// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_COLLADA_LOADER_

#include "CColladaFileLoader.h"
#include "CMeshTextureLoader.h"
#include "os.h"
#include "IXMLReader.h"
#include "IDummyTransformationSceneNode.h"
#include "SAnimatedMesh.h"
#include "fast_atof.h"
#include "quaternion.h"
#include "ILightSceneNode.h"
#include "ICameraSceneNode.h"
#include "IMeshManipulator.h"
#include "IReadFile.h"
#include "IAttributes.h"
#include "IMeshCache.h"
#include "IMeshSceneNode.h"
#include "SMeshBufferLightMap.h"
#include "irrMap.h"

#ifdef _DEBUG
#define COLLADA_READER_DEBUG
#endif
namespace irr
{
namespace scene
{
namespace
{
	// currently supported COLLADA tag names
	const core::stringc colladaSectionName =   "COLLADA";
	const core::stringc librarySectionName =   "library";
	const core::stringc libraryNodesSectionName = "library_nodes";
	const core::stringc libraryGeometriesSectionName = "library_geometries";
	const core::stringc libraryMaterialsSectionName = "library_materials";
	const core::stringc libraryImagesSectionName = "library_images";
	const core::stringc libraryVisualScenesSectionName = "library_visual_scenes";
	const core::stringc libraryCamerasSectionName = "library_cameras";
	const core::stringc libraryLightsSectionName = "library_lights";
	const core::stringc libraryEffectsSectionName = "library_effects";
	const core::stringc assetSectionName =     "asset";
	const core::stringc sceneSectionName =     "scene";
	const core::stringc visualSceneSectionName = "visual_scene";

	const core::stringc lightPrefabName =      "light";
	const core::stringc cameraPrefabName =     "camera";
	const core::stringc materialSectionName =  "material";
	const core::stringc geometrySectionName =  "geometry";
	const core::stringc imageSectionName =     "image";
	const core::stringc textureSectionName =   "texture";
	const core::stringc effectSectionName =    "effect";

	const core::stringc pointSectionName =     "point";
	const core::stringc directionalSectionName ="directional";
	const core::stringc spotSectionName =      "spot";
	const core::stringc ambientSectionName =   "ambient";
	const core::stringc meshSectionName =      "mesh";
	const core::stringc sourceSectionName =    "source";
	const core::stringc arraySectionName =     "array";
	const core::stringc floatArraySectionName ="float_array";
	const core::stringc intArraySectionName =  "int_array";
	const core::stringc techniqueCommonSectionName = "technique_common";
	const core::stringc accessorSectionName =  "accessor";
	const core::stringc verticesSectionName =  "vertices";
	const core::stringc inputTagName =         "input";
	const core::stringc polylistSectionName =  "polylist";
	const core::stringc trianglesSectionName = "triangles";
	const core::stringc polygonsSectionName =  "polygons";
	const core::stringc primitivesName =       "p";
	const core::stringc vcountName =           "vcount";

	const core::stringc upAxisNodeName =       "up_axis";
	const core::stringc nodeSectionName =      "node";
	const core::stringc lookatNodeName =       "lookat";
	const core::stringc matrixNodeName =       "matrix";
	const core::stringc perspectiveNodeName =  "perspective";
	const core::stringc rotateNodeName =       "rotate";
	const core::stringc scaleNodeName =        "scale";
	const core::stringc translateNodeName =    "translate";
	const core::stringc skewNodeName =         "skew";
	const core::stringc minNodeName =          "min";
	const core::stringc maxNodeName =          "max";
	const core::stringc instanceName =         "instance";
	const core::stringc instanceGeometryName = "instance_geometry";
	const core::stringc instanceSceneName =    "instance_visual_scene";
	const core::stringc instanceEffectName =   "instance_effect";
	const core::stringc instanceMaterialName = "instance_material";
	const core::stringc instanceLightName =    "instance_light";
	const core::stringc instanceNodeName =     "instance_node";
	const core::stringc instanceCameraName =   "instance_camera";
	const core::stringc bindMaterialName =     "bind_material";
	const core::stringc extraNodeName =        "extra";
	const core::stringc techniqueNodeName =    "technique";
	const core::stringc colorNodeName =        "color";
	const core::stringc floatNodeName =        "float";
	const core::stringc float2NodeName =       "float2";
	const core::stringc float3NodeName =       "float3";

	const core::stringc newParamName =         "newparam";
	const core::stringc paramTagName =         "param";
	const core::stringc initFromName =         "init_from";
	const core::stringc dataName =             "data";
	const core::stringc wrapsName =            "wrap_s";
	const core::stringc wraptName =            "wrap_t";
	const core::stringc wraprName =            "wrap_r";	// for downward compatibility to bug in old Irrlicht collada writer. Not standard but we wrote that accidentally up to Irrlicht 1.8, so we should still be able to load those files
	const core::stringc wrappName =            "wrap_p";
	const core::stringc minfilterName =        "minfilter";
	const core::stringc magfilterName =        "magfilter";
	const core::stringc mipfilterName =        "mipfilter";

	const core::stringc textureNodeName =      "texture";
	const core::stringc doubleSidedNodeName =  "double_sided";
	const core::stringc constantAttenuationNodeName = "constant_attenuation";
	const core::stringc linearAttenuationNodeName = "linear_attenuation";
	const core::stringc quadraticAttenuationNodeName = "quadratic_attenuation";
	const core::stringc falloffAngleNodeName = "falloff_angle";
	const core::stringc falloffExponentNodeName = "falloff_exponent";

	const core::stringc profileCOMMONSectionName = "profile_COMMON";
	const core::stringc profileCOMMONAttributeName = "COMMON";

	const char* const inputSemanticNames[] = {"POSITION", "VERTEX", "NORMAL", "TEXCOORD",
		"UV", "TANGENT", "IMAGE", "TEXTURE", "COLOR", 0};

	// We have to read ambient lights like other light types here, so we need a type for it
	const video::E_LIGHT_TYPE ELT_AMBIENT = video::E_LIGHT_TYPE(video::ELT_COUNT+1);
}

	//! following class is for holding and creating instances of library
	//! objects, named prefabs in this loader.
	class CPrefab : public IColladaPrefab
	{
	public:

		CPrefab(const core::stringc& id) : Id(id)
		{
		}

		//! creates an instance of this prefab
		virtual scene::ISceneNode* addInstance(scene::ISceneNode* parent,
			scene::ISceneManager* mgr) _IRR_OVERRIDE_
		{
			// empty implementation
			return 0;
		}

		//! returns id of this prefab
		virtual const core::stringc& getId() _IRR_OVERRIDE_
		{
			return Id;
		}

	protected:

		core::stringc Id;
	};


	//! prefab for a light scene node
	class CLightPrefab : public CPrefab
	{
	public:

		CLightPrefab(const core::stringc& id) : CPrefab(id)
		{
			#ifdef COLLADA_READER_DEBUG
			os::Printer::log("COLLADA: loaded light prefab", Id.c_str(), ELL_DEBUG);
			#endif
		}

		video::SLight LightData; // publically accessible

		//! creates an instance of this prefab
		virtual scene::ISceneNode* addInstance(scene::ISceneNode* parent,
			scene::ISceneManager* mgr) _IRR_OVERRIDE_
		{
			#ifdef COLLADA_READER_DEBUG
			os::Printer::log("COLLADA: Constructing light instance", Id.c_str(), ELL_DEBUG);
			#endif

			if ( LightData.Type == ELT_AMBIENT )
			{
				mgr->setAmbientLight( LightData.DiffuseColor );
				return 0;
			}

			scene::ILightSceneNode* l = mgr->addLightSceneNode(parent);
			if (l)
			{
				l->setLightData ( LightData );
				l->setName(getId());
			}
			return l;
		}
	};


	//! prefab for a mesh scene node
	class CGeometryPrefab : public CPrefab
	{
	public:

		CGeometryPrefab(const core::stringc& id) : CPrefab(id)
		{
		}

		scene::IMesh* Mesh;

		//! creates an instance of this prefab
		virtual scene::ISceneNode* addInstance(scene::ISceneNode* parent,
			scene::ISceneManager* mgr) _IRR_OVERRIDE_
		{
			#ifdef COLLADA_READER_DEBUG
			os::Printer::log("COLLADA: Constructing mesh instance", Id.c_str(), ELL_DEBUG);
			#endif

			scene::ISceneNode* m = mgr->addMeshSceneNode(Mesh, parent);
			if (m)
			{
				m->setName(getId());
//				m->setMaterialFlag(video::EMF_BACK_FACE_CULLING, false);
//				m->setDebugDataVisible(scene::EDS_FULL);
			}
			return m;
		}
	};


	//! prefab for a camera scene node
	class CCameraPrefab : public CPrefab
	{
	public:

		CCameraPrefab(const core::stringc& id)
			: CPrefab(id), YFov(core::PI / 2.5f), ZNear(1.0f), ZFar(3000.0f)
		{
			#ifdef COLLADA_READER_DEBUG
			os::Printer::log("COLLADA: loaded camera prefab", Id.c_str(), ELL_DEBUG);
			#endif
		}

		// publicly accessible data
		f32 YFov;
		f32 ZNear;
		f32 ZFar;

		//! creates an instance of this prefab
		virtual scene::ISceneNode* addInstance(scene::ISceneNode* parent,
			scene::ISceneManager* mgr) _IRR_OVERRIDE_
		{
			#ifdef COLLADA_READER_DEBUG
			os::Printer::log("COLLADA: Constructing camera instance", Id.c_str(), ELL_DEBUG);
			#endif

			scene::ICameraSceneNode* c = mgr->addCameraSceneNode(parent, core::vector3df(0,0,0), core::vector3df(0,0,100), -1, false);
			if (c)
			{
				c->setFOV(YFov);
				c->setNearValue(ZNear);
				c->setFarValue(ZFar);
				c->setName(getId());
			}
			return c;
		}
	};


	//! prefab for a container scene node
	//! Collects other prefabs and instantiates them upon instantiation
	//! Uses a dummy scene node to return the children as one scene node
	class CScenePrefab : public CPrefab
	{
	public:
		CScenePrefab(const core::stringc& id) : CPrefab(id)
		{
			#ifdef COLLADA_READER_DEBUG
			os::Printer::log("COLLADA: loaded scene prefab", Id.c_str(), ELL_DEBUG);
			#endif
		}

		//! creates an instance of this prefab
		virtual scene::ISceneNode* addInstance(scene::ISceneNode* parent,
			scene::ISceneManager* mgr) _IRR_OVERRIDE_
		{
			#ifdef COLLADA_READER_DEBUG
			os::Printer::log("COLLADA: Constructing scene instance", Id.c_str(), ELL_DEBUG);
			#endif

			if (Children.size()==0)
				return 0;

			scene::IDummyTransformationSceneNode* s = mgr->addDummyTransformationSceneNode(parent);
			if (s)
			{
				s->setName(getId());
				s->getRelativeTransformationMatrix() = Transformation;
				s->updateAbsolutePosition();
				core::stringc t;
				for (u32 i=0; i<16; ++i)
				{
					t+=core::stringc((double)Transformation[i]);
					t+=" ";
				}
			#ifdef COLLADA_READER_DEBUG
			os::Printer::log("COLLADA: Transformation", t.c_str(), ELL_DEBUG);
			#endif

				for (u32 i=0; i<Children.size(); ++i)
					Children[i]->addInstance(s, mgr);
			}

			return s;
		}

		core::array<IColladaPrefab*> Children;
		core::matrix4 Transformation;
	};


//! Constructor
CColladaFileLoader::CColladaFileLoader(scene::ISceneManager* smgr,
		io::IFileSystem* fs)
: SceneManager(smgr), FileSystem(fs), DummyMesh(0),
	FirstLoadedMesh(0), LoadedMeshCount(0), CreateInstances(false)
{
	#ifdef _DEBUG
	setDebugName("CColladaFileLoader");
	#endif

	// Escape characters, see https://www.w3schools.com/tags/ref_urlencode.asp
	// TODO: There should be more, but usually people just escape the space character anyway.
	//       And I'm not sure if our xml files are utf-8 or windows-1252, so let's avoid the ambiguous ones.
	EscapeCharsAnyURI.push_back(EscapeCharacterURL(' ', "%20"));
	EscapeCharsAnyURI.push_back(EscapeCharacterURL('"', "%22"));
	EscapeCharsAnyURI.push_back(EscapeCharacterURL('#', "%23"));
	EscapeCharsAnyURI.push_back(EscapeCharacterURL('$', "%24"));
	EscapeCharsAnyURI.push_back(EscapeCharacterURL('%', "%25"));
	EscapeCharsAnyURI.push_back(EscapeCharacterURL('&', "%26"));
	EscapeCharsAnyURI.push_back(EscapeCharacterURL('\'', "%27"));
	EscapeCharsAnyURI.push_back(EscapeCharacterURL('(', "%28"));
	EscapeCharsAnyURI.push_back(EscapeCharacterURL(')', "%29"));
	EscapeCharsAnyURI.push_back(EscapeCharacterURL('/', "%2F"));
	EscapeCharsAnyURI.push_back(EscapeCharacterURL('\\', "%5C"));


	TextureLoader = new CMeshTextureLoader( FileSystem, SceneManager->getVideoDriver() );
}


//! destructor
CColladaFileLoader::~CColladaFileLoader()
{
	if (DummyMesh)
		DummyMesh->drop();

	if (FirstLoadedMesh)
		FirstLoadedMesh->drop();
}


//! Returns true if the file maybe is able to be loaded by this class.
/** This decision should be based only on the file extension (e.g. ".cob") */
bool CColladaFileLoader::isALoadableFileExtension(const io::path& filename) const
{
	return core::hasFileExtension ( filename, "xml", "dae" );
}


//! creates/loads an animated mesh from the file.
//! \return Pointer to the created mesh. Returns 0 if loading failed.
//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
//! See IReferenceCounted::drop() for more information.
IAnimatedMesh* CColladaFileLoader::createMesh(io::IReadFile* file)
{
	io::IXMLReaderUTF8* reader = FileSystem->createXMLReaderUTF8(file);
	if (!reader)
		return 0;

	if ( getMeshTextureLoader() )
		getMeshTextureLoader()->setMeshFile(file);

	CurrentlyLoadingMesh = file->getFileName();
	CreateInstances = SceneManager->getParameters()->getAttributeAsBool(
		scene::COLLADA_CREATE_SCENE_INSTANCES);
	Version = 0;
	FlipAxis = false;

	// read until COLLADA section, skip other parts

	while(reader->read())
	{
		if (reader->getNodeType() == io::EXN_ELEMENT)
		{
			if (colladaSectionName == reader->getNodeName())
				readColladaSection(reader);
			else
				skipSection(reader, true); // unknown section
		}
	}

	reader->drop();
	if (!Version)
		return 0;

	// because this loader loads and creates a complete scene instead of
	// a single mesh, return an empty dummy mesh to make the scene manager
	// know that everything went well.
	if (!DummyMesh)
		DummyMesh = new SAnimatedMesh();
	scene::IAnimatedMesh* returnMesh = DummyMesh;

	if (Version < 10400)
		instantiateNode(SceneManager->getRootSceneNode());

	// add the first loaded mesh into the mesh cache too, if more than one
	// meshes have been loaded from the file
	if (LoadedMeshCount>1 && FirstLoadedMesh)
	{
		os::Printer::log("Added COLLADA mesh", FirstLoadedMeshName.c_str());
		SceneManager->getMeshCache()->addMesh(FirstLoadedMeshName.c_str(), FirstLoadedMesh);
	}

	// clean up temporary loaded data
	clearData();

	returnMesh->grab(); // store until this loader is destroyed

	DummyMesh->drop();
	DummyMesh = 0;

	if (FirstLoadedMesh)
		FirstLoadedMesh->drop();
	FirstLoadedMesh = 0;
	LoadedMeshCount = 0;

	return returnMesh;
}


//! skips an (unknown) section in the collada document
void CColladaFileLoader::skipSection(io::IXMLReaderUTF8* reader, bool reportSkipping)
{
	#ifndef COLLADA_READER_DEBUG
	if (reportSkipping) // always report in COLLADA_READER_DEBUG mode
	#endif
		os::Printer::log("COLLADA skipping section", core::stringc(reader->getNodeName()).c_str(), ELL_DEBUG);

	// skip if this element is empty anyway.
	if (reader->isEmptyElement())
		return;

	// read until we've reached the last element in this section
	u32 tagCounter = 1;

	while(tagCounter && reader->read())
	{
		if (reader->getNodeType() == io::EXN_ELEMENT &&
			!reader->isEmptyElement())
		{
			#ifdef COLLADA_READER_DEBUG
			if (reportSkipping)
				os::Printer::log("Skipping COLLADA unknown element", core::stringc(reader->getNodeName()).c_str(), ELL_DEBUG);
			#endif

			++tagCounter;
		}
		else
		if (reader->getNodeType() == io::EXN_ELEMENT_END)
			--tagCounter;
	}
}


//! reads the <COLLADA> section and its content
void CColladaFileLoader::readColladaSection(io::IXMLReaderUTF8* reader)
{
	if (reader->isEmptyElement())
		return;

	// todo: patch level needs to be handled
	const f32 version = core::fast_atof(core::stringc(reader->getAttributeValue("version")).c_str());
	Version = core::floor32(version)*10000+core::round32(core::fract(version)*1000.0f);
	// Version 1.4 can be checked for by if (Version >= 10400)

	while(reader->read())
	if (reader->getNodeType() == io::EXN_ELEMENT)
	{
		if (assetSectionName == reader->getNodeName())
			readAssetSection(reader);
		else
		if (librarySectionName == reader->getNodeName())
			readLibrarySection(reader);
		else
		if (libraryNodesSectionName == reader->getNodeName())
			readLibrarySection(reader);
		else
		if (libraryGeometriesSectionName == reader->getNodeName())
			readLibrarySection(reader);
		else
		if (libraryMaterialsSectionName == reader->getNodeName())
			readLibrarySection(reader);
		else
		if (libraryEffectsSectionName == reader->getNodeName())
			readLibrarySection(reader);
		else
		if (libraryImagesSectionName == reader->getNodeName())
			readLibrarySection(reader);
		else
		if (libraryCamerasSectionName == reader->getNodeName())
			readLibrarySection(reader);
		else
		if (libraryLightsSectionName == reader->getNodeName())
			readLibrarySection(reader);
		else
		if (libraryVisualScenesSectionName == reader->getNodeName())
			readVisualScene(reader);
		else
		if (assetSectionName == reader->getNodeName())
			readAssetSection(reader);
		else
		if (sceneSectionName == reader->getNodeName())
			readSceneSection(reader);
		else
		{
			os::Printer::log("COLLADA loader warning: Wrong tag usage found", reader->getNodeName(), ELL_WARNING);
			skipSection(reader, true); // unknown section
		}
	}
}


//! reads a <library> section and its content
void CColladaFileLoader::readLibrarySection(io::IXMLReaderUTF8* reader)
{
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading library", ELL_DEBUG);
	#endif

	if (reader->isEmptyElement())
		return;

	while(reader->read())
	{
		if (reader->getNodeType() == io::EXN_ELEMENT)
		{
			// animation section tbd
			if (cameraPrefabName == reader->getNodeName())
				readCameraPrefab(reader);
			else
			// code section tbd
			// controller section tbd
			if (geometrySectionName == reader->getNodeName())
				readGeometry(reader);
			else
			if (imageSectionName == reader->getNodeName())
				readImage(reader);
			else
			if (lightPrefabName == reader->getNodeName())
				readLightPrefab(reader);
			else
			if (materialSectionName == reader->getNodeName())
				readMaterial(reader);
			else
			if (nodeSectionName == reader->getNodeName())
			{
				CScenePrefab p("");

				readNodeSection(reader, SceneManager->getRootSceneNode(), &p);
			}
			else
			if (effectSectionName == reader->getNodeName())
				readEffect(reader);
			else
			// program section tbd
			if (textureSectionName == reader->getNodeName())
				readTexture(reader);
			else
				skipSection(reader, true); // unknown section, not all allowed supported yet
		}
		else
		if (reader->getNodeType() == io::EXN_ELEMENT_END)
		{
			if (librarySectionName == reader->getNodeName())
				break; // end reading.
			if (libraryNodesSectionName == reader->getNodeName())
				break; // end reading.
			if (libraryGeometriesSectionName == reader->getNodeName())
				break; // end reading.
			if (libraryMaterialsSectionName == reader->getNodeName())
				break; // end reading.
			if (libraryEffectsSectionName == reader->getNodeName())
				break; // end reading.
			if (libraryImagesSectionName == reader->getNodeName())
				break; // end reading.
			if (libraryLightsSectionName == reader->getNodeName())
				break; // end reading.
			if (libraryCamerasSectionName == reader->getNodeName())
				break; // end reading.
		}
	}
}


//! reads a <visual_scene> element and stores it as a prefab
void CColladaFileLoader::readVisualScene(io::IXMLReaderUTF8* reader)
{
	CScenePrefab* p = 0;
	while(reader->read())
	{
		if (reader->getNodeType() == io::EXN_ELEMENT)
		{
			if (visualSceneSectionName == reader->getNodeName())
				p = new CScenePrefab(readId(reader));
			else
			if (p && nodeSectionName == reader->getNodeName()) // as a child of visual_scene
				readNodeSection(reader, SceneManager->getRootSceneNode(), p);
			else
			if (assetSectionName == reader->getNodeName())
				readAssetSection(reader);
			else
			if (extraNodeName == reader->getNodeName())
				skipSection(reader, false); // ignore all other sections
			else
			{
				os::Printer::log("COLLADA loader warning: Wrong tag usage found", reader->getNodeName(), ELL_WARNING);
				skipSection(reader, true); // ignore all other sections
			}
		}
		else
		if (reader->getNodeType() == io::EXN_ELEMENT_END)
		{
			if (libraryVisualScenesSectionName == reader->getNodeName())
				return;
			else
			if ((visualSceneSectionName == reader->getNodeName()) && p)
			{
				Prefabs.push_back(p);
				p = 0;
			}
		}
	}
}


//! reads a <scene> section and its content
void CColladaFileLoader::readSceneSection(io::IXMLReaderUTF8* reader)
{
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading scene", ELL_DEBUG);
	#endif

	if (reader->isEmptyElement())
		return;

	// read the scene

	core::matrix4 transform; // transformation of this node
	scene::IDummyTransformationSceneNode* node = 0;

	while(reader->read())
	{
		if (reader->getNodeType() == io::EXN_ELEMENT)
		{
			if (lookatNodeName == reader->getNodeName())
				transform *= readLookAtNode(reader);
			else
			if (matrixNodeName == reader->getNodeName())
				transform *= readMatrixNode(reader);
			else
			if (perspectiveNodeName == reader->getNodeName())
				transform *= readPerspectiveNode(reader);
			else
			if (rotateNodeName == reader->getNodeName())
				transform *= readRotateNode(reader);
			else
			if (scaleNodeName == reader->getNodeName())
				transform *= readScaleNode(reader);
			else
			if (skewNodeName == reader->getNodeName())
				transform *= readSkewNode(reader);
			else
			if (translateNodeName == reader->getNodeName())
				transform *= readTranslateNode(reader);
			else
			if (nodeSectionName == reader->getNodeName())
			{
				// create dummy node if there is none yet.
				if (!node)
					node = SceneManager->addDummyTransformationSceneNode(SceneManager->getRootSceneNode());

				readNodeSection(reader, node);
			}
			else
			if ((instanceSceneName == reader->getNodeName()))
				readInstanceNode(reader, SceneManager->getRootSceneNode(), 0, 0,instanceSceneName);
			else
			if (extraNodeName == reader->getNodeName())
				skipSection(reader, false);
			else
			{
				os::Printer::log("COLLADA loader warning: Wrong tag usage found", reader->getNodeName(), ELL_WARNING);
				skipSection(reader, true); // ignore all other sections
			}
		}
		else
		if ((reader->getNodeType() == io::EXN_ELEMENT_END) &&
			(sceneSectionName == reader->getNodeName()))
				return;
	}
	if (node)
		node->getRelativeTransformationMatrix() = transform;
}


//! reads a <asset> section and its content
void CColladaFileLoader::readAssetSection(io::IXMLReaderUTF8* reader)
{
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading asset", ELL_DEBUG);
	#endif

	if (reader->isEmptyElement())
		return;

	while(reader->read())
	{
		if (reader->getNodeType() == io::EXN_ELEMENT)
		{
			if (upAxisNodeName == reader->getNodeName())
			{
					reader->read();
					FlipAxis = (core::stringc("Z_UP") == reader->getNodeData());
			}
		}
		else
		if ((reader->getNodeType() == io::EXN_ELEMENT_END) &&
			(assetSectionName == reader->getNodeName()))
				return;
	}
}


//! reads a <node> section and its content
void CColladaFileLoader::readNodeSection(io::IXMLReaderUTF8* reader, scene::ISceneNode* parent, CScenePrefab* p)
{
	if (reader->isEmptyElement())
	{
		return;
		#ifdef COLLADA_READER_DEBUG
		os::Printer::log("COLLADA reading empty node", ELL_DEBUG);
		#endif
	}

	core::stringc name = readId(reader);
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading node", name, ELL_DEBUG);
	#endif

	core::matrix4 transform; // transformation of this node
	scene::ISceneNode* node = 0; // instance
	CScenePrefab* nodeprefab = 0; // prefab for library_nodes usage

	if (p)
	{
		nodeprefab = new CScenePrefab(readId(reader));
		p->Children.push_back(nodeprefab);
		Prefabs.push_back(nodeprefab); // in order to delete them later on
	}

	// read the node

	while(reader->read())
	{
		if (reader->getNodeType() == io::EXN_ELEMENT)
		{
			if (assetSectionName == reader->getNodeName())
				readAssetSection(reader);
			else
			if (lookatNodeName == reader->getNodeName())
				transform *= readLookAtNode(reader);
			else
			if (matrixNodeName == reader->getNodeName())
				transform *= readMatrixNode(reader);
			else
			if (perspectiveNodeName == reader->getNodeName())
				transform *= readPerspectiveNode(reader);
			else
			if (rotateNodeName == reader->getNodeName())
				transform *= readRotateNode(reader);
			else
			if (scaleNodeName == reader->getNodeName())
				transform *= readScaleNode(reader);
			else
			if (skewNodeName == reader->getNodeName())
				transform *= readSkewNode(reader);
			else
			if (translateNodeName == reader->getNodeName())
				transform *= readTranslateNode(reader);
			else
			if ((instanceName == reader->getNodeName()) ||
				(instanceNodeName == reader->getNodeName()) ||
				(instanceGeometryName == reader->getNodeName()) ||
				(instanceLightName == reader->getNodeName()) ||
				(instanceCameraName == reader->getNodeName())
				)
			{
				scene::ISceneNode* newnode = 0;
				readInstanceNode(reader, parent, &newnode, nodeprefab, reader->getNodeName());

				if (node && newnode)
				{
					// move children from dummy to new node
					ISceneNodeList::ConstIterator it = node->getChildren().begin();
					for (; it != node->getChildren().end(); it = node->getChildren().begin())
						(*it)->setParent(newnode);

					// remove previous dummy node
					node->remove();
					node = newnode;
				}
			}
			else
			if (nodeSectionName == reader->getNodeName())
			{
				// create dummy node if there is none yet.
				if (CreateInstances && !node)
				{
					scene::IDummyTransformationSceneNode* dummy =
						SceneManager->addDummyTransformationSceneNode(parent);
					dummy->getRelativeTransformationMatrix() = transform;
					node = dummy;
				}
				else
					node = parent;

				// read and add child
				readNodeSection(reader, node, nodeprefab);
			}
			else
			if (extraNodeName == reader->getNodeName())
				skipSection(reader, false);
			else
				skipSection(reader, true); // ignore all other sections

		} // end if node
		else
		if (reader->getNodeType() == io::EXN_ELEMENT_END)
		{
			if (nodeSectionName == reader->getNodeName())
				break;
		}
	}

	if (nodeprefab)
		nodeprefab->Transformation = transform;
	else
	if (node)
	{
		// set transformation correctly into node.
		node->setPosition(transform.getTranslation());
		node->setRotation(transform.getRotationDegrees());
		node->setScale(transform.getScale());
		node->updateAbsolutePosition();

		node->setName(name);
	}
}


//! reads a <lookat> element and its content and creates a matrix from it
core::matrix4 CColladaFileLoader::readLookAtNode(io::IXMLReaderUTF8* reader)
{
	core::matrix4 mat;
	if (reader->isEmptyElement())
		return mat;

	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading look at node", ELL_DEBUG);
	#endif

	f32 floats[9];
	readFloatsInsideElement(reader, floats, 9);

	if (FlipAxis)
	{
		mat.buildCameraLookAtMatrixLH(
			core::vector3df(floats[0], floats[2], floats[1]),
			core::vector3df(floats[3], floats[5], floats[4]),
			core::vector3df(floats[6], floats[8], floats[7]));
	}
	else
	{
		mat.buildCameraLookAtMatrixLH(
			core::vector3df(floats[0], floats[1], floats[2]*-1.f),
			core::vector3df(floats[3], floats[4], floats[5]*-1.f),
			core::vector3df(floats[6], floats[7], floats[8]*-1.f));
	}

	return mat;
}


//! reads a <skew> element and its content and creates a matrix from it
core::matrix4 CColladaFileLoader::readSkewNode(io::IXMLReaderUTF8* reader)
{
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading skew node", ELL_DEBUG);
	#endif

	core::matrix4 mat;
	if (reader->isEmptyElement())
		return mat;

	f32 floats[7]; // angle rotation-axis translation-axis
	readFloatsInsideElement(reader, floats, 7);

	// build skew matrix from these 7 floats
	// TODO: missing example, not sure if rotation is in correct direction.
	// TODO: shouldn't FlipAxis also be regarded here?
	core::quaternion q;
	q.fromAngleAxis(floats[0]*core::DEGTORAD, core::vector3df(floats[1], floats[2], floats[3]));
	mat = q.getMatrix();

	if (floats[4]==1.f) // along x-axis
	{
		mat[4]=0.f;
		mat[6]=0.f;
		mat[8]=0.f;
		mat[9]=0.f;
	}
	else
	if (floats[5]==1.f) // along y-axis
	{
		mat[1]=0.f;
		mat[2]=0.f;
		mat[8]=0.f;
		mat[9]=0.f;
	}
	else
	if (floats[6]==1.f) // along z-axis
	{
		mat[1]=0.f;
		mat[2]=0.f;
		mat[4]=0.f;
		mat[6]=0.f;
	}

	if ( FlipAxis )
		return mat;
	else
		return flipZAxis(mat);
}

//! reads a <matrix> element and its content and creates a matrix from it
core::matrix4 CColladaFileLoader::readMatrixNode(io::IXMLReaderUTF8* reader)
{
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading matrix node", ELL_DEBUG);
	#endif

	core::matrix4 mat;
	if (reader->isEmptyElement())
		return mat;

	readFloatsInsideElement(reader, mat.pointer(), 16);

	// put translation into the correct place
	if (FlipAxis)
	{
		core::matrix4 mat2(mat, core::matrix4::EM4CONST_TRANSPOSED);
		mat2[1]=mat[8];
		mat2[2]=mat[4];
		mat2[4]=mat[2];
		mat2[5]=mat[10];
		mat2[6]=mat[6];
		mat2[8]=mat[1];
		mat2[9]=mat[9];
		mat2[10]=mat[5];
		mat2[12]=mat[3];
		mat2[13]=mat[11];
		mat2[14]=mat[7];
		return mat2;
	}
	else
		return flipZAxis(core::matrix4(mat, core::matrix4::EM4CONST_TRANSPOSED));
}


//! reads a <perspective> element and its content and creates a matrix from it
core::matrix4 CColladaFileLoader::readPerspectiveNode(io::IXMLReaderUTF8* reader)
{
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading perspective node", ELL_DEBUG);
	#endif

	core::matrix4 mat;
	if (reader->isEmptyElement())
		return mat;

	f32 floats[1];
	readFloatsInsideElement(reader, floats, 1);

	// TODO: build perspective matrix from this float

	os::Printer::log("COLLADA loader warning: <perspective> not implemented yet.", ELL_WARNING);

	return mat;
}


//! reads a <rotate> element and its content and creates a matrix from it
core::matrix4 CColladaFileLoader::readRotateNode(io::IXMLReaderUTF8* reader)
{
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading rotate node", ELL_DEBUG);
	#endif

	core::matrix4 mat;
	if (reader->isEmptyElement())
		return mat;

	f32 floats[4];
	readFloatsInsideElement(reader, floats, 4);
	floats[3] *= -1.f; // to left handed rotation

	if (!core::iszero(floats[3]))
	{
		core::quaternion q;
		if (FlipAxis)
			q.fromAngleAxis(floats[3]*core::DEGTORAD, core::vector3df(floats[0], floats[2], floats[1]));
		else
			q.fromAngleAxis(floats[3]*core::DEGTORAD, core::vector3df(floats[0], floats[1], floats[2]*-1.f));
		return q.getMatrix();
	}
	else
		return core::IdentityMatrix;
}


//! reads a <scale> element and its content and creates a matrix from it
core::matrix4 CColladaFileLoader::readScaleNode(io::IXMLReaderUTF8* reader)
{
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading scale node", ELL_DEBUG);
	#endif

	core::matrix4 mat;
	if (reader->isEmptyElement())
		return mat;

	f32 floats[3];
	readFloatsInsideElement(reader, floats, 3);

	if (FlipAxis)
		mat.setScale(core::vector3df(floats[0], floats[2], floats[1]));
	else
		mat.setScale(core::vector3df(floats[0], floats[1], floats[2]));

	return mat;
}


//! reads a <translate> element and its content and creates a matrix from it
core::matrix4 CColladaFileLoader::readTranslateNode(io::IXMLReaderUTF8* reader)
{
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading translate node", ELL_DEBUG);
	#endif

	core::matrix4 mat;
	if (reader->isEmptyElement())
		return mat;

	f32 floats[3];
	readFloatsInsideElement(reader, floats, 3);

	if (FlipAxis)
		mat.setTranslation(core::vector3df(floats[0], floats[2], floats[1]));
	else
		mat.setTranslation(core::vector3df(floats[0], floats[1], floats[2]*-1.f));

	return mat;
}


//! reads any kind of <instance*> node
void CColladaFileLoader::readInstanceNode(io::IXMLReaderUTF8* reader,
		scene::ISceneNode* parent, scene::ISceneNode** outNode,
		CScenePrefab* p, const core::stringc& type)
{
	// find prefab of the specified id
	core::stringc url = reader->getAttributeValue("url");
	uriToId(url);

	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading instance", url, ELL_DEBUG);
	#endif

	if (!reader->isEmptyElement())
	{
		while(reader->read())
		{
			if (reader->getNodeType() == io::EXN_ELEMENT)
			{
				if (bindMaterialName == reader->getNodeName())
					readBindMaterialSection(reader,url);
				else
				if (extraNodeName == reader->getNodeName())
					skipSection(reader, false);
			}
			else
			if (reader->getNodeType() == io::EXN_ELEMENT_END)
				break;
		}
	}
	instantiateNode(parent, outNode, p, url, type);
}


void CColladaFileLoader::instantiateNode(scene::ISceneNode* parent,
		scene::ISceneNode** outNode, CScenePrefab* p, const core::stringc& url,
		const core::stringc& type)
{
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA instantiate node", ELL_DEBUG);
	#endif

	for (u32 i=0; i<Prefabs.size(); ++i)
	{
		if (url == "" || url == Prefabs[i]->getId())
		{
			if (p)
				p->Children.push_back(Prefabs[i]);
			else
			if (CreateInstances)
			{
				scene::ISceneNode * newNode
					= Prefabs[i]->addInstance(parent, SceneManager);
				if (outNode)
				{
					*outNode = newNode;
					if (*outNode)
						(*outNode)->setName(url);
				}
			}
			return;
		}
	}
	if (p)
	{
		if (instanceGeometryName==type)
		{
			Prefabs.push_back(new CGeometryPrefab(url));
			p->Children.push_back(Prefabs.getLast());
		}
	}
}


//! reads a <camera> element and stores it as prefab
void CColladaFileLoader::readCameraPrefab(io::IXMLReaderUTF8* reader)
{
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading camera prefab", ELL_DEBUG);
	#endif

	CCameraPrefab* prefab = new CCameraPrefab(readId(reader));

	if (!reader->isEmptyElement())
	{
		// read techniques optics and imager (the latter is completely ignored, though)
		readColladaParameters(reader, cameraPrefabName);

		SColladaParam* p;

		// XFOV not yet supported
		p = getColladaParameter(ECPN_YFOV);
		if (p && p->Type == ECPT_FLOAT)
			prefab->YFov = p->Floats[0];

		p = getColladaParameter(ECPN_ZNEAR);
		if (p && p->Type == ECPT_FLOAT)
			prefab->ZNear = p->Floats[0];

		p = getColladaParameter(ECPN_ZFAR);
		if (p && p->Type == ECPT_FLOAT)
			prefab->ZFar = p->Floats[0];
		// orthographic camera uses LEFT, RIGHT, TOP, and BOTTOM
	}

	Prefabs.push_back(prefab);
}


//! reads a <image> element and stores it in the image section
void CColladaFileLoader::readImage(io::IXMLReaderUTF8* reader)
{
	// add image to list of loaded images.
	Images.push_back(SColladaImage());
	SColladaImage& image=Images.getLast();

	image.Id = readId(reader);
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading image", core::stringc(image.Id), ELL_DEBUG);
	#endif
	image.Dimension.Height = (u32)reader->getAttributeValueAsInt("height");
	image.Dimension.Width = (u32)reader->getAttributeValueAsInt("width");

	if (Version >= 10400) // start with 1.4
	{
		while(reader->read())
		{
			if (reader->getNodeType() == io::EXN_ELEMENT)
			{
				if (assetSectionName == reader->getNodeName())
					skipSection(reader, false);
				else
				if (initFromName == reader->getNodeName())
				{
					reader->read();
					image.Source = reader->getNodeData();
					image.Source.trim();
					unescape(image.Source);
					image.SourceIsFilename=true;
				}
				else
				if (dataName == reader->getNodeName())
				{
					reader->read();
					image.Source = reader->getNodeData();
					image.Source.trim();
					image.SourceIsFilename=false;
				}
				else
				if (extraNodeName == reader->getNodeName())
					skipSection(reader, false);
			}
			else
			if (reader->getNodeType() == io::EXN_ELEMENT_END)
			{
				if (initFromName == reader->getNodeName())
					return;
			}
		}
	}
	else
	{
		image.Source = reader->getAttributeValue("source");
		image.Source.trim();
		image.SourceIsFilename=false;
	}
}


//! reads a <texture> element and stores it in the texture section
void CColladaFileLoader::readTexture(io::IXMLReaderUTF8* reader)
{
	// add texture to list of loaded textures.
	Textures.push_back(SColladaTexture());
	SColladaTexture& texture=Textures.getLast();

	texture.Id = readId(reader);
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading texture", core::stringc(texture.Id), ELL_DEBUG);
	#endif

	if (!reader->isEmptyElement())
	{
		readColladaInputs(reader, textureSectionName);
		SColladaInput* input = getColladaInput(ECIS_IMAGE);
		if (input)
		{
			const core::stringc imageName = input->Source;
			texture.Texture = getTextureFromImage(imageName, NULL);
		}
	}
}


//! reads a <material> element and stores it in the material section
void CColladaFileLoader::readMaterial(io::IXMLReaderUTF8* reader)
{
	// add material to list of loaded materials.
	Materials.push_back(SColladaMaterial());

	SColladaMaterial& material = Materials.getLast();
	material.Id = readId(reader);
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading material", core::stringc(material.Id), ELL_DEBUG);
	#endif

	if (Version >= 10400)
	{
		while(reader->read())
		{
			if (reader->getNodeType() == io::EXN_ELEMENT &&
				instanceEffectName == reader->getNodeName())
			{
				material.InstanceEffectId = reader->getAttributeValue("url");
				uriToId(material.InstanceEffectId);
			}
			else
			if (reader->getNodeType() == io::EXN_ELEMENT_END &&
				materialSectionName == reader->getNodeName())
			{
				break;
			}
		} // end while reader->read();
	}
	else
	{
		if (!reader->isEmptyElement())
		{
			readColladaInputs(reader, materialSectionName);
			SColladaInput* input = getColladaInput(ECIS_TEXTURE);
			if (input)
			{
				core::stringc textureName = input->Source;
				uriToId(textureName);
				for (u32 i=0; i<Textures.size(); ++i)
					if (textureName == Textures[i].Id)
					{
						material.Mat.setTexture(0, Textures[i].Texture);
						break;
					}
			}

			//does not work because the wrong start node is chosen due to reading of inputs before
#if 0
			readColladaParameters(reader, materialSectionName);

			SColladaParam* p;

			p = getColladaParameter(ECPN_AMBIENT);
			if (p && p->Type == ECPT_FLOAT3)
				material.Mat.AmbientColor = video::SColorf(p->Floats[0],p->Floats[1],p->Floats[2]).toSColor();
			p = getColladaParameter(ECPN_DIFFUSE);
			if (p && p->Type == ECPT_FLOAT3)
				material.Mat.DiffuseColor = video::SColorf(p->Floats[0],p->Floats[1],p->Floats[2]).toSColor();
			p = getColladaParameter(ECPN_SPECULAR);
			if (p && p->Type == ECPT_FLOAT3)
				material.Mat.DiffuseColor = video::SColorf(p->Floats[0],p->Floats[1],p->Floats[2]).toSColor();
			p = getColladaParameter(ECPN_SHININESS);
			if (p && p->Type == ECPT_FLOAT)
				material.Mat.Shininess = p->Floats[0];
#endif
		}
	}
}

void CColladaFileLoader::readEffect(io::IXMLReaderUTF8* reader, SColladaEffect * effect)
{
	static const core::stringc constantNode("constant");
	static const core::stringc lambertNode("lambert");
	static const core::stringc phongNode("phong");
	static const core::stringc blinnNode("blinn");
	static const core::stringc emissionNode("emission");
	static const core::stringc ambientNode("ambient");
	static const core::stringc diffuseNode("diffuse");
	static const core::stringc specularNode("specular");
	static const core::stringc shininessNode("shininess");
	static const core::stringc reflectiveNode("reflective");
	static const core::stringc reflectivityNode("reflectivity");
	static const core::stringc transparentNode("transparent");
	static const core::stringc transparencyNode("transparency");
	static const core::stringc indexOfRefractionNode("index_of_refraction");

	if (!effect)
	{
		Effects.push_back(SColladaEffect());
		effect = &Effects.getLast();
		effect->Parameters = new io::CAttributes();
		effect->Id = readId(reader);
		effect->Transparency = 1.f;
		effect->Mat.Lighting=true;
		effect->Mat.NormalizeNormals=true;
		#ifdef COLLADA_READER_DEBUG
		os::Printer::log("COLLADA reading effect", core::stringc(effect->Id), ELL_DEBUG);
		#endif
	}
	while(reader->read())
	{
		if (reader->getNodeType() == io::EXN_ELEMENT)
		{
			// first come the tags we descend, but ignore the top-levels
			if (!reader->isEmptyElement() && ((profileCOMMONSectionName == reader->getNodeName()) ||
				(techniqueNodeName == reader->getNodeName())))
				readEffect(reader,effect);
			else
			if (newParamName == reader->getNodeName())
				readParameter(reader, effect->Parameters);
			else
			// these are the actual materials inside technique
			if (constantNode == reader->getNodeName() ||
				lambertNode == reader->getNodeName() ||
				phongNode == reader->getNodeName() ||
				blinnNode == reader->getNodeName())
			{
				#ifdef COLLADA_READER_DEBUG
				os::Printer::log("COLLADA reading effect part", reader->getNodeName(), ELL_DEBUG);
				#endif
				effect->Mat.setFlag(irr::video::EMF_GOURAUD_SHADING,
					phongNode == reader->getNodeName() ||
					blinnNode == reader->getNodeName());
				while(reader->read())
				{
					if (reader->getNodeType() == io::EXN_ELEMENT)
					{
						const core::stringc node = reader->getNodeName();
						if (emissionNode == node || ambientNode == node ||
							diffuseNode == node || specularNode == node ||
							reflectiveNode == node || transparentNode == node )
						{
							// color or texture types
							while(reader->read())
							{
								if (reader->getNodeType() == io::EXN_ELEMENT &&
									colorNodeName == reader->getNodeName())
								{
									const video::SColorf colorf = readColorNode(reader);
									const video::SColor color = colorf.toSColor();
									if (emissionNode == node)
										effect->Mat.EmissiveColor = color;
									else
									if (ambientNode == node)
										effect->Mat.AmbientColor = color;
									else
									if (diffuseNode == node)
										effect->Mat.DiffuseColor = color;
									else
									if (specularNode == node)
										effect->Mat.SpecularColor = color;
									else
									if (transparentNode == node)
										effect->Transparency = colorf.getAlpha();
								}
								else
								if (reader->getNodeType() == io::EXN_ELEMENT &&
									textureNodeName == reader->getNodeName())
								{
									effect->Textures.push_back(reader->getAttributeValue("texture"));
									break;
								}
								else
								if (reader->getNodeType() == io::EXN_ELEMENT)
									skipSection(reader, false);
								else
								if (reader->getNodeType() == io::EXN_ELEMENT_END &&
									node == reader->getNodeName())
									break;
							}
						}
						else
						if (shininessNode == node || reflectivityNode == node ||
							transparencyNode == node || indexOfRefractionNode == node )
						{
							// float or param types
							while(reader->read())
							{
								if (reader->getNodeType() == io::EXN_ELEMENT &&
									floatNodeName == reader->getNodeName())
								{
									f32 f = readFloatNode(reader);
									if (shininessNode == node)
										effect->Mat.Shininess = f;
									else
									if (transparencyNode == node)
										effect->Transparency *= f;
								}
								else
								if (reader->getNodeType() == io::EXN_ELEMENT)
									skipSection(reader, false);
								else
								if (reader->getNodeType() == io::EXN_ELEMENT_END &&
									node == reader->getNodeName())
									break;
							}
						}
						else
							skipSection(reader, true); // ignore all other nodes
					}
					else
					if (reader->getNodeType() == io::EXN_ELEMENT_END && (
						constantNode == reader->getNodeName() ||
						lambertNode == reader->getNodeName() ||
						phongNode == reader->getNodeName() ||
						blinnNode == reader->getNodeName()
						))
						break;
				}
			}
			else
			if (!reader->isEmptyElement() && (extraNodeName == reader->getNodeName()))
				readEffect(reader,effect);
			else
			if (doubleSidedNodeName == reader->getNodeName())
			{
				// read the GoogleEarth extra flag for double sided polys
				s32 doubleSided = 0;
				readIntsInsideElement(reader,&doubleSided,1);
				if (doubleSided)
				{
					#ifdef COLLADA_READER_DEBUG
					os::Printer::log("Setting double sided flag for effect.", ELL_DEBUG);
					#endif

					effect->Mat.setFlag(irr::video::EMF_BACK_FACE_CULLING,false);
				}
			}
			else
				skipSection(reader, true); // ignore all other sections
		}
		else
		if (reader->getNodeType() == io::EXN_ELEMENT_END)
		{
			if (effectSectionName == reader->getNodeName())
				break;
			else
			if (profileCOMMONSectionName == reader->getNodeName())
				break;
			else
			if (techniqueNodeName == reader->getNodeName())
				break;
			else
			if (extraNodeName == reader->getNodeName())
				break;
		}
	}

	if (effect->Mat.AmbientColor == video::SColor(0) &&
		effect->Mat.DiffuseColor != video::SColor(0))
		effect->Mat.AmbientColor = effect->Mat.DiffuseColor;
	if (effect->Mat.DiffuseColor == video::SColor(0) &&
		effect->Mat.AmbientColor != video::SColor(0))
		effect->Mat.DiffuseColor = effect->Mat.AmbientColor;
	if ((effect->Transparency != 0.0f) && (effect->Transparency != 1.0f))
	{
		effect->Mat.MaterialType = irr::video::EMT_TRANSPARENT_VERTEX_ALPHA;
		effect->Mat.ZWriteEnable = video::EZW_OFF;
	}

	video::E_TEXTURE_CLAMP twu = video::ETC_REPEAT;
	s32 idx = effect->Parameters->findAttribute(wrapsName.c_str());
	if ( idx >= 0 )
		twu = (video::E_TEXTURE_CLAMP)(effect->Parameters->getAttributeAsInt(idx));
	video::E_TEXTURE_CLAMP twv = video::ETC_REPEAT;
	idx = effect->Parameters->findAttribute(wraptName.c_str());
	if ( idx >= 0 )
		twv = (video::E_TEXTURE_CLAMP)(effect->Parameters->getAttributeAsInt(idx));
	video::E_TEXTURE_CLAMP twr = video::ETC_REPEAT;
	idx = effect->Parameters->findAttribute(wrappName.c_str());
	if ( idx >= 0 )
		twr = (video::E_TEXTURE_CLAMP)(effect->Parameters->getAttributeAsInt(idx));
	else
	{
		// for downward compatibility with older Irrlicht collada writer
		idx = effect->Parameters->findAttribute(wraprName.c_str());
		if ( idx >= 0 )
			twr = (video::E_TEXTURE_CLAMP)(effect->Parameters->getAttributeAsInt(idx));
	}

	for (u32 i=0; i<video::MATERIAL_MAX_TEXTURES; ++i)
	{
		effect->Mat.TextureLayer[i].TextureWrapU = twu;
		effect->Mat.TextureLayer[i].TextureWrapV = twv;
		effect->Mat.TextureLayer[i].TextureWrapW = twr;
	}

	effect->Mat.setFlag(video::EMF_BILINEAR_FILTER, effect->Parameters->getAttributeAsBool("bilinear"));
	effect->Mat.setFlag(video::EMF_TRILINEAR_FILTER, effect->Parameters->getAttributeAsBool("trilinear"));
	effect->Mat.setFlag(video::EMF_ANISOTROPIC_FILTER, effect->Parameters->getAttributeAsBool("anisotropic"));
}


const SColladaMaterial* CColladaFileLoader::findMaterial(const core::stringc& materialName)
{
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA find material", materialName, ELL_DEBUG);
	#endif

	// do a quick lookup in the materials
	SColladaMaterial matToFind;
	matToFind.Id = materialName;
	s32 mat = Materials.binary_search(matToFind);
	if (mat == -1)
		return 0;
	// instantiate the material effect if needed
	if (Materials[mat].InstanceEffectId.size() != 0)
	{
		// do a quick lookup in the effects
		SColladaEffect effectToFind;
		effectToFind.Id = Materials[mat].InstanceEffectId;
		s32 effect = Effects.binary_search(effectToFind);
		if (effect != -1)
		{
			// found the effect, instantiate by copying into the material
			Materials[mat].Mat = Effects[effect].Mat;
			if (Effects[effect].Textures.size())
				Materials[mat].Mat.setTexture(0, getTextureFromImage(Effects[effect].Textures[0], &(Effects[effect])));
			Materials[mat].Transparency = Effects[effect].Transparency;
			// and indicate the material is instantiated by removing the effect ref
			Materials[mat].InstanceEffectId = "";
		}
		else
			return 0;
	}
	return &Materials[mat];
}


void CColladaFileLoader::readBindMaterialSection(io::IXMLReaderUTF8* reader, const core::stringc & id)
{
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading bind material", ELL_DEBUG);
	#endif

	while(reader->read())
	{
		if (reader->getNodeType() == io::EXN_ELEMENT)
		{
			if (instanceMaterialName == reader->getNodeName())
			{
				// the symbol to retarget, and the target material
				core::stringc meshbufferReference = reader->getAttributeValue("symbol");
				if (meshbufferReference.size()==0)
					continue;
				core::stringc target = reader->getAttributeValue("target");
				uriToId(target);
				if (target.size()==0)
					continue;
				const SColladaMaterial * material = findMaterial(target);
				if (!material)
					continue;
				// bind any pending materials for this node
				meshbufferReference = id+"/"+meshbufferReference;
#ifdef COLLADA_READER_DEBUG
				os::Printer::log((core::stringc("Material binding: ")+meshbufferReference+" "+target).c_str(), ELL_DEBUG);
#endif
				if (MaterialsToBind.find(meshbufferReference))
				{
					core::array<irr::scene::IMeshBuffer*> & toBind
						= MeshesToBind[MaterialsToBind[meshbufferReference]];
#ifdef COLLADA_READER_DEBUG
				os::Printer::log("Material binding now ",material->Id.c_str(), ELL_DEBUG);
				os::Printer::log("#meshbuffers",core::stringc(toBind.size()).c_str(), ELL_DEBUG);
#endif
					SMesh tmpmesh;
					for (u32 i = 0; i < toBind.size(); ++i)
					{
						toBind[i]->getMaterial() = material->Mat;
						tmpmesh.addMeshBuffer(toBind[i]);

						if ((material->Transparency!=0.0f) && (material->Transparency!=1.0f))
						{
							toBind[i]->getMaterial().MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
							toBind[i]->getMaterial().ZWriteEnable = video::EZW_OFF;
						}
					}
					SceneManager->getMeshManipulator()->setVertexColors(&tmpmesh,material->Mat.DiffuseColor);
					if ((material->Transparency!=0.0f) && (material->Transparency!=1.0f))
					{
						#ifdef COLLADA_READER_DEBUG
						os::Printer::log("COLLADA found transparency material", core::stringc(material->Transparency).c_str(), ELL_DEBUG);
						#endif
						SceneManager->getMeshManipulator()->setVertexColorAlpha(&tmpmesh, core::floor32(material->Transparency*255.0f));
					}
				}
			}
		}
		else
		if (reader->getNodeType() == io::EXN_ELEMENT_END &&
			bindMaterialName == reader->getNodeName())
			break;
	}
}


//! reads a <geometry> element and stores it as mesh if possible
void CColladaFileLoader::readGeometry(io::IXMLReaderUTF8* reader)
{
	core::stringc id = readId(reader);
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading geometry", id, ELL_DEBUG);
	#endif

	SAnimatedMesh* amesh = new SAnimatedMesh();
	scene::SMesh* mesh = new SMesh();
	amesh->addMesh(mesh);
	core::array<SSource> sources;
	bool okToReadArray = false;

	// handles geometry node and the mesh children in this loop
	// read sources with arrays and accessor for each mesh
	if (!reader->isEmptyElement())
	while(reader->read())
	{
		if (reader->getNodeType() == io::EXN_ELEMENT)
		{
			const char* nodeName = reader->getNodeName();
			if (meshSectionName == nodeName)
			{
				// inside a mesh section. Don't have to do anything here.
			}
			else
			if (sourceSectionName == nodeName)
			{
				// create a new source
				sources.push_back(SSource());
				sources.getLast().Id = readId(reader);

				#ifdef COLLADA_READER_DEBUG
				os::Printer::log("Reading source", sources.getLast().Id.c_str(), ELL_DEBUG);
				#endif
			}
			else
			if (arraySectionName == nodeName || floatArraySectionName == nodeName || intArraySectionName == nodeName)
			{
				// create a new array and read it.
				if (!sources.empty())
				{
					sources.getLast().Array.Name = readId(reader);

					int count = reader->getAttributeValueAsInt("count");
					sources.getLast().Array.Data.set_used(count); // pre allocate

					// check if type of array is ok
					const char* type = reader->getAttributeValue("type");
					okToReadArray = (type && (!strcmp("float", type) || !strcmp("int", type))) || floatArraySectionName == nodeName || intArraySectionName == nodeName;

					#ifdef COLLADA_READER_DEBUG
					os::Printer::log("Read array", sources.getLast().Array.Name.c_str(), ELL_DEBUG);
					#endif
				}
				#ifdef COLLADA_READER_DEBUG
				else
					os::Printer::log("Warning, array outside source found",
						readId(reader).c_str(), ELL_DEBUG);
				#endif

			}
			else
			if (accessorSectionName == nodeName) // child of source (below a technique tag)
			{
				#ifdef COLLADA_READER_DEBUG
				os::Printer::log("Reading accessor", ELL_DEBUG);
				#endif
				SAccessor accessor;
				accessor.Count = reader->getAttributeValueAsInt("count");
				accessor.Offset = reader->getAttributeValueAsInt("offset");
				accessor.Stride = reader->getAttributeValueAsInt("stride");
				if (accessor.Stride == 0)
					accessor.Stride = 1;

				// the accessor contains some information on how to access (boi!) the array,
				// the info is stored in collada style parameters, so just read them.
				readColladaParameters(reader, accessorSectionName);
				if (!sources.empty())
				{
					sources.getLast().Accessors.push_back(accessor);
					sources.getLast().Accessors.getLast().Parameters = ColladaParameters;
				}
			}
			else
			if (verticesSectionName == nodeName)
			{
				#ifdef COLLADA_READER_DEBUG
				os::Printer::log("Reading vertices", ELL_DEBUG);
				#endif
				// read vertex input position source
				readColladaInputs(reader, verticesSectionName);
			}
			else
			// lines and linestrips missing
			if (polygonsSectionName == nodeName ||
				polylistSectionName == nodeName ||
				trianglesSectionName == nodeName)
			{
				// read polygons section
				readPolygonSection(reader, sources, mesh, id);
			}
			else
			// trifans, and tristrips missing
			if (doubleSidedNodeName == reader->getNodeName())
			{
				// read the extra flag for double sided polys
				s32 doubleSided = 0;
				readIntsInsideElement(reader,&doubleSided,1);
				if (doubleSided)
				{
					#ifdef COLLADA_READER_DEBUG
					os::Printer::log("Setting double sided flag for mesh.", ELL_DEBUG);
					#endif
					amesh->setMaterialFlag(irr::video::EMF_BACK_FACE_CULLING,false);
				}
			}
			else
			 // techniqueCommon or 'technique profile=common' must not be skipped
			if ((techniqueCommonSectionName != nodeName) // Collada 1.2/1.3
				&& (techniqueNodeName != nodeName) // Collada 1.4+
				&& (extraNodeName != nodeName))
			{
				os::Printer::log("COLLADA loader warning: Wrong tag usage found in geometry", reader->getNodeName(), ELL_WARNING);
				skipSection(reader, true); // ignore all other sections
			}
		} // end if node type is element
		else
		if (reader->getNodeType() == io::EXN_TEXT)
		{
			// read array data
			if (okToReadArray && !sources.empty())
			{
				core::array<f32>& a = sources.getLast().Array.Data;
				core::stringc data = reader->getNodeData();
				data.trim();
				const c8* p = &data[0];

				for (u32 i=0; i<a.size(); ++i)
				{
					findNextNoneWhiteSpace(&p);
					if (*p)
						a[i] = readFloat(&p);
					else
						a[i] = 0.0f;
				}
			} // end reading array

			okToReadArray = false;

		} // end if node type is text
		else
		if (reader->getNodeType() == io::EXN_ELEMENT_END)
		{
			if (geometrySectionName == reader->getNodeName())
			{
				// end of geometry section reached, cancel out
				break;
			}
		}
	} // end while reader->read();

	// add mesh as geometry

	mesh->recalculateBoundingBox();
	amesh->recalculateBoundingBox();

	// create virtual file name
	io::path filename = CurrentlyLoadingMesh;
	filename += '#';
	filename += id;

	// add to scene manager
	if (LoadedMeshCount)
	{
		SceneManager->getMeshCache()->addMesh(filename.c_str(), amesh);
		os::Printer::log("Added COLLADA mesh", filename.c_str(), ELL_DEBUG);
	}
	else
	{
		FirstLoadedMeshName = filename;
		FirstLoadedMesh = amesh;
		FirstLoadedMesh->grab();
	}

	++LoadedMeshCount;
	mesh->drop();
	amesh->drop();

	// create geometry prefab
	u32 i;
	for (i=0; i<Prefabs.size(); ++i)
	{
		if (Prefabs[i]->getId()==id)
		{
			((CGeometryPrefab*)Prefabs[i])->Mesh=mesh;
			break;
		}
	}
	if (i==Prefabs.size())
	{
		CGeometryPrefab* prefab = new CGeometryPrefab(id);
		prefab->Mesh = mesh;
		Prefabs.push_back(prefab);
	}

	// store as dummy mesh if no instances will be created
	if (!CreateInstances && !DummyMesh)
	{
		DummyMesh = amesh;
		DummyMesh->grab();
	}
}


struct SPolygon
{
	core::array<s32> Indices;
};

//! reads a polygons section and creates a mesh from it
void CColladaFileLoader::readPolygonSection(io::IXMLReaderUTF8* reader,
		core::array<SSource>& sources, scene::SMesh* mesh,
		const core::stringc& geometryId)
{
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading polygon section", ELL_DEBUG);
	#endif

	core::stringc materialName = reader->getAttributeValue("material");

	core::stringc polygonType = reader->getNodeName();
	const int polygonCount = reader->getAttributeValueAsInt("count"); // Not useful because it only determines the number of primitives, which have arbitrary vertices in case of polygon
	core::array<SPolygon> polygons;
	if (polygonType == polygonsSectionName)
		polygons.reallocate(polygonCount);
	core::array<int> vCounts;
	bool parsePolygonOK = false;
	bool parseVcountOK = false;
	u32 inputSemanticCount = 0;
	u32 maxOffset = 0;
	core::array<SColladaInput> localInputs;

	// read all <input> and primitives
	if (!reader->isEmptyElement())
	while(reader->read())
	{
		const char* nodeName = reader->getNodeName();

		if (reader->getNodeType() == io::EXN_ELEMENT)
		{
			// polygon node may contain params
			if (inputTagName == nodeName)
			{
				// read input tag
				readColladaInput(reader, localInputs);

				// resolve input source
				SColladaInput& inp = localInputs.getLast();

				// get input source array id, if it is a vertex input, take
				// the <vertex><input>-source attribute.
				if (inp.Semantic == ECIS_VERTEX)
				{
					inp.Source = Inputs[0].Source;
					for (u32 i=1; i<Inputs.size(); ++i)
					{
						localInputs.push_back(Inputs[i]);
						uriToId(localInputs.getLast().Source);
						maxOffset = core::max_(maxOffset,localInputs.getLast().Offset);
						++inputSemanticCount;
					}
				}
				uriToId(inp.Source);
				maxOffset = core::max_(maxOffset,inp.Offset);
				++inputSemanticCount;
			}
			else
			if (primitivesName == nodeName)
			{
				parsePolygonOK = true;
				polygons.push_back(SPolygon());
			}
			else
			if (vcountName == nodeName)
			{
				parseVcountOK = true;
			} // end  is polygon node
		} // end is element node
		else
		if (reader->getNodeType() == io::EXN_ELEMENT_END)
		{
			if (primitivesName == nodeName)
				parsePolygonOK = false; // end parsing a polygon
			else
			if (vcountName == nodeName)
				parseVcountOK = false; // end parsing vcounts
			else
			if (polygonType == nodeName)
				break; // cancel out and create mesh

		} // end is element end
		else
		if (reader->getNodeType() == io::EXN_TEXT)
		{
			if (parseVcountOK)
			{
				core::stringc data = reader->getNodeData();
				data.trim();
				const c8* p = &data[0];
				while(*p)
				{
					findNextNoneWhiteSpace(&p);
					if (*p)
						vCounts.push_back(readInt(&p));
				}
				parseVcountOK = false;
			}
			else
			if (parsePolygonOK && polygons.size())
			{
				core::stringc data = reader->getNodeData();
				data.trim();
				const c8* p = &data[0];
				SPolygon& poly = polygons.getLast();
				if (polygonType == polygonsSectionName)
					poly.Indices.reallocate((maxOffset+1)*3);
				else
					poly.Indices.reallocate(polygonCount*(maxOffset+1)*3);

				if (vCounts.empty())
				{
					while(*p)
					{
						findNextNoneWhiteSpace(&p);
						poly.Indices.push_back(readInt(&p));
					}
				}
				else
				{
					for (u32 i = 0; i < vCounts.size(); i++)
					{
						const int polyVCount = vCounts[i];
						core::array<int> polyCorners;

						for (u32 j = 0; j < polyVCount * inputSemanticCount; j++)
						{
							if (!*p)
								break;
							findNextNoneWhiteSpace(&p);
							polyCorners.push_back(readInt(&p));
						}

						while (polyCorners.size() >= 3 * inputSemanticCount)
						{
							// add one triangle's worth of indices
							for (u32 k = 0; k < inputSemanticCount * 3; ++k)
							{
								poly.Indices.push_back(polyCorners[k]);
							}

							// remove one corner from our poly
							polyCorners.erase(inputSemanticCount,inputSemanticCount);
						}
						polyCorners.clear();
					}
					vCounts.clear();
				}
				parsePolygonOK = false;
			}
		}
	} // end while reader->read()

	// find source array (we'll ignore accessors for this implementation)
	for (u32 i=0; i<localInputs.size(); ++i)
	{
		SColladaInput& inp = localInputs[i];
		u32 s;
		for (s=0; s<sources.size(); ++s)
		{
			if (sources[s].Id == inp.Source)
			{
				// slot found
				inp.Data = sources[s].Array.Data.pointer();
				inp.Stride = sources[s].Accessors[0].Stride;
				break;
			}
		}

		if (s == sources.size())
		{
			os::Printer::log("COLLADA Warning, polygon input source not found",
				inp.Source.c_str(), ELL_DEBUG);
			inp.Semantic=ECIS_COUNT; // for unknown
		}
		else
		{
			#ifdef COLLADA_READER_DEBUG
			// print slot
			core::stringc tmp = "Added slot ";
			tmp += inputSemanticNames[inp.Semantic];
			tmp += " sourceArray:";
			tmp += inp.Source;
			os::Printer::log(tmp.c_str(), ELL_DEBUG);
			#endif
		}
	}

	if ((inputSemanticCount == 0) || !polygons.size())
		return; // cancel if there are no polygons anyway.

	// analyze content of Inputs to create a fitting mesh buffer

	u32 u;
	u32 textureCoordSetCount = 0;
	bool normalSlotCount = false;
	u32 secondTexCoordSetIndex = 0xFFFFFFFF;

	for (u=0; u<Inputs.size(); ++u)
	{
		if (Inputs[u].Semantic == ECIS_TEXCOORD || Inputs[u].Semantic == ECIS_UV )
		{
			++textureCoordSetCount;

			if (textureCoordSetCount==2)
				secondTexCoordSetIndex = u;
		}
		else
		if (Inputs[u].Semantic == ECIS_NORMAL)
			normalSlotCount=true;
	}

	// if there is more than one texture coordinate set, create a lightmap mesh buffer,
	// otherwise use a standard mesh buffer

	scene::IMeshBuffer* buffer = 0;
	++maxOffset; // +1 to jump to the next value

	if ( textureCoordSetCount < 2 )
	{
		// standard mesh buffer

		scene::SMeshBuffer* mbuffer = new SMeshBuffer();
		buffer = mbuffer;

		core::map<video::S3DVertex, int> vertMap;

		for (u32 i=0; i<polygons.size(); ++i)
		{
			core::array<u16> indices;
			const u32 vertexCount = polygons[i].Indices.size() / maxOffset;
			mbuffer->Vertices.reallocate(mbuffer->Vertices.size()+vertexCount);

			// for all index/semantic groups
			for (u32 v=0; v<polygons[i].Indices.size(); v+=maxOffset)
			{
				video::S3DVertex vtx;
				vtx.Color.set(255,255,255,255);

				// for all input semantics
				for (u32 k=0; k<localInputs.size(); ++k)
				{
					if (!localInputs[k].Data)
						continue;
					// build vertex from input semantics.

					const u32 idx = localInputs[k].Stride*polygons[i].Indices[v+localInputs[k].Offset];

					switch(localInputs[k].Semantic)
					{
					case ECIS_POSITION:
					case ECIS_VERTEX:
						vtx.Pos.X = localInputs[k].Data[idx+0];
						if (FlipAxis)
						{
							vtx.Pos.Z = localInputs[k].Data[idx+1];
							vtx.Pos.Y = localInputs[k].Data[idx+2];
						}
						else
						{
							vtx.Pos.Y = localInputs[k].Data[idx+1];
							vtx.Pos.Z = localInputs[k].Data[idx+2] * -1.f;
						}
						break;
					case ECIS_NORMAL:
						vtx.Normal.X = localInputs[k].Data[idx+0];
						if (FlipAxis)
						{
							vtx.Normal.Z = localInputs[k].Data[idx+1];
							vtx.Normal.Y = localInputs[k].Data[idx+2];
						}
						else
						{
							vtx.Normal.Y = localInputs[k].Data[idx+1];
							vtx.Normal.Z = localInputs[k].Data[idx+2] * -1.f;
						}
						break;
					case ECIS_TEXCOORD:
					case ECIS_UV:
						vtx.TCoords.X = localInputs[k].Data[idx+0];
						vtx.TCoords.Y = 1-localInputs[k].Data[idx+1];
						break;
					case ECIS_TANGENT:
						break;
					case ECIS_COLOR:
					{
						video::SColorf col;
						col.r = localInputs[k].Data[idx+0];
						col.g = localInputs[k].Data[idx+1];
						col.b = localInputs[k].Data[idx+2];
						vtx.Color = col.toSColor();
						break;
					}
					default:
						break;
					}
				}

				//first, try to find this vertex in the mesh
				core::map<video::S3DVertex, int>::Node* n = vertMap.find(vtx);
				if (n)
				{
					indices.push_back(n->getValue());
				}
				else
				{
					indices.push_back(mbuffer->getVertexCount());
					mbuffer->Vertices.push_back(vtx);
					vertMap.insert(vtx, mbuffer->getVertexCount()-1);
				}
			} // end for all vertices

			if (polygonsSectionName == polygonType &&
				indices.size() > 3)
			{
				// need to tessellate for polygons of 4 or more vertices
				// for now we naively turn interpret it as a triangle fan
				// as full tessellation is problematic
				for (u32 ind = 0; ind+2 < indices.size(); ++ind)
				{
					mbuffer->Indices.push_back(indices[0]);
					mbuffer->Indices.push_back(indices[ind+2]);
					mbuffer->Indices.push_back(indices[ind+1]);
				}
			}
			else
			{
				// it's just triangles
				for (u32 ind = 0; ind < indices.size(); ind+=3)
				{
					mbuffer->Indices.push_back(indices[ind+2]);
					mbuffer->Indices.push_back(indices[ind+1]);
					mbuffer->Indices.push_back(indices[ind+0]);
				}
			}

		} // end for all polygons
	}
	else
	{
		// lightmap mesh buffer

		scene::SMeshBufferLightMap* mbuffer = new SMeshBufferLightMap();
		buffer = mbuffer;

		for (u32 i=0; i<polygons.size(); ++i)
		{
			const u32 vertexCount = polygons[i].Indices.size() / maxOffset;
			mbuffer->Vertices.reallocate(mbuffer->Vertices.size()+vertexCount);
			// for all vertices in array
			for (u32 v=0; v<polygons[i].Indices.size(); v+=maxOffset)
			{
				video::S3DVertex2TCoords vtx;
				vtx.Color.set(100,255,255,255);

				// for all input semantics
				for (u32 k=0; k<Inputs.size(); ++k)
				{
					// build vertex from input semantics.

					const u32 idx = localInputs[k].Stride*polygons[i].Indices[v+Inputs[k].Offset];

					switch(localInputs[k].Semantic)
					{
					case ECIS_POSITION:
					case ECIS_VERTEX:
						vtx.Pos.X = localInputs[k].Data[idx+0];
						if (FlipAxis)
						{
							vtx.Pos.Z = localInputs[k].Data[idx+1];
							vtx.Pos.Y = localInputs[k].Data[idx+2];
						}
						else
						{
							vtx.Pos.Y = localInputs[k].Data[idx+1];
							vtx.Pos.Z = localInputs[k].Data[idx+2];
						}
						break;
					case ECIS_NORMAL:
						vtx.Normal.X = localInputs[k].Data[idx+0];
						if (FlipAxis)
						{
							vtx.Normal.Z = localInputs[k].Data[idx+1];
							vtx.Normal.Y = localInputs[k].Data[idx+2];
						}
						else
						{
							vtx.Normal.Y = localInputs[k].Data[idx+1];
							vtx.Normal.Z = localInputs[k].Data[idx+2];
						}
						break;
					case ECIS_TEXCOORD:
					case ECIS_UV:
						if (k==secondTexCoordSetIndex)
						{
							vtx.TCoords2.X = localInputs[k].Data[idx+0];
							vtx.TCoords2.Y = 1-localInputs[k].Data[idx+1];
						}
						else
						{
							vtx.TCoords.X = localInputs[k].Data[idx+0];
							vtx.TCoords.Y = 1-localInputs[k].Data[idx+1];
						}
						break;
					case ECIS_TANGENT:
						break;
					case ECIS_COLOR:
					{
						video::SColorf col;
						col.r = localInputs[k].Data[idx+0];
						col.g = localInputs[k].Data[idx+1];
						col.b = localInputs[k].Data[idx+2];
						vtx.Color = col.toSColor();
						break;
					}
					default:
						break;
					}
				}

				mbuffer->Vertices.push_back(vtx);

			} // end for all vertices

			// add vertex indices
			const u32 oldVertexCount = mbuffer->Vertices.size() - vertexCount;
			for (u32 face=0; face<vertexCount-2; ++face)
			{
				mbuffer->Indices.push_back(oldVertexCount + 0);
				mbuffer->Indices.push_back(oldVertexCount + 1 + face);
				mbuffer->Indices.push_back(oldVertexCount + 2 + face);
			}

		} // end for all polygons
	}

	const SColladaMaterial* m = findMaterial(materialName);
	if (m)
	{
		buffer->getMaterial() = m->Mat;
		SMesh tmpmesh;
		tmpmesh.addMeshBuffer(buffer);
		SceneManager->getMeshManipulator()->setVertexColors(&tmpmesh,m->Mat.DiffuseColor);
		if (m->Transparency != 1.0f)
			SceneManager->getMeshManipulator()->setVertexColorAlpha(&tmpmesh,core::floor32(m->Transparency*255.0f));
	}
	// add future bind reference for the material
	core::stringc meshbufferReference = geometryId+"/"+materialName;
	if (!MaterialsToBind.find(meshbufferReference))
	{
		MaterialsToBind[meshbufferReference] = MeshesToBind.size();
		MeshesToBind.push_back(core::array<irr::scene::IMeshBuffer*>());
	}
	MeshesToBind[MaterialsToBind[meshbufferReference]].push_back(buffer);

	// calculate normals if there is no slot for it

	if (!normalSlotCount)
		SceneManager->getMeshManipulator()->recalculateNormals(buffer, true);

	// recalculate bounding box
	buffer->recalculateBoundingBox();

	// add mesh buffer
	mesh->addMeshBuffer(buffer);
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA added meshbuffer", core::stringc(buffer->getVertexCount())+" vertices, "+core::stringc(buffer->getIndexCount())+" indices.", ELL_DEBUG);
	#endif

	buffer->drop();
}


//! reads a <light> element and stores it as prefab
void CColladaFileLoader::readLightPrefab(io::IXMLReaderUTF8* reader)
{
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading light prefab", ELL_DEBUG);
	#endif

	CLightPrefab* prefab = new CLightPrefab(readId(reader));

	if (!reader->isEmptyElement())
	{
		if (Version >= 10400) // start with 1.4
		{
			while(reader->read())
			{
				if (reader->getNodeType() == io::EXN_ELEMENT)
				{
					if (pointSectionName == reader->getNodeName())
						prefab->LightData.Type=video::ELT_POINT;
					else
					if (directionalSectionName == reader->getNodeName())
						prefab->LightData.Type=video::ELT_DIRECTIONAL;
					else
					if (spotSectionName == reader->getNodeName())
						prefab->LightData.Type=video::ELT_SPOT;
					else
					if (ambientSectionName == reader->getNodeName())
						prefab->LightData.Type=ELT_AMBIENT;
					else
					if (colorNodeName == reader->getNodeName())
						prefab->LightData.DiffuseColor=readColorNode(reader);
					else
					if (constantAttenuationNodeName == reader->getNodeName())
						readFloatsInsideElement(reader,&prefab->LightData.Attenuation.X,1);
					else
					if (linearAttenuationNodeName == reader->getNodeName())
						readFloatsInsideElement(reader,&prefab->LightData.Attenuation.Y,1);
					else
					if (quadraticAttenuationNodeName == reader->getNodeName())
						readFloatsInsideElement(reader,&prefab->LightData.Attenuation.Z,1);
					else
					if (falloffAngleNodeName == reader->getNodeName())
					{
						readFloatsInsideElement(reader,&prefab->LightData.OuterCone,1);
						prefab->LightData.OuterCone *= core::DEGTORAD;
					}
					else
					if (falloffExponentNodeName == reader->getNodeName())
						readFloatsInsideElement(reader,&prefab->LightData.Falloff,1);
				}
				else
				if (reader->getNodeType() == io::EXN_ELEMENT_END)
				{
					if ((pointSectionName == reader->getNodeName()) ||
						(directionalSectionName == reader->getNodeName()) ||
						(spotSectionName == reader->getNodeName()) ||
						(ambientSectionName == reader->getNodeName()))
						break;
				}
			}
		}
		else
		{
			readColladaParameters(reader, lightPrefabName);

			SColladaParam* p = getColladaParameter(ECPN_COLOR);
			if (p && p->Type == ECPT_FLOAT3)
				prefab->LightData.DiffuseColor.set(p->Floats[0], p->Floats[1], p->Floats[2]);
		}
	}

	Prefabs.push_back(prefab);
}


//! returns a collada parameter or none if not found
SColladaParam* CColladaFileLoader::getColladaParameter(ECOLLADA_PARAM_NAME name)
{
	for (u32 i=0; i<ColladaParameters.size(); ++i)
		if (ColladaParameters[i].Name == name)
			return &ColladaParameters[i];

	return 0;
}

//! returns a collada input or none if not found
SColladaInput* CColladaFileLoader::getColladaInput(ECOLLADA_INPUT_SEMANTIC input)
{
	for (u32 i=0; i<Inputs.size(); ++i)
		if (Inputs[i].Semantic == input)
			return &Inputs[i];

	return 0;
}


//! reads a collada input tag and adds it to the input parameter
void CColladaFileLoader::readColladaInput(io::IXMLReaderUTF8* reader, core::array<SColladaInput>& inputs)
{
	// parse param
	SColladaInput p;

	// get type
	core::stringc semanticName = reader->getAttributeValue("semantic");
	for (u32 i=0; inputSemanticNames[i]; ++i)
	{
		if (semanticName == inputSemanticNames[i])
		{
			p.Semantic = (ECOLLADA_INPUT_SEMANTIC)i;
			break;
		}
	}

	// get source
	p.Source = reader->getAttributeValue("source");
	if (reader->getAttributeValue("offset")) // Collada 1.4+
		p.Offset = (u32)reader->getAttributeValueAsInt("offset");
	else // Collada 1.2/1.3
		p.Offset = (u32)reader->getAttributeValueAsInt("idx");
	p.Set = (u32)reader->getAttributeValueAsInt("set");

	// add input
	inputs.push_back(p);
}

//! parses all collada inputs inside an element and stores them in Inputs
void CColladaFileLoader::readColladaInputs(io::IXMLReaderUTF8* reader, const core::stringc& parentName)
{
	Inputs.clear();

	while(reader->read())
	{
		if (reader->getNodeType() == io::EXN_ELEMENT &&
			inputTagName == reader->getNodeName())
		{
			readColladaInput(reader, Inputs);
		}
		else
		if (reader->getNodeType() == io::EXN_ELEMENT_END)
		{
			if (parentName == reader->getNodeName())
				return; // end of parent reached
		}

	} // end while reader->read();
}

//! parses all collada parameters inside an element and stores them in ColladaParameters
void CColladaFileLoader::readColladaParameters(io::IXMLReaderUTF8* reader,
		const core::stringc& parentName)
{
	ColladaParameters.clear();

	const char* const paramNames[] = {"COLOR", "AMBIENT", "DIFFUSE",
		"SPECULAR", "SHININESS", "YFOV", "ZNEAR", "ZFAR", 0};

	const char* const typeNames[] = {"float", "float2", "float3", 0};

	while(reader->read())
	{
		const char* nodeName = reader->getNodeName();
		if (reader->getNodeType() == io::EXN_ELEMENT &&
			paramTagName == nodeName)
		{
			// parse param
			SColladaParam p;

			// get type
			u32 i;
			core::stringc typeName = reader->getAttributeValue("type");
			for (i=0; typeNames[i]; ++i)
				if (typeName == typeNames[i])
				{
					p.Type = (ECOLLADA_PARAM_TYPE)i;
					break;
				}

			// get name
			core::stringc nameName = reader->getAttributeValue("name");
			for (i=0; typeNames[i]; ++i)
				if (nameName == paramNames[i])
				{
					p.Name = (ECOLLADA_PARAM_NAME)i;
					break;
				}

			// read parameter data inside parameter tags
			switch(p.Type)
			{
				case ECPT_FLOAT:
				case ECPT_FLOAT2:
				case ECPT_FLOAT3:
				case ECPT_FLOAT4:
					readFloatsInsideElement(reader, p.Floats, p.Type - ECPT_FLOAT + 1);
					break;

				// TODO: other types of data (ints, bools or whatever)
				default:
					break;
			}

			// add param
			ColladaParameters.push_back(p);
		}
		else
		if (reader->getNodeType() == io::EXN_ELEMENT_END)
		{
			if (parentName == reader->getNodeName())
				return; // end of parent reached
		}

	} // end while reader->read();
}


//! parses a float from a char pointer and moves the pointer
//! to the end of the parsed float
inline f32 CColladaFileLoader::readFloat(const c8** p)
{
	f32 ftmp;
	*p = core::fast_atof_move(*p, ftmp);
	return ftmp;
}


//! parses an int from a char pointer and moves the pointer to
//! the end of the parsed float
inline s32 CColladaFileLoader::readInt(const c8** p)
{
	return (s32)readFloat(p);
}


//! places pointer to next begin of a token
void CColladaFileLoader::findNextNoneWhiteSpace(const c8** start)
{
	const c8* p = *start;

	while(*p && (*p==' ' || *p=='\n' || *p=='\r' || *p=='\t'))
		++p;

	// TODO: skip comments <!-- -->

	*start = p;
}


//! reads floats from inside of xml element until end of xml element
void CColladaFileLoader::readFloatsInsideElement(io::IXMLReaderUTF8* reader, f32* floats, u32 count)
{
	if (reader->isEmptyElement())
		return;

	while(reader->read())
	{
		// TODO: check for comments inside the element
		// and ignore them.

		if (reader->getNodeType() == io::EXN_TEXT)
		{
			// parse float data
			core::stringc data = reader->getNodeData();
			data.trim();
			const c8* p = &data[0];

			for (u32 i=0; i<count; ++i)
			{
				findNextNoneWhiteSpace(&p);
				if (*p)
					floats[i] = readFloat(&p);
				else
					floats[i] = 0.0f;
			}
		}
		else
		if (reader->getNodeType() == io::EXN_ELEMENT_END)
			break; // end parsing text
	}
}


//! reads ints from inside of xml element until end of xml element
void CColladaFileLoader::readIntsInsideElement(io::IXMLReaderUTF8* reader, s32* ints, u32 count)
{
	if (reader->isEmptyElement())
		return;

	while(reader->read())
	{
		// TODO: check for comments inside the element
		// and ignore them.

		if (reader->getNodeType() == io::EXN_TEXT)
		{
			// parse float data
			core::stringc data = reader->getNodeData();
			data.trim();
			const c8* p = &data[0];

			for (u32 i=0; i<count; ++i)
			{
				findNextNoneWhiteSpace(&p);
				if (*p)
					ints[i] = readInt(&p);
				else
					ints[i] = 0;
			}
		}
		else
		if (reader->getNodeType() == io::EXN_ELEMENT_END)
			break; // end parsing text
	}
}


video::SColorf CColladaFileLoader::readColorNode(io::IXMLReaderUTF8* reader)
{
	if (reader->getNodeType() == io::EXN_ELEMENT &&
		colorNodeName == reader->getNodeName())
	{
		f32 color[4];
		readFloatsInsideElement(reader,color,4);
		return video::SColorf(color[0], color[1], color[2], color[3]);
	}

	return video::SColorf();
}


f32 CColladaFileLoader::readFloatNode(io::IXMLReaderUTF8* reader)
{
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading <float>", ELL_DEBUG);
	#endif

	f32 result = 0.0f;
	if (reader->getNodeType() == io::EXN_ELEMENT &&
		floatNodeName == reader->getNodeName())
	{
		readFloatsInsideElement(reader,&result,1);
	}

	return result;
}


//! clears all loaded data
void CColladaFileLoader::clearData()
{
	// delete all prefabs

	for (u32 i=0; i<Prefabs.size(); ++i)
		Prefabs[i]->drop();

	Prefabs.clear();

	// clear all parameters
	ColladaParameters.clear();

	// clear all materials
	Images.clear();

	// clear all materials
	Textures.clear();

	// clear all materials
	Materials.clear();

	// clear all inputs
	Inputs.clear();

	// clear all effects
	for ( u32 i=0; i<Effects.size(); ++i )
		Effects[i].Parameters->drop();
	Effects.clear();

	// clear all the materials to bind
	MaterialsToBind.clear();
	MeshesToBind.clear();
}


//! changes the XML URI into an internal id
void CColladaFileLoader::uriToId(core::stringc& str)
{
	// Currently, we only remove the # from the beginning
	// as we don't support referencing other files.
	if (!str.size())
		return;

	if (str[0] == '#')
		str.erase(0);
}


//! read Collada Id, uses id or name if id is missing
core::stringc CColladaFileLoader::readId(io::IXMLReaderUTF8* reader)
{
	core::stringc id = reader->getAttributeValue("id");
	if (id.size()==0)
		id = reader->getAttributeValue("name");
	return id;
}


//! create an Irrlicht texture from the reference
video::ITexture* CColladaFileLoader::getTextureFromImage(core::stringc uri, SColladaEffect * effect)
{
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA searching texture", uri, ELL_DEBUG);
	#endif
	video::IVideoDriver* driver = SceneManager->getVideoDriver();
	for (;;)
	{
		uriToId(uri);
		for (u32 i=0; i<Images.size(); ++i)
		{
			if (uri == Images[i].Id)
			{
				if (Images[i].Source.size() && Images[i].SourceIsFilename)
				{
					return getMeshTextureLoader() ? getMeshTextureLoader()->getTexture( Images[i].Source ) : NULL;
				}
				else
				if (Images[i].Source.size())
				{
					//const u32 size = Images[i].Dimension.getArea();
					const u32 size = Images[i].Dimension.Width * Images[i].Dimension.Height;;
					u32* data = new u32[size]; // we assume RGBA
					u32* ptrdest = data;
					const c8* ptrsrc = Images[i].Source.c_str();
					for (u32 j=0; j<size; ++j)
					{
						sscanf(ptrsrc, "%x", ptrdest);
						++ptrdest;
						ptrsrc += 4;
					}
					video::IImage* img = driver->createImageFromData(video::ECF_A8R8G8B8, Images[i].Dimension, data, true, true);
					video::ITexture* tex = driver->addTexture((CurrentlyLoadingMesh+"#"+Images[i].Id).c_str(), img);
					img->drop();
					return tex;
				}
				break;
			}
		}
		if (effect && effect->Parameters->getAttributeType(uri.c_str())==io::EAT_STRING)
		{
			uri = effect->Parameters->getAttributeAsString(uri.c_str());
#ifdef COLLADA_READER_DEBUG
			os::Printer::log("COLLADA now searching texture", uri.c_str(), ELL_DEBUG);
#endif
		}
		else
			break;
	}
	return 0;
}


//! read a parameter and value
void CColladaFileLoader::readParameter(io::IXMLReaderUTF8* reader, io::IAttributes* parameters)
{
	#ifdef COLLADA_READER_DEBUG
	os::Printer::log("COLLADA reading parameter", ELL_DEBUG);
	#endif

	if ( !parameters )
		return;

	const core::stringc name = reader->getAttributeValue("sid");
	if (!reader->isEmptyElement())
	{
		while(reader->read())
		{
			if (reader->getNodeType() == io::EXN_ELEMENT)
			{
				if (floatNodeName == reader->getNodeName())
				{
					const f32 f = readFloatNode(reader);
					parameters->addFloat(name.c_str(), f);
				}
				else
				if (float2NodeName == reader->getNodeName())
				{
					f32 f[2];
					readFloatsInsideElement(reader, f, 2);
//						Parameters.addVector2d(name.c_str(), core::vector2df(f[0],f[1]));
				}
				else
				if (float3NodeName == reader->getNodeName())
				{
					f32 f[3];
					readFloatsInsideElement(reader, f, 3);
					parameters->addVector3d(name.c_str(), core::vector3df(f[0],f[1],f[2]));
				}
				else
				if ((initFromName == reader->getNodeName()) ||
					(sourceSectionName == reader->getNodeName()))
				{
					reader->read();
					parameters->addString(name.c_str(), reader->getNodeData());
				}
				else
				if (wrapsName == reader->getNodeName())
				{
					reader->read();
					const core::stringc val = reader->getNodeData();
					if (val == "WRAP")
						parameters->addInt(wrapsName.c_str(), (int)video::ETC_REPEAT);
					else if ( val== "MIRROR")
						parameters->addInt(wrapsName.c_str(), (int)video::ETC_MIRROR);
					else if ( val== "CLAMP")
						parameters->addInt(wrapsName.c_str(), (int)video::ETC_CLAMP_TO_EDGE);
					else if ( val== "BORDER")
						parameters->addInt(wrapsName.c_str(), (int)video::ETC_CLAMP_TO_BORDER);
					else if ( val== "NONE")
						parameters->addInt(wrapsName.c_str(), (int)video::ETC_CLAMP_TO_BORDER);
				}
				else
				if (wraptName == reader->getNodeName())
				{
					reader->read();
					const core::stringc val = reader->getNodeData();
					if (val == "WRAP")
						parameters->addInt(wraptName.c_str(), (int)video::ETC_REPEAT);
					else if ( val== "MIRROR")
						parameters->addInt(wraptName.c_str(), (int)video::ETC_MIRROR);
					else if ( val== "CLAMP")
						parameters->addInt(wraptName.c_str(), (int)video::ETC_CLAMP_TO_EDGE);
					else if ( val== "BORDER")
						parameters->addInt(wraptName.c_str(), (int)video::ETC_CLAMP_TO_BORDER);
					else if ( val== "NONE")
						parameters->addInt(wraptName.c_str(), (int)video::ETC_CLAMP_TO_BORDER);
				}
				else
				if (minfilterName == reader->getNodeName())
				{
					reader->read();
					const core::stringc val = reader->getNodeData();
					if (val == "LINEAR_MIPMAP_LINEAR")
						parameters->addBool("trilinear", true);
					else
					if (val == "LINEAR_MIPMAP_NEAREST")
						parameters->addBool("bilinear", true);
				}
				else
				if (magfilterName == reader->getNodeName())
				{
					reader->read();
					const core::stringc val = reader->getNodeData();
					if (val != "LINEAR")
					{
						parameters->addBool("bilinear", false);
						parameters->addBool("trilinear", false);
					}
				}
				else
				if (mipfilterName == reader->getNodeName())
				{
					parameters->addBool("anisotropic", true);
				}
			}
			else
			if(reader->getNodeType() == io::EXN_ELEMENT_END)
			{
				if (newParamName == reader->getNodeName())
					break;
			}
		}
	}
}

core::matrix4 CColladaFileLoader::flipZAxis(const core::matrix4& m)
{
	core::matrix4 matrix(m);
	matrix[2] *= -1.f;
	matrix[6] *= -1.f;
	matrix[8] *= -1.f;
	matrix[9] *= -1.f;
	matrix[11] *= -1.f;
	matrix[14] *= -1.f;	

	return matrix;
}

void CColladaFileLoader::unescape(irr::core::stringc& uri)
{
	u32 len = uri.size();
	for (u32 i=0; i<len-1; ++i)
	{
		if (uri[i] == '%' )
		{
			if (uri[i+1] == '%')
			{
				++i;
				continue;
			}

			for (u32 e = 0; e < EscapeCharsAnyURI.size(); ++e)
			{
				const irr::core::stringc& escapeString = EscapeCharsAnyURI[e].Escape;
				const u32 escapeLen = escapeString.size();
				bool equals = true;
				for ( u32 c = 1; c<escapeLen; ++c)	// string compare (and we already know first on fits as always '%')
				{
					if ( uri[i+c] != escapeString[c] )
					{
						equals = false;
						break;
					}
				}

				if ( equals )
				{
					uri[i] = EscapeCharsAnyURI[e].Character;
					// TODO: core::string has no erase function which erases more than one char at a time currently
					for ( u32 a=0;a<escapeLen-1; ++a)
						uri.erase(i+1);
					len -= escapeLen-1;
					break;
				}
			}
		}
	}
}


} // end namespace scene
} // end namespace irr

#endif // _IRR_COMPILE_WITH_COLLADA_LOADER_