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path: root/src/script/cpp_api/s_node.cpp
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* Merge pull request #8776 from osjc/FixGetNodeJozef Behran2019-08-10
| | | Finish getNode cleanup
* Modernize lua read (part 2 & 3): C++ templating assurance (#7410)Loïc Blot2018-06-30
| | | | | | | | | * Modernize lua read (part 2 & 3): C++ templating assurance Implement the boolean reader Implement the string reader Also remove unused & unimplemented script_error_handler Add a reader with default value
* Node definition manager refactor (#7016)Dániel Juhász2018-02-10
| | | | | | | | | * Rename IWritableNodeDefManager to NodeDefManager * Make INodeDefManager functions const * Use "const *NodeDefManager" instead of "*INodeDefManager" * Remove unused INodeDefManager class * Merge NodeDefManager and CNodeDefManager * Document NodeDefManager
* Unkown nodes: Provide position on interact (#6505)SmallJoker2017-10-07
| | | | * Unkown nodes: Provide position on interact
* Remove nodeupdate completely (#6358)Rui2017-09-01
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* Modernize source code: last part (#6285)Loïc Blot2017-08-20
| | | | | | | | | | | * Modernize source code: last par * Use empty when needed * Use emplace_back instead of push_back when needed * For range-based loops * Initializers fixes * constructors, destructors default * c++ C stl includes
* Add 'plantlike_rooted' drawtypenumber Zero2017-07-11
| | | | | | | Useful for underwater plants. Node consists of a base cube plus a plantlike extension that can pass through liquid nodes above without creating air bubbles or interfering with liquid flow. Uses paramtype2 'leveled', param2 defines height of plantlike extension.
* Order es_DrawType exactly like enum NodeDrawType in nodedef.h (#5946)Thomas--S2017-06-10
| | | This will help to avoid some strange bugs.
* Fix various points reported by cppcheck (#5656)Loïc Blot2017-04-25
| | | | | | | | | | | | * Fix various performance issues reported by cppcheck + code style (CI) * Make CI happy with code style on master * guiFileSelectMenu: remove useless includes * some performance fixes pointed by cppcheck * remove some useless casts * TextDest: remove unused setFormSpec function * Fix various iterator post-increment reported by cppcheck
* Add on_flood() callback.Auke Kok2017-04-22
| | | | | | | | | | | | | | | | | | | | | This callback is called if a liquid definitely floods a non-air node on the map. The callback arguments are (pos, oldnode, newnode) and can return a `bool` value indicating whether flooding the node should be cancelled (`return true` will prevent the node from flooding). Documentation is added, the callback function was tested with a modified minetest_game. Note that `return true` will likely cause the node's `on_flood()` callback to be called every second until the node gets removed, so care must be taken to prevent many callbacks from using this return value. The current default liquid update interval is 1.0 seconds, which isn't unmanageable. The larger aim of this patch is to remove the lava cooling ABM, which is a significant cost to idle servers that have lava on their map. This callback will be much more efficient.
* Paramtype2: Add missing type CPT2_GLASSLIKE_LIQUID_LEVELparamat2017-03-30
| | | | | | | Add the missing paramtype2 for param2 controlling the liquid level inside the glasslike_framed drawtype. Add missing documentation of the feature to lua_api.txt. Update and improve comments for drawtype enumerations in nodedef.h.
* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
| | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
* Make plantlike drawtype more funAuke Kok2016-08-26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Adds several new ways that the plantlike drawtype mesh can be changed. This requires paramtype2 = "meshoptions" to be set in the node definition. The drawtype for these nodes should be "plantlike". These modifications are all done using param2. This field is now a complex bitfield that allows some or more of the combinations to be chosen, and the mesh draw code will choose the options based as neeeded for each plantlike node. bit layout: bits 0, 1 and 2 (values 0x1 through 0x7) are for choosing the plant mesh shape: 0 - ordinary plantlike plant ("x" shaped) 1 - ordinary plant, but rotated 45 degrees ("+" shaped) 2 - a plant with 3 faces ("*" shaped) 3 - a plant with 4 faces ("#" shaped) 4 - a plant with 4 faces ("#" shaped, leaning outwards) 5 through 7 are unused and reserved for future mesh shapes. bit 3 (0x8) causes the plant to be randomly offset in the x,z plane. The plant should fall within the 1x1x1 nodebox if regularly sized. bit 4 (0x10) causes the plant mesh to grow by sqrt(2), and will cause the plant mesh to fill out 1x1x1, and appear slightly larger. Texture makers will want to make their plant texture 23x16 pixels to have the best visual fit in 1x1x1 size. bit 5 (0x20) causes each face of the plant to have a slight negative Y offset in position, descending up to 0.125 downwards into the node below. Because this is per face, this causes the plant model to be less symmetric. bit 6 (0x40) through bit 7 (0x80) are unused and reserved for future use. !(https://youtu.be/qWuI664krsI)
* Nodebox: Allow nodeboxes to "connect"Auke Kok2016-03-12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
* Add new ContentParamType2 "CPT2_DEGROTATE"est312015-10-04
| | | | | | | | | This might break some mods, but it is important for all uses of the param2 to be documented. This doesn't need a serialisation version or network protocol version change, as old clients will still work on new servers, and it is bearable to have new clients getting non rotated plants on old servers.
* Push error handler afresh each time lua_pcall is usedKahrl2015-08-27
| | | | | Fixes "double fault" / "error in error handling" messages (issue #1423) and instead shows a complete backtrace.
* Improve Script CPP API diagnosticskwolekr2015-08-05
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* Replace instances of std::map<std::string, std::string> with StringMapkwolekr2015-05-19
| | | | | | Also, clean up surrounding code style Replace by-value parameter passing with const refs when possible Fix post-increment of iterators
* Add meshnode drawtype.RealBadAngel2014-10-18
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* Fix object reference pushing functions when called from coroutinesShadowNinja2014-10-07
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* Add optional framed glasslike drawtypeBlockMen2014-10-02
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* Add firelike drawtypeTriBlade92014-09-21
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* Only push the Lua error handler onceShadowNinja2014-04-27
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* Pass pointed_thing to on_punch and minetest.register_on_punchnode callbacksShadowNinja2014-01-23
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* Pass a errfunc to lua_pcall to get a tracebackShadowNinja2013-11-15
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* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
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* Weather supportproller2013-07-27
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* Leveled nodeboxproller2013-07-13
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* Move scriptapi to separate folder (by sapier)sapier2013-05-25
On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
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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 <cmath>
#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 setMeshBufferTextureCoords(scene::IMeshBuffer *buf, const v2f *uv, u32 count)
{
	const u32 stride = getVertexPitchFromType(buf->getVertexType());
	assert(buf->getVertexCount() >= count);
	u8 *vertices = (u8 *) buf->getVertices();
	for (u32 i = 0; i < count; i++)
		((video::S3DVertex*) (vertices + i * stride))->TCoords = uv[i];
}

template <typename F>
static void applyToMesh(scene::IMesh *mesh, const F &fn)
{
	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();
		char *vertices = reinterpret_cast<char *>(buf->getVertices());
		for (u32 i = 0; i < vertex_count; i++)
			fn(reinterpret_cast<video::S3DVertex *>(vertices + i * stride));
	}
}

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)
		return;
	auto colorizator = [=] (video::S3DVertex *vertex) {
		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;
	};
	applyToMesh(mesh, colorizator);
}

void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
		const video::SColor &color)
{
	if (!mesh)
		return;
	auto colorizator = [normal, color] (video::S3DVertex *vertex) {
		if (vertex->Normal == normal)
			vertex->Color = color;
	};
	applyToMesh(mesh, colorizator);
}

template <float v3f::*U, float v3f::*V>
static void rotateMesh(scene::IMesh *mesh, float degrees)
{
	degrees *= M_PI / 180.0f;
	float c = std::cos(degrees);
	float s = std::sin(degrees);
	auto rotator = [c, s] (video::S3DVertex *vertex) {
		float u = vertex->Pos.*U;
		float v = vertex->Pos.*V;
		vertex->Pos.*U = c * u - s * v;
		vertex->Pos.*V = s * u + c * v;
	};
	applyToMesh(mesh, rotator);
}

void rotateMeshXYby(scene::IMesh *mesh, f64 degrees)
{
	rotateMesh<&v3f::X, &v3f::Y>(mesh, degrees);
}

void rotateMeshXZby(scene::IMesh *mesh, f64 degrees)
{
	rotateMesh<&v3f::X, &v3f::Z>(mesh, degrees);
}

void rotateMeshYZby(scene::IMesh *mesh, f64 degrees)
{
	rotateMesh<&v3f::Y, &v3f::Z>(mesh, degrees);
}

void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
{
	int axisdir = facedir >> 2;
	facedir &= 0x03;
	switch (facedir) {
		case 1: rotateMeshXZby(mesh, -90); break;
		case 2: rotateMeshXZby(mesh, 180); break;
		case 3: rotateMeshXZby(mesh, 90); break;
	}
	switch (axisdir) {
		case 1: rotateMeshYZby(mesh, 90); break; // z+
		case 2: rotateMeshYZby(mesh, -90); break; // z-
		case 3: rotateMeshXYby(mesh, -90); break; // x+
		case 4: rotateMeshXYby(mesh, 90); break; // x-
		case 5: rotateMeshXYby(mesh, -180); 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);
}

bool checkMeshNormals(scene::IMesh *mesh)
{
	u32 buffer_count = mesh->getMeshBufferCount();

	for (u32 i = 0; i < buffer_count; i++) {
		scene::IMeshBuffer *buffer = mesh->getMeshBuffer(i);

		// Here we intentionally check only first normal, assuming that if buffer
		// has it valid, then most likely all other ones are fine too. We can
		// check all of the normals to have length, but it seems like an overkill
		// hurting the performance and covering only really weird broken models.
		f32 length = buffer->getNormal(0).getLength();

		if (!std::isfinite(length) || length < 1e-10f)
			return false;
	}

	return true;
}

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::SMeshBufferLightMap *cloned_buffer =
			new scene::SMeshBufferLightMap();
		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;
}