/*************************************************************************/
/*  mesh.cpp                                                             */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#include "mesh.h"
#include "scene/resources/concave_polygon_shape.h"
#include "scene/resources/convex_polygon_shape.h"
#include "surface_tool.h"

static const char* _array_name[]={
	"vertex_array",
	"normal_array",
	"tangent_array",
	"color_array",
	"tex_uv_array",
	"tex_uv2_array",
	"bone_array",
	"weights_array",
	"index_array",
	NULL
};

static const Mesh::ArrayType _array_types[]={

	Mesh::ARRAY_VERTEX,
	Mesh::ARRAY_NORMAL,
	Mesh::ARRAY_TANGENT,
	Mesh::ARRAY_COLOR,
	Mesh::ARRAY_TEX_UV,
	Mesh::ARRAY_TEX_UV2,
	Mesh::ARRAY_BONES,
	Mesh::ARRAY_WEIGHTS,
	Mesh::ARRAY_INDEX
};


/* compatibility */
static const int _format_translate[]={

	Mesh::ARRAY_FORMAT_VERTEX,
	Mesh::ARRAY_FORMAT_NORMAL,
	Mesh::ARRAY_FORMAT_TANGENT,
	Mesh::ARRAY_FORMAT_COLOR,
	Mesh::ARRAY_FORMAT_TEX_UV,
	Mesh::ARRAY_FORMAT_TEX_UV2,
	Mesh::ARRAY_FORMAT_BONES,
	Mesh::ARRAY_FORMAT_WEIGHTS,
	Mesh::ARRAY_FORMAT_INDEX,
};


bool Mesh::_set(const StringName& p_name, const Variant& p_value) {

	String sname=p_name;

	if (p_name=="blend_shape/names") {

		PoolVector<String> sk=p_value;
		int sz = sk.size();
		PoolVector<String>::Read r = sk.read();
		for(int i=0;i<sz;i++)
			add_blend_shape(r[i]);
		return true;
	}

	if (p_name=="blend_shape/mode") {

		set_blend_shape_mode(BlendShapeMode(int(p_value)));
		return true;
	}

	if (sname.begins_with("surface_")) {

		int sl=sname.find("/");
		if (sl==-1)
			return false;
		int idx=sname.substr(8,sl-8).to_int()-1;
		String what = sname.get_slicec('/',1);
		if (what=="material")
			surface_set_material(idx,p_value);
		else if (what=="name")
			surface_set_name(idx,p_value);
		return true;
	}

	if (sname=="custom_aabb/custom_aabb") {

		set_custom_aabb(p_value);
		return true;
	}

	if (!sname.begins_with("surfaces"))
		return false;


	int idx=sname.get_slicec('/',1).to_int();
	String what=sname.get_slicec('/',2);

	if (idx==surfaces.size()) {

		//create
		Dictionary d=p_value;
		ERR_FAIL_COND_V(!d.has("primitive"),false);

		if (d.has("arrays")) {
			//old format
			ERR_FAIL_COND_V(!d.has("blend_shape_arrays"),false);
			add_surface_from_arrays(PrimitiveType(int(d["primitive"])),d["arrays"],d["blend_shape_arrays"]);

		} else if (d.has("array_data")) {

			PoolVector<uint8_t> array_data = d["array_data"];
			PoolVector<uint8_t> array_index_data;
			if (d.has("array_index_data"))
				array_index_data=d["array_index_data"];

			ERR_FAIL_COND_V(!d.has("format"),false);
			uint32_t format = d["format"];

			ERR_FAIL_COND_V(!d.has("primitive"),false);
			uint32_t primitive = d["primitive"];

			ERR_FAIL_COND_V(!d.has("vertex_count"),false);
			int vertex_count = d["vertex_count"];

			int index_count=0;
			if (d.has("index_count"))
				index_count=d["index_count"];

			Vector< PoolVector<uint8_t> > blend_shapes;

			if (d.has("blend_shape_data")) {
				Array blend_shape_data=d["blend_shape_data"];
				for(int i=0;i<blend_shape_data.size();i++) {
					PoolVector<uint8_t> shape = blend_shape_data[i];
					blend_shapes.push_back(shape);
				}
			}

			ERR_FAIL_COND_V(!d.has("aabb"),false);
			Rect3 aabb = d["aabb"];

			Vector<Rect3> bone_aabb;
			if (d.has("bone_aabb")) {
				Array baabb = d["bone_aabb"];
				bone_aabb.resize(baabb.size());

				for(int i=0;i<baabb.size();i++) {
					bone_aabb[i]=baabb[i];
				}
			}

			add_surface(format,PrimitiveType(primitive),array_data,vertex_count,array_index_data,index_count,aabb,blend_shapes,bone_aabb);
		} else {
			ERR_FAIL_V(false);
		}


		if (d.has("material")) {

			surface_set_material(idx,d["material"]);
		}
		if (d.has("name")) {
			surface_set_name(idx,d["name"]);
		}


		return true;
	}

	return false;
}

bool Mesh::_get(const StringName& p_name,Variant &r_ret) const {

	String sname=p_name;

	if (p_name=="blend_shape/names") {

		PoolVector<String> sk;
		for(int i=0;i<blend_shapes.size();i++)
			sk.push_back(blend_shapes[i]);
		r_ret=sk;
		return true;
	} else if (p_name=="blend_shape/mode") {

		r_ret = get_blend_shape_mode();
		return true;
	} else if (sname.begins_with("surface_")) {

		int sl=sname.find("/");
		if (sl==-1)
			return false;
		int idx=sname.substr(8,sl-8).to_int()-1;
		String what = sname.get_slicec('/',1);
		if (what=="material")
			r_ret=surface_get_material(idx);
		else if (what=="name")
			r_ret=surface_get_name(idx);
		return true;
	} else if (sname=="custom_aabb/custom_aabb") {

		r_ret=custom_aabb;
		return true;

	} else if (!sname.begins_with("surfaces"))
		return false;


	int idx=sname.get_slicec('/',1).to_int();
	ERR_FAIL_INDEX_V(idx,surfaces.size(),false);

	Dictionary d;

	d["array_data"]=VS::get_singleton()->mesh_surface_get_array(mesh,idx);
	d["vertex_count"]=VS::get_singleton()->mesh_surface_get_array_len(mesh,idx);
	d["array_index_data"]=VS::get_singleton()->mesh_surface_get_index_array(mesh,idx);
	d["index_count"]=VS::get_singleton()->mesh_surface_get_array_index_len(mesh,idx);
	d["primitive"]=VS::get_singleton()->mesh_surface_get_primitive_type(mesh,idx);
	d["format"]=VS::get_singleton()->mesh_surface_get_format(mesh,idx);
	d["aabb"]=VS::get_singleton()->mesh_surface_get_aabb(mesh,idx);

	Vector<Rect3> skel_aabb = VS::get_singleton()->mesh_surface_get_skeleton_aabb(mesh,idx);
	Array arr;
	for(int i=0;i<skel_aabb.size();i++) {
		arr[i]=skel_aabb[i];
	}
	d["skeleton_aabb"]=arr;

	Vector< PoolVector<uint8_t> > blend_shape_data = VS::get_singleton()->mesh_surface_get_blend_shapes(mesh,idx);

	Array md;
	for(int i=0;i<blend_shape_data.size();i++) {
		md.push_back(blend_shape_data[i]);
	}

	d["blend_shape_data"]=md;

	Ref<Material> m = surface_get_material(idx);
	if (m.is_valid())
		d["material"]=m;
	String n = surface_get_name(idx);
	if (n!="")
		d["name"]=n;

	r_ret=d;

	return true;
}

void Mesh::_get_property_list( List<PropertyInfo> *p_list) const {

	if (blend_shapes.size()) {
		p_list->push_back(PropertyInfo(Variant::POOL_STRING_ARRAY,"blend_shape/names",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR));
		p_list->push_back(PropertyInfo(Variant::INT,"blend_shape/mode",PROPERTY_HINT_ENUM,"Normalized,Relative"));
	}

	for (int i=0;i<surfaces.size();i++) {

		p_list->push_back( PropertyInfo( Variant::DICTIONARY,"surfaces/"+itos(i), PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR ) );
		p_list->push_back( PropertyInfo( Variant::STRING,"surface_"+itos(i+1)+"/name", PROPERTY_HINT_NONE,"",PROPERTY_USAGE_EDITOR ) );
		p_list->push_back( PropertyInfo( Variant::OBJECT,"surface_"+itos(i+1)+"/material", PROPERTY_HINT_RESOURCE_TYPE,"Material",PROPERTY_USAGE_EDITOR ) );
	}

	p_list->push_back( PropertyInfo( Variant::RECT3,"custom_aabb/custom_aabb" ) );

}


void Mesh::_recompute_aabb() {

	// regenerate AABB
	aabb=Rect3();

	for (int i=0;i<surfaces.size();i++) {

		if (i==0)
			aabb=surfaces[i].aabb;
		else
			aabb.merge_with(surfaces[i].aabb);
	}

}

void Mesh::add_surface(uint32_t p_format,PrimitiveType p_primitive,const PoolVector<uint8_t>& p_array,int p_vertex_count,const PoolVector<uint8_t>& p_index_array,int p_index_count,const Rect3& p_aabb,const Vector<PoolVector<uint8_t> >& p_blend_shapes,const Vector<Rect3>& p_bone_aabbs) {

	Surface s;
	s.aabb=p_aabb;
	surfaces.push_back(s);

	VisualServer::get_singleton()->mesh_add_surface(mesh,p_format,(VS::PrimitiveType)p_primitive,p_array,p_vertex_count,p_index_array,p_index_count,p_aabb,p_blend_shapes,p_bone_aabbs);

}

void Mesh::add_surface_from_arrays(PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes,uint32_t p_flags) {


	ERR_FAIL_COND(p_arrays.size()!=ARRAY_MAX);

	Surface s;

	VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh,(VisualServer::PrimitiveType)p_primitive, p_arrays,p_blend_shapes,p_flags);
	surfaces.push_back(s);



	/* make aABB? */ {

		PoolVector<Vector3> vertices=p_arrays[ARRAY_VERTEX];
		int len=vertices.size();
		ERR_FAIL_COND(len==0);
		PoolVector<Vector3>::Read r=vertices.read();
		const Vector3 *vtx=r.ptr();

		// check AABB
		Rect3 aabb;
		for (int i=0;i<len;i++) {

			if (i==0)
				aabb.pos=vtx[i];
			else
				aabb.expand_to(vtx[i]);
		}

		surfaces[surfaces.size()-1].aabb=aabb;

		_recompute_aabb();

	}

	triangle_mesh=Ref<TriangleMesh>();
	_change_notify();
	emit_changed();

}

Array Mesh::surface_get_arrays(int p_surface) const {

	ERR_FAIL_INDEX_V(p_surface,surfaces.size(),Array());
	return VisualServer::get_singleton()->mesh_surface_get_arrays(mesh,p_surface);

}
Array Mesh::surface_get_blend_shape_arrays(int p_surface) const {

	ERR_FAIL_INDEX_V(p_surface,surfaces.size(),Array());
	return Array();

}




int Mesh::get_surface_count() const {

	return surfaces.size();
}

void Mesh::add_blend_shape(const StringName& p_name) {

	if (surfaces.size()) {
		ERR_EXPLAIN("Can't add a shape key count if surfaces are already created.");
		ERR_FAIL_COND(surfaces.size());
	}

	StringName name=p_name;

	if (blend_shapes.find(name)!=-1 ) {

		int count=2;
		do {

			name = String(p_name) + " " + itos(count);
			count++;
		} while(blend_shapes.find(name)!=-1);
	}

	blend_shapes.push_back(name);
	VS::get_singleton()->mesh_set_blend_shape_count(mesh,blend_shapes.size());

}


int Mesh::get_blend_shape_count() const {

	return blend_shapes.size();
}
StringName Mesh::get_blend_shape_name(int p_index) const {
	ERR_FAIL_INDEX_V( p_index, blend_shapes.size(),StringName() );
	return blend_shapes[p_index];
}
void Mesh::clear_blend_shapes() {

	if (surfaces.size()) {
		ERR_EXPLAIN("Can't set shape key count if surfaces are already created.");
		ERR_FAIL_COND(surfaces.size());
	}

	blend_shapes.clear();
}

void Mesh::set_blend_shape_mode(BlendShapeMode p_mode) {

	blend_shape_mode=p_mode;
	VS::get_singleton()->mesh_set_blend_shape_mode(mesh,(VS::BlendShapeMode)p_mode);
}

Mesh::BlendShapeMode Mesh::get_blend_shape_mode() const {

	return blend_shape_mode;
}


void Mesh::surface_remove(int p_idx) {

	ERR_FAIL_INDEX(p_idx, surfaces.size() );
	VisualServer::get_singleton()->mesh_remove_surface(mesh,p_idx);
	surfaces.remove(p_idx);

	triangle_mesh=Ref<TriangleMesh>();
	_recompute_aabb();
	_change_notify();
	emit_changed();
}





int Mesh::surface_get_array_len(int p_idx) const {

	ERR_FAIL_INDEX_V( p_idx, surfaces.size(), -1 );
	return VisualServer::get_singleton()->mesh_surface_get_array_len( mesh, p_idx );

}

int Mesh::surface_get_array_index_len(int p_idx) const {

	ERR_FAIL_INDEX_V( p_idx, surfaces.size(), -1 );
	return VisualServer::get_singleton()->mesh_surface_get_array_index_len( mesh, p_idx );

}

uint32_t Mesh::surface_get_format(int p_idx) const {

	ERR_FAIL_INDEX_V( p_idx, surfaces.size(), 0 );
	return VisualServer::get_singleton()->mesh_surface_get_format( mesh, p_idx );

}



Mesh::PrimitiveType Mesh::surface_get_primitive_type(int p_idx) const {

	ERR_FAIL_INDEX_V( p_idx, surfaces.size(), PRIMITIVE_LINES );
	return (PrimitiveType)VisualServer::get_singleton()->mesh_surface_get_primitive_type( mesh, p_idx );
}


void Mesh::surface_set_material(int p_idx, const Ref<Material>& p_material) {

	ERR_FAIL_INDEX( p_idx, surfaces.size() );
	if (surfaces[p_idx].material==p_material)
		return;
	surfaces[p_idx].material=p_material;
	VisualServer::get_singleton()->mesh_surface_set_material(mesh, p_idx, p_material.is_null()?RID():p_material->get_rid());

	_change_notify("material");
}

void Mesh::surface_set_name(int p_idx, const String& p_name) {

	ERR_FAIL_INDEX( p_idx, surfaces.size() );

	surfaces[p_idx].name=p_name;
}

String Mesh::surface_get_name(int p_idx) const{

	ERR_FAIL_INDEX_V( p_idx, surfaces.size(),String() );
	return surfaces[p_idx].name;

}

void Mesh::surface_set_custom_aabb(int p_idx,const Rect3& p_aabb) {

	ERR_FAIL_INDEX( p_idx, surfaces.size() );
	surfaces[p_idx].aabb=p_aabb;
// set custom aabb too?
}

Ref<Material> Mesh::surface_get_material(int p_idx)  const {

	ERR_FAIL_INDEX_V( p_idx, surfaces.size(), Ref<Material>() );
	return surfaces[p_idx].material;

}

void Mesh::add_surface_from_mesh_data(const Geometry::MeshData& p_mesh_data) {

	VisualServer::get_singleton()->mesh_add_surface_from_mesh_data( mesh, p_mesh_data );
	Rect3 aabb;
	for (int i=0;i<p_mesh_data.vertices.size();i++) {

		if (i==0)
			aabb.pos=p_mesh_data.vertices[i];
		else
			aabb.expand_to(p_mesh_data.vertices[i]);
	}


	Surface s;
	s.aabb=aabb;
	if (surfaces.size()==0)
		aabb=s.aabb;
	else
		aabb.merge_with(s.aabb);

	triangle_mesh=Ref<TriangleMesh>();

	surfaces.push_back(s);
	_change_notify();

	emit_changed();
}

RID Mesh::get_rid() const {

	return mesh;
}
Rect3 Mesh::get_aabb() const {

	return aabb;
}


void Mesh::set_custom_aabb(const Rect3& p_custom) {

	custom_aabb=p_custom;
	VS::get_singleton()->mesh_set_custom_aabb(mesh,custom_aabb);
}

Rect3 Mesh::get_custom_aabb() const {

	return custom_aabb;
}


PoolVector<Face3> Mesh::get_faces() const {


	Ref<TriangleMesh> tm = generate_triangle_mesh();
	if (tm.is_valid())
		return tm->get_faces();
	return PoolVector<Face3>();
/*
	for (int i=0;i<surfaces.size();i++) {

		if (VisualServer::get_singleton()->mesh_surface_get_primitive_type( mesh, i ) != VisualServer::PRIMITIVE_TRIANGLES )
			continue;

		PoolVector<int> indices;
		PoolVector<Vector3> vertices;

		vertices=VisualServer::get_singleton()->mesh_surface_get_array(mesh, i,VisualServer::ARRAY_VERTEX);

		int len=VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, i);
		bool has_indices;

		if (len>0) {

			indices=VisualServer::get_singleton()->mesh_surface_get_array(mesh, i,VisualServer::ARRAY_INDEX);
			has_indices=true;

		} else {

			len=vertices.size();
			has_indices=false;
		}

		if (len<=0)
			continue;

		PoolVector<int>::Read indicesr = indices.read();
		const int *indicesptr = indicesr.ptr();

		PoolVector<Vector3>::Read verticesr = vertices.read();
		const Vector3 *verticesptr = verticesr.ptr();

		int old_faces=faces.size();
		int new_faces=old_faces+(len/3);

		faces.resize(new_faces);

		PoolVector<Face3>::Write facesw = faces.write();
		Face3 *facesptr=facesw.ptr();


		for (int i=0;i<len/3;i++) {

			Face3 face;

			for (int j=0;j<3;j++) {

				int idx=i*3+j;
				face.vertex[j] = has_indices ? verticesptr[ indicesptr[ idx ] ] : verticesptr[idx];
			}

			facesptr[i+old_faces]=face;
		}

	}
*/

}

Ref<Shape> Mesh::create_convex_shape() const {

	PoolVector<Vector3> vertices;

	for(int i=0;i<get_surface_count();i++) {

		Array a = surface_get_arrays(i);
		PoolVector<Vector3> v=a[ARRAY_VERTEX];
		vertices.append_array(v);

	}

	Ref<ConvexPolygonShape> shape = memnew( ConvexPolygonShape );
	shape->set_points(vertices);
	return shape;
}

Ref<Shape> Mesh::create_trimesh_shape() const {

	PoolVector<Face3> faces = get_faces();
	if (faces.size()==0)
		return Ref<Shape>();

	PoolVector<Vector3> face_points;
	face_points.resize( faces.size()*3 );

	for (int i=0;i<face_points.size();i++) {

		Face3 f = faces.get( i/3 );
		face_points.set(i, f.vertex[i%3] );
	}

	Ref<ConcavePolygonShape> shape = memnew( ConcavePolygonShape );
	shape->set_faces(face_points);
	return shape;
}

void Mesh::center_geometry() {

/*
	Vector3 ofs = aabb.pos+aabb.size*0.5;

	for(int i=0;i<get_surface_count();i++) {

		PoolVector<Vector3> geom = surface_get_array(i,ARRAY_VERTEX);
		int gc =geom.size();
		PoolVector<Vector3>::Write w = geom.write();
		surfaces[i].aabb.pos-=ofs;

		for(int i=0;i<gc;i++) {

			w[i]-=ofs;
		}

		w = PoolVector<Vector3>::Write();

		surface_set_array(i,ARRAY_VERTEX,geom);

	}

	aabb.pos-=ofs;

*/

}

void Mesh::regen_normalmaps() {


	Vector< Ref<SurfaceTool> > surfs;
	for(int i=0;i<get_surface_count();i++) {

		Ref<SurfaceTool> st = memnew( SurfaceTool );
		st->create_from(Ref<Mesh>(this),i);
		surfs.push_back(st);
	}

	while (get_surface_count()) {
		surface_remove(0);
	}

	for(int i=0;i<surfs.size();i++) {

		surfs[i]->generate_tangents();
		surfs[i]->commit(Ref<Mesh>(this));
	}
}



Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {

	if (triangle_mesh.is_valid())
		return triangle_mesh;

	int facecount=0;

	for(int i=0;i<get_surface_count();i++) {

		if (surface_get_primitive_type(i)!=PRIMITIVE_TRIANGLES)
			continue;

		if (surface_get_format(i)&ARRAY_FORMAT_INDEX) {

			facecount+=surface_get_array_index_len(i);
		} else {

			facecount+=surface_get_array_len(i);
		}

	}

	if (facecount==0 || (facecount%3)!=0)
		return triangle_mesh;

	PoolVector<Vector3> faces;
	faces.resize(facecount);
	PoolVector<Vector3>::Write facesw=faces.write();

	int widx=0;

	for(int i=0;i<get_surface_count();i++) {

		if (surface_get_primitive_type(i)!=PRIMITIVE_TRIANGLES)
			continue;

		Array a = surface_get_arrays(i);

		int vc = surface_get_array_len(i);
		PoolVector<Vector3> vertices = a[ARRAY_VERTEX];
		PoolVector<Vector3>::Read vr=vertices.read();

		if (surface_get_format(i)&ARRAY_FORMAT_INDEX) {

			int ic=surface_get_array_index_len(i);
			PoolVector<int> indices = a[ARRAY_INDEX];
			PoolVector<int>::Read ir = indices.read();

			for(int i=0;i<ic;i++) {
				int index = ir[i];
				facesw[widx++]=vr[ index ];
			}

		} else {

			for(int i=0;i<vc;i++)
				facesw[widx++]=vr[ i ];
		}

	}

	facesw=PoolVector<Vector3>::Write();


	triangle_mesh = Ref<TriangleMesh>( memnew( TriangleMesh ));
	triangle_mesh->create(faces);

	return triangle_mesh;


}

Ref<Mesh> Mesh::create_outline(float p_margin) const {


	Array arrays;
	int index_accum=0;
	for(int i=0;i<get_surface_count();i++) {

		if (surface_get_primitive_type(i)!=PRIMITIVE_TRIANGLES)
			continue;

		Array a = surface_get_arrays(i);
		int vcount=0;

		if (i==0) {
			arrays=a;
			PoolVector<Vector3> v=a[ARRAY_VERTEX];
			index_accum+=v.size();
		} else {

			for(int j=0;j<arrays.size();j++) {

				if (arrays[j].get_type()==Variant::NIL || a[j].get_type()==Variant::NIL) {
					//mismatch, do not use
					arrays[j]=Variant();
					continue;
				}

				switch(j) {

					case ARRAY_VERTEX:
					case ARRAY_NORMAL:  {

						PoolVector<Vector3> dst = arrays[j];
						PoolVector<Vector3> src = a[j];
						if (j==ARRAY_VERTEX)
							vcount=src.size();
						if (dst.size()==0 || src.size()==0) {
							arrays[j]=Variant();
							continue;
						}
						dst.append_array(src);
						arrays[j]=dst;
					} break;
					case ARRAY_TANGENT:
					case ARRAY_BONES:
					case ARRAY_WEIGHTS: {

						PoolVector<real_t> dst = arrays[j];
						PoolVector<real_t> src = a[j];
						if (dst.size()==0 || src.size()==0) {
							arrays[j]=Variant();
							continue;
						}
						dst.append_array(src);
						arrays[j]=dst;

					} break;
					case ARRAY_COLOR: {
						PoolVector<Color> dst = arrays[j];
						PoolVector<Color> src = a[j];
						if (dst.size()==0 || src.size()==0) {
							arrays[j]=Variant();
							continue;
						}
						dst.append_array(src);
						arrays[j]=dst;

					} break;
					case ARRAY_TEX_UV:
					case ARRAY_TEX_UV2: {
						PoolVector<Vector2> dst = arrays[j];
						PoolVector<Vector2> src = a[j];
						if (dst.size()==0 || src.size()==0) {
							arrays[j]=Variant();
							continue;
						}
						dst.append_array(src);
						arrays[j]=dst;

					} break;
					case ARRAY_INDEX: {
						PoolVector<int> dst = arrays[j];
						PoolVector<int> src = a[j];
						if (dst.size()==0 || src.size()==0) {
							arrays[j]=Variant();
							continue;
						}
						{
							int ss = src.size();
							PoolVector<int>::Write w = src.write();
							for(int k=0;k<ss;k++) {
								w[k]+=index_accum;
							}

						}
						dst.append_array(src);
						arrays[j]=dst;
						index_accum+=vcount;

					} break;

				}
			}
		}
	}

	{
		PoolVector<int>::Write ir;
		PoolVector<int> indices =arrays[ARRAY_INDEX];
		bool has_indices=false;
		PoolVector<Vector3> vertices =arrays[ARRAY_VERTEX];
		int vc = vertices.size();
		ERR_FAIL_COND_V(!vc,Ref<Mesh>());
		PoolVector<Vector3>::Write r=vertices.write();


		if (indices.size()) {
			vc=indices.size();
			ir=indices.write();
			has_indices=true;
		}

		Map<Vector3,Vector3> normal_accum;

		//fill normals with triangle normals
		for(int i=0;i<vc;i+=3) {


			Vector3 t[3];

			if (has_indices) {
				t[0]=r[ir[i+0]];
				t[1]=r[ir[i+1]];
				t[2]=r[ir[i+2]];
			} else {
				t[0]=r[i+0];
				t[1]=r[i+1];
				t[2]=r[i+2];
			}

			Vector3 n = Plane(t[0],t[1],t[2]).normal;

			for(int j=0;j<3;j++) {

				Map<Vector3,Vector3>::Element *E=normal_accum.find(t[j]);
				if (!E) {
					normal_accum[t[j]]=n;
				} else {
					float d = n.dot(E->get());
					if (d<1.0)
						E->get()+=n*(1.0-d);
					//E->get()+=n;
				}
			}
		}

		//normalize

		for (Map<Vector3,Vector3>::Element *E=normal_accum.front();E;E=E->next()) {
			E->get().normalize();
		}


		//displace normals
		int vc2 = vertices.size();

		for(int i=0;i<vc2;i++) {


			Vector3 t=r[i];

			Map<Vector3,Vector3>::Element *E=normal_accum.find(t);
			ERR_CONTINUE(!E);

			t+=E->get()*p_margin;
			r[i]=t;
		}

		r = PoolVector<Vector3>::Write();
		arrays[ARRAY_VERTEX]=vertices;

		if (!has_indices) {

			PoolVector<int> new_indices;
			new_indices.resize(vertices.size());
			PoolVector<int>::Write iw = new_indices.write();

			for(int j=0;j<vc2;j+=3) {

				iw[j]=j;
				iw[j+1]=j+2;
				iw[j+2]=j+1;
			}

			iw=PoolVector<int>::Write();
			arrays[ARRAY_INDEX]=new_indices;

		} else {

			for(int j=0;j<vc;j+=3) {

				SWAP(ir[j+1],ir[j+2]);
			}
			ir=PoolVector<int>::Write();
			arrays[ARRAY_INDEX]=indices;

		}
	}




	Ref<Mesh> newmesh = memnew( Mesh );
	newmesh->add_surface_from_arrays(PRIMITIVE_TRIANGLES,arrays);
	return newmesh;
}


void Mesh::_bind_methods() {

	ClassDB::bind_method(_MD("add_blend_shape","name"),&Mesh::add_blend_shape);
	ClassDB::bind_method(_MD("get_blend_shape_count"),&Mesh::get_blend_shape_count);
	ClassDB::bind_method(_MD("get_blend_shape_name","index"),&Mesh::get_blend_shape_name);
	ClassDB::bind_method(_MD("clear_blend_shapes"),&Mesh::clear_blend_shapes);
	ClassDB::bind_method(_MD("set_blend_shape_mode","mode"),&Mesh::set_blend_shape_mode);
	ClassDB::bind_method(_MD("get_blend_shape_mode"),&Mesh::get_blend_shape_mode);

	ClassDB::bind_method(_MD("add_surface_from_arrays","primitive","arrays","blend_shapes","compress_flags"),&Mesh::add_surface_from_arrays,DEFVAL(Array()),DEFVAL(ARRAY_COMPRESS_DEFAULT));
	ClassDB::bind_method(_MD("get_surface_count"),&Mesh::get_surface_count);
	ClassDB::bind_method(_MD("surface_remove","surf_idx"),&Mesh::surface_remove);
	ClassDB::bind_method(_MD("surface_get_array_len","surf_idx"),&Mesh::surface_get_array_len);
	ClassDB::bind_method(_MD("surface_get_array_index_len","surf_idx"),&Mesh::surface_get_array_index_len);
	ClassDB::bind_method(_MD("surface_get_format","surf_idx"),&Mesh::surface_get_format);
	ClassDB::bind_method(_MD("surface_get_primitive_type","surf_idx"),&Mesh::surface_get_primitive_type);
	ClassDB::bind_method(_MD("surface_set_material","surf_idx","material:Material"),&Mesh::surface_set_material);
	ClassDB::bind_method(_MD("surface_get_material:Material","surf_idx"),&Mesh::surface_get_material);
	ClassDB::bind_method(_MD("surface_set_name","surf_idx","name"),&Mesh::surface_set_name);
	ClassDB::bind_method(_MD("surface_get_name","surf_idx"),&Mesh::surface_get_name);
	ClassDB::bind_method(_MD("center_geometry"),&Mesh::center_geometry);
	ClassDB::set_method_flags(get_class_static(),_SCS("center_geometry"),METHOD_FLAGS_DEFAULT|METHOD_FLAG_EDITOR);
	ClassDB::bind_method(_MD("regen_normalmaps"),&Mesh::regen_normalmaps);
	ClassDB::set_method_flags(get_class_static(),_SCS("regen_normalmaps"),METHOD_FLAGS_DEFAULT|METHOD_FLAG_EDITOR);

	ClassDB::bind_method(_MD("set_custom_aabb","aabb"),&Mesh::set_custom_aabb);
	ClassDB::bind_method(_MD("get_custom_aabb"),&Mesh::get_custom_aabb);


	BIND_CONSTANT( NO_INDEX_ARRAY );
	BIND_CONSTANT( ARRAY_WEIGHTS_SIZE );

	BIND_CONSTANT( ARRAY_VERTEX );
	BIND_CONSTANT( ARRAY_NORMAL );
	BIND_CONSTANT( ARRAY_TANGENT );
	BIND_CONSTANT( ARRAY_COLOR );
	BIND_CONSTANT( ARRAY_TEX_UV );
	BIND_CONSTANT( ARRAY_TEX_UV2 );
	BIND_CONSTANT( ARRAY_BONES );
	BIND_CONSTANT( ARRAY_WEIGHTS );
	BIND_CONSTANT( ARRAY_INDEX );

	BIND_CONSTANT( ARRAY_FORMAT_VERTEX );
	BIND_CONSTANT( ARRAY_FORMAT_NORMAL );
	BIND_CONSTANT( ARRAY_FORMAT_TANGENT );
	BIND_CONSTANT( ARRAY_FORMAT_COLOR );
	BIND_CONSTANT( ARRAY_FORMAT_TEX_UV );
	BIND_CONSTANT( ARRAY_FORMAT_TEX_UV2 );
	BIND_CONSTANT( ARRAY_FORMAT_BONES );
	BIND_CONSTANT( ARRAY_FORMAT_WEIGHTS );
	BIND_CONSTANT( ARRAY_FORMAT_INDEX );

	BIND_CONSTANT( PRIMITIVE_POINTS );
	BIND_CONSTANT( PRIMITIVE_LINES );
	BIND_CONSTANT( PRIMITIVE_LINE_STRIP );
	BIND_CONSTANT( PRIMITIVE_LINE_LOOP );
	BIND_CONSTANT( PRIMITIVE_TRIANGLES );
	BIND_CONSTANT( PRIMITIVE_TRIANGLE_STRIP );
	BIND_CONSTANT( PRIMITIVE_TRIANGLE_FAN );

}



Mesh::Mesh() {

	mesh=VisualServer::get_singleton()->mesh_create();
	blend_shape_mode=BLEND_SHAPE_MODE_RELATIVE;

}


Mesh::~Mesh() {

	VisualServer::get_singleton()->free(mesh);
}


