/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2013 Torus Knot Software Ltd

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 "OgreXSIMeshExporter.h"
#include <xsi_model.h>
#include <xsi_primitive.h>
#include <xsi_polygonnode.h>
#include <xsi_material.h>
#include <xsi_vertex.h>
#include <xsi_trianglevertex.h>
#include <xsi_cluster.h>
#include <xsi_kinematics.h>
#include <xsi_kinematicstate.h>
#include <xsi_selection.h>
#include <xsi_envelope.h>
#include <xsi_time.h>
#include <xsi_source.h>
#include <xsi_edge.h>
#include <xsi_vector3.h>
#include <xsi_matrix4.h>
#include <xsi_mixer.h>
#include <xsi_clip.h>
#include <xsi_timecontrol.h>
#include <xsi_actionsource.h>
#include <xsi_fcurve.h>
#include <xsi_fcurvekey.h>

#include "OgreException.h"
#include "OgreXSIHelper.h"
#include "OgreLogManager.h"
#include "OgreMeshManager.h"
#include "OgreMesh.h"
#include "OgreSubMesh.h"
#include "OgreMeshManager.h"
#include "OgreMeshSerializer.h"
#include "OgreHardwareBufferManager.h"
#include "OgreVertexBoneAssignment.h"
#include "OgrePose.h"
#include "OgreAnimation.h"
#include "OgreAnimationTrack.h"

using namespace XSI;


namespace Ogre {
    //-----------------------------------------------------------------------
    XsiMeshExporter::UniqueVertex::UniqueVertex()
        : position(Vector3::ZERO), normal(Vector3::ZERO), colour(0), nextIndex(0)
    {
        for (int i = 0; i < OGRE_MAX_TEXTURE_COORD_SETS; ++i)
            uv[i] = Vector3::ZERO;
    }
    //-----------------------------------------------------------------------
    bool XsiMeshExporter::UniqueVertex::operator==(const UniqueVertex& rhs) const
    {
        bool ret = position == rhs.position && 
            normal == rhs.normal && 
            colour == rhs.colour;
        if (!ret) return ret;

        for (int i = 0; i < OGRE_MAX_TEXTURE_COORD_SETS && ret; ++i)
        {
            ret = ret && (uv[i] == rhs.uv[i]);
        }

        return ret;
        

    }
    //-----------------------------------------------------------------------
    //-----------------------------------------------------------------------
    XsiMeshExporter::XsiMeshExporter()
    {
    }
    //-----------------------------------------------------------------------
    XsiMeshExporter::~XsiMeshExporter()
    {
		/// Tidy up
		cleanupDeformerMap();
		cleanupMaterialMap();
    }
    //-----------------------------------------------------------------------
	DeformerMap& XsiMeshExporter::buildMeshForExport(
		bool mergeSubMeshes, bool exportChildren, 
		bool edgeLists, bool tangents, VertexElementSemantic tangentSemantic, 
		bool tangentsSplitMirrored, bool tangentsSplitRotated, bool tangentsUseParity,
		bool vertexAnimation, AnimationList& animList, Real fps, const String& materialPrefix, 
		LodData* lod, const String& skeletonName)
    {

		LogOgreAndXSI(L"** Begin OGRE Mesh Export **");
        // Derive the scene root
        X3DObject sceneRoot(mXsiApp.GetActiveSceneRoot());

        // Construct mesh
        mMesh = MeshManager::getSingleton().createManual("XSIExport", 
			ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);

		mMaterialPrefix = materialPrefix;

		cleanupDeformerMap();
		cleanupMaterialMap();
		mShapeKeyMapping.clear();

		// Find all PolygonMesh objects
		buildPolygonMeshList(exportChildren);
		// progress report
		ProgressManager::getSingleton().progress();

		// notify of skeleton beforehand
		if (!skeletonName.empty())
		{
			mMesh->setSkeletonName(skeletonName);
		}

		// write the data into a mesh
		buildMesh(mMesh.getPointer(), mergeSubMeshes, !skeletonName.empty(), 
			vertexAnimation, animList, fps);

		// progress report
		ProgressManager::getSingleton().progress();

		if (lod)
		{
			ProgressiveMesh::generateLodLevels(mMesh.get(), lod->distances, lod->quota, lod->reductionValue);
			// progress report
			ProgressManager::getSingleton().progress();
		}

        if(edgeLists)
        {
            LogOgreAndXSI(L"Calculating edge lists");
            mMesh->buildEdgeList();
			// progress report
			ProgressManager::getSingleton().progress();
        }

        if(tangents)
        {
            LogOgreAndXSI(L"Calculating tangents");
            unsigned short src, dest;
            if (!mMesh->suggestTangentVectorBuildParams(tangentSemantic, src, dest))
            {
                mMesh->buildTangentVectors(tangentSemantic, src, dest, tangentsSplitMirrored, 
					tangentsSplitRotated, tangentsUseParity);
            }
            else
            {
                LogOgreAndXSI(L"Could not derive tangents parameters");
            }
			// progress report
			ProgressManager::getSingleton().progress();

        }

		cleanupPolygonMeshList();

		LogOgreAndXSI(L"** OGRE Mesh Export Complete **");

		return mXsiDeformerMap;
    }
	//-----------------------------------------------------------------------
	void XsiMeshExporter::exportMesh(const String& fileName, const AxisAlignedBox& skelAABB)
	{

		// Pad bounds
		AxisAlignedBox currBounds = mMesh->getBounds();
		currBounds.merge(skelAABB);
		mMesh->_setBounds(currBounds, false);

		MeshSerializer serializer;
		serializer.exportMesh(mMesh.getPointer(), fileName);

		// progress report
		ProgressManager::getSingleton().progress();

		mMesh.setNull();


	}
	//-----------------------------------------------------------------------
	MaterialMap& XsiMeshExporter::getMaterials(void)
	{
		return mXsiMaterialMap;
	}
	//-----------------------------------------------------------------------
	TextureProjectionMap& XsiMeshExporter::getTextureProjectionMap(void)
	{
		return mTextureProjectionMap;
	}
	//-----------------------------------------------------------------------
	void XsiMeshExporter::buildMesh(Mesh* pMesh, bool mergeSubmeshes, 
		bool lookForBoneAssignments, bool vertexAnimation, AnimationList& animList, 
		Real fps)
	{
		/* Iterate over the list of polygon meshes that we've already located.
			For each one:
				If we're not merging submeshes, bake any protosubmeshes built
				  into the mesh and clear the protosubmesh list
			    Scan the clusters for 'poly' clusters (which can contain material
				  discrepancies). Any that use a different material should be
				  noted in the polycluster list
			    Build ProtoSubMeshes by iterating over the triangles in the mesh, 
				  building the list of UniqueVertices against the material as we 
				  go. We check each triangle to see if the polygon index is in 
				  the list of polyclusters & if so it goes into the other lists
		    
			Finally, we bake any remaining protosubmeshes into submeshes.
		*/
		// Calculate the number of progress updates each mesh must raise
		float progPerMesh = (float)OGRE_XSI_NUM_MESH_STEPS / (float)(mXsiPolygonMeshList.size());
		float currProg = 0.0f;
		for (PolygonMeshList::iterator pm = mXsiPolygonMeshList.begin();
			pm != mXsiPolygonMeshList.end(); ++pm)
		{
			currProg += progPerMesh;
			unsigned short progUpdates = (unsigned short)currProg;
			currProg -= progUpdates;
			// build contents of this polymesh into ProtoSubMesh(es)
			processPolygonMesh(pMesh, *pm, lookForBoneAssignments, progUpdates);

			if (!mergeSubmeshes)
			{
				// export out at the end of every PolygonMesh
				exportProtoSubMeshes(pMesh);
			}
		}
		if (mergeSubmeshes)
		{
			// export out the combined result
			exportProtoSubMeshes(pMesh);
		}

		if (vertexAnimation)
		{
			exportAnimations(pMesh, animList, fps);
		}
	}
	//-----------------------------------------------------------------------
	XsiMeshExporter::ProtoSubMesh* XsiMeshExporter::createOrRetrieveProtoSubMesh(
		const String& materialName, const String& name, 
		TextureCoordDimensionList& texCoordDims, bool hasVertexColours)
	{
		bool createNew = true;
		ProtoSubMesh* ret = 0;
		ProtoSubMeshList* protoList = 0;
		
		MaterialProtoSubMeshMap::iterator pi = mMaterialProtoSubmeshMap.find(materialName);
		if (pi == mMaterialProtoSubmeshMap.end())
		{
			protoList = new ProtoSubMeshList();
			mMaterialProtoSubmeshMap[materialName] = protoList;
		}
		else
		{
			// Iterate over the protos with the same material
			protoList = pi->second;

			for (ProtoSubMeshList::iterator psi = protoList->begin(); psi != protoList->end(); ++psi)
			{
				ProtoSubMesh* candidate = *psi;
				// Check format is compatible
				if (candidate->textureCoordDimensions.size() != texCoordDims.size())
				{
					continue;
				}
				if (candidate->hasVertexColours != hasVertexColours)
				{
					continue;
				}

				bool compat = true;
				std::vector<ushort>::iterator t = texCoordDims.begin();
				std::vector<ushort>::iterator u = candidate->textureCoordDimensions.begin(); 
				for (;t != texCoordDims.end(); ++t,++u)
				{
					if (*t != *u)
					{
						compat = false;
						break;
					}
				}

				if (compat)
				{
					createNew = false;
					ret = candidate;
					break;
				}
			}
		}

		if (createNew)
		{
			ret = new ProtoSubMesh();
			protoList->push_back(ret);
			ret->materialName = materialName;
			ret->name = name;
			ret->textureCoordDimensions = texCoordDims;
			ret->hasVertexColours = hasVertexColours;
		}

		return ret;
		
	}
	//-----------------------------------------------------------------------
	void XsiMeshExporter::processPolygonMesh(Mesh* pMesh, PolygonMeshEntry* xsiMesh, 
		bool lookForBoneAssignments, unsigned short progressUpdates)
	{
		CRefArray uvs = xsiMesh->geometry.GetUVs();

		StringUtil::StrStreamType msg;
		msg << "-- " << XSItoOgre(xsiMesh->name) << " --" << std::endl;
		msg << "Points: " << xsiMesh->geometry.GetVertexCount() << std::endl;
		msg << "Triangles: " << xsiMesh->geometry.GetTriangleCount() << std::endl;
		msg << "Normals: " << xsiMesh->geometry.GetNodeCount() << std::endl;
		msg << "Num UVs: " << uvs.GetCount() << std::endl;
		String str = msg.str();
		LogOgreAndXSI(str);

		if (uvs.GetCount() > OGRE_MAX_TEXTURE_COORD_SETS)
		{
			// too many texture coordinates!
			StringUtil::StrStreamType str;
			str << "PolygonMesh '" << XSItoOgre(xsiMesh->name) 
				<< "' has too many texture coordinate sets (" 
				<< uvs.GetCount()
				<< "); the limit is " << OGRE_MAX_TEXTURE_COORD_SETS;

			OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, str.str(), 
				"XsiMeshExporter::processPolygonMesh");
		}

		// Collect texture coordinates data
		TextureCoordDimensionList textureCoordDimensions;
		SamplerSetList samplerSets;
		textureCoordDimensions.reserve(uvs.GetCount());
		samplerSets.reserve(uvs.GetCount());
		for (int i = 0; i < uvs.GetCount(); ++ i)
		{
			Vector3* samplerUVs = new Vector3[xsiMesh->geometry.GetNodeCount()];
			samplerSets.push_back(samplerUVs);

			ClusterProperty uvProp = uvs[i];
			CFloatArray uvValues;
			uvProp.GetValues(uvValues);

			String textureProjectionName = XSItoOgre(uvProp.GetName());
			mTextureProjectionMap[textureProjectionName] = i;

			int usedDims = 0;
			for (int j = 0; j < xsiMesh->geometry.GetNodeCount(); ++j)
			{
				if ((samplerUVs[j].x = uvValues[j * 3]) != 0)
					usedDims |= 1; //u
				if ((samplerUVs[j].y = 1.0f - uvValues[j * 3 + 1]) != 0)
					usedDims |= 2; //v (invert)
				if ((samplerUVs[j].z = uvValues[j * 3 + 2]) != 0)
					usedDims |= 4; //w
			}

			if (usedDims & 4) // w
				textureCoordDimensions.push_back(3);
			else if (usedDims & 2) // v
				textureCoordDimensions.push_back(2);
			else // u
				textureCoordDimensions.push_back(1);
		}

		
		// Save transforms
		MATH::CTransformation xsiTransform = xsiMesh->transform;
		MATH::CTransformation rotTrans;
		rotTrans.SetRotation(xsiTransform.GetRotation());

		// Bounds calculation
		Real squaredRadius = 0.0f;
		Vector3 min, max;
		bool first = true;

		UniqueVertex vertex;


		float progPerTri = (float)progressUpdates / xsiMesh->geometry.GetTriangleCount();
		float prog = 0.0f;

		CLongArray polygonTriangleIndices;
		xsiMesh->geometry.GetPolygonTriangleIndices(polygonTriangleIndices);

		CLongArray triangleVertexIndices;
		xsiMesh->geometry.GetTriangleVertexIndices(triangleVertexIndices);

		CDoubleArray vertexPositions;
		xsiMesh->geometry.GetVertexPositions(vertexPositions);

		CRefArray vertexColours = xsiMesh->geometry.GetVertexColors();
		bool hasVertexColours = vertexColours.GetCount() > 0? true : false;
		CFloatArray vertexColoursValues;
		if (hasVertexColours)
		{
			ClusterProperty c = vertexColours[0];
			c.GetValues(vertexColoursValues);
		}

		CFloatArray nodeNormals;
		xsiMesh->geometry.GetNodeNormals(nodeNormals);

		CLongArray triangleNodeIndices;
		xsiMesh->geometry.GetTriangleNodeIndices(triangleNodeIndices);

		CLongArray polygonMaterialIndices;
		xsiMesh->geometry.GetPolygonMaterialIndices(polygonMaterialIndices);

		CRefArray materials = xsiMesh->geometry.GetMaterials();

		ProtoSubMesh** materialToProtoSubMesh = new ProtoSubMesh*[materials.GetCount()];
		for (LONG i = 0; i < materials.GetCount(); ++ i)
			materialToProtoSubMesh[i] = 0;

		CRefArray polygonClusters = xsiMesh->geometry.GetClusters(siClusterPolygonType);

		// Test for hidden polygons
		XSI::CBitArray hiddenPolygons(xsiMesh->geometry.GetPolygonCount());
		for (LONG c = 0; c < polygonClusters.GetCount(); ++ c)
		{
			XSI::Cluster cluster = XSI::Cluster(polygonClusters[c]);
			XSI::CRef clsvisibility;

			if (cluster.GetProperties().Find(L"clsvisibility", clsvisibility) == CStatus::OK)
			{
				Property p(clsvisibility);
				if (!p.GetParameterValue(L"viewvis"))
				{
					XSI::CBitArray clusterPolys;
					cluster.GetGeometryElementFlags(clusterPolys);
					hiddenPolygons.Or(clusterPolys);
				}
			}
		}

		// Iterate through all the triangles
		for (long t = 0; t < xsiMesh->geometry.GetTriangleCount(); ++t)
		{
			// Skip the triangle if it relates to a hidden polygon
			if (hiddenPolygons[polygonTriangleIndices[t]])
				continue;

			LONG polygonIndex = polygonTriangleIndices[t];
			LONG materialIndex = polygonMaterialIndices[polygonIndex];
			ProtoSubMesh* currentProto = materialToProtoSubMesh[materialIndex];

			// Do we already have a protosubmesh for the material of this triangle?
			if (!currentProto)
			{
				CString SubMeshName = xsiMesh->name;

				XSI::Material m(materials[materialIndex]);
				
				// Use the name of the cluster as the submesh name
				for (LONG c = 0; c < polygonClusters.GetCount(); ++ c)
				{
					XSI::Cluster cluster = XSI::Cluster(polygonClusters[c]);
					if (cluster.GetMaterial().GetName() == m.GetName())
					{
						LONG out_clusterIndex;
						cluster.FindIndex(polygonIndex, out_clusterIndex);
						if (out_clusterIndex != -1)
						{
							SubMeshName = cluster.GetName();
							break;
						}
					}
				}

				currentProto = materialToProtoSubMesh[materialIndex] = createOrRetrieveProtoSubMesh(
					mMaterialPrefix + XSItoOgre(m.GetName()),
					XSItoOgre(SubMeshName),
					textureCoordDimensions,
					hasVertexColours);
			}

			// has this mesh been used in this proto before? if not set offset
			size_t positionIndexOffset;
			if (currentProto->lastMeshEntry == xsiMesh)
			{
				positionIndexOffset = currentProto->lastMeshIndexOffset;
			}
			else
			{
				// first time this has been used
				// since we assume we 100% process each polygon mesh before the next,
				// just use last pointer since faster in this section
				currentProto->lastMeshEntry = xsiMesh;
				positionIndexOffset = currentProto->indices.size();
				currentProto->lastMeshIndexOffset = positionIndexOffset;
				// Also have to store this for future reference
				currentProto->polygonMeshOffsetMap[xsiMesh] = positionIndexOffset;
			}
			
            for (long p = 0; p < 3; ++p)
            {
				LONG posIndex = triangleVertexIndices[t * 3 + p]; // unique position index

				// Get position
				MATH::CVector3 xsipos(vertexPositions[posIndex * 3],
					vertexPositions[posIndex * 3 + 1],
					vertexPositions[posIndex * 3 + 2]);

				// Apply global SRT
				xsipos.MulByTransformationInPlace(xsiTransform);
				vertex.position = XSItoOgre(xsipos);

				// Get normal
				MATH::CVector3 xsinorm(nodeNormals[triangleNodeIndices[t * 3 + p] * 3],
					nodeNormals[triangleNodeIndices[t * 3 + p] * 3 + 1],
					nodeNormals[triangleNodeIndices[t * 3 + p] * 3 + 2]);

				// Apply global rotation
				xsinorm *= rotTrans;
				vertex.normal = XSItoOgre(xsinorm);

				for (size_t i = 0; i < textureCoordDimensions.size(); ++i)
				{
					// sampler indices can correctly dereference to sampler-order
					// uv sets we built earlier
					vertex.uv[i] = (samplerSets[i])[triangleNodeIndices[t * 3 + p]];
				}
                
				if (hasVertexColours)
				{
					vertex.colour = XSItoOgre(CVertexColor((unsigned char)(vertexColoursValues[posIndex * 4] * 255),
						(unsigned char)(vertexColoursValues[posIndex * 4 + 1] * 255),
						(unsigned char)(vertexColoursValues[posIndex * 4 + 2] * 255),
						(unsigned char)(vertexColoursValues[posIndex * 4 + 3] * 255)));
				}

				// adjust index per offset, this makes position indices unique
				// per polymesh in teh same protosubmesh
				posIndex += positionIndexOffset;

				size_t index = createOrRetrieveUniqueVertex(
									currentProto, posIndex, true, vertex);
				currentProto->indices.push_back(index);

				// bounds
				if (first)
				{
					squaredRadius = vertex.position.squaredLength();
					min = max = vertex.position;
					first = false;
				}
				else
				{
					squaredRadius = 
						std::max(squaredRadius, vertex.position.squaredLength());
					min.makeFloor(vertex.position);
					max.makeCeil(vertex.position);
				}
			}
		
			// Progress
			prog += progPerTri;
			while (prog >= 1.0f)
			{
				ProgressManager::getSingleton().progress();
				prog -= 1.0f;
			}

		}

		// Merge bounds
		AxisAlignedBox box;
		box.setExtents(min, max);
		box.merge(pMesh->getBounds());
		pMesh->_setBounds(box, false);
		pMesh->_setBoundingSphereRadius(
			std::max(
				pMesh->getBoundingSphereRadius(), 
				Math::Sqrt(squaredRadius)));

		// Deal with any bone assignments
		if (lookForBoneAssignments)
		{
			processBoneAssignments(pMesh, xsiMesh);
		}

		// process any shape keys
		processShapeKeys(pMesh, xsiMesh);

		// free temp UV data now
		for(SamplerSetList::iterator s = samplerSets.begin();
			s != samplerSets.end(); ++s)
		{
			// init sampler points
			delete [] *s;
		}
		samplerSets.clear();
		textureCoordDimensions.clear();
	}
	//-----------------------------------------------------------------------
	void XsiMeshExporter::processBoneAssignments(Mesh* pMesh, PolygonMeshEntry* xsiMesh)
	{
		// We have to iterate over the clusters which have envelope assignments
		// then, for each protosubmesh which uses this polymesh, we need to create
		// a bone assignment for each deformer, not forgetting to add one for 
		// each duplicated copy of this vertex too
		// We build up a global list of deformers as we go which will get passed
		// back to the top-level caller to build a skeleton from later
		CRefArray clusterRefArray;
		// Filter to 'vertex' types
		xsiMesh->geometry.GetClusters().Filter(
			siVertexCluster,CStringArray(),L"",clusterRefArray);



		for(int i = 0; i < clusterRefArray.GetCount(); ++i)
		{
			Cluster cluster(clusterRefArray[i]);	

			CRefArray envelopes = cluster.GetEnvelopes();
			for (int e = 0; e < envelopes.GetCount(); ++e)
			{
				Envelope envelope(envelopes[e]);

				// Get mapping from cluster element index to geometry position index
				CLongArray derefArray = envelope.GetElements(CTime().GetTime()).GetArray();

				CRefArray deformers = envelope.GetDeformers();
				for (int d = 0; d < deformers.GetCount(); ++d)
				{
					X3DObject deformer(deformers[d]);
					// Has this deformer been allocated a boneID already?
					String deformerName = XSItoOgre(deformer.GetName());
					DeformerMap::iterator di = 
						mXsiDeformerMap.find(deformerName);
					DeformerEntry* deformerEntry;
					bool newDeformerEntry = false;
					bool atLeastOneAssignment = false;
					if (di == mXsiDeformerMap.end())
					{
						deformerEntry = new DeformerEntry(mXsiDeformerMap.size(), deformer);
						deformerEntry->hasVertexAssignments = true;
						newDeformerEntry = true;
					}
					else
					{
						deformerEntry = di->second;
					}

					// Get the weights for this deformer
					CDoubleArray weights = 
						envelope.GetDeformerWeights(deformer, CTime().GetTime());
					// Weights are in order of cluster elements, we need to dereference
					// those to the original point index using the cluster element array
					for (int w = 0; w < weights.GetCount(); ++w)
					{
						size_t positionIndex = derefArray[w];
						float weight = weights[w];
						// Skip zero weights
						if (weight == 0.0f)
							continue;

						// Locate ProtoSubMeshes which use this mesh
						for (MaterialProtoSubMeshMap::iterator mi = mMaterialProtoSubmeshMap.begin();
							mi != mMaterialProtoSubmeshMap.end(); ++mi)
						{
							for (ProtoSubMeshList::iterator psi = mi->second->begin();
								psi != mi->second->end(); ++psi)
							{
								ProtoSubMesh* ps = *psi;
								ProtoSubMesh::PolygonMeshOffsetMap::iterator poli = 
									ps->polygonMeshOffsetMap.find(xsiMesh);
								if (poli != ps->polygonMeshOffsetMap.end())
								{
									// adjust index based on merging
									size_t adjIndex = positionIndex + poli->second;
									// look up real index
									// If it doesn't exist, it's probably on a seam
									// between clusters and we can safely skip it
									IndexRemap::iterator remi = ps->posIndexRemap.find(adjIndex);
									if (remi != ps->posIndexRemap.end())
									{

										size_t vertIndex = remi->second;
										bool moreVerts = true;
										// add UniqueVertex and clones
										while (moreVerts)
										{
											UniqueVertex& vertex = ps->uniqueVertices[vertIndex];
											VertexBoneAssignment vba;
											vba.boneIndex = deformerEntry->boneID;
											vba.vertexIndex = vertIndex;
											vba.weight = weight;
											ps->boneAssignments.insert(
												Mesh::VertexBoneAssignmentList::value_type(vertIndex, vba));
											atLeastOneAssignment = true;

											if (vertex.nextIndex == 0)
											{
												moreVerts = false;
											}
											else
											{
												vertIndex = vertex.nextIndex;
											}
										}
									}

								}
							}

						}



					}

					// Only add new deformer if we actually had any assignments
					if (newDeformerEntry && atLeastOneAssignment)
					{
						mXsiDeformerMap[deformerName] = deformerEntry;
					}



					
				}
				

			}
		}


	}
	//-----------------------------------------------------------------------
	void XsiMeshExporter::processShapeKeys(Mesh* pMesh, PolygonMeshEntry* xsiMesh)
	{
		CRefArray shapeKeys = xsiMesh->geometry.GetShapeKeys();

		for (int i = 0; i < shapeKeys.GetCount(); ++ i)
		{
			ShapeKey shapeKey = shapeKeys[i];
			LogOgreAndXSI("Found shape key " + XSItoOgre(shapeKey.GetName()));

			// Locate ProtoSubMeshes which use this mesh
			for (MaterialProtoSubMeshMap::iterator mi = mMaterialProtoSubmeshMap.begin();
				mi != mMaterialProtoSubmeshMap.end(); ++mi)
			{
				for (ProtoSubMeshList::iterator psi = mi->second->begin();
					psi != mi->second->end(); ++psi)
				{
					ProtoSubMesh* ps = *psi;
					ProtoSubMesh::PolygonMeshOffsetMap::iterator poli = 
						ps->polygonMeshOffsetMap.find(xsiMesh);
					if (poli != ps->polygonMeshOffsetMap.end())
					{
						// remap from mesh vertex index to proto vertex index
						size_t indexAdjustment = poli->second;

						// Create a new pose, target is implied by proto, final
						// index to be determined later including merging
						Pose pose(0, XSItoOgre(shapeKey.GetName()));

						CBitArray affectedPoints;
						CFloatArray shapeValues;
						shapeKey.GetValues(shapeValues, affectedPoints); // automatically converted to object relative reference mode

						// Iterate per vertex affected
						LONG idxPoint = affectedPoints.GetIterator();
						while (affectedPoints.GetNextTrueBit(idxPoint) )
						{
							// Now get offset
							Vector3 offset(shapeValues[idxPoint * 3], shapeValues[idxPoint * 3 + 1], shapeValues[idxPoint * 3 + 2]);

							// Skip zero offsets
							if (offset == Vector3::ZERO)
								continue;

							// Convert to world space
							MATH::CVector3 off(offset.x, offset.y, offset.z);
							off.MulByTransformationInPlace(xsiMesh->transform);
							offset = XSItoOgre(off);

							// adjust index based on merging
							size_t adjIndex = idxPoint + indexAdjustment;

							// look up real index
							// If it doesn't exist, it's probably on a seam
							// between clusters and we can safely skip it
							IndexRemap::iterator remi = ps->posIndexRemap.find(adjIndex);
							if (remi != ps->posIndexRemap.end())
							{
								size_t vertIndex = remi->second;
								bool moreVerts = true;

								// add UniqueVertex and clones
								while (moreVerts)
								{
									UniqueVertex& vertex = ps->uniqueVertices[vertIndex];

									// Create a vertex pose entry
									pose.addVertex(vertIndex, offset);

									if (vertex.nextIndex == 0)
									{
										moreVerts = false;
									}
									else
									{
										vertIndex = vertex.nextIndex;
									}
								} // more duplicate verts
							} // found remap?
						} // for each vertex affected

						// Add pose to proto
						ps->poseList.push_back(pose);

						// record that we used this shape key
						ps->shapeKeys.Add(shapeKey);
					} // proto found?
				} // for each proto
			}
		}
	}
	//-----------------------------------------------------------------------
	void XsiMeshExporter::buildShapeClipList(ShapeClipList& listToPopulate)
	{
		// Process all mixers
		Model root = mXsiApp.GetActiveSceneRoot();
		if (root.HasMixer())
		{
			XSI::Mixer mixer = root.GetMixer();
			buildShapeClipList(mixer, listToPopulate);
		}

		// Get all child models (recursive)
		CRefArray models = root.GetModels();
		for (int m = 0; m < models.GetCount(); ++m)
		{
			Model model(models[m]);
			if (model.HasMixer())
			{
				XSI::Mixer mixer = root.GetMixer();
				buildShapeClipList(mixer, listToPopulate);
			}
		}

	}
	//-----------------------------------------------------------------------
	void XsiMeshExporter::buildShapeClipList(ClipContainer& container, 
		ShapeClipList& listToPopulate)
	{
		CRefArray clips = container.GetClips();
		for (int c = 0; c < clips.GetCount(); ++c)
		{
			if (clips[c].IsA(siClipContainerID))
			{
				ClipContainer container(clips[c]);
				// cascade
				buildShapeClipList(container, listToPopulate);
			}
			else
			{

				XSI::Clip clip(clips[c]);
				XSI::CString clipType = clip.GetType();
				if (clip.GetType() == siClipShapeType)
				{
					XSI::TimeControl timeControl = clip.GetTimeControl();
					ShapeClipEntry sce;
					sce.clip = clip;
					sce.startFrame = sce.originalStartFrame = timeControl.GetStartOffset();
					long length = (1.0 / timeControl.GetScale()) * 
						(timeControl.GetClipOut() - timeControl.GetClipIn() + 1);
					sce.endFrame = sce.startFrame + length - 1;

					// Find link to shape
					sce.keytoPose = 0;
					ActionSource source(clip.GetSource());
					CRefArray sourceItems = source.GetItems();
					assert (sourceItems.GetCount() == 1 && "More than one source item on shape clip!");
					AnimationSourceItem sourceItem(sourceItems[0]);
					// Source is the shape key
					// Locate this in the list we built while building poses
					for (ShapeKeyMapping::iterator skm = mShapeKeyMapping.begin();
						skm != mShapeKeyMapping.end(); ++skm)
					{
						ShapeKeyToPoseEntry& mapping = *skm;
						if(mapping.shapeKey == sourceItem.GetSource())
						{
							// bingo
							sce.keytoPose = &(*skm);
						}
					}

					listToPopulate.push_back(sce);

				}
			}

		}


	}
	//-----------------------------------------------------------------------
	void XsiMeshExporter::exportAnimations(Mesh* pMesh, AnimationList& animList, 
		Real fps)
	{
		ShapeClipList clipList;
		buildShapeClipList(clipList);
		// Add all animations
		for (AnimationList::iterator i = animList.begin(); i != animList.end(); ++i)
		{
			// For each animation, we want to search for all shape clips using a
			// shape key which has been used 
			AnimationEntry& animEntry = *i;
			Animation* anim = 0;

			// Iterate per submesh since we want to collect a track per submesh
			// Iterate over the 'target index' which is submesh index + 1
			for (ushort targetIndex = 1; targetIndex <= pMesh->getNumSubMeshes(); ++targetIndex)
			{
				// find all shape clips for this submesh overlapping this time period
				// we'll clamp the clip too
				ShapeClipList submeshClipList;
				std::set<long> keyframeList;

				deriveShapeClipAndKeyframeList(targetIndex, animEntry, clipList, 
					submeshClipList, keyframeList);

				if (!submeshClipList.empty())
				{

					// Create animation if we haven't already
					if (!anim)
					{
						Real len = (float)(animEntry.endFrame - animEntry.startFrame + 1) / fps;
						anim = pMesh->createAnimation(animEntry.animationName, len);
					}
					
					// Create track
					VertexAnimationTrack* track = 
						anim->createVertexTrack(targetIndex, VAT_POSE);
					
					// Now sample all the clips on all the keyframes
					for (std::set<long>::iterator k = keyframeList.begin();
						k != keyframeList.end(); ++k)
					{
						// Create a key
						long frameNum = *k;
						Real keyTime = (float)(frameNum - animEntry.startFrame) / fps;
						VertexPoseKeyFrame* keyFrame = 
							track->createVertexPoseKeyFrame(keyTime);

						// Sample all the clips
						for (ShapeClipList::iterator c = submeshClipList.begin();
							c != submeshClipList.end(); ++c)
						{
							ShapeClipEntry& sce = *c;
							if(frameNum >= sce.startFrame && 
								frameNum <= sce.endFrame)
							{

								// map the keyframe number to a local number
								long localFrameNum = frameNum - sce.originalStartFrame *
									sce.clip.GetTimeControl().GetScale();

								// sample pose influences
								// Iterate over the animated parameters, find a 'weight' fcurve entry
								bool fcurveFound = false;
								CRefArray params = sce.clip.GetAnimatedParameters();
								for (int p = 0; p < params.GetCount(); ++p)
								{
									Parameter param(params[p]);
									if (param.GetSource().IsA(siFCurveID))
									{
										fcurveFound = true;
										FCurve fcurve(param.GetSource());
										CValue val = fcurve.Eval(localFrameNum);
										if ((float)val != 0.0f)
										{
											keyFrame->addPoseReference(
												sce.keytoPose->poseIndex, val);
										}
										
									}
								}

								if (!fcurveFound)
								{
									// No fcurves, so just assume 1.0 weight since that's
									// how XSI deals with it
									keyFrame->addPoseReference(sce.keytoPose->poseIndex, 1.0f);

								}
							}
						}
					}
					
				}

			}
		}

	}
	//-----------------------------------------------------------------------
	void XsiMeshExporter::deriveShapeClipAndKeyframeList(ushort targetIndex, 
		AnimationEntry& animEntry, ShapeClipList& inClipList, 
		ShapeClipList& outClipList, std::set<long>& keyFrameList)
	{
		for (ShapeClipList::iterator sci = inClipList.begin(); 
			sci != inClipList.end(); ++sci)
		{
			ShapeClipEntry& sce = *sci;

			if (sce.startFrame <= animEntry.endFrame &&
				sce.endFrame >= animEntry.startFrame && 
				sce.keytoPose->targetHandle == targetIndex)
			{
				// Clip overlaps with the animation sampling area and 
				// applies to this submesh
				ShapeClipEntry newClipEntry;
				newClipEntry.originalStartFrame = sce.startFrame;
				newClipEntry.startFrame = std::max(sce.startFrame, animEntry.startFrame);
				newClipEntry.endFrame = std::min(sce.endFrame, animEntry.endFrame);
				newClipEntry.clip = sce.clip;
				newClipEntry.keytoPose = sce.keytoPose;
				outClipList.push_back(newClipEntry);

				// Iterate over the animated parameters, find a 'weight' fcurve entry
				CRefArray params = sce.clip.GetAnimatedParameters();
				for (int p = 0; p < params.GetCount(); ++p)
				{
					Parameter param(params[p]);
					if (param.GetSource().IsA(siFCurveID))
					{
						FCurve fcurve(param.GetSource());
						CRefArray keys = fcurve.GetKeys();
						for (int k = 0; k < keys.GetCount(); ++k)
						{
							FCurveKey key(keys[k]);
							// convert from key time to global frame number
							CTime time = key.GetTime();
							long frameNum = (long)((double)(time.GetTime() + sce.startFrame)
								/ sce.clip.GetTimeControl().GetScale());
							keyFrameList.insert(frameNum);
						}
				

					}
				}

			}
		}
		// Always sample start & end frames
		keyFrameList.insert(animEntry.startFrame);
		keyFrameList.insert(animEntry.endFrame);

	}
	//-----------------------------------------------------------------------
	void XsiMeshExporter::exportProtoSubMeshes(Mesh* pMesh)
	{
		// Take the list of ProtoSubMesh instances and bake a SubMesh per
		// instance, then clear the list

		for (MaterialProtoSubMeshMap::iterator mi = mMaterialProtoSubmeshMap.begin();
			mi != mMaterialProtoSubmeshMap.end(); ++mi)
		{
			for (ProtoSubMeshList::iterator psi = mi->second->begin();
				psi != mi->second->end(); ++psi)
			{
				// export each one
				exportProtoSubMesh(pMesh, *psi);

				// free it
				delete *psi;
			}
			// delete proto list
			delete mi->second;
		}
		mMaterialProtoSubmeshMap.clear();
	}
	//-----------------------------------------------------------------------
	void XsiMeshExporter::exportProtoSubMesh(Mesh* pMesh, ProtoSubMesh* proto)
	{
		// Skip protos which have ended up empty
		if (proto->indices.empty())
			return;

        SubMesh* sm = 0;
        if (proto->name.empty())
        {
            // anonymous submesh
            sm = pMesh->createSubMesh();
        }
        else
        {
            // named submesh
            sm = pMesh->createSubMesh(proto->name);
        }

        // Set material
        sm->setMaterialName(proto->materialName);
        // never use shared geometry
        sm->useSharedVertices = false;
        sm->vertexData = new VertexData();
        // always do triangle list
        sm->indexData->indexCount = proto->indices.size();
		
		sm->vertexData->vertexCount = proto->uniqueVertices.size();
        // Determine index size
        bool use32BitIndexes = false;
        if (proto->uniqueVertices.size() > 65536)
        {
            use32BitIndexes = true;
        }

        sm->indexData->indexBuffer = 
            HardwareBufferManager::getSingleton().createIndexBuffer(
            use32BitIndexes ? HardwareIndexBuffer::IT_32BIT : HardwareIndexBuffer::IT_16BIT,
            sm->indexData->indexCount,
            HardwareBuffer::HBU_STATIC_WRITE_ONLY);
        if (use32BitIndexes)
        {
            uint32* pIdx = static_cast<uint32*>(
                sm->indexData->indexBuffer->lock(HardwareBuffer::HBL_DISCARD));
            writeIndexes(pIdx, proto->indices);
            sm->indexData->indexBuffer->unlock();
        }
        else
        {
            uint16* pIdx = static_cast<uint16*>(
                sm->indexData->indexBuffer->lock(HardwareBuffer::HBL_DISCARD));
            writeIndexes(pIdx, proto->indices);
            sm->indexData->indexBuffer->unlock();
        }


        // define vertex declaration
        unsigned buf = 0;
        size_t offset = 0;
		// always add position and normal
        sm->vertexData->vertexDeclaration->addElement(buf, offset, VET_FLOAT3, VES_POSITION);
        offset += VertexElement::getTypeSize(VET_FLOAT3);
		// Split vertex data after position if poses present
		if (!proto->poseList.empty())
		{
			buf++;
			offset = 0;
		}
        sm->vertexData->vertexDeclaration->addElement(buf, offset, VET_FLOAT3, VES_NORMAL);
        offset += VertexElement::getTypeSize(VET_FLOAT3);
        // split vertex data here if animated
        if (pMesh->hasSkeleton())
        {
            buf++;
            offset = 0;
        }
		// Optional vertex colour
        if(proto->hasVertexColours)
        {
            sm->vertexData->vertexDeclaration->addElement(buf, offset, VET_COLOUR, VES_DIFFUSE);
            offset += VertexElement::getTypeSize(VET_COLOUR);
        }
        // Define UVs
        for (unsigned short uvi = 0; uvi < proto->textureCoordDimensions.size(); ++uvi)
        {
			VertexElementType uvType = 
				VertexElement::multiplyTypeCount(
					VET_FLOAT1, proto->textureCoordDimensions[uvi]);
            sm->vertexData->vertexDeclaration->addElement(
				buf, offset, uvType, VES_TEXTURE_COORDINATES, uvi);
            offset += VertexElement::getTypeSize(uvType);
        }

        // create & fill buffer(s)
        for (unsigned short b = 0; b <= sm->vertexData->vertexDeclaration->getMaxSource(); ++b)
        {
            createVertexBuffer(sm->vertexData, b, proto->uniqueVertices);
        }

		// deal with any bone assignments
		if (!proto->boneAssignments.empty())
		{
			// rationalise first (normalises and strips out any excessive bones)
			sm->parent->_rationaliseBoneAssignments(
				sm->vertexData->vertexCount, proto->boneAssignments);

			for (Mesh::VertexBoneAssignmentList::iterator bi = proto->boneAssignments.begin();
				bi != proto->boneAssignments.end(); ++bi)
			{
				sm->addBoneAssignment(bi->second);
			}
		}

		// poses
		// derive target index (current submesh index + 1 since 0 is shared geom)
		ushort targetIndex = pMesh->getNumSubMeshes(); 
		ushort sk = 0;
		for (std::list<Pose>::iterator pi = proto->poseList.begin();
			pi != proto->poseList.end(); ++pi, ++sk)
		{
			Pose* pose = pMesh->createPose(targetIndex, pi->getName());
			Pose::VertexOffsetIterator vertIt = 
				pi->getVertexOffsetIterator();
			while (vertIt.hasMoreElements())
			{
				pose->addVertex(vertIt.peekNextKey(), vertIt.peekNextValue());
				vertIt.getNext();
			}

			// record shape key to pose mapping for animation later
			ShapeKeyToPoseEntry se;
			se.shapeKey = proto->shapeKeys[sk];
			se.poseIndex = pMesh->getPoseCount() - 1;
			se.targetHandle = targetIndex;
			mShapeKeyMapping.push_back(se);

		}

	}
	//-----------------------------------------------------------------------
	void XsiMeshExporter::buildPolygonMeshList(bool includeChildren)
	{
		Selection sel(mXsiApp.GetSelection());
		if (sel.GetCount() == 0)
		{
			// Whole scene
			// Derive the scene root
			X3DObject sceneRoot(mXsiApp.GetActiveSceneRoot());
			findPolygonMeshes(sceneRoot, true);
		}
		else
		{
			// iterate over selection
			for (int i = 0; i < sel.GetCount(); ++i)
			{
				X3DObject obj(sel[i]);
				findPolygonMeshes(obj,includeChildren);
			}
		}
	}
	//-----------------------------------------------------------------------
	void XsiMeshExporter::findPolygonMeshes(X3DObject& x3dObj, bool recurse)
	{
		// Check validity of current object
		if (!x3dObj.IsValid())
		{
			OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR, 
				"Invalid X3DObject found",
				"XsiMeshExporter::exportX3DObject");
		}
		// Log a message in script window
		CString name = x3dObj.GetName() ;
		LogOgreAndXSI(L"-- Traversing " +  name) ;


		// locate any geometry
		if (!x3dObj.IsA(siCameraID) && 
			!x3dObj.IsA(siLightID) && 
			!x3dObj.IsA(siNullID) && 
			!x3dObj.IsA(siModelID))
		{
			Primitive prim(x3dObj.GetActivePrimitive());
			if (prim.IsValid())
			{
				Geometry geom(prim.GetGeometry());
				if (geom.GetRef().GetClassID() == siPolygonMeshID)
				{
					// Find the current level of subdivision
					LONG subd = 0;
					XSI::CRef geomapprox;
					if (x3dObj.GetProperties().Find(L"geomapprox", geomapprox) == CStatus::OK)
					{
						Property p(geomapprox);
						subd = p.GetParameterValue(L"gapproxmosl");
					}

					// add it to the list
					PolygonMesh pmesh(geom);
					mXsiPolygonMeshList.insert(
						new PolygonMeshEntry(x3dObj.GetName(), x3dObj.GetKinematics().GetGlobal().GetTransform(), pmesh.GetGeometryAccessor(siConstructionModeSecondaryShape, siCatmullClark, subd)));

					LogOgreAndXSI(L"-- Queueing " +  name) ;
				}
			}

		}

		// Cascade into children
		if (recurse)
		{
			CRefArray children = x3dObj.GetChildren();

			for(long i = 0; i < children.GetCount(); i++)
			{
				X3DObject childObj = children[i];
				findPolygonMeshes(childObj, recurse);
			}
		}

	}
    //-----------------------------------------------------------------------
	void XsiMeshExporter::cleanupPolygonMeshList(void)
	{
		for (PolygonMeshList::iterator pm = mXsiPolygonMeshList.begin();
			pm != mXsiPolygonMeshList.end(); ++pm)
		{
			delete *pm;
		}
		mXsiPolygonMeshList.clear();
	}
	//-----------------------------------------------------------------------
	void XsiMeshExporter::cleanupDeformerMap(void)
	{
		for (DeformerMap::iterator d = mXsiDeformerMap.begin();
			d != mXsiDeformerMap.end(); ++d)
		{
			delete d->second;
		}
		mXsiDeformerMap.clear();
	}
	//-----------------------------------------------------------------------
	void XsiMeshExporter::cleanupMaterialMap(void)
	{
		for (MaterialMap::iterator d = mXsiMaterialMap.begin();
			d != mXsiMaterialMap.end(); ++d)
		{
			delete d->second;
		}
		mXsiMaterialMap.clear();
	}
	//-----------------------------------------------------------------------
	void XsiMeshExporter::deriveSamplerIndices(const Triangle& tri, 
		const PolygonFace& face, size_t* samplerIndices)
	{
		//We want to find what is the SampleIndex associated with 3 
		//vertex in a Triangle
		CPointRefArray facePoints = face.GetPoints();

		//Get the position of the 3 vertex in the triangle
		MATH::CVector3Array triPos = tri.GetPositionArray();

		//Get the position of the N Points in the polygon
		MATH::CVector3Array facePos = facePoints.GetPositionArray();

		//To know if the 3 vertex have a point in the same position
		bool found[3];
		found[0] = false;
		found[1] = false;
		found[2] = false;

		int p,t;
		//For the 3 triangle vertices
		for(t=0; t<3 ; t++)
		{       //for each polygon point
			for(p=0; p<facePos.GetCount() && !found[t]; p++)
			{
				//Check if the position is the same
				if(triPos[t] == facePos[p])
				{
					//if so, we know the PolygonPointIndex of the TriangleVertex
					//then, we must find what is the sample index associated 
					//with this Point
					samplerIndices[t] = 
						getSamplerIndex(Facet(face), facePoints[p]);
					found[t] = true;
				}
			}

		}

		if (!found[0] || !found[1] || !found[2] )
		{
			// Problem!
			LogOgreAndXSI(L"!! Couldn't find a matching UV point!");
		}

	}
	//-----------------------------------------------------------------------
	size_t XsiMeshExporter::getSamplerIndex(const Facet &f, const Point &p)
	{
		//This function check if a Sample is shared by a Facet and a Point
		//just by using the operator=
		//Only one Sample can be shared.

		Sample curFacetSample;
		CSampleRefArray facetSamples( f.GetSamples() );
		CSampleRefArray pointSamples( p.GetSamples() );

		for(int i = 0; i < facetSamples.GetCount(); i++ )
		{

			curFacetSample = Sample( facetSamples[i] );

			for(int j = 0; j < pointSamples.GetCount(); j++)
			{
				if(curFacetSample == Sample(pointSamples[j]))
				{
					return curFacetSample.GetIndex();
				}
			}
		}
		// Problem!
		mXsiApp.LogMessage(L"!! Couldn't find a matching sample point!");
		return 0;
	}
    //-----------------------------------------------------------------------
    template <typename T> 
    void XsiMeshExporter::writeIndexes(T* buf, IndexList& indexes)
    {
        IndexList::const_iterator i, iend;
        iend = indexes.end();
        for (i = indexes.begin(); i != iend; ++i)
        {
            *buf++ = static_cast<T>(*i);
        }
    }
    //-----------------------------------------------------------------------
    void XsiMeshExporter::createVertexBuffer(VertexData* vd, 
		unsigned short bufIdx, UniqueVertexList& uniqueVertexList)
    {
        HardwareVertexBufferSharedPtr vbuf = 
			HardwareBufferManager::getSingleton().createVertexBuffer(
            	vd->vertexDeclaration->getVertexSize(bufIdx),
            	vd->vertexCount, 
            	HardwareBuffer::HBU_STATIC_WRITE_ONLY);
        vd->vertexBufferBinding->setBinding(bufIdx, vbuf);
        size_t vertexSize = vd->vertexDeclaration->getVertexSize(bufIdx);

        char* pBase = static_cast<char*>(
				vbuf->lock(HardwareBuffer::HBL_DISCARD));

        VertexDeclaration::VertexElementList elems = 
			vd->vertexDeclaration->findElementsBySource(bufIdx);
        VertexDeclaration::VertexElementList::iterator ei, eiend;
        eiend = elems.end();
        float* pFloat;
        RGBA* pRGBA;

        UniqueVertexList::iterator srci = uniqueVertexList.begin();

        for (size_t v = 0; v < vd->vertexCount; ++v, ++srci)
        {
            for (ei = elems.begin(); ei != eiend; ++ei)
            {
                VertexElement& elem = *ei;
                switch(elem.getSemantic())
                {
                case VES_POSITION:
                    elem.baseVertexPointerToElement(pBase, &pFloat);
                    *pFloat++ = srci->position.x;
                    *pFloat++ = srci->position.y;
                    *pFloat++ = srci->position.z;
                    break;
                case VES_NORMAL:
                    elem.baseVertexPointerToElement(pBase, &pFloat);
                    *pFloat++ = srci->normal.x;
                    *pFloat++ = srci->normal.y;
                    *pFloat++ = srci->normal.z;
                    break;
                case VES_DIFFUSE:
                    elem.baseVertexPointerToElement(pBase, &pRGBA);
                    *pRGBA = srci->colour;
                    break;
                case VES_TEXTURE_COORDINATES:
                    elem.baseVertexPointerToElement(pBase, &pFloat);
					for (int t = 0; t < VertexElement::getTypeCount(elem.getType()); ++t)
					{
						Real val = srci->uv[elem.getIndex()][t];
						*pFloat++ = val;
					}
                    break;
                }
            }
            pBase += vertexSize;
        }
        vbuf->unlock();

    }
    //-----------------------------------------------------------------------
    size_t XsiMeshExporter::createOrRetrieveUniqueVertex(
		ProtoSubMesh* proto, size_t positionIndex, 
		bool positionIndexIsOriginal, const UniqueVertex& vertex)
    {
		size_t lookupIndex;
		if (positionIndexIsOriginal)
		{
			// look up the original index
			IndexRemap::iterator remapi = 
				proto->posIndexRemap.find(positionIndex);
			if (remapi == proto->posIndexRemap.end())
			{
				// not found, add
				size_t realIndex = proto->uniqueVertices.size();
				// add remap entry so we can find this again
				proto->posIndexRemap[positionIndex] = realIndex;
				proto->uniqueVertices.push_back(vertex);
				return realIndex;
			}
			else
			{
				// Found existing mapping
				lookupIndex = remapi->second;
			}
		}
		else
		{
			// Not an original index, index is real
			lookupIndex = positionIndex;
		}

		// If we get here, either the position isn't an original index (ie
		// we've already found that it doesn't match, and have cascaded)
		// or there is an existing entry
		// Get existing
	    UniqueVertex& orig = proto->uniqueVertices[lookupIndex];
		// Compare, do we have the same details?
		if (orig == vertex)
		{
			// ok, they match
			return lookupIndex;
		}
		else
		{
    	    // no match, go to next or create new
	        if (orig.nextIndex)
        	{
            	// cascade to the next candidate (which is a real index, not an original)
                return createOrRetrieveUniqueVertex(
						proto, orig.nextIndex, false, vertex);
            }
			else
			{
				// No more cascades to check, must be a new one
	            // get new index
    	        size_t realIndex = proto->uniqueVertices.size();
        	    orig.nextIndex = realIndex;
            	// create new (NB invalidates 'orig' reference)
                proto->uniqueVertices.push_back(vertex);
				// note, don't add to remap, that's only for finding the
				// first entry, nextIndex is used to chain to the others

    	        return realIndex;
			}
		}
    }
    //-----------------------------------------------------------------------
	void XsiMeshExporter::registerMaterial(const String& name, 
		XSI::Material mat)
	{
		// Check we have a real-time shader based material first
		XSI::Parameter rtParam = mat.GetParameter(L"RealTime");
		
		if(rtParam.GetSource().IsValid() && 
			rtParam.GetSource().IsA(XSI::siShaderID))
		{
			MaterialMap::iterator i = mXsiMaterialMap.find(name);
			if (i == mXsiMaterialMap.end())
			{
				// Add this one to the list
				MaterialEntry* matEntry = new MaterialEntry();
				matEntry->name = name;
				matEntry->xsiShader = XSI::Shader(rtParam.GetSource());
				mXsiMaterialMap[name] = matEntry;
			}
		}
	}
}
