text: /*
  ---------------------------------------------------------------------------
  Open Asset Import Library (assimp)
  ---------------------------------------------------------------------------
  
  Copyright (c) 2006-2012, assimp team
  
  All rights reserved.
  
  Redistribution and use of this software in source and binary forms, 
  with or without modification, are permitted provided that the following 
  conditions are met:
  
  * Redistributions of source code must retain the above
    copyright notice, this list of conditions and the
    following disclaimer.
  
  * Redistributions in binary form must reproduce the above
    copyright notice, this list of conditions and the
    following disclaimer in the documentation and/or other
    materials provided with the distribution.
  
  * Neither the name of the assimp team, nor the names of its
    contributors may be used to endorse or promote products
    derived from this software without specific prior
    written permission of the assimp team.
  
  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
  "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
  LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
  OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
  LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
  THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
  (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
  OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  ---------------------------------------------------------------------------
  */
  
  /** @file  IRRLoader.cpp
   *  @brief Implementation of the Irr importer class 
   */
  
  #include "AssimpPCH.h"
  
  #ifndef ASSIMP_BUILD_NO_IRR_IMPORTER
  
  #include "IRRLoader.h"
  #include "ParsingUtils.h"
  #include "fast_atof.h"
  #include "GenericProperty.h"
  
  #include "SceneCombiner.h"
  #include "StandardShapes.h"
  #include "Importer.h"
  
  // We need boost::common_factor to compute the lcm/gcd of a number
  #include "boostworkaround/boost/math/common_factor_rt.hpp"
  
  using namespace Assimp;
  using namespace irr;
  using namespace irr::io;
  
  static const aiImporterDesc desc = {
  	"Irrlicht Scene Reader",
  	"",
  	"",
  	"http://irrlicht.sourceforge.net/",
  	aiImporterFlags_SupportTextFlavour,
  	0,
  	0,
  	0,
  	0,
  	"irr xml" 
  };
  
  // ------------------------------------------------------------------------------------------------
  // Constructor to be privately used by Importer
  IRRImporter::IRRImporter()
  {}
  
  // ------------------------------------------------------------------------------------------------
  // Destructor, private as well 
  IRRImporter::~IRRImporter()
  {}
  
  // ------------------------------------------------------------------------------------------------
  // Returns whether the class can handle the format of the given file. 
  bool IRRImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
  {
  	/* NOTE: A simple check for the file extension is not enough
  	 * here. Irrmesh and irr are easy, but xml is too generic
  	 * and could be collada, too. So we need to open the file and
  	 * search for typical tokens.
  	 */
  	const std::string extension = GetExtension(pFile);
  	
  	if (extension == "irr")return true;
  	else if (extension == "xml" || checkSig)
  	{
  		/*  If CanRead() is called in order to check whether we
  		 *  support a specific file extension in general pIOHandler
  		 *  might be NULL and it's our duty to return true here.
  		 */
  		if (!pIOHandler)return true;
  		const char* tokens[] = {"irr_scene"};
  		return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
  	}
  	return false;
  }
  
  // ------------------------------------------------------------------------------------------------
  const aiImporterDesc* IRRImporter::GetInfo () const
  {
  	return &desc;
  }
  
  // ------------------------------------------------------------------------------------------------
  void IRRImporter::SetupProperties(const Importer* pImp)
  {
  	// read the output frame rate of all node animation channels
  	fps = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_IRR_ANIM_FPS,100);
  	if (fps < 10.)	{
  		DefaultLogger::get()->error("IRR: Invalid FPS configuration");
  		fps = 100;
  	}
  
  	// AI_CONFIG_FAVOUR_SPEED
  	configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
  }
  
  // ------------------------------------------------------------------------------------------------
  // Build a mesh tha consists of a single squad (a side of a skybox)
  aiMesh* IRRImporter::BuildSingleQuadMesh(const SkyboxVertex& v1,
  	const SkyboxVertex& v2,
  	const SkyboxVertex& v3,
  	const SkyboxVertex& v4)
  {
  	// allocate and prepare the mesh
  	aiMesh* out = new aiMesh();
  
  	out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
  	out->mNumFaces = 1;
  
  	// build the face
  	out->mFaces    = new aiFace[1];
  	aiFace& face   = out->mFaces[0];
  	
  	face.mNumIndices = 4;
  	face.mIndices    = new unsigned int[4];
  	for (unsigned int i = 0; i < 4;++i)
  		face.mIndices[i] = i;
  
  	out->mNumVertices = 4;
  
  	// copy vertex positions
  	aiVector3D* vec = out->mVertices = new aiVector3D[4];
  	*vec++ = v1.position;
  	*vec++ = v2.position;
  	*vec++ = v3.position;
  	*vec   = v4.position;
  
  	// copy vertex normals
  	vec = out->mNormals = new aiVector3D[4];
  	*vec++ = v1.normal;
  	*vec++ = v2.normal;
  	*vec++ = v3.normal;
  	*vec   = v4.normal;
  
  	// copy texture coordinates
  	vec = out->mTextureCoords[0] = new aiVector3D[4];
  	*vec++ = v1.uv;
  	*vec++ = v2.uv;
  	*vec++ = v3.uv;
  	*vec   = v4.uv;
  	return out;
  }
  
  // ------------------------------------------------------------------------------------------------
  void IRRImporter::BuildSkybox(std::vector<aiMesh*>& meshes, std::vector<aiMaterial*> materials)
  {
  	// Update the material of the skybox - replace the name and disable shading for skyboxes.
  	for (unsigned int i = 0; i < 6;++i)	{
  		aiMaterial* out = ( aiMaterial* ) (*(materials.end()-(6-i)));
  
  		aiString s;
  		s.length = ::sprintf( s.data, "SkyboxSide_%i",i );
  		out->AddProperty(&s,AI_MATKEY_NAME);
  
  		int shading = aiShadingMode_NoShading;
  		out->AddProperty(&shading,1,AI_MATKEY_SHADING_MODEL);
  	}
  
  	// Skyboxes are much more difficult. They are represented
  	// by six single planes with different textures, so we'll
  	// need to build six meshes.
  
  	const float l = 10.f; // the size used by Irrlicht
  
  	// FRONT SIDE
  	meshes.push_back( BuildSingleQuadMesh( 
  		SkyboxVertex(-l,-l,-l,  0, 0, 1,   1.f,1.f),
  		SkyboxVertex( l,-l,-l,  0, 0, 1,   0.f,1.f),
  		SkyboxVertex( l, l,-l,  0, 0, 1,   0.f,0.f),
  		SkyboxVertex(-l, l,-l,  0, 0, 1,   1.f,0.f)) );
  	meshes.back()->mMaterialIndex = materials.size()-6u;
  
  	// LEFT SIDE
  	meshes.push_back( BuildSingleQuadMesh( 
  		SkyboxVertex( l,-l,-l,  -1, 0, 0,   1.f,1.f),
  		SkyboxVertex( l,-l, l,  -1, 0, 0,   0.f,1.f),
  		SkyboxVertex( l, l, l,  -1, 0, 0,   0.f,0.f),
  		SkyboxVertex( l, l,-l,  -1, 0, 0,   1.f,0.f)) );
  	meshes.back()->mMaterialIndex = materials.size()-5u;
  
  	// BACK SIDE
  	meshes.push_back( BuildSingleQuadMesh( 
  		SkyboxVertex( l,-l, l,  0, 0, -1,   1.f,1.f),
  		SkyboxVertex(-l,-l, l,  0, 0, -1,   0.f,1.f),
  		SkyboxVertex(-l, l, l,  0, 0, -1,   0.f,0.f),
  		SkyboxVertex( l, l, l,  0, 0, -1,   1.f,0.f)) );
  	meshes.back()->mMaterialIndex = materials.size()-4u;
  
  	// RIGHT SIDE
  	meshes.push_back( BuildSingleQuadMesh( 
  		SkyboxVertex(-l,-l, l,  1, 0, 0,   1.f,1.f),
  		SkyboxVertex(-l,-l,-l,  1, 0, 0,   0.f,1.f),
  		SkyboxVertex(-l, l,-l,  1, 0, 0,   0.f,0.f),
  		SkyboxVertex(-l, l, l,  1, 0, 0,   1.f,0.f)) );
  	meshes.back()->mMaterialIndex = materials.size()-3u;
  
  	// TOP SIDE
  	meshes.push_back( BuildSingleQuadMesh( 
  		SkyboxVertex( l, l,-l,  0, -1, 0,   1.f,1.f),
  		SkyboxVertex( l, l, l,  0, -1, 0,   0.f,1.f),
  		SkyboxVertex(-l, l, l,  0, -1, 0,   0.f,0.f),
  		SkyboxVertex(-l, l,-l,  0, -1, 0,   1.f,0.f)) );
  	meshes.back()->mMaterialIndex = materials.size()-2u;
  
  	// BOTTOM SIDE
  	meshes.push_back( BuildSingleQuadMesh( 
  		SkyboxVertex( l,-l, l,  0,  1, 0,   0.f,0.f),
  		SkyboxVertex( l,-l,-l,  0,  1, 0,   1.f,0.f),
  		SkyboxVertex(-l,-l,-l,  0,  1, 0,   1.f,1.f),
  		SkyboxVertex(-l,-l, l,  0,  1, 0,   0.f,1.f)) );
  	meshes.back()->mMaterialIndex = materials.size()-1u;
  }
  
  // ------------------------------------------------------------------------------------------------
  void IRRImporter::CopyMaterial(std::vector<aiMaterial*>& materials,
  	std::vector< std::pair<aiMaterial*, unsigned int> >& inmaterials,
  	unsigned int& defMatIdx,
  	aiMesh* mesh)
  {
  	if (inmaterials.empty())	{
  		// Do we have a default material? If not we need to create one
  		if (UINT_MAX == defMatIdx)
  		{
  			defMatIdx = (unsigned int)materials.size();
  			aiMaterial* mat = new aiMaterial();
  
  			aiString s;
  			s.Set(AI_DEFAULT_MATERIAL_NAME);
  			mat->AddProperty(&s,AI_MATKEY_NAME);
  
  			aiColor3D c(0.6f,0.6f,0.6f);
  			mat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);
  		}
  		mesh->mMaterialIndex = defMatIdx;
  		return;
  	}
  	else if (inmaterials.size() > 1)	{
  		DefaultLogger::get()->info("IRR: Skipping additional materials");
  	}
  
  	mesh->mMaterialIndex = (unsigned int)materials.size();
  	materials.push_back(inmaterials[0].first);
  }
  
  
  // ------------------------------------------------------------------------------------------------
  inline int ClampSpline(int idx, int size)
  {
  	return ( idx<0 ? size+idx : ( idx>=size ? idx-size : idx ) );
  }
  
  // ------------------------------------------------------------------------------------------------
  inline void FindSuitableMultiple(int& angle)
  {
  	if (angle < 3)angle = 3;
  	else if (angle < 10) angle = 10;
  	else if (angle < 20) angle = 20;
  	else if (angle < 30) angle = 30;
  	else
  	{
  	}
  }
  
  // ------------------------------------------------------------------------------------------------
  void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNodeAnim*>& anims)
  {
  	ai_assert(NULL != root && NULL != real);
  
  	// XXX totally WIP - doesn't produce proper results, need to evaluate
  	// whether there's any use for Irrlicht's proprietary scene format
  	// outside Irrlicht ...
  
  	if (root->animators.empty()) {
  		return;
  	}
  	unsigned int total = 0;
  	for (std::list<Animator>::iterator it = root->animators.begin();it != root->animators.end(); ++it)	{
  		if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER)	{
  			DefaultLogger::get()->warn("IRR: Skipping unknown or unsupported animator");
  			continue;
  		}
  		++total;
  	}
  	if (!total)return;
  	else if (1 == total)	{
  		DefaultLogger::get()->warn("IRR: Adding dummy nodes to simulate multiple animators");
  	}
  
  	// NOTE: 1 tick == i millisecond
  
  	unsigned int cur = 0;
  	for (std::list<Animator>::iterator it = root->animators.begin();
  		it != root->animators.end(); ++it)
  	{
  		if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER)continue;
  
  		Animator& in = *it ;
  		aiNodeAnim* anim = new aiNodeAnim();
  
  		if (cur != total-1)	{
  			// Build a new name - a prefix instead of a suffix because it is
  			// easier to check against
  			anim->mNodeName.length = ::sprintf(anim->mNodeName.data,
  				"$INST_DUMMY_%i_%s",total-1,
  				(root->name.length() ? root->name.c_str() : ""));
  
  			// we'll also need to insert a dummy in the node hierarchy.
  			aiNode* dummy = new aiNode();
  
  			for (unsigned int i = 0; i < real->mParent->mNumChildren;++i)
  				if (real->mParent->mChildren[i] == real)
  					real->mParent->mChildren[i] = dummy;
  
  			dummy->mParent = real->mParent;
  			dummy->mName = anim->mNodeName;
  
  			dummy->mNumChildren = 1;
  			dummy->mChildren = new aiNode*[dummy->mNumChildren];
  			dummy->mChildren[0] = real;
  
  			// the transformation matrix of the dummy node is the identity
  
  			real->mParent = dummy;
  		}
  		else anim->mNodeName.Set(root->name);
  		++cur;
  
  		switch (in.type)	{
  		case Animator::ROTATION:
  			{
  				// -----------------------------------------------------
  				// find out how long a full rotation will take
  				// This is the least common multiple of 360.f and all 
  				// three euler angles. Although we'll surely find a 
  				// possible multiple (haha) it could be somewhat large
  				// for our purposes. So we need to modify the angles
  				// here in order to get good results.
  				// -----------------------------------------------------
  				int angles[3];
  				angles[0] = (int)(in.direction.x*100);
  				angles[1] = (int)(in.direction.y*100);
  				angles[2] = (int)(in.direction.z*100);
  
  				angles[0] %= 360;
  				angles[1] %= 360;
  				angles[2] %= 360;
  
  				if ((angles[0]*angles[1]) && (angles[1]*angles[2]))
  				{
  					FindSuitableMultiple(angles[0]);
  					FindSuitableMultiple(angles[1]);
  					FindSuitableMultiple(angles[2]);
  				}
  
  				int lcm = 360;
  
  				if (angles[0])
  					lcm  = boost::math::lcm(lcm,angles[0]);
  
  				if (angles[1])
  					lcm  = boost::math::lcm(lcm,angles[1]);
  
  				if (angles[2])
  					lcm  = boost::math::lcm(lcm,angles[2]);
  
  				if (360 == lcm)
  					break;
  
  #if 0
  				// This can be a division through zero, but we don't care
  				float f1 = (float)lcm / angles[0];
  				float f2 = (float)lcm / angles[1];
  				float f3 = (float)lcm / angles[2];
  #endif
  
  				// find out how many time units we'll need for the finest
  				// track (in seconds) - this defines the number of output
  				// keys (fps * seconds)
  				float max  = 0.f;
  				if (angles[0])
  					max = (float)lcm / angles[0];
  				if (angles[1])
  					max = std::max(max, (float)lcm / angles[1]);
  				if (angles[2])
  					max = std::max(max, (float)lcm / angles[2]);
  
  				anim->mNumRotationKeys = (unsigned int)(max*fps);
  				anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
  
  				// begin with a zero angle
  				aiVector3D angle;
  				for (unsigned int i = 0; i < anim->mNumRotationKeys;++i)
  				{
  					// build the quaternion for the given euler angles
  					aiQuatKey& q = anim->mRotationKeys[i];
  
  					q.mValue = aiQuaternion(angle.x, angle.y, angle.z);
  					q.mTime = (double)i;
  
  					// increase the angle
  					angle += in.direction;
  				}
  
  				// This animation is repeated and repeated ...
  				anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
  			}
  			break;
  
  		case Animator::FLY_CIRCLE:
  			{
  				// -----------------------------------------------------
  				// Find out how much time we'll need to perform a 
  				// full circle. 
  				// -----------------------------------------------------
  				const double seconds = (1. / in.speed) / 1000.;
  				const double tdelta = 1000. / fps;
  
  				anim->mNumPositionKeys = (unsigned int) (fps * seconds);
  				anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
  
  				// from Irrlicht, what else should we do than copying it?
  				aiVector3D vecU,vecV;
  				if (in.direction.y)	{
  					vecV = aiVector3D(50,0,0) ^ in.direction;
  				}
  				else vecV = aiVector3D(0,50,00) ^ in.direction;
  				vecV.Normalize();
  				vecU = (vecV ^ in.direction).Normalize();
  
  				// build the output keys
  				for (unsigned int i = 0; i < anim->mNumPositionKeys;++i)	{
  					aiVectorKey& key = anim->mPositionKeys[i];
  					key.mTime = i * tdelta;
  
  					const float t = (float) ( in.speed * key.mTime );
  					key.mValue = in.circleCenter  + in.circleRadius * ((vecU*::cosf(t)) + (vecV*::sinf(t)));
  				}
  
  				// This animation is repeated and repeated ...
  				anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
  			}
  			break;
  
  		case Animator::FLY_STRAIGHT:
  			{
  				anim->mPostState = anim->mPreState = (in.loop ? aiAnimBehaviour_REPEAT : aiAnimBehaviour_CONSTANT);
  				const double seconds = in.timeForWay / 1000.;
  				const double tdelta = 1000. / fps;
  
  				anim->mNumPositionKeys = (unsigned int) (fps * seconds);
  				anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
  
  				aiVector3D diff = in.direction - in.circleCenter;
  				const float lengthOfWay = diff.Length();
  				diff.Normalize();
  
  				const double timeFactor = lengthOfWay / in.timeForWay;
  
  				// build the output keys
  				for (unsigned int i = 0; i < anim->mNumPositionKeys;++i)	{
  					aiVectorKey& key = anim->mPositionKeys[i];
  					key.mTime = i * tdelta;
  					key.mValue = in.circleCenter + diff * float(timeFactor * key.mTime);
  				}
  			}
  			break;
  
  		case Animator::FOLLOW_SPLINE:
  			{
  				// repeat outside the defined time range
  				anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
  				const int size = (int)in.splineKeys.size();
  				if (!size)	{
  					// We have no point in the spline. That's bad. Really bad.
  					DefaultLogger::get()->warn("IRR: Spline animators with no points defined");
  
  					delete anim;anim = NULL;
  					break;
  				}
  				else if (size == 1)	{
  					// We have just one point in the spline so we don't need the full calculation
  					anim->mNumPositionKeys = 1;
  					anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
  
  					anim->mPositionKeys[0].mValue = in.splineKeys[0].mValue;
  					anim->mPositionKeys[0].mTime  = 0.f;
  					break;
  				}
  
  				unsigned int ticksPerFull = 15;
  				anim->mNumPositionKeys = (unsigned int) ( ticksPerFull * fps );
  				anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
  
  				for (unsigned int i = 0; i < anim->mNumPositionKeys;++i)
  				{
  					aiVectorKey& key = anim->mPositionKeys[i];
  
  					const float dt = (i * in.speed * 0.001f );
  					const float u = dt - floor(dt);
  					const int idx = (int)floor(dt) % size;
  
  					// get the 4 current points to evaluate the spline
  					const aiVector3D& p0 = in.splineKeys[ ClampSpline( idx - 1, size ) ].mValue;
  					const aiVector3D& p1 = in.splineKeys[ ClampSpline( idx + 0, size ) ].mValue; 
  					const aiVector3D& p2 = in.splineKeys[ ClampSpline( idx + 1, size ) ].mValue; 
  					const aiVector3D& p3 = in.splineKeys[ ClampSpline( idx + 2, size ) ].mValue;
  
  					// compute polynomials
  					const float u2 = u*u;
  					const float u3 = u2*2;
  
  					const float h1 = 2.0f * u3 - 3.0f * u2 + 1.0f;
  					const float h2 = -2.0f * u3 + 3.0f * u3;
  					const float h3 = u3 - 2.0f * u3;
  					const float h4 = u3 - u2;
  
  					// compute the spline tangents
  					const aiVector3D t1 = ( p2 - p0 ) * in.tightness;
  					aiVector3D t2 = ( p3 - p1 ) * in.tightness;
  
  					// and use them to get the interpolated point
  					t2 = (h1 * p1 + p2 * h2 + t1 * h3 + h4 * t2);
  
  					// build a simple translation matrix from it
  					key.mValue = t2;
  					key.mTime  = (double) i;
  				}
  			}
  			break;
  		default:
  			// UNKNOWN , OTHER
  			break;
  		};
  		if (anim)	{
  			anims.push_back(anim);
  			++total;
  		}
  	}
  }
  
  // ------------------------------------------------------------------------------------------------
  // This function is maybe more generic than we'd need it here
  void SetupMapping (aiMaterial* mat, aiTextureMapping mode, const aiVector3D& axis = aiVector3D(0.f,0.f,-1.f))
  {
  	// Check whether there are texture properties defined - setup
  	// the desired texture mapping mode for all of them and ignore
  	// all UV settings we might encounter. WE HAVE NO UVS!
  
  	std::vector<aiMaterialProperty*> p;
  	p.reserve(mat->mNumProperties+1);
  
  	for (unsigned int i = 0; i < mat->mNumProperties;++i)
  	{
  		aiMaterialProperty* prop = mat->mProperties[i];
  		if (!::strcmp( prop->mKey.data, "$tex.file"))	{
  			// Setup the mapping key
  			aiMaterialProperty* m = new aiMaterialProperty();
  			m->mKey.Set("$tex.mapping");
  			m->mIndex    = prop->mIndex;
  			m->mSemantic = prop->mSemantic;
  			m->mType     = aiPTI_Integer;
  
  			m->mDataLength = 4;
  			m->mData = new char[4];
  			*((int*)m->mData) = mode;
  
  			p.push_back(prop);
  			p.push_back(m);
  
  			// Setup the mapping axis
  			if (mode == aiTextureMapping_CYLINDER || mode == aiTextureMapping_PLANE || mode == aiTextureMapping_SPHERE)	{
  				m = new aiMaterialProperty();
  				m->mKey.Set("$tex.mapaxis");
  				m->mIndex    = prop->mIndex;
  				m->mSemantic = prop->mSemantic;
  				m->mType     = aiPTI_Float;
  
  				m->mDataLength = 12;
  				m->mData = new char[12];
  				*((aiVector3D*)m->mData) = axis;
  				p.push_back(m);
  			}
  		}
  		else if (! ::strcmp( prop->mKey.data, "$tex.uvwsrc"))	{
  			delete mat->mProperties[i];
  		}
  		else p.push_back(prop);
  	}
  
  	if (p.empty())return;
  
  	// rebuild the output array
  	if (p.size() > mat->mNumAllocated)	{
  		delete[] mat->mProperties;
  		mat->mProperties = new aiMaterialProperty*[p.size()*2];
  
  		mat->mNumAllocated = p.size()*2;
  	}
  	mat->mNumProperties = (unsigned int)p.size();
  	::memcpy(mat->mProperties,&p[0],sizeof(void*)*mat->mNumProperties);
  }
  
  // ------------------------------------------------------------------------------------------------
  void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
  	BatchLoader& batch,
  	std::vector<aiMesh*>&        meshes,
  	std::vector<aiNodeAnim*>&    anims,
  	std::vector<AttachmentInfo>& attach,
  	std::vector<aiMaterial*>&	 materials,
  	unsigned int&				 defMatIdx)
  {
  	unsigned int oldMeshSize = (unsigned int)meshes.size();
  	//unsigned int meshTrafoAssign = 0;
  
  	// Now determine the type of the node 
  	switch (root->type)
  	{
  	case Node::ANIMMESH:
  	case Node::MESH:
  		{
  			if (!root->meshPath.length())
  				break;
  
  			// Get the loaded mesh from the scene and add it to
  			// the list of all scenes to be attached to the 
  			// graph we're currently building
  			aiScene* scene = batch.GetImport(root->id);
  			if (!scene)	{
  				DefaultLogger::get()->error("IRR: Unable to load external file: " + root->meshPath);
  				break;
  			}
  			attach.push_back(AttachmentInfo(scene,rootOut));
  
  			// Now combine the material we've loaded for this mesh
  			// with the real materials we got from the file. As we
  			// don't execute any pp-steps on the file, the numbers
  			// should be equal. If they are not, we can impossibly
  			// do this  ...
  			if (root->materials.size() != (unsigned int)scene->mNumMaterials)	{
  				DefaultLogger::get()->warn("IRR: Failed to match imported materials "
  					"with the materials found in the IRR scene file");
  
  				break;
  			}
  			for (unsigned int i = 0; i < scene->mNumMaterials;++i)	{
  				// Delete the old material, we don't need it anymore
  				delete scene->mMaterials[i];
  
  				std::pair<aiMaterial*, unsigned int>& src = root->materials[i];
  				scene->mMaterials[i] = src.first;
  			}
  
  			// NOTE: Each mesh should have exactly one material assigned,
  			// but we do it in a separate loop if this behaviour changes
  			// in future.
  			for (unsigned int i = 0; i < scene->mNumMeshes;++i)	{
  				// Process material flags 
  				aiMesh* mesh = scene->mMeshes[i];
  
  
  				// If "trans_vertex_alpha" mode is enabled, search all vertex colors 
  				// and check whether they have a common alpha value. This is quite
  				// often the case so we can simply extract it to a shared oacity
  				// value.
  				std::pair<aiMaterial*, unsigned int>& src = root->materials[mesh->mMaterialIndex];
  				aiMaterial* mat = (aiMaterial*)src.first;
  
  				if (mesh->HasVertexColors(0) && src.second & AI_IRRMESH_MAT_trans_vertex_alpha)
  				{
  					bool bdo = true;
  					for (unsigned int a = 1; a < mesh->mNumVertices;++a)	{
  
  						if (mesh->mColors[0][a].a != mesh->mColors[0][a-1].a)	{
  							bdo = false;
  							break;
  						}
  					}
  					if (bdo)	{
  						DefaultLogger::get()->info("IRR: Replacing mesh vertex alpha with common opacity");
  
  						for (unsigned int a = 0; a < mesh->mNumVertices;++a)
  							mesh->mColors[0][a].a = 1.f;
  
  						mat->AddProperty(& mesh->mColors[0][0].a, 1, AI_MATKEY_OPACITY);
  					}
  				}
  
  				// If we have a second texture coordinate set and a second texture
  				// (either lightmap, normalmap, 2layered material) we need to
  				// setup the correct UV index for it. The texture can either
  				// be diffuse (lightmap & 2layer) or a normal map (normal & parallax)
  				if (mesh->HasTextureCoords(1))	{
  
  					int idx = 1;
  					if (src.second & (AI_IRRMESH_MAT_solid_2layer | AI_IRRMESH_MAT_lightmap))	{
  						mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_DIFFUSE(0));
  					}
  					else if (src.second & AI_IRRMESH_MAT_normalmap_solid)	{
  						mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_NORMALS(0));
  					}
  				}
  			}
  		}
  		break;
  
  	case Node::LIGHT:
  	case Node::CAMERA:
  
  		// We're already finished with lights and cameras
  		break;
  
  
  	case Node::SPHERE:
  		{
  			// Generate the sphere model. Our input parameter to
  			// the sphere generation algorithm is the number of
  			// subdivisions of each triangle - but here we have
  			// the number of poylgons on a specific axis. Just
  			// use some hardcoded limits to approximate this ...
  			unsigned int mul = root->spherePolyCountX*root->spherePolyCountY;
  			if      (mul < 100)mul = 2;
  			else if (mul < 300)mul = 3;
  			else               mul = 4;
  
  			meshes.push_back(StandardShapes::MakeMesh(mul,
  				&StandardShapes::MakeSphere));
  
  			// Adjust scaling
  			root->scaling *= root->sphereRadius/2;
  
  			// Copy one output material
  			CopyMaterial(materials, root->materials, defMatIdx, meshes.back());
  
  			// Now adjust this output material - if there is a first texture
  			// set, setup spherical UV mapping around the Y axis.
  			SetupMapping ( (aiMaterial*) materials.back(), aiTextureMapping_SPHERE);
  		}
  		break;
  
  	case Node::CUBE:
  		{
  			// Generate an unit cube first
  			meshes.push_back(StandardShapes::MakeMesh(
  				&StandardShapes::MakeHexahedron));
  
  			// Adjust scaling
  			root->scaling *= root->sphereRadius;
  
  			// Copy one output material
  			CopyMaterial(materials, root->materials, defMatIdx, meshes.back());
  
  			// Now adjust this output material - if there is a first texture
  			// set, setup cubic UV mapping 
  			SetupMapping ( (aiMaterial*) materials.back(), aiTextureMapping_BOX );
  		}
  		break;
  
  
  	case Node::SKYBOX:
  		{
  			// A skybox is defined by six materials
  			if (root->materials.size() < 6) {
  				DefaultLogger::get()->error("IRR: There should be six materials for a skybox");
  				break;
  			}
  
  			// copy those materials and generate 6 meshes for our new skybox
  			materials.reserve(materials.size() + 6);
  			for (unsigned int i = 0; i < 6;++i)
  				materials.insert(materials.end(),root->materials[i].first);
  
  			BuildSkybox(meshes,materials);
  
  			// *************************************************************
  			// Skyboxes will require a different code path for rendering,
  			// so there must be a way for the user to add special support
  			// for IRR skyboxes. We add a 'IRR.SkyBox_' prefix to the node.
  			// *************************************************************
  			root->name = "IRR.SkyBox_" + root->name;
  			DefaultLogger::get()->info("IRR: Loading skybox, this will "
  				"require special handling to be displayed correctly");
  		}
  		break;
  
  	case Node::TERRAIN:
  		{
  			// to support terrains, we'd need to have a texture decoder
  			DefaultLogger::get()->error("IRR: Unsupported node - TERRAIN");
  		}
  		break;
  	default:
  		// DUMMY
  		break;
  	};
  
  	// Check whether we added a mesh (or more than one ...). In this case 
  	// we'll also need to attach it to the node
  	if (oldMeshSize != (unsigned int) meshes.size())	{
  
  		rootOut->mNumMeshes = (unsigned int)meshes.size() - oldMeshSize;
  		rootOut->mMeshes    = new unsigned int[rootOut->mNumMeshes];
  
  		for (unsigned int a = 0; a  < rootOut->mNumMeshes;++a)	{
  			rootOut->mMeshes[a] = oldMeshSize+a;
  		}
  	}
  
  	// Setup the name of this node
  	rootOut->mName.Set(root->name);
  
  	// Now compute the final local transformation matrix of the
  	// node from the given translation, rotation and scaling values.
  	// (the rotation is given in Euler angles, XYZ order)
  	//std::swap((float&)root->rotation.z,(float&)root->rotation.y);
  	rootOut->mTransformation.FromEulerAnglesXYZ(AI_DEG_TO_RAD(root->rotation) );
  
  	// apply scaling
  	aiMatrix4x4& mat = rootOut->mTransformation;
  	mat.a1 *= root->scaling.x;
  	mat.b1 *= root->scaling.x; 
  	mat.c1 *= root->scaling.x;
  	mat.a2 *= root->scaling.y; 
  	mat.b2 *= root->scaling.y; 
  	mat.c2 *= root->scaling.y;
  	mat.a3 *= root->scaling.z;
  	mat.b3 *= root->scaling.z; 
  	mat.c3 *= root->scaling.z;
  
  	// apply translation
  	mat.a4 += root->position.x; 
  	mat.b4 += root->position.y; 
  	mat.c4 += root->position.z;
  
  	// now compute animations for the node
  	ComputeAnimations(root,rootOut, anims);
  
  	// Add all children recursively. First allocate enough storage
  	// for them, then call us again
  	rootOut->mNumChildren = (unsigned int)root->children.size();
  	if (rootOut->mNumChildren)	{
  		
  		rootOut->mChildren = new aiNode*[rootOut->mNumChildren];
  		for (unsigned int i = 0; i < rootOut->mNumChildren;++i)	{
  
  			aiNode* node = rootOut->mChildren[i] =  new aiNode();
  			node->mParent = rootOut;
  			GenerateGraph(root->children[i],node,scene,batch,meshes,
  				anims,attach,materials,defMatIdx);
  		}
  	}
  }
  
  // ------------------------------------------------------------------------------------------------
  // Imports the given file into the given scene structure. 
  void IRRImporter::InternReadFile( const std::string& pFile, 
  	aiScene* pScene, IOSystem* pIOHandler)
  {
  	boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
  
  	// Check whether we can read from the file
  	if( file.get() == NULL)
  		throw DeadlyImportError( "Failed to open IRR file " + pFile + "");
  
  	// Construct the irrXML parser
  	CIrrXML_IOStreamReader st(file.get());
  	reader = createIrrXMLReader((IFileReadCallBack*) &st);
  
  	// The root node of the scene
  	Node* root = new Node(Node::DUMMY);
  	root->parent = NULL;
  	root->name = "<IRRSceneRoot>";
  
  	// Current node parent
  	Node* curParent = root;
  
  	// Scenegraph node we're currently working on
  	Node* curNode = NULL;
  
  	// List of output cameras
  	std::vector<aiCamera*> cameras;
  
  	// List of output lights
  	std::vector<aiLight*> lights;
  
  	// Batch loader used to load external models
  	BatchLoader batch(pIOHandler);
  //	batch.SetBasePath(pFile);
  	
  	cameras.reserve(5);
  	lights.reserve(5);
  
  	bool inMaterials = false, inAnimator = false;
  	unsigned int guessedAnimCnt = 0, guessedMeshCnt = 0, guessedMatCnt = 0;
  
  	// Parse the XML file
  	while (reader->read())	{
  		switch (reader->getNodeType())	{
  		case EXN_ELEMENT:
  			
  			if (!ASSIMP_stricmp(reader->getNodeName(),"node"))	{
  				// ***********************************************************************
  				/*  What we're going to do with the node depends
  				 *  on its type:
  				 *
  				 *  "mesh" - Load a mesh from an external file
  				 *  "cube" - Generate a cube 
  				 *  "skybox" - Generate a skybox
  				 *  "light" - A light source
  				 *  "sphere" - Generate a sphere mesh
  				 *  "animatedMesh" - Load an animated mesh from an external file
  				 *    and join its animation channels with ours.
  				 *  "empty" - A dummy node
  				 *  "camera" - A camera
  				 *  "terrain" - a terrain node (data comes from a heightmap)
  				 *  "billboard", ""
  				 *
  				 *  Each of these nodes can be animated and all can have multiple
  				 *  materials assigned (except lights, cameras and dummies, of course).
  				 */
  				// ***********************************************************************
  				const char* sz = reader->getAttributeValueSafe("type");
  				Node* nd;
  				if (!ASSIMP_stricmp(sz,"mesh") || !ASSIMP_stricmp(sz,"octTree"))	{
  					// OctTree's and meshes are treated equally
  					nd = new Node(Node::MESH);
  				}
  				else if (!ASSIMP_stricmp(sz,"cube"))	{
  					nd = new Node(Node::CUBE);
  					++guessedMeshCnt;
  					// meshes.push_back(StandardShapes::MakeMesh(&StandardShapes::MakeHexahedron));
  				}
  				else if (!ASSIMP_stricmp(sz,"skybox"))	{
  					nd = new Node(Node::SKYBOX);
  					guessedMeshCnt += 6;
  				}
  				else if (!ASSIMP_stricmp(sz,"camera"))	{
  					nd = new Node(Node::CAMERA);
  
  					// Setup a temporary name for the camera
  					aiCamera* cam = new aiCamera();
  					cam->mName.Set( nd->name );
  					cameras.push_back(cam);
  				}
  				else if (!ASSIMP_stricmp(sz,"light"))	{
  					nd = new Node(Node::LIGHT);
  
  					// Setup a temporary name for the light
  					aiLight* cam = new aiLight();
  					cam->mName.Set( nd->name );
  					lights.push_back(cam);
  				}
  				else if (!ASSIMP_stricmp(sz,"sphere"))	{
  					nd = new Node(Node::SPHERE);
  					++guessedMeshCnt;
  				}
  				else if (!ASSIMP_stricmp(sz,"animatedMesh"))	{
  					nd = new Node(Node::ANIMMESH);
  				}
  				else if (!ASSIMP_stricmp(sz,"empty"))	{
  					nd = new Node(Node::DUMMY);
  				}
  				else if (!ASSIMP_stricmp(sz,"terrain"))	{
  					nd = new Node(Node::TERRAIN);
  				}
  				else if (!ASSIMP_stricmp(sz,"billBoard"))	{
  					// We don't support billboards, so ignore them
  					DefaultLogger::get()->error("IRR: Billboards are not supported by Assimp");
  					nd = new Node(Node::DUMMY);
  				}
  				else	{
  					DefaultLogger::get()->warn("IRR: Found unknown node: " + std::string(sz));
  
  					/*  We skip the contents of nodes we don't know.
  					 *  We parse the transformation and all animators 
  					 *  and skip the rest.
  					 */
  					nd = new Node(Node::DUMMY);
  				}
  
  				/* Attach the newly created node to the scenegraph
  				 */
  				curNode = nd;
  				nd->parent = curParent;
  				curParent->children.push_back(nd);
  			}
  			else if (!ASSIMP_stricmp(reader->getNodeName(),"materials"))	{
  				inMaterials = true;
  			}
  			else if (!ASSIMP_stricmp(reader->getNodeName(),"animators"))	{
  				inAnimator = true;
  			}
  			else if (!ASSIMP_stricmp(reader->getNodeName(),"attributes"))	{
  				/*  We should have a valid node here
  				 *  FIX: no ... the scene root node is also contained in an attributes block
  				 */
  				if (!curNode)	{
  #if 0
  					DefaultLogger::get()->error("IRR: Encountered <attributes> element, but "
  						"there is no node active");
  #endif
  					continue;
  				}
  
  				Animator* curAnim = NULL;
  
  				// Materials can occur for nearly any type of node
  				if (inMaterials && curNode->type != Node::DUMMY)	{
  					/*  This is a material description - parse it!
  					 */
  					curNode->materials.push_back(std::pair< aiMaterial*, unsigned int > () );
  					std::pair< aiMaterial*, unsigned int >& p = curNode->materials.back();
  
  					p.first = ParseMaterial(p.second);
  
  					++guessedMatCnt;
  					continue;
  				}
  				else if (inAnimator)	{
  					/*  This is an animation path - add a new animator
  					 *  to the list.
  					 */
  					curNode->animators.push_back(Animator());
  					curAnim = & curNode->animators.back();
  
  					++guessedAnimCnt;
  				}
  
  				/*  Parse all elements in the attributes block 
  				 *  and process them.
  				 */
  				while (reader->read())	{
  					if (reader->getNodeType() == EXN_ELEMENT)	{
  						if (!ASSIMP_stricmp(reader->getNodeName(),"vector3d"))	{
  							VectorProperty prop;
  							ReadVectorProperty(prop);
  
  							if (inAnimator)	{
  								if (curAnim->type == Animator::ROTATION && prop.name == "Rotation")	{
  									// We store the rotation euler angles in 'direction'
  									curAnim->direction = prop.value;
  								}
  								else if (curAnim->type == Animator::FOLLOW_SPLINE)	{
  									// Check whether the vector follows the PointN naming scheme,
  									// here N is the ONE-based index of the point
  									if (prop.name.length() >= 6 && prop.name.substr(0,5) == "Point")	{
  										// Add a new key to the list
  										curAnim->splineKeys.push_back(aiVectorKey());
  										aiVectorKey& key = curAnim->splineKeys.back();
  
  										// and parse its properties
  										key.mValue = prop.value;
  										key.mTime  = strtoul10(&prop.name[5]);
  									}
  								}
  								else if (curAnim->type == Animator::FLY_CIRCLE)	{
  									if (prop.name == "Center")	{
  										curAnim->circleCenter = prop.value;
  									}
  									else if (prop.name == "Direction")	{
  										curAnim->direction = prop.value;
  
  										// From Irrlicht's source - a workaround for backward compatibility with Irrlicht 1.1
  										if (curAnim->direction == aiVector3D())	{
  											curAnim->direction = aiVector3D(0.f,1.f,0.f);
  										}
  										else curAnim->direction.Normalize();
  									}
  								}
  								else if (curAnim->type == Animator::FLY_STRAIGHT)	{
  									if (prop.name == "Start")	{
  										// We reuse the field here
  										curAnim->circleCenter = prop.value;
  									}
  									else if (prop.name == "End")	{
  										// We reuse the field here
  										curAnim->direction = prop.value;
  									}
  								}
  							}
  							else	{
  								if (prop.name == "Position")	{
  									curNode->position = prop.value;
  								}
  								else if (prop.name == "Rotation")	{
  									curNode->rotation = prop.value;
  								}
  								else if (prop.name == "Scale")	{
  									curNode->scaling = prop.value;
  								}
  								else if (Node::CAMERA == curNode->type)
  								{
  									aiCamera* cam = cameras.back();
  									if (prop.name == "Target")	{
  										cam->mLookAt = prop.value;
  									}
  									else if (prop.name == "UpVector")	{
  										cam->mUp = prop.value;
  									}
  								}
  							}
  						}
  						else if (!ASSIMP_stricmp(reader->getNodeName(),"bool"))	{
  							BoolProperty prop;
  							ReadBoolProperty(prop);
  
  							if (inAnimator && curAnim->type == Animator::FLY_CIRCLE && prop.name == "Loop")	{
  								curAnim->loop = prop.value;
  							}
  						}
  						else if (!ASSIMP_stricmp(reader->getNodeName(),"float"))	{
  							FloatProperty prop;
  							ReadFloatProperty(prop);
  
  							if (inAnimator)	{
  								// The speed property exists for several animators
  								if (prop.name == "Speed")	{
  									curAnim->speed = prop.value;
  								}
  								else if (curAnim->type == Animator::FLY_CIRCLE && prop.name == "Radius")	{
  									curAnim->circleRadius = prop.value;
  								}
  								else if (curAnim->type == Animator::FOLLOW_SPLINE && prop.name == "Tightness")	{
  									curAnim->tightness = prop.value;
  								}
  							}
  							else	{
  								if (prop.name == "FramesPerSecond" && Node::ANIMMESH == curNode->type)	{
  									curNode->framesPerSecond = prop.value;
  								}
  								else if (Node::CAMERA == curNode->type)	{	
  									/*  This is the vertical, not the horizontal FOV.
  									*  We need to compute the right FOV from the
  									*  screen aspect which we don't know yet.
  									*/
  									if (prop.name == "Fovy")	{
  										cameras.back()->mHorizontalFOV  = prop.value;
  									}
  									else if (prop.name == "Aspect")	{
  										cameras.back()->mAspect = prop.value;
  									}
  									else if (prop.name == "ZNear")	{
  										cameras.back()->mClipPlaneNear = prop.value;
  									}
  									else if (prop.name == "ZFar")	{
  										cameras.back()->mClipPlaneFar = prop.value;
  									}
  								}
  								else if (Node::LIGHT == curNode->type)	{	
  									/*  Additional light information
  									 */
  									if (prop.name == "Attenuation")	{
  										lights.back()->mAttenuationLinear  = prop.value;
  									}
  									else if (prop.name == "OuterCone")	{
  										lights.back()->mAngleOuterCone =  AI_DEG_TO_RAD( prop.value );
  									}
  									else if (prop.name == "InnerCone")	{
  										lights.back()->mAngleInnerCone =  AI_DEG_TO_RAD( prop.value );
  									}
  								}
  								// radius of the sphere to be generated -
  								// or alternatively, size of the cube
  								else if ((Node::SPHERE == curNode->type && prop.name == "Radius") 
  									|| (Node::CUBE == curNode->type   && prop.name == "Size" ))	{
  									
  										curNode->sphereRadius = prop.value;
  								}
  							}
  						}
  						else if (!ASSIMP_stricmp(reader->getNodeName(),"int"))	{
  							IntProperty prop;
  							ReadIntProperty(prop);
  
  							if (inAnimator)	{
  								if (curAnim->type == Animator::FLY_STRAIGHT && prop.name == "TimeForWay")	{
  									curAnim->timeForWay = prop.value;
  								}
  							}
  							else	{
  								// sphere polgon numbers in each direction
  								if (Node::SPHERE == curNode->type)	{
  
  									if (prop.name == "PolyCountX")	{
  										curNode->spherePolyCountX = prop.value;
  									}
  									else if (prop.name == "PolyCountY")	{
  										curNode->spherePolyCountY = prop.value;
  									}
  								}
  							}
  						}
  						else if (!ASSIMP_stricmp(reader->getNodeName(),"string") ||!ASSIMP_stricmp(reader->getNodeName(),"enum"))	{
  							StringProperty prop;
  							ReadStringProperty(prop);
  							if (prop.value.length())	{
  								if (prop.name == "Name")	{
  									curNode->name = prop.value;
  
  									/*  If we're either a camera or a light source
  									 *  we need to update the name in the aiLight/
  									 *  aiCamera structure, too.
  									 */
  									if (Node::CAMERA == curNode->type)	{
  										cameras.back()->mName.Set(prop.value);
  									}
  									else if (Node::LIGHT == curNode->type)	{
  										lights.back()->mName.Set(prop.value);
  									}
  								}
  								else if (Node::LIGHT == curNode->type && "LightType" == prop.name)
  								{
  									if (prop.value == "Spot")
  										lights.back()->mType = aiLightSource_SPOT;
  									else if (prop.value == "Point")
  										lights.back()->mType = aiLightSource_POINT;
  									else if (prop.value == "Directional")
  										lights.back()->mType = aiLightSource_DIRECTIONAL;
  									else
  									{
  										// We won't pass the validation with aiLightSourceType_UNDEFINED,
  										// so we remove the light and replace it with a silly dummy node
  										delete lights.back();
  										lights.pop_back();
  										curNode->type = Node::DUMMY;
  
  										DefaultLogger::get()->error("Ignoring light of unknown type: " + prop.value);
  									}
  								}
  								else if ((prop.name == "Mesh" && Node::MESH == curNode->type) ||
  									Node::ANIMMESH == curNode->type)
  								{
  									/*  This is the file name of the mesh - either
  									 *  animated or not. We need to make sure we setup
  									 *  the correct postprocessing settings here.
  									 */
  									unsigned int pp = 0;
  									BatchLoader::PropertyMap map;
  
  									/* If the mesh is a static one remove all animations from the impor data
  									 */
  									if (Node::ANIMMESH != curNode->type)	{
  										pp |= aiProcess_RemoveComponent;
  										SetGenericProperty<int>(map.ints,AI_CONFIG_PP_RVC_FLAGS,
  											aiComponent_ANIMATIONS | aiComponent_BONEWEIGHTS);
  									}
  
  									/*  TODO: maybe implement the protection against recursive
  									*  loading calls directly in BatchLoader? The current
  									*  implementation is not absolutely safe. A LWS and an IRR
  									*  file referencing each other *could* cause the system to
  									*  recurse forever.
  									*/
  
  									const std::string extension = GetExtension(prop.value);
  									if ("irr" == extension)	{
  										DefaultLogger::get()->error("IRR: Can't load another IRR file recursively");
  									}
  									else
  									{
  										curNode->id = batch.AddLoadRequest(prop.value,pp,&map);
  										curNode->meshPath = prop.value;
  									}
  								}
  								else if (inAnimator && prop.name == "Type")
  								{
  									// type of the animator
  									if (prop.value == "rotation")	{
  										curAnim->type = Animator::ROTATION;
  									}
  									else if (prop.value == "flyCircle")	{
  										curAnim->type = Animator::FLY_CIRCLE;
  									}
  									else if (prop.value == "flyStraight")	{
  										curAnim->type = Animator::FLY_CIRCLE;
  									}
  									else if (prop.value == "followSpline")	{
  										curAnim->type = Animator::FOLLOW_SPLINE;
  									}
  									else	{
  										DefaultLogger::get()->warn("IRR: Ignoring unknown animator: "
  											+ prop.value);
  
  										curAnim->type = Animator::UNKNOWN;
  									}
  								}
  							}
  						}
  					}
  					else if (reader->getNodeType() == EXN_ELEMENT_END && !ASSIMP_stricmp(reader->getNodeName(),"attributes"))	{
  						break;
  					}
  				}
  			}
  			break;
  
  		case EXN_ELEMENT_END:
  		
  			// If we reached the end of a node, we need to continue processing its parent
  			if (!ASSIMP_stricmp(reader->getNodeName(),"node"))	{
  				if (!curNode)	{
  					// currently is no node set. We need to go
  					// back in the node hierarchy
  					if (!curParent)	{
  						curParent = root;
  						DefaultLogger::get()->error("IRR: Too many closing <node> elements");
  					}
  					else curParent = curParent->parent;
  				}
  				else curNode = NULL;
  			}
  			// clear all flags
  			else if (!ASSIMP_stricmp(reader->getNodeName(),"materials"))	{
  				inMaterials = false;
  			}
  			else if (!ASSIMP_stricmp(reader->getNodeName(),"animators"))	{
  				inAnimator = false;
  			}
  			break;
  
  		default:
  			// GCC complains that not all enumeration values are handled
  			break;
  		}
  	}
  
  	/*  Now iterate through all cameras and compute their final (horizontal) FOV
  	 */
  	for (std::vector<aiCamera*>::iterator it = cameras.begin(), end = cameras.end();it != end; ++it)	{
  		aiCamera* cam = *it;
  
  		// screen aspect could be missing
  		if (cam->mAspect)	{
  			cam->mHorizontalFOV *= cam->mAspect;
  		}
  		else DefaultLogger::get()->warn("IRR: Camera aspect is not given, can't compute horizontal FOV");
  	}
  
  	batch.LoadAll();
  
  	/* Allocate a tempoary scene data structure
  	 */
  	aiScene* tempScene = new aiScene();
  	tempScene->mRootNode = new aiNode();
  	tempScene->mRootNode->mName.Set("<IRRRoot>");
  
  	/* Copy the cameras to the output array
  	 */
  	if (!cameras.empty())	{
  		tempScene->mNumCameras = (unsigned int)cameras.size();
  		tempScene->mCameras = new aiCamera*[tempScene->mNumCameras];
  		::memcpy(tempScene->mCameras,&cameras[0],sizeof(void*)*tempScene->mNumCameras);
  	}
  
  	/* Copy the light sources to the output array
  	 */
  	if (!lights.empty())	{
  		tempScene->mNumLights = (unsigned int)lights.size();
  		tempScene->mLights = new aiLight*[tempScene->mNumLights];
  		::memcpy(tempScene->mLights,&lights[0],sizeof(void*)*tempScene->mNumLights);
  	}
  
  	// temporary data
  	std::vector< aiNodeAnim*>		anims;
  	std::vector< aiMaterial*>		materials;
  	std::vector< AttachmentInfo >	attach;
  	std::vector<aiMesh*>			meshes;
  
  	// try to guess how much storage we'll need
  	anims.reserve     (guessedAnimCnt + (guessedAnimCnt >> 2));
  	meshes.reserve    (guessedMeshCnt + (guessedMeshCnt >> 2));
  	materials.reserve (guessedMatCnt  + (guessedMatCnt >> 2));
  
  	/* Now process our scenegraph recursively: generate final
  	 * meshes and generate animation channels for all nodes.
  	 */
  	unsigned int defMatIdx = UINT_MAX;
  	GenerateGraph(root,tempScene->mRootNode, tempScene,
  		batch, meshes, anims, attach, materials, defMatIdx);
  
  	if (!anims.empty())
  	{
  		tempScene->mNumAnimations = 1;
  		tempScene->mAnimations = new aiAnimation*[tempScene->mNumAnimations];
  		aiAnimation* an = tempScene->mAnimations[0] = new aiAnimation();
  
  		// ***********************************************************
  		// This is only the global animation channel of the scene.
  		// If there are animated models, they will have separate 
  		// animation channels in the scene. To display IRR scenes
  		// correctly, users will need to combine the global anim
  		// channel with all the local animations they want to play
  		// ***********************************************************
  		an->mName.Set("Irr_GlobalAnimChannel");
  
  		// copy all node animation channels to the global channel
  		an->mNumChannels = (unsigned int)anims.size();
  		an->mChannels = new aiNodeAnim*[an->mNumChannels];
  		::memcpy(an->mChannels, & anims [0], sizeof(void*)*an->mNumChannels);
  	}
  	if (!meshes.empty())	{
  		// copy all meshes to the temporary scene
  		tempScene->mNumMeshes = (unsigned int)meshes.size();
  		tempScene->mMeshes = new aiMesh*[tempScene->mNumMeshes];
  		::memcpy(tempScene->mMeshes,&meshes[0],tempScene->mNumMeshes*
  			sizeof(void*));
  	}
  
  	/* Copy all materials to the output array
  	 */
  	if (!materials.empty())	{
  		tempScene->mNumMaterials = (unsigned int)materials.size();
  		tempScene->mMaterials = new aiMaterial*[tempScene->mNumMaterials];
  		::memcpy(tempScene->mMaterials,&materials[0],sizeof(void*)*
  			tempScene->mNumMaterials);
  	}
  
  	/*  Now merge all sub scenes and attach them to the correct
  	 *  attachment points in the scenegraph.
  	 */
  	SceneCombiner::MergeScenes(&pScene,tempScene,attach,
  		AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? (
  		AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) : 0));
  
  
  	/*  If we have no meshes | no materials now set the INCOMPLETE
  	 *  scene flag. This is necessary if we failed to load all
  	 *  models from external files
  	 */
  	if (!pScene->mNumMeshes || !pScene->mNumMaterials)	{
  		DefaultLogger::get()->warn("IRR: No meshes loaded, setting AI_SCENE_FLAGS_INCOMPLETE");
  		pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
  	}
  
  	/* Finished ... everything destructs automatically and all 
  	 * temporary scenes have already been deleted by MergeScenes()
  	 */
  	return;
  }
  
  #endif // !! ASSIMP_BUILD_NO_IRR_IMPORTER
  