/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org

Copyright (c) 2000-2009 Torus Knot Software Ltd

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#include "OgreStableHeaders.h"
#include "OgreEntity.h"

#include "OgreMeshManager.h"
#include "OgreSubMesh.h"
#include "OgreSubEntity.h"
#include "OgreException.h"
#include "OgreSceneManager.h"
#include "OgreLogManager.h"
#include "OgreSkeleton.h"
#include "OgreBone.h"
#include "OgreCamera.h"
#include "OgreTagPoint.h"
#include "OgreAxisAlignedBox.h"
#include "OgreHardwareBufferManager.h"
#include "OgreVector4.h"
#include "OgreRoot.h"
#include "OgreTechnique.h"
#include "OgrePass.h"
#include "OgreSkeletonInstance.h"
#include "OgreEdgeListBuilder.h"
#include "OgreStringConverter.h"
#include "OgreAnimation.h"
#include "OgreOptimisedUtil.h"
#include "OgreSceneNode.h"
#include "OgreLodStrategy.h"
#include "OgreLodListener.h"
#include "OgreMaterialManager.h"

namespace Ogre {
    //-----------------------------------------------------------------------
    Entity::Entity ()
		: mAnimationState(NULL),
          mSkelAnimVertexData(0),
		  mSoftwareVertexAnimVertexData(0),
		  mHardwareVertexAnimVertexData(0),
          mPreparedForShadowVolumes(false),
          mBoneWorldMatrices(NULL),
          mBoneMatrices(NULL),
          mNumBoneMatrices(0),
		  mFrameAnimationLastUpdated(std::numeric_limits<unsigned long>::max()),
          mFrameBonesLastUpdated(NULL),
		  mSharedSkeletonEntities(NULL),
		  mDisplaySkeleton(false),
		  mCurrentHWAnimationState(false),
	      mHardwarePoseCount(0),
		  mVertexProgramInUse(false),
		  mSoftwareAnimationRequests(0),
		  mSoftwareAnimationNormalsRequests(0),
          mSkipAnimStateUpdates(false),
		  mAlwaysUpdateMainSkeleton(false),
		  mMeshLodIndex(0),
		  mMeshLodFactorTransformed(1.0f),
		  mMinMeshLodIndex(99),
		  mMaxMeshLodIndex(0),		// Backwards, remember low value = high detail
          mMaterialLodFactor(1.0f),
          mMaterialLodFactorTransformed(1.0f),
		  mMinMaterialLodIndex(99),
		  mMaxMaterialLodIndex(0), 		// Backwards, remember low value = high detail
          mSkeletonInstance(0),
		  mInitialised(false),
		  mLastParentXform(Matrix4::ZERO),
		  mMeshStateCount(0),
          mFullBoundingBox()
    {
    }
    //-----------------------------------------------------------------------
    Entity::Entity( const String& name, const MeshPtr& mesh) :
		MovableObject(name),
        mMesh(mesh),
        mAnimationState(NULL),
		mSkelAnimVertexData(0),
		mSoftwareVertexAnimVertexData(0),
		mHardwareVertexAnimVertexData(0),
        mPreparedForShadowVolumes(false),
        mBoneWorldMatrices(NULL),
        mBoneMatrices(NULL),
        mNumBoneMatrices(0),
		mFrameAnimationLastUpdated(std::numeric_limits<unsigned long>::max()),
        mFrameBonesLastUpdated(NULL),
        mSharedSkeletonEntities(NULL),
		mDisplaySkeleton(false),
		mCurrentHWAnimationState(false),
		mVertexProgramInUse(false),
		mSoftwareAnimationRequests(0),
		mSoftwareAnimationNormalsRequests(0),
        mSkipAnimStateUpdates(false),
		mAlwaysUpdateMainSkeleton(false),
		mMeshLodIndex(0),
		mMeshLodFactorTransformed(1.0f),
		mMinMeshLodIndex(99),
		mMaxMeshLodIndex(0),		// Backwards, remember low value = high detail
        mMaterialLodFactor(1.0f),
        mMaterialLodFactorTransformed(1.0f),
		mMinMaterialLodIndex(99),
		mMaxMaterialLodIndex(0), 		// Backwards, remember low value = high detail
		mSkeletonInstance(0),
		mInitialised(false),
		mLastParentXform(Matrix4::ZERO),
		mMeshStateCount(0),
        mFullBoundingBox()
	{
		_initialise();
    }
	//-----------------------------------------------------------------------
	void Entity::backgroundLoadingComplete(Resource* res)
	{
		if (res == mMesh.get())
		{
			// mesh loading has finished, we can construct ourselves now
			_initialise();
		}
	}
	//-----------------------------------------------------------------------
	void Entity::_initialise(bool forceReinitialise)
	{
		if (forceReinitialise)
			_deinitialise();

		if (mInitialised)
			return;

		if (mMesh->isBackgroundLoaded() && !mMesh->isLoaded())
		{
			// register for a callback when mesh is finished loading
			// do this before asking for load to happen to avoid race
			mMesh->addListener(this);
		}
		
		// On-demand load
		mMesh->load();
		// If loading failed, or deferred loading isn't done yet, defer
		// Will get a callback in the case of deferred loading
		// Skeletons are cascade-loaded so no issues there
		if (!mMesh->isLoaded())
			return;

		// Is mesh skeletally animated?
		if (mMesh->hasSkeleton() && !mMesh->getSkeleton().isNull())
		{
			mSkeletonInstance = OGRE_NEW SkeletonInstance(mMesh->getSkeleton());
			mSkeletonInstance->load();
		}

		// Build main subentity list
		buildSubEntityList(mMesh, &mSubEntityList);

		// Check if mesh is using manual LOD
		if (mMesh->isLodManual())
		{
			ushort i, numLod;
			numLod = mMesh->getNumLodLevels();
			// NB skip LOD 0 which is the original
			for (i = 1; i < numLod; ++i)
			{
				const MeshLodUsage& usage = mMesh->getLodLevel(i);
				// Manually create entity
				Entity* lodEnt = OGRE_NEW Entity(mName + "Lod" + StringConverter::toString(i),
					usage.manualMesh);
				mLodEntityList.push_back(lodEnt);
			}
		}


		// Initialise the AnimationState, if Mesh has animation
		if (hasSkeleton())
		{
			mFrameBonesLastUpdated = OGRE_NEW_T(unsigned long, MEMCATEGORY_ANIMATION)(std::numeric_limits<unsigned long>::max());
			mNumBoneMatrices = mSkeletonInstance->getNumBones();
			mBoneMatrices = static_cast<Matrix4*>(OGRE_MALLOC_SIMD(sizeof(Matrix4) * mNumBoneMatrices, MEMCATEGORY_ANIMATION));
		}
		if (hasSkeleton() || hasVertexAnimation())
		{
			mAnimationState = OGRE_NEW AnimationStateSet();
			mMesh->_initAnimationState(mAnimationState);
			prepareTempBlendBuffers();
		}

		reevaluateVertexProcessing();
		
		// Update of bounds of the parent SceneNode, if Entity already attached
		// this can happen if Mesh is loaded in background or after reinitialisation
		if( mParentNode )
		{
			getParentSceneNode()->needUpdate();
		}

		mInitialised = true;
		mMeshStateCount = mMesh->getStateCount();

	}
	//-----------------------------------------------------------------------
	void Entity::_deinitialise(void)
	{
		if (!mInitialised)
			return;

		// Delete submeshes
		SubEntityList::iterator i, iend;
		iend = mSubEntityList.end();
		for (i = mSubEntityList.begin(); i != iend; ++i)
		{
			// Delete SubEntity
			OGRE_DELETE *i;
		}
		mSubEntityList.clear();
		
		// Delete LOD entities
		LODEntityList::iterator li, liend;
		liend = mLodEntityList.end();
		for (li = mLodEntityList.begin(); li != liend; ++li)
		{
			// Delete
			OGRE_DELETE (*li);
		}
        mLodEntityList.clear();
        
		// Delete shadow renderables
		ShadowRenderableList::iterator si, siend;
		siend = mShadowRenderables.end();
		for (si = mShadowRenderables.begin(); si != siend; ++si)
		{
			OGRE_DELETE *si;
		}
        mShadowRenderables.clear();
        
		// Detach all child objects, do this manually to avoid needUpdate() call
		// which can fail because of deleted items
		detachAllObjectsImpl();

		if (mSkeletonInstance) {
			OGRE_FREE_SIMD(mBoneWorldMatrices, MEMCATEGORY_ANIMATION);

            if (mSharedSkeletonEntities) {
                mSharedSkeletonEntities->erase(this);
                if (mSharedSkeletonEntities->size() == 1)
                {
                    (*mSharedSkeletonEntities->begin())->stopSharingSkeletonInstance();
                }
                // Should never occur, just in case
                else if (mSharedSkeletonEntities->empty())
                {
                    OGRE_DELETE_T(mSharedSkeletonEntities, EntitySet, MEMCATEGORY_ANIMATION);
					// using OGRE_FREE since unsigned long is not a destructor
                    OGRE_FREE(mFrameBonesLastUpdated, MEMCATEGORY_ANIMATION);
                    OGRE_DELETE mSkeletonInstance;
                    OGRE_FREE_SIMD(mBoneMatrices, MEMCATEGORY_ANIMATION);
                    OGRE_DELETE mAnimationState;
                }
            } else {
				// using OGRE_FREE since unsigned long is not a destructor
				OGRE_FREE(mFrameBonesLastUpdated, MEMCATEGORY_ANIMATION);
                OGRE_DELETE mSkeletonInstance;
                OGRE_FREE_SIMD(mBoneMatrices, MEMCATEGORY_ANIMATION);
                OGRE_DELETE mAnimationState;
            }
        }
		else if (hasVertexAnimation())
		{
			OGRE_DELETE mAnimationState;
		}

		OGRE_DELETE mSkelAnimVertexData;
		OGRE_DELETE mSoftwareVertexAnimVertexData;
		OGRE_DELETE mHardwareVertexAnimVertexData;

		mInitialised = false;
	}
    //-----------------------------------------------------------------------
    Entity::~Entity()
    {
		_deinitialise();
		// Unregister our listener
		mMesh->removeListener(this);
    }
	//-----------------------------------------------------------------------
	bool Entity::hasVertexAnimation(void) const
	{
		return mMesh->hasVertexAnimation();
	}
    //-----------------------------------------------------------------------
    const MeshPtr& Entity::getMesh(void) const
    {
        return mMesh;
    }
    //-----------------------------------------------------------------------
    SubEntity* Entity::getSubEntity(unsigned int index) const
    {
        if (index >= mSubEntityList.size())
            OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
            "Index out of bounds.",
            "Entity::getSubEntity");
        return mSubEntityList[index];
    }
    //-----------------------------------------------------------------------
    SubEntity* Entity::getSubEntity(const String& name) const
    {
        ushort index = mMesh->_getSubMeshIndex(name);
        return getSubEntity(index);
    }
    //-----------------------------------------------------------------------
    unsigned int Entity::getNumSubEntities(void) const
    {
        return static_cast< unsigned int >( mSubEntityList.size() );
    }
    //-----------------------------------------------------------------------
    Entity* Entity::clone( const String& newName) const
    {
   		if (!mManager)
		{
			OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, 
				"Cannot clone an Entity that wasn't created through a "
				"SceneManager", "Entity::clone");
		}
	    Entity* newEnt = mManager->createEntity(newName, getMesh()->getName() );

		if (mInitialised)
		{
			// Copy material settings
			SubEntityList::const_iterator i;
			unsigned int n = 0;
			for (i = mSubEntityList.begin(); i != mSubEntityList.end(); ++i, ++n)
			{
				newEnt->getSubEntity(n)->setMaterialName((*i)->getMaterialName());
			}
			if (mAnimationState)
			{
				OGRE_DELETE newEnt->mAnimationState;
				newEnt->mAnimationState = OGRE_NEW AnimationStateSet(*mAnimationState);
			}
		}

        return newEnt;
    }
    //-----------------------------------------------------------------------
    void Entity::setMaterialName( const String& name, const String& groupName /* = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME */)
    {
        // Set for all subentities
        SubEntityList::iterator i;
        for (i = mSubEntityList.begin(); i != mSubEntityList.end(); ++i)
        {
            (*i)->setMaterialName(name, groupName);
        }

    }


	void Entity::setMaterial( const MaterialPtr& material )
	{
		// Set for all subentities
		SubEntityList::iterator i;
		for (i = mSubEntityList.begin(); i != mSubEntityList.end(); ++i)
		{
			(*i)->setMaterial(material);
		}
	}

    //-----------------------------------------------------------------------
    void Entity::_notifyCurrentCamera(Camera* cam)
    {
		MovableObject::_notifyCurrentCamera(cam);

        // Calculate the LOD
        if (mParentNode)
        {
            // Get mesh lod strategy
            const LodStrategy *meshStrategy = mMesh->getLodStrategy();
            // Get the appropriate lod value
            Real lodValue = meshStrategy->getValue(this, cam);
            // Bias the lod value
            Real biasedMeshLodValue = lodValue * mMeshLodFactorTransformed;


            // Get the index at this biased depth
            ushort newMeshLodIndex = mMesh->getLodIndex(biasedMeshLodValue);
            // Apply maximum detail restriction (remember lower = higher detail)
            newMeshLodIndex = std::max(mMaxMeshLodIndex, newMeshLodIndex);
            // Apply minimum detail restriction (remember higher = lower detail)
            newMeshLodIndex = std::min(mMinMeshLodIndex, newMeshLodIndex);

            // Construct event object
            EntityMeshLodChangedEvent evt;
            evt.entity = this;
            evt.camera = cam;
            evt.lodValue = biasedMeshLodValue;
            evt.previousLodIndex = mMeshLodIndex;
            evt.newLodIndex = newMeshLodIndex;

            // Notify lod event listeners
            cam->getSceneManager()->_notifyEntityMeshLodChanged(evt);

            // Change lod index
            mMeshLodIndex = evt.newLodIndex;

            // Now do material LOD
            lodValue *= mMaterialLodFactorTransformed;



            SubEntityList::iterator i, iend;
            iend = mSubEntityList.end();
            for (i = mSubEntityList.begin(); i != iend; ++i)
            {
                // Get sub-entity material
                const MaterialPtr& material = (*i)->mpMaterial;
                
                // Get material lod strategy
                const LodStrategy *materialStrategy = material->getLodStrategy();
                
                // Recalculate lod value if strategies do not match
                Real biasedMaterialLodValue;
                if (meshStrategy == materialStrategy)
                    biasedMaterialLodValue = lodValue;
                else
                    biasedMaterialLodValue = materialStrategy->getValue(this, cam) * materialStrategy->transformBias(mMaterialLodFactor);

                // Get the index at this biased depth
                unsigned short idx = material->getLodIndex(biasedMaterialLodValue);
                // Apply maximum detail restriction (remember lower = higher detail)
                idx = std::max(mMaxMaterialLodIndex, idx);
                // Apply minimum detail restriction (remember higher = lower detail)
                idx = std::min(mMinMaterialLodIndex, idx);

                // Construct event object
                EntityMaterialLodChangedEvent subEntEvt;
                subEntEvt.subEntity = (*i);
                subEntEvt.camera = cam;
                subEntEvt.lodValue = biasedMaterialLodValue;
                subEntEvt.previousLodIndex = (*i)->mMaterialLodIndex;
                subEntEvt.newLodIndex = idx;

                // Notify lod event listeners
                cam->getSceneManager()->_notifyEntityMaterialLodChanged(subEntEvt);

                // Change lod index
                (*i)->mMaterialLodIndex = subEntEvt.newLodIndex;

				// Also invalidate any camera distance cache
				(*i)->_invalidateCameraCache ();
            }


        }
        // Notify any child objects
        ChildObjectList::iterator child_itr = mChildObjectList.begin();
        ChildObjectList::iterator child_itr_end = mChildObjectList.end();
        for( ; child_itr != child_itr_end; child_itr++)
        {
            (*child_itr).second->_notifyCurrentCamera(cam);
        }
    }
    //-----------------------------------------------------------------------
    const AxisAlignedBox& Entity::getBoundingBox(void) const
    {
		// Get from Mesh
		if (mMesh->isLoaded())
		{
			mFullBoundingBox = mMesh->getBounds();
			mFullBoundingBox.merge(getChildObjectsBoundingBox());

			// Don't scale here, this is taken into account when world BBox calculation is done
		}
		else
			mFullBoundingBox.setNull();

        return mFullBoundingBox;
    }
    //-----------------------------------------------------------------------
    AxisAlignedBox Entity::getChildObjectsBoundingBox(void) const
    {
        AxisAlignedBox aa_box;
        AxisAlignedBox full_aa_box;
        full_aa_box.setNull();

        ChildObjectList::const_iterator child_itr = mChildObjectList.begin();
        ChildObjectList::const_iterator child_itr_end = mChildObjectList.end();
        for( ; child_itr != child_itr_end; child_itr++)
        {
            aa_box = child_itr->second->getBoundingBox();
            TagPoint* tp = (TagPoint*)child_itr->second->getParentNode();
            // Use transform local to skeleton since world xform comes later
            aa_box.transformAffine(tp->_getFullLocalTransform());

            full_aa_box.merge(aa_box);
        }

        return full_aa_box;
    }
	//-----------------------------------------------------------------------
	const AxisAlignedBox& Entity::getWorldBoundingBox(bool derive) const
	{
		if (derive)
		{
			// derive child bounding boxes
			ChildObjectList::const_iterator child_itr = mChildObjectList.begin();
			ChildObjectList::const_iterator child_itr_end = mChildObjectList.end();
			for( ; child_itr != child_itr_end; child_itr++)
			{
				child_itr->second->getWorldBoundingBox(true);
			}
		}
		return MovableObject::getWorldBoundingBox(derive);
	}
	//-----------------------------------------------------------------------
	const Sphere& Entity::getWorldBoundingSphere(bool derive) const
	{
		if (derive)
		{
			// derive child bounding boxes
			ChildObjectList::const_iterator child_itr = mChildObjectList.begin();
			ChildObjectList::const_iterator child_itr_end = mChildObjectList.end();
			for( ; child_itr != child_itr_end; child_itr++)
			{
				child_itr->second->getWorldBoundingSphere(true);
			}
		}
		return MovableObject::getWorldBoundingSphere(derive);

	}
    //-----------------------------------------------------------------------
    void Entity::_updateRenderQueue(RenderQueue* queue)
    {
		// Do nothing if not initialised yet
		if (!mInitialised)
			return;

		// Check mesh state count, will be incremented if reloaded
		if (mMesh->getStateCount() != mMeshStateCount)
		{
			// force reinitialise
			_initialise(true);
		}

        Entity* displayEntity = this;
		// Check we're not using a manual LOD
        if (mMeshLodIndex > 0 && mMesh->isLodManual())
        {
            // Use alternate entity
            assert( static_cast< size_t >( mMeshLodIndex - 1 ) < mLodEntityList.size() &&
                "No LOD EntityList - did you build the manual LODs after creating the entity?");
            // index - 1 as we skip index 0 (original lod)
            if (hasSkeleton() && mLodEntityList[mMeshLodIndex - 1]->hasSkeleton())
            {
                // Copy the animation state set to lod entity, we assume the lod
                // entity only has a subset animation states
                mAnimationState->copyMatchingState(
					mLodEntityList[mMeshLodIndex - 1]->mAnimationState);
            }
            displayEntity = mLodEntityList[mMeshLodIndex - 1];
        }

        // Add each visible SubEntity to the queue
        SubEntityList::iterator i, iend;
        iend = displayEntity->mSubEntityList.end();
        for (i = displayEntity->mSubEntityList.begin(); i != iend; ++i)
        {
            if((*i)->isVisible())
            {
				if (mRenderQueuePrioritySet)
				{
					assert(mRenderQueueIDSet == true);
					queue->addRenderable(*i, mRenderQueueID, mRenderQueuePriority);
				}
                else if(mRenderQueueIDSet)
                {
                    queue->addRenderable(*i, mRenderQueueID);
                }
                else
                {
                    queue->addRenderable(*i);
                }
            }
        }

		if (getAlwaysUpdateMainSkeleton() && hasSkeleton() && (mMeshLodIndex > 0))
		{
			//check if an update was made
			if (cacheBoneMatrices())
			{
				getSkeleton()->_updateTransforms();
				//We will mark the skeleton as dirty. Otherwise, if in the same frame the entity will 
				//be rendered first with a low LOD and then with a high LOD the system wont know that
				//the bone matrices has changed and there for will not update the vertex buffers
				getSkeleton()->_notifyManualBonesDirty();
			}
		}

        // Since we know we're going to be rendered, take this opportunity to
        // update the animation
        if (displayEntity->hasSkeleton() || displayEntity->hasVertexAnimation())
        {
            displayEntity->updateAnimation();

            //--- pass this point,  we are sure that the transformation matrix of each bone and tagPoint have been updated
            ChildObjectList::iterator child_itr = mChildObjectList.begin();
            ChildObjectList::iterator child_itr_end = mChildObjectList.end();
            for( ; child_itr != child_itr_end; child_itr++)
            {
                MovableObject* child = child_itr->second;
                bool visible = child->isVisible();
                if (visible && (displayEntity != this))
                {
                    //Check if the bone exists in the current LOD

                    //The child is connected to a tagpoint which is connected to a bone
                    Bone* bone = static_cast<Bone*>(child->getParentNode()->getParent());
                    if (!displayEntity->getSkeleton()->hasBone(bone->getName()))
                    {
                        //Current LOD entity does not have the bone that the
                        //child is connected to. Do not display.
                        visible = false;
                    }
                }
                if (visible)
                {
                    child->_updateRenderQueue(queue);
                }   
            }
        }

        // HACK to display bones
        // This won't work if the entity is not centered at the origin
        // TODO work out a way to allow bones to be rendered when Entity not centered
        if (mDisplaySkeleton && hasSkeleton())
        {
            int numBones = mSkeletonInstance->getNumBones();
            for (unsigned short b = 0; b < numBones; ++b)
            {
                Bone* bone = mSkeletonInstance->getBone(b);
				if (mRenderQueuePrioritySet)
				{
					assert(mRenderQueueIDSet == true);
					queue->addRenderable(bone->getDebugRenderable(1), mRenderQueueID, mRenderQueuePriority);
				}
				else if(mRenderQueueIDSet)
                {
                     queue->addRenderable(bone->getDebugRenderable(1), mRenderQueueID);
                } 
				else 
				{
                     queue->addRenderable(bone->getDebugRenderable(1));
                }
            }
        }




    }
    //-----------------------------------------------------------------------
    AnimationState* Entity::getAnimationState(const String& name) const
    {
        if (!mAnimationState)
        {
            OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "Entity is not animated",
                "Entity::getAnimationState");
        }

		return mAnimationState->getAnimationState(name);
    }
    //-----------------------------------------------------------------------
    AnimationStateSet* Entity::getAllAnimationStates(void) const
    {
        return mAnimationState;
    }
    //-----------------------------------------------------------------------
    const String& Entity::getMovableType(void) const
    {
		return EntityFactory::FACTORY_TYPE_NAME;
    }
	//-----------------------------------------------------------------------
	bool Entity::tempVertexAnimBuffersBound(void) const
	{
		// Do we still have temp buffers for software vertex animation bound?
		bool ret = true;
		if (mMesh->sharedVertexData && mMesh->getSharedVertexDataAnimationType() != VAT_NONE)
		{
			ret = ret && mTempVertexAnimInfo.buffersCheckedOut(true, mMesh->getSharedVertexDataAnimationIncludesNormals());
		}
		for (SubEntityList::const_iterator i = mSubEntityList.begin();
			i != mSubEntityList.end(); ++i)
		{
			SubEntity* sub = *i;
			if (!sub->getSubMesh()->useSharedVertices
				&& sub->getSubMesh()->getVertexAnimationType() != VAT_NONE)
			{
				ret = ret && sub->_getVertexAnimTempBufferInfo()->buffersCheckedOut(
					true, sub->getSubMesh()->getVertexAnimationIncludesNormals());
			}
		}
		return ret;
	}
    //-----------------------------------------------------------------------
    bool Entity::tempSkelAnimBuffersBound(bool requestNormals) const
    {
        // Do we still have temp buffers for software skeleton animation bound?
        if (mSkelAnimVertexData)
        {
            if (!mTempSkelAnimInfo.buffersCheckedOut(true, requestNormals))
                return false;
        }
        for (SubEntityList::const_iterator i = mSubEntityList.begin();
            i != mSubEntityList.end(); ++i)
        {
            SubEntity* sub = *i;
            if (sub->isVisible() && sub->mSkelAnimVertexData)
            {
                if (!sub->mTempSkelAnimInfo.buffersCheckedOut(true, requestNormals))
                    return false;
            }
        }
        return true;
    }
    //-----------------------------------------------------------------------
    void Entity::updateAnimation(void)
    {
		// Do nothing if not initialised yet
		if (!mInitialised)
			return;

		Root& root = Root::getSingleton();
		bool hwAnimation = isHardwareAnimationEnabled();
		bool isNeedUpdateHardwareAnim = hwAnimation && !mCurrentHWAnimationState;
		bool forcedSwAnimation = getSoftwareAnimationRequests()>0;
		bool forcedNormals = getSoftwareAnimationNormalsRequests()>0;
		bool stencilShadows = false;
		if (getCastShadows() && hasEdgeList() && root._getCurrentSceneManager())
			stencilShadows =  root._getCurrentSceneManager()->isShadowTechniqueStencilBased();
		bool softwareAnimation = !hwAnimation || stencilShadows || forcedSwAnimation;
		// Blend normals in s/w only if we're not using h/w animation,
		// since shadows only require positions
		bool blendNormals = !hwAnimation || forcedNormals;
        // Animation dirty if animation state modified or manual bones modified
        bool animationDirty =
            (mFrameAnimationLastUpdated != mAnimationState->getDirtyFrameNumber()) ||
            (hasSkeleton() && getSkeleton()->getManualBonesDirty());
		
		//update the current hardware animation state
		mCurrentHWAnimationState = hwAnimation;

		// We only do these tasks if animation is dirty
		// Or, if we're using a skeleton and manual bones have been moved
		// Or, if we're using software animation and temp buffers are unbound
        if (animationDirty ||
			(softwareAnimation && hasVertexAnimation() && !tempVertexAnimBuffersBound()) ||
			(softwareAnimation && hasSkeleton() && !tempSkelAnimBuffersBound(blendNormals)))
        {
			if (hasVertexAnimation())
			{
				if (softwareAnimation)
				{
					// grab & bind temporary buffer for positions (& normals if they are included)
					if (mSoftwareVertexAnimVertexData
						&& mMesh->getSharedVertexDataAnimationType() != VAT_NONE)
					{
						bool useNormals = mMesh->getSharedVertexDataAnimationIncludesNormals();
						mTempVertexAnimInfo.checkoutTempCopies(true, useNormals);
						// NB we suppress hardware upload while doing blend if we're
						// hardware animation, because the only reason for doing this
						// is for shadow, which need only be uploaded then
						mTempVertexAnimInfo.bindTempCopies(mSoftwareVertexAnimVertexData,
							hwAnimation);
					}
					SubEntityList::iterator i, iend;
					iend = mSubEntityList.end();
					for (i = mSubEntityList.begin(); i != iend; ++i)
					{
						// Blend dedicated geometry
						SubEntity* se = *i;
						if (se->isVisible() && se->mSoftwareVertexAnimVertexData
							&& se->getSubMesh()->getVertexAnimationType() != VAT_NONE)
						{
							bool useNormals = se->getSubMesh()->getVertexAnimationIncludesNormals();
							se->mTempVertexAnimInfo.checkoutTempCopies(true, useNormals);
							se->mTempVertexAnimInfo.bindTempCopies(se->mSoftwareVertexAnimVertexData,
								hwAnimation);
						}

					}
				}
				applyVertexAnimation(hwAnimation, stencilShadows);
			}

			if (hasSkeleton())
			{
				cacheBoneMatrices();

				// Software blend?
				if (softwareAnimation)
				{
                    const Matrix4* blendMatrices[256];

					// Ok, we need to do a software blend
					// Firstly, check out working vertex buffers
					if (mSkelAnimVertexData)
					{
						// Blend shared geometry
						// NB we suppress hardware upload while doing blend if we're
						// hardware animation, because the only reason for doing this
						// is for shadow, which need only be uploaded then
						mTempSkelAnimInfo.checkoutTempCopies(true, blendNormals);
						mTempSkelAnimInfo.bindTempCopies(mSkelAnimVertexData,
							hwAnimation);
                        // Prepare blend matrices, TODO: Move out of here
                        Mesh::prepareMatricesForVertexBlend(blendMatrices,
                            mBoneMatrices, mMesh->sharedBlendIndexToBoneIndexMap);
						// Blend, taking source from either mesh data or morph data
						Mesh::softwareVertexBlend(
							(mMesh->getSharedVertexDataAnimationType() != VAT_NONE) ?
								mSoftwareVertexAnimVertexData :	mMesh->sharedVertexData,
							mSkelAnimVertexData,
							blendMatrices, mMesh->sharedBlendIndexToBoneIndexMap.size(),
							blendNormals);
					}
					SubEntityList::iterator i, iend;
					iend = mSubEntityList.end();
					for (i = mSubEntityList.begin(); i != iend; ++i)
					{
						// Blend dedicated geometry
						SubEntity* se = *i;
						if (se->isVisible() && se->mSkelAnimVertexData)
						{
							se->mTempSkelAnimInfo.checkoutTempCopies(true, blendNormals);
							se->mTempSkelAnimInfo.bindTempCopies(se->mSkelAnimVertexData,
								hwAnimation);
                            // Prepare blend matrices, TODO: Move out of here
                            Mesh::prepareMatricesForVertexBlend(blendMatrices,
                                mBoneMatrices, se->mSubMesh->blendIndexToBoneIndexMap);
							// Blend, taking source from either mesh data or morph data
							Mesh::softwareVertexBlend(
								(se->getSubMesh()->getVertexAnimationType() != VAT_NONE)?
									se->mSoftwareVertexAnimVertexData : se->mSubMesh->vertexData,
								se->mSkelAnimVertexData,
								blendMatrices, se->mSubMesh->blendIndexToBoneIndexMap.size(),
								blendNormals);
						}

					}

				}
			}

            // Trigger update of bounding box if necessary
            if (!mChildObjectList.empty())
                mParentNode->needUpdate();

			mFrameAnimationLastUpdated = mAnimationState->getDirtyFrameNumber();
        }

        // Need to update the child object's transforms when animation dirty
        // or parent node transform has altered.
		if (hasSkeleton() && 
            (isNeedUpdateHardwareAnim || 
			animationDirty || mLastParentXform != _getParentNodeFullTransform()))
        {
            // Cache last parent transform for next frame use too.
            mLastParentXform = _getParentNodeFullTransform();

            //--- Update the child object's transforms
            ChildObjectList::iterator child_itr = mChildObjectList.begin();
            ChildObjectList::iterator child_itr_end = mChildObjectList.end();
            for( ; child_itr != child_itr_end; child_itr++)
            {
                (*child_itr).second->getParentNode()->_update(true, true);
            }

            // Also calculate bone world matrices, since are used as replacement world matrices,
            // but only if it's used (when using hardware animation and skeleton animated).
            if (hwAnimation && _isSkeletonAnimated())
            {
                // Allocate bone world matrices on demand, for better memory footprint
                // when using software animation.
                if (!mBoneWorldMatrices)
                {
                    mBoneWorldMatrices =
                        static_cast<Matrix4*>(OGRE_MALLOC_SIMD(sizeof(Matrix4) * mNumBoneMatrices, MEMCATEGORY_ANIMATION));
                }

                OptimisedUtil::getImplementation()->concatenateAffineMatrices(
                    mLastParentXform,
                    mBoneMatrices,
                    mBoneWorldMatrices,
                    mNumBoneMatrices);
            }
        }
    }
	//-----------------------------------------------------------------------
	ushort Entity::initHardwareAnimationElements(VertexData* vdata,
		ushort numberOfElements, bool animateNormals)
	{
		ushort elemsSupported = numberOfElements;
		if (vdata->hwAnimationDataList.size() < numberOfElements)
		{
			elemsSupported = 
				vdata->allocateHardwareAnimationElements(numberOfElements, animateNormals);
		}
		// Initialise parametrics incase we don't use all of them
		for (size_t i = 0; i < vdata->hwAnimationDataList.size(); ++i)
		{
			vdata->hwAnimationDataList[i].parametric = 0.0f;
		}
		// reset used count
		vdata->hwAnimDataItemsUsed = 0;
				
		return elemsSupported;

	}
	//-----------------------------------------------------------------------
	void Entity::applyVertexAnimation(bool hardwareAnimation, bool stencilShadows)
	{
		const MeshPtr& msh = getMesh();
		bool swAnim = !hardwareAnimation || stencilShadows || (mSoftwareAnimationRequests>0);

		// make sure we have enough hardware animation elements to play with
		if (hardwareAnimation)
		{
			if (mHardwareVertexAnimVertexData
				&& msh->getSharedVertexDataAnimationType() != VAT_NONE)
			{
				ushort supportedCount =
				  initHardwareAnimationElements(mHardwareVertexAnimVertexData,
					(msh->getSharedVertexDataAnimationType() == VAT_POSE)
					? mHardwarePoseCount : 1, 
					msh->getSharedVertexDataAnimationIncludesNormals());
				
				if (msh->getSharedVertexDataAnimationType() == VAT_POSE && 
					supportedCount < mHardwarePoseCount)
				{
					LogManager::getSingleton().stream() <<
					  "Vertex program assigned to Entity '" << mName << 
					  "' claimed to support " << mHardwarePoseCount << 
					  " morph/pose vertex sets, but in fact only " << supportedCount <<
					  " were able to be supported in the shared mesh data.";
					mHardwarePoseCount = supportedCount;
				}
					
			}
			for (SubEntityList::iterator si = mSubEntityList.begin();
				si != mSubEntityList.end(); ++si)
			{
				SubEntity* sub = *si;
				if (sub->getSubMesh()->getVertexAnimationType() != VAT_NONE &&
					!sub->getSubMesh()->useSharedVertices)
				{
					ushort supportedCount = initHardwareAnimationElements(
						sub->_getHardwareVertexAnimVertexData(),
						(sub->getSubMesh()->getVertexAnimationType() == VAT_POSE)
						? sub->mHardwarePoseCount : 1,
						sub->getSubMesh()->getVertexAnimationIncludesNormals());

					if (sub->getSubMesh()->getVertexAnimationType() == VAT_POSE && 
						supportedCount < sub->mHardwarePoseCount)
					{
						LogManager::getSingleton().stream() <<
						"Vertex program assigned to SubEntity of '" << mName << 
						"' claimed to support " << sub->mHardwarePoseCount << 
						" morph/pose vertex sets, but in fact only " << supportedCount <<
						" were able to be supported in the mesh data.";
						sub->mHardwarePoseCount = supportedCount;
					}
					
				}
			}

		}
		else
		{
			// May be blending multiple poses in software
			// Suppress hardware upload of buffers
			// Note, we query position buffer here but it may also include normals
			if (mSoftwareVertexAnimVertexData &&
				mMesh->getSharedVertexDataAnimationType() == VAT_POSE)
			{
				const VertexElement* elem = mSoftwareVertexAnimVertexData
					->vertexDeclaration->findElementBySemantic(VES_POSITION);
				HardwareVertexBufferSharedPtr buf = mSoftwareVertexAnimVertexData
					->vertexBufferBinding->getBuffer(elem->getSource());
				buf->suppressHardwareUpdate(true);
				
				initialisePoseVertexData(mMesh->sharedVertexData, mSoftwareVertexAnimVertexData, 
					mMesh->getSharedVertexDataAnimationIncludesNormals());
			}
			for (SubEntityList::iterator si = mSubEntityList.begin();
				si != mSubEntityList.end(); ++si)
			{
				SubEntity* sub = *si;
				if (!sub->getSubMesh()->useSharedVertices &&
					sub->getSubMesh()->getVertexAnimationType() == VAT_POSE)
				{
					VertexData* data = sub->_getSoftwareVertexAnimVertexData();
					const VertexElement* elem = data->vertexDeclaration
						->findElementBySemantic(VES_POSITION);
					HardwareVertexBufferSharedPtr buf = data
						->vertexBufferBinding->getBuffer(elem->getSource());
					buf->suppressHardwareUpdate(true);
					// if we're animating normals, we need to start with zeros
					initialisePoseVertexData(sub->getSubMesh()->vertexData, data, 
						sub->getSubMesh()->getVertexAnimationIncludesNormals());
				}
			}
		}


		// Now apply the animation(s)
		// Note - you should only apply one morph animation to each set of vertex data
		// at once; if you do more, only the last one will actually apply
		markBuffersUnusedForAnimation();
		ConstEnabledAnimationStateIterator animIt = mAnimationState->getEnabledAnimationStateIterator();
		while(animIt.hasMoreElements())
		{
            const AnimationState* state = animIt.getNext();
            Animation* anim = msh->_getAnimationImpl(state->getAnimationName());
            if (anim)
            {
                anim->apply(this, state->getTimePosition(), state->getWeight(),
                    swAnim, hardwareAnimation);
            }
		}
		// Deal with cases where no animation applied
		restoreBuffersForUnusedAnimation(hardwareAnimation);

		// Unsuppress hardware upload if we suppressed it
		if (!hardwareAnimation)
		{
			if (mSoftwareVertexAnimVertexData &&
				msh->getSharedVertexDataAnimationType() == VAT_POSE)
			{
				// if we're animating normals, if pose influence < 1 need to use the base mesh
				if (mMesh->getSharedVertexDataAnimationIncludesNormals())
					finalisePoseNormals(mMesh->sharedVertexData, mSoftwareVertexAnimVertexData);
			
				const VertexElement* elem = mSoftwareVertexAnimVertexData
					->vertexDeclaration->findElementBySemantic(VES_POSITION);
				HardwareVertexBufferSharedPtr buf = mSoftwareVertexAnimVertexData
					->vertexBufferBinding->getBuffer(elem->getSource());
				buf->suppressHardwareUpdate(false);
			}
			for (SubEntityList::iterator si = mSubEntityList.begin();
				si != mSubEntityList.end(); ++si)
			{
				SubEntity* sub = *si;
				if (!sub->getSubMesh()->useSharedVertices &&
					sub->getSubMesh()->getVertexAnimationType() == VAT_POSE)
				{
					VertexData* data = sub->_getSoftwareVertexAnimVertexData();
					// if we're animating normals, if pose influence < 1 need to use the base mesh
					if (sub->getSubMesh()->getVertexAnimationIncludesNormals())
						finalisePoseNormals(sub->getSubMesh()->vertexData, data);
					
					const VertexElement* elem = data->vertexDeclaration
						->findElementBySemantic(VES_POSITION);
					HardwareVertexBufferSharedPtr buf = data
						->vertexBufferBinding->getBuffer(elem->getSource());
					buf->suppressHardwareUpdate(false);
				}
			}
		}

	}
	//-----------------------------------------------------------------------------
	void Entity::markBuffersUnusedForAnimation(void)
	{
		mVertexAnimationAppliedThisFrame = false;
		for (SubEntityList::iterator i = mSubEntityList.begin();
			i != mSubEntityList.end(); ++i)
		{
			(*i)->_markBuffersUnusedForAnimation();
		}
	}
	//-----------------------------------------------------------------------------
	void Entity::_markBuffersUsedForAnimation(void)
	{
		mVertexAnimationAppliedThisFrame = true;
		// no cascade
	}
	//-----------------------------------------------------------------------------
	void Entity::restoreBuffersForUnusedAnimation(bool hardwareAnimation)
	{
		// Rebind original positions if:
		//  We didn't apply any animation and
		//    We're morph animated (hardware binds keyframe, software is missing)
		//    or we're pose animated and software (hardware is fine, still bound)
		if (mMesh->sharedVertexData &&
			!mVertexAnimationAppliedThisFrame &&
			(!hardwareAnimation || mMesh->getSharedVertexDataAnimationType() == VAT_MORPH))
		{
			// Note, VES_POSITION is specified here but if normals are included in animation
			// then these will be re-bound too (buffers must be shared)
			const VertexElement* srcPosElem =
				mMesh->sharedVertexData->vertexDeclaration->findElementBySemantic(VES_POSITION);
			HardwareVertexBufferSharedPtr srcBuf =
				mMesh->sharedVertexData->vertexBufferBinding->getBuffer(
					srcPosElem->getSource());

			// Bind to software
			const VertexElement* destPosElem =
				mSoftwareVertexAnimVertexData->vertexDeclaration->findElementBySemantic(VES_POSITION);
			mSoftwareVertexAnimVertexData->vertexBufferBinding->setBinding(
				destPosElem->getSource(), srcBuf);
				
		}

		// rebind any missing hardware pose buffers
		// Caused by not having any animations enabled, or keyframes which reference
		// no poses
		if (mMesh->sharedVertexData && hardwareAnimation 
			&& mMesh->getSharedVertexDataAnimationType() == VAT_POSE)
		{
			bindMissingHardwarePoseBuffers(mMesh->sharedVertexData, mHardwareVertexAnimVertexData);
		}


		for (SubEntityList::iterator i = mSubEntityList.begin();
			i != mSubEntityList.end(); ++i)
		{
			(*i)->_restoreBuffersForUnusedAnimation(hardwareAnimation);
		}

	}
	//---------------------------------------------------------------------
	void Entity::bindMissingHardwarePoseBuffers(const VertexData* srcData, 
		VertexData* destData)
	{
		// For hardware pose animation, also make sure we've bound buffers to all the elements
		// required - if there are missing bindings for elements in use,
		// some rendersystems can complain because elements refer
		// to an unbound source.
		// Get the original position source, we'll use this to fill gaps
		const VertexElement* srcPosElem =
			srcData->vertexDeclaration->findElementBySemantic(VES_POSITION);
		HardwareVertexBufferSharedPtr srcBuf =
			srcData->vertexBufferBinding->getBuffer(
				srcPosElem->getSource());

		for (VertexData::HardwareAnimationDataList::const_iterator i = destData->hwAnimationDataList.begin();
			i != destData->hwAnimationDataList.end(); ++i)
		{
			const VertexData::HardwareAnimationData& animData = *i;
			if (!destData->vertexBufferBinding->isBufferBound(
				animData.targetBufferIndex))
			{
				// Bind to a safe default
				destData->vertexBufferBinding->setBinding(
					animData.targetBufferIndex, srcBuf);
			}
		}

	}
	//-----------------------------------------------------------------------
	void Entity::initialisePoseVertexData(const VertexData* srcData, 
		VertexData* destData, bool animateNormals)
	{
	
		// First time through for a piece of pose animated vertex data
		// We need to copy the original position values to the temp accumulator
		const VertexElement* origelem = 
			srcData->vertexDeclaration->findElementBySemantic(VES_POSITION);
		const VertexElement* destelem = 
			destData->vertexDeclaration->findElementBySemantic(VES_POSITION);
		HardwareVertexBufferSharedPtr origBuffer = 
			srcData->vertexBufferBinding->getBuffer(origelem->getSource());
		HardwareVertexBufferSharedPtr destBuffer = 
			destData->vertexBufferBinding->getBuffer(destelem->getSource());
		destBuffer->copyData(*origBuffer.get(), 0, 0, destBuffer->getSizeInBytes(), true);
	
		// If normals are included in animation, we want to reset the normals to zero
		if (animateNormals)
		{
			const VertexElement* normElem =
				destData->vertexDeclaration->findElementBySemantic(VES_NORMAL);
				
			if (normElem)
			{
				HardwareVertexBufferSharedPtr buf = 
					destData->vertexBufferBinding->getBuffer(normElem->getSource());
				char* pBase = static_cast<char*>(buf->lock(HardwareBuffer::HBL_NORMAL));
				pBase += destData->vertexStart * buf->getVertexSize();
				
				for (size_t v = 0; v < destData->vertexCount; ++v)
				{
					float* pNorm;
					normElem->baseVertexPointerToElement(pBase, &pNorm);
					*pNorm++ = 0.0f;
					*pNorm++ = 0.0f;
					*pNorm++ = 0.0f;
					
					pBase += buf->getVertexSize();
				}
				buf->unlock();
			}
		}
	}
	//-----------------------------------------------------------------------
	void Entity::finalisePoseNormals(const VertexData* srcData, VertexData* destData)
	{
		const VertexElement* destNormElem =
			destData->vertexDeclaration->findElementBySemantic(VES_NORMAL);
		const VertexElement* srcNormElem =
			srcData->vertexDeclaration->findElementBySemantic(VES_NORMAL);
			
		if (destNormElem && srcNormElem)
		{
			HardwareVertexBufferSharedPtr srcbuf = 
				srcData->vertexBufferBinding->getBuffer(srcNormElem->getSource());
			HardwareVertexBufferSharedPtr dstbuf = 
				destData->vertexBufferBinding->getBuffer(destNormElem->getSource());
			char* pSrcBase = static_cast<char*>(srcbuf->lock(HardwareBuffer::HBL_READ_ONLY));
			char* pDstBase = static_cast<char*>(dstbuf->lock(HardwareBuffer::HBL_NORMAL));
			pSrcBase += srcData->vertexStart * srcbuf->getVertexSize();
			pDstBase += destData->vertexStart * dstbuf->getVertexSize();
			
			// The goal here is to detect the length of the vertices, and to apply
			// the base mesh vertex normal at one minus that length; this deals with 
			// any individual vertices which were either not affected by any pose, or
			// were not affected to a complete extent
			// We also normalise every normal to deal with over-weighting
			for (size_t v = 0; v < destData->vertexCount; ++v)
			{
				float* pDstNorm;
				destNormElem->baseVertexPointerToElement(pDstBase, &pDstNorm);
				Vector3 norm(pDstNorm[0], pDstNorm[1], pDstNorm[2]);
				Real len = norm.length();
				if (len + 1e-4f < 1.0f)
				{
					// Poses did not completely fill in this normal
					// Apply base mesh
					float baseWeight = 1.0f - (float)len;
					float* pSrcNorm;
					srcNormElem->baseVertexPointerToElement(pSrcBase, &pSrcNorm);
					norm.x += *pSrcNorm++ * baseWeight;
					norm.y += *pSrcNorm++ * baseWeight;
					norm.z += *pSrcNorm++ * baseWeight;
				}
				norm.normalise();
				
				*pDstNorm++ = (float)norm.x;
				*pDstNorm++ = (float)norm.y;
				*pDstNorm++ = (float)norm.z;
				
				pDstBase += dstbuf->getVertexSize();
				pSrcBase += dstbuf->getVertexSize();
			}
			srcbuf->unlock();
			dstbuf->unlock();
		}
	}
	//-----------------------------------------------------------------------
	void Entity::_updateAnimation(void)
	{
		// Externally visible method
		if (hasSkeleton() || hasVertexAnimation())
		{
			updateAnimation();
		}
	}
	//-----------------------------------------------------------------------
    bool Entity::_isAnimated(void) const
    {
        return (mAnimationState && mAnimationState->hasEnabledAnimationState()) ||
               (getSkeleton() && getSkeleton()->hasManualBones());
    }
	//-----------------------------------------------------------------------
    bool Entity::_isSkeletonAnimated(void) const
    {
        return getSkeleton() &&
            (mAnimationState->hasEnabledAnimationState() || getSkeleton()->hasManualBones());
    }
	//-----------------------------------------------------------------------
	VertexData* Entity::_getSkelAnimVertexData(void) const
	{
		assert (mSkelAnimVertexData && "Not software skinned or has no shared vertex data!");
        return mSkelAnimVertexData;
	}
	//-----------------------------------------------------------------------
	VertexData* Entity::_getSoftwareVertexAnimVertexData(void) const
	{
		assert (mSoftwareVertexAnimVertexData && "Not vertex animated or has no shared vertex data!");
		return mSoftwareVertexAnimVertexData;
	}
	//-----------------------------------------------------------------------
	VertexData* Entity::_getHardwareVertexAnimVertexData(void) const
	{
		assert (mHardwareVertexAnimVertexData && "Not vertex animated or has no shared vertex data!");
		return mHardwareVertexAnimVertexData;
	}
	//-----------------------------------------------------------------------
	TempBlendedBufferInfo* Entity::_getSkelAnimTempBufferInfo(void)
	{
		return &mTempSkelAnimInfo;
	}
	//-----------------------------------------------------------------------
	TempBlendedBufferInfo* Entity::_getVertexAnimTempBufferInfo(void)
	{
		return &mTempVertexAnimInfo;
	}
    //-----------------------------------------------------------------------
    bool Entity::cacheBoneMatrices(void)
    {
        Root& root = Root::getSingleton();
        unsigned long currentFrameNumber = root.getNextFrameNumber();
        if ((*mFrameBonesLastUpdated != currentFrameNumber) ||
			(hasSkeleton() && getSkeleton()->getManualBonesDirty()))
		{
			if ((!mSkipAnimStateUpdates) && (*mFrameBonesLastUpdated != currentFrameNumber))
	            mSkeletonInstance->setAnimationState(*mAnimationState);
            mSkeletonInstance->_getBoneMatrices(mBoneMatrices);
            *mFrameBonesLastUpdated  = currentFrameNumber;

			return true;
        }
		return false;
    }
    //-----------------------------------------------------------------------
    void Entity::setDisplaySkeleton(bool display)
    {
        mDisplaySkeleton = display;
    }
    //-----------------------------------------------------------------------
    bool Entity::getDisplaySkeleton(void) const
    {
        return mDisplaySkeleton;
    }
    //-----------------------------------------------------------------------
    Entity* Entity::getManualLodLevel(size_t index) const
    {
        assert(index < mLodEntityList.size());

        return mLodEntityList[index];
    }
    //-----------------------------------------------------------------------
    size_t Entity::getNumManualLodLevels(void) const
    {
        return mLodEntityList.size();
    }
    //-----------------------------------------------------------------------
    void Entity::setMeshLodBias(Real factor, ushort maxDetailIndex, ushort minDetailIndex)
    {
        mMeshLodFactorTransformed = mMesh->getLodStrategy()->transformBias(factor);
        mMaxMeshLodIndex = maxDetailIndex;
        mMinMeshLodIndex = minDetailIndex;

    }
    //-----------------------------------------------------------------------
    void Entity::setMaterialLodBias(Real factor, ushort maxDetailIndex, ushort minDetailIndex)
    {
        mMaterialLodFactor = factor;
        mMaterialLodFactorTransformed = mMesh->getLodStrategy()->transformBias(factor);
        mMaxMaterialLodIndex = maxDetailIndex;
        mMinMaterialLodIndex = minDetailIndex;

    }
    //-----------------------------------------------------------------------
    void Entity::buildSubEntityList(MeshPtr& mesh, SubEntityList* sublist)
    {
        // Create SubEntities
        unsigned short i, numSubMeshes;
        SubMesh* subMesh;
        SubEntity* subEnt;

        numSubMeshes = mesh->getNumSubMeshes();
        for (i = 0; i < numSubMeshes; ++i)
        {
            subMesh = mesh->getSubMesh(i);
            subEnt = OGRE_NEW SubEntity(this, subMesh);
            if (subMesh->isMatInitialised())
                subEnt->setMaterialName(subMesh->getMaterialName(), mesh->getGroup());
            sublist->push_back(subEnt);
        }
    }
    //-----------------------------------------------------------------------
    void Entity::setPolygonModeOverrideable(bool overrideable)
    {
        SubEntityList::iterator i, iend;
        iend = mSubEntityList.end();

        for( i = mSubEntityList.begin(); i != iend; ++i )
        {
            (*i)->setPolygonModeOverrideable(overrideable);
        }
    }

    //-----------------------------------------------------------------------
    TagPoint* Entity::attachObjectToBone(const String &boneName, MovableObject *pMovable, const Quaternion &offsetOrientation, const Vector3 &offsetPosition)
    {
        if (mChildObjectList.find(pMovable->getName()) != mChildObjectList.end())
        {
            OGRE_EXCEPT(Exception::ERR_DUPLICATE_ITEM,
                "An object with the name " + pMovable->getName() + " already attached",
                "Entity::attachObjectToBone");
        }
        if(pMovable->isAttached())
        {
            OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Object already attached to a sceneNode or a Bone",
                "Entity::attachObjectToBone");
        }
        if (!hasSkeleton())
        {
            OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "This entity's mesh has no skeleton to attach object to.",
                "Entity::attachObjectToBone");
        }
        Bone* bone = mSkeletonInstance->getBone(boneName);
        if (!bone)
        {
            OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Cannot locate bone named " + boneName,
                "Entity::attachObjectToBone");
        }

        TagPoint *tp = mSkeletonInstance->createTagPointOnBone(
            bone, offsetOrientation, offsetPosition);
        tp->setParentEntity(this);
        tp->setChildObject(pMovable);

        attachObjectImpl(pMovable, tp);

        // Trigger update of bounding box if necessary
        if (mParentNode)
            mParentNode->needUpdate();

		return tp;
    }

    //-----------------------------------------------------------------------
    void Entity::attachObjectImpl(MovableObject *pObject, TagPoint *pAttachingPoint)
    {
        assert(mChildObjectList.find(pObject->getName()) == mChildObjectList.end());
        mChildObjectList[pObject->getName()] = pObject;
        pObject->_notifyAttached(pAttachingPoint, true);
    }

    //-----------------------------------------------------------------------
    MovableObject* Entity::detachObjectFromBone(const String &name)
    {
        ChildObjectList::iterator i = mChildObjectList.find(name);

        if (i == mChildObjectList.end())
        {
            OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "No child object entry found named " + name,
                "Entity::detachObjectFromBone");
        }
        MovableObject *obj = i->second;
        detachObjectImpl(obj);
        mChildObjectList.erase(i);

        // Trigger update of bounding box if necessary
        if (mParentNode)
            mParentNode->needUpdate();

        return obj;
    }
    //-----------------------------------------------------------------------
    void Entity::detachObjectFromBone(MovableObject* obj)
    {
        ChildObjectList::iterator i, iend;
        iend = mChildObjectList.end();
        for (i = mChildObjectList.begin(); i != iend; ++i)
        {
            if (i->second == obj)
            {
                detachObjectImpl(obj);
                mChildObjectList.erase(i);

                // Trigger update of bounding box if necessary
                if (mParentNode)
                    mParentNode->needUpdate();
                break;
            }
        }
    }
    //-----------------------------------------------------------------------
    void Entity::detachAllObjectsFromBone(void)
    {
        detachAllObjectsImpl();

        // Trigger update of bounding box if necessary
        if (mParentNode)
            mParentNode->needUpdate();
    }
    //-----------------------------------------------------------------------
    void Entity::detachObjectImpl(MovableObject* pObject)
    {
        TagPoint* tp = static_cast<TagPoint*>(pObject->getParentNode());

        // free the TagPoint so we can reuse it later
        mSkeletonInstance->freeTagPoint(tp);

        pObject->_notifyAttached((TagPoint*)0);
    }
    //-----------------------------------------------------------------------
    void Entity::detachAllObjectsImpl(void)
    {
        ChildObjectList::const_iterator i, iend;
        iend = mChildObjectList.end();
        for (i = mChildObjectList.begin(); i != iend; ++i)
        {
            detachObjectImpl(i->second);
        }
        mChildObjectList.clear();
    }

    //-----------------------------------------------------------------------
    Entity::ChildObjectListIterator Entity::getAttachedObjectIterator()
    {
        return ChildObjectListIterator(mChildObjectList.begin(), mChildObjectList.end());
    }
    //-----------------------------------------------------------------------
    Real Entity::getBoundingRadius(void) const
    {
        Real rad = mMesh->getBoundingSphereRadius();
        // Scale by largest scale factor
        if (mParentNode)
        {
            const Vector3& s = mParentNode->_getDerivedScale();
			rad *=  std::max(Ogre::Math::Abs(s.x), std::max(Ogre::Math::Abs(s.y), Ogre::Math::Abs(s.z)));
        }
        return rad;
    }
    //-----------------------------------------------------------------------
    void Entity::prepareTempBlendBuffers(void)
    {
        if (mSkelAnimVertexData)
        {
            OGRE_DELETE mSkelAnimVertexData;
            mSkelAnimVertexData = 0;
        }
		if (mSoftwareVertexAnimVertexData)
		{
			OGRE_DELETE mSoftwareVertexAnimVertexData;
			mSoftwareVertexAnimVertexData = 0;
		}
		if (mHardwareVertexAnimVertexData)
		{
			OGRE_DELETE mHardwareVertexAnimVertexData;
			mHardwareVertexAnimVertexData = 0;
		}

		if (hasVertexAnimation())
		{
			// Shared data
			if (mMesh->sharedVertexData
				&& mMesh->getSharedVertexDataAnimationType() != VAT_NONE)
			{
				// Create temporary vertex blend info
				// Prepare temp vertex data if needed
				// Clone without copying data, don't remove any blending info
				// (since if we skeletally animate too, we need it)
				mSoftwareVertexAnimVertexData = mMesh->sharedVertexData->clone(false);
				extractTempBufferInfo(mSoftwareVertexAnimVertexData, &mTempVertexAnimInfo);

				// Also clone for hardware usage, don't remove blend info since we'll
				// need it if we also hardware skeletally animate
				mHardwareVertexAnimVertexData = mMesh->sharedVertexData->clone(false);
			}
		}

        if (hasSkeleton())
        {
            // Shared data
            if (mMesh->sharedVertexData)
            {
                // Create temporary vertex blend info
                // Prepare temp vertex data if needed
                // Clone without copying data, remove blending info
                // (since blend is performed in software)
                mSkelAnimVertexData =
                    cloneVertexDataRemoveBlendInfo(mMesh->sharedVertexData);
                extractTempBufferInfo(mSkelAnimVertexData, &mTempSkelAnimInfo);
            }

        }

		// Do SubEntities
		SubEntityList::iterator i, iend;
		iend = mSubEntityList.end();
		for (i = mSubEntityList.begin(); i != iend; ++i)
		{
			SubEntity* s = *i;
			s->prepareTempBlendBuffers();
		}

        // It's prepared for shadow volumes only if mesh has been prepared for shadow volumes.
        mPreparedForShadowVolumes = mMesh->isPreparedForShadowVolumes();
    }
    //-----------------------------------------------------------------------
    void Entity::extractTempBufferInfo(VertexData* sourceData, TempBlendedBufferInfo* info)
    {
        info->extractFrom(sourceData);
    }
    //-----------------------------------------------------------------------
    VertexData* Entity::cloneVertexDataRemoveBlendInfo(const VertexData* source)
    {
        // Clone without copying data
        VertexData* ret = source->clone(false);
		bool removeIndices = Ogre::Root::getSingleton().isBlendIndicesGpuRedundant();
		bool removeWeights = Ogre::Root::getSingleton().isBlendWeightsGpuRedundant();
		 
		unsigned short safeSource = 0xFFFF;
		const VertexElement* blendIndexElem =
			source->vertexDeclaration->findElementBySemantic(VES_BLEND_INDICES);
		if (blendIndexElem)
		{
			//save the source in order to prevent the next stage from unbinding it.
			safeSource = blendIndexElem->getSource();
			if (removeIndices)
			{
				// Remove buffer reference
				ret->vertexBufferBinding->unsetBinding(blendIndexElem->getSource());
			}
		}
		if (removeWeights)
		{
			// Remove blend weights
			const VertexElement* blendWeightElem =
				source->vertexDeclaration->findElementBySemantic(VES_BLEND_WEIGHTS);
			if (blendWeightElem &&
				blendWeightElem->getSource() != safeSource)
			{
				// Remove buffer reference
				ret->vertexBufferBinding->unsetBinding(blendWeightElem->getSource());
			}
		}

        // remove elements from declaration
        if (removeIndices)
			ret->vertexDeclaration->removeElement(VES_BLEND_INDICES);
		if (removeWeights)
			ret->vertexDeclaration->removeElement(VES_BLEND_WEIGHTS);

        // Close gaps in bindings for effective and safely
		if (removeWeights || removeIndices)
			ret->closeGapsInBindings();

        return ret;
    }
    //-----------------------------------------------------------------------
    EdgeData* Entity::getEdgeList(void)
    {
        // Get from Mesh
        return mMesh->getEdgeList(mMeshLodIndex);
    }
	//-----------------------------------------------------------------------
    bool Entity::hasEdgeList(void)
    {
        // check if mesh has an edge list attached
        // give mesh a chance to built it if scheduled
        return (mMesh->getEdgeList(mMeshLodIndex) != NULL);
    }
    //-----------------------------------------------------------------------
	bool Entity::isHardwareAnimationEnabled(void)
	{
		//find whether the entity has hardware animation for the current active sceme
		unsigned short schemeIndex = MaterialManager::getSingleton()._getActiveSchemeIndex();
		SchemeHardwareAnimMap::iterator it = mSchemeHardwareAnim.find(schemeIndex);
		if (it == mSchemeHardwareAnim.end())
		{
			//evaluate the animation hardware value
			it = mSchemeHardwareAnim.insert(
				SchemeHardwareAnimMap::value_type(schemeIndex,
					calcVertexProcessing())).first;
		}
		return it->second;
	}

	//-----------------------------------------------------------------------
    void Entity::reevaluateVertexProcessing(void)
    {
		//clear the cache so that the values will be reevaluated
		mSchemeHardwareAnim.clear();
	}
	//-----------------------------------------------------------------------
    bool Entity::calcVertexProcessing(void)
	{
        // init
		bool hasHardwareAnimation = false;
        bool firstPass = true;

        SubEntityList::iterator i, iend;
        iend = mSubEntityList.end();
        for (i = mSubEntityList.begin(); i != iend; ++i)
        {
			SubEntity* sub = *i;
            const MaterialPtr& m = sub->getMaterial();
            // Make sure it's loaded
            m->load();
            Technique* t = m->getBestTechnique(0, sub);
			if (!t)
			{
				// No supported techniques
				continue;
			}
			if (t->getNumPasses() == 0)
			{
				// No passes, invalid
				continue;
			}
            Pass* p = t->getPass(0);
            if (p->hasVertexProgram())
            {
                if (mVertexProgramInUse == false)
				{
					// If one material uses a vertex program, set this flag
					// Causes some special processing like forcing a separate light cap
					mVertexProgramInUse = true;
					
					// If shadow renderables already created create their light caps
					ShadowRenderableList::iterator si = mShadowRenderables.begin();
					ShadowRenderableList::iterator siend = mShadowRenderables.end();
					for (si = mShadowRenderables.begin(); si != siend; ++si)
					{
						static_cast<EntityShadowRenderable*>(*si)->_createSeparateLightCap();
					}
				}

				if (hasSkeleton())
				{
					// All materials must support skinning for us to consider using
					// hardware animation - if one fails we use software
					if (firstPass)
					{
						hasHardwareAnimation = p->getVertexProgram()->isSkeletalAnimationIncluded();
						firstPass = false;
					}
					else
					{
						hasHardwareAnimation = hasHardwareAnimation &&
							p->getVertexProgram()->isSkeletalAnimationIncluded();
					}
				}

				VertexAnimationType animType = VAT_NONE;
				if (sub->getSubMesh()->useSharedVertices)
				{
					animType = mMesh->getSharedVertexDataAnimationType();
				}
				else
				{
					animType = sub->getSubMesh()->getVertexAnimationType();
				}
				if (animType == VAT_MORPH)
				{
					// All materials must support morph animation for us to consider using
					// hardware animation - if one fails we use software
					if (firstPass)
					{
						hasHardwareAnimation = p->getVertexProgram()->isMorphAnimationIncluded();
						firstPass = false;
					}
					else
					{
						hasHardwareAnimation = hasHardwareAnimation &&
							p->getVertexProgram()->isMorphAnimationIncluded();
					}
				}
				else if (animType == VAT_POSE)
				{
					// All materials must support pose animation for us to consider using
					// hardware animation - if one fails we use software
					if (firstPass)
					{
						hasHardwareAnimation = p->getVertexProgram()->isPoseAnimationIncluded();
						if (sub->getSubMesh()->useSharedVertices)
							mHardwarePoseCount = p->getVertexProgram()->getNumberOfPosesIncluded();
						else
							sub->mHardwarePoseCount = p->getVertexProgram()->getNumberOfPosesIncluded();
						firstPass = false;
					}
					else
					{
						hasHardwareAnimation = hasHardwareAnimation &&
							p->getVertexProgram()->isPoseAnimationIncluded();
						if (sub->getSubMesh()->useSharedVertices)
							mHardwarePoseCount = std::max(mHardwarePoseCount,
								p->getVertexProgram()->getNumberOfPosesIncluded());
						else
							sub->mHardwarePoseCount = std::max(sub->mHardwarePoseCount,
								p->getVertexProgram()->getNumberOfPosesIncluded());
					}
				}

            }
        }

        // Should be force update of animation if they exists, due reevaluate
        // vertex processing might switchs between hardware/software animation,
        // and then we'll end with NULL or incorrect mBoneWorldMatrices, or
        // incorrect blended software animation buffers.
        if (mAnimationState)
        {
            mFrameAnimationLastUpdated = mAnimationState->getDirtyFrameNumber() - 1;
        }

		return hasHardwareAnimation;
    }
    //-----------------------------------------------------------------------
    Real Entity::_getMeshLodFactorTransformed() const
    {
        return mMeshLodFactorTransformed;
    }
    //-----------------------------------------------------------------------
    ShadowCaster::ShadowRenderableListIterator
        Entity::getShadowVolumeRenderableIterator(
        ShadowTechnique shadowTechnique, const Light* light,
        HardwareIndexBufferSharedPtr* indexBuffer,
        bool extrude, Real extrusionDistance, unsigned long flags)
    {
        assert(indexBuffer && "Only external index buffers are supported right now");
        assert((*indexBuffer)->getType() == HardwareIndexBuffer::IT_16BIT &&
            "Only 16-bit indexes supported for now");

        // Potentially delegate to LOD entity
        if (mMesh->isLodManual() && mMeshLodIndex > 0)
        {
            // Use alternate entity
            assert( static_cast< size_t >( mMeshLodIndex - 1 ) < mLodEntityList.size() &&
                "No LOD EntityList - did you build the manual LODs after creating the entity?");
            // delegate, we're using manual LOD and not the top lod index
            if (hasSkeleton() && mLodEntityList[mMeshLodIndex - 1]->hasSkeleton())
            {
                // Copy the animation state set to lod entity, we assume the lod
                // entity only has a subset animation states
                mAnimationState->copyMatchingState(
					mLodEntityList[mMeshLodIndex - 1]->mAnimationState);
            }
            return mLodEntityList[mMeshLodIndex-1]->getShadowVolumeRenderableIterator(
                shadowTechnique, light, indexBuffer, extrude,
                extrusionDistance, flags);
        }


        // Prepare temp buffers if required
        if (!mPreparedForShadowVolumes)
        {
            mMesh->prepareForShadowVolume();
            // reset frame last updated to force update of animations if they exist
            if (mAnimationState)
                mFrameAnimationLastUpdated = mAnimationState->getDirtyFrameNumber() - 1;
            // re-prepare buffers
            prepareTempBlendBuffers();
        }


        bool hasAnimation = (hasSkeleton() || hasVertexAnimation());

        // Update any animation
        if (hasAnimation)
        {
            updateAnimation();
        }

        // Calculate the object space light details
        Vector4 lightPos = light->getAs4DVector();
        Matrix4 world2Obj = mParentNode->_getFullTransform().inverseAffine();
        lightPos = world2Obj.transformAffine(lightPos);

        // We need to search the edge list for silhouette edges
        EdgeData* edgeList = getEdgeList();

		if (!edgeList)
		{
			// we can't get an edge list for some reason, return blank
			// really we shouldn't be able to get here, but this is a safeguard
			return ShadowRenderableListIterator(mShadowRenderables.begin(), mShadowRenderables.end());
		}

        // Init shadow renderable list if required
        bool init = mShadowRenderables.empty();

        EdgeData::EdgeGroupList::iterator egi;
        ShadowRenderableList::iterator si, siend;
        EntityShadowRenderable* esr = 0;
        if (init)
            mShadowRenderables.resize(edgeList->edgeGroups.size());

        bool isAnimated = hasAnimation;
        bool updatedSharedGeomNormals = false;
        siend = mShadowRenderables.end();
        egi = edgeList->edgeGroups.begin();
        for (si = mShadowRenderables.begin(); si != siend; ++si, ++egi)
        {
            const VertexData *pVertData;
            if (isAnimated)
            {
                // Use temp buffers
                pVertData = findBlendedVertexData(egi->vertexData);
            }
            else
            {
                pVertData = egi->vertexData;
            }
            if (init)
            {
                // Try to find corresponding SubEntity; this allows the
                // linkage of visibility between ShadowRenderable and SubEntity
                SubEntity* subent = findSubEntityForVertexData(egi->vertexData);
                // Create a new renderable, create a separate light cap if
                // we're using a vertex program (either for this model, or
                // for extruding the shadow volume) since otherwise we can
                // get depth-fighting on the light cap

                *si = OGRE_NEW EntityShadowRenderable(this, indexBuffer, pVertData,
                    mVertexProgramInUse || !extrude, subent);
            }
            else
            {
                // If we have animation, we have no guarantee that the position
                // buffer we used last frame is the same one we used last frame
                // since a temporary buffer is requested each frame
                // therefore, we need to update the EntityShadowRenderable
                // with the current position buffer
                static_cast<EntityShadowRenderable*>(*si)->rebindPositionBuffer(pVertData, hasAnimation);

            }
            // Get shadow renderable
            esr = static_cast<EntityShadowRenderable*>(*si);
            HardwareVertexBufferSharedPtr esrPositionBuffer = esr->getPositionBuffer();
            // For animated entities we need to recalculate the face normals
            if (hasAnimation)
            {
                if (egi->vertexData != mMesh->sharedVertexData || !updatedSharedGeomNormals)
                {
                    // recalculate face normals
                    edgeList->updateFaceNormals(egi->vertexSet, esrPositionBuffer);
                    // If we're not extruding in software we still need to update
                    // the latter part of the buffer (the hardware extruded part)
                    // with the latest animated positions
                    if (!extrude)
                    {
                        // Lock, we'll be locking the (suppressed hardware update) shadow buffer
                        float* pSrc = static_cast<float*>(
                            esrPositionBuffer->lock(HardwareBuffer::HBL_NORMAL));
                        float* pDest = pSrc + (egi->vertexData->vertexCount * 3);
                        memcpy(pDest, pSrc, sizeof(float) * 3 * egi->vertexData->vertexCount);
                        esrPositionBuffer->unlock();
                    }
                    if (egi->vertexData == mMesh->sharedVertexData)
                    {
                        updatedSharedGeomNormals = true;
                    }
                }
            }
            // Extrude vertices in software if required
            if (extrude)
            {
                extrudeVertices(esrPositionBuffer,
                    egi->vertexData->vertexCount,
                    lightPos, extrusionDistance);

            }
            // Stop suppressing hardware update now, if we were
            esrPositionBuffer->suppressHardwareUpdate(false);

        }
        // Calc triangle light facing
        updateEdgeListLightFacing(edgeList, lightPos);

        // Generate indexes and update renderables
        generateShadowVolume(edgeList, *indexBuffer, light,
            mShadowRenderables, flags);


        return ShadowRenderableListIterator(mShadowRenderables.begin(), mShadowRenderables.end());
    }
    //-----------------------------------------------------------------------
    const VertexData* Entity::findBlendedVertexData(const VertexData* orig)
    {
		bool skel = hasSkeleton();

        if (orig == mMesh->sharedVertexData)
        {
			return skel? mSkelAnimVertexData : mSoftwareVertexAnimVertexData;
        }
        SubEntityList::iterator i, iend;
        iend = mSubEntityList.end();
        for (i = mSubEntityList.begin(); i != iend; ++i)
        {
            SubEntity* se = *i;
            if (orig == se->getSubMesh()->vertexData)
            {
				return skel? se->_getSkelAnimVertexData() : se->_getSoftwareVertexAnimVertexData();
            }
        }
        // None found
        OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
            "Cannot find blended version of the vertex data specified.",
            "Entity::findBlendedVertexData");
    }
    //-----------------------------------------------------------------------
    SubEntity* Entity::findSubEntityForVertexData(const VertexData* orig)
    {
        if (orig == mMesh->sharedVertexData)
        {
            return 0;
        }

        SubEntityList::iterator i, iend;
        iend = mSubEntityList.end();
        for (i = mSubEntityList.begin(); i != iend; ++i)
        {
            SubEntity* se = *i;
            if (orig == se->getSubMesh()->vertexData)
            {
                return se;
            }
        }

        // None found
        return 0;
    }
    //-----------------------------------------------------------------------
    void Entity::addSoftwareAnimationRequest(bool normalsAlso)
    {
        mSoftwareAnimationRequests++;
        if (normalsAlso) {
            mSoftwareAnimationNormalsRequests++;
        }
    }
    //-----------------------------------------------------------------------
    void Entity::removeSoftwareAnimationRequest(bool normalsAlso)
    {
        if (mSoftwareAnimationRequests == 0 ||
            (normalsAlso && mSoftwareAnimationNormalsRequests == 0))
        {
            OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
                        "Attempt to remove nonexistant request.",
                        "Entity::removeSoftwareAnimationRequest");
        }
        mSoftwareAnimationRequests--;
        if (normalsAlso) {
            mSoftwareAnimationNormalsRequests--;
        }
    }
    //-----------------------------------------------------------------------
    void Entity::_notifyAttached(Node* parent, bool isTagPoint)
    {
        MovableObject::_notifyAttached(parent, isTagPoint);
        // Also notify LOD entities
        LODEntityList::iterator i, iend;
        iend = mLodEntityList.end();
        for (i = mLodEntityList.begin(); i != iend; ++i)
        {
            (*i)->_notifyAttached(parent, isTagPoint);
        }

    }
    //-----------------------------------------------------------------------
    //-----------------------------------------------------------------------
    Entity::EntityShadowRenderable::EntityShadowRenderable(Entity* parent,
        HardwareIndexBufferSharedPtr* indexBuffer, const VertexData* vertexData,
        bool createSeparateLightCap, SubEntity* subent, bool isLightCap)
        : mParent(parent), mSubEntity(subent)
    {
        // Save link to vertex data
        mCurrentVertexData = vertexData;

        // Initialise render op
        mRenderOp.indexData = OGRE_NEW IndexData();
        mRenderOp.indexData->indexBuffer = *indexBuffer;
        mRenderOp.indexData->indexStart = 0;
        // index start and count are sorted out later

        // Create vertex data which just references position component (and 2 component)
        mRenderOp.vertexData = OGRE_NEW VertexData();
        // Map in position data
        mRenderOp.vertexData->vertexDeclaration->addElement(0,0,VET_FLOAT3, VES_POSITION);
        mOriginalPosBufferBinding =
            vertexData->vertexDeclaration->findElementBySemantic(VES_POSITION)->getSource();
        mPositionBuffer = vertexData->vertexBufferBinding->getBuffer(mOriginalPosBufferBinding);
        mRenderOp.vertexData->vertexBufferBinding->setBinding(0, mPositionBuffer);
        // Map in w-coord buffer (if present)
        if(!vertexData->hardwareShadowVolWBuffer.isNull())
        {
            mRenderOp.vertexData->vertexDeclaration->addElement(1,0,VET_FLOAT1, VES_TEXTURE_COORDINATES, 0);
            mWBuffer = vertexData->hardwareShadowVolWBuffer;
            mRenderOp.vertexData->vertexBufferBinding->setBinding(1, mWBuffer);
        }
        // Use same vertex start as input
        mRenderOp.vertexData->vertexStart = vertexData->vertexStart;

        if (isLightCap)
        {
            // Use original vertex count, no extrusion
            mRenderOp.vertexData->vertexCount = vertexData->vertexCount;
        }
        else
        {
            // Vertex count must take into account the doubling of the buffer,
            // because second half of the buffer is the extruded copy
            mRenderOp.vertexData->vertexCount =
                vertexData->vertexCount * 2;
            if (createSeparateLightCap)
            {
				_createSeparateLightCap();
            }
        }
    }

	//-----------------------------------------------------------------------
    void Entity::EntityShadowRenderable::_createSeparateLightCap()
	{
		if (mLightCap == NULL)
		{
			// Create child light cap
			mLightCap = OGRE_NEW EntityShadowRenderable(mParent,
				&mRenderOp.indexData->indexBuffer, mCurrentVertexData, false, mSubEntity, true);
		}   
	}
    //-----------------------------------------------------------------------
    Entity::EntityShadowRenderable::~EntityShadowRenderable()
    {
        OGRE_DELETE mRenderOp.indexData;
        OGRE_DELETE mRenderOp.vertexData;
    }
    //-----------------------------------------------------------------------
    void Entity::EntityShadowRenderable::getWorldTransforms(Matrix4* xform) const
    {
        *xform = mParent->_getParentNodeFullTransform();
    }
    //-----------------------------------------------------------------------
    void Entity::EntityShadowRenderable::rebindPositionBuffer(const VertexData* vertexData, bool force)
    {
        if (force || mCurrentVertexData != vertexData)
        {
            mCurrentVertexData = vertexData;
            mPositionBuffer = mCurrentVertexData->vertexBufferBinding->getBuffer(
                mOriginalPosBufferBinding);
            mRenderOp.vertexData->vertexBufferBinding->setBinding(0, mPositionBuffer);
            if (mLightCap)
            {
                static_cast<EntityShadowRenderable*>(mLightCap)->rebindPositionBuffer(vertexData, force);
            }
        }
    }
    //-----------------------------------------------------------------------
    bool Entity::EntityShadowRenderable::isVisible(void) const
    {
        if (mSubEntity)
        {
            return mSubEntity->isVisible();
        }
        else
        {
            return ShadowRenderable::isVisible();
        }
    }
	//-----------------------------------------------------------------------
	void Entity::EntityShadowRenderable::rebindIndexBuffer(const HardwareIndexBufferSharedPtr& indexBuffer)
	{
		mRenderOp.indexData->indexBuffer = indexBuffer;
		if (mLightCap) mLightCap->rebindIndexBuffer(indexBuffer);
	}

    //-----------------------------------------------------------------------
    void Entity::setRenderQueueGroup(uint8 queueID)
    {
        MovableObject::setRenderQueueGroup(queueID);

        // Set render queue for all manual LOD entities
        if (mMesh->isLodManual())
        {
            LODEntityList::iterator li, liend;
            liend = mLodEntityList.end();
            for (li = mLodEntityList.begin(); li != liend; ++li)
            {
                (*li)->setRenderQueueGroup(queueID);
            }
        }
    }
	//-----------------------------------------------------------------------
	void Entity::setRenderQueueGroupAndPriority(uint8 queueID, ushort priority)
	{
		MovableObject::setRenderQueueGroupAndPriority(queueID, priority);

		// Set render queue for all manual LOD entities
		if (mMesh->isLodManual())
		{
			LODEntityList::iterator li, liend;
			liend = mLodEntityList.end();
			for (li = mLodEntityList.begin(); li != liend; ++li)
			{
				(*li)->setRenderQueueGroupAndPriority(queueID, priority);
			}
		}
	}
    //-----------------------------------------------------------------------
    void Entity::shareSkeletonInstanceWith(Entity* entity)
    {
        if (entity->getMesh()->getSkeleton() != getMesh()->getSkeleton())
        {
            OGRE_EXCEPT(Exception::ERR_RT_ASSERTION_FAILED,
                "The supplied entity has a different skeleton.",
                "Entity::shareSkeletonWith");
        }
        if (!mSkeletonInstance)
        {
            OGRE_EXCEPT(Exception::ERR_RT_ASSERTION_FAILED,
                "This entity has no skeleton.",
                "Entity::shareSkeletonWith");
        }
        if (mSharedSkeletonEntities != NULL && entity->mSharedSkeletonEntities != NULL)
        {
            OGRE_EXCEPT(Exception::ERR_RT_ASSERTION_FAILED,
                "Both entities already shares their SkeletonInstances! At least "
                "one of the instances must not share it's instance.",
                "Entity::shareSkeletonWith");
        }

        //check if we already share our skeletoninstance, we don't want to delete it if so
        if (mSharedSkeletonEntities != NULL)
        {
            entity->shareSkeletonInstanceWith(this);
        }
        else
        {
            OGRE_DELETE mSkeletonInstance;
            OGRE_FREE_SIMD(mBoneMatrices, MEMCATEGORY_ANIMATION);
            OGRE_DELETE mAnimationState;
			// using OGRE_FREE since unsigned long is not a destructor
			OGRE_FREE(mFrameBonesLastUpdated, MEMCATEGORY_ANIMATION);
            mSkeletonInstance = entity->mSkeletonInstance;
            mNumBoneMatrices = entity->mNumBoneMatrices;
            mBoneMatrices = entity->mBoneMatrices;
            mAnimationState = entity->mAnimationState;
            mFrameBonesLastUpdated = entity->mFrameBonesLastUpdated;
            if (entity->mSharedSkeletonEntities == NULL)
            {
                entity->mSharedSkeletonEntities = OGRE_NEW_T(EntitySet, MEMCATEGORY_ANIMATION)();
                entity->mSharedSkeletonEntities->insert(entity);
            }
            mSharedSkeletonEntities = entity->mSharedSkeletonEntities;
            mSharedSkeletonEntities->insert(this);
        }
    }
    //-----------------------------------------------------------------------
    void Entity::stopSharingSkeletonInstance()
    {
        if (mSharedSkeletonEntities == NULL)
        {
            OGRE_EXCEPT(Exception::ERR_RT_ASSERTION_FAILED,
                "This entity is not sharing it's skeletoninstance.",
                "Entity::shareSkeletonWith");
        }
        //check if there's no other than us sharing the skeleton instance
        if (mSharedSkeletonEntities->size() == 1)
        {
            //just reset
            OGRE_DELETE_T(mSharedSkeletonEntities, EntitySet, MEMCATEGORY_ANIMATION);
            mSharedSkeletonEntities = 0;
        }
        else
        {
            mSkeletonInstance = OGRE_NEW SkeletonInstance(mMesh->getSkeleton());
            mSkeletonInstance->load();
            mAnimationState = OGRE_NEW AnimationStateSet();
            mMesh->_initAnimationState(mAnimationState);
            mFrameBonesLastUpdated = OGRE_NEW_T(unsigned long, MEMCATEGORY_ANIMATION)(std::numeric_limits<unsigned long>::max());
            mNumBoneMatrices = mSkeletonInstance->getNumBones();
            mBoneMatrices = static_cast<Matrix4*>(OGRE_MALLOC_SIMD(sizeof(Matrix4) * mNumBoneMatrices, MEMCATEGORY_ANIMATION));

            mSharedSkeletonEntities->erase(this);
            if (mSharedSkeletonEntities->size() == 1)
            {
                (*mSharedSkeletonEntities->begin())->stopSharingSkeletonInstance();
            }
            mSharedSkeletonEntities = 0;
        }
    }
    //-----------------------------------------------------------------------
	void Entity::refreshAvailableAnimationState(void)
	{
		mMesh->_refreshAnimationState(mAnimationState);
	}
	//-----------------------------------------------------------------------
	uint32 Entity::getTypeFlags(void) const
	{
		return SceneManager::ENTITY_TYPE_MASK;
	}
	//-----------------------------------------------------------------------
	VertexData* Entity::getVertexDataForBinding(void)
	{
		Entity::VertexDataBindChoice c =
			chooseVertexDataForBinding(mMesh->getSharedVertexDataAnimationType() != VAT_NONE);
		switch(c)
		{
		case BIND_ORIGINAL:
			return mMesh->sharedVertexData;
		case BIND_HARDWARE_MORPH:
			return mHardwareVertexAnimVertexData;
		case BIND_SOFTWARE_MORPH:
			return mSoftwareVertexAnimVertexData;
		case BIND_SOFTWARE_SKELETAL:
			return mSkelAnimVertexData;
		};
		// keep compiler happy
		return mMesh->sharedVertexData;
	}
	//-----------------------------------------------------------------------
	Entity::VertexDataBindChoice Entity::chooseVertexDataForBinding(bool vertexAnim)
	{
		if (hasSkeleton())
		{
			if (!isHardwareAnimationEnabled())
			{
				// all software skeletal binds same vertex data
				// may be a 2-stage s/w transform including morph earlier though
				return BIND_SOFTWARE_SKELETAL;
			}
			else if (vertexAnim)
			{
				// hardware morph animation
				return BIND_HARDWARE_MORPH;
			}
			else
			{
				// hardware skeletal, no morphing
				return BIND_ORIGINAL;
			}
		}
		else if (vertexAnim)
		{
			// morph only, no skeletal
			if (isHardwareAnimationEnabled())
			{
				return BIND_HARDWARE_MORPH;
			}
			else
			{
				return BIND_SOFTWARE_MORPH;
			}

		}
		else
		{
			return BIND_ORIGINAL;
		}

	}
	//---------------------------------------------------------------------
	void Entity::visitRenderables(Renderable::Visitor* visitor, 
		bool debugRenderables)
	{
		// Visit each SubEntity
		for (SubEntityList::iterator i = mSubEntityList.begin(); i != mSubEntityList.end(); ++i)
		{
			visitor->visit(*i, 0, false);
		}
		// if manual LOD is in use, visit those too
		ushort lodi = 1;
		for (LODEntityList::iterator e = mLodEntityList.begin(); 
			e != mLodEntityList.end(); ++e, ++lodi)
		{
			
			uint nsub = (*e)->getNumSubEntities();
			for (uint s = 0; s < nsub; ++s)
			{
				visitor->visit((*e)->getSubEntity(s), lodi, false);
			}
		}

	}
	//-----------------------------------------------------------------------
	//-----------------------------------------------------------------------
	String EntityFactory::FACTORY_TYPE_NAME = "Entity";
	//-----------------------------------------------------------------------
	const String& EntityFactory::getType(void) const
	{
		return FACTORY_TYPE_NAME;
	}
	//-----------------------------------------------------------------------
	MovableObject* EntityFactory::createInstanceImpl( const String& name,
		const NameValuePairList* params)
	{
		// must have mesh parameter
		MeshPtr pMesh;
		if (params != 0)
		{
			String groupName = ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME;

			NameValuePairList::const_iterator ni;

			ni = params->find("resourceGroup");
			if (ni != params->end())
			{
				groupName = ni->second;
			}

			ni = params->find("mesh");
			if (ni != params->end())
			{
				// Get mesh (load if required)
				pMesh = MeshManager::getSingleton().load(
					ni->second,
					// autodetect group location
					groupName );
			}

		}
		if (pMesh.isNull())
		{
			OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
				"'mesh' parameter required when constructing an Entity.",
				"EntityFactory::createInstance");
		}

		return OGRE_NEW Entity(name, pMesh);

	}
	//-----------------------------------------------------------------------
	void EntityFactory::destroyInstance( MovableObject* obj)
	{
		OGRE_DELETE obj;
	}


}
