cache_type m_map;
	// we can't use std::deque here, because its iterators get invalidated
	std::list<K> m_queue;
};
href='#n1060'>1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "mesh.h"
#include "debug.h"
#include "log.h"
#include "irrMap.h"
#include <iostream>
#include <IAnimatedMesh.h>
#include <SAnimatedMesh.h>

// In Irrlicht 1.8 the signature of ITexture::lock was changed from
// (bool, u32) to (E_TEXTURE_LOCK_MODE, u32).
#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 7
#define MY_ETLM_READ_ONLY true
#else
#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
#endif

inline static void applyShadeFactor(video::SColor& color, float factor)
{
	color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
	color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
	color.setBlue(core::clamp(core::round32(color.getBlue()*factor), 0, 255));
}

void applyFacesShading(video::SColor &color, const v3f &normal)
{
	/*
		Some drawtypes have normals set to (0, 0, 0), this must result in
		maximum brightness: shade factor 1.0.
		Shade factors for aligned cube faces are:
		+Y 1.000000 sqrt(1.0)
		-Y 0.447213 sqrt(0.2)
		+-X 0.670820 sqrt(0.45)
		+-Z 0.836660 sqrt(0.7)
	*/
	float x2 = normal.X * normal.X;
	float y2 = normal.Y * normal.Y;
	float z2 = normal.Z * normal.Z;
	if (normal.Y < 0)
		applyShadeFactor(color, 0.670820f * x2 + 0.447213f * y2 + 0.836660f * z2);
	else if ((x2 > 1e-3) || (z2 > 1e-3))
		applyShadeFactor(color, 0.670820f * x2 + 1.000000f * y2 + 0.836660f * z2);
}

scene::IAnimatedMesh* createCubeMesh(v3f scale)
{
	video::SColor c(255,255,255,255);
	video::S3DVertex vertices[24] =
	{
		// Up
		video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
		video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
		video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
		video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
		// Down
		video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
		video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
		video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
		video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
		// Right
		video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
		video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
		video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
		video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
		// Left
		video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
		video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
		video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
		video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
		// Back
		video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
		video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
		video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
		video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
		// Front
		video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
		video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
		video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
		video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
	};

	u16 indices[6] = {0,1,2,2,3,0};

	scene::SMesh *mesh = new scene::SMesh();
	for (u32 i=0; i<6; ++i)
	{
		scene::IMeshBuffer *buf = new scene::SMeshBuffer();
		buf->append(vertices + 4 * i, 4, indices, 6);
		// Set default material
		buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
		buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
		buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
		// Add mesh buffer to mesh
		mesh->addMeshBuffer(buf);
		buf->drop();
	}

	scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
	mesh->drop();
	scaleMesh(anim_mesh, scale);  // also recalculates bounding box
	return anim_mesh;
}

void scaleMesh(scene::IMesh *mesh, v3f scale)
{
	if (mesh == NULL)
		return;

	aabb3f bbox;
	bbox.reset(0, 0, 0);

	u32 mc = mesh->getMeshBufferCount();
	for (u32 j = 0; j < mc; j++) {
		scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
		const u32 stride = getVertexPitchFromType(buf->getVertexType());
		u32 vertex_count = buf->getVertexCount();
		u8 *vertices = (u8 *)buf->getVertices();
		for (u32 i = 0; i < vertex_count; i++)
			((video::S3DVertex *)(vertices + i * stride))->Pos *= scale;

		buf->recalculateBoundingBox();

		// calculate total bounding box
		if (j == 0)
			bbox = buf->getBoundingBox();
		else
			bbox.addInternalBox(buf->getBoundingBox());
	}
	mesh->setBoundingBox(bbox);
}

void translateMesh(scene::IMesh *mesh, v3f vec)
{
	if (mesh == NULL)
		return;

	aabb3f bbox;
	bbox.reset(0, 0, 0);

	u32 mc = mesh->getMeshBufferCount();
	for (u32 j = 0; j < mc; j++) {
		scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
		const u32 stride = getVertexPitchFromType(buf->getVertexType());
		u32 vertex_count = buf->getVertexCount();
		u8 *vertices = (u8 *)buf->getVertices();
		for (u32 i = 0; i < vertex_count; i++)
			((video::S3DVertex *)(vertices + i * stride))->Pos += vec;

		buf->recalculateBoundingBox();

		// calculate total bounding box
		if (j == 0)
			bbox = buf->getBoundingBox();
		else
			bbox.addInternalBox(buf->getBoundingBox());
	}
	mesh->setBoundingBox(bbox);
}


void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
{
	if (mesh == NULL)
		return;

	u32 mc = mesh->getMeshBufferCount();
	for (u32 j = 0; j < mc; j++) {
		scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
		const u32 stride = getVertexPitchFromType(buf->getVertexType());
		u32 vertex_count = buf->getVertexCount();
		u8 *vertices = (u8 *)buf->getVertices();
		for (u32 i = 0; i < vertex_count; i++)
			((video::S3DVertex *)(vertices + i * stride))->Color = color;
	}
}

void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor)
{
	const u32 stride = getVertexPitchFromType(buf->getVertexType());
	u32 vertex_count = buf->getVertexCount();
	u8 *vertices = (u8 *) buf->getVertices();
	for (u32 i = 0; i < vertex_count; i++) {
		video::S3DVertex *vertex = (video::S3DVertex *) (vertices + i * stride);
		video::SColor *vc = &(vertex->Color);
		// Reset color
		*vc = *buffercolor;
		// Apply shading
		applyFacesShading(*vc, vertex->Normal);
	}
}

void setMeshColorByNormalXYZ(scene::IMesh *mesh,
		const video::SColor &colorX,
		const video::SColor &colorY,
		const video::SColor &colorZ)
{
	if (mesh == NULL)
		return;

	u16 mc = mesh->getMeshBufferCount();
	for (u16 j = 0; j < mc; j++) {
		scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
		const u32 stride = getVertexPitchFromType(buf->getVertexType());
		u32 vertex_count = buf->getVertexCount();
		u8 *vertices = (u8 *)buf->getVertices();
		for (u32 i = 0; i < vertex_count; i++) {
			video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
			f32 x = fabs(vertex->Normal.X);
			f32 y = fabs(vertex->Normal.Y);
			f32 z = fabs(vertex->Normal.Z);
			if (x >= y && x >= z)
				vertex->Color = colorX;
			else if (y >= z)
				vertex->Color = colorY;
			else
				vertex->Color = colorZ;
		}
	}
}

void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
		const video::SColor &color)
{
	if (!mesh)
		return;

	u16 mc = mesh->getMeshBufferCount();
	for (u16 j = 0; j < mc; j++) {
		scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
		const u32 stride = getVertexPitchFromType(buf->getVertexType());
		u32 vertex_count = buf->getVertexCount();
		u8 *vertices = (u8 *)buf->getVertices();
		for (u32 i = 0; i < vertex_count; i++) {
			video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
			if (normal == vertex->Normal) {
				vertex->Color = color;
			}
		}
	}
}

void rotateMeshXYby(scene::IMesh *mesh, f64 degrees)
{
	u16 mc = mesh->getMeshBufferCount();
	for (u16 j = 0; j < mc; j++) {
		scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
		const u32 stride = getVertexPitchFromType(buf->getVertexType());
		u32 vertex_count = buf->getVertexCount();
		u8 *vertices = (u8 *)buf->getVertices();
		for (u32 i = 0; i < vertex_count; i++)
			((video::S3DVertex *)(vertices + i * stride))->Pos.rotateXYBy(degrees);
	}
}

void rotateMeshXZby(scene::IMesh *mesh, f64 degrees)
{
	u16 mc = mesh->getMeshBufferCount();
	for (u16 j = 0; j < mc; j++) {
		scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
		const u32 stride = getVertexPitchFromType(buf->getVertexType());
		u32 vertex_count = buf->getVertexCount();
		u8 *vertices = (u8 *)buf->getVertices();
		for (u32 i = 0; i < vertex_count; i++)
			((video::S3DVertex *)(vertices + i * stride))->Pos.rotateXZBy(degrees);
	}
}

void rotateMeshYZby(scene::IMesh *mesh, f64 degrees)
{
	u16 mc = mesh->getMeshBufferCount();
	for (u16 j = 0; j < mc; j++) {
		scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
		const u32 stride = getVertexPitchFromType(buf->getVertexType());
		u32 vertex_count = buf->getVertexCount();
		u8 *vertices = (u8 *)buf->getVertices();
		for (u32 i = 0; i < vertex_count; i++)
			((video::S3DVertex *)(vertices + i * stride))->Pos.rotateYZBy(degrees);
	}
}

void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
{
	int axisdir = facedir >> 2;
	facedir &= 0x03;

	u16 mc = mesh->getMeshBufferCount();
	for (u16 j = 0; j < mc; j++) {
		scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
		const u32 stride = getVertexPitchFromType(buf->getVertexType());
		u32 vertex_count = buf->getVertexCount();
		u8 *vertices = (u8 *)buf->getVertices();
		for (u32 i = 0; i < vertex_count; i++) {
			video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
			switch (axisdir) {
				case 0:
					if (facedir == 1)
						vertex->Pos.rotateXZBy(-90);
					else if (facedir == 2)
						vertex->Pos.rotateXZBy(180);
					else if (facedir == 3)
						vertex->Pos.rotateXZBy(90);
					break;
				case 1: // z+
					vertex->Pos.rotateYZBy(90);
					if (facedir == 1)
						vertex->Pos.rotateXYBy(90);
					else if (facedir == 2)
						vertex->Pos.rotateXYBy(180);
					else if (facedir == 3)
						vertex->Pos.rotateXYBy(-90);
					break;
				case 2: //z-
					vertex->Pos.rotateYZBy(-90);
					if (facedir == 1)
						vertex->Pos.rotateXYBy(-90);
					else if (facedir == 2)
						vertex->Pos.rotateXYBy(180);
					else if (facedir == 3)
						vertex->Pos.rotateXYBy(90);
					break;
				case 3:  //x+
					vertex->Pos.rotateXYBy(-90);
					if (facedir == 1)
						vertex->Pos.rotateYZBy(90);
					else if (facedir == 2)
						vertex->Pos.rotateYZBy(180);
					else if (facedir == 3)
						vertex->Pos.rotateYZBy(-90);
					break;
				case 4:  //x-
					vertex->Pos.rotateXYBy(90);
					if (facedir == 1)
						vertex->Pos.rotateYZBy(-90);
					else if (facedir == 2)
						vertex->Pos.rotateYZBy(180);
					else if (facedir == 3)
						vertex->Pos.rotateYZBy(90);
					break;
				case 5:
					vertex->Pos.rotateXYBy(-180);
					if (facedir == 1)
						vertex->Pos.rotateXZBy(90);
					else if (facedir == 2)
						vertex->Pos.rotateXZBy(180);
					else if (facedir == 3)
						vertex->Pos.rotateXZBy(-90);
					break;
				default:
					break;
			}
		}
	}
}

void recalculateBoundingBox(scene::IMesh *src_mesh)
{
	aabb3f bbox;
	bbox.reset(0,0,0);
	for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
		scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
		buf->recalculateBoundingBox();
		if (j == 0)
			bbox = buf->getBoundingBox();
		else
			bbox.addInternalBox(buf->getBoundingBox());
	}
	src_mesh->setBoundingBox(bbox);
}

scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
{
	scene::SMesh* dst_mesh = new scene::SMesh();
	for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
		scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
		switch (buf->getVertexType()) {
			case video::EVT_STANDARD: {
				video::S3DVertex *v =
					(video::S3DVertex *) buf->getVertices();
				u16 *indices = (u16*)buf->getIndices();
				scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
				temp_buf->append(v, buf->getVertexCount(),
					indices, buf->getIndexCount());
				dst_mesh->addMeshBuffer(temp_buf);
				temp_buf->drop();
				break;
			}
			case video::EVT_2TCOORDS: {
				video::S3DVertex2TCoords *v =
					(video::S3DVertex2TCoords *) buf->getVertices();
				u16 *indices = (u16*)buf->getIndices();
				scene::SMeshBufferTangents *temp_buf =
					new scene::SMeshBufferTangents();
				temp_buf->append(v, buf->getVertexCount(),
					indices, buf->getIndexCount());
				dst_mesh->addMeshBuffer(temp_buf);
				temp_buf->drop();
				break;
			}
			case video::EVT_TANGENTS: {
				video::S3DVertexTangents *v =
					(video::S3DVertexTangents *) buf->getVertices();
				u16 *indices = (u16*)buf->getIndices();
				scene::SMeshBufferTangents *temp_buf =
					new scene::SMeshBufferTangents();
				temp_buf->append(v, buf->getVertexCount(),
					indices, buf->getIndexCount());
				dst_mesh->addMeshBuffer(temp_buf);
				temp_buf->drop();
				break;
			}
		}
	}
	return dst_mesh;
}

scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
		const f32 *uv_coords, float expand)
{
	scene::SMesh* dst_mesh = new scene::SMesh();

	for (u16 j = 0; j < 6; j++)
	{
		scene::IMeshBuffer *buf = new scene::SMeshBuffer();
		buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
		buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
		dst_mesh->addMeshBuffer(buf);
		buf->drop();
	}

	video::SColor c(255,255,255,255);	

	for (std::vector<aabb3f>::const_iterator
			i = boxes.begin();
			i != boxes.end(); ++i)
	{
		aabb3f box = *i;
		box.repair();

		box.MinEdge.X -= expand;
		box.MinEdge.Y -= expand;
		box.MinEdge.Z -= expand;
		box.MaxEdge.X += expand;
		box.MaxEdge.Y += expand;
		box.MaxEdge.Z += expand;

		// Compute texture UV coords
		f32 tx1 = (box.MinEdge.X / BS) + 0.5;
		f32 ty1 = (box.MinEdge.Y / BS) + 0.5;
		f32 tz1 = (box.MinEdge.Z / BS) + 0.5;
		f32 tx2 = (box.MaxEdge.X / BS) + 0.5;
		f32 ty2 = (box.MaxEdge.Y / BS) + 0.5;
		f32 tz2 = (box.MaxEdge.Z / BS) + 0.5;

		f32 txc_default[24] = {
			// up
			tx1, 1 - tz2, tx2, 1 - tz1,
			// down
			tx1, tz1, tx2, tz2,
			// right
			tz1, 1 - ty2, tz2, 1 - ty1,
			// left
			1 - tz2, 1 - ty2, 1 - tz1, 1 - ty1,
			// back
			1 - tx2, 1 - ty2, 1 - tx1, 1 - ty1,
			// front
			tx1, 1 - ty2, tx2, 1 - ty1,
		};

		// use default texture UV mapping if not provided
		const f32 *txc = uv_coords ? uv_coords : txc_default;

		v3f min = box.MinEdge;
		v3f max = box.MaxEdge;

		video::S3DVertex vertices[24] =
		{
			// up
			video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
			video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
			video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
			video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
			// down
			video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
			video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
			video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
			video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
			// right
			video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
			video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
			video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
			video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
			// left
			video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
			video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
			video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
			video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
			// back
			video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
			video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
			video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
			video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
			// front
			video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
			video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
			video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
			video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
		};

		u16 indices[] = {0,1,2,2,3,0};

		for(u16 j = 0; j < 24; j += 4)
		{
			scene::IMeshBuffer *buf = dst_mesh->getMeshBuffer(j / 4);
			buf->append(vertices + j, 4, indices, 6);
		}
	}
	return dst_mesh;					
}

struct vcache
{
	core::array<u32> tris;
	float score;
	s16 cachepos;
	u16 NumActiveTris;
};

struct tcache
{
	u16 ind[3];
	float score;
	bool drawn;
};

const u16 cachesize = 32;

float FindVertexScore(vcache *v)
{
	const float CacheDecayPower = 1.5f;
	const float LastTriScore = 0.75f;
	const float ValenceBoostScale = 2.0f;
	const float ValenceBoostPower = 0.5f;
	const float MaxSizeVertexCache = 32.0f;

	if (v->NumActiveTris == 0)
	{
		// No tri needs this vertex!
		return -1.0f;
	}

	float Score = 0.0f;
	int CachePosition = v->cachepos;
	if (CachePosition < 0)
	{
		// Vertex is not in FIFO cache - no score.
	}
	else
	{
		if (CachePosition < 3)
		{
			// This vertex was used in the last triangle,
			// so it has a fixed score.
			Score = LastTriScore;
		}
		else
		{
			// Points for being high in the cache.
			const float Scaler = 1.0f / (MaxSizeVertexCache - 3);
			Score = 1.0f - (CachePosition - 3) * Scaler;
			Score = powf(Score, CacheDecayPower);
		}
	}

	// Bonus points for having a low number of tris still to
	// use the vert, so we get rid of lone verts quickly.
	float ValenceBoost = powf(v->NumActiveTris,
				-ValenceBoostPower);
	Score += ValenceBoostScale * ValenceBoost;

	return Score;
}

/*
	A specialized LRU cache for the Forsyth algorithm.
*/

class f_lru
{

public:
	f_lru(vcache *v, tcache *t): vc(v), tc(t)
	{
		for (u16 i = 0; i < cachesize; i++)
		{
			cache[i] = -1;
		}
	}

	// Adds this vertex index and returns the highest-scoring triangle index
	u32 add(u16 vert, bool updatetris = false)
	{
		bool found = false;

		// Mark existing pos as empty
		for (u16 i = 0; i < cachesize; i++)
		{
			if (cache[i] == vert)
			{
				// Move everything down
				for (u16 j = i; j; j--)
				{
					cache[j] = cache[j - 1];
				}

				found = true;
				break;
			}
		}

		if (!found)
		{
			if (cache[cachesize-1] != -1)
				vc[cache[cachesize-1]].cachepos = -1;

			// Move everything down
			for (u16 i = cachesize - 1; i; i--)
			{
				cache[i] = cache[i - 1];
			}
		}

		cache[0] = vert;

		u32 highest = 0;
		float hiscore = 0;

		if (updatetris)
		{
			// Update cache positions
			for (u16 i = 0; i < cachesize; i++)
			{
				if (cache[i] == -1)
					break;

				vc[cache[i]].cachepos = i;
				vc[cache[i]].score = FindVertexScore(&vc[cache[i]]);
			}

			// Update triangle scores
			for (u16 i = 0; i < cachesize; i++)
			{
				if (cache[i] == -1)
					break;

				const u16 trisize = vc[cache[i]].tris.size();
				for (u16 t = 0; t < trisize; t++)
				{
					tcache *tri = &tc[vc[cache[i]].tris[t]];

					tri->score =
						vc[tri->ind[0]].score +
						vc[tri->ind[1]].score +
						vc[tri->ind[2]].score;

					if (tri->score > hiscore)
					{
						hiscore = tri->score;
						highest = vc[cache[i]].tris[t];
					}
				}
			}
		}

		return highest;
	}

private:
	s32 cache[cachesize];
	vcache *vc;
	tcache *tc;
};

/**
Vertex cache optimization according to the Forsyth paper:
http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html

The function is thread-safe (read: you can optimize several meshes in different threads)

\param mesh Source mesh for the operation.  */
scene::IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh)
{
	if (!mesh)
		return 0;

	scene::SMesh *newmesh = new scene::SMesh();
	newmesh->BoundingBox = mesh->getBoundingBox();

	const u32 mbcount = mesh->getMeshBufferCount();

	for (u32 b = 0; b < mbcount; ++b)
	{
		const scene::IMeshBuffer *mb = mesh->getMeshBuffer(b);

		if (mb->getIndexType() != video::EIT_16BIT)
		{
			//os::Printer::log("Cannot optimize a mesh with 32bit indices", ELL_ERROR);
			newmesh->drop();
			return 0;
		}

		const u32 icount = mb->getIndexCount();
		const u32 tcount = icount / 3;
		const u32 vcount = mb->getVertexCount();
		const u16 *ind = mb->getIndices();

		vcache *vc = new vcache[vcount];
		tcache *tc = new tcache[tcount];

		f_lru lru(vc, tc);

		// init
		for (u16 i = 0; i < vcount; i++)
		{
			vc[i].score = 0;
			vc[i].cachepos = -1;
			vc[i].NumActiveTris = 0;
		}

		// First pass: count how many times a vert is used
		for (u32 i = 0; i < icount; i += 3)
		{
			vc[ind[i]].NumActiveTris++;
			vc[ind[i + 1]].NumActiveTris++;
			vc[ind[i + 2]].NumActiveTris++;

			const u32 tri_ind = i/3;
			tc[tri_ind].ind[0] = ind[i];
			tc[tri_ind].ind[1] = ind[i + 1];
			tc[tri_ind].ind[2] = ind[i + 2];
		}

		// Second pass: list of each triangle
		for (u32 i = 0; i < tcount; i++)
		{
			vc[tc[i].ind[0]].tris.push_back(i);
			vc[tc[i].ind[1]].tris.push_back(i);
			vc[tc[i].ind[2]].tris.push_back(i);

			tc[i].drawn = false;
		}

		// Give initial scores
		for (u16 i = 0; i < vcount; i++)
		{
			vc[i].score = FindVertexScore(&vc[i]);
		}
		for (u32 i = 0; i < tcount; i++)
		{
			tc[i].score =
					vc[tc[i].ind[0]].score +
					vc[tc[i].ind[1]].score +
					vc[tc[i].ind[2]].score;
		}

		switch(mb->getVertexType())
		{
			case video::EVT_STANDARD:
			{
				video::S3DVertex *v = (video::S3DVertex *) mb->getVertices();

				scene::SMeshBuffer *buf = new scene::SMeshBuffer();
				buf->Material = mb->getMaterial();

				buf->Vertices.reallocate(vcount);
				buf->Indices.reallocate(icount);

				core::map<const video::S3DVertex, const u16> sind; // search index for fast operation
				typedef core::map<const video::S3DVertex, const u16>::Node snode;

				// Main algorithm
				u32 highest = 0;
				u32 drawcalls = 0;
				for (;;)
				{
					if (tc[highest].drawn)
					{
						bool found = false;
						float hiscore = 0;
						for (u32 t = 0; t < tcount; t++)
						{
							if (!tc[t].drawn)
							{
								if (tc[t].score > hiscore)
								{
									highest = t;
									hiscore = tc[t].score;
									found = true;
								}
							}
						}
						if (!found)
							break;
					}

					// Output the best triangle
					u16 newind = buf->Vertices.size();

					snode *s = sind.find(v[tc[highest].ind[0]]);

					if (!s)
					{
						buf->Vertices.push_back(v[tc[highest].ind[0]]);
						buf->Indices.push_back(newind);
						sind.insert(v[tc[highest].ind[0]], newind);
						newind++;
					}
					else
					{
						buf->Indices.push_back(s->getValue());
					}

					s = sind.find(v[tc[highest].ind[1]]);

					if (!s)
					{
						buf->Vertices.push_back(v[tc[highest].ind[1]]);
						buf->Indices.push_back(newind);
						sind.insert(v[tc[highest].ind[1]], newind);
						newind++;
					}
					else
					{
						buf->Indices.push_back(s->getValue());
					}

					s = sind.find(v[tc[highest].ind[2]]);

					if (!s)
					{
						buf->Vertices.push_back(v[tc[highest].ind[2]]);
						buf->Indices.push_back(newind);
						sind.insert(v[tc[highest].ind[2]], newind);
					}
					else
					{
						buf->Indices.push_back(s->getValue());
					}

					vc[tc[highest].ind[0]].NumActiveTris--;
					vc[tc[highest].ind[1]].NumActiveTris--;
					vc[tc[highest].ind[2]].NumActiveTris--;

					tc[highest].drawn = true;

					for (u16 j = 0; j < 3; j++)
					{
						vcache *vert = &vc[tc[highest].ind[j]];
						for (u16 t = 0; t < vert->tris.size(); t++)
						{
							if (highest == vert->tris[t])
							{
								vert->tris.erase(t);
								break;
							}
						}
					}

					lru.add(tc[highest].ind[0]);
					lru.add(tc[highest].ind[1]);
					highest = lru.add(tc[highest].ind[2], true);
					drawcalls++;
				}

				buf->setBoundingBox(mb->getBoundingBox());
				newmesh->addMeshBuffer(buf);
				buf->drop();
			}
			break;
			case video::EVT_2TCOORDS:
			{
				video::S3DVertex2TCoords *v = (video::S3DVertex2TCoords *) mb->getVertices();

				scene::SMeshBufferLightMap *buf = new scene::SMeshBufferLightMap();
				buf->Material = mb->getMaterial();

				buf->Vertices.reallocate(vcount);
				buf->Indices.reallocate(icount);

				core::map<const video::S3DVertex2TCoords, const u16> sind; // search index for fast operation
				typedef core::map<const video::S3DVertex2TCoords, const u16>::Node snode;

				// Main algorithm
				u32 highest = 0;
				u32 drawcalls = 0;
				for (;;)
				{
					if (tc[highest].drawn)
					{
						bool found = false;
						float hiscore = 0;
						for (u32 t = 0; t < tcount; t++)
						{
							if (!tc[t].drawn)
							{
								if (tc[t].score > hiscore)
								{
									highest = t;
									hiscore = tc[t].score;
									found = true;
								}
							}
						}
						if (!found)
							break;
					}

					// Output the best triangle
					u16 newind = buf->Vertices.size();

					snode *s = sind.find(v[tc[highest].ind[0]]);

					if (!s)
					{
						buf->Vertices.push_back(v[tc[highest].ind[0]]);
						buf->Indices.push_back(newind);
						sind.insert(v[tc[highest].ind[0]], newind);
						newind++;
					}
					else
					{
						buf->Indices.push_back(s->getValue());
					}

					s = sind.find(v[tc[highest].ind[1]]);

					if (!s)
					{
						buf->Vertices.push_back(v[tc[highest].ind[1]]);
						buf->Indices.push_back(newind);
						sind.insert(v[tc[highest].ind[1]], newind);
						newind++;
					}
					else
					{
						buf->Indices.push_back(s->getValue());
					}

					s = sind.find(v[tc[highest].ind[2]]);

					if (!s)
					{
						buf->Vertices.push_back(v[tc[highest].ind[2]]);
						buf->Indices.push_back(newind);
						sind.insert(v[tc[highest].ind[2]], newind);
					}
					else
					{
						buf->Indices.push_back(s->getValue());
					}

					vc[tc[highest].ind[0]].NumActiveTris--;
					vc[tc[highest].ind[1]].NumActiveTris--;
					vc[tc[highest].ind[2]].NumActiveTris--;

					tc[highest].drawn = true;

					for (u16 j = 0; j < 3; j++)
					{
						vcache *vert = &vc[tc[highest].ind[j]];
						for (u16 t = 0; t < vert->tris.size(); t++)
						{
							if (highest == vert->tris[t])
							{
								vert->tris.erase(t);
								break;
							}
						}
					}

					lru.add(tc[highest].ind[0]);
					lru.add(tc[highest].ind[1]);
					highest = lru.add(tc[highest].ind[2]);
					drawcalls++;
				}

				buf->setBoundingBox(mb->getBoundingBox());
				newmesh->addMeshBuffer(buf);
				buf->drop();

			}
			break;
			case video::EVT_TANGENTS:
			{
				video::S3DVertexTangents *v = (video::S3DVertexTangents *) mb->getVertices();

				scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
				buf->Material = mb->getMaterial();

				buf->Vertices.reallocate(vcount);
				buf->Indices.reallocate(icount);

				core::map<const video::S3DVertexTangents, const u16> sind; // search index for fast operation
				typedef core::map<const video::S3DVertexTangents, const u16>::Node snode;

				// Main algorithm
				u32 highest = 0;
				u32 drawcalls = 0;
				for (;;)
				{
					if (tc[highest].drawn)
					{
						bool found = false;
						float hiscore = 0;
						for (u32 t = 0; t < tcount; t++)
						{
							if (!tc[t].drawn)
							{
								if (tc[t].score > hiscore)
								{
									highest = t;
									hiscore = tc[t].score;
									found = true;
								}
							}
						}
						if (!found)
							break;
					}

					// Output the best triangle
					u16 newind = buf->Vertices.size();

					snode *s = sind.find(v[tc[highest].ind[0]]);

					if (!s)
					{
						buf->Vertices.push_back(v[tc[highest].ind[0]]);
						buf->Indices.push_back(newind);
						sind.insert(v[tc[highest].ind[0]], newind);
						newind++;
					}
					else
					{
						buf->Indices.push_back(s->getValue());
					}

					s = sind.find(v[tc[highest].ind[1]]);

					if (!s)
					{
						buf->Vertices.push_back(v[tc[highest].ind[1]]);
						buf->Indices.push_back(newind);
						sind.insert(v[tc[highest].ind[1]], newind);
						newind++;
					}
					else
					{
						buf->Indices.push_back(s->getValue());
					}

					s = sind.find(v[tc[highest].ind[2]]);

					if (!s)
					{
						buf->Vertices.push_back(v[tc[highest].ind[2]]);
						buf->Indices.push_back(newind);
						sind.insert(v[tc[highest].ind[2]], newind);
					}
					else
					{
						buf->Indices.push_back(s->getValue());
					}

					vc[tc[highest].ind[0]].NumActiveTris--;
					vc[tc[highest].ind[1]].NumActiveTris--;
					vc[tc[highest].ind[2]].NumActiveTris--;

					tc[highest].drawn = true;

					for (u16 j = 0; j < 3; j++)
					{
						vcache *vert = &vc[tc[highest].ind[j]];
						for (u16 t = 0; t < vert->tris.size(); t++)
						{
							if (highest == vert->tris[t])
							{
								vert->tris.erase(t);
								break;
							}
						}
					}

					lru.add(tc[highest].ind[0]);
					lru.add(tc[highest].ind[1]);
					highest = lru.add(tc[highest].ind[2]);
					drawcalls++;
				}

				buf->setBoundingBox(mb->getBoundingBox());
				newmesh->addMeshBuffer(buf);
				buf->drop();
			}
			break;
		}

		delete [] vc;
		delete [] tc;

	} // for each meshbuffer

	return newmesh;
}