/****************************************************************************
* VCGLib                                                            o o     *
* Visual and Computer Graphics Library                            o     o   *
*                                                                _   O  _   *
* Copyright(C) 2004-2008                                           \/)\/    *
* Visual Computing Lab                                            /\/|      *
* ISTI - Italian National Research Council                           |      *
*                                                                    \      *
* All rights reserved.                                                      *
*                                                                           *
* This program is free software; you can redistribute it and/or modify      *
* it under the terms of the GNU General Public License as published by      *
* the Free Software Foundation; either version 2 of the License, or         *
* (at your option) any later version.                                       *
*                                                                           *
* This program is distributed in the hope that it will be useful,           *
* but WITHOUT ANY WARRANTY; without even the implied warranty of            *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the             *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt)          *
* for more details.                                                         *
*                                                                           *
****************************************************************************/

#ifndef __VCGLIB_IMPORTERDAE
#define __VCGLIB_IMPORTERDAE

//importer for collada's files

#include <wrap/dae/util_dae.h>
#include <wrap/dae/poly_triangulator.h>

// uncomment one of the following line to enable the Verbose debugging for the parsing
//#define QDEBUG if(1) ; else {assert(0);}
#define QDEBUG qDebug

namespace vcg {
namespace tri {
namespace io {
    template<typename OpenMeshType>
    class ImporterDAE : public UtilDAE
    {
  public:
    class ColladaFace;
    class ColladaVertex;

    class ColladaTypes: public vcg::UsedTypes < vcg::Use<ColladaVertex>::template AsVertexType,
                                                                                                vcg::Use<ColladaFace  >::template AsFaceType >{};

    class ColladaVertex  : public vcg::Vertex< ColladaTypes,
      vcg::vertex::Coord3f,           /* 12b */
      vcg::vertex::BitFlags,          /*  4b */
      vcg::vertex::Normal3f,          /* 12b */
      vcg::vertex::Color4b           /*  4b */
      > {};


    class ColladaFace    : public vcg::Face<  ColladaTypes,
          vcg::face::VertexRef,            /*12b */
          vcg::face::BitFlags,             /* 4b */
          vcg::face::Normal3f,             /*12b */
          vcg::face::Color4b,           /* 0b */
          vcg::face::WedgeTexCoord2f     /* 0b */
        > {};

    class ColladaMesh    : public vcg::tri::TriMesh< std::vector<ColladaVertex>, std::vector<ColladaFace> > {};



    private:






        static int WedgeNormalAttribute(ColladaMesh& m,const QStringList face,const QStringList wn,const QDomNode wnsrc,const int meshfaceind,const int faceind,const int component)
        {
            int indnm = -1;
            if (!wnsrc.isNull())
            {
                indnm = face.at(faceind).toInt();
                assert(indnm * 3 < wn.size());
                m.face[meshfaceind].WN(component) = vcg::Point3f(wn.at(indnm * 3).toFloat(),wn.at(indnm * 3 + 1).toFloat(),wn.at(indnm * 3 + 2).toFloat());
            }
            return indnm;
        }

        static int WedgeTextureAttribute(ColladaMesh& m,const QStringList face,int ind_txt,const QStringList wt,const QDomNode wtsrc,const int meshfaceind,const int faceind,const int component,const int stride = 2)
        {
            int indtx = -1;
            if (!wtsrc.isNull())
            {
                indtx = face.at(faceind).toInt();
                //int num = wt.size();
                assert(indtx * stride < wt.size());
                m.face[meshfaceind].WT(component) = vcg::TexCoord2<float>();
                m.face[meshfaceind].WT(component).U() = wt.at(indtx * stride).toFloat();
                m.face[meshfaceind].WT(component).V() = wt.at(indtx * stride + 1).toFloat();

                m.face[meshfaceind].WT(component).N() = ind_txt;

            }
            return indtx;
        }

        // this one is used for the polylist nodes
        static int WedgeTextureAttribute(typename ColladaMesh::FaceType::TexCoordType & WT, const QStringList faceIndexList, int ind_txt, const QStringList wt, const QDomNode wtsrc,const int faceind,const int stride = 2)
        {
            int indtx = -1;
            if (!wtsrc.isNull())
            {
                indtx = faceIndexList.at(faceind).toInt();
                //int num = wt.size();
                assert(indtx * stride < wt.size());
                WT = vcg::TexCoord2<float>();
                WT.U() = wt.at(indtx * stride).toFloat();
                WT.V() = wt.at(indtx * stride + 1).toFloat();
                WT.N() = ind_txt;
            }
            return indtx;
        }

        static int VertexColorAttribute(ColladaMesh& m,const QStringList face,const QStringList wc,const QDomNode wcsrc,const int faceind, const int vertind,const int colorcomponent)
        {
            int indcl = -1;
            if (!wcsrc.isNull())
            {
                indcl = face.at(faceind).toInt();
                assert((colorcomponent == 4) || (colorcomponent == 3));
                assert(indcl * colorcomponent < wc.size());
                vcg::Color4b c;
                if (colorcomponent == 3)
                    c[3] = 255;
                for(unsigned int ii = 0;ii < colorcomponent;++ii)
                    c[ii] = (unsigned char)(wc.at(indcl * colorcomponent + ii).toFloat()*255.0);
                m.vert[vertind].C() = c;
            }
            return indcl;
        }


        static void FindStandardWedgeAttributes(WedgeAttribute& wed,const QDomNode nd,const QDomDocument doc)
        {
            wed.wnsrc = findNodeBySpecificAttributeValue(nd,"input","semantic","NORMAL");
            wed.offnm = findStringListAttribute(wed.wn,wed.wnsrc,nd,doc,"NORMAL");

            wed.wtsrc = findNodeBySpecificAttributeValue(nd,"input","semantic","TEXCOORD");
            if (!wed.wtsrc.isNull())
            {
                QDomNode src = attributeSourcePerSimplex(nd,doc,"TEXCOORD");
                if (isThereTag(src,"accessor"))
                {
                    QDomNodeList wedatts = src.toElement().elementsByTagName("accessor");
                    wed.stridetx = wedatts.at(0).toElement().attribute("stride").toInt();
                }
                else
                    wed.stridetx = 2;
            }
            //else
            //	wed.stridetx = 2;

            wed.offtx = findStringListAttribute(wed.wt,wed.wtsrc,nd,doc,"TEXCOORD");

            wed.wcsrc = findNodeBySpecificAttributeValue(nd,"input","semantic","COLOR");
            if (!wed.wcsrc.isNull())
            {
                QDomNode src = attributeSourcePerSimplex(nd,doc,"COLOR");
                if (isThereTag(src,"accessor"))
                {
                    QDomNodeList wedatts = src.toElement().elementsByTagName("accessor");
                    wed.stridecl = wedatts.at(0).toElement().attribute("stride").toInt();
                }
                else
                    wed.stridecl = 3;
            }
            /*else
                wed.stridecl = 3;*/
            wed.offcl = findStringListAttribute(wed.wc,wed.wcsrc,nd,doc,"COLOR");
        }

        static DAEError LoadPolygonalMesh(QDomNodeList& polypatch,ColladaMesh& m,const size_t offset,InfoDAE & info)
        {
            return E_NOERROR;
        }

        static DAEError	LoadPolygonalListMesh(QDomNodeList& polylist,ColladaMesh& m,const size_t offset,InfoDAE& info,QMap<QString,QString> &materialBinding)
        {
            if(polylist.isEmpty()) return E_NOERROR;
            QDEBUG("****** LoadPolygonalListMesh (initial mesh size %li %i)",m.vert.size(),m.fn);
            for(int tript = 0; tript < polylist.size();++tript)
            {
                QString materialId =  polylist.at(tript).toElement().attribute(QString("material"));
                QDEBUG("******    material id '%s' -> '%s'",qPrintable(materialId),qPrintable(materialBinding[materialId]));

                QString textureFilename;
                QDomNode img_node = textureFinder(materialBinding[materialId],textureFilename,*(info.doc));
                if(img_node.isNull())
                {
                    QDEBUG("******   but we were not able to find the corresponding image node");
                }

                int ind_txt = -1;
                if (!img_node.isNull())
                {
                    if(info.textureIdMap.contains(textureFilename))
                         ind_txt=info.textureIdMap[textureFilename];
                    else
                    {
                        QDEBUG("Found use of Texture %s, adding it to texutres",qPrintable(textureFilename));
                        // Note that sometimes (in collada) the texture names could have been encoded with a url-like style (e.g. replacing spaces with '%20') so making some other attempt could be harmless
                        QString ConvertedName = textureFilename.replace(QString("%20"), QString(" "));

                        info.textureIdMap[textureFilename]=m.textures.size();
                        m.textures.push_back(qPrintable(ConvertedName));
                        ind_txt=info.textureIdMap[textureFilename];
                    }
                }
                // number of the attributes associated to each vertex of a face (vert, normal, tex etc)
                int faceAttributeNum = polylist.at(tript).toElement().elementsByTagName("input").size();

                // the list of indexes composing the size of each polygon.
                // The size of this list is the number of the polygons.
                QStringList faceSizeList;
                valueStringList(faceSizeList,polylist.at(tript),"vcount");

                // The long list of indexes composing the various polygons.
                // for each polygon there are numvert*numattrib indexes.
                QStringList faceIndexList;
                valueStringList(faceIndexList,polylist.at(tript),"p");

                //int offsetface = (int)m.face.size();
                if (faceIndexList.size() != 0 && faceSizeList.size() != 0 )
                {
                    WedgeAttribute wa;
                    FindStandardWedgeAttributes(wa,polylist.at(tript),*(info.doc));
                    QDEBUG("*******                 Start Reading faces. Attributes Offsets: offtx %i - offnm %i - offcl %i",wa.offtx,wa.offnm,wa.offcl);

          int faceIndexCnt=0;
                    int jj = 0;
                    for(int ff = 0; ff < (int) faceSizeList.size();++ff) // for each polygon
                    {
                        int curFaceVertNum = faceSizeList.at(ff).toInt();

                        MyPolygon<typename ColladaMesh::VertexType>  polyTemp(curFaceVertNum);
                        for(int tt = 0;tt < curFaceVertNum ;++tt)  // for each vertex of the polygon
                        {
                            int indvt = faceIndexList.at(faceIndexCnt).toInt();
                            if(faceSizeList.size()<100) QDEBUG("*******                 Reading face[%3i].V(%i) = %4i  (%i-th of the index list) (face has %i vertices)",ff,tt,indvt,faceIndexCnt,curFaceVertNum);
                            assert(indvt + offset < m.vert.size());
                            polyTemp._pv[tt] = &(m.vert[indvt + offset]);
                            faceIndexCnt +=faceAttributeNum;

                            WedgeTextureAttribute(polyTemp._txc[tt],faceIndexList,ind_txt, wa.wt ,wa.wtsrc, jj + wa.offtx,wa.stridetx);

                            /****************

                            if(tri::HasPerWedgeNormal(m)) WedgeNormalAttribute(m,face,wa.wn,wa.wnsrc,ff,jj + wa.offnm,tt);
                            if(tri::HasPerWedgeColor(m)) 	WedgeColorAttribute(m,face,wa.wc,wa.wcsrc,ff,jj + wa.offcl,tt);

                            if(tri::HasPerWedgeTexCoord(m) && ind_txt != -1)
                            {
                                                            WedgeTextureAttribute(m,face,ind_txt,wa.wt,wa.wtsrc,ff,jj + wa.offtx,tt,wa.stride);
                            }
                                    ****************/

                            jj += faceAttributeNum;
                        }

                        AddPolygonToMesh(polyTemp,m);
                    }
                }

            }
            QDEBUG("****** LoadPolygonalListMesh (final  mesh size vn %i vertsize %li - fn %i facesize %li)",m.vn,m.vert.size(),m.fn,m.face.size());
            return E_NOERROR;
        }

    static DAEError AddPolygonToMesh(MyPolygon<typename ColladaMesh::VertexType>  &polyTemp, ColladaMesh& m)
        {
            int vertNum=polyTemp._pv.size();
            int triNum= vertNum -2;
            typename ColladaMesh::FaceIterator fp=vcg::tri::Allocator<ColladaMesh>::AddFaces(m,triNum);
            // Very simple fan triangulation of the polygon.
            for(int i=0;i<triNum;++i)
            {
                assert(fp!=m.face.end());
                (*fp).V(0)=polyTemp._pv[0];
                (*fp).WT(0)=polyTemp._txc[0];

                (*fp).V(1) =polyTemp._pv [i+1];
                (*fp).WT(1)=polyTemp._txc[i+1];

                (*fp).V(2) =polyTemp._pv[i+2];
                (*fp).WT(2)=polyTemp._txc[i+2];

                ++fp;
            }
            assert(fp==m.face.end());
            return E_NOERROR;
        }

        static DAEError	OldLoadPolygonalListMesh(QDomNodeList& polylist,ColladaMesh& m,const size_t offset,InfoDAE& info)
        {
            typedef PolygonalMesh< MyPolygon<typename ColladaMesh::VertexType> > PolyMesh;
            PolyMesh pm;

            //copying vertices
            for(typename ColladaMesh::VertexIterator itv = m.vert.begin();itv != m.vert.end();++itv)
            {
                vcg::Point3f p(itv->P().X(),itv->P().Y(),itv->P().Z());
                typename PolyMesh::VertexType v;
                v.P() = p;
                pm.vert.push_back(v);
            }

            int polylist_size = polylist.size();
            for(int pl = 0; pl < polylist_size;++pl)
            {
                QString mat =  polylist.at(pl).toElement().attribute(QString("material"));
                QString textureFilename;
                QDomNode txt_node = textureFinder(mat,textureFilename,*(info.doc));
                int ind_txt = -1;
                if (!txt_node.isNull())
                    ind_txt = indexTextureByImgNode(*(info.doc),txt_node);

                //PolyMesh::PERWEDGEATTRIBUTETYPE att = PolyMesh::NONE;
                WedgeAttribute wa;
                FindStandardWedgeAttributes(wa,polylist.at(pl),*(info.doc));
                QStringList vertcount;
                valueStringList(vertcount,polylist.at(pl),"vcount");
                int indforpol = findOffSetForASingleSimplex(polylist.at(pl));
                int offpols = 0;
                int npolig = vertcount.size();
                QStringList polyind;
                valueStringList(polyind,polylist.at(pl),"p");
                for(int ii = 0;ii < npolig;++ii)
                {
                    int nvert = vertcount.at(ii).toInt();
                    typename PolyMesh::FaceType p(nvert);

                    for(int iv = 0;iv < nvert;++iv)
                    {
                        int index = offset + polyind.at(offpols + iv * indforpol).toInt();
                        p._pv[iv] = &(pm.vert[index]);
                        int nmindex = -1;

                        if (!wa.wnsrc.isNull())
                            nmindex = offset + polyind.at(offpols + iv * indforpol + wa.offnm).toInt();

                        int txindex = -1;
                        if (!wa.wtsrc.isNull())
                        {
                            txindex = offset + polyind.at(offpols + iv * indforpol + wa.offtx).toInt();
                            /*p._txc[iv].U() = wa.wt.at(txindex * 2).toFloat();
                            p._txc[iv].V() = wa.wt.at(txindex * 2 + 1).toFloat();
                            p._txc[iv].N() = ind_txt;*/
                        }
                    }
                    pm._pols.push_back(p);
                    offpols += nvert * indforpol;
                }
            }
            pm.triangulate(m);
            return E_NOERROR;
        }
        /*
         Called to load into a given mesh
         */
        static DAEError LoadTriangularMesh(QDomNodeList& triNodeList, ColladaMesh& m, const size_t offset, InfoDAE& info,QMap<QString,QString> &materialBinding)
        {
            if(triNodeList.isEmpty()) return E_NOERROR;
            QDEBUG("****** LoadTriangularMesh (initial mesh size %i %i)",m.vn,m.fn);
            for(int tript = 0; tript < triNodeList.size();++tript)
            {
                QString materialId =  triNodeList.at(tript).toElement().attribute(QString("material"));
                QDEBUG("******    material id '%s' -> '%s'",qPrintable(materialId),qPrintable(materialBinding[materialId]));

                QString textureFilename;
                QDomNode img_node = textureFinder(materialBinding[materialId],textureFilename,*(info.doc));
                if(img_node.isNull())
                {
                    QDEBUG("******   but we were not able to find the corresponding image node");
                }

                int ind_txt = -1;
                if (!img_node.isNull())
                {
                    if(info.textureIdMap.contains(textureFilename))
                         ind_txt=info.textureIdMap[textureFilename];
                    else
                    {
                        QDEBUG("Found use of Texture %s, adding it to texutres",qPrintable(textureFilename));
                        QString ConvertedName = textureFilename.replace(QString("%20"), QString(" "));
                        info.textureIdMap[textureFilename]=m.textures.size();
                        m.textures.push_back(qPrintable(ConvertedName));
                        ind_txt=info.textureIdMap[textureFilename];
                    }
                //	ind_txt = indexTextureByImgNode(*(info.doc),txt_node);
                }
                int triangleNumber = triNodeList.at(tript).toElement().attribute("count").toInt();

                // A triangle can have multiple inputs that share a common offset. Therefore it's
                // not sufficient to take the number of input to derive the stride from triangle to
                // triangle. Instead, this heuristic uses the maximal offset found among inputs.
                QDomNodeList attributes = triNodeList.at(tript).toElement().elementsByTagName("input");
                int numTriangleAttributeIndices = 0;
                for (int i = 0; i < attributes.size(); ++i) {
                    QDomNode attr = attributes.at(i);
                    int offset = attr.toElement().attribute("offset", "-1").toInt();
                    numTriangleAttributeIndices = std::max(numTriangleAttributeIndices, offset+1);
                }

                QStringList face;
                valueStringList(face,triNodeList.at(tript),"p");

                // Ensure that the <p> array size is consistent with the number of triangles and the
                // exprected stride.
                if (face.size() != 3 * triangleNumber * numTriangleAttributeIndices) {
                    QDEBUG("********* ERROR triangle count is inconsistent with input offsets and face index list");
                    return E_INCOMPATIBLECOLLADA141FORMAT;
                }

                int offsetface = (int)m.face.size();
                if (face.size() != 0)
                {
                    vcg::tri::Allocator<ColladaMesh>::AddFaces(m, triangleNumber);
                    WedgeAttribute wa;
                    FindStandardWedgeAttributes(wa,triNodeList.at(tript),*(info.doc));

                    int jj = 0;
                    for(int ff = offsetface;ff < (int) m.face.size();++ff)
                    {

                        for(unsigned int tt = 0;tt < 3;++tt)
                        {
                            int indvt = face.at(jj).toInt();
                            assert(indvt + offset < m.vert.size());
                            m.face[ff].V(tt) = &(m.vert[indvt + offset]);

                            if(tri::HasPerWedgeNormal(m))
                                WedgeNormalAttribute(m,face,wa.wn,wa.wnsrc,ff,jj + wa.offnm,tt);
                            if(tri::HasPerVertexColor(m))
                            {
                                VertexColorAttribute(m,face,wa.wc,wa.wcsrc,jj + wa.offcl,indvt + offset,wa.stridecl);
                            }

                            if(tri::HasPerWedgeTexCoord(m) && ind_txt != -1)
                            {
                                WedgeTextureAttribute(m,face,ind_txt,wa.wt,wa.wtsrc,ff,jj + wa.offtx,tt,wa.stridetx);
                            }

                            jj += numTriangleAttributeIndices;
                        }
                        if( ! ( (m.face[ff].V(0) != m.face[ff].V(1)) &&
                                        (m.face[ff].V(0) != m.face[ff].V(2)) &&
                                        (m.face[ff].V(1) != m.face[ff].V(2)) )  )
                                        QDEBUG("********* WARNING face %i, (%li %li %li) is a DEGENERATE FACE!",ff, m.face[ff].V(0) - &m.vert.front(), m.face[ff].V(1) - &m.vert.front(), m.face[ff].V(2) - &m.vert.front());

                    }
                }
            }
            QDEBUG("****** LoadTriangularMesh (final  mesh size %i %li - %i %li)",m.vn,m.vert.size(),m.fn,m.face.size());
            return E_NOERROR;
        }

        static int LoadControllerMesh(ColladaMesh& m, InfoDAE& info, const QDomElement& geo,QMap<QString, QString> materialBindingMap, CallBackPos *cb=0)
        {
            (void)cb;

            assert(geo.tagName() == "controller");
            QDomNodeList skinList = geo.toElement().elementsByTagName("skin");
            if(skinList.size()!=1) return E_CANTOPEN;
            QDomElement skinNode = skinList.at(0).toElement();

            QString geomNode_url;
            referenceToANodeAttribute(skinNode,"source",geomNode_url);
            QDEBUG("Found a controller referencing a skin with url '%s'", qPrintable(geomNode_url));
            QDomNode refNode = findNodeBySpecificAttributeValue(*(info.doc),"geometry","id",geomNode_url);

            QDomNodeList bindingNodes = skinNode.toElement().elementsByTagName("bind_material");
            if(	bindingNodes.size()>0) {
                QDEBUG("**   skin node of a controller has a material binding");
                GenerateMaterialBinding(skinNode,materialBindingMap);
            }
            return LoadGeometry(m, info, refNode.toElement(),materialBindingMap);
        }

        /* before instancing a geometry you can make a binding that allow you to substitute next material names with other names.
        this is very useful for instancing the same geometry with different materials. therefore when you encounter a material name in a mesh, this name can be a 'symbol' that you have to bind.
        */
        static bool GenerateMaterialBinding(QDomNode instanceGeomNode, QMap<QString,QString> &binding)
        {
            QDomNodeList instanceMaterialList=instanceGeomNode.toElement().elementsByTagName("instance_material");
            QDEBUG("++++ Found %i instance_material binding",instanceMaterialList.size() );
            for(int i=0;i<instanceMaterialList.size();++i)
            {
                QString symbol = instanceMaterialList.at(i).toElement().attribute("symbol");
                QString target = instanceMaterialList.at(i).toElement().attribute("target");
                binding[symbol]=target;
                QDEBUG("++++++ %s -> %s",qPrintable(symbol),qPrintable(target));
            }
            return true;
        }


    /*
         Basic function that get in input a node <geometry> with a map from material names to texture names.
         this map is necessary because when using a geometry when it is instanced its material can be bind with different names.
         if the map fails you should directly search in the material library.

         */

        static int LoadGeometry(ColladaMesh& m, InfoDAE& info, const QDomElement& geo, QMap<QString,QString> &materialBinding, CallBackPos *cb=0)
        {
            assert(geo.tagName() == "geometry");
            if (!isThereTag(geo,"mesh")) return E_NOMESH;

            if ((cb !=NULL) && (((info.numvert + info.numface)%100)==0) && !(*cb)((100*(info.numvert + info.numface))/(info.numvert + info.numface), "Vertex Loading"))
                    return E_CANTOPEN;
            QDEBUG("**** Loading a Geometry Mesh **** (initial mesh size %i %i)",m.vn,m.fn);
            QDomNodeList vertices = geo.toElement().elementsByTagName("vertices");
            if (vertices.size() != 1) return E_INCOMPATIBLECOLLADA141FORMAT;
            QDomElement vertNode = vertices.at(0).toElement();

            QDomNode positionNode = attributeSourcePerSimplex(vertNode,*(info.doc),"POSITION");
            if (positionNode.isNull()) return E_NOVERTEXPOSITION;

            QStringList geosrcposarr;
            valueStringList(geosrcposarr, positionNode, "float_array");

            int geosrcposarr_size = geosrcposarr.size();
            if ((geosrcposarr_size % 3) != 0)
                return E_CANTOPEN;
            int nvert = geosrcposarr_size / 3;
            size_t offset = m.vert.size();
            if (geosrcposarr_size != 0)
            {
                    vcg::tri::Allocator<ColladaMesh>::AddVertices(m,nvert);

                    QDomNode srcnodenorm = attributeSourcePerSimplex(vertices.at(0),*(info.doc),"NORMAL");
                    QStringList geosrcvertnorm;
                    if (!srcnodenorm.isNull())
                        valueStringList(geosrcvertnorm,srcnodenorm,"float_array");

                    QDomNode srcnodetext = attributeSourcePerSimplex(vertices.at(0),*(info.doc),"TEXCOORD");
                    QStringList geosrcverttext;
                    if (!srcnodetext.isNull())
                        valueStringList(geosrcverttext,srcnodetext,"float_array");

                    QDomNode srcnodecolor = attributeSourcePerSimplex(vertices.at(0),*(info.doc),"COLOR");
                    QDomNodeList accesslist = srcnodecolor.toElement().elementsByTagName("accessor");

                    QStringList geosrcvertcol;
                    if (!srcnodecolor.isNull())
                        valueStringList(geosrcvertcol,srcnodecolor,"float_array");

                    int ii = 0;
                    for(size_t vv = offset;vv < m.vert.size();++vv)
                    {
                        Point3f positionCoord(geosrcposarr[ii * 3].toFloat(),geosrcposarr[ii * 3 + 1].toFloat(),geosrcposarr[ii * 3 + 2].toFloat());
                        m.vert[vv].P() = positionCoord;

                        if (!srcnodenorm.isNull())
                        {
                            Point3f normalCoord(geosrcvertnorm[ii * 3].toFloat(),
                                                                    geosrcvertnorm[ii * 3 + 1].toFloat(),
                                                                    geosrcvertnorm[ii * 3 + 2].toFloat());
                            normalCoord.Normalize();
                            m.vert[vv].N() = normalCoord;
                        }

                        if (!srcnodecolor.isNull())
                        {
                            if (accesslist.size() > 0)
                            {
                                //component per color...obviously we assume they are RGB or RGBA if ARGB you get fancy effects....
                                if (accesslist.at(0).childNodes().size() == 4)
                                    m.vert[vv].C() = vcg::Color4b(geosrcvertcol[ii * 4].toFloat()*255.0,geosrcvertcol[ii * 4 + 1].toFloat()*255.0,geosrcvertcol[ii * 4 + 2].toFloat()*255.0,geosrcvertcol[ii * 4 + 3].toFloat()*255.0);
                                else
                                    if (accesslist.at(0).childNodes().size() == 3)
                                        m.vert[vv].C() = vcg::Color4b(geosrcvertcol[ii * 3].toFloat()*255.0,geosrcvertcol[ii * 3 + 1].toFloat()*255.0,geosrcvertcol[ii * 3 + 2].toFloat()*255.0,255.0);
                            }
                        }

                        if (!srcnodetext.isNull())
                        {

                            assert((ii * 2 < geosrcverttext.size()) && (ii * 2 + 1 < geosrcverttext.size()));
                            m.vert[vv].T() = vcg::TexCoord2<float>();
                            m.vert[vv].T().u() = geosrcverttext[ii * 2].toFloat();
                            m.vert[vv].T().v() = geosrcverttext[ii * 2 + 1].toFloat();
                        }
                        ++ii;
                    }

                    QDomNodeList tripatch = geo.toElement().elementsByTagName("triangles");
                    QDomNodeList polypatch = geo.toElement().elementsByTagName("polygons");
                    QDomNodeList polylist = geo.toElement().elementsByTagName("polylist");
                    QStringList vertcount;
                    valueStringList(vertcount,polylist.at(0),"vcount");
                    int isTri=true;
                    for (int i=0; i<vertcount.size(); i++)
                    {
                        if (vertcount[i]!="3")
                        {
                            isTri=false;
                            break;
                        }

                    }
                    if (isTri && tripatch.isEmpty()) {
                        tripatch=polylist;
                        // Clear the polylist. Otherwise faces are loaded twice, once by
                        // LoadTriangularMesh and another time by LoadPolygonalListMesh.
                        polylist = QDomNodeList();
                    }

                    if (tripatch.isEmpty()  && polypatch.isEmpty() && polylist.isEmpty())
                        return E_NOPOLYGONALMESH;

                    DAEError err = E_NOERROR;
                    err = LoadTriangularMesh(tripatch,m,offset,info,materialBinding);
                    //err = LoadPolygonalMesh(polypatch,m,offset,info);
            //					err = OldLoadPolygonalListMesh(polylist,m,offset,info);
                    err = LoadPolygonalListMesh(polylist,m,offset,info,materialBinding);
                    if (err != E_NOERROR)
                        return err;
                }
            QDEBUG("**** Loading a Geometry Mesh **** (final   mesh size %i %li - %i %li)",m.vn,m.vert.size(),m.fn,m.face.size());
            return E_NOERROR;
        }

        static void GetTexCoord(const QDomDocument& doc, QStringList &texturefile)
        {
            QDomNodeList txlst = doc.elementsByTagName("library_images");
            for(int img = 0;img < txlst.at(0).childNodes().size();++img)
            {
                QDomNodeList nlst = txlst.at(0).childNodes().at(img).toElement().elementsByTagName("init_from");
                if (nlst.size() > 0)
                {
                                    texturefile.push_back( nlst.at(0).firstChild().nodeValue());
                }
            }
        }

    // This recursive function add to a mesh the subtree starting from the passed node.
    // When you start from a visual_scene, you can find nodes.
  // nodes can be directly instanced or referred from the node library.

        static void AddNodeToMesh(QDomElement node,
                                                            ColladaMesh& m, Matrix44f curTr,
                                                            InfoDAE& info)
        {
                QDEBUG("Starting processing <node> with id %s",qPrintable(node.attribute("id")));

                curTr = curTr * getTransfMatrixFromNode(node);

                QDomNodeList geomNodeList = node.elementsByTagName("instance_geometry");
                for(int ch = 0;ch < geomNodeList.size();++ch)
                {
                    QDomElement instGeomNode= geomNodeList.at(ch).toElement();
                    if(instGeomNode.parentNode()==node) // process only direct child
                    {
                        QDEBUG("** instance_geometry with url %s (initial mesh size %i %i T = %li)",qPrintable(instGeomNode.attribute("url")),m.vn,m.fn,m.textures.size());
                        //assert(m.textures.size()>0 == HasPerWedgeTexCoord(m));
                        QString geomNode_url;
                        referenceToANodeAttribute(instGeomNode,"url",geomNode_url);
                        QDomNode refNode = findNodeBySpecificAttributeValue(*(info.doc),"geometry","id",geomNode_url);
                        QDomNodeList bindingNodes = instGeomNode.toElement().elementsByTagName("bind_material");
                        QMap<QString,QString> materialBindingMap;
                        if(	bindingNodes.size()>0) {
                            QDEBUG("**    instance_geometry has a material binding");
                            GenerateMaterialBinding(instGeomNode,materialBindingMap);
                        }

                        ColladaMesh newMesh;
//						newMesh.face.EnableWedgeTex();
                        LoadGeometry(newMesh, info, refNode.toElement(),materialBindingMap);
                        tri::UpdatePosition<ColladaMesh>::Matrix(newMesh,curTr);
                        tri::Append<ColladaMesh,ColladaMesh>::Mesh(m,newMesh);
                        QDEBUG("** instance_geometry with url %s (final mesh size %i %li - %i %li)",qPrintable(instGeomNode.attribute("url")),m.vn,m.vert.size(),m.fn,m.face.size());
                    }
                }

                QDomNodeList controllerNodeList = node.elementsByTagName("instance_controller");
                for(int ch = 0;ch < controllerNodeList.size();++ch)
                {
                    QDomElement instContrNode= controllerNodeList.at(ch).toElement();
                    if(instContrNode.parentNode()==node) // process only direct child
                    {
                        QDEBUG("Found a instance_controller with url %s",qPrintable(instContrNode.attribute("url")));

                        QString controllerNode_url;
                        referenceToANodeAttribute(instContrNode,"url",controllerNode_url);
                        QDEBUG("Found a instance_controller with url '%s'", qPrintable(controllerNode_url));
                        QDomNode refNode = findNodeBySpecificAttributeValue(*(info.doc),"controller","id",controllerNode_url);

                        QDomNodeList bindingNodes = instContrNode.toElement().elementsByTagName("bind_material");
                        QMap<QString, QString> materialBindingMap;
                            if(	bindingNodes.size()>0) {
                            QDEBUG("**   instance_controller node of has a material binding");
                            GenerateMaterialBinding(instContrNode,materialBindingMap);
                        }

                        ColladaMesh newMesh;
                        LoadControllerMesh(newMesh, info, refNode.toElement(),materialBindingMap);
                        tri::UpdatePosition<ColladaMesh>::Matrix(newMesh,curTr);
                        tri::Append<ColladaMesh,ColladaMesh>::Mesh(m,newMesh);
                    }
                }

                QDomNodeList nodeNodeList = node.elementsByTagName("node");
                for(int ch = 0;ch < nodeNodeList.size();++ch)
                {
                    if(nodeNodeList.at(ch).parentNode()==node) // process only direct child
                            AddNodeToMesh(nodeNodeList.at(ch).toElement(), m,curTr, info);
                }

                QDomNodeList instanceNodeList = node.elementsByTagName("instance_node");
                for(int ch = 0;ch < instanceNodeList.size();++ch)
                {
                    if(instanceNodeList.at(ch).parentNode()==node) // process only direct child
                    {
                        QDomElement instanceNode =  instanceNodeList.at(ch).toElement();
                        QString node_url;
                        referenceToANodeAttribute(instanceNode,"url",node_url);
                        QDEBUG("Found a instance_node with url '%s'", qPrintable(node_url));
                        QDomNode refNode = findNodeBySpecificAttributeValue(*(info.doc),"node","id",node_url);
                        if(refNode.isNull())
                            QDEBUG("findNodeBySpecificAttributeValue returned a null node for %s",qPrintable(node_url));

                        AddNodeToMesh(refNode.toElement(), m,curTr, info);
                    }
                }
        }


// Retrieve the transformation matrix that is defined in the children of a node.
// used during the recursive descent.
static Matrix44f getTransfMatrixFromNode(const QDomElement parentNode)
{
    QDEBUG("getTrans form node with tag %s",qPrintable(parentNode.tagName()));
    assert(parentNode.tagName() == "node");

    std::vector<QDomNode> rotationList;
    QDomNode matrixNode;
    QDomNode translationNode;
    for(int ch = 0;ch < parentNode.childNodes().size();++ch)
        {
            if (parentNode.childNodes().at(ch).nodeName() == "rotate")
                rotationList.push_back(parentNode.childNodes().at(ch));
            if (parentNode.childNodes().at(ch).nodeName() == "translate")
                translationNode = parentNode.childNodes().at(ch);
            if (parentNode.childNodes().at(ch).nodeName() == "matrix")
                matrixNode = parentNode.childNodes().at(ch);
        }

        Matrix44f rotM;		   rotM.SetIdentity();
        Matrix44f transM; transM.SetIdentity();

        if (!translationNode.isNull()) ParseTranslation(transM,translationNode);
        if (!rotationList.empty()) ParseRotationMatrix(rotM,rotationList);
        if (!matrixNode.isNull())
        {
            ParseMatrixNode(transM,matrixNode);
          return transM;
        }
      return transM*rotM;
}

    public:

        //merge all meshes in the collada's file in the templeted mesh m
        //I assume the mesh

        static int Open(OpenMeshType& m,const char* filename, InfoDAE& info, CallBackPos *cb=0)
        {
            (void)cb;

            QDEBUG("----- Starting the processing of %s ------",filename);
            //AdditionalInfoDAE& inf = new AdditionalInfoDAE();
            //info = new InfoDAE();

            QDomDocument* doc = new QDomDocument(filename);
            info.doc = doc;
            QFile file(filename);
            if (!file.open(QIODevice::ReadOnly))
                return E_CANTOPEN;
            if (!doc->setContent(&file))
            {
                file.close();
                return E_CANTOPEN;
            }
            file.close();

            //GetTexture(*(info.doc),inf);

//			GenerateMaterialToTextureMap(info);
            //scene->instance_visual_scene
            QDomNodeList scenes = info.doc->elementsByTagName("scene");
            int scn_size = scenes.size();
            if (scn_size == 0)
                return E_NO3DSCENE;
            QDEBUG("File Contains %i Scenes",scenes.size());
            int problem = E_NOERROR;
            //bool found_a_mesh = false;
            //Is there geometry in the file?
            //bool geoinst_found = false;

            // The main loading loop
            // for each scene in COLLADA FILE
            /*
            Some notes on collada structure.
            top level nodes are :
            <asset>
            <library_images>
            <library_materials>
            <library_effects>
            <library_geometries>
            <library_visual_scene>
            <scene>

            The REAL top root is the <scene> that can contains one of more (instance of) <visual_scene>.
            <visual_scene> can be directly written there (check!) or instanced from their definition in the <library_visual_scene>
            each <visual_scene> contains a hierarchy of <node>
          each <node> contains
                transformation
                other nodes (to build up a hierarchy)
                instance of geometry
                instance of controller
            instance can be direct or refers name of stuff described in a library.
            An instance of geometry node should contain the <mesh> node and as a son of the <instance geometry> the material node (again referenced from a library)
            -- structure of the geometry node --
            */
            for(int scn = 0;scn < scn_size;++scn)
            {
                QDomNodeList instscenes = scenes.at(scn).toElement().elementsByTagName("instance_visual_scene");
                int instscn_size = instscenes.size();
                QDEBUG("Scene %i contains %i instance_visual_scene ",scn,instscn_size);
                if (instscn_size == 0)  return E_INCOMPATIBLECOLLADA141FORMAT;

                //for each scene instance in a COLLADA scene
                for(int instscn = 0;instscn < instscn_size; ++instscn)
                {
                    QString libscn_url;
                    referenceToANodeAttribute(instscenes.at(instscn),"url",libscn_url);
                    QDEBUG("instance_visual_scene %i refers %s ",instscn,qPrintable(libscn_url));

//					QDomNode nd = QDomNode(*(inf->doc));
                    QDomNode visscn = findNodeBySpecificAttributeValue(*(info.doc),"visual_scene","id",libscn_url);
                    if(visscn.isNull()) return E_UNREFERENCEBLEDCOLLADAATTRIBUTE;

                    //assert (visscn.toElement().Attribute("id") == libscn_url);
                    //for each node in the libscn_url visual scene
                    QDomNodeList visscn_child = visscn.childNodes();
                    QDEBUG("instance_visual_scene %s has %i children",qPrintable(libscn_url),visscn_child.size());

                    // for each direct child of a visual scene process it
                    for(int chdind = 0; chdind < visscn_child.size();++chdind)
                    {
                        QDomElement node=visscn_child.at(chdind).toElement();
                        if(node.isNull()) continue;
                        QDEBUG("Processing Visual Scene child %i - of type '%s'",chdind,qPrintable(node.tagName()));
                        Matrix44f baseTr; baseTr.SetIdentity();

                        if(node.toElement().tagName()=="node")
                        {
                            ColladaMesh newMesh;
                            AddNodeToMesh(node.toElement(), newMesh, baseTr,info);
                            tri::Append<OpenMeshType,ColladaMesh>::Mesh(m,newMesh);
                        }
                    }	// end for each node of a given scene
                } // end for each visual scene instance
            } // end for each scene instance
            return problem;
        }

        static bool LoadMask(const char * filename, InfoDAE& info)
        {
            bool bHasPerWedgeTexCoord = false;
            bool bHasPerWedgeNormal		= false;
            //bool bHasPerWedgeColor		= false;
            bool bHasPerVertexColor		= false;
            bool bHasPerFaceColor			= false;
            bool bHasPerVertexNormal = false;
            bool bHasPerVertexText = false;

            QDomDocument* doc = new QDomDocument(filename);
            QFile file(filename);
            if (!file.open(QIODevice::ReadOnly))
                return false;
            if (!doc->setContent(&file))
            {
                file.close();
                return false;
            }
            file.close();

            QStringList textureFileList;
            info.doc = doc;
            GetTexCoord(*(info.doc),textureFileList);
            QDomNodeList scenes = info.doc->elementsByTagName("scene");
            int scn_size = scenes.size();


            //Is there geometry in the file?
            bool geoinst_found = false;
            //for each scene in COLLADA FILE
            for(int scn = 0;scn < scn_size;++scn)
            {
                QDomNodeList instscenes = scenes.at(scn).toElement().elementsByTagName("instance_visual_scene");
                int instscn_size = instscenes.size();
                if (instscn_size == 0)  return false;

                //for each scene instance in a COLLADA scene
                for(int instscn = 0;instscn < instscn_size; ++instscn)
                {
                    QString libscn_url;
                    referenceToANodeAttribute(instscenes.at(instscn),"url",libscn_url);
                    QDomNode nd = QDomNode(*(info.doc));
                    QDomNode visscn = findNodeBySpecificAttributeValue(*(info.doc),"visual_scene","id",libscn_url);
                    if(visscn.isNull()) 	return false;

                    //for each node in the libscn_url visual scene
                    //QDomNodeList& visscn_child = visscn.childNodes();
                    QDomNodeList visscn_child = visscn.childNodes();

                    //for each direct child of a libscn_url visual scene find if there is some geometry instance
                    for(int chdind = 0; chdind < visscn_child.size();++chdind)
                    {
                        //QDomNodeList& geoinst = visscn_child.at(chdind).toElement().elementsByTagName("instance_geometry");
                        QDomNodeList geoinst = visscn_child.at(chdind).toElement().elementsByTagName("instance_geometry");
                        int geoinst_size = geoinst.size();
                        if (geoinst_size != 0)
                        {

                            geoinst_found |= true;
                            QDomNodeList geolib = info.doc->elementsByTagName("library_geometries");
                            //assert(geolib.size() == 1);
                            if (geolib.size() != 1)
                                return false;
                            //!!!!!!!!!!!!!!!!!here will be the code for geometry transformations!!!!!!!!!!!!!!!!!!!!!!
                            info.numvert = 0;
                            info.numface = 0;
                            for(int geoinst_ind = 0;geoinst_ind < geoinst_size;++geoinst_ind)
                            {
                                QString geo_url;
                                referenceToANodeAttribute(geoinst.at(geoinst_ind),"url",geo_url);

                                QDomNode geo = findNodeBySpecificAttributeValue(geolib.at(0),"geometry","id",geo_url);
                                if (geo.isNull())
                                    return false;

                                QDomNodeList vertlist = geo.toElement().elementsByTagName("vertices");

                                for(int vert = 0;vert < vertlist.size();++vert)
                                {
                                    QDomNode no;
                                    no = findNodeBySpecificAttributeValue(vertlist.at(vert),"input","semantic","POSITION");
                                    QString srcurl;
                                    referenceToANodeAttribute(no,"source",srcurl);
                                    no = findNodeBySpecificAttributeValue(geo,"source","id",srcurl);
                                    QDomNodeList fa = no.toElement().elementsByTagName("float_array");
                                    assert(fa.size() == 1);
                                    info.numvert += (fa.at(0).toElement().attribute("count").toInt() / 3);
                                    no = findNodeBySpecificAttributeValue(vertlist.at(vert),"input","semantic","COLOR");
                                    if (!no.isNull())
                                        bHasPerVertexColor = true;
                                    no = findNodeBySpecificAttributeValue(vertlist.at(vert),"input","semantic","NORMAL");
                                    if (!no.isNull())
                                        bHasPerVertexNormal = true;
                                    no = findNodeBySpecificAttributeValue(vertlist.at(vert),"input","semantic","TEXCOORD");
                                    if (!no.isNull())
                                        bHasPerVertexText = true;
                                }

                                const char* arr[] = {"triangles","polylist","polygons"};

                                for(unsigned int tt= 0;tt < 3;++tt)
                                {
                                    QDomNodeList facelist = geo.toElement().elementsByTagName(arr[tt]);
                                    for(int face = 0;face < facelist.size();++face)
                                    {
                                        info.numface += facelist.at(face).toElement().attribute("count").toInt() ;
                                        QDomNode no;
                                        no = findNodeBySpecificAttributeValue(facelist.at(face),"input","semantic","NORMAL");
                                        if (!no.isNull())
                                            bHasPerWedgeNormal = true;
                                        no = findNodeBySpecificAttributeValue(facelist.at(face),"input","semantic","COLOR");
                                        if (!no.isNull())
                                            bHasPerVertexColor = true;
                                        no = findNodeBySpecificAttributeValue(facelist.at(face),"input","semantic","TEXCOORD");
                                        if (!no.isNull())
                                            bHasPerWedgeTexCoord = true;
                                    }
                                }
                            }
                        }
                    }
                }
            }

            if (!geoinst_found)
            {
                QDomNodeList geolib = info.doc->elementsByTagName("library_geometries");
                //assert(geolib.size() == 1);
                if (geolib.size() != 1)
                    return false;
                QDomNodeList geochild = geolib.at(0).toElement().elementsByTagName("geometry");
                //!!!!!!!!!!!!!!!!!here will be the code for geometry transformations!!!!!!!!!!!!!!!!!!!!!!
                info.numvert = 0;
                info.numface = 0;
                for(int geoinst_ind = 0;geoinst_ind < geochild.size();++geoinst_ind)
                {
                    QDomNodeList vertlist = geochild.at(geoinst_ind).toElement().elementsByTagName("vertices");

                    for(int vert = 0;vert < vertlist.size();++vert)
                    {
                        QDomNode no;
                        no = findNodeBySpecificAttributeValue(vertlist.at(vert),"input","semantic","POSITION");
                        QString srcurl;
                        referenceToANodeAttribute(no,"source",srcurl);
                        no = findNodeBySpecificAttributeValue(geochild.at(geoinst_ind),"source","id",srcurl);
                        QDomNodeList fa = no.toElement().elementsByTagName("float_array");
                        assert(fa.size() == 1);
                        info.numvert += (fa.at(0).toElement().attribute("count").toInt() / 3);
                        no = findNodeBySpecificAttributeValue(vertlist.at(vert),"input","semantic","COLOR");
                        if (!no.isNull())
                            bHasPerVertexColor = true;
                        no = findNodeBySpecificAttributeValue(vertlist.at(vert),"input","semantic","NORMAL");
                        if (!no.isNull())
                            bHasPerVertexNormal = true;
                        no = findNodeBySpecificAttributeValue(vertlist.at(vert),"input","semantic","TEXCOORD");
                        if (!no.isNull())
                            bHasPerVertexText = true;
                    }

                    QDomNodeList facelist = geochild.at(geoinst_ind).toElement().elementsByTagName("triangles");
                    for(int face = 0;face < facelist.size();++face)
                    {
                        info.numface += facelist.at(face).toElement().attribute("count").toInt() ;
                        QDomNode no;
                        no = findNodeBySpecificAttributeValue(facelist.at(face),"input","semantic","NORMAL");
                        if (!no.isNull())
                            bHasPerWedgeNormal = true;
                        no = findNodeBySpecificAttributeValue(facelist.at(face),"input","semantic","TEXCOORD");
                        if (!no.isNull())
                            bHasPerWedgeTexCoord = true;
                    }
                }
            }

            info.mask = 0;

            if (bHasPerWedgeTexCoord)
                info.mask |= vcg::tri::io::Mask::IOM_WEDGTEXCOORD;
            if (bHasPerWedgeNormal)
                info.mask |= vcg::tri::io::Mask::IOM_WEDGNORMAL;
            if (bHasPerVertexColor)
                info.mask |= vcg::tri::io::Mask::IOM_VERTCOLOR;
            if (bHasPerFaceColor)
                info.mask |= vcg::tri::io::Mask::IOM_FACECOLOR;
            if (bHasPerVertexNormal)
                info.mask |= vcg::tri::io::Mask::IOM_VERTNORMAL;
            if (bHasPerVertexText)
                info.mask |= vcg::tri::io::Mask::IOM_VERTTEXCOORD;



            delete (info.doc);
            info.doc = NULL;
            //addinfo = info;
            return true;
        }
    };
}
}
}

#endif
