text: /*************************************************************************/
  /*  editor_import_collada.cpp                                            */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
  /*                                                                       */
  /* 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 "editor_import_collada.h"
  
  #include "editor/collada/collada.h"
  #include "editor/editor_node.h"
  #include "os/os.h"
  #include "scene/3d/camera.h"
  #include "scene/3d/light.h"
  #include "scene/3d/mesh_instance.h"
  #include "scene/3d/path.h"
  #include "scene/3d/skeleton.h"
  #include "scene/3d/spatial.h"
  #include "scene/animation/animation_player.h"
  #include "scene/resources/animation.h"
  #include "scene/resources/packed_scene.h"
  #include "scene/resources/surface_tool.h"
  
  #include <iostream>
  
  struct ColladaImport {
  
  	Collada collada;
  	Spatial *scene;
  
  	Vector<Ref<Animation> > animations;
  
  	struct NodeMap {
  		//String path;
  		Spatial *node;
  		int bone;
  		List<int> anim_tracks;
  
  		NodeMap() {
  			node = NULL;
  			bone = -1;
  		}
  	};
  
  	bool found_ambient;
  	Color ambient;
  	bool found_directional;
  	bool force_make_tangents;
  	bool apply_mesh_xform_to_vertices;
  	bool use_mesh_builtin_materials;
  	float bake_fps;
  
  	Map<String, NodeMap> node_map; //map from collada node to engine node
  	Map<String, String> node_name_map; //map from collada node to engine node
  	Map<String, Ref<ArrayMesh> > mesh_cache;
  	Map<String, Ref<Curve3D> > curve_cache;
  	Map<String, Ref<Material> > material_cache;
  	Map<Collada::Node *, Skeleton *> skeleton_map;
  
  	Map<Skeleton *, Map<String, int> > skeleton_bone_map;
  
  	Set<String> valid_animated_nodes;
  	Vector<int> valid_animated_properties;
  	Map<String, bool> bones_with_animation;
  
  	Error _populate_skeleton(Skeleton *p_skeleton, Collada::Node *p_node, int &r_bone, int p_parent);
  	Error _create_scene_skeletons(Collada::Node *p_node);
  	Error _create_scene(Collada::Node *p_node, Spatial *p_parent);
  	Error _create_resources(Collada::Node *p_node, bool p_use_compression);
  	Error _create_material(const String &p_target);
  	Error _create_mesh_surfaces(bool p_optimize, Ref<ArrayMesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<ArrayMesh> > p_morph_meshes = Vector<Ref<ArrayMesh> >(), bool p_use_compression = false, bool p_use_mesh_material = false);
  	Error load(const String &p_path, int p_flags, bool p_force_make_tangents = false, bool p_use_compression = false);
  	void _fix_param_animation_tracks();
  	void create_animation(int p_clip, bool p_make_tracks_in_all_bones, bool p_import_value_tracks);
  	void create_animations(bool p_make_tracks_in_all_bones, bool p_import_value_tracks);
  
  	Set<String> tracks_in_clips;
  	Vector<String> missing_textures;
  
  	void _pre_process_lights(Collada::Node *p_node);
  
  	ColladaImport() {
  
  		found_ambient = false;
  		found_directional = false;
  		force_make_tangents = false;
  		apply_mesh_xform_to_vertices = true;
  		bake_fps = 15;
  	}
  };
  
  Error ColladaImport::_populate_skeleton(Skeleton *p_skeleton, Collada::Node *p_node, int &r_bone, int p_parent) {
  
  	if (p_node->type != Collada::Node::TYPE_JOINT)
  		return OK;
  
  	Collada::NodeJoint *joint = static_cast<Collada::NodeJoint *>(p_node);
  
  	p_skeleton->add_bone(p_node->name);
  	if (p_parent >= 0)
  		p_skeleton->set_bone_parent(r_bone, p_parent);
  
  	NodeMap nm;
  	nm.node = p_skeleton;
  	nm.bone = r_bone;
  	node_map[p_node->id] = nm;
  	node_name_map[p_node->name] = p_node->id;
  
  	skeleton_bone_map[p_skeleton][joint->sid] = r_bone;
  
  	if (collada.state.bone_rest_map.has(joint->sid)) {
  
  		p_skeleton->set_bone_rest(r_bone, collada.fix_transform(collada.state.bone_rest_map[joint->sid]));
  		//should map this bone to something for animation?
  	} else {
  		WARN_PRINT("Collada: Joint has no rest.");
  	}
  
  	int id = r_bone++;
  	for (int i = 0; i < p_node->children.size(); i++) {
  
  		Error err = _populate_skeleton(p_skeleton, p_node->children[i], r_bone, id);
  		if (err)
  			return err;
  	}
  
  	return OK;
  }
  
  void ColladaImport::_pre_process_lights(Collada::Node *p_node) {
  
  	if (p_node->type == Collada::Node::TYPE_LIGHT) {
  
  		Collada::NodeLight *light = static_cast<Collada::NodeLight *>(p_node);
  		if (collada.state.light_data_map.has(light->light)) {
  
  			Collada::LightData &ld = collada.state.light_data_map[light->light];
  			if (ld.mode == Collada::LightData::MODE_AMBIENT) {
  				found_ambient = true;
  				ambient = ld.color;
  			}
  			if (ld.mode == Collada::LightData::MODE_DIRECTIONAL) {
  				found_directional = true;
  			}
  		}
  	}
  
  	for (int i = 0; i < p_node->children.size(); i++)
  		_pre_process_lights(p_node->children[i]);
  }
  
  Error ColladaImport::_create_scene_skeletons(Collada::Node *p_node) {
  
  	if (p_node->type == Collada::Node::TYPE_SKELETON) {
  
  		Skeleton *sk = memnew(Skeleton);
  		int bone = 0;
  
  		for (int i = 0; i < p_node->children.size(); i++) {
  
  			_populate_skeleton(sk, p_node->children[i], bone, -1);
  		}
  		sk->localize_rests(); //after creating skeleton, rests must be localized...!
  		skeleton_map[p_node] = sk;
  	}
  
  	for (int i = 0; i < p_node->children.size(); i++) {
  
  		Error err = _create_scene_skeletons(p_node->children[i]);
  		if (err)
  			return err;
  	}
  	return OK;
  }
  
  Error ColladaImport::_create_scene(Collada::Node *p_node, Spatial *p_parent) {
  
  	Spatial *node = NULL;
  
  	switch (p_node->type) {
  
  		case Collada::Node::TYPE_NODE: {
  
  			node = memnew(Spatial);
  		} break;
  		case Collada::Node::TYPE_JOINT: {
  
  			return OK; // do nothing
  		} break;
  		case Collada::Node::TYPE_LIGHT: {
  
  			//node = memnew( Light)
  			Collada::NodeLight *light = static_cast<Collada::NodeLight *>(p_node);
  			if (collada.state.light_data_map.has(light->light)) {
  
  				Collada::LightData &ld = collada.state.light_data_map[light->light];
  
  				if (ld.mode == Collada::LightData::MODE_AMBIENT) {
  
  					if (found_directional)
  						return OK; //do nothing not needed
  
  					if (!bool(GLOBAL_DEF("collada/use_ambient", false)))
  						return OK;
  					//well, it's an ambient light..
  					Light *l = memnew(DirectionalLight);
  					//l->set_color(Light::COLOR_AMBIENT,ld.color);
  					//l->set_color(Light::COLOR_DIFFUSE,Color(0,0,0));
  					//l->set_color(Light::COLOR_SPECULAR,Color(0,0,0));
  					node = l;
  
  				} else if (ld.mode == Collada::LightData::MODE_DIRECTIONAL) {
  
  					//well, it's an ambient light..
  					Light *l = memnew(DirectionalLight);
  					/*
  					if (found_ambient) //use it here
  						l->set_color(Light::COLOR_AMBIENT,ambient);
  
  					l->set_color(Light::COLOR_DIFFUSE,ld.color);
  					l->set_color(Light::COLOR_SPECULAR,Color(1,1,1));
  					*/
  					node = l;
  				} else {
  
  					Light *l;
  
  					if (ld.mode == Collada::LightData::MODE_OMNI)
  						l = memnew(OmniLight);
  					else {
  						l = memnew(SpotLight);
  						//l->set_parameter(Light::PARAM_SPOT_ANGLE,ld.spot_angle);
  						//l->set_parameter(Light::PARAM_SPOT_ATTENUATION,ld.spot_exp);
  					}
  
  					//
  					//l->set_color(Light::COLOR_DIFFUSE,ld.color);
  					//l->set_color(Light::COLOR_SPECULAR,Color(1,1,1));
  					//l->approximate_opengl_attenuation(ld.constant_att,ld.linear_att,ld.quad_att);
  					node = l;
  				}
  
  			} else {
  
  				node = memnew(Spatial);
  			}
  		} break;
  		case Collada::Node::TYPE_CAMERA: {
  
  			Collada::NodeCamera *cam = static_cast<Collada::NodeCamera *>(p_node);
  			Camera *camera = memnew(Camera);
  
  			if (collada.state.camera_data_map.has(cam->camera)) {
  
  				const Collada::CameraData &cd = collada.state.camera_data_map[cam->camera];
  
  				switch (cd.mode) {
  
  					case Collada::CameraData::MODE_ORTHOGONAL: {
  
  						if (cd.orthogonal.y_mag) {
  
  							camera->set_keep_aspect_mode(Camera::KEEP_HEIGHT);
  							camera->set_orthogonal(cd.orthogonal.y_mag * 2.0, cd.z_near, cd.z_far);
  
  						} else if (!cd.orthogonal.y_mag && cd.orthogonal.x_mag) {
  
  							camera->set_keep_aspect_mode(Camera::KEEP_WIDTH);
  							camera->set_orthogonal(cd.orthogonal.x_mag * 2.0, cd.z_near, cd.z_far);
  						}
  
  					} break;
  					case Collada::CameraData::MODE_PERSPECTIVE: {
  
  						if (cd.perspective.y_fov) {
  
  							camera->set_perspective(cd.perspective.y_fov, cd.z_near, cd.z_far);
  
  						} else if (!cd.perspective.y_fov && cd.perspective.x_fov) {
  
  							camera->set_perspective(cd.perspective.x_fov / cd.aspect, cd.z_near, cd.z_far);
  						}
  
  					} break;
  				}
  			}
  
  			node = camera;
  
  		} break;
  		case Collada::Node::TYPE_GEOMETRY: {
  
  			Collada::NodeGeometry *ng = static_cast<Collada::NodeGeometry *>(p_node);
  
  			if (collada.state.curve_data_map.has(ng->source)) {
  
  				node = memnew(Path);
  			} else {
  				//mesh since nothing else
  				node = memnew(MeshInstance);
  				Object::cast_to<MeshInstance>(node)->set_flag(GeometryInstance::FLAG_USE_BAKED_LIGHT, true);
  			}
  		} break;
  		case Collada::Node::TYPE_SKELETON: {
  
  			ERR_FAIL_COND_V(!skeleton_map.has(p_node), ERR_CANT_CREATE);
  			Skeleton *sk = skeleton_map[p_node];
  			node = sk;
  		} break;
  	}
  
  	if (p_node->name != "")
  		node->set_name(p_node->name);
  	NodeMap nm;
  	nm.node = node;
  	node_map[p_node->id] = nm;
  	node_name_map[node->get_name()] = p_node->id;
  	Transform xf = p_node->default_transform;
  
  	xf = collada.fix_transform(xf) * p_node->post_transform;
  	node->set_transform(xf);
  	p_parent->add_child(node);
  	node->set_owner(scene);
  
  	if (p_node->empty_draw_type != "") {
  		node->set_meta("empty_draw_type", Variant(p_node->empty_draw_type));
  	}
  
  	for (int i = 0; i < p_node->children.size(); i++) {
  
  		Error err = _create_scene(p_node->children[i], node);
  		if (err)
  			return err;
  	}
  	return OK;
  }
  
  Error ColladaImport::_create_material(const String &p_target) {
  
  	ERR_FAIL_COND_V(material_cache.has(p_target), ERR_ALREADY_EXISTS);
  	ERR_FAIL_COND_V(!collada.state.material_map.has(p_target), ERR_INVALID_PARAMETER);
  	Collada::Material &src_mat = collada.state.material_map[p_target];
  	ERR_FAIL_COND_V(!collada.state.effect_map.has(src_mat.instance_effect), ERR_INVALID_PARAMETER);
  	Collada::Effect &effect = collada.state.effect_map[src_mat.instance_effect];
  
  	Ref<SpatialMaterial> material = memnew(SpatialMaterial);
  
  	if (src_mat.name != "")
  		material->set_name(src_mat.name);
  	else if (effect.name != "")
  		material->set_name(effect.name);
  
  	// DIFFUSE
  
  	if (effect.diffuse.texture != "") {
  
  		String texfile = effect.get_texture_path(effect.diffuse.texture, collada);
  		if (texfile != "") {
  
  			if (texfile.begins_with("/")) {
  				texfile = texfile.replace_first("/", "res://");
  			}
  			Ref<Texture> texture = ResourceLoader::load(texfile, "Texture");
  			if (texture.is_valid()) {
  
  				material->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture);
  				material->set_albedo(Color(1, 1, 1, 1));
  				//material->set_parameter(SpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,1));
  			} else {
  				missing_textures.push_back(texfile.get_file());
  			}
  		}
  	} else {
  		material->set_albedo(effect.diffuse.color);
  	}
  
  	// SPECULAR
  
  	if (effect.specular.texture != "") {
  
  		String texfile = effect.get_texture_path(effect.specular.texture, collada);
  		if (texfile != "") {
  
  			if (texfile.begins_with("/")) {
  				texfile = texfile.replace_first("/", "res://");
  			}
  
  			Ref<Texture> texture = ResourceLoader::load(texfile, "Texture");
  			if (texture.is_valid()) {
  				material->set_texture(SpatialMaterial::TEXTURE_METALLIC, texture);
  				material->set_specular(1.0);
  
  				//material->set_texture(SpatialMaterial::PARAM_SPECULAR,texture);
  				//material->set_parameter(SpatialMaterial::PARAM_SPECULAR,Color(1,1,1,1));
  			} else {
  				missing_textures.push_back(texfile.get_file());
  			}
  		}
  
  	} else {
  		material->set_metallic(effect.specular.color.get_v());
  	}
  
  	// EMISSION
  
  	if (effect.emission.texture != "") {
  
  		String texfile = effect.get_texture_path(effect.emission.texture, collada);
  		if (texfile != "") {
  
  			if (texfile.begins_with("/")) {
  				texfile = texfile.replace_first("/", "res://");
  			}
  
  			Ref<Texture> texture = ResourceLoader::load(texfile, "Texture");
  			if (texture.is_valid()) {
  
  				material->set_feature(SpatialMaterial::FEATURE_EMISSION, true);
  				material->set_texture(SpatialMaterial::TEXTURE_EMISSION, texture);
  				material->set_emission(Color(1, 1, 1, 1));
  
  				//material->set_parameter(SpatialMaterial::PARAM_EMISSION,Color(1,1,1,1));
  			} else {
  				missing_textures.push_back(texfile.get_file());
  			}
  		}
  	} else {
  		if (effect.emission.color != Color()) {
  			material->set_feature(SpatialMaterial::FEATURE_EMISSION, true);
  			material->set_emission(effect.emission.color);
  		}
  	}
  
  	// NORMAL
  
  	if (effect.bump.texture != "") {
  
  		String texfile = effect.get_texture_path(effect.bump.texture, collada);
  		if (texfile != "") {
  
  			if (texfile.begins_with("/")) {
  				texfile = texfile.replace_first("/", "res://");
  			}
  
  			Ref<Texture> texture = ResourceLoader::load(texfile, "Texture");
  			if (texture.is_valid()) {
  				material->set_feature(SpatialMaterial::FEATURE_NORMAL_MAPPING, true);
  				material->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture);
  				//material->set_emission(Color(1,1,1,1));
  
  				//material->set_texture(SpatialMaterial::PARAM_NORMAL,texture);
  			} else {
  				//missing_textures.push_back(texfile.get_file());
  			}
  		}
  	}
  
  	float roughness = (effect.shininess - 1.0) / 510;
  	material->set_roughness(roughness);
  
  	if (effect.double_sided) {
  		material->set_cull_mode(SpatialMaterial::CULL_DISABLED);
  	}
  	material->set_flag(SpatialMaterial::FLAG_UNSHADED, effect.unshaded);
  
  	material_cache[p_target] = material;
  	return OK;
  }
  
  static void _generate_normals(const PoolVector<int> &p_indices, const PoolVector<Vector3> &p_vertices, PoolVector<Vector3> &r_normals) {
  
  	r_normals.resize(p_vertices.size());
  	PoolVector<Vector3>::Write narrayw = r_normals.write();
  
  	int iacount = p_indices.size() / 3;
  	PoolVector<int>::Read index_arrayr = p_indices.read();
  	PoolVector<Vector3>::Read vertex_arrayr = p_vertices.read();
  
  	for (int idx = 0; idx < iacount; idx++) {
  
  		Vector3 v[3] = {
  			vertex_arrayr[index_arrayr[idx * 3 + 0]],
  			vertex_arrayr[index_arrayr[idx * 3 + 1]],
  			vertex_arrayr[index_arrayr[idx * 3 + 2]]
  		};
  
  		Vector3 normal = Plane(v[0], v[1], v[2]).normal;
  
  		narrayw[index_arrayr[idx * 3 + 0]] += normal;
  		narrayw[index_arrayr[idx * 3 + 1]] += normal;
  		narrayw[index_arrayr[idx * 3 + 2]] += normal;
  	}
  
  	int vlen = p_vertices.size();
  
  	for (int idx = 0; idx < vlen; idx++) {
  		narrayw[idx].normalize();
  	}
  }
  
  static void _generate_tangents_and_binormals(const PoolVector<int> &p_indices, const PoolVector<Vector3> &p_vertices, const PoolVector<Vector3> &p_uvs, const PoolVector<Vector3> &p_normals, PoolVector<real_t> &r_tangents) {
  
  	int vlen = p_vertices.size();
  
  	Vector<Vector3> tangents;
  	tangents.resize(vlen);
  	Vector<Vector3> binormals;
  	binormals.resize(vlen);
  
  	int iacount = p_indices.size() / 3;
  
  	PoolVector<int>::Read index_arrayr = p_indices.read();
  	PoolVector<Vector3>::Read vertex_arrayr = p_vertices.read();
  	PoolVector<Vector3>::Read narrayr = p_normals.read();
  	PoolVector<Vector3>::Read uvarrayr = p_uvs.read();
  
  	for (int idx = 0; idx < iacount; idx++) {
  
  		Vector3 v1 = vertex_arrayr[index_arrayr[idx * 3 + 0]];
  		Vector3 v2 = vertex_arrayr[index_arrayr[idx * 3 + 1]];
  		Vector3 v3 = vertex_arrayr[index_arrayr[idx * 3 + 2]];
  
  		Vector3 w1 = uvarrayr[index_arrayr[idx * 3 + 0]];
  		Vector3 w2 = uvarrayr[index_arrayr[idx * 3 + 1]];
  		Vector3 w3 = uvarrayr[index_arrayr[idx * 3 + 2]];
  
  		real_t x1 = v2.x - v1.x;
  		real_t x2 = v3.x - v1.x;
  		real_t y1 = v2.y - v1.y;
  		real_t y2 = v3.y - v1.y;
  		real_t z1 = v2.z - v1.z;
  		real_t z2 = v3.z - v1.z;
  
  		real_t s1 = w2.x - w1.x;
  		real_t s2 = w3.x - w1.x;
  		real_t t1 = w2.y - w1.y;
  		real_t t2 = w3.y - w1.y;
  
  		real_t r = (s1 * t2 - s2 * t1);
  
  		Vector3 tangent;
  		Vector3 binormal;
  
  		if (r == 0) {
  
  			binormal = Vector3();
  			tangent = Vector3();
  		} else {
  			tangent = Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r,
  					(t2 * z1 - t1 * z2) * r)
  							  .normalized();
  			binormal = Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r,
  					(s1 * z2 - s2 * z1) * r)
  							   .normalized();
  		}
  
  		tangents.write[index_arrayr[idx * 3 + 0]] += tangent;
  		binormals.write[index_arrayr[idx * 3 + 0]] += binormal;
  		tangents.write[index_arrayr[idx * 3 + 1]] += tangent;
  		binormals.write[index_arrayr[idx * 3 + 1]] += binormal;
  		tangents.write[index_arrayr[idx * 3 + 2]] += tangent;
  		binormals.write[index_arrayr[idx * 3 + 2]] += binormal;
  	}
  
  	r_tangents.resize(vlen * 4);
  	PoolVector<real_t>::Write tarrayw = r_tangents.write();
  
  	for (int idx = 0; idx < vlen; idx++) {
  		Vector3 tangent = tangents[idx];
  		Vector3 bingen = narrayr[idx].cross(tangent);
  		float dir;
  		if (bingen.dot(binormals[idx]) < 0)
  			dir = -1.0;
  		else
  			dir = +1.0;
  
  		tarrayw[idx * 4 + 0] = tangent.x;
  		tarrayw[idx * 4 + 1] = tangent.y;
  		tarrayw[idx * 4 + 2] = tangent.z;
  		tarrayw[idx * 4 + 3] = dir;
  	}
  }
  
  Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<ArrayMesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<ArrayMesh> > p_morph_meshes, bool p_use_compression, bool p_use_mesh_material) {
  
  	bool local_xform_mirror = p_local_xform.basis.determinant() < 0;
  
  	if (p_morph_data) {
  
  		//add morphie target
  		ERR_FAIL_COND_V(!p_morph_data->targets.has("MORPH_TARGET"), ERR_INVALID_DATA);
  		String mt = p_morph_data->targets["MORPH_TARGET"];
  		ERR_FAIL_COND_V(!p_morph_data->sources.has(mt), ERR_INVALID_DATA);
  		int morph_targets = p_morph_data->sources[mt].sarray.size();
  		for (int i = 0; i < morph_targets; i++) {
  
  			String target = p_morph_data->sources[mt].sarray[i];
  			ERR_FAIL_COND_V(!collada.state.mesh_data_map.has(target), ERR_INVALID_DATA);
  			String name = collada.state.mesh_data_map[target].name;
  
  			p_mesh->add_blend_shape(name);
  		}
  		if (p_morph_data->mode == "RELATIVE")
  			p_mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_RELATIVE);
  		else if (p_morph_data->mode == "NORMALIZED")
  			p_mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED);
  	}
  
  	int surface = 0;
  	for (int p_i = 0; p_i < meshdata.primitives.size(); p_i++) {
  
  		const Collada::MeshData::Primitives &p = meshdata.primitives[p_i];
  
  		/* VERTEX SOURCE */
  		ERR_FAIL_COND_V(!p.sources.has("VERTEX"), ERR_INVALID_DATA);
  
  		String vertex_src_id = p.sources["VERTEX"].source;
  		int vertex_ofs = p.sources["VERTEX"].offset;
  
  		ERR_FAIL_COND_V(!meshdata.vertices.has(vertex_src_id), ERR_INVALID_DATA);
  
  		ERR_FAIL_COND_V(!meshdata.vertices[vertex_src_id].sources.has("POSITION"), ERR_INVALID_DATA);
  		String position_src_id = meshdata.vertices[vertex_src_id].sources["POSITION"];
  
  		ERR_FAIL_COND_V(!meshdata.sources.has(position_src_id), ERR_INVALID_DATA);
  
  		const Collada::MeshData::Source *vertex_src = &meshdata.sources[position_src_id];
  
  		/* NORMAL SOURCE */
  
  		const Collada::MeshData::Source *normal_src = NULL;
  		int normal_ofs = 0;
  
  		if (p.sources.has("NORMAL")) {
  
  			String normal_source_id = p.sources["NORMAL"].source;
  			normal_ofs = p.sources["NORMAL"].offset;
  			ERR_FAIL_COND_V(!meshdata.sources.has(normal_source_id), ERR_INVALID_DATA);
  			normal_src = &meshdata.sources[normal_source_id];
  		}
  
  		const Collada::MeshData::Source *binormal_src = NULL;
  		int binormal_ofs = 0;
  
  		if (p.sources.has("TEXBINORMAL")) {
  
  			String binormal_source_id = p.sources["TEXBINORMAL"].source;
  			binormal_ofs = p.sources["TEXBINORMAL"].offset;
  			ERR_FAIL_COND_V(!meshdata.sources.has(binormal_source_id), ERR_INVALID_DATA);
  			binormal_src = &meshdata.sources[binormal_source_id];
  		}
  
  		const Collada::MeshData::Source *tangent_src = NULL;
  		int tangent_ofs = 0;
  
  		if (p.sources.has("TEXTANGENT")) {
  
  			String tangent_source_id = p.sources["TEXTANGENT"].source;
  			tangent_ofs = p.sources["TEXTANGENT"].offset;
  			ERR_FAIL_COND_V(!meshdata.sources.has(tangent_source_id), ERR_INVALID_DATA);
  			tangent_src = &meshdata.sources[tangent_source_id];
  		}
  
  		const Collada::MeshData::Source *uv_src = NULL;
  		int uv_ofs = 0;
  
  		if (p.sources.has("TEXCOORD0")) {
  
  			String uv_source_id = p.sources["TEXCOORD0"].source;
  			uv_ofs = p.sources["TEXCOORD0"].offset;
  			ERR_FAIL_COND_V(!meshdata.sources.has(uv_source_id), ERR_INVALID_DATA);
  			uv_src = &meshdata.sources[uv_source_id];
  		}
  
  		const Collada::MeshData::Source *uv2_src = NULL;
  		int uv2_ofs = 0;
  
  		if (p.sources.has("TEXCOORD1")) {
  
  			String uv2_source_id = p.sources["TEXCOORD1"].source;
  			uv2_ofs = p.sources["TEXCOORD1"].offset;
  			ERR_FAIL_COND_V(!meshdata.sources.has(uv2_source_id), ERR_INVALID_DATA);
  			uv2_src = &meshdata.sources[uv2_source_id];
  		}
  
  		const Collada::MeshData::Source *color_src = NULL;
  		int color_ofs = 0;
  
  		if (p.sources.has("COLOR")) {
  
  			String color_source_id = p.sources["COLOR"].source;
  			color_ofs = p.sources["COLOR"].offset;
  			ERR_FAIL_COND_V(!meshdata.sources.has(color_source_id), ERR_INVALID_DATA);
  			color_src = &meshdata.sources[color_source_id];
  		}
  
  		//find largest source..
  
  		/************************/
  		/* ADD WEIGHTS IF EXIST */
  		/************************/
  
  		Map<int, Vector<Collada::Vertex::Weight> > pre_weights;
  
  		bool has_weights = false;
  
  		if (p_skin_controller) {
  
  			const Collada::SkinControllerData::Source *weight_src = NULL;
  			int weight_ofs = 0;
  
  			if (p_skin_controller->weights.sources.has("WEIGHT")) {
  
  				String weight_id = p_skin_controller->weights.sources["WEIGHT"].source;
  				weight_ofs = p_skin_controller->weights.sources["WEIGHT"].offset;
  				if (p_skin_controller->sources.has(weight_id)) {
  
  					weight_src = &p_skin_controller->sources[weight_id];
  				}
  			}
  
  			int joint_ofs = 0;
  
  			if (p_skin_controller->weights.sources.has("JOINT")) {
  
  				joint_ofs = p_skin_controller->weights.sources["JOINT"].offset;
  			}
  
  			//should be OK, given this was pre-checked.
  
  			int index_ofs = 0;
  			int wstride = p_skin_controller->weights.sources.size();
  			for (int w_i = 0; w_i < p_skin_controller->weights.sets.size(); w_i++) {
  
  				int amount = p_skin_controller->weights.sets[w_i];
  
  				Vector<Collada::Vertex::Weight> weights;
  
  				for (int a_i = 0; a_i < amount; a_i++) {
  
  					Collada::Vertex::Weight w;
  
  					int read_from = index_ofs + a_i * wstride;
  					ERR_FAIL_INDEX_V(read_from + wstride - 1, p_skin_controller->weights.indices.size(), ERR_INVALID_DATA);
  					int weight_index = p_skin_controller->weights.indices[read_from + weight_ofs];
  					ERR_FAIL_INDEX_V(weight_index, weight_src->array.size(), ERR_INVALID_DATA);
  
  					w.weight = weight_src->array[weight_index];
  
  					int bone_index = p_skin_controller->weights.indices[read_from + joint_ofs];
  					if (bone_index == -1)
  						continue; //ignore this weight (refers to bind shape)
  					ERR_FAIL_INDEX_V(bone_index, bone_remap.size(), ERR_INVALID_DATA);
  
  					w.bone_idx = bone_remap[bone_index];
  
  					weights.push_back(w);
  				}
  
  				/* FIX WEIGHTS */
  
  				weights.sort();
  
  				if (weights.size() > 4) {
  					//cap to 4 and make weights add up 1
  					weights.resize(4);
  				}
  
  				//make sure weights always add up to 1
  				float total = 0;
  				for (int i = 0; i < weights.size(); i++)
  					total += weights[i].weight;
  				if (total)
  					for (int i = 0; i < weights.size(); i++)
  						weights.write[i].weight /= total;
  
  				if (weights.size() == 0 || total == 0) { //if nothing, add a weight to bone 0
  					//no weights assigned
  					Collada::Vertex::Weight w;
  					w.bone_idx = 0;
  					w.weight = 1.0;
  					weights.clear();
  					weights.push_back(w);
  				}
  
  				pre_weights[w_i] = weights;
  
  				/*
  				for(Set<int>::Element *E=vertex_map[w_i].front();E;E=E->next()) {
  
  					int dst = E->get();
  					ERR_EXPLAIN("invalid vertex index in array");
  					ERR_FAIL_INDEX_V(dst,vertex_array.size(),ERR_INVALID_DATA);
  					vertex_array[dst].weights=weights;
  
  				}*/
  
  				index_ofs += wstride * amount;
  			}
  
  			//vertices need to be localized
  			has_weights = true;
  		}
  
  		Set<Collada::Vertex> vertex_set; //vertex set will be the vertices
  		List<int> indices_list; //indices will be the indices
  		//Map<int,Set<int> > vertex_map; //map vertices (for setting skinning/morph)
  
  		/**************************/
  		/* CREATE PRIMITIVE ARRAY */
  		/**************************/
  
  		// The way collada uses indices is more optimal, and friendlier with 3D modelling software,
  		// because it can index everything, not only vertices (similar to how the WII works).
  		// This is, however, more incompatible with standard video cards, so arrays must be converted.
  		// Must convert to GL/DX format.
  
  		int _prim_ofs = 0;
  		int vertidx = 0;
  		for (int p_i = 0; p_i < p.count; p_i++) {
  
  			int amount;
  			if (p.polygons.size()) {
  
  				ERR_FAIL_INDEX_V(p_i, p.polygons.size(), ERR_INVALID_DATA);
  				amount = p.polygons[p_i];
  			} else {
  				amount = 3; //triangles;
  			}
  
  			//COLLADA_PRINT("amount: "+itos(amount));
  
  			int prev2[2] = { 0, 0 };
  
  			for (int j = 0; j < amount; j++) {
  
  				int src = _prim_ofs;
  				//_prim_ofs+=p.sources.size()
  
  				ERR_FAIL_INDEX_V(src, p.indices.size(), ERR_INVALID_DATA);
  
  				Collada::Vertex vertex;
  				if (!p_optimize)
  					vertex.uid = vertidx++;
  
  				int vertex_index = p.indices[src + vertex_ofs]; //used for index field (later used by controllers)
  				int vertex_pos = (vertex_src->stride ? vertex_src->stride : 3) * vertex_index;
  				ERR_FAIL_INDEX_V(vertex_pos, vertex_src->array.size(), ERR_INVALID_DATA);
  				vertex.vertex = Vector3(vertex_src->array[vertex_pos + 0], vertex_src->array[vertex_pos + 1], vertex_src->array[vertex_pos + 2]);
  
  				if (pre_weights.has(vertex_index)) {
  					vertex.weights = pre_weights[vertex_index];
  				}
  
  				if (normal_src) {
  
  					int normal_pos = (normal_src->stride ? normal_src->stride : 3) * p.indices[src + normal_ofs];
  					ERR_FAIL_INDEX_V(normal_pos, normal_src->array.size(), ERR_INVALID_DATA);
  					vertex.normal = Vector3(normal_src->array[normal_pos + 0], normal_src->array[normal_pos + 1], normal_src->array[normal_pos + 2]);
  
  					if (tangent_src && binormal_src) {
  
  						int binormal_pos = (binormal_src->stride ? binormal_src->stride : 3) * p.indices[src + binormal_ofs];
  						ERR_FAIL_INDEX_V(binormal_pos, binormal_src->array.size(), ERR_INVALID_DATA);
  						Vector3 binormal = Vector3(binormal_src->array[binormal_pos + 0], binormal_src->array[binormal_pos + 1], binormal_src->array[binormal_pos + 2]);
  
  						int tangent_pos = (tangent_src->stride ? tangent_src->stride : 3) * p.indices[src + tangent_ofs];
  						ERR_FAIL_INDEX_V(tangent_pos, tangent_src->array.size(), ERR_INVALID_DATA);
  						Vector3 tangent = Vector3(tangent_src->array[tangent_pos + 0], tangent_src->array[tangent_pos + 1], tangent_src->array[tangent_pos + 2]);
  
  						vertex.tangent.normal = tangent;
  						vertex.tangent.d = vertex.normal.cross(tangent).dot(binormal) > 0 ? 1 : -1;
  					}
  				}
  
  				if (uv_src) {
  
  					int uv_pos = (uv_src->stride ? uv_src->stride : 2) * p.indices[src + uv_ofs];
  					ERR_FAIL_INDEX_V(uv_pos, uv_src->array.size(), ERR_INVALID_DATA);
  					vertex.uv = Vector3(uv_src->array[uv_pos + 0], 1.0 - uv_src->array[uv_pos + 1], 0);
  				}
  
  				if (uv2_src) {
  
  					int uv2_pos = (uv2_src->stride ? uv2_src->stride : 2) * p.indices[src + uv2_ofs];
  					ERR_FAIL_INDEX_V(uv2_pos, uv2_src->array.size(), ERR_INVALID_DATA);
  					vertex.uv2 = Vector3(uv2_src->array[uv2_pos + 0], 1.0 - uv2_src->array[uv2_pos + 1], 0);
  				}
  
  				if (color_src) {
  
  					int color_pos = (color_src->stride ? color_src->stride : 3) * p.indices[src + color_ofs]; // colors are RGB in collada..
  					ERR_FAIL_INDEX_V(color_pos, color_src->array.size(), ERR_INVALID_DATA);
  					vertex.color = Color(color_src->array[color_pos + 0], color_src->array[color_pos + 1], color_src->array[color_pos + 2], (color_src->stride > 3) ? color_src->array[color_pos + 3] : 1.0);
  				}
  
  #ifndef NO_UP_AXIS_SWAP
  				if (collada.state.up_axis == Vector3::AXIS_Z) {
  
  					Vector3 bn = vertex.normal.cross(vertex.tangent.normal) * vertex.tangent.d;
  
  					SWAP(vertex.vertex.z, vertex.vertex.y);
  					vertex.vertex.z = -vertex.vertex.z;
  					SWAP(vertex.normal.z, vertex.normal.y);
  					vertex.normal.z = -vertex.normal.z;
  					SWAP(vertex.tangent.normal.z, vertex.tangent.normal.y);
  					vertex.tangent.normal.z = -vertex.tangent.normal.z;
  					SWAP(bn.z, bn.y);
  					bn.z = -bn.z;
  
  					vertex.tangent.d = vertex.normal.cross(vertex.tangent.normal).dot(bn) > 0 ? 1 : -1;
  				}
  
  #endif
  
  				vertex.fix_unit_scale(collada);
  				int index = 0;
  				//COLLADA_PRINT("vertex: "+vertex.vertex);
  
  				if (vertex_set.has(vertex)) {
  
  					index = vertex_set.find(vertex)->get().idx;
  				} else {
  
  					index = vertex_set.size();
  					vertex.idx = index;
  					vertex_set.insert(vertex);
  				}
  
  				/*	if (!vertex_map.has(vertex_index))
  					vertex_map[vertex_index]=Set<int>();
  				vertex_map[vertex_index].insert(index); //should be outside..*/
  				//build triangles if needed
  				if (j == 0)
  					prev2[0] = index;
  
  				if (j >= 2) {
  					//insert indices in reverse order (collada uses CCW as frontface)
  					if (local_xform_mirror) {
  
  						indices_list.push_back(prev2[0]);
  						indices_list.push_back(prev2[1]);
  						indices_list.push_back(index);
  
  					} else {
  						indices_list.push_back(prev2[0]);
  						indices_list.push_back(index);
  						indices_list.push_back(prev2[1]);
  					}
  				}
  
  				prev2[1] = index;
  				_prim_ofs += p.vertex_size;
  			}
  		}
  
  		Vector<Collada::Vertex> vertex_array; //there we go, vertex array
  
  		vertex_array.resize(vertex_set.size());
  		for (Set<Collada::Vertex>::Element *F = vertex_set.front(); F; F = F->next()) {
  
  			vertex_array.write[F->get().idx] = F->get();
  		}
  
  		if (has_weights) {
  
  			//if skeleton, localize
  			Transform local_xform = p_local_xform;
  			for (int i = 0; i < vertex_array.size(); i++) {
  
  				vertex_array.write[i].vertex = local_xform.xform(vertex_array[i].vertex);
  				vertex_array.write[i].normal = local_xform.basis.xform(vertex_array[i].normal).normalized();
  				vertex_array.write[i].tangent.normal = local_xform.basis.xform(vertex_array[i].tangent.normal).normalized();
  				if (local_xform_mirror) {
  					//i shouldn't do this? wtf?
  					//vertex_array[i].normal*=-1.0;
  					//vertex_array[i].tangent.normal*=-1.0;
  				}
  			}
  		}
  
  		/*****************/
  		/* MAKE SURFACES  */
  		/*****************/
  
  		{
  
  			Ref<SpatialMaterial> material;
  
  			{
  
  				if (p_material_map.has(p.material)) {
  					String target = p_material_map[p.material].target;
  
  					if (!material_cache.has(target)) {
  						Error err = _create_material(target);
  						if (!err)
  							material = material_cache[target];
  					} else
  						material = material_cache[target];
  
  				} else if (p.material != "") {
  					WARN_PRINTS("Collada: Unreferenced material in geometry instance: " + p.material);
  				}
  			}
  
  			Ref<SurfaceTool> surftool;
  			surftool.instance();
  			surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
  
  			for (int k = 0; k < vertex_array.size(); k++) {
  				if (normal_src) {
  					surftool->add_normal(vertex_array[k].normal);
  					if (binormal_src && tangent_src) {
  						surftool->add_tangent(vertex_array[k].tangent);
  					}
  				}
  				if (uv_src) {
  					surftool->add_uv(Vector2(vertex_array[k].uv.x, vertex_array[k].uv.y));
  				}
  				if (uv2_src) {
  					surftool->add_uv2(Vector2(vertex_array[k].uv2.x, vertex_array[k].uv2.y));
  				}
  				if (color_src) {
  					surftool->add_color(vertex_array[k].color);
  				}
  
  				if (has_weights) {
  					Vector<float> weights;
  					Vector<int> bones;
  					weights.resize(VS::ARRAY_WEIGHTS_SIZE);
  					bones.resize(VS::ARRAY_WEIGHTS_SIZE);
  					//float sum=0.0;
  					for (int l = 0; l < VS::ARRAY_WEIGHTS_SIZE; l++) {
  						if (l < vertex_array[k].weights.size()) {
  							weights.write[l] = vertex_array[k].weights[l].weight;
  							bones.write[l] = vertex_array[k].weights[l].bone_idx;
  							//sum += vertex_array[k].weights[l].weight;
  						} else {
  
  							weights.write[l] = 0;
  							bones.write[l] = 0;
  						}
  					}
  
  					surftool->add_bones(bones);
  					surftool->add_weights(weights);
  				}
  
  				surftool->add_vertex(vertex_array[k].vertex);
  			}
  
  			for (List<int>::Element *E = indices_list.front(); E; E = E->next()) {
  				surftool->add_index(E->get());
  			}
  
  			if (!normal_src) {
  				//should always be normals
  				surftool->generate_normals();
  			}
  
  			if ((!binormal_src || !tangent_src) && normal_src && uv_src && force_make_tangents) {
  
  				surftool->generate_tangents();
  			}
  
  			////////////////////////////
  			// FINALLY CREATE SUFRACE //
  			////////////////////////////
  
  			Array d = surftool->commit_to_arrays();
  			d.resize(VS::ARRAY_MAX);
  
  			Array mr;
  
  			////////////////////////////
  			// THEN THE MORPH TARGETS //
  			////////////////////////////
  
  			for (int mi = 0; mi < p_morph_meshes.size(); mi++) {
  
  				Array a = p_morph_meshes[mi]->surface_get_arrays(surface);
  				//add valid weight and bone arrays if they exist, TODO check if they are unique to shape (generally not)
  
  				if (has_weights) {
  					a[Mesh::ARRAY_WEIGHTS] = d[Mesh::ARRAY_WEIGHTS];
  					a[Mesh::ARRAY_BONES] = d[Mesh::ARRAY_BONES];
  				}
  
  				a[Mesh::ARRAY_INDEX] = Variant();
  				//a.resize(Mesh::ARRAY_MAX); //no need for index
  				mr.push_back(a);
  			}
  
  			p_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, d, mr, p_use_compression ? Mesh::ARRAY_COMPRESS_DEFAULT : 0);
  
  			if (material.is_valid()) {
  				if (p_use_mesh_material) {
  					p_mesh->surface_set_material(surface, material);
  				}
  				p_mesh->surface_set_name(surface, material->get_name());
  			}
  		}
  
  		/*****************/
  		/* FIND MATERIAL */
  		/*****************/
  
  		surface++;
  	}
  
  	return OK;
  }
  
  Error ColladaImport::_create_resources(Collada::Node *p_node, bool p_use_compression) {
  
  	if (p_node->type == Collada::Node::TYPE_GEOMETRY && node_map.has(p_node->id)) {
  
  		Spatial *node = node_map[p_node->id].node;
  		Collada::NodeGeometry *ng = static_cast<Collada::NodeGeometry *>(p_node);
  
  		if (Object::cast_to<Path>(node)) {
  
  			Path *path = Object::cast_to<Path>(node);
  
  			String curve = ng->source;
  
  			if (curve_cache.has(ng->source)) {
  
  				path->set_curve(curve_cache[ng->source]);
  			} else {
  
  				Ref<Curve3D> c = memnew(Curve3D);
  
  				const Collada::CurveData &cd = collada.state.curve_data_map[ng->source];
  
  				ERR_FAIL_COND_V(!cd.control_vertices.has("POSITION"), ERR_INVALID_DATA);
  				ERR_FAIL_COND_V(!cd.control_vertices.has("IN_TANGENT"), ERR_INVALID_DATA);
  				ERR_FAIL_COND_V(!cd.control_vertices.has("OUT_TANGENT"), ERR_INVALID_DATA);
  				ERR_FAIL_COND_V(!cd.control_vertices.has("INTERPOLATION"), ERR_INVALID_DATA);
  
  				ERR_FAIL_COND_V(!cd.sources.has(cd.control_vertices["POSITION"]), ERR_INVALID_DATA);
  				const Collada::CurveData::Source &vertices = cd.sources[cd.control_vertices["POSITION"]];
  				ERR_FAIL_COND_V(vertices.stride != 3, ERR_INVALID_DATA);
  
  				ERR_FAIL_COND_V(!cd.sources.has(cd.control_vertices["IN_TANGENT"]), ERR_INVALID_DATA);
  				const Collada::CurveData::Source &in_tangents = cd.sources[cd.control_vertices["IN_TANGENT"]];
  				ERR_FAIL_COND_V(in_tangents.stride != 3, ERR_INVALID_DATA);
  
  				ERR_FAIL_COND_V(!cd.sources.has(cd.control_vertices["OUT_TANGENT"]), ERR_INVALID_DATA);
  				const Collada::CurveData::Source &out_tangents = cd.sources[cd.control_vertices["OUT_TANGENT"]];
  				ERR_FAIL_COND_V(out_tangents.stride != 3, ERR_INVALID_DATA);
  
  				ERR_FAIL_COND_V(!cd.sources.has(cd.control_vertices["INTERPOLATION"]), ERR_INVALID_DATA);
  				const Collada::CurveData::Source &interps = cd.sources[cd.control_vertices["INTERPOLATION"]];
  				ERR_FAIL_COND_V(interps.stride != 1, ERR_INVALID_DATA);
  
  				const Collada::CurveData::Source *tilts = NULL;
  				if (cd.control_vertices.has("TILT") && cd.sources.has(cd.control_vertices["TILT"]))
  					tilts = &cd.sources[cd.control_vertices["TILT"]];
  
  				int pc = vertices.array.size() / 3;
  				for (int i = 0; i < pc; i++) {
  
  					Vector3 pos(vertices.array[i * 3 + 0], vertices.array[i * 3 + 1], vertices.array[i * 3 + 2]);
  					Vector3 in(in_tangents.array[i * 3 + 0], in_tangents.array[i * 3 + 1], in_tangents.array[i * 3 + 2]);
  					Vector3 out(out_tangents.array[i * 3 + 0], out_tangents.array[i * 3 + 1], out_tangents.array[i * 3 + 2]);
  
  #ifndef NO_UP_AXIS_SWAP
  					if (collada.state.up_axis == Vector3::AXIS_Z) {
  
  						SWAP(pos.y, pos.z);
  						pos.z = -pos.z;
  						SWAP(in.y, in.z);
  						in.z = -in.z;
  						SWAP(out.y, out.z);
  						out.z = -out.z;
  					}
  #endif
  					pos *= collada.state.unit_scale;
  					in *= collada.state.unit_scale;
  					out *= collada.state.unit_scale;
  
  					c->add_point(pos, in - pos, out - pos);
  					if (tilts)
  						c->set_point_tilt(i, tilts->array[i]);
  				}
  
  				curve_cache[ng->source] = c;
  				path->set_curve(c);
  			}
  		}
  
  		if (Object::cast_to<MeshInstance>(node)) {
  
  			Collada::NodeGeometry *ng = static_cast<Collada::NodeGeometry *>(p_node);
  
  			MeshInstance *mi = Object::cast_to<MeshInstance>(node);
  
  			ERR_FAIL_COND_V(!mi, ERR_BUG);
  
  			Collada::SkinControllerData *skin = NULL;
  			Collada::MorphControllerData *morph = NULL;
  			String meshid;
  			Transform apply_xform;
  			Vector<int> bone_remap;
  			Vector<Ref<ArrayMesh> > morphs;
  
  			if (ng->controller) {
  
  				String ngsource = ng->source;
  
  				if (collada.state.skin_controller_data_map.has(ngsource)) {
  
  					ERR_FAIL_COND_V(!collada.state.skin_controller_data_map.has(ngsource), ERR_INVALID_DATA);
  					skin = &collada.state.skin_controller_data_map[ngsource];
  
  					Vector<String> skeletons = ng->skeletons;
  
  					ERR_FAIL_COND_V(skeletons.empty(), ERR_INVALID_DATA);
  
  					String skname = skeletons[0];
  					ERR_FAIL_COND_V(!node_map.has(skname), ERR_INVALID_DATA);
  					NodeMap nmsk = node_map[skname];
  					Skeleton *sk = Object::cast_to<Skeleton>(nmsk.node);
  					ERR_FAIL_COND_V(!sk, ERR_INVALID_DATA);
  					ERR_FAIL_COND_V(!skeleton_bone_map.has(sk), ERR_INVALID_DATA);
  					Map<String, int> &bone_remap_map = skeleton_bone_map[sk];
  
  					meshid = skin->base;
  
  					if (collada.state.morph_controller_data_map.has(meshid)) {
  						//it's a morph!!
  						morph = &collada.state.morph_controller_data_map[meshid];
  						ngsource = meshid;
  						meshid = morph->mesh;
  					} else {
  						ngsource = "";
  					}
  
  					if (apply_mesh_xform_to_vertices) {
  						apply_xform = collada.fix_transform(p_node->default_transform);
  						node->set_transform(Transform());
  					} else {
  						apply_xform = Transform();
  					}
  
  					ERR_FAIL_COND_V(!skin->weights.sources.has("JOINT"), ERR_INVALID_DATA);
  
  					String joint_id = skin->weights.sources["JOINT"].source;
  					ERR_FAIL_COND_V(!skin->sources.has(joint_id), ERR_INVALID_DATA);
  
  					Collada::SkinControllerData::Source *joint_src = &skin->sources[joint_id];
  
  					bone_remap.resize(joint_src->sarray.size());
  
  					for (int i = 0; i < bone_remap.size(); i++) {
  
  						String str = joint_src->sarray[i];
  						ERR_FAIL_COND_V(!bone_remap_map.has(str), ERR_INVALID_DATA);
  						bone_remap.write[i] = bone_remap_map[str];
  					}
  				}
  
  				if (collada.state.morph_controller_data_map.has(ngsource)) {
  
  					//it's a morph!!
  					morph = &collada.state.morph_controller_data_map[ngsource];
  					meshid = morph->mesh;
  
  					Vector<String> targets;
  
  					morph->targets.has("MORPH_TARGET");
  					String target = morph->targets["MORPH_TARGET"];
  					bool valid = false;
  					if (morph->sources.has(target)) {
  						valid = true;
  						Vector<String> names = morph->sources[target].sarray;
  						for (int i = 0; i < names.size(); i++) {
  
  							String meshid = names[i];
  							if (collada.state.mesh_data_map.has(meshid)) {
  								Ref<ArrayMesh> mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
  								const Collada::MeshData &meshdata = collada.state.mesh_data_map[meshid];
  								Error err = _create_mesh_surfaces(false, mesh, ng->material_map, meshdata, apply_xform, bone_remap, skin, NULL, Vector<Ref<ArrayMesh> >(), false);
  								ERR_FAIL_COND_V(err, err);
  
  								morphs.push_back(mesh);
  							} else {
  								valid = false;
  							}
  						}
  					}
  
  					if (!valid)
  						morphs.clear();
  
  					ngsource = "";
  				}
  
  				if (ngsource != "") {
  					ERR_EXPLAIN("Controller Instance Source '" + ngsource + "' is neither skin or morph!");
  					ERR_FAIL_V(ERR_INVALID_DATA);
  				}
  
  			} else {
  				meshid = ng->source;
  			}
  
  			Ref<ArrayMesh> mesh;
  			if (mesh_cache.has(meshid)) {
  				mesh = mesh_cache[meshid];
  			} else {
  				if (collada.state.mesh_data_map.has(meshid)) {
  					//bleh, must ignore invalid
  
  					ERR_FAIL_COND_V(!collada.state.mesh_data_map.has(meshid), ERR_INVALID_DATA);
  					mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
  					const Collada::MeshData &meshdata = collada.state.mesh_data_map[meshid];
  					mesh->set_name(meshdata.name);
  					Error err = _create_mesh_surfaces(morphs.size() == 0, mesh, ng->material_map, meshdata, apply_xform, bone_remap, skin, morph, morphs, p_use_compression, use_mesh_builtin_materials);
  					ERR_FAIL_COND_V(err, err);
  
  					mesh_cache[meshid] = mesh;
  				} else {
  
  					WARN_PRINTS("Collada: Will not import geometry: " + meshid);
  				}
  			}
  
  			if (!mesh.is_null()) {
  
  				mi->set_mesh(mesh);
  				if (!use_mesh_builtin_materials) {
  					const Collada::MeshData &meshdata = collada.state.mesh_data_map[meshid];
  
  					for (int i = 0; i < meshdata.primitives.size(); i++) {
  
  						String matname = meshdata.primitives[i].material;
  
  						if (ng->material_map.has(matname)) {
  							String target = ng->material_map[matname].target;
  
  							Ref<Material> material;
  							if (!material_cache.has(target)) {
  								Error err = _create_material(target);
  								if (!err)
  									material = material_cache[target];
  							} else
  								material = material_cache[target];
  
  							mi->set_surface_material(i, material);
  						} else if (matname != "") {
  							WARN_PRINTS("Collada: Unreferenced material in geometry instance: " + matname);
  						}
  					}
  				}
  			}
  		}
  	}
  
  	for (int i = 0; i < p_node->children.size(); i++) {
  
  		Error err = _create_resources(p_node->children[i], p_use_compression);
  		if (err)
  			return err;
  	}
  	return OK;
  }
  
  Error ColladaImport::load(const String &p_path, int p_flags, bool p_force_make_tangents, bool p_use_compression) {
  
  	Error err = collada.load(p_path, p_flags);
  	ERR_FAIL_COND_V(err, err);
  
  	force_make_tangents = p_force_make_tangents;
  	ERR_FAIL_COND_V(!collada.state.visual_scene_map.has(collada.state.root_visual_scene), ERR_INVALID_DATA);
  	Collada::VisualScene &vs = collada.state.visual_scene_map[collada.state.root_visual_scene];
  
  	scene = memnew(Spatial); // root
  
  	//determine what's going on with the lights
  	for (int i = 0; i < vs.root_nodes.size(); i++) {
  
  		_pre_process_lights(vs.root_nodes[i]);
  	}
  	//import scene
  
  	for (int i = 0; i < vs.root_nodes.size(); i++) {
  
  		Error err = _create_scene_skeletons(vs.root_nodes[i]);
  		if (err != OK) {
  			memdelete(scene);
  			ERR_FAIL_COND_V(err, err);
  		}
  	}
  
  	for (int i = 0; i < vs.root_nodes.size(); i++) {
  
  		Error err = _create_scene(vs.root_nodes[i], scene);
  		if (err != OK) {
  			memdelete(scene);
  			ERR_FAIL_COND_V(err, err);
  		}
  
  		Error err2 = _create_resources(vs.root_nodes[i], p_use_compression);
  		if (err2 != OK) {
  			memdelete(scene);
  			ERR_FAIL_COND_V(err2, err2);
  		}
  	}
  
  	//optatively, set unit scale in the root
  	scene->set_transform(collada.get_root_transform());
  
  	return OK;
  }
  
  void ColladaImport::_fix_param_animation_tracks() {
  
  	for (Map<String, Collada::Node *>::Element *E = collada.state.scene_map.front(); E; E = E->next()) {
  
  		Collada::Node *n = E->get();
  		switch (n->type) {
  
  			case Collada::Node::TYPE_NODE: {
  				// ? do nothing
  			} break;
  			case Collada::Node::TYPE_JOINT: {
  
  			} break;
  			case Collada::Node::TYPE_SKELETON: {
  
  			} break;
  			case Collada::Node::TYPE_LIGHT: {
  
  			} break;
  			case Collada::Node::TYPE_CAMERA: {
  
  			} break;
  			case Collada::Node::TYPE_GEOMETRY: {
  
  				Collada::NodeGeometry *ng = static_cast<Collada::NodeGeometry *>(n);
  				// test source(s)
  				String source = ng->source;
  
  				while (source != "") {
  
  					if (collada.state.skin_controller_data_map.has(source)) {
  
  						const Collada::SkinControllerData &skin = collada.state.skin_controller_data_map[source];
  
  						//nothing to animate here i think
  
  						source = skin.base;
  					} else if (collada.state.morph_controller_data_map.has(source)) {
  
  						const Collada::MorphControllerData &morph = collada.state.morph_controller_data_map[source];
  
  						if (morph.targets.has("MORPH_WEIGHT") && morph.targets.has("MORPH_TARGET")) {
  
  							String weights = morph.targets["MORPH_WEIGHT"];
  							String targets = morph.targets["MORPH_TARGET"];
  							//fails here
  
  							if (morph.sources.has(targets) && morph.sources.has(weights)) {
  								const Collada::MorphControllerData::Source &weight_src = morph.sources[weights];
  								const Collada::MorphControllerData::Source &target_src = morph.sources[targets];
  
  								ERR_FAIL_COND(weight_src.array.size() != target_src.sarray.size());
  
  								for (int i = 0; i < weight_src.array.size(); i++) {
  
  									String track_name = weights + "(" + itos(i) + ")";
  									String mesh_name = target_src.sarray[i];
  									if (collada.state.mesh_name_map.has(mesh_name) && collada.state.referenced_tracks.has(track_name)) {
  
  										const Vector<int> &rt = collada.state.referenced_tracks[track_name];
  
  										for (int rti = 0; rti < rt.size(); rti++) {
  											Collada::AnimationTrack *at = &collada.state.animation_tracks.write[rt[rti]];
  
  											at->target = E->key();
  											at->param = "morph/" + collada.state.mesh_name_map[mesh_name];
  											at->property = true;
  											//at->param
  										}
  									}
  								}
  							}
  						}
  						source = morph.mesh;
  					} else {
  
  						source = ""; // for now nothing else supported
  					}
  				}
  
  			} break;
  		}
  	}
  }
  
  void ColladaImport::create_animations(bool p_make_tracks_in_all_bones, bool p_import_value_tracks) {
  
  	_fix_param_animation_tracks();
  	for (int i = 0; i < collada.state.animation_clips.size(); i++) {
  
  		for (int j = 0; j < collada.state.animation_clips[i].tracks.size(); j++)
  			tracks_in_clips.insert(collada.state.animation_clips[i].tracks[j]);
  	}
  
  	for (int i = 0; i < collada.state.animation_tracks.size(); i++) {
  
  		const Collada::AnimationTrack &at = collada.state.animation_tracks[i];
  
  		String node;
  
  		if (!node_map.has(at.target)) {
  
  			if (node_name_map.has(at.target)) {
  
  				node = node_name_map[at.target];
  			} else {
  				WARN_PRINTS("Collada: Couldn't find node: " + at.target);
  				continue;
  			}
  		} else {
  			node = at.target;
  		}
  
  		if (at.property) {
  
  			valid_animated_properties.push_back(i);
  
  		} else {
  
  			node_map[node].anim_tracks.push_back(i);
  			valid_animated_nodes.insert(node);
  		}
  	}
  
  	create_animation(-1, p_make_tracks_in_all_bones, p_import_value_tracks);
  	for (int i = 0; i < collada.state.animation_clips.size(); i++)
  		create_animation(i, p_make_tracks_in_all_bones, p_import_value_tracks);
  }
  
  void ColladaImport::create_animation(int p_clip, bool p_make_tracks_in_all_bones, bool p_import_value_tracks) {
  
  	Ref<Animation> animation = Ref<Animation>(memnew(Animation));
  
  	if (p_clip == -1) {
  		animation->set_name("default");
  	} else {
  		animation->set_name(collada.state.animation_clips[p_clip].name);
  	}
  
  	for (Map<String, NodeMap>::Element *E = node_map.front(); E; E = E->next()) {
  
  		if (E->get().bone < 0)
  			continue;
  		bones_with_animation[E->key()] = false;
  	}
  	//store and validate tracks
  
  	if (p_clip == -1) {
  		//main anim
  	}
  
  	Set<int> track_filter;
  
  	if (p_clip == -1) {
  
  		for (int i = 0; i < collada.state.animation_clips.size(); i++) {
  
  			int tc = collada.state.animation_clips[i].tracks.size();
  			for (int j = 0; j < tc; j++) {
  
  				String n = collada.state.animation_clips[i].tracks[j];
  				if (collada.state.by_id_tracks.has(n)) {
  
  					const Vector<int> &ti = collada.state.by_id_tracks[n];
  					for (int k = 0; k < ti.size(); k++) {
  						track_filter.insert(ti[k]);
  					}
  				}
  			}
  		}
  	} else {
  
  		int tc = collada.state.animation_clips[p_clip].tracks.size();
  		for (int j = 0; j < tc; j++) {
  
  			String n = collada.state.animation_clips[p_clip].tracks[j];
  			if (collada.state.by_id_tracks.has(n)) {
  
  				const Vector<int> &ti = collada.state.by_id_tracks[n];
  				for (int k = 0; k < ti.size(); k++) {
  					track_filter.insert(ti[k]);
  				}
  			}
  		}
  	}
  
  	//animation->set_loop(true);
  	//create animation tracks
  
  	Vector<float> base_snapshots;
  
  	float f = 0;
  	float snapshot_interval = 1.0 / bake_fps; //should be customizable somewhere...
  
  	float anim_length = collada.state.animation_length;
  	if (p_clip >= 0 && collada.state.animation_clips[p_clip].end)
  		anim_length = collada.state.animation_clips[p_clip].end;
  
  	while (f < anim_length) {
  
  		base_snapshots.push_back(f);
  
  		f += snapshot_interval;
  
  		if (f >= anim_length) {
  			base_snapshots.push_back(anim_length);
  		}
  	}
  
  	animation->set_length(anim_length);
  
  	bool tracks_found = false;
  
  	for (Set<String>::Element *E = valid_animated_nodes.front(); E; E = E->next()) {
  
  		// take snapshots
  
  		if (!collada.state.scene_map.has(E->get())) {
  
  			continue;
  		}
  
  		NodeMap &nm = node_map[E->get()];
  		String path = scene->get_path_to(nm.node);
  
  		if (nm.bone >= 0) {
  			Skeleton *sk = static_cast<Skeleton *>(nm.node);
  			String name = sk->get_bone_name(nm.bone);
  			path = path + ":" + name;
  		}
  
  		bool found_anim = false;
  
  		Collada::Node *cn = collada.state.scene_map[E->get()];
  		if (cn->ignore_anim) {
  
  			continue;
  		}
  
  		animation->add_track(Animation::TYPE_TRANSFORM);
  		int track = animation->get_track_count() - 1;
  		animation->track_set_path(track, path);
  		animation->track_set_imported(track, true); //helps merging later
  
  		Vector<float> snapshots = base_snapshots;
  
  		if (nm.anim_tracks.size() == 1) {
  			//use snapshot keys from anim track instead, because this was most likely exported baked
  			const Collada::AnimationTrack &at = collada.state.animation_tracks[nm.anim_tracks.front()->get()];
  			snapshots.clear();
  			for (int i = 0; i < at.keys.size(); i++)
  				snapshots.push_back(at.keys[i].time);
  		}
  
  		for (int i = 0; i < snapshots.size(); i++) {
  
  			for (List<int>::Element *ET = nm.anim_tracks.front(); ET; ET = ET->next()) {
  				//apply tracks
  
  				if (p_clip == -1) {
  
  					if (track_filter.has(ET->get())) {
  
  						continue;
  					}
  				} else {
  
  					if (!track_filter.has(ET->get()))
  						continue;
  				}
  
  				found_anim = true;
  
  				const Collada::AnimationTrack &at = collada.state.animation_tracks[ET->get()];
  
  				int xform_idx = -1;
  				for (int j = 0; j < cn->xform_list.size(); j++) {
  
  					if (cn->xform_list[j].id == at.param) {
  
  						xform_idx = j;
  						break;
  					}
  				}
  
  				if (xform_idx == -1) {
  					WARN_PRINTS("Collada: Couldn't find matching node " + at.target + " xform for track " + at.param);
  					continue;
  				}
  
  				ERR_CONTINUE(xform_idx == -1);
  
  				Vector<float> data = at.get_value_at_time(snapshots[i]);
  				ERR_CONTINUE(data.empty());
  
  				Collada::Node::XForm &xf = cn->xform_list.write[xform_idx];
  
  				if (at.component == "ANGLE") {
  					ERR_CONTINUE(data.size() != 1);
  					ERR_CONTINUE(xf.op != Collada::Node::XForm::OP_ROTATE);
  					ERR_CONTINUE(xf.data.size() < 4);
  					xf.data.write[3] = data[0];
  				} else if (at.component == "X" || at.component == "Y" || at.component == "Z") {
  					int cn = at.component[0] - 'X';
  					ERR_CONTINUE(cn >= xf.data.size());
  					ERR_CONTINUE(data.size() > 1);
  					xf.data.write[cn] = data[0];
  				} else if (data.size() == xf.data.size()) {
  					xf.data = data;
  				} else {
  					ERR_EXPLAIN("Component " + at.component + " has datasize " + itos(data.size()) + ", xfdatasize " + itos(xf.data.size()));
  					ERR_CONTINUE(data.size() != xf.data.size());
  				}
  			}
  
  			Transform xform = cn->compute_transform(collada);
  			xform = collada.fix_transform(xform) * cn->post_transform;
  
  			if (nm.bone >= 0) {
  				//make bone transform relative to rest (in case of skeleton)
  				Skeleton *sk = Object::cast_to<Skeleton>(nm.node);
  				if (sk) {
  
  					xform = sk->get_bone_rest(nm.bone).affine_inverse() * xform;
  				} else {
  
  					ERR_PRINT("Collada: Invalid skeleton");
  				}
  			}
  
  			Quat q = xform.basis.get_rotation_quat();
  			Vector3 s = xform.basis.get_scale();
  			Vector3 l = xform.origin;
  
  			animation->transform_track_insert_key(track, snapshots[i], l, q, s);
  		}
  
  		if (nm.bone >= 0) {
  			if (found_anim)
  				bones_with_animation[E->get()] = true;
  		}
  
  		if (found_anim)
  			tracks_found = true;
  		else {
  			animation->remove_track(track);
  		}
  	}
  
  	if (p_make_tracks_in_all_bones) {
  
  		//some bones may lack animation, but since we don't store pose as a property, we must add keyframes!
  		for (Map<String, bool>::Element *E = bones_with_animation.front(); E; E = E->next()) {
  
  			if (E->get())
  				continue;
  
  			NodeMap &nm = node_map[E->key()];
  			String path = scene->get_path_to(nm.node);
  			ERR_CONTINUE(nm.bone < 0);
  			Skeleton *sk = static_cast<Skeleton *>(nm.node);
  			String name = sk->get_bone_name(nm.bone);
  			path = path + ":" + name;
  
  			Collada::Node *cn = collada.state.scene_map[E->key()];
  			if (cn->ignore_anim) {
  				WARN_PRINTS("Collada: Ignoring animation on node: " + path);
  				continue;
  			}
  
  			animation->add_track(Animation::TYPE_TRANSFORM);
  			int track = animation->get_track_count() - 1;
  			animation->track_set_path(track, path);
  			animation->track_set_imported(track, true); //helps merging later
  
  			Transform xform = cn->compute_transform(collada);
  			xform = collada.fix_transform(xform) * cn->post_transform;
  
  			xform = sk->get_bone_rest(nm.bone).affine_inverse() * xform;
  
  			Quat q = xform.basis.get_rotation_quat();
  			Vector3 s = xform.basis.get_scale();
  			Vector3 l = xform.origin;
  
  			animation->transform_track_insert_key(track, 0, l, q, s);
  
  			tracks_found = true;
  		}
  	}
  
  	if (p_import_value_tracks) {
  		for (int i = 0; i < valid_animated_properties.size(); i++) {
  
  			int ti = valid_animated_properties[i];
  
  			if (p_clip == -1) {
  
  				if (track_filter.has(ti))
  					continue;
  			} else {
  
  				if (!track_filter.has(ti))
  					continue;
  			}
  
  			const Collada::AnimationTrack &at = collada.state.animation_tracks[ti];
  
  			// take snapshots
  			if (!collada.state.scene_map.has(at.target))
  				continue;
  
  			NodeMap &nm = node_map[at.target];
  			String path = scene->get_path_to(nm.node);
  
  			animation->add_track(Animation::TYPE_VALUE);
  			int track = animation->get_track_count() - 1;
  
  			path = path + ":" + at.param;
  			animation->track_set_path(track, path);
  			animation->track_set_imported(track, true); //helps merging later
  
  			for (int i = 0; i < at.keys.size(); i++) {
  
  				float time = at.keys[i].time;
  				Variant value;
  				Vector<float> data = at.keys[i].data;
  				if (data.size() == 1) {
  					//push a float
  					value = data[0];
  
  				} else if (data.size() == 16) {
  					//matrix
  					WARN_PRINT("Collada: Value keys for matrices not supported.");
  				} else {
  					WARN_PRINTS("Collada: Unexpected amount of value keys: " + itos(data.size()));
  				}
  
  				animation->track_insert_key(track, time, value);
  			}
  
  			tracks_found = true;
  		}
  	}
  
  	if (tracks_found) {
  
  		animations.push_back(animation);
  	}
  }
  
  /*********************************************************************************/
  /*************************************** SCENE ***********************************/
  /*********************************************************************************/
  
  uint32_t EditorSceneImporterCollada::get_import_flags() const {
  
  	return IMPORT_SCENE | IMPORT_ANIMATION;
  }
  void EditorSceneImporterCollada::get_extensions(List<String> *r_extensions) const {
  
  	r_extensions->push_back("dae");
  }
  Node *EditorSceneImporterCollada::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err) {
  
  	ColladaImport state;
  	uint32_t flags = Collada::IMPORT_FLAG_SCENE;
  	if (p_flags & IMPORT_ANIMATION)
  		flags |= Collada::IMPORT_FLAG_ANIMATION;
  
  	state.use_mesh_builtin_materials = !(p_flags & IMPORT_MATERIALS_IN_INSTANCES);
  	state.bake_fps = p_bake_fps;
  
  	Error err = state.load(p_path, flags, p_flags & EditorSceneImporter::IMPORT_GENERATE_TANGENT_ARRAYS, p_flags & EditorSceneImporter::IMPORT_USE_COMPRESSION);
  
  	ERR_FAIL_COND_V(err != OK, NULL);
  
  	if (state.missing_textures.size()) {
  
  		/*
  		for(int i=0;i<state.missing_textures.size();i++) {
  			EditorNode::add_io_error("Texture Not Found: "+state.missing_textures[i]);
  		}
  		*/
  
  		if (r_missing_deps) {
  
  			for (int i = 0; i < state.missing_textures.size(); i++) {
  				//EditorNode::add_io_error("Texture Not Found: "+state.missing_textures[i]);
  				r_missing_deps->push_back(state.missing_textures[i]);
  			}
  		}
  	}
  
  	if (p_flags & IMPORT_ANIMATION) {
  
  		state.create_animations(p_flags & IMPORT_ANIMATION_FORCE_ALL_TRACKS_IN_ALL_CLIPS, p_flags & EditorSceneImporter::IMPORT_ANIMATION_KEEP_VALUE_TRACKS);
  		AnimationPlayer *ap = memnew(AnimationPlayer);
  		for (int i = 0; i < state.animations.size(); i++) {
  			String name;
  			if (state.animations[i]->get_name() == "")
  				name = "default";
  			else
  				name = state.animations[i]->get_name();
  
  			if (p_flags & IMPORT_ANIMATION_DETECT_LOOP) {
  
  				if (name.begins_with("loop") || name.ends_with("loop") || name.begins_with("cycle") || name.ends_with("cycle")) {
  					state.animations.write[i]->set_loop(true);
  				}
  			}
  
  			ap->add_animation(name, state.animations[i]);
  		}
  		state.scene->add_child(ap);
  		ap->set_owner(state.scene);
  	}
  
  	return state.scene;
  }
  
  Ref<Animation> EditorSceneImporterCollada::import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) {
  
  	ColladaImport state;
  
  	state.use_mesh_builtin_materials = false;
  
  	Error err = state.load(p_path, Collada::IMPORT_FLAG_ANIMATION, p_flags & EditorSceneImporter::IMPORT_GENERATE_TANGENT_ARRAYS);
  	ERR_FAIL_COND_V(err != OK, RES());
  
  	state.create_animations(p_flags & EditorSceneImporter::IMPORT_ANIMATION_FORCE_ALL_TRACKS_IN_ALL_CLIPS, p_flags & EditorSceneImporter::IMPORT_ANIMATION_KEEP_VALUE_TRACKS);
  	if (state.scene)
  		memdelete(state.scene);
  
  	if (state.animations.size() == 0)
  		return Ref<Animation>();
  	Ref<Animation> anim = state.animations[0];
  	String base = p_path.get_basename().to_lower();
  	if (p_flags & IMPORT_ANIMATION_DETECT_LOOP) {
  
  		if (base.begins_with("loop") || base.ends_with("loop") || base.begins_with("cycle") || base.ends_with("cycle")) {
  			anim->set_loop(true);
  		}
  	}
  
  	return anim;
  }
  
  EditorSceneImporterCollada::EditorSceneImporterCollada() {
  }
  