/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, Inc.

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
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(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 for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see <http://www.gnu.org/licenses/>.

Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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 or by snail mail at:
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*==LICENSE==*/
//////////////////////////////////////////////////////////////////////////////
//                                                                          //
//  plMeshConverter Class Functions                                         //
//                                                                          //
//// Version History /////////////////////////////////////////////////////////
//                                                                          //
//  Created 4.18.2001 mcn                                                   //
//                                                                          //
//////////////////////////////////////////////////////////////////////////////

#include "HeadSpin.h"
#include "hsBitVector.h"
#include "hsExceptionStack.h"
#include "hsResMgr.h"
#include "hsTemplates.h"
#include "plTweak.h"
#include "hsWindows.h"

#include <max.h>
#include <iparamb2.h>
#include <modstack.h>
#include <ISkin.h>
#include <meshdlib.h> 
#include <stdmat.h>
#pragma hdrstop

#include "plMeshConverter.h"
#include "MaxMain/plMaxNode.h"
#include "MaxExport/plErrorMsg.h"
#include "plSurface/hsGMaterial.h"
#include "plSurface/plLayerInterface.h"
#include "plDrawable/plGeometrySpan.h"
#include "hsConverterUtils.h"
#include "hsMaterialConverter.h"
#include "hsControlConverter.h"
#include "MaxPlasmaMtls/Materials/plCompositeMtl.h"
#include "MaxPlasmaMtls/Materials/plPassMtl.h"
#include "MaxPlasmaMtls/Materials/plCompositeMtlPB.h"
#include "MaxPlasmaMtls/Materials/plPassMtlBasicPB.h"
#include "plPipeline/plGBufferGroup.h"
#include "plParticleSystem/plConvexVolume.h"
#include "plDrawable/plGeoSpanDice.h"

#include "plDrawable/plAccessGeometry.h"
#include "plDrawable/plAccessSpan.h"
#include "plDrawable/plAccessTriSpan.h"
#include "plDrawable/plAccessVtxSpan.h"

#include "plStatusLog/plStatusLog.h"

//// Static Members //////////////////////////////////////////////////////////

bool    plMeshConverter::fWarnBadNormals = true;
char    plMeshConverter::fWarnBadNormalsMsg[] = "Bad normal autogeneration - please deliver Max file to QA";

bool    plMeshConverter::fWarnBadUVs = true;
char    plMeshConverter::fWarnBadUVsMsg[] = "The object \"%s\" does not have enough valid UVW mapping channels \
for the material(s) applied to it. This might produce unwanted rendering artifacts at runtime";

bool    plMeshConverter::fWarnSuspiciousUVs = true;
char    plMeshConverter::fWarnSuspiciousUVsMsg[] = "The object \"%s\" has suspicious UVW coordinates on it. \
You should apply an Unwrap UVW modifier to it.";

char    plMeshConverter::fTooManyVertsMsg[] = "The mesh \"%s\" has too many vertices to fit into a single buffer. \
Please break up the mesh into pieces with no more than %u vertices each\
or apply optimize terrain.";

char    plMeshConverter::fTooManyFacesMsg[] = "The mesh \"%s\" has too many faces to fit into a single buffer. \
Please break up the mesh into pieces with no more than %u faces each\
or apply optimize terrain.";


//// Local Helper Class Definitions //////////////////////////////////////////

class TempWeightInfo
{
    public:
        float   fWeights[ 4 ];
        uint32_t  fIndices;
};


class plMAXVertexAccNode
{
    public:
        hsPoint3    fPoint; // Inefficient space-wise, I know, but it makes this a lot simpler...
        hsVector3   fNormal;
        hsColorRGBA fColor, fIllum;
        uint32_t      fIndex;
        hsPoint3    fUVs[ plGeometrySpan::kMaxNumUVChannels ];
        uint32_t      fNumChannels;

        plMAXVertexAccNode  *fNext;

        plMAXVertexAccNode( const hsPoint3 *point, const hsVector3 *normal, const hsColorRGBA& color, const hsColorRGBA& illum, int numChannels, const hsPoint3 *uvs, uint32_t index );

        bool        IsEqual( const hsVector3 *normal, const hsColorRGBA& color, const hsColorRGBA& illum, const hsPoint3 *uvs );
};

typedef plMAXVertexAccNode      *plMAXVertexAccNodePtr;

class plMAXVertexAccumulator
{
    protected:
        
        int                 fNumPoints, fNumChannels, fNumVertices;
        plMAXVertexAccNode  **fPointList;

        hsTArray<uint32_t>    fIndices;
        hsTArray<uint32_t>    fInverseVertTable;

        void    IFindSkinWeights( ISkinContextData *skinData, int vertex, float *weights, uint32_t *indices );
        void    IFindUserSkinWeights( plMaxNode* node, Mesh* mesh, int vertex, float *weights, uint32_t *indices );
        void    IFindAllUserSkinWeights( plMaxNode* node, Mesh* mesh, TempWeightInfo weights[]);
    public:

        plMAXVertexAccumulator( int numOrigPoints, int numChannels );
        ~plMAXVertexAccumulator();

        void        AddVertex( int index, hsPoint3 *point, hsVector3 *normal, const hsColorRGBA& color, const hsColorRGBA& illum, hsPoint3 uvs[ plGeometrySpan::kMaxNumUVChannels ] );

        void        StuffMyData( plMaxNode* node, plGeometrySpan *span, Mesh* mesh, ISkinContextData* skinData );

        int         GetVertexCount();
        uint32_t      GetIndexCount( void ) { return fIndices.GetCount(); }
};

class plMAXVertNormal
{
    public:
        Point3  fNormal;
        DWORD   fSmGroup;
        bool    fInited;

        plMAXVertNormal *fNext;

        plMAXVertNormal() { fSmGroup = 0; fNext = nil; fInited = false; fNormal = Point3( 0, 0, 0 ); }
        plMAXVertNormal( Point3 &n, DWORD s ) { fNext = nil; fInited = true; fNormal = n; fSmGroup = s; }
        ~plMAXVertNormal() { /*delete fNext; */}
        void    DestroyChain( void ) { if( fNext != nil ) fNext->DestroyChain(); delete fNext; fNext = nil; }

        // Adding normalization of input n. Input is usually just crossproduct of face edges. Non-normalized,
        // large faces will overwhelm small faces on summation, which is the opposite of what we want, since
        // curvature is most accurately captured in the small faces. mf.
        void    AddNormal( Point3 &n, DWORD s )
        {
            if( !( s & fSmGroup ) && fInited )
            {
                if( fNext )
                    fNext->AddNormal( n, s );
                else
                    fNext = new plMAXVertNormal( ::Normalize(n), s );
            }
            else
            {
                fNormal += ::Normalize(n);
                fSmGroup |= s;
                fInited = true;
            }
        }

        Point3  &GetNormal( DWORD s )
        {
            if( ( fSmGroup & s ) || ( fNext == nil ) )
                return fNormal;
            else
                return fNext->GetNormal( s );
        }

        /// Relies on static variable, values will be destroyed between calls
        hsVector3   &GetPlNormal( DWORD s )
        {
            Point3  n = GetNormal( s );
            static hsVector3    pt;
            pt.Set( n.x, n.y, n.z );
            return pt;
        }

        void    Normalize( void )
        {
            plMAXVertNormal *ptr = fNext, *prev = this;


            while( ptr != nil )
            {
                if( ptr->fSmGroup & fSmGroup )
                {
                    fNormal += ptr->fNormal;
                    prev->fNext = ptr->fNext;
                    delete ptr;
                    ptr = prev->fNext;
                }
                else
                {
                    prev = ptr;
                    ptr = ptr->fNext;
                }
            }

            fNormal = ::Normalize( fNormal );
            if( fNext )
                fNext->Normalize();
        }
};

//// Instance and Constructor/Destructor /////////////////////////////////////

plMeshConverter& plMeshConverter::Instance()
{
    static plMeshConverter the_instance;
    return the_instance;
}

plMeshConverter::plMeshConverter() :
                    fInterface(nil),
                    fConverterUtils(hsConverterUtils::Instance()),
                    fIsInitialized(false)
{
    hsGuardBegin("plMeshConverter::plMeshConverter");
    hsGuardEnd;
}

plMeshConverter::~plMeshConverter()
{
    hsGuardBegin("plMeshConverter::~plMeshConverter");
    hsGuardEnd;
}

//// Init and DeInit /////////////////////////////////////////////////////////

void    plMeshConverter::Init( bool save, plErrorMsg *msg )
{
    hsGuardBegin( "plMeshConverter::Init" );

    if( fIsInitialized )
        DeInit( false );

    fIsInitialized = true;
    fInterface = GetCOREInterface();
    fErrorMsg = msg;
    fWarnBadUVs = true;
    fWarnSuspiciousUVs = true;
    fWarnBadNormals = true;

    hsGuardEnd;
}

void    plMeshConverter::DeInit( bool deInitLongRecur )
{
    hsGuardBegin( "plMeshConverter::DeInit" );

    fIsInitialized = false;

    hsGuardEnd;
}

void plMeshConverter::StuffPositionsAndNormals(plMaxNode *node, hsTArray<hsPoint3> *pos, hsTArray<hsVector3> *normals)
{
    hsGuardBegin( "plMeshConverter::BuildNormalsArray" );

    const char* dbgNodeName = node->GetName();
    Mesh            *mesh;
    int32_t           numVerts;
    hsMatrix44      l2wMatrix, vert2LMatrix, vertInvTransMatrix, tempMatrix;

    /// Get da mesh
    mesh = IGetNodeMesh( node );
    if( mesh == nil )
        return ;

    numVerts = mesh->getNumVerts();

    /// Get transforms
    l2wMatrix = node->GetLocalToWorld44();
    vert2LMatrix = node->GetVertToLocal44();            // vert2LMatrix is the transform we apply 
                                                        // now to the verts, to get into *our* object-local-space
    vert2LMatrix.GetInverse( &tempMatrix );
    tempMatrix.GetTranspose( &vertInvTransMatrix ); // Inverse-transpose of the vert2Local matrix, 
                                                    // for xforming the normals
    mesh->buildNormals();

    normals->SetCount(numVerts);
    pos->SetCount(numVerts);
    int i;
    for (i = 0; i < numVerts; i++)
    {
        // positions
        hsPoint3 currPos;
        currPos.Set(mesh->verts[i].x, mesh->verts[i].y, mesh->verts[i].z);
        pos->Set(i, vert2LMatrix * currPos);

        // normals
        RVertex &rv = mesh->getRVert(i);
        Point3& norm = rv.rn.getNormal();
        hsVector3 currNorm(norm.x, norm.y, norm.z);
        currNorm.Normalize();
        normals->Set(i, vertInvTransMatrix * currNorm);
    }

    IDeleteTempGeometry();
    hsGuardEnd; 
}

plConvexVolume *plMeshConverter::CreateConvexVolume(plMaxNode *node)
{
    hsGuardBegin( "plMeshConverter::CreateConvexVolume" );

    const char* dbgNodeName = node->GetName();
    Mesh            *mesh;
    int32_t           numFaces, i, j, numVerts;
    hsMatrix44      l2wMatrix, vert2LMatrix, vertInvTransMatrix, tempMatrix;
    bool            flipOrder, checkForOverflow = false;

    /// Get da mesh
    mesh = IGetNodeMesh( node );
    if( mesh == nil )
        return nil;

    numFaces = mesh->getNumFaces();
    numVerts = mesh->getNumVerts();

    plConvexVolume *bounds = new plConvexVolume();

    /// Get transforms
    l2wMatrix = node->GetLocalToWorld44();
    vert2LMatrix = node->GetVertToLocal44();
    flipOrder = vert2LMatrix.GetParity();               // vert2LMatrix is the transform we apply 
                                                        // now to the verts, to get into *our* object-local-space
    vert2LMatrix.GetInverse( &tempMatrix );
    tempMatrix.GetTranspose( &vertInvTransMatrix ); // Inverse-transpose of the vert2Local matrix, 
                                                    // for xforming the normals


    //mesh->buildNormals();

    for( i = 0; i < numFaces; i++ )
    {
        Face        *maxFace = &mesh->faces[ i ];
        TVFace      *maxColorFace = ( mesh->vcFace != nil ) ? &mesh->vcFace[ i ] : nil;
        hsPoint3    pos[ 3 ];
        hsPoint3    testPt1, testPt2, testPt3;
        hsVector3   normal;
        uint32_t      vertIdx[ 3 ];

        /// Add the 3 vertices to the correct vertex accumulator object

        // Get positions
        if( flipOrder )
        {
            for( j = 0; j < 3; j++ )
            {
                vertIdx[ j ] = maxFace->getVert( 2 - j );
                pos[ j ].fX = mesh->verts[ vertIdx[ j ] ].x;
                pos[ j ].fY = mesh->verts[ vertIdx[ j ] ].y;
                pos[ j ].fZ = mesh->verts[ vertIdx[ j ] ].z;
            }
        }
        else
        {
            for( j = 0; j < 3; j++ )
            {
                vertIdx[ j ] = maxFace->getVert( j );
                pos[ j ].fX = mesh->verts[ vertIdx[ j ] ].x;
                pos[ j ].fY = mesh->verts[ vertIdx[ j ] ].y;
                pos[ j ].fZ = mesh->verts[ vertIdx[ j ] ].z;
            }
        }

        // Look for degenerate triangles (why MAX even gives us these I have no clue...)
        testPt1 = pos[ 1 ] - pos[ 0 ];
        testPt2 = pos[ 2 ] - pos[ 0 ];
        testPt3 = pos[ 2 ] - pos[ 1 ];
        if( ( testPt1.fX == 0.0f && testPt1.fY == 0.0f && testPt1.fZ == 0.0f ) ||
            ( testPt2.fX == 0.0f && testPt2.fY == 0.0f && testPt2.fZ == 0.0f ) ||
            ( testPt3.fX == 0.0f && testPt3.fY == 0.0f && testPt3.fZ == 0.0f ) )
        {
            continue;
        }

        // Translate to local space
        for( j = 0; j < 3; j++ )
            pos[ j ] = vert2LMatrix * pos[ j ];

        // Calculate normal for face
        hsVector3   v1, v2;
        v1.Set( &pos[ 1 ], &pos[ 0 ] );
        v2.Set( &pos[ 2 ], &pos[ 0 ] );
        normal = (v1 % v2);
        normal.Normalize();

        hsPlane3 plane(&normal, normal.InnerProduct(pos[0]));
        bounds->AddPlane(plane); // auto-checks for redundant planes.
    }

    IDeleteTempGeometry();

    return bounds;
    hsGuardEnd; 
}

//
// Sometimes objects can have faces without UV coordinates.  These faces will
// export random UV values each time we export, changing the data and forcing
// patches when they aren't necessary.  To detect these, we put a Unwrap UVW mod
// on the object and see if it changes the UV values.
//
bool plMeshConverter::IValidateUVs(plMaxNode* node)
{
    if (node->GetObjectRef()->SuperClassID() != GEN_DERIVOB_CLASS_ID)
        return true;

    Mesh* mesh = IGetNodeMesh(node);
    if (!mesh)
        return true;

    if (mesh->getNumMaps() < 2)
        return true;

    // Cache the original UV verts
    int numVerts = mesh->getNumMapVerts(1);
    int vertBufSize = sizeof(UVVert)*numVerts;
    UVVert* origVerts = new UVVert[vertBufSize];
    memcpy(origVerts, mesh->mapVerts(1), vertBufSize);

    IDeleteTempGeometry();

    // Add an Unwrap UVW mod onto the stack
    IDerivedObject* derivedObject = (IDerivedObject*)node->GetObjectRef();
    #define UNWRAP_UVW_CID Class_ID(0x02df2e3a, 0x72ba4e1f)
    Modifier* mod = (Modifier*)GetCOREInterface()->CreateInstance(OSM_CLASS_ID, UNWRAP_UVW_CID);
    derivedObject->AddModifier(mod);

    mesh = IGetNodeMesh(node);

    bool uvsAreBad = false;

    UVVert* newVerts = mesh->mapVerts(1);
    for (int i = 0; i < numVerts; i++)
    {
        UVVert uvDiff = newVerts[i] - origVerts[i];
        float diff = uvDiff.Length();
        if (diff > 0.01)
        {
            uvsAreBad = true;
            break;
        }
    }

    delete [] origVerts;
    IDeleteTempGeometry();

    derivedObject->DeleteModifier();

    if (uvsAreBad)
    {
        plFileName logfile = plFormat("UV_{}.log", GetCOREInterface()->GetCurFileName().data());
        plStatusLog::AddLineS(logfile, "%s has suspicious UVs", node->GetName());

        if (fWarnSuspiciousUVs)
        {
            /// We're missing some UV channels on our object. We'll handle it later; warn the user here
            if (fErrorMsg->Set(true, "UVW Warning", fWarnSuspiciousUVsMsg, node->GetName()).CheckAskOrCancel())
                fWarnSuspiciousUVs = false;
            fErrorMsg->Set(false);
        }
    }

    return uvsAreBad;
}

//// CreateSpans /////////////////////////////////////////////////////////////
//  Main function. Takes a maxNode's object and creates geometrySpans from it
//  suitable for drawing as ice.

bool    plMeshConverter::CreateSpans( plMaxNode *node, hsTArray<plGeometrySpan *> &spanArray, bool doPreshading )
{
    hsGuardBegin( "plMeshConverter::CreateSpans" );

    const char* dbgNodeName = node->GetName();
    Mesh            *mesh;
    int32_t           numFaces, i, j, k, numVerts, maxNumBones, maxUVWSrc;
    int32_t           numMaterials = 1, numSubMaterials = 1;
    hsMatrix44      l2wMatrix, vert2LMatrix, vertInvTransMatrix, tempMatrix;
    Mtl             *maxMaterial = nil;
    bool            isComposite, isMultiMat, flipOrder, checkForOverflow = false, includesComp;
    uint8_t           ourFormat, numChannels, maxBlendChannels;
    hsColorRGBA     *colorArray = nil;
    hsColorRGBA     *illumArray = nil;
    uint32_t          sharedSpanProps = 0;
    hsBitVector     usedSubMtls;
    bool            makeAlphaLayer = node->VtxAlphaNotAvailable();

    ISkinContextData    *skinData;

    hsTArray<hsTArray<plExportMaterialData> *>      ourMaterials;
    hsTArray<hsTArray<plMAXVertexAccumulator *> *>  ourAccumulators;

    hsTArray<plMAXVertNormal>       vertNormalCache;
    hsTArray<plMAXVertNormal>*      vertDPosDuCache = nil;
    hsTArray<plMAXVertNormal>*      vertDPosDvCache = nil;

    //// Setup ///////////////////////////////////////////////////////////////
    plLocation nodeLoc = node->GetLocation(); 
    
    TimeValue timeVal = fConverterUtils.GetTime(fInterface);
    Class_ID cid = node->EvalWorldState(timeVal).obj->ClassID();
    if( node->EvalWorldState(timeVal).obj->ClassID() == BONE_OBJ_CLASSID )
        return false;

    IValidateUVs(node);

    /// Get da mesh
    mesh = IGetNodeMesh( node );
    if( mesh == nil )
        return false;
    numFaces = mesh->getNumFaces();
    numVerts = mesh->getNumVerts();

    /// Get the material
    maxMaterial = hsMaterialConverter::Instance().GetBaseMtl( node );
    isMultiMat = hsMaterialConverter::Instance().IsMultiMat( maxMaterial );

    const bool smoothAll = node->GetSmoothAll();

    includesComp = false;
    if (isMultiMat)
    {
        for (i = 0; i < numFaces; i++)
        {
            int index = mesh->faces[i].getMatID();
            if (index >= maxMaterial->NumSubMtls())
                index = 0;

            usedSubMtls.SetBit(index);
            if (hsMaterialConverter::Instance().IsCompositeMat(maxMaterial->GetSubMtl(index)))
                includesComp = true;
        }
    }
    else
        includesComp = hsMaterialConverter::Instance().IsCompositeMat(maxMaterial);
    
    try
    {

        /// Check vert count
        if( numVerts >= plGBufferGroup::kMaxNumVertsPerBuffer || numFaces * 3 >= plGBufferGroup::kMaxNumIndicesPerBuffer )
        {
            /// Possible overflow, but not sure. Only check for overflow if this is set
            checkForOverflow = true;
        }

        /// Get transforms
        l2wMatrix = node->GetLocalToWorld44();
        vert2LMatrix = node->GetVertToLocal44();
        flipOrder = vert2LMatrix.GetParity();               // vert2LMatrix is the transform we apply 
                                                            // now to the verts, to get into *our* object-local-space
        vert2LMatrix.GetInverse( &tempMatrix );
        tempMatrix.GetTranspose( &vertInvTransMatrix ); // Inverse-transpose of the vert2Local matrix, 
                                                        // for xforming the normals

        // OTM used in generating normals.
        Matrix3 otm = node->GetOTM();
        Matrix3 invOtm = Inverse(otm);
        invOtm.SetTrans(Point3(0,0,0));
        invOtm.ValidateFlags();

        // If we use a composite on this object, we don't want to export the illumination channel.
        UVVert *illumMap = mesh->mapVerts(MAP_SHADING);
        int numIllumVerts = mesh->getNumMapVerts(MAP_SHADING);

        UVVert *alphaMap = mesh->mapVerts(MAP_ALPHA);   
        int numAlphaVerts = mesh->getNumMapVerts(MAP_ALPHA);

        if( node->GetRunTimeLight() )
        {
            sharedSpanProps |= plGeometrySpan::kPropRunTimeLight;
        }
        if( node->GetNoPreShade() )
        {
            sharedSpanProps |= plGeometrySpan::kPropNoPreShade;
        }
        float waterHeight = 0;
        if( node->GetHasWaterHeight() )
        {
            sharedSpanProps |= plGeometrySpan::kWaterHeight;
            waterHeight = node->GetWaterHeight();
        }
        /// Which lighting equation?
        if( node->NonVtxPreshaded() )
        {
            /// OK, we can go with kLiteVtxNonPreshaded, so we get vertex alpha. Yipee!!!
            sharedSpanProps |= plGeometrySpan::kLiteVtxNonPreshaded;
        }
        
        //// Vertex Colors / Illumination ////////////////////////////////////////

        /// If there are colors, pre-convert them 
        hsColorRGBA white, black;
        white.Set(1.f, 1.f, 1.f, 1.f);
        black.Set(0, 0, 0, 1.f);
        bool allWhite = true, allBlack = true;

        if( mesh->numCVerts > 0)
        {
            if (mesh->vertCol != nil)
            {
                colorArray = new hsColorRGBA[ mesh->numCVerts ];
                for( i = 0; i < mesh->numCVerts; i++ )  
                {   
                    colorArray[i].Set(mesh->vertCol[ i ].x, mesh->vertCol[ i ].y, mesh->vertCol[ i ].z, 1.f);
                    if (colorArray[ i ] != black)
                        allBlack = false;
                }

                // XXX Sometimes 3DS reports that all colors have been set black (when they haven't been touched).
                // We set them white here, so that they don't affect the shader when multiplied in.
                // (Sometimes it reports them as all white too, but hey, that's the value we'd use anyway...)
                if (allBlack)
                    for( i = 0; i < mesh->numCVerts; i++ )
                        colorArray[ i ] = white;
            }
        }

        if (illumMap != nil)
        {
            // MF_HORSE CARNAGE
            illumArray = new hsColorRGBA[numIllumVerts];
            for( i = 0; i < numIllumVerts; i++ )
            {
                illumArray[i].Set(illumMap[ i ].x, illumMap[ i ].y, illumMap[ i ].z, 1.f);
                if (illumArray[ i ] != white)
                    allWhite = false;
            }

            // XXX Same hack as with colorArray above, except illumination values are added in, so we set them black
            // in order to not affect the shader.
            if (allWhite)
                for( i = 0; i < numIllumVerts; i++ )
                    illumArray[ i ] = black;
            // MF_HORSE CARNAGE
        }
        
        //// Materials / Mapping Channels Setup //////////////////////////////////

        numChannels = node->NumUVWChannels();

        maxBlendChannels = 0;
        
        if( isMultiMat )
        {
            numMaterials = maxMaterial->NumSubMtls();

            ourMaterials.SetCountAndZero( numMaterials );
            for( i = 0; i < numMaterials; i++ )
            {
                if (usedSubMtls.IsBitSet(i)) // Only export the sub materials actually used
                    ourMaterials[i] = hsMaterialConverter::Instance().CreateMaterialArray( maxMaterial->GetSubMtl(i), node, i);
                else
                    ourMaterials[i] = nil;
            }
        }
        else // plPassMtl, plDecalMat, plMultiPassMtl
        {
            numMaterials = 1;
            
            ourMaterials.Reset();
            ourMaterials.Append(hsMaterialConverter::Instance().CreateMaterialArray( maxMaterial, node, 0 ));
        }

        /// UV check on the layers
        for( i = 0, maxUVWSrc = -1; i < numMaterials; i++ )
        {
            hsTArray<plExportMaterialData> *subMats = ourMaterials[i];
            if (subMats == nil)
                continue;
            for( j = 0; j < subMats->GetCount(); j++ )
            {               
                plExportMaterialData currData = subMats->Get(j);
                if (currData.fMaterial == nil)
                    continue;
                
                for( k = 0; k < currData.fMaterial->GetNumLayers(); k++ )
                {
                    plLayerInterface    *layer = currData.fMaterial->GetLayer( k );

                    int uvwSrc = layer->GetUVWSrc() & plLayerInterface::kUVWIdxMask;

                    if( maxUVWSrc < uvwSrc && layer->GetTexture() != nil )
                        maxUVWSrc = uvwSrc;
                    if( maxBlendChannels < currData.fNumBlendChannels)
                        maxBlendChannels = currData.fNumBlendChannels;
                }
            }
        }
        // If this node is a water decal set to environment map, then there's only 1 layer, but
        // we'll need an extra 2 uvw channels for the tangent space basis vectors.
        if( node->GetWaterDecEnv() )
            maxUVWSrc = 2;

        if( numChannels + maxBlendChannels < ( maxUVWSrc + 1 ) && fWarnBadUVs )
        {
            /// We're missing some UV channels on our object. We'll handle it later; warn the user here
            if( fErrorMsg->Set( true, "UVW Channel Warning", fWarnBadUVsMsg, node->GetName() ).CheckAskOrCancel() )
                fWarnBadUVs = false;
            fErrorMsg->Set( false );
        }
        else if( numChannels > ( maxUVWSrc + 1 ) )
        {
            // Make sure we allocate enough for all the channel data, even if the materials don't use them (yet...)
            // (trick is, make sure those extra channels are valid first)
            for( i = maxUVWSrc + 1; i < numChannels; i++ )
            {
                if( mesh->mapFaces( i + 1 ) == nil )
                {
                    numChannels = i;
                    break;
                }
            }

            maxUVWSrc = numChannels - 1;    
        }
        
        //maxUVWSrc += maxBlendChannels;
        if (maxUVWSrc > plGeometrySpan::kMaxNumUVChannels - 1) maxUVWSrc = plGeometrySpan::kMaxNumUVChannels - 1;

        /// Our buffer format...
/*      ourFormat = ( maxUVWSrc == -1 ) ? plGeometrySpan::kNoUVChannels :
                    ( maxUVWSrc == 0 ) ? plGeometrySpan::k1UVChannel :
                    ( maxUVWSrc == 1 ) ? plGeometrySpan::k2UVChannels :
                    ( maxUVWSrc == 2 ) ? plGeometrySpan::k3UVChannels :
                    plGeometrySpan::k4UVChannels;
*/
        ourFormat = plGeometrySpan::UVCountToFormat( maxUVWSrc + 1 );
        /// NOW allocate our accumulators, since maxUVWSrc was just calculated...
        ourAccumulators.SetCount( numMaterials );
        for( i = 0; i < numMaterials; i++ )
        {           
            if (ourMaterials[i] == nil)
            {
                ourAccumulators[i] = nil;
                continue;
            }

            hsTArray<plMAXVertexAccumulator *> *currAccum = new hsTArray<plMAXVertexAccumulator *>;
            int currNumSubMtls = ourMaterials[i]->GetCount();
            currAccum->Reset();
            ourAccumulators[i] = currAccum;
            for (j = 0; j < currNumSubMtls; j++)
            {
                currAccum->Append(new plMAXVertexAccumulator( mesh->getNumVerts(), maxUVWSrc + 1 ));
            }
        }
        

        //// Skinning ////////////////////////////////////////////////////////////

        /// Check for skinning
        ISkin* skin = node->FindSkinModifier();
        if( skin )
        {
            skinData = skin->GetContextInterface(node);
            int skinNumPoints = skinData->GetNumPoints();
            if(skinNumPoints != numVerts)
            {
                fErrorMsg->Set(true, "Skinning Error", "Invalid point count on ISkin data on node %s", dbgNodeName ).Show();
                fErrorMsg->Set();
                throw (bool)false;
                //hsAssert( skinData->GetNumPoints() == numVerts, "Invalid point count on ISkin data" );

            }

            
            /// Loop through the skin verts and find the max # of bones
            for( i = 0, maxNumBones = 0; i < numVerts; i++ )
            {
                if( skinData->GetNumAssignedBones( i ) > maxNumBones )
                    maxNumBones = skinData->GetNumAssignedBones( i );
            }
            maxNumBones++;
            if( maxNumBones > 4 )
                maxNumBones = 4;
            //hsAssert( maxNumBones >= 2, "Invalid skin (not enough bones)" );
            if( maxNumBones < 2)
            {
                fErrorMsg->Set(true, "Skinning Error", "Invalid skin (no bones) on node %s", dbgNodeName ).Show();
                fErrorMsg->Set();
                throw (bool)false;
            }


            if (node->GetBoneMap() && maxNumBones == 2)
                maxNumBones++;

            /// Change format to match
            ourFormat |= ( maxNumBones == 2 ) ? plGeometrySpan::kSkin1Weight : 
                         ( maxNumBones == 3 ) ? plGeometrySpan::kSkin2Weights : plGeometrySpan::kSkin3Weights;

            if( skin->GetNumBones() > 1 || node->GetBoneMap())
                ourFormat |= plGeometrySpan::kSkinIndices;
        }
        else
        {
            skinData = nil;

            if( node->NumBones() )
            {
                maxNumBones = 2;
                ourFormat |= plGeometrySpan::kSkin1Weight;
            }
        }


        //// Build Vertex Normal Cache ///////////////////////////////////////////

        vertNormalCache.SetCount( mesh->getNumVerts() );
        for( i = 0; i < mesh->getNumFaces(); i++ )
        {
            Face        *maxFace = &mesh->faces[ i ];
            Point3      v0, v1, v2, norm;

            uint32_t smGroup = smoothAll ? 1 : maxFace->getSmGroup();

            v0 = mesh->verts[ maxFace->v[ 0 ] ];
            v1 = mesh->verts[ maxFace->v[ 1 ] ];
            v2 = mesh->verts[ maxFace->v[ 2 ] ];

            norm = ( v1 - v0 ) ^ ( v2 - v1 );
            for( j = 0; j < 3; j++ )
                vertNormalCache[ maxFace->v[ j ] ].AddNormal( norm, maxFace->smGroup );
        }
        for( i = 0; i < vertNormalCache.GetCount(); i++ )
            vertNormalCache[ i ].Normalize();

        vertDPosDuCache = new hsTArray<plMAXVertNormal>[numMaterials];
        vertDPosDvCache = new hsTArray<plMAXVertNormal>[numMaterials];

        hsTArray<int16_t>                 bumpLayIdx;
        hsTArray<int16_t>                 bumpLayChan;
        hsTArray<int16_t>                 bumpDuChan;
        hsTArray<int16_t>                 bumpDvChan;
        ISetBumpUvSrcs(ourMaterials, bumpLayIdx, bumpLayChan, bumpDuChan, bumpDvChan);
        if( node->GetWaterDecEnv() )
            ISetWaterDecEnvUvSrcs(ourMaterials, bumpLayIdx, bumpLayChan, bumpDuChan, bumpDvChan);

        ISmoothUVGradients(node, mesh, ourMaterials, bumpLayIdx, bumpLayChan, vertDPosDuCache, vertDPosDvCache);
        
        //// Main Conversion Loop ////////////////////////////////////////////////

        // Loop through the faces and stuff them into spans
        spanArray.Reset();

        mesh->buildNormals();

        for( i = 0; i < numFaces; i++ )
        {
            Face        *maxFace = &mesh->faces[ i ];
            TVFace      *maxColorFace = ( mesh->vcFace != nil ) ? &mesh->vcFace[ i ] : nil;
            hsPoint3    pos[ 3 ];
            hsPoint3    testPt1, testPt2, testPt3;
            hsVector3   normals[ 3 ];
            hsColorRGBA colors[ 3 ], illums[ 3 ];
            uint32_t      smGroup, vertIdx[ 3 ];
            hsPoint3    uvs1[ plGeometrySpan::kMaxNumUVChannels + 1];
            hsPoint3    uvs2[ plGeometrySpan::kMaxNumUVChannels + 1];
            hsPoint3    uvs3[ plGeometrySpan::kMaxNumUVChannels + 1];
            hsPoint3    temp;
            Mtl         *currMaxMtl;

            // The main index is how a multi-material keeps track of which sub material is involved. The sub material
            // may actually create multiple materials (like composites), hence the second index, but it most cases it
            // will be zero as well.

            int mainMatIndex = 0; 
            int subMatIndex = 0; 

            // Get span index
            if( isMultiMat )
            {
                mainMatIndex = maxFace->getMatID();
                if( mainMatIndex >= numMaterials )
                    mainMatIndex = 0;
                currMaxMtl = maxMaterial->GetSubMtl(mainMatIndex);
            }   
            else
                currMaxMtl = maxMaterial;

            int numBlendChannels = 0;
            hsTArray<plExportMaterialData> *subMtls = ourMaterials[mainMatIndex];
            hsAssert(subMtls != nil, "Face is assigned a material that we think is unused.");

            for (j = 0; j < subMtls->GetCount(); j++)
            {
                int currBlend = subMtls->Get(j).fNumBlendChannels;
                if (numBlendChannels < currBlend)
                    numBlendChannels = currBlend;
            }
            isComposite = hsMaterialConverter::Instance().IsCompositeMat( currMaxMtl );

            /// Add the 3 vertices to the correct vertex accumulator object

            // Get positions
            if( flipOrder )
            {
                for( j = 0; j < 3; j++ )
                {
                    vertIdx[ j ] = maxFace->getVert( 2 - j );
                    pos[ j ].fX = mesh->verts[ vertIdx[ j ] ].x;
                    pos[ j ].fY = mesh->verts[ vertIdx[ j ] ].y;
                    pos[ j ].fZ = mesh->verts[ vertIdx[ j ] ].z;
                }
            }
            else
            {
                for( j = 0; j < 3; j++ )
                {
                    vertIdx[ j ] = maxFace->getVert( j );
                    pos[ j ].fX = mesh->verts[ vertIdx[ j ] ].x;
                    pos[ j ].fY = mesh->verts[ vertIdx[ j ] ].y;
                    pos[ j ].fZ = mesh->verts[ vertIdx[ j ] ].z;
                }
            }

            // Look for degenerate triangles (why MAX even gives us these I have no clue...)
            testPt1 = pos[ 1 ] - pos[ 0 ];
            testPt2 = pos[ 2 ] - pos[ 0 ];
            testPt3 = pos[ 2 ] - pos[ 1 ];
            if( ( testPt1.fX == 0.0f && testPt1.fY == 0.0f && testPt1.fZ == 0.0f ) ||
                ( testPt2.fX == 0.0f && testPt2.fY == 0.0f && testPt2.fZ == 0.0f ) ||
                ( testPt3.fX == 0.0f && testPt3.fY == 0.0f && testPt3.fZ == 0.0f ) )
            {
                continue;
            }

            // If we're expanding the UVW channel list, fill out the rest with zeros
            for( j = numChannels; j < maxUVWSrc; j++ )
            {
                uvs1[ j ].Set( 0, 0, 0 );
                uvs2[ j ].Set( 0, 0, 0 );
                uvs3[ j ].Set( 0, 0, 0 );
            }

            // Now for each vertex, get the UVs, calc color, and add
            if( numChannels > 0 )
            {
                // Just go ahead and always generate the opacity into the uvs, because we're
                // going to look for it there on composites whether they actually use the
                // alpha hack texture or not.
                IGenerateUVs( node, currMaxMtl, mesh, i, numChannels, 
                              1, uvs1, uvs2, uvs3 );
                if( flipOrder )
                {
                    for( j = 0; j < 3; j++ )
                    {
                        temp = uvs1[ j ];
                        uvs1[ j ] = uvs3[ j ];
                        uvs3[ j ] = temp;
                    }
                }
            }

            // Handle colors
            if( maxColorFace == nil )
            {
                colors[2] = colors[1] = colors[0] = white;
            }
            else
            {
                colors[ 0 ] = colorArray[ maxColorFace->t[ flipOrder ? 2 : 0 ] ];
                colors[ 1 ] = colorArray[ maxColorFace->t[ flipOrder ? 1 : 1 ] ];
                colors[ 2 ] = colorArray[ maxColorFace->t[ flipOrder ? 0 : 2 ] ];
            }
            
            // Don't want to write illum values to the vertex for composite materials
            if (illumArray == nil || includesComp)
            {
                illums[ 0 ] = illums[ 1 ] = illums[ 2 ] = black;
            }
            else
            {
                // MF_HORSE CARNAGE
                TVFace* tvFace = &mesh->mapFaces(MAP_SHADING)[i];
                for( j = 0; j < 3; j++ )
                    illums[j] = illumArray[ tvFace->getTVert(flipOrder ? 2 - j : j) ];
                // MF_HORSE CARNAGE
            }
            
            if (alphaMap != nil) // if it IS nil, then alpha values are all at the default 1.0
            {
                // MF_HORSE CARNAGE
                TVFace* tvFace = &mesh->mapFaces(MAP_ALPHA)[i];
                for (j = 0; j < 3; j++)
                    colors[j].a = alphaMap[ tvFace->getTVert(flipOrder ? 2 - j : j) ].x;
                // MF_HORSE CARNAGE
            }

            if (isComposite && !makeAlphaLayer) 
            {
                int index = ((plCompositeMtl *)currMaxMtl)->CanWriteAlpha();
                int j;
                TVFace* tvFaces = mesh->mapFaces(MAP_SHADING);
                for (j = 0; j < 3; j++)
                {
                    switch(index)
                    {
                    case plCompositeMtl::kCompBlendVertexAlpha:
                        break;
                    case plCompositeMtl::kCompBlendVertexIllumRed:
                        colors[j].a = (tvFaces != nil ? illumMap[tvFaces[i].getTVert(flipOrder ? 2 - j : j)].x : 1.0f);
                        break;
                    case plCompositeMtl::kCompBlendVertexIllumGreen:
                        colors[j].a = (tvFaces != nil ? illumMap[tvFaces[i].getTVert(flipOrder ? 2 - j : j)].y : 1.0f);
                        break;
                    case plCompositeMtl::kCompBlendVertexIllumBlue:
                        colors[j].a = (tvFaces != nil ? illumMap[tvFaces[i].getTVert(flipOrder ? 2 - j : j)].z : 1.0f);
                        break;
                    default: // Different channels, thus we flush the alpha to 100 and do alpha through a 2nd layer.
                        colors[j].a = 1.0f;
                        break;
                    }
                }
            }
            // Calculate normal for face
            if( node->HasNormalChan() )
            {
                // Someone has stuffed a requested normal into a map channel.
                // Ignore common sense and use it as is.
                int normChan = node->GetNormalChan();
                TVFace* mapFaces = mesh->mapFaces(normChan);
                if( mapFaces )
                {
                    TVFace* normFace = mapFaces + i;
                    int ii;
                    for( ii = 0; ii < 3; ii++ )
                    {
                        Point3 norm = mesh->mapVerts(normChan)[normFace->getTVert(ii)];
                        normals[ii].Set(norm.x, norm.y, norm.z);
                    }
                }
                else
                {
                    if( fErrorMsg->Set(fWarnBadNormals, node->GetName(), fWarnBadNormalsMsg).CheckAskOrCancel() )
                        fWarnBadNormals = false;
                    fErrorMsg->Set( false );
                    normals[0].Set(0,0,1.f);
                    normals[1] = normals[2] = normals[0];
                }

            }
            else if( node->GetRadiateNorms() )
            {
                int ii;
                for( ii = 0; ii < 3; ii++ )
                {
                    Point3 pos = mesh->getVert(vertIdx[ii]) * otm;
                    pos = pos * invOtm;

                    normals[ii].Set(pos.x, pos.y, pos.z);
                }
            }
            else
            {
                smGroup = smoothAll ? 1 : maxFace->getSmGroup();
                if( smGroup == 0 )
                {
                    hsVector3   v1, v2;
                    v1.Set( &pos[ 1 ], &pos[ 0 ] );
                    v2.Set( &pos[ 2 ], &pos[ 1 ] ); // Hey, MAX does it...see normalCache building above
                    // Note: if flipOrder is set, we have to reverse the order of the cross product, since
                    // we already flipped the order of the points, to match what MAX would get
                    normals[ 0 ] = normals[ 1 ] = normals[ 2 ] = flipOrder ? ( v2 % v1 ) : ( v1 % v2 );
                }
                else
                {
                    normals[ 0 ] = vertNormalCache[ vertIdx[ 0 ] ].GetPlNormal( smGroup );
                    normals[ 1 ] = vertNormalCache[ vertIdx[ 1 ] ].GetPlNormal( smGroup );
                    normals[ 2 ] = vertNormalCache[ vertIdx[ 2 ] ].GetPlNormal( smGroup );
                }
            }
            normals[ 0 ] = vertInvTransMatrix * normals[ 0 ];
            normals[ 1 ] = vertInvTransMatrix * normals[ 1 ];
            normals[ 2 ] = vertInvTransMatrix * normals[ 2 ];

            // Adding normalization here, because we're going to compare them when searching for
            // this vertex to share. mf.
            normals[0].Normalize();
            normals[1].Normalize();
            normals[2].Normalize();

            // The above section of code has just set any bump uv channels incorrectly,
            // but at least they are there. Now we just need to correct the values.
            if( bumpLayIdx[mainMatIndex] >= 0 )
            {
                TVFace* tvFace = mesh->mapFaces(bumpLayChan[mainMatIndex]+1) + i;
                ISetBumpUvs(bumpDuChan[mainMatIndex], vertDPosDuCache[mainMatIndex], tvFace, smGroup, uvs1, uvs2, uvs3);
                ISetBumpUvs(bumpDvChan[mainMatIndex], vertDPosDvCache[mainMatIndex], tvFace, smGroup, uvs1, uvs2, uvs3);
            }

            // Do this here, cause if we do it before we calculate the normals on smoothing group #0, 
            // the normals will be wrong
            for( j = 0; j < 3; j++ )
                pos[ j ] = vert2LMatrix * pos[ j ];

/* We already compute the index, this looks like redundant code - 7/26/01 Bob
            // Get span index
            if( isMultiMat )
            {
                mainMatIndex = maxFace->getMatID();
                if( mainMatIndex >= numMaterials )
                    mainMatIndex = 0;
            }
*/
            if (isComposite)
            {
                // I don't care about flipOrder here... it doesn't affect the index
                float opac[][2] = {{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}};

                opac[0][0] = uvs1[numChannels].fX;
                opac[1][0] = uvs2[numChannels].fX;
                opac[2][0] = uvs3[numChannels].fX;
                opac[0][1] = uvs1[numChannels].fY;
                opac[1][1] = uvs2[numChannels].fY;
                opac[2][1] = uvs3[numChannels].fY;
                
                subMatIndex = ((plCompositeMtl *)currMaxMtl)->ComputeMaterialIndex(opac, 3) - 1;
            }
            // Add!
            hsAssert(ourAccumulators[mainMatIndex] != nil, "Trying to add a face with an unused sub-material.");
            ourAccumulators[ mainMatIndex ]->Get(subMatIndex)->AddVertex( vertIdx[ 0 ], &pos[ 0 ], &normals[ 0 ], colors[ 0 ], illums[ 0 ], uvs1 );
            ourAccumulators[ mainMatIndex ]->Get(subMatIndex)->AddVertex( vertIdx[ 1 ], &pos[ 1 ], &normals[ 1 ], colors[ 1 ], illums[ 1 ], uvs2 );
            ourAccumulators[ mainMatIndex ]->Get(subMatIndex)->AddVertex( vertIdx[ 2 ], &pos[ 2 ], &normals[ 2 ], colors[ 2 ], illums[ 2 ], uvs3 );

        }


        /// Now go through each accumulator, take any data created and stuff it into a new span
        for( i = 0; i < numMaterials; i++ )
        {
            hsTArray<plExportMaterialData> *subMats = ourMaterials[i];
            // A sub material of a MultiMat that never gets used will have a nil value, signifying no spans to export
            if (subMats == nil)
                continue;
            for( j = 0; j < subMats->GetCount(); j++)
            {
                plMAXVertexAccumulator *accum = ourAccumulators[i]->Get(j);

                // With composite materials, not every accumulator will have faces. Only create spans for the ones that do.
                if (accum->GetVertexCount() == 0)
                    continue;

                plGeometrySpan      *span = new plGeometrySpan;

                span->BeginCreate( subMats->Get(j).fMaterial, l2wMatrix, ourFormat );
                span->fLocalToOBB = node->GetLocalToOBB44();
                span->fOBBToLocal = node->GetOBBToLocal44();

                accum->StuffMyData( node, span, mesh, skinData );
                span->fProps |= sharedSpanProps;

                span->fWaterHeight = waterHeight;

                if( (bumpDuChan[i] >= 0) && (bumpDvChan[i] > 0) )
                    span->fLocalUVWChans = (bumpDuChan[i] << 8) | bumpDvChan[i];

                if( (span->fMaterial != nil)
                    && (span->fMaterial->GetNumLayers() > 0) 
                    && (span->fMaterial->GetLayer( 0 )->GetState().fBlendFlags & hsGMatState::kBlendMask) ) 
                {
                    span->fProps |= plGeometrySpan::kRequiresBlending;
                }
                if( node->GetForceSortable() )
                    span->fProps |= plGeometrySpan::kRequiresBlending;

                span->EndCreate();

                float minDist, maxDist;
                if( hsMaterialConverter::HasVisDists(node, i, minDist, maxDist) )
                {
                    span->fMinDist = (minDist);
                    span->fMaxDist = (maxDist);
                }

                // If we're not doing preshading later, make sure everything is illuminated so you can see
                if (doPreshading)
                {
                    hsColorRGBA gray;
                    gray.Set(0.5, 0.5, 0.5, 0.0);
                    for( int iVert = 0; iVert < span->fNumVerts; iVert++ )
                        span->StuffVertex( iVert, &white, &gray );
                }

                if( span->fNumVerts > 0 )
                    spanArray.Append( span );
                else
                    delete span;
            }
        }

        void SetWaterColor(hsTArray<plGeometrySpan*>& spans);

        // A bit of test hack here. Remind me to nuke it.
        if( node->GetCalcEdgeLens() || node->UserPropExists("XXXWaterColor") )
            SetWaterColor(spanArray);


        // Now that we have our nice spans, see if they need to be diced up a bit
        int maxFaces, minFaces;
        float maxSize;
        if( node->GetGeoDice(maxFaces, maxSize, minFaces) )
        {
            plGeoSpanDice dice;
            dice.SetMaxFaces(maxFaces);
            dice.SetMaxSize(hsPoint3(maxSize, maxSize, maxSize));
            dice.SetMinFaces(minFaces);
            dice.Dice(spanArray);
        }

        /// Check for overflow (only do it if our initial tests showed there could be overflow; this
        /// is so these tests don't slow down the loop unless absolutely needed).
        // We're going to go ahead and quietly break up the mesh if it needs breaking,
        // because we can probably do a better job of it than production anyway.
        if( checkForOverflow )
        {
            bool needMoreDicing = false;
            int i;
            for( i = 0; i < spanArray.GetCount(); i++ )
            {
                plAccessGeometry accGeom;
                plAccessSpan accSpan;
                accGeom.AccessSpanFromGeometrySpan(accSpan, spanArray[i]);
                bool destroySpan = false;
                if( accSpan.HasAccessVtx() )
                {
                    if( accSpan.AccessVtx().VertCount() >= plGBufferGroup::kMaxNumVertsPerBuffer )
                    {
                        needMoreDicing = true;
                    }
                }
                if( accSpan.HasAccessTri() )
                {
                    if( accSpan.AccessTri().TriCount() * 3 >= plGBufferGroup::kMaxNumIndicesPerBuffer )
                    {
                        needMoreDicing = true;
                    }
                }
                accGeom.Close(accSpan);
            }
            if( needMoreDicing )
            {
                // Could just dice the ones that need it, but whatever. mf.
                plConst(int) kAutoMaxFaces(5000);
                plConst(float) kAutoMaxSize(10000.f);
                plConst(int) kAutoMinFaces(1000);
                plGeoSpanDice dice;
                dice.SetMaxFaces(kAutoMaxFaces);
                dice.SetMaxSize(hsPoint3(kAutoMaxSize,kAutoMaxSize,kAutoMaxSize));
                dice.SetMinFaces(kAutoMinFaces);
                dice.Dice(spanArray);
            }
        }
        throw (bool)true;
    }
    catch( bool retVal )
    {
        /// Cleanup!
        for( i = 0; i < vertNormalCache.GetCount(); i++ )
            vertNormalCache[ i ].DestroyChain();

        for( i = 0; i < numMaterials; i++ )
        {
            if( vertDPosDuCache != nil )
            {
                for( j = 0; j < vertDPosDuCache[i].GetCount(); j++ )
                    vertDPosDuCache[i][j].DestroyChain();
            }
            if( vertDPosDvCache != nil )
            {
                for( j = 0; j < vertDPosDvCache[i].GetCount(); j++ )
                    vertDPosDvCache[i][j].DestroyChain();
            }

            if (ourAccumulators[i] == nil)
                continue;
            for( j = 0; j < ourAccumulators[ i ]->GetCount(); j++ )
            {
                delete ourAccumulators[ i ]->Get(j);
            }
            delete ourMaterials[ i ];
            delete ourAccumulators[ i ];
        }
        delete [] vertDPosDuCache;
        delete [] vertDPosDvCache;
        delete [] colorArray;
        delete [] illumArray;
    
        IDeleteTempGeometry();

        return retVal;
    }

    return true;
    hsGuardEnd; 
}

//// ICreateHexColor /////////////////////////////////////////////////////////

uint32_t  plMeshConverter::ICreateHexColor( float r, float g, float b )
{
    uint32_t      ru, gu, bu, au;


    au = 0xff000000;
    ru = (uint32_t)(r * 255.0f);
    gu = (uint32_t)(g * 255.0f);
    bu = (uint32_t)(b * 255.0f);
    return au | ( ru << 16 ) | ( gu << 8 ) | ( bu );
}

uint32_t  plMeshConverter::ISetHexAlpha( uint32_t color, float alpha)
{
    uint32_t alphaBits = alpha * 255;
    alphaBits <<= 24;
    return color & 0x00ffffff | alphaBits;
}

// Delete temp geo stuff allocated (either directly or indirectly)
// via IGetNodeMesh().
void plMeshConverter::IDeleteTempGeometry()
{
    if( fTriObjToDelete != nil )
    {
        fTriObjToDelete->DeleteMe();
        fTriObjToDelete = nil;
    }
    if( fMeshToDelete )
    {
        delete fMeshToDelete;
        fMeshToDelete = nil;
    }
}

//// IGetNodeMesh ////////////////////////////////////////////////////////////
//  Get the Mesh object attached to a node. Returns nil if the node
//  is not a triMesh object

Mesh    *plMeshConverter::IGetNodeMesh( plMaxNode *node )
{
    hsGuardBegin( "plMeshConverter::IGetNodeMesh" );

    const char* dbgNodeName = node->GetName();

    fTriObjToDelete = nil;
    fMeshToDelete = nil;

    // Get da object
    Object *obj = node->EvalWorldState( fConverterUtils.GetTime( fInterface ) ).obj;
    if( obj == nil )
        return nil;

    if( !obj->CanConvertToType( triObjectClassID ) )
        return nil;

    // Convert to triMesh object
    TriObject   *meshObj = (TriObject *)obj->ConvertToType( fConverterUtils.GetTime( fInterface ), triObjectClassID );
    if( meshObj == nil )
        return nil;

    if( meshObj != obj )
        fTriObjToDelete = meshObj;

    // Get the mesh
    Mesh    *mesh = &(meshObj->mesh);
    if( mesh->getNumFaces() == 0 )
        return nil;

    if( node->GetDup2Sided() )
    {
        mesh = IDuplicate2Sided(node, mesh);
        
        IDeleteTempGeometry();

        fMeshToDelete = mesh;
    }

    return mesh;
    hsGuardEnd; 
}

Mesh* plMeshConverter::IDuplicate2Sided(plMaxNode* node, Mesh* mesh)
{
    mesh = new Mesh(*mesh);

    Mtl* mtl = node->GetMtl();

    BitArray faces(mesh->getNumFaces());

    int num2Sided = 0;

    int origNumFaces = mesh->getNumFaces();

    int i;
    for( i = 0; i < mesh->getNumFaces(); i++ )
    {
        if( hsMaterialConverter::IsTwoSided(mtl, mesh->faces[i].getMatID()) )
        {
            num2Sided++;
            faces.Set(i);
        }
    }

    if( !num2Sided )
        return mesh;

    MeshDelta meshDelta(*mesh);
    meshDelta.CloneFaces(*mesh, faces);
    meshDelta.Apply(*mesh);

    BitArray verts(mesh->getNumVerts());
    verts.SetAll();
    const float kWeldThresh = 0.1f;
    meshDelta.WeldByThreshold(*mesh, verts, kWeldThresh);
    meshDelta.Apply(*mesh);

    hsAssert(origNumFaces + num2Sided == mesh->getNumFaces(), "Whoa, lost or gained, unexpected");

    for( i = origNumFaces; i < mesh->getNumFaces(); i++ )
    {
        meshDelta.FlipNormal(*mesh, i);
    }
    meshDelta.Apply(*mesh);

    return mesh;
}

//// IGenerateUVs ////////////////////////////////////////////////////////////
//  Generates the UV coordinates for the three vertices of a given face. 
//  Returns the number of UV channels. Ripped off of SetUVs() from the old
//  hsMeshConverter.

int     plMeshConverter::IGenerateUVs( plMaxNode *node, Mtl *maxMtl, Mesh *mesh, int faceIdx, int numChan, int numBlend,
                                       hsPoint3 *uvs1, hsPoint3 *uvs2, hsPoint3 *uvs3 )
{
    hsGuardBegin( "plMeshConverter::IGenerateUVs" );

    if( !( maxMtl && ( hsMaterialConverter::Instance().IsMultiMat( maxMtl ) || ( maxMtl->Requirements(-1) & MTLREQ_UV ) ) ) )
    {
        return 0;
    }


    // To avoid transforming the shared UVs while rendering, we will
    // sometimes pretransform them and not share.

    int     j, k;
    Face    *face = &mesh->faces[ faceIdx ];



    if( hsMaterialConverter::Instance().IsMultiMat( maxMtl ) )
    {
        int faceMtlIndex = face->getMatID();
        if( faceMtlIndex >= maxMtl->NumSubMtls() ) // we'll warn in createtrimeshrecur
            faceMtlIndex = 0;
    }

    bool firstWarn = true;
    hsPoint3    pt;

    /// Loop through the vertices
    for( j = 0; j < 3; j++ )
    {
        int chan;
        for( chan = 0; chan < numChan; chan++ )
        {
            if( mesh->mapFaces( chan + 1 ) )
            {
                TVFace* tvFace = &mesh->mapFaces( chan + 1 )[ faceIdx ];
                UVVert* tVerts = mesh->mapVerts( chan + 1 );

                if( firstWarn && fErrorMsg->Set( !tvFace, node->GetName(), "Check mapping on textured objects" ).CheckAndAsk() )
                {
                    firstWarn = false;
                }
                fErrorMsg->Set( false );
                if( !tvFace )
                {
                    continue;
                }

                int tvIdx = tvFace->getTVert( j );

                if( tvIdx >= mesh->getNumMapVerts( chan + 1 ) )
                {
                    static int muteWarn = false;
                    if( !muteWarn )
                    {
                        muteWarn = fErrorMsg->Set( true, node->GetName(), "Check mapping on channel %d!!!", chan + 1 ).CheckAskOrCancel();
                        fErrorMsg->Set( false );
                    }
                    tvIdx = 0;
                }

                UVVert      uv = tVerts[tvIdx];

                // The artists set the 3rd coordinate to help create the mapping,
                // but we never need it at runtime, so let's set it to zero on
                // export and then the vert coder can detect that it doesn't 
                // even need to write it.
                pt.Set( uv.x, 1.0f - uv.y, 0.f );

                if( _isnan( (double)pt.fX ) || _isnan( (double)pt.fY ) || _isnan( (double)pt.fZ ) )
                    pt.Set( 0, 0, 0 );

                switch( j )
                {
                    case 0: uvs1[ chan ] = pt; break;
                    case 1: uvs2[ chan ] = pt; break;
                    case 2: uvs3[ chan ] = pt; break;
                }           
            }
            
        }

        // That takes care of the UVs MAX gives us. Do we need some leftover channels to store our blending info?
        for (k = numChan; k < numChan + numBlend; k++)
        {
            UVVert *alphas = mesh->mapVerts(MAP_ALPHA);
            UVVert *illums = mesh->mapVerts(MAP_SHADING);
            UVVert pt;
            pt.z = 0.0f;

            TVFace* alphaFace = mesh->mapFaces(MAP_ALPHA) ? &mesh->mapFaces(MAP_ALPHA)[faceIdx] : nil;
            TVFace* illumFace = mesh->mapFaces(MAP_SHADING) ? &mesh->mapFaces(MAP_SHADING)[faceIdx] : nil;

            if (hsMaterialConverter::Instance().IsCompositeMat( maxMtl ))
            {
                plCompositeMtl *compMtl = (plCompositeMtl *)maxMtl;
                IParamBlock2 *pb = maxMtl->GetParamBlockByID(kCompPasses);

                // MF_HORSE CARNAGE


                compMtl->SetOpacityVal(&pt.x, 
                        (alphas == nil 
                            ? nil 
                            : &alphas[ alphaFace->getTVert(j) ]),
                        (illums == nil 
                            ? nil 
                            : &illums[ illumFace->getTVert(j) ]),
                        pb->GetInt(kCompBlend, 0, 0));
                
                compMtl->SetOpacityVal(&pt.y, 
                    (alphas == nil 
                        ? nil 
                        : &alphas[ alphaFace->getTVert(j) ]),
                    (illums == nil 
                        ? nil 
                        : &illums[ illumFace->getTVert(j) ]),
                    pb->GetInt(kCompBlend, 0, 1));
                // MF_HORSE CARNAGE
            }
            else // all other materials
            {       
                pt.y = 0.0;
                pt.z = 1.0;
                if (alphas == nil || alphaFace == nil)
                    pt.x = 1.0;
                else
                    pt.x = alphas[alphaFace->getTVert(j)].x;
            }

            switch( j )
            {
                case 0: uvs1[ k ].fX = pt.x; uvs1[ k ].fY = pt.y; uvs1[ k ].fZ = pt.z; break;
                case 1: uvs2[ k ].fX = pt.x; uvs2[ k ].fY = pt.y; uvs2[ k ].fZ = pt.z; break;
                case 2: uvs3[ k ].fX = pt.x; uvs3[ k ].fY = pt.y; uvs3[ k ].fZ = pt.z; break;
            }           
        }
    }

    return numChan;
    hsGuardEnd;
}

void plMeshConverter::ISetWaterDecEnvUvSrcs(hsTArray<hsTArray<plExportMaterialData> *>& ourMaterials, 
                                     hsTArray<int16_t>& bumpLayIdx, 
                                     hsTArray<int16_t>& bumpLayChan,
                                     hsTArray<int16_t>& bumpDuChan, 
                                     hsTArray<int16_t>& bumpDvChan)
{
    bumpLayIdx.SetCount(ourMaterials.GetCount());
    bumpLayChan.SetCount(ourMaterials.GetCount());
    bumpDuChan.SetCount(ourMaterials.GetCount());
    bumpDvChan.SetCount(ourMaterials.GetCount());

    int i;
    for( i = 0; i < ourMaterials.GetCount(); i++ )
    {
        bumpLayIdx[i] = i;
        bumpLayChan[i] = 0;
        bumpDuChan[i] = 1;
        bumpDvChan[i] = 2;
    }
}

void plMeshConverter::ISetBumpUvSrcs(hsTArray<hsTArray<plExportMaterialData> *>& ourMaterials, 
                                     hsTArray<int16_t>& bumpLayIdx, 
                                     hsTArray<int16_t>& bumpLayChan,
                                     hsTArray<int16_t>& bumpDuChan, 
                                     hsTArray<int16_t>& bumpDvChan)
{
    bumpLayIdx.SetCount(ourMaterials.GetCount());
    bumpLayChan.SetCount(ourMaterials.GetCount());
    bumpDuChan.SetCount(ourMaterials.GetCount());
    bumpDvChan.SetCount(ourMaterials.GetCount());

    int i;
    for( i = 0; i < ourMaterials.GetCount(); i++ )
    {
        bumpLayIdx[i] = -1;
        bumpLayChan[i] = -1;
        bumpDuChan[i] = -1;
        bumpDvChan[i] = -1;

        // The following two lines pretty much rule out composites with bump maps.
        if( !ourMaterials[i] )
            continue;

        if( ourMaterials[i]->GetCount() != 1 )
            continue;


        hsGMaterial* ourMat = ourMaterials[i]->Get(0).fMaterial;
        int j;
        for( j = 0; j < ourMat->GetNumLayers(); j++ )
        {
            if( ourMat->GetLayer(j)->GetMiscFlags() & hsGMatState::kMiscBumpLayer )
            {
                bumpLayIdx[i] = j;
                bumpLayChan[i] = ourMat->GetLayer(j)->GetUVWSrc();
            }

            if( ourMat->GetLayer(j)->GetMiscFlags() & hsGMatState::kMiscBumpDu )
                bumpDuChan[i] = ourMat->GetLayer(j)->GetUVWSrc();

            if( ourMat->GetLayer(j)->GetMiscFlags() & hsGMatState::kMiscBumpDv )
                bumpDvChan[i] = ourMat->GetLayer(j)->GetUVWSrc();
        }
    }
}

void plMeshConverter::ISetBumpUvs(int16_t uvChan, hsTArray<plMAXVertNormal>& vertDPosDuvCache, TVFace* tvFace, uint32_t smGroup, 
                                  hsPoint3* uvs1, hsPoint3* uvs2, hsPoint3* uvs3)
{
    if( uvChan < 0 )
        return;

    uvs1[uvChan] = *(hsPoint3*)&vertDPosDuvCache[tvFace->getTVert(0)].GetPlNormal(smGroup);
    uvs2[uvChan] = *(hsPoint3*)&vertDPosDuvCache[tvFace->getTVert(1)].GetPlNormal(smGroup);
    uvs3[uvChan] = *(hsPoint3*)&vertDPosDuvCache[tvFace->getTVert(2)].GetPlNormal(smGroup);
}

// Determine if we're going to need a uv gradient channel.
// If we do need one, determine which uvw channel needs the gradient.
// Finally, make the gradients, smoothing according to smooth groups (just like vertex normals).
//
// If we decided we needed them, they are in the output arrays, otherwise the output arrays are made empty.
void plMeshConverter::ISmoothUVGradients(plMaxNode* node, Mesh* mesh, 
                                         hsTArray<hsTArray<plExportMaterialData> *>& ourMaterials, 
                                         hsTArray<int16_t>& bumpLayIdx, hsTArray<int16_t>& bumpLayChan,
                                         hsTArray<plMAXVertNormal>* vertDPosDuCache, hsTArray<plMAXVertNormal>* vertDPosDvCache)
{
    const char* dbgNodeName = node->GetName();

    Mtl* mainMtl = hsMaterialConverter::Instance().GetBaseMtl( node );

    bool needsGradientUvs = hsMaterialConverter::Instance().HasBumpLayer(node, mainMtl) || node->GetWaterDecEnv();

    if( needsGradientUvs )
    {
        int matIdx;
        for( matIdx = 0; matIdx < ourMaterials.GetCount(); matIdx++ )
        {
            if( bumpLayIdx[matIdx] >= 0 )
            {
                uint32_t uvwSrc = bumpLayChan[matIdx];
                if( mesh->getNumMapVerts(uvwSrc+1) && mesh->mapVerts(uvwSrc+1) )
                {
                    vertDPosDuCache[matIdx].SetCount(mesh->getNumMapVerts(uvwSrc+1));
                    vertDPosDvCache[matIdx].SetCount(mesh->getNumMapVerts(uvwSrc+1));
                }
                else
                {
                    // Ooops. This is probably an error somewhere.
                    hsAssert(false, "Thought we had a valid bump map, but we don't.");
                    bumpLayIdx[matIdx] = -1;
                }
            }
        }

        bool isMultiMat = hsMaterialConverter::Instance().IsMultiMat(mainMtl);
        int i;
        for( i = 0; i < mesh->getNumFaces(); i++ )
        {
            const plLayerInterface* layer = nil;
            if( isMultiMat )
            {
                int index = mesh->faces[i].getMatID();
                if (index >= mainMtl->NumSubMtls())
                    index = 0;

                matIdx = index;
                if( bumpLayIdx[index] >= 0 )
                    layer = ourMaterials[index]->Get(0).fMaterial->GetLayer(bumpLayIdx[index]);
            }
            else
            {
                matIdx = 0;
                if( bumpLayIdx[0] >= 0 )
                    layer = ourMaterials[0]->Get(0).fMaterial->GetLayer(bumpLayIdx[0]);
            }
            if( layer )
            {
                Point3 dPosDu = IGetUvGradient(node, layer->GetTransform(), layer->GetUVWSrc(),
                                mesh, i, 
                                0);
                Point3 dPosDv = IGetUvGradient(node, layer->GetTransform(), layer->GetUVWSrc(),
                                mesh, i, 
                                1);

// #define MF_BUMP_CHECK_DUXDV
#ifdef MF_BUMP_CHECK_DUXDV
                Point3 duXdv = ::Normalize(dPosDu) ^ ::Normalize(dPosDv);

                Point3 v0 = mesh->verts[ mesh->faces[i].v[ 0 ] ];
                Point3 v1 = mesh->verts[ mesh->faces[i].v[ 1 ] ];
                Point3 v2 = mesh->verts[ mesh->faces[i].v[ 2 ] ];

                Point3 norm = ::Normalize(( v1 - v0 ) ^ ( v2 - v1 ));
                
                Point3 diff = duXdv - norm;

                static int doAgain = false;
                if( doAgain )
                {
                    dPosDu = IGetUvGradient(node, layer->GetTransform(), layer->GetUVWSrc(),
                                    mesh, i, 
                                    0);
                    dPosDv = IGetUvGradient(node, layer->GetTransform(), layer->GetUVWSrc(),
                                    mesh, i, 
                                    1);
                }
#endif // MF_BUMP_CHECK_DUXDV

                if( node->GetWaterDecEnv() )
                {
                    dPosDu.z = dPosDv.z = 0.f;
                }

                // Flip the direction of dPosDv, because we flip textures about V for histerical reasons.
                dPosDv = -dPosDv;

                TVFace* tvFace = &mesh->mapFaces(layer->GetUVWSrc() + 1)[i];
                int j;
                for( j = 0; j < 3; j++ )
                {
                    vertDPosDuCache[matIdx][tvFace->getTVert(j)].AddNormal(dPosDu, mesh->faces[i].smGroup);
                    vertDPosDvCache[matIdx][tvFace->getTVert(j)].AddNormal(dPosDv, mesh->faces[i].smGroup);
                }
            }
        }
        for( matIdx = 0; matIdx < ourMaterials.GetCount(); matIdx++ )
        {
            for( i = 0; i < vertDPosDuCache[matIdx].GetCount(); i++ )
            {
                vertDPosDuCache[matIdx][i].Normalize();
                vertDPosDvCache[matIdx][i].Normalize();
            }
        }
    }
}

// Get dPos/du into uvws[0], and dPos/dv into uvws[1]. dPos should be in the object's local space.
Point3 plMeshConverter::IGetUvGradient(plMaxNode* node, 
                                        const hsMatrix44& uvXform44, int16_t bmpUvwSrc, // Transform and uvwSrc of layer to gradient
                                        Mesh *mesh, int faceIdx, 
                                        int iUV) // 0 = uvw.x, 1 = uv2.y
{
    Point3 uvwOut(0,0,0);
    if( bmpUvwSrc < 0 )
        return uvwOut; // Not Error.

    if( bmpUvwSrc >= mesh->getNumMaps() )
        return uvwOut; // Error?

    TVFace* tvFace = &mesh->mapFaces(bmpUvwSrc + 1)[faceIdx];
    UVVert* tVerts = mesh->mapVerts(bmpUvwSrc + 1);
    if( !tvFace )
        return uvwOut; // Error?
    if( !tVerts )
        return uvwOut; // Error?

    Matrix3 v2l = node->GetVertToLocal();

    bool flipOrder = v2l.Parity();
    int vtxIdx = 0;
    int vtxNext = flipOrder ? 2 : 1;
    int vtxLast = flipOrder ? 1 : 2;

    // Get the three verts, v0-v2, where v0 is the corner in question.
    Face* face = &mesh->faces[faceIdx];             
    Point3 v0 = v2l * mesh->verts[face->getVert(vtxIdx)];
    Point3 v1 = v2l * mesh->verts[face->getVert(vtxNext)];
    Point3 v2 = v2l * mesh->verts[face->getVert(vtxLast)];

    // Get the three uvs, uv0-uv2, matching above verts.
    if( tvFace->getTVert(vtxIdx) >= mesh->getNumMapVerts(bmpUvwSrc + 1) )
        return uvwOut; // Error?
    if( tvFace->getTVert(vtxNext) >= mesh->getNumMapVerts(bmpUvwSrc + 1) )
        return uvwOut; // Error?
    if( tvFace->getTVert(vtxLast) >= mesh->getNumMapVerts(bmpUvwSrc + 1) )
        return uvwOut; // Error?

    Matrix3 uvwXform = plMaxNodeBase::Matrix44ToMatrix3(uvXform44);

    Point3 uv0 = uvwXform * tVerts[tvFace->getTVert(vtxIdx)];
    Point3 uv1 = uvwXform * tVerts[tvFace->getTVert(vtxNext)];
    Point3 uv2 = uvwXform * tVerts[tvFace->getTVert(vtxLast)];


    const float kRealSmall = 1.e-6f;
    // First, look for degenerate cases. 
    // If (uvn - uvm)[!iUV] == 0
    //      then (vn - vm) is tangent in  iUV dimension
    // Just be careful about direction, since (vn-vm) may be opposite direction from
    // increasing iUV.
    int iNotUV = !iUV;
    float del = uv0[iNotUV] - uv1[iNotUV];
    if( fabs(del) < kRealSmall )
    {
        if( uv0[iUV] - uv1[iUV] < 0 )
            uvwOut = v1 - v0;
        else
            uvwOut = v0 - v1;
        return uvwOut;
    }
    del = uv2[iNotUV] - uv1[iNotUV];
    if( fabs(del) < kRealSmall )
    {
        if( uv2[iUV] - uv1[iUV] < 0 )
            uvwOut = v1 - v2;
        else
            uvwOut = v2 - v1;
        return uvwOut;
    }
    del = uv2[iNotUV] - uv0[iNotUV];
    if( fabs(del) < kRealSmall )
    {
        if( uv2[iUV] - uv0[iUV] < 0 )
            uvwOut = v0 - v2;
        else
            uvwOut = v2 - v0;
        return uvwOut;
    }

    // Okay, none of the edges are along the dU gradient. That's good, because
    // it means we don't have to worry about divides by zero in what we're about
    // to do.
    del = uv0[iNotUV] - uv1[iNotUV];
    del = 1.f / del;
    Point3 v0Mv1 = v0 - v1;
    v0Mv1 *= del;
    float v0uv = (uv0[iUV] - uv1[iUV]) * del;

    del = uv2[iNotUV] - uv1[iNotUV];
    del = 1.f / del;
    Point3 v2Mv1 = v2 - v1;
    v2Mv1 *= del;
    float v2uv = (uv2[iUV] - uv1[iUV]) * del;

    if( v0uv > v2uv )
        uvwOut = v0Mv1 - v2Mv1;
    else
        uvwOut = v2Mv1 - v0Mv1;

    return uvwOut;
}

//// IGetUVTransform /////////////////////////////////////////////////////////
//  Gets the UV transform matrix for the given channel.

void    plMeshConverter::IGetUVTransform( plMaxNode *node, Mtl *mtl, Matrix3 *uvTransform, int which )
{
    hsGuardBegin( "plMeshConverter::IGetUVTransform" );

    uvTransform->IdentityMatrix();

    if( !mtl )
        return;

    Texmap* texMap = hsMaterialConverter::Instance().GetUVChannelBase(node, mtl, which);

    if( !texMap )
        return;

    BitmapTex *bitmapTex = (BitmapTex *)texMap;

#ifndef NDEBUG
    CStr className;
    texMap->GetClassName(className);
    if( strcmp(className,"Bitmap") && strcmp(className,"Plasma Layer") && strcmp(className,"Plasma Layer Dbg."))
        return;

    char txtFileName[256];
    strcpy(txtFileName, bitmapTex->GetMapName());
#endif // NDEBUG

    StdUVGen *uvGen = bitmapTex->GetUVGen();

    uvGen->GetUVTransform(*uvTransform);

    // We're going to munge the internals of the matrix here, but we won't need to worry about
    // the flags (ident etc.) because we're not changing the character of the matrix (unless
    // it's a pure translation by an integer amount, which is a no-op).
    // We also don't have to worry about preserving unit offsets for animation, because the
    // output of this function is used as a static matrix (for uv generation). We could check
    // and not do this on animated transforms or something. mf
    // Note that we can only do this if the texture wraps (not clamps)
    if( !hsMaterialConverter::Instance().PreserveUVOffset(mtl) )
    {
        MRow* data = uvTransform->GetAddr();
        int i;
        for( i = 0; i < 2; i++ )
        {
            if( fabsf(data[3][i]) >= 1.f )
            {
                data[3][i] -= float(int(data[3][i]));
            }
        }
    }
    hsGuardEnd;
}

//////////////////////////////////////////////////////////////////////////////
//// Helper Class Functions //////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////

//// plMAXVertexAccNode Constructor //////////////////////////////////////////

plMAXVertexAccNode::plMAXVertexAccNode( const hsPoint3 *point, const hsVector3 *normal, const hsColorRGBA& color, const hsColorRGBA& illum, int numChannels, const hsPoint3 *uvs, uint32_t index )
{
    int     i;


    fPoint = *point;
    fNormal = *normal;
    fColor = color;
    fIllum = illum;
    for( i = 0; i < numChannels; i++ )
        fUVs[ i ] = uvs[ i ];
    fNumChannels = numChannels;
    fIndex = index;

    fNext = nil;
}

//// IsEqual /////////////////////////////////////////////////////////////////
//  Determines whether the node matches the values given.

bool        plMAXVertexAccNode::IsEqual( const hsVector3 *normal, const hsColorRGBA& color, const hsColorRGBA& illum, const hsPoint3 *uvs )
{
    int     i;


    if( color != fColor || !( *normal == fNormal ) || illum != fIllum )
        return false;

    for( i = 0; i < fNumChannels; i++ )
    {
        if( !( uvs[ i ] == fUVs[ i ] ) )
            return false;
    }

    return true;
}

//// plMAXVertexAccumulator Constructor & Destructor /////////////////////////

plMAXVertexAccumulator::plMAXVertexAccumulator( int numOrigPoints, int numChannels )
{
    fNumPoints = numOrigPoints;
    fNumChannels = numChannels;

    fPointList = new plMAXVertexAccNodePtr[ fNumPoints ];
    memset( fPointList, 0, sizeof( plMAXVertexAccNode * ) * fNumPoints );

    fIndices.Reset();
    fInverseVertTable.Reset();
    fNumVertices = 0;
}

plMAXVertexAccumulator::~plMAXVertexAccumulator()
{
    int                 i;
    plMAXVertexAccNode  *node;

    
    for( i = 0; i < fNumPoints; i++ )
    {
        while( fPointList[ i ] != nil )
        {
            node = fPointList[ i ]->fNext;
            delete fPointList[ i ];
            fPointList[ i ] = node;
        }
    }

    delete [] fPointList;
}

//// AddVertex ///////////////////////////////////////////////////////////////
//  Adds a vertex to this accumulator. If it already exists, adds the normals
//  together and stores the old index; if not, creates a new node and adds
//  an index for it. In the end, fIndices will be our final index buffer,
//  while fInverseVertTable is basically an array telling us where to get
//  our vertices when building the vertex buffer.

void    plMAXVertexAccumulator::AddVertex( int index, hsPoint3 *point, hsVector3 *normal, const hsColorRGBA& color, const hsColorRGBA& illum, hsPoint3 *uvs )
{
    plMAXVertexAccNode      *node;


    // See if one exists in this list
    for( node = fPointList[ index ]; node != nil; node = node->fNext )
    {
        if( node->IsEqual( normal, color, illum, uvs ) )
        {
            // Found match! Accumulate
            fIndices.Append( node->fIndex );
            return;
        }
    }


    /// Adding new
    node = new plMAXVertexAccNode( point, normal, color, illum, fNumChannels, uvs, fNumVertices );
    fInverseVertTable.Append( index );
    fIndices.Append( fNumVertices++ );

    node->fNext = fPointList[ index ];
    fPointList[ index ] = node;
}

//// StuffMyData /////////////////////////////////////////////////////////////
//  Stuffs the data into the given span. Assumes the span has already begun 
//  creation.

void    plMAXVertexAccumulator::StuffMyData( plMaxNode* maxNode, plGeometrySpan *span, Mesh* mesh, ISkinContextData* skinData )
{
    int                     i, j, origIdx;
    plMAXVertexAccNode      *node;
    hsPoint3                *uvs[ plGeometrySpan::kMaxNumUVChannels ];  

    const char* dbgNodeName = maxNode->GetName();
    TempWeightInfo          *weights = nil;

    /// Precalculate the weights if necessary
    weights = new TempWeightInfo[ fNumPoints ];
    if( skinData != nil )
    {
        for( i = 0; i < fNumPoints; i++ )
        {
            IFindSkinWeights( skinData, i, weights[ i ].fWeights, &weights[ i ].fIndices );

            /// Debug checking stuff, for testing only
            // Wrong. Geometry span depends on this
            switch( span->fFormat & plGeometrySpan::kSkinWeightMask )
            {
            case plGeometrySpan::kSkin1Weight:
                weights[ i ].fWeights[1] = -1.f;
                break;
            case plGeometrySpan::kSkin2Weights:
                weights[ i ].fWeights[2] = -1.f;
                break;
            case plGeometrySpan::kSkin3Weights:
                weights[ i ].fWeights[3] = -1.f;
                break;
            default:
                hsAssert(false, "Shouldn't have gotten here");
                
                break;
            }
        }
    }
    else if( maxNode->NumBones() )
    {
        IFindAllUserSkinWeights(maxNode, mesh, weights);
    }
    else
    {
        for( i = 0; i < fNumPoints; i++ )
        {
            weights[ i ].fWeights[ 0 ] = weights[ i ].fWeights[ 1 ] = 
                                        weights[ i ].fWeights[ 2 ] = weights[ i ].fWeights[ 3 ] = -1.0f;
            weights[ i ].fIndices = 0;
        }
    }
    
    plMaxBoneMap *boneMap = maxNode->GetBoneMap();
    if (boneMap)
    {
        for (i = 0; i < fNumPoints; i++)
        {
            uint8_t indices[4];
            indices[0] = (weights[i].fIndices) & 0xff;
            indices[1] = (weights[i].fIndices >> 8) & 0xff;
            indices[2] = (weights[i].fIndices >> 16) & 0xff;
            indices[3] = (weights[i].fIndices >> 24) & 0xff;
            
            for (j = 0; j < 4; j++)
            {
                //if (weights[i].fWeights[j] >= 0)
                //{
                    if (indices[j] != 0)
                    {
                        plMaxNodeBase *bone = maxNode->GetBone(indices[j] - 1);
                        char *dbgBoneName = bone->GetName();
                        indices[j] = boneMap->GetIndex(bone) + 1;
                    }
                //}
            }
            weights[i].fIndices = (indices[0]) |
                                  (indices[1] << 8) |
                                  (indices[2] << 16) |
                                  (indices[3] << 24);
        }
    }
    
    float maxWgt = 0;
    float penWgt = 0;
    int16_t maxIdx = -1;
    int16_t penIdx = -1;
    // Find the highest two weighted bones. We'll use just these two to calculate our bounds.
    for( i = 0; i < fNumPoints; i++ )
    {
        if( weights[i].fIndices )
        {
            for( j = 0; j < 4; j++ )
            {
                if( weights[i].fWeights[j] < 0 )
                    break;
                if( weights[i].fWeights[j] > maxWgt )
                {
                    penWgt = maxWgt;
                    penIdx = maxIdx;

                    maxWgt = weights[i].fWeights[j];
                    maxIdx = (weights[i].fIndices >> (j*8)) & 0xff;
                }
                else
                if( weights[i].fWeights[j] > penWgt )
                {
                    penWgt = weights[i].fWeights[j];
                    penIdx = (weights[i].fIndices >> (j*8)) & 0xff;
                }
            }
        }
    }
    if( maxIdx < 0 )
        maxIdx = 0;
    if( penIdx < 0 )
        penIdx = maxIdx;
    span->fMaxBoneIdx = maxIdx;
    span->fPenBoneIdx = penIdx;

    /// Stuff the verts
    for( i = 0; i < plGeometrySpan::kMaxNumUVChannels; i++)
        uvs[ i ] = nil;

    for( i = 0; i < fNumVertices; i++ )
    {
        origIdx = fInverseVertTable[ i ];

        // origIdx gets us the list, but we need to know which node in the list
        for( node = fPointList[ origIdx ]; node != nil; node = node->fNext )
        {
            if( node->fIndex == i )
            {
                // Found it! output this one
                hsPoint3        normal;
            
                node->fNormal.Normalize();
                normal.Set( node->fNormal.fX, node->fNormal.fY, node->fNormal.fZ );
                for( j = 0; j < fNumChannels; j++ )
                    uvs[ j ] = &node->fUVs[ j ];
    
                /// Add!
                span->AddVertex( &node->fPoint, &normal, node->fColor, node->fIllum, uvs,
                                   weights[ origIdx ].fWeights[ 0 ], weights[ origIdx ].fWeights[ 1 ], 
                                   weights[ origIdx ].fWeights[ 2 ], weights[ origIdx ].fIndices );
                break;
            }
        }
        hsAssert( node != nil, "Invalid accumulator table when stuffing buffers!" );
    }

    /// Now stuff the indices
    for( i = 0; i < fIndices.GetCount(); i++ )
        span->AddIndex( fIndices[ i ] );

    if( weights != nil )
        delete [] weights;
}

// IFindAllUserSkinWeights
// Like IFindSkinWeights, but doesn't use Max's native skinning (e.g. ISkinContextData).
// Rather, someone has put a bone (currently only support one) on this plMaxNode,
// and told us what vertex channel to find the weight for that bone in.
void plMAXVertexAccumulator::IFindAllUserSkinWeights( plMaxNode* node, Mesh* mesh, TempWeightInfo weights[])
{
    const char* dbgNodeName = node->GetName();

    int iMap = MAP_ALPHA; // FISH HACK, till we stuff the src channel into the max node.
    iMap = 66;

    int iChan = 1; // FISH HACK, get this one stuffed too. Could probably or them into the same
    //thing or something, but who cares. Gotta stop with the ethers.

    UVVert *wgtMap = mesh->mapVerts(iMap);  
    int numWgtVerts = mesh->getNumMapVerts(iMap);

    TVFace* mapFaces = mesh->mapFaces(iMap);

    if( wgtMap && mapFaces )
    {
        Face* faces = mesh->faces;

        int i;
        for( i = 0; i < mesh->getNumFaces(); i++ )
        {
            int j;
            for( j = 0; j < 3; j++ )
            {
                int iVtx = faces[i].getVert(j);
                int iTvtx = mapFaces[i].getTVert(j);

                weights[iVtx].fWeights[2] = weights[iVtx].fWeights[3] = 0;
                weights[iVtx].fWeights[0] = 1.f - wgtMap[iTvtx][iChan];
                if( weights[iVtx].fWeights[0] > 1.f )
                    weights[iVtx].fWeights[0] = 1.f;
                else if( weights[iVtx].fWeights[0] < 0 )
                    weights[iVtx].fWeights[0] = 0;
                weights[iVtx].fWeights[1] = 1.f - weights[iVtx].fWeights[0];
                weights[iVtx].fIndices = 1 << 8;
            }
        }
    }
    else
    {
        int i;
        for( i = 0; i < mesh->getNumVerts(); i++ )
        {
            weights[i].fWeights[1] = weights[i].fWeights[2] = weights[i].fWeights[3] = 0;
            weights[i].fWeights[0] = 1.f;
            weights[i].fIndices = 1 << 8;
        }
    }
}

//// IFindSkinWeights ////////////////////////////////////////////////////////
//  Finds the biggest weights (up to 4) for the given vertex index and returns
//  them, along with a uint32_t specifying the indices for each.

void    plMAXVertexAccumulator::IFindSkinWeights( ISkinContextData *skinData, 
                                                  int vertex, 
                                                  float *weights, uint32_t *indices )
{
    float   tempWs[ 4 ], tempW, t;
    uint32_t  idxs[ 4 ], tempIdx, tI;
    int     i, j;

    tempWs[ 0 ] = tempWs[ 1 ] = tempWs[ 2 ] = tempWs[ 3 ] = 0;
    idxs[ 0 ] = idxs[ 1 ] = idxs[ 2 ] = idxs[ 3 ] = 0;

    int boneCount = skinData->GetNumAssignedBones( vertex);

    if( boneCount )
    {
        float defWgt = 1.f;
        for( i = 0; i < boneCount; i++ )
        {
            /// Grab the weight and index for this bone
            tempW = skinData->GetBoneWeight( vertex, i );
            defWgt -= tempW;

            // GetAssignedBone will assert unpredictably if the weight is 0.0f (exactly)
            // It will usually then return 0 for the bone index, but sometimes 1
            // In any case, the bone index should not matter at that point.
            // Without walking through all the downstream code, seems to work ok.
            if(tempW > 0.0f)
                tempIdx = skinData->GetAssignedBone( vertex, i ) + 1;
            else
                tempIdx = 0;

    //  float hi = skinData->GetBoneWeight( vertex, tempIdx );

            /// Slide it in to our list
            for( j = 0; j < 4; j++ )
            {
                if( tempWs[ j ] < tempW )
                {
                    t = tempWs[ j ];
                    tempWs[ j ] = tempW;
                    tempW = t;

                    tI = idxs[ j ];
                    idxs[ j ] = tempIdx;
                    tempIdx = tI;
                }
            }
        }

        // This isn't really what we want. If the weights add up to less than
        // 1.f, the remainder is the un-skinned, un-boned Transform.
        // If the weights add up to more than 1.f, someone probably screwed up,
        // but we'll deal with it gracefully by normalizing.
        if( defWgt > 0 )
        {
            tempW = defWgt;
            tempIdx = 0;

            /// Slide it in to our list
            for( j = 0; j < 4; j++ )
            {
                if( tempWs[ j ] < tempW )
                {
                    t = tempWs[ j ];
                    tempWs[ j ] = tempW;
                    tempW = t;

                    tI = idxs[ j ];
                    idxs[ j ] = tempIdx;
                    tempIdx = tI;
                }
            }
        }

        t = tempWs[ 0 ] + tempWs[ 1 ] + tempWs[ 2 ] + tempWs[ 3 ];
        t = 1.0f / t;

        weights[ 0 ] = tempWs[ 0 ] * t;
        weights[ 1 ] = tempWs[ 1 ] * t;
        weights[ 2 ] = tempWs[ 2 ] * t;
        weights[ 3 ] = tempWs[ 3 ] * t;
    }
    else
    {
        weights[ 0 ] = 1.f;
        idxs[ 0 ] = 0;

        weights[1] = weights[2] = weights[3] = 0;
        idxs[1] = idxs[2] = idxs[3] = 0;
    }

    if( skinData->GetNumAssignedBones( vertex ) < 2 )
    {
        if( idxs[0] )
        {
            float tWgt = weights[0];
            int tIdx = idxs[0];

            weights[0] = weights[1];
            idxs[0] = idxs[1];

            weights[1] = tWgt;
            idxs[1] = tIdx;
        }
    }
    
    *indices = ( idxs[ 0 ] & 0xff ) | ( ( idxs[ 1 ] & 0xff ) << 8 ) | 
               ( ( idxs[ 2 ] & 0xff ) << 16 ) | ( ( idxs[ 3 ] & 0xff ) << 24 );
}

int plMAXVertexAccumulator::GetVertexCount()
{
//  return fIndices.GetCount();
    return fNumVertices;
}

void SetWaterColor(plGeometrySpan* span)
{
    plAccessGeometry accGeom;
    // First, set up our access, iterators and that mess.
    plAccessSpan acc;
    accGeom.AccessSpanFromGeometrySpan(acc, span);
    if( !acc.HasAccessTri() )
    {
        plAccessGeometry::Instance()->Close(acc);
        return;
    }
    plAccessTriSpan& tri = acc.AccessTri();
    plAccTriIterator triIter(&tri);

    const int nVerts = tri.VertCount();
    // Now, set up our accumulators
    hsTArray<float> lens;
    lens.SetCount(nVerts);
    memset(lens.AcquireArray(), 0, nVerts * sizeof(float));
    hsTArray<float> wgts;
    wgts.SetCount(nVerts);
    memset(wgts.AcquireArray(), 0, nVerts * sizeof(float));

    // For each triangle
    for( triIter.Begin(); triIter.More(); triIter.Advance() )
    {
        // This area thing seems like a good robust idea, but it doesn't really
        // take into account the fact that the sampling frequency is really determined
        // by the weakest link, or in this case the longest link. Experimenting
        // with alternatives.
        // Actually, I just realized that the area way kind of sucks, because, 
        // as a parallelogram gets less and less rectangular, the area goes down
        // even as the longest edge (the diagonal) gets longer.
        float lenSq20 = hsVector3(&triIter.Position(2), &triIter.Position(0)).MagnitudeSquared();
        float lenSq10 = hsVector3(&triIter.Position(1), &triIter.Position(0)).MagnitudeSquared();
        float lenSq21 = hsVector3(&triIter.Position(2), &triIter.Position(1)).MagnitudeSquared();
        float len = lenSq20;
        if( len < lenSq10 )
            len = lenSq10;
        if( len < lenSq21 )
            len = lenSq21;
        len = sqrt(len);

        lens[triIter.RawIndex(0)] += len;
        wgts[triIter.RawIndex(0)] += 1.f;

        lens[triIter.RawIndex(1)] += len;
        wgts[triIter.RawIndex(1)] += 1.f;

        lens[triIter.RawIndex(2)] += len;
        wgts[triIter.RawIndex(2)] += 1.f;

    }
    // For each vert
    int iVert;
    for( iVert = 0; iVert < nVerts; iVert++ )
    {
        if( wgts[iVert] > 0.f )
            lens[iVert] /= wgts[iVert];
        
        wgts[iVert] = 0.f; // We'll use them again on smoothing.
    }
    // Now we might want to smooth this out some
    // This can be repeated for any degree of smoothing
    hsTArray<float> smLens;
    smLens.SetCount(nVerts);
    memset(smLens.AcquireArray(), 0, nVerts * sizeof(float));
    // For each triangle
    for( triIter.Begin(); triIter.More(); triIter.Advance() )
    {
        int i;
        // For each edge
        for( i = 0; i < 3; i++ )
        {
            int iVert = triIter.RawIndex(i);
            int iVertNext = triIter.RawIndex(i < 2 ? i+1 : 0);
            int iVertLast = triIter.RawIndex(i ? i-1 : 2);
            smLens[iVert] += lens[iVert];
            wgts[iVert] += 1.f;

            const float kSmooth(8.f);
            smLens[iVertNext] += lens[iVert] * kSmooth;
            wgts[iVertNext] += kSmooth;

            smLens[iVertLast] += lens[iVert] * kSmooth;
            wgts[iVertLast] += kSmooth;
        }
    }
    lens.Swap(smLens);
    // For each vert
    for( iVert = 0; iVert < nVerts; iVert++ )
    {
        if( wgts[iVert] > 0.f )
            lens[iVert] /= wgts[iVert];
        
        wgts[iVert] = 0.f; // We'll use them again on smoothing.
    }

    plConst(float) kNumLens(4.f);
    // Okay, we have smoothed lengths. We just need to 
    // iterate over the vertices and stuff 1/len into the alpha channel
    // For each vert
    plAccDiffuseIterator colIter(&tri);
    for( iVert = 0, colIter.Begin(); colIter.More(); iVert++, colIter.Advance() )
    {
        hsColorRGBA multCol;
        hsColorRGBA addCol;
        span->ExtractInitColor(iVert, &multCol, &addCol);

        // Get the vert color
        hsColorRGBA col = colIter.DiffuseRGBA();
        col = multCol;
        
        col.a = lens[iVert] > 0.f ? 1.f / (kNumLens * lens[iVert]) : 1.f;

        // Stuff color back in.
        *colIter.Diffuse32() = col.ToARGB32();
    }

    // Close up the access span.
    accGeom.Close(acc);
}

void SetWaterColor(hsTArray<plGeometrySpan*>& spans)
{
    int i;
    for( i = 0; i < spans.GetCount(); i++ )
        SetWaterColor(spans[i]);
}