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

Copyright (c) 2000-2009 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 "Ogre.h"
#include "OgreMeshSerializer.h"
#include "OgreSkeletonSerializer.h"
#include "OgreDefaultHardwareBufferManager.h"
#include "OgreHardwareVertexBuffer.h"

#include <iostream>
#include <sys/stat.h>

using namespace std;
using namespace Ogre;

void help(void)
{
    // Print help message
    cout << endl << "OgreMeshUpgrader: Upgrades .mesh files to the latest version." << endl;
    cout << "Provided for OGRE by Steve Streeting 2004" << endl << endl;
    cout << "Usage: OgreMeshUpgrader [-e] sourcefile [destfile] " << endl;
	cout << "-i             = Interactive mode, prompt for options" << endl;
	cout << "-l lodlevels   = number of LOD levels" << endl;
	cout << "-d loddist     = distance increment to reduce LOD" << endl;
	cout << "-p lodpercent  = Percentage triangle reduction amount per LOD" << endl;
	cout << "-f lodnumtris  = Fixed vertex reduction per LOD" << endl;
    cout << "-e         = DON'T generate edge lists (for stencil shadows)" << endl;
    cout << "-t         = Generate tangents (for normal mapping)" << endl;
	cout << "-td [uvw|tangent]" << endl;
	cout << "           = Tangent vertex semantic destination (default tangent)" << endl;
	cout << "-ts [3|4]      = Tangent size (3 or 4 components, 4 includes parity, default 3)" << endl;
	cout << "-tm            = Split tangent vertices at UV mirror points" << endl;
	cout << "-tr            = Split tangent vertices where basis is rotated > 90 degrees" << endl;
	cout << "-r         = DON'T reorganise buffers to recommended format" << endl;
	cout << "-d3d       = Convert to D3D colour formats" << endl;
	cout << "-gl        = Convert to GL colour formats" << endl;
	cout << "-srcd3d    = Interpret ambiguous colours as D3D style" << endl;
	cout << "-srcgl     = Interpret ambiguous colours as GL style" << endl;
	cout << "-E endian  = Set endian mode 'big' 'little' or 'native' (default)" << endl;
	cout << "-b         = Recalculate bounding box (static meshes only)" << endl;
    cout << "sourcefile = name of file to convert" << endl;
    cout << "destfile   = optional name of file to write to. If you don't" << endl;
    cout << "             specify this OGRE overwrites the existing file." << endl;

    cout << endl;
}

struct UpgradeOptions
{
	bool interactive;
	bool suppressEdgeLists;
	bool generateTangents;
	VertexElementSemantic tangentSemantic;
	bool tangentUseParity;
	bool tangentSplitMirrored;
	bool tangentSplitRotated;
	bool dontReorganise;
	bool destColourFormatSet;
	VertexElementType destColourFormat;
	bool srcColourFormatSet;
	VertexElementType srcColourFormat;
	unsigned short numLods;
	Real lodDist;
	Real lodPercent;
	size_t lodFixed;
	bool usePercent;
	Serializer::Endian endian;
	bool recalcBounds;

};


// Crappy globals
// NB some of these are not directly used, but are required to
//   instantiate the singletons used in the dlls
LogManager* logMgr = 0;
Math* mth = 0;
LodStrategyManager* lodMgr = 0;
MaterialManager* matMgr = 0;
SkeletonManager* skelMgr = 0;
MeshSerializer* meshSerializer = 0;
SkeletonSerializer* skeletonSerializer = 0;
DefaultHardwareBufferManager *bufferManager = 0;
ResourceGroupManager* rgm = 0;
MeshManager* meshMgr = 0;
UpgradeOptions opts;

void parseOpts(UnaryOptionList& unOpts, BinaryOptionList& binOpts)
{
	opts.interactive = false;
	opts.suppressEdgeLists = false;
	opts.generateTangents = false;
	opts.tangentSemantic = VES_TANGENT;
	opts.tangentUseParity = false;
	opts.tangentSplitMirrored = false;
	opts.tangentSplitRotated = false;
	opts.dontReorganise = false;
	opts.endian = Serializer::ENDIAN_NATIVE;
	opts.destColourFormatSet = false;
	opts.srcColourFormatSet = false;

	opts.lodDist = 500;
	opts.lodFixed = 0;
	opts.lodPercent = 20;
	opts.numLods = 0;
	opts.usePercent = true;
	opts.recalcBounds = false;


	UnaryOptionList::iterator ui = unOpts.find("-e");
	opts.suppressEdgeLists = ui->second;
	ui = unOpts.find("-t");
	opts.generateTangents = ui->second;
	ui = unOpts.find("-tm");
	opts.tangentSplitMirrored = ui->second;
	ui = unOpts.find("-tr");
	opts.tangentSplitRotated = ui->second;

	ui = unOpts.find("-i");
	opts.interactive = ui->second;
	ui = unOpts.find("-r");
	opts.dontReorganise = ui->second;
	ui = unOpts.find("-d3d");
	if (ui->second)
	{
		opts.destColourFormatSet = true;
		opts.destColourFormat = VET_COLOUR_ARGB;
	}
	ui = unOpts.find("-gl");
	if (ui->second)
	{
		opts.destColourFormatSet = true;
		opts.destColourFormat = VET_COLOUR_ABGR;
	}
	ui = unOpts.find("-srcd3d");
	if (ui->second)
	{
		opts.srcColourFormatSet = true;
		opts.srcColourFormat = VET_COLOUR_ARGB;
	}
	ui = unOpts.find("-srcgl");
	if (ui->second)
	{
		opts.srcColourFormatSet = true;
		opts.srcColourFormat = VET_COLOUR_ABGR;
	}
	ui = unOpts.find("-b");
	if (ui->second)
	{
		opts.recalcBounds = true;
	}


	BinaryOptionList::iterator bi = binOpts.find("-l");
	if (!bi->second.empty())
	{
		opts.numLods = StringConverter::parseInt(bi->second);
	}

	bi = binOpts.find("-d");
	if (!bi->second.empty())
	{
		opts.lodDist = StringConverter::parseReal(bi->second);
	}

	bi = binOpts.find("-p");
	if (!bi->second.empty())
	{
		opts.lodPercent = StringConverter::parseReal(bi->second);
		opts.usePercent = true;
	}


	bi = binOpts.find("-f");
	if (!bi->second.empty())
	{
		opts.lodFixed = StringConverter::parseInt(bi->second);
		opts.usePercent = false;
	}

	bi = binOpts.find("-E");
	if (!bi->second.empty())
	{
	    if (bi->second == "big")
            opts.endian = Serializer::ENDIAN_BIG;
	    else if (bi->second == "little")
            opts.endian = Serializer::ENDIAN_LITTLE;
	    else 
            opts.endian = Serializer::ENDIAN_NATIVE;
    }
	bi = binOpts.find("-td");
	if (!bi->second.empty())
	{
		if (bi->second == "uvw")
			opts.tangentSemantic = VES_TEXTURE_COORDINATES;
		else // if (bi->second == "tangent"), or anything else
			opts.tangentSemantic = VES_TANGENT;
	}
	bi = binOpts.find("-ts");
	if (!bi->second.empty())
	{
		if (bi->second == "4")
			opts.tangentUseParity = true;
	}
}

String describeSemantic(VertexElementSemantic sem)
{
	switch (sem)
	{
	case VES_POSITION:
		return "Positions";
	case VES_NORMAL:
		return "Normals";
	case VES_BLEND_WEIGHTS:
		return "Blend Weights";
	case VES_BLEND_INDICES:
		return "Blend Indices";
	case VES_DIFFUSE:
		return "Diffuse";
	case VES_SPECULAR:
		return "Specular";
	case VES_TEXTURE_COORDINATES:
		return "Texture coordinates";
	case VES_BINORMAL:
		return "Binormals";
	case VES_TANGENT:
		return "Tangents";
	};
    return "";
}
void displayVertexBuffers(VertexDeclaration::VertexElementList& elemList)
{
	// Iterate per buffer
	unsigned short currentBuffer = 999;
	unsigned short elemNum = 0;
	VertexDeclaration::VertexElementList::iterator i, iend;
	iend = elemList.end();
	for (i = elemList.begin(); i != iend; ++i)
	{
		if (i->getSource() != currentBuffer)
		{
			currentBuffer = i->getSource();
			cout << "> Buffer " << currentBuffer << ":" << endl;
		}
		cout << "   - Element " << elemNum++ << ": " << describeSemantic(i->getSemantic());
		if (i->getSemantic() == VES_TEXTURE_COORDINATES)
		{
			cout << " (index " << i->getIndex() << ")"; 
		}
		cout << endl;

	}
}
// Sort routine for VertexElement
bool vertexElementLess(const VertexElement& e1, const VertexElement& e2)
{
	// Sort by source first
	if (e1.getSource() < e2.getSource())
	{
		return true;
	}
	else if (e1.getSource() == e2.getSource())
	{
		// Use ordering of semantics to sort
		if (e1.getSemantic() < e2.getSemantic())
		{
			return true;
		}
		else if (e1.getSemantic() == e2.getSemantic())
		{
			// Use index to sort
			if (e1.getIndex() < e2.getIndex())
			{
				return true;
			}
		}
	}
	return false;
}
void copyElems(VertexDeclaration* decl, VertexDeclaration::VertexElementList* elemList)
{
	
	elemList->clear();
	const VertexDeclaration::VertexElementList& origElems = decl->getElements();
    VertexDeclaration::VertexElementList::const_iterator i, iend;
	iend = origElems.end();
	for (i = origElems.begin(); i != iend; ++i)
	{
		elemList->push_back(*i);
	}
	elemList->sort(VertexDeclaration::vertexElementLess);
}
// Utility function to allow the user to modify the layout of vertex buffers.
void reorganiseVertexBuffers(const String& desc, Mesh& mesh, VertexData* vertexData)
{
	cout << endl << desc << ":- " << endl;
	// Copy elements into a list
	VertexDeclaration::VertexElementList elemList;
	copyElems(vertexData->vertexDeclaration, &elemList);

	bool finish = false;
	bool anyChanges = false;
	while (!finish)
	{
		displayVertexBuffers(elemList);
		cout << endl;

		cout << "Options: (a)utomatic" << endl;
        cout << "         (m)ove element" << endl;
		cout << "         (d)elete element" << endl;
		cout << "         (r)eset" << endl;
		cout << "         (f)inish" << endl;
		String response = "";
		while (response.empty())
		{
			cin >> response;
			StringUtil::toLowerCase(response);

			if (response == "m")
			{
				String moveResp;
				cout << "Which element do you want to move (type number): ";
				cin >> moveResp;
				if (!moveResp.empty())
				{
					int eindex = StringConverter::parseInt(moveResp);
					VertexDeclaration::VertexElementList::iterator movei = elemList.begin();
					std::advance(movei, eindex);
					cout << endl << "Move element " << eindex << "(" + describeSemantic(movei->getSemantic()) << ") to which buffer: ";
					cin >> moveResp;
					if (!moveResp.empty())
					{
						int bindex = StringConverter::parseInt(moveResp);
						// Move (note offset will be wrong)
						*movei = VertexElement(bindex, 0, movei->getType(),
							movei->getSemantic(), movei->getIndex());
						elemList.sort(vertexElementLess);
                        anyChanges = true;
								
					}
				}
			}
            else if (response == "a")
            {
                // Automatic
                VertexDeclaration* newDcl = 
                    vertexData->vertexDeclaration->getAutoOrganisedDeclaration(
                        mesh.hasSkeleton(), mesh.hasVertexAnimation());
                copyElems(newDcl, &elemList);
                HardwareBufferManager::getSingleton().destroyVertexDeclaration(newDcl);
                anyChanges = true;

            }
			else if (response == "d")
			{
				String moveResp;
				cout << "Which element do you want to delete (type number): ";
				cin >> moveResp;
				if (!moveResp.empty())
				{
					int eindex = StringConverter::parseInt(moveResp);
					VertexDeclaration::VertexElementList::iterator movei = elemList.begin();
					std::advance(movei, eindex);
                    cout << std::endl << "Delete element " << eindex << "(" + describeSemantic(movei->getSemantic()) << ")?: ";
					cin >> moveResp;
					StringUtil::toLowerCase(moveResp);
					if (moveResp == "y")
					{
						elemList.erase(movei);
                        anyChanges = true;
					}
				}
			}
			else if (response == "r")
			{
				// reset
				copyElems(vertexData->vertexDeclaration, &elemList);
				anyChanges = false;
			}
			else if (response == "f")
			{
				// finish
				finish = true;
			}
			else
			{
				response == "";
			}
			
		}
	}

	if (anyChanges)
	{
		String response;
		while (response.empty())
		{
			displayVertexBuffers(elemList);
			cout << "Really reorganise the vertex buffers this way?";
			cin >> response;
			StringUtil::toLowerCase(response);
			if (response == "y")
			{
				VertexDeclaration* newDecl = HardwareBufferManager::getSingleton().createVertexDeclaration();
				VertexDeclaration::VertexElementList::iterator i, iend;
				iend = elemList.end();
				unsigned short currentBuffer = 999;
				size_t offset = 0;
				for (i = elemList.begin(); i != iend; ++i)
				{
					// Calc offsets since reorg changes them
					if (i->getSource() != currentBuffer)
					{
						offset = 0;
						currentBuffer = i->getSource();
					}
					newDecl->addElement(
						currentBuffer,
						offset,
						i->getType(),
						i->getSemantic(),
						i->getIndex());

					offset += VertexElement::getTypeSize(i->getType());
					
				}
                // Usages don't matter here since we're onlly exporting
                BufferUsageList bufferUsages;
                for (size_t u = 0; u <= newDecl->getMaxSource(); ++u)
                    bufferUsages.push_back(HardwareBuffer::HBU_STATIC_WRITE_ONLY);
				vertexData->reorganiseBuffers(newDecl, bufferUsages);
			}
			else if (response == "n")
			{
				// do nothing
			}
			else
			{
				response = "";
			}
        }
		
	}
		

	
}
// Utility function to allow the user to modify the layout of vertex buffers.
void reorganiseVertexBuffers(Mesh& mesh)
{
	if (mesh.sharedVertexData)
	{
		if (opts.interactive)
			reorganiseVertexBuffers("Shared Geometry", mesh, mesh.sharedVertexData);
		else
		{
			// Automatic
			VertexDeclaration* newDcl = 
				mesh.sharedVertexData->vertexDeclaration->getAutoOrganisedDeclaration(
				mesh.hasSkeleton(), mesh.hasVertexAnimation());
			if (*newDcl != *(mesh.sharedVertexData->vertexDeclaration))
			{
				// Usages don't matter here since we're onlly exporting
				BufferUsageList bufferUsages;
				for (size_t u = 0; u <= newDcl->getMaxSource(); ++u)
					bufferUsages.push_back(HardwareBuffer::HBU_STATIC_WRITE_ONLY);
				mesh.sharedVertexData->reorganiseBuffers(newDcl, bufferUsages);
			}

		}
	}

    Mesh::SubMeshIterator smIt = mesh.getSubMeshIterator();
	unsigned short idx = 0;
	while (smIt.hasMoreElements())
	{
		SubMesh* sm = smIt.getNext();
		if (!sm->useSharedVertices)
		{
			if (opts.interactive)
			{
				StringUtil::StrStreamType str;
				str << "SubMesh " << idx++; 
				reorganiseVertexBuffers(str.str(), mesh, sm->vertexData);
			}
			else
			{
				// Automatic
				VertexDeclaration* newDcl = 
					sm->vertexData->vertexDeclaration->getAutoOrganisedDeclaration(
					mesh.hasSkeleton(), mesh.hasVertexAnimation());
				if (*newDcl != *(sm->vertexData->vertexDeclaration))
				{
					// Usages don't matter here since we're onlly exporting
					BufferUsageList bufferUsages;
					for (size_t u = 0; u <= newDcl->getMaxSource(); ++u)
						bufferUsages.push_back(HardwareBuffer::HBU_STATIC_WRITE_ONLY);
					sm->vertexData->reorganiseBuffers(newDcl, bufferUsages);
				}
				
			}
		}
	}
}


void vertexBufferReorg(Mesh& mesh)
{
	String response;

	if (opts.interactive)
	{

		// Check to see whether we would like to reorganise vertex buffers
		std::cout << "\nWould you like to reorganise the vertex buffers for this mesh?";
		while (response.empty())
		{
			cin >> response;
			StringUtil::toLowerCase(response);
			if (response == "y")
			{
				reorganiseVertexBuffers(mesh);
			}
			else if (response == "n")
			{
				// Do nothing
			}
			else
			{
				response = "";
			}
		}
	}
	else if (!opts.dontReorganise)
	{
		reorganiseVertexBuffers(mesh);
	}

}

void buildLod(Mesh* mesh)
{	
	String response;

	// Prompt for LOD generation?
	bool genLod = false;
	bool askLodDtls = false;
	if (!opts.interactive) // derive from params if in batch mode
	{
		askLodDtls = false;
		if (opts.numLods == 0)
		{
			genLod = false;
		}
		else
		{
			genLod = true;
		}
	}
	else if(opts.numLods == 0) // otherwise only ask if not specified on command line
	{
		if (mesh->getNumLodLevels() > 1)
		{
			std::cout << "\nXML already contains level-of detail information.\n"
				"Do you want to: (u)se it, (r)eplace it, or (d)rop it?";
			while (response == "")
			{
				cin >> response;
				StringUtil::toLowerCase(response);
				if (response == "u")
				{
					// Do nothing
				}
				else if (response == "d")
				{
					mesh->removeLodLevels();
				}
				else if (response == "r")
				{
					genLod = true;
					askLodDtls = true;

				}
				else
				{
					response = "";
				}
			}// while response == ""
		}
		else // no existing LOD
		{
			std::cout << "\nWould you like to generate LOD information? (y/n)";
			while (response == "")
			{
				cin >> response;
				StringUtil::toLowerCase(response);
				if (response == "n")
				{
					// Do nothing
				}
				else if (response == "y")
				{
					genLod = true;
					askLodDtls = true;
				}
			}
		}
	}

	if (genLod)
	{
		unsigned short numLod;
		ProgressiveMesh::VertexReductionQuota quota;
		Real reduction;
		Mesh::LodValueList distanceList;

		if (askLodDtls)
		{
			cout << "\nHow many extra LOD levels would you like to generate?";
			cin >> numLod;

			cout << "\nWhat unit of reduction would you like to use:" <<
				"\n(f)ixed or (p)roportional?";
			cin >> response;
			StringUtil::toLowerCase(response);
			if (response == "f")
			{
				quota = ProgressiveMesh::VRQ_CONSTANT;
				cout << "\nHow many vertices should be removed at each LOD?";
			}
			else
			{
				quota = ProgressiveMesh::VRQ_PROPORTIONAL;
				cout << "\nWhat percentage of remaining vertices should be removed "
					"\at each LOD (e.g. 50)?";
			}
			cin >> reduction;
			if (quota == ProgressiveMesh::VRQ_PROPORTIONAL)
			{
				// Percentage -> parametric
				reduction = reduction * 0.01f;
			}

			cout << "\nEnter the distance for each LOD to come into effect.";

			Real distance;
			for (unsigned short iLod = 0; iLod < numLod; ++iLod)
			{
				cout << "\nLOD Level " << (iLod+1) << ":";
				cin >> distance;
				distanceList.push_back(distance);
			}
		}
		else
		{
			numLod = opts.numLods;
			quota = opts.usePercent? 
				ProgressiveMesh::VRQ_PROPORTIONAL : ProgressiveMesh::VRQ_CONSTANT;
			if (opts.usePercent)
			{
				reduction = opts.lodPercent * 0.01f;
			}
			else
			{
				reduction = opts.lodFixed;
			}
			Real currDist = 0;
			for (unsigned short iLod = 0; iLod < numLod; ++iLod)
			{
				currDist += opts.lodDist;
                Real currDistSq = Ogre::Math::Sqr(currDist);
				distanceList.push_back(currDistSq);
			}

		}

		mesh->generateLodLevels(distanceList, quota, reduction);
	}

}

void checkColour(VertexData* vdata, bool &hasColour, bool &hasAmbiguousColour,
	VertexElementType& originalType)
{
	const VertexDeclaration::VertexElementList& elemList = vdata->vertexDeclaration->getElements();
	for (VertexDeclaration::VertexElementList::const_iterator i = elemList.begin();
		i != elemList.end(); ++i)
	{
		const VertexElement& elem = *i;
		switch (elem.getType())
		{
		case VET_COLOUR:
			hasAmbiguousColour = true;
		case VET_COLOUR_ABGR:
		case VET_COLOUR_ARGB:
			hasColour = true;
			originalType = elem.getType();
		default:
			// do nothing
			;
		};
	}

}

void resolveColourAmbiguities(Mesh* mesh)
{
	// Check what we're dealing with 
	bool hasColour = false;
	bool hasAmbiguousColour = false;
	VertexElementType originalType = VET_FLOAT1;
	if (mesh->sharedVertexData)
	{
		checkColour(mesh->sharedVertexData, hasColour, hasAmbiguousColour, originalType);
	}
	for (unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i)
	{
		SubMesh* sm = mesh->getSubMesh(i);
		if (sm->useSharedVertices == false)
		{
			checkColour(sm->vertexData, hasColour, hasAmbiguousColour, originalType);
		}
	}

	String response;
	if (hasAmbiguousColour)
	{
		if (opts.srcColourFormatSet)
		{
			originalType = opts.srcColourFormat;
		}
		else
		{
			// unknown input colour, have to ask
			std::cout << "\nYour mesh has vertex colours but I don't know whether they were generated\n"
				<< "using GL or D3D ordering. Please indicate which was used when the mesh was\n"
				<< "created (type 'gl' or 'd3d').\n";
			while (response.empty())
			{
				cin >> response;
				StringUtil::toLowerCase(response);
				if (response == "d3d")
				{
					originalType = VET_COLOUR_ARGB;
				}
				else if (response == "gl")
				{
					originalType = VET_COLOUR_ABGR;
				}
				else
				{
					response = "";
				}
			}
		}
	}

	// Ask what format we want to save in
	VertexElementType desiredType = VET_FLOAT1;
	if (hasColour)
	{
		if (opts.destColourFormatSet)
		{
			desiredType = opts.destColourFormat;
		}
		else
		{
			if (opts.interactive)
			{

				response = "";
				std::cout << "\nYour mesh has vertex colours, which can be stored in one of two layouts,\n"
					<< "each of which will be slightly faster to load in a different render system.\n"
					<< "Do you want to prefer Direct3D (d3d) or OpenGL (gl)?\n";
				while (response.empty())
				{
					cin >> response;
					StringUtil::toLowerCase(response);
					if (response == "d3d")
					{
						desiredType = VET_COLOUR_ARGB;
					}
					else if (response == "gl")
					{
						desiredType = VET_COLOUR_ABGR;
					}
					else
					{
						response = "";
					}
				}
			}
			else
			{
				// 'do no harm'
				return;
			}
		}

	}

	if (mesh->sharedVertexData && hasColour)
	{
		mesh->sharedVertexData->convertPackedColour(originalType, desiredType);
	}
	for (unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i)
	{
		SubMesh* sm = mesh->getSubMesh(i);
		if (sm->useSharedVertices == false && hasColour)
		{
			sm->vertexData->convertPackedColour(originalType, desiredType);
		}
	}


}

void recalcBounds(const VertexData* vdata, AxisAlignedBox& aabb, Real& radius)
{
	const VertexElement* posElem = 
		vdata->vertexDeclaration->findElementBySemantic(VES_POSITION);
	
	const HardwareVertexBufferSharedPtr buf = vdata->vertexBufferBinding->getBuffer(
		posElem->getSource());
	void* pBase = buf->lock(HardwareBuffer::HBL_READ_ONLY);

	for (size_t v = 0; v < vdata->vertexCount; ++v)
	{
		float* pFloat;
		posElem->baseVertexPointerToElement(pBase, &pFloat);
		
		Vector3 pos(pFloat[0], pFloat[1], pFloat[2]);
		aabb.merge(pos);
		radius = std::max(radius, pos.length());

		pBase = static_cast<void*>(static_cast<char*>(pBase) + buf->getVertexSize());

	}

	buf->unlock();

}

void recalcBounds(Mesh* mesh)
{
	AxisAlignedBox aabb;
	Real radius = 0.0f;

	if (mesh->sharedVertexData)
		recalcBounds(mesh->sharedVertexData, aabb, radius);
	for (unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i)
	{
		SubMesh* sm = mesh->getSubMesh(i);
		if (!sm->useSharedVertices)
			recalcBounds(sm->vertexData, aabb, radius);
	}

	mesh->_setBounds(aabb, false);
	mesh->_setBoundingSphereRadius(radius);
}

int main(int numargs, char** args)
{
    if (numargs < 2)
    {
        help();
        return -1;
    }

	int retCode = 0;
	try 
	{
		logMgr = new LogManager();
		logMgr->createLog("OgreMeshUpgrade.log", true);
		rgm = new ResourceGroupManager();
		mth = new Math();
		lodMgr = new LodStrategyManager();
		matMgr = new MaterialManager();
		matMgr->initialise();
		skelMgr = new SkeletonManager();
		meshSerializer = new MeshSerializer();
		skeletonSerializer = new SkeletonSerializer();
		bufferManager = new DefaultHardwareBufferManager(); // needed because we don't have a rendersystem
		meshMgr = new MeshManager();
		// don't pad during upgrade
		meshMgr->setBoundsPaddingFactor(0.0f);

	    
		UnaryOptionList unOptList;
		BinaryOptionList binOptList;

		unOptList["-i"] = false;
		unOptList["-e"] = false;
		unOptList["-t"] = false;
		unOptList["-tm"] = false;
		unOptList["-tr"] = false;
		unOptList["-r"] = false;
		unOptList["-gl"] = false;
		unOptList["-d3d"] = false;
		unOptList["-srcgl"] = false;
		unOptList["-srcd3d"] = false;
		unOptList["-b"] = false;
		binOptList["-l"] = "";
		binOptList["-d"] = "";
		binOptList["-p"] = "";
		binOptList["-f"] = "";
		binOptList["-E"] = "";
		binOptList["-td"] = "";
		binOptList["-ts"] = "";

		int startIdx = findCommandLineOpts(numargs, args, unOptList, binOptList);
		parseOpts(unOptList, binOptList);

		String source(args[startIdx]);


		// Load the mesh
		struct stat tagStat;

		FILE* pFile = fopen( source.c_str(), "rb" );
		if (!pFile)
		{
			OGRE_EXCEPT(Exception::ERR_FILE_NOT_FOUND, 
				"File " + source + " not found.", "OgreMeshUpgrade");
		}
		stat( source.c_str(), &tagStat );
		MemoryDataStream* memstream = new MemoryDataStream(source, tagStat.st_size, true);
		fread( (void*)memstream->getPtr(), tagStat.st_size, 1, pFile );
		fclose( pFile );

		Mesh mesh(meshMgr, "conversion", 0, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);

		DataStreamPtr stream(memstream);
		meshSerializer->importMesh(stream, &mesh);

		// Write out the converted mesh
		String dest;
		if (numargs == startIdx + 2)
		{
			dest = args[startIdx + 1];
		}
		else
		{
			dest = source;
		}

		String response;

		vertexBufferReorg(mesh);

		// Deal with VET_COLOUR ambiguities
		resolveColourAmbiguities(&mesh);
		
		buildLod(&mesh);

		// Make sure we generate edge lists, provided they are not deliberately disabled
		if (!opts.suppressEdgeLists)
		{
			cout << "\nGenerating edge lists.." << std::endl;
			mesh.buildEdgeList();
		}
		else
		{
			mesh.freeEdgeList();
		}

		// Generate tangents?
		if (opts.generateTangents)
		{
			unsigned short srcTex, destTex;
			bool existing = mesh.suggestTangentVectorBuildParams(opts.tangentSemantic, srcTex, destTex);
			if (existing)
			{
				if (opts.interactive)
				{
					std::cout << "\nThis mesh appears to already have a set of tangents, " <<
						"which would suggest tangent vectors have already been calculated. Do you really " <<
						"want to generate new tangent vectors (may duplicate)? (y/n)";
					while (response == "")
					{
						cin >> response;
						StringUtil::toLowerCase(response);
						if (response == "y")
						{
							// Do nothing
						}
						else if (response == "n")
						{
							opts.generateTangents = false;
						}
						else
						{
							response = "";
						}
					}
				}
				else
				{
					// safe
					opts.generateTangents = false;
				}

			}
			if (opts.generateTangents)
			{
				cout << "Generating tangent vectors...." << std::endl;
				mesh.buildTangentVectors(opts.tangentSemantic, srcTex, destTex, 
					opts.tangentSplitMirrored, opts.tangentSplitRotated, 
					opts.tangentUseParity);
			}
		}


		if (opts.recalcBounds)
			recalcBounds(&mesh);

		meshSerializer->exportMesh(&mesh, dest, opts.endian);
    
	}
	catch (Exception& e)
	{
		cout << "Exception caught: " << e.getDescription();
		retCode = 1;
	}


    delete meshMgr;
    delete skeletonSerializer;
    delete meshSerializer;
    delete skelMgr;
    delete matMgr;
	delete lodMgr;
    delete mth;
    delete rgm;
    delete logMgr;

    return retCode;

}

