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path: root/src/content_sao.h
Commit message (Collapse)AuthorAge
* Pass arguments by referenceSelat2014-03-12
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* Add sneak and sneak_glitch to set_physics_override()PilzAdam2013-12-03
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* Send player damage to all clients and apply [brightenPilzAdam2013-08-17
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* Rename LagPool's member variables to avoid MSVC freaking up due to it's ↵Perttu Ahola2013-08-06
| | | | #define max
* Allow mods to listen to cheat detections using minetest.register_on_cheat()Perttu Ahola2013-08-04
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* Fix anticheatPerttu Ahola2013-08-03
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* Add an option to disable object <-> object collision for Lua entitiesPilzAdam2013-07-20
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* Add set_breath and get_breath to lua API.RealBadAngel2013-07-20
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* Allow modifying movement speed, jump height and gravity per-player via the ↵MirceaKitsune2013-04-05
| | | | Lua API.
* Closed add object <-> object collision handlingsapier2013-03-28
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* lua methods set_look_pitch and set_look_yawRealBadAngel2013-03-17
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* Full protocol 13 compatibility on server sidePerttu Ahola2012-11-29
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* A bunch of fixesMirceaKitsune2012-11-25
| | | | | | | | | | | | No longer hide players who are dead. With models, a death animation should be used instead Some changes requested by celeron55 Rename a lot of things in the code, and use better lua api function names Minor code corrections Bump protocol version up, since the models / animations / attachments code creates new client<->server messages
* Update attachments at the ending of the addToScene function for parents. And ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | | | | | | | | | with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
* Send animations, bone overrides and attachments in entity initialization. ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | | | | | | | | | Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
* Enable client-side attachments, add detachment codeMirceaKitsune2012-11-25
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* Complete the attachment framework.MirceaKitsune2012-11-25
| | | | | | | | | | | | The child ID can now be checked against the parent ID in content_cao.cpp so the parent can be detected. Actual attachment code to come Divide attachment system between server attachments and client attachments, neither coded right now. As explained in the code comment: // Attachments need to be handled on both the server and client. // If we attach only on the server, models (which are client-side) // can't be read so we don't know the origin and orientation of bones. // If we attach only on the client, the real position of attachments is // not updated and you can't click them for example.
* Framework for the attachment system, new object property which allows ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | | | changing the color and alpha of mesh materials New object property which allows changing the color and alpha of mesh materials. Due to the current lighting systems it doesn't work yet, but the full implementation is there Framework for the attachment system, with no actual functionality yet Send bone and player object to the setAttachment function in content_sao.cpp, but we need a way to translate it there and send it to the client I will also want position and rotation offsets to be possible to apply to attachments Network object ID from server to client. This will be used to identify the parent client-side and know what to attach to
* Get the new animation framework properly workingMirceaKitsune2012-11-25
| | | | | | Store start and end frames as v2f Also move bone animations to their own function instead of object properties
* Joint positioning and rotation code, and fix a problem related to their lua APIMirceaKitsune2012-11-25
| | | | Attempt to move the animation system to a more correct implementation, rather than using object properties. Incomplete and breaks functionality
* Add dtime_s to entity activationPerttu Ahola2012-09-09
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* Remove special handling of creative modePerttu Ahola2012-07-25
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* Server-side checking of digging; disable_anticheat settingPerttu Ahola2012-07-21
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* Don't apply player movement cheat detection in singleplayerPerttu Ahola2012-04-01
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* Add server-side enforcement of the 'fast' privilege; also fix client ↵Perttu Ahola2012-03-31
| | | | checking 'fly' instead of 'fast'
* ObjectRef:set_armor_groups() and ObjectRef:set_properties() - works on ↵Perttu Ahola2012-03-30
| | | | players too!
* ObjectPropertiesPerttu Ahola2012-03-30
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* Use GenericCAO in place of LuaEntityCAO and PlayerCAOPerttu Ahola2012-03-29
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* Add GenericCAO and player armor groups, but don't use them yetPerttu Ahola2012-03-29
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* added PlayerSAO and RemotePlayer, removed ServerRemotePlayerKahrl2012-03-29
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* LuaEntity armor groupsPerttu Ahola2012-03-10
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* Entity damage system WIP; Remove C++ mobsPerttu Ahola2012-03-10
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* The huge item definition and item namespace unification patch (itemdef), see ↵Kahrl2012-01-12
| | | | http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
* Add ObjectRef:getvelocity(), ObjectRef:setyaw() and ObjectRef:getyaw()Perttu Ahola2012-01-02
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* ObjectRef:get_entity_name() and fixing of comments in default/init.luaPerttu Ahola2012-01-02
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* Remove obsolete createPickedUpItem()Perttu Ahola2011-12-02
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* Players are more like objects + related stuffPerttu Ahola2011-12-01
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* Player-is-SAO WIPPerttu Ahola2011-12-01
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* CraftItem rework and Lua interfaceKahrl2011-11-29
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* Improve luaentity sprite functionality (and add some random stuff)Perttu Ahola2011-11-29
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* Reshape LuaEntityCAO implementation a bit and make TNT to blinkPerttu Ahola2011-11-29
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* Relatively snappy object-ground collision detectionPerttu Ahola2011-11-29
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* Improve LuaEntity velocity/acceleration handling (by kahrl); implement ↵Perttu Ahola2011-11-29
| | | | staticdata interface to Lua
* Create framework for getting rid of global definitions of ↵Perttu Ahola2011-11-29
| | | | node/tool/item/whatever types
* Scripting WIP: dynamic object stuffPerttu Ahola2011-11-29
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* Scripting WIPPerttu Ahola2011-11-29
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* Scripting WIPPerttu Ahola2011-11-29
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/*
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>
#include <IAnimatedMeshSceneNode.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 setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color)
{
	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 setAnimatedMeshColor(scene::IAnimatedMeshSceneNode *node, const video::SColor &color)
{
	for (u32 i = 0; i < node->getMaterialCount(); ++i) {
		node->getMaterial(i).EmissiveColor = color;
	}
}

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

	u32 mc = mesh->getMeshBufferCount();
	for (u32 j = 0; j < mc; j++)
		setMeshBufferColor(mesh->getMeshBuffer(j), 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::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer)
{
	switch (mesh_buffer->getVertexType()) {
	case video::EVT_STANDARD: {
		video::S3DVertex *v = (video::S3DVertex *) mesh_buffer->getVertices();
		u16 *indices = mesh_buffer->getIndices();
		scene::SMeshBuffer *cloned_buffer = new scene::SMeshBuffer();
		cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
			mesh_buffer->getIndexCount());
		return cloned_buffer;
	}
	case video::EVT_2TCOORDS: {
		video::S3DVertex2TCoords *v =
			(video::S3DVertex2TCoords *) mesh_buffer->getVertices();
		u16 *indices = mesh_buffer->getIndices();
		scene::SMeshBufferTangents *cloned_buffer =
			new scene::SMeshBufferTangents();
		cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
			mesh_buffer->getIndexCount());
		return cloned_buffer;
	}
	case video::EVT_TANGENTS: {
		video::S3DVertexTangents *v =
			(video::S3DVertexTangents *) mesh_buffer->getVertices();
		u16 *indices = mesh_buffer->getIndices();
		scene::SMeshBufferTangents *cloned_buffer =
			new scene::SMeshBufferTangents();
		cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
			mesh_buffer->getIndexCount());
		return cloned_buffer;
	}
	}
	// This should not happen.
	sanity_check(false);
	return NULL;
}

scene::SMesh* cloneMesh(scene::IMesh *src_mesh)
{
	scene::SMesh* dst_mesh = new scene::SMesh();
	for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
		scene::IMeshBuffer *temp_buf = cloneMeshBuffer(
			src_mesh->getMeshBuffer(j));
		dst_mesh->addMeshBuffer(temp_buf);
		temp_buf->drop();

	}
	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 (aabb3f box : boxes) {
		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 (int &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 (int i : cache) {
				if (i == -1)
					break;

				const u16 trisize = vc[i].tris.size();
				for (u16 t = 0; t < trisize; t++)
				{
					tcache *tri = &tc[vc[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[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 : tc[highest].ind) {
						vcache *vert = &vc[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 : tc[highest].ind) {
						vcache *vert = &vc[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 : tc[highest].ind) {
						vcache *vert = &vc[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;
}