/*************************************************************************/
/*  visual_server.cpp                                                    */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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 "visual_server.h"
#include "globals.h"
#include "method_bind_ext.inc"

VisualServer *VisualServer::singleton=NULL;
VisualServer* (*VisualServer::create_func)()=NULL;

VisualServer *VisualServer::get_singleton() {

	return singleton;
}



PoolVector<String> VisualServer::_shader_get_param_list(RID p_shader) const {

//remove at some point

	PoolVector<String> pl;


#if 0
	List<StringName> params;
	shader_get_param_list(p_shader,&params);


	for(List<StringName>::Element *E=params.front();E;E=E->next()) {

		pl.push_back(E->get());
	}
#endif
	return pl;
}

VisualServer *VisualServer::create() {

	ERR_FAIL_COND_V(singleton,NULL);

	if (create_func)
		return create_func();

	return NULL;
}

RID VisualServer::texture_create_from_image(const Image& p_image,uint32_t p_flags) {

	RID texture = texture_create();
	texture_allocate(texture,p_image.get_width(), p_image.get_height(), p_image.get_format(), p_flags); //if it has mipmaps, use, else generate
	ERR_FAIL_COND_V(!texture.is_valid(),texture);

	texture_set_data(texture, p_image );

	return texture;
}

RID VisualServer::get_test_texture() {

	if (test_texture.is_valid()) {
		return test_texture;
	};

#define TEST_TEXTURE_SIZE 256


	PoolVector<uint8_t> test_data;
	test_data.resize(TEST_TEXTURE_SIZE*TEST_TEXTURE_SIZE*3);

	{
		PoolVector<uint8_t>::Write w=test_data.write();

		for (int x=0;x<TEST_TEXTURE_SIZE;x++) {

			for (int y=0;y<TEST_TEXTURE_SIZE;y++) {

				Color c;
				int r=255-(x+y)/2;

				if ((x%(TEST_TEXTURE_SIZE/8))<2 ||(y%(TEST_TEXTURE_SIZE/8))<2) {

					c.r=y;
					c.g=r;
					c.b=x;

				} else {

					c.r=r;
					c.g=x;
					c.b=y;
				}

				w[(y*TEST_TEXTURE_SIZE+x)*3+0]=uint8_t(CLAMP(c.r*255,0,255));
				w[(y*TEST_TEXTURE_SIZE+x)*3+1]=uint8_t(CLAMP(c.g*255,0,255));
				w[(y*TEST_TEXTURE_SIZE+x)*3+2]=uint8_t(CLAMP(c.b*255,0,255));
			}
		}
	}

	Image data(TEST_TEXTURE_SIZE,TEST_TEXTURE_SIZE,false,Image::FORMAT_RGB8,test_data);

	test_texture = texture_create_from_image(data);

	return test_texture;
};

void VisualServer::_free_internal_rids() {

	if (test_texture.is_valid())
		free(test_texture);
	if (white_texture.is_valid())
		free(white_texture);
	if (test_material.is_valid())
		free(test_material);

	for(int i=0;i<16;i++) {
		if (material_2d[i].is_valid())
			free(material_2d[i]);
	}



}

RID VisualServer::_make_test_cube() {

	PoolVector<Vector3> vertices;
	PoolVector<Vector3> normals;
	PoolVector<float> tangents;
	PoolVector<Vector3> uvs;

	int vtx_idx=0;
#define ADD_VTX(m_idx);\
	vertices.push_back( face_points[m_idx] );\
	normals.push_back( normal_points[m_idx] );\
	tangents.push_back( normal_points[m_idx][1] );\
	tangents.push_back( normal_points[m_idx][2] );\
	tangents.push_back( normal_points[m_idx][0] );\
	tangents.push_back( 1.0 );\
	uvs.push_back( Vector3(uv_points[m_idx*2+0],uv_points[m_idx*2+1],0) );\
	vtx_idx++;\

	for (int i=0;i<6;i++) {


		Vector3 face_points[4];
		Vector3 normal_points[4];
		float uv_points[8]={0,0,0,1,1,1,1,0};

		for (int j=0;j<4;j++) {

			float v[3];
			v[0]=1.0;
			v[1]=1-2*((j>>1)&1);
			v[2]=v[1]*(1-2*(j&1));

			for (int k=0;k<3;k++) {

				if (i<3)
					face_points[j][(i+k)%3]=v[k]*(i>=3?-1:1);
				else
					face_points[3-j][(i+k)%3]=v[k]*(i>=3?-1:1);
			}
			normal_points[j]=Vector3();
			normal_points[j][i%3]=(i>=3?-1:1);
		}

	//tri 1
		ADD_VTX(0);
		ADD_VTX(1);
		ADD_VTX(2);
	//tri 2
		ADD_VTX(2);
		ADD_VTX(3);
		ADD_VTX(0);

	}

	RID test_cube = mesh_create();

	Array d;
	d.resize(VS::ARRAY_MAX);
	d[VisualServer::ARRAY_NORMAL]= normals ;
	d[VisualServer::ARRAY_TANGENT]= tangents ;
	d[VisualServer::ARRAY_TEX_UV]= uvs ;
	d[VisualServer::ARRAY_VERTEX]= vertices ;

	PoolVector<int> indices;
	indices.resize(vertices.size());
	for(int i=0;i<vertices.size();i++)
		indices.set(i,i);
	d[VisualServer::ARRAY_INDEX]=indices;

	mesh_add_surface_from_arrays( test_cube, PRIMITIVE_TRIANGLES,d );


/*
	test_material = fixed_material_create();
	//material_set_flag(material, MATERIAL_FLAG_BILLBOARD_TOGGLE,true);
	fixed_material_set_texture( test_material, FIXED_MATERIAL_PARAM_DIFFUSE, get_test_texture() );
	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_SPECULAR_EXP, 70 );
	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_EMISSION, Color(0.2,0.2,0.2) );

	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_DIFFUSE, Color(1, 1, 1) );
	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_SPECULAR, Color(1,1,1) );
*/
	mesh_surface_set_material(test_cube, 0, test_material );

	return test_cube;
}


RID VisualServer::make_sphere_mesh(int p_lats,int p_lons,float p_radius) {

	PoolVector<Vector3> vertices;
	PoolVector<Vector3> normals;

	for(int i = 1; i <= p_lats; i++) {
		double lat0 = Math_PI * (-0.5 + (double) (i - 1) / p_lats);
		double z0  = Math::sin(lat0);
		double zr0 =  Math::cos(lat0);

		double lat1 = Math_PI * (-0.5 + (double) i / p_lats);
		double z1 = Math::sin(lat1);
		double zr1 = Math::cos(lat1);

		for(int j = p_lons; j >= 1; j--) {

			double lng0 = 2 * Math_PI * (double) (j - 1) / p_lons;
			double x0 = Math::cos(lng0);
			double y0 = Math::sin(lng0);

			double lng1 = 2 * Math_PI * (double) (j) / p_lons;
			double x1 = Math::cos(lng1);
			double y1 = Math::sin(lng1);


			Vector3 v[4]={
				Vector3(x1 * zr0, z0, y1 *zr0),
				Vector3(x1 * zr1, z1, y1 *zr1),
				Vector3(x0 * zr1, z1, y0 *zr1),
				Vector3(x0 * zr0, z0, y0 *zr0)
			};

#define ADD_POINT(m_idx)\
	normals.push_back(v[m_idx]);	\
	vertices.push_back(v[m_idx]*p_radius);\

			ADD_POINT(0);
			ADD_POINT(1);
			ADD_POINT(2);

			ADD_POINT(2);
			ADD_POINT(3);
			ADD_POINT(0);
		}
	}

	RID mesh = mesh_create();
	Array d;
	d.resize(VS::ARRAY_MAX);

	d[ARRAY_VERTEX]=vertices;
	d[ARRAY_NORMAL]=normals;

	mesh_add_surface_from_arrays(mesh,PRIMITIVE_TRIANGLES,d);

	return mesh;
}


RID VisualServer::material_2d_get(bool p_shaded, bool p_transparent, bool p_cut_alpha, bool p_opaque_prepass) {

	int version=0;
	if (p_shaded)
		version=1;
	if (p_transparent)
		version|=2;
	if (p_cut_alpha)
		version|=4;
	if (p_opaque_prepass)
		version|=8;
	if (material_2d[version].is_valid())
		return material_2d[version];

	//not valid, make

/*	material_2d[version]=fixed_material_create();
	fixed_material_set_flag(material_2d[version],FIXED_MATERIAL_FLAG_USE_ALPHA,p_transparent);
	fixed_material_set_flag(material_2d[version],FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,true);
	fixed_material_set_flag(material_2d[version],FIXED_MATERIAL_FLAG_DISCARD_ALPHA,p_cut_alpha);
	material_set_flag(material_2d[version],MATERIAL_FLAG_UNSHADED,!p_shaded);
	material_set_flag(material_2d[version],MATERIAL_FLAG_DOUBLE_SIDED,true);
	material_set_depth_draw_mode(material_2d[version],p_opaque_prepass?MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA:MATERIAL_DEPTH_DRAW_OPAQUE_ONLY);
	fixed_material_set_texture(material_2d[version],FIXED_MATERIAL_PARAM_DIFFUSE,get_white_texture());
	//material cut alpha?*/

	return material_2d[version];
}

RID VisualServer::get_white_texture() {

	if (white_texture.is_valid())
		return white_texture;

	PoolVector<uint8_t> wt;
	wt.resize(16*3);
	{
		PoolVector<uint8_t>::Write w =wt.write();
		for(int i=0;i<16*3;i++)
			w[i]=255;
	}
	Image white(4,4,0,Image::FORMAT_RGB8,wt);
	white_texture=texture_create();
	texture_allocate(white_texture,4,4,Image::FORMAT_RGB8);
	texture_set_data(white_texture,white);
	return white_texture;

}


Error VisualServer::_surface_set_data(Array p_arrays,uint32_t p_format,uint32_t *p_offsets,uint32_t p_stride,PoolVector<uint8_t> &r_vertex_array,int p_vertex_array_len,PoolVector<uint8_t> &r_index_array,int p_index_array_len,AABB &r_aabb,Vector<AABB> r_bone_aabb) {

	PoolVector<uint8_t>::Write vw = r_vertex_array.write();

	PoolVector<uint8_t>::Write iw;
	if (r_index_array.size()) {
		print_line("elements: "+itos(r_index_array.size()));

		iw=r_index_array.write();

	}

	int max_bone=0;


	for(int ai=0;ai<VS::ARRAY_MAX;ai++) {

		if (!(p_format&(1<<ai))) // no array
			continue;


		switch(ai) {

			case VS::ARRAY_VERTEX: {

				if (p_format& VS::ARRAY_FLAG_USE_2D_VERTICES) {

					PoolVector<Vector2> array = p_arrays[ai];
					ERR_FAIL_COND_V( array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER );


					PoolVector<Vector2>::Read read = array.read();
					const Vector2* src=read.ptr();

					// setting vertices means regenerating the AABB
					Rect2 aabb;


					if (p_format&ARRAY_COMPRESS_VERTEX) {

						for (int i=0;i<p_vertex_array_len;i++) {


							uint16_t vector[2]={ Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) };

							copymem(&vw[p_offsets[ai]+i*p_stride], vector, sizeof(uint16_t)*2);

							if (i==0) {

								aabb=Rect2(src[i],Vector2());
							} else {

								aabb.expand_to( src[i] );
							}
						}


					} else {
						for (int i=0;i<p_vertex_array_len;i++) {


							float vector[2]={ src[i].x, src[i].y };

							copymem(&vw[p_offsets[ai]+i*p_stride], vector, sizeof(float)*2);

							if (i==0) {

								aabb=Rect2(src[i],Vector2());
							} else {

								aabb.expand_to( src[i] );
							}
						}
					}

					r_aabb=AABB(Vector3(aabb.pos.x,aabb.pos.y,0),Vector3(aabb.size.x,aabb.size.y,0));


				} else {
					PoolVector<Vector3> array = p_arrays[ai];
					ERR_FAIL_COND_V( array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER );


					PoolVector<Vector3>::Read read = array.read();
					const Vector3* src=read.ptr();

					// setting vertices means regenerating the AABB
					AABB aabb;


					if (p_format&ARRAY_COMPRESS_VERTEX) {

						for (int i=0;i<p_vertex_array_len;i++) {


							uint16_t vector[4]={ Math::make_half_float(src[i].x), Math::make_half_float(src[i].y), Math::make_half_float(src[i].z), Math::make_half_float(1.0) };

							copymem(&vw[p_offsets[ai]+i*p_stride], vector, sizeof(uint16_t)*4);

							if (i==0) {

								aabb=AABB(src[i],Vector3());
							} else {

								aabb.expand_to( src[i] );
							}
						}


					} else {
						for (int i=0;i<p_vertex_array_len;i++) {


							float vector[3]={ src[i].x, src[i].y, src[i].z };

							copymem(&vw[p_offsets[ai]+i*p_stride], vector, sizeof(float)*3);

							if (i==0) {

								aabb=AABB(src[i],Vector3());
							} else {

								aabb.expand_to( src[i] );
							}
						}
					}

					r_aabb=aabb;

				}


			} break;
			case VS::ARRAY_NORMAL: {

				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );

				PoolVector<Vector3> array = p_arrays[ai];
				ERR_FAIL_COND_V( array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER );


				PoolVector<Vector3>::Read read = array.read();
				const Vector3* src=read.ptr();

				// setting vertices means regenerating the AABB

				if (p_format&ARRAY_COMPRESS_NORMAL) {

					for (int i=0;i<p_vertex_array_len;i++) {

						uint8_t vector[4]={
							CLAMP(src[i].x*127,-128,127),
							CLAMP(src[i].y*127,-128,127),
							CLAMP(src[i].z*127,-128,127),
							0,
						};

						copymem(&vw[p_offsets[ai]+i*p_stride], vector, 4);

					}

				} else {
					for (int i=0;i<p_vertex_array_len;i++) {


						float vector[3]={ src[i].x, src[i].y, src[i].z };
						copymem(&vw[p_offsets[ai]+i*p_stride], vector, 3*4);

					}
				}

			} break;

			case VS::ARRAY_TANGENT: {

				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );

				PoolVector<real_t> array = p_arrays[ai];

				ERR_FAIL_COND_V( array.size() != p_vertex_array_len*4, ERR_INVALID_PARAMETER );


				PoolVector<real_t>::Read read = array.read();
				const real_t* src = read.ptr();

				if (p_format&ARRAY_COMPRESS_TANGENT) {

					for (int i=0;i<p_vertex_array_len;i++) {

						uint8_t xyzw[4]={
							CLAMP(src[i*4+0]*127,-128,127),
							CLAMP(src[i*4+1]*127,-128,127),
							CLAMP(src[i*4+2]*127,-128,127),
							CLAMP(src[i*4+3]*127,-128,127)
						};

						copymem(&vw[p_offsets[ai]+i*p_stride], xyzw, 4);

					}


				} else {
					for (int i=0;i<p_vertex_array_len;i++) {

						float xyzw[4]={
							src[i*4+0],
							src[i*4+1],
							src[i*4+2],
							src[i*4+3]
						};

						copymem(&vw[p_offsets[ai]+i*p_stride], xyzw, 4*4);

					}
				}

			} break;
			case VS::ARRAY_COLOR: {

				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER );


				PoolVector<Color> array = p_arrays[ai];

				ERR_FAIL_COND_V( array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER );


				PoolVector<Color>::Read read = array.read();
				const Color* src = read.ptr();

				if (p_format&ARRAY_COMPRESS_COLOR) {

					for (int i=0;i<p_vertex_array_len;i++) {


						uint8_t colors[4];

						for(int j=0;j<4;j++) {

							colors[j]=CLAMP( int((src[i][j])*255.0), 0,255 );
						}

						copymem(&vw[p_offsets[ai]+i*p_stride], colors, 4);

					}
				} else {

					for (int i=0;i<p_vertex_array_len;i++) {


						copymem(&vw[p_offsets[ai]+i*p_stride], &src[i], 4*4);
					}

				}


			} break;
			case VS::ARRAY_TEX_UV: {

				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::VECTOR2_ARRAY, ERR_INVALID_PARAMETER );

				PoolVector<Vector2> array = p_arrays[ai];

				ERR_FAIL_COND_V( array.size() != p_vertex_array_len , ERR_INVALID_PARAMETER);

				PoolVector<Vector2>::Read read = array.read();

				const Vector2 * src=read.ptr();



				if (p_format&ARRAY_COMPRESS_TEX_UV) {

					for (int i=0;i<p_vertex_array_len;i++) {

						uint16_t uv[2]={ Math::make_half_float(src[i].x) , Math::make_half_float(src[i].y) };
						copymem(&vw[p_offsets[ai]+i*p_stride], uv, 2*2);
					}

				} else {
					for (int i=0;i<p_vertex_array_len;i++) {

						float uv[2]={ src[i].x , src[i].y };

						copymem(&vw[p_offsets[ai]+i*p_stride], uv, 2*4);

					}
				}


			} break;

			case VS::ARRAY_TEX_UV2: {


				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::VECTOR2_ARRAY, ERR_INVALID_PARAMETER );

				PoolVector<Vector2> array = p_arrays[ai];

				ERR_FAIL_COND_V( array.size() != p_vertex_array_len , ERR_INVALID_PARAMETER);

				PoolVector<Vector2>::Read read = array.read();

				const Vector2 * src=read.ptr();



				if (p_format&ARRAY_COMPRESS_TEX_UV2) {

					for (int i=0;i<p_vertex_array_len;i++) {

						uint16_t uv[2]={ Math::make_half_float(src[i].x) , Math::make_half_float(src[i].y) };
						copymem(&vw[p_offsets[ai]+i*p_stride], uv, 2*2);
					}

				} else {
					for (int i=0;i<p_vertex_array_len;i++) {

						float uv[2]={ src[i].x , src[i].y };

						copymem(&vw[p_offsets[ai]+i*p_stride], uv, 2*4);

					}
				}
			} break;
			case VS::ARRAY_WEIGHTS: {

				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );

				PoolVector<real_t> array = p_arrays[ai];

				ERR_FAIL_COND_V( array.size() != p_vertex_array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );


				PoolVector<real_t>::Read read = array.read();

				const real_t * src = read.ptr();

				if (p_format&ARRAY_COMPRESS_WEIGHTS) {

					for (int i=0;i<p_vertex_array_len;i++) {

						uint16_t data[VS::ARRAY_WEIGHTS_SIZE];
						for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
							data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j]*65535,0,65535);
						}

						copymem(&vw[p_offsets[ai]+i*p_stride], data, 2*4);
					}
				} else {

					for (int i=0;i<p_vertex_array_len;i++) {

						float data[VS::ARRAY_WEIGHTS_SIZE];
						for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
							data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
						}

						copymem(&vw[p_offsets[ai]+i*p_stride], data, 4*4);


					}
				}

			} break;
			case VS::ARRAY_BONES: {

				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER );

				PoolVector<int> array = p_arrays[ai];

				ERR_FAIL_COND_V( array.size() != p_vertex_array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );


				PoolVector<int>::Read read = array.read();

				const int * src = read.ptr();


				if (!(p_format&ARRAY_FLAG_USE_16_BIT_BONES)) {

					for (int i=0;i<p_vertex_array_len;i++) {

						uint8_t data[VS::ARRAY_WEIGHTS_SIZE];
						for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
							data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j],0,255);
							max_bone=MAX(data[j],max_bone);

						}

						copymem(&vw[p_offsets[ai]+i*p_stride], data, 4);


					}

				} else {
					for (int i=0;i<p_vertex_array_len;i++) {

						uint16_t data[VS::ARRAY_WEIGHTS_SIZE];
						for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
							data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
							max_bone=MAX(data[j],max_bone);

						}

						copymem(&vw[p_offsets[ai]+i*p_stride], data, 2*4);


					}
				}


			} break;
			case VS::ARRAY_INDEX: {


				ERR_FAIL_COND_V( p_index_array_len<=0, ERR_INVALID_DATA );
				ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER );

				PoolVector<int> indices = p_arrays[ai];
				ERR_FAIL_COND_V( indices.size() == 0, ERR_INVALID_PARAMETER );
				ERR_FAIL_COND_V( indices.size() != p_index_array_len, ERR_INVALID_PARAMETER );

				/* determine wether using 16 or 32 bits indices */

				PoolVector<int>::Read read = indices.read();
				const int *src=read.ptr();

				for (int i=0;i<p_index_array_len;i++) {


					if (p_vertex_array_len<(1<<16)) {
						uint16_t v=src[i];

						copymem(&iw[i*2], &v, 2);
					} else {
						uint32_t v=src[i];

						copymem(&iw[i*4], &v, 4);
					}
				}
			} break;
			default: {
				ERR_FAIL_V( ERR_INVALID_DATA );
			}
		}
	}


	if (p_format&VS::ARRAY_FORMAT_BONES) {
		//create AABBs for each detected bone
		int total_bones = max_bone+1;

		bool first = r_bone_aabb.size()==0;

		r_bone_aabb.resize(total_bones);

		if (first) {
			for(int i=0;i<total_bones;i++) {
				r_bone_aabb[i].size==Vector3(-1,-1,-1); //negative means unused
			}
		}

		PoolVector<Vector3> vertices = p_arrays[VS::ARRAY_VERTEX];
		PoolVector<int> bones = p_arrays[VS::ARRAY_BONES];
		PoolVector<float> weights = p_arrays[VS::ARRAY_WEIGHTS];

		bool any_valid=false;

		if (vertices.size() && bones.size()==vertices.size()*4 && weights.size()==bones.size()) {

			int vs = vertices.size();
			PoolVector<Vector3>::Read rv =vertices.read();
			PoolVector<int>::Read rb=bones.read();
			PoolVector<float>::Read rw=weights.read();

			AABB *bptr = r_bone_aabb.ptr();

			for(int i=0;i<vs;i++) {

				Vector3 v = rv[i];
				for(int j=0;j<4;j++) {

					int idx = rb[i*4+j];
					float w = rw[i*4+j];
					if (w==0)
						continue;//break;
					ERR_FAIL_INDEX_V(idx,total_bones,ERR_INVALID_DATA);

					if (bptr->size.x<0) {
						//first
						bptr[idx]=AABB();
						bptr[idx].pos=v;
						any_valid=true;
					} else {
						bptr[idx].expand_to(v);
					}
				}
			}
		}

		if (!any_valid && first) {

			r_bone_aabb.clear();
		}
	}
	return OK;
}


void VisualServer::mesh_add_surface_from_arrays(RID p_mesh,PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes,uint32_t p_compress_format) {

	ERR_FAIL_INDEX( p_primitive, VS::PRIMITIVE_MAX );
	ERR_FAIL_COND(p_arrays.size()!=VS::ARRAY_MAX);

	uint32_t format=0;

	// validation
	int index_array_len=0;
	int array_len=0;

	for(int i=0;i<p_arrays.size();i++) {

		if (p_arrays[i].get_type()==Variant::NIL)
			continue;

		format|=(1<<i);

		if (i==VS::ARRAY_VERTEX) {

			Variant var = p_arrays[i];
			switch(var.get_type()) {
				case Variant::VECTOR2_ARRAY: {
					PoolVector<Vector2> v2 = var;
					array_len=v2.size();
				} break;
				case Variant::VECTOR3_ARRAY: {
					PoolVector<Vector3> v3 = var;
					array_len=v3.size();
				} break;
				default: {
					Array v = var;
					array_len=v.size();
				} break;
			}

			array_len=Vector3Array(p_arrays[i]).size();
			ERR_FAIL_COND(array_len==0);
		} else if (i==VS::ARRAY_INDEX) {

			index_array_len=IntArray(p_arrays[i]).size();
		}
	}

	ERR_FAIL_COND((format&VS::ARRAY_FORMAT_VERTEX)==0); // mandatory


	if (p_blend_shapes.size()) {
		//validate format for morphs
		for(int i=0;i<p_blend_shapes.size();i++) {

			uint32_t bsformat=0;
			Array arr = p_blend_shapes[i];
			for(int j=0;j<arr.size();j++) {


				if (arr[j].get_type()!=Variant::NIL)
					bsformat|=(1<<j);
			}

			ERR_FAIL_COND( (bsformat)!=(format&(VS::ARRAY_FORMAT_INDEX-1)));
		}
	}

	uint32_t offsets[VS::ARRAY_MAX];

	int total_elem_size=0;

	for (int i=0;i<VS::ARRAY_MAX;i++) {


		offsets[i]=0; //reset

		if (!(format&(1<<i))) // no array
			continue;


		int elem_size=0;

		switch(i) {

			case VS::ARRAY_VERTEX: {

				Variant arr = p_arrays[0];
				if (arr.get_type()==Variant::VECTOR2_ARRAY) {
					elem_size=2;
					p_compress_format|=ARRAY_FLAG_USE_2D_VERTICES;
				} else if (arr.get_type()==Variant::VECTOR3_ARRAY) {
					p_compress_format&=~ARRAY_FLAG_USE_2D_VERTICES;
					elem_size=3;
				} else {
					elem_size=(p_compress_format&ARRAY_FLAG_USE_2D_VERTICES)?2:3;
				}

				if (p_compress_format&ARRAY_COMPRESS_VERTEX) {
					elem_size*=sizeof(int16_t);
				} else {
					elem_size*=sizeof(float);
				}

				if (elem_size==6) {
					//had to pad
					elem_size=8;
				}

			} break;
			case VS::ARRAY_NORMAL: {

				if (p_compress_format&ARRAY_COMPRESS_NORMAL) {
					elem_size=sizeof(uint32_t);
				} else {
					elem_size=sizeof(float)*3;
				}

			} break;

			case VS::ARRAY_TANGENT: {
				if (p_compress_format&ARRAY_COMPRESS_TANGENT) {
					elem_size=sizeof(uint32_t);
				} else {
					elem_size=sizeof(float)*4;
				}

			} break;
			case VS::ARRAY_COLOR: {

				if (p_compress_format&ARRAY_COMPRESS_COLOR) {
					elem_size=sizeof(uint32_t);
				} else {
					elem_size=sizeof(float)*4;
				}
			} break;
			case VS::ARRAY_TEX_UV: {
				if (p_compress_format&ARRAY_COMPRESS_TEX_UV) {
					elem_size=sizeof(uint32_t);
				} else {
					elem_size=sizeof(float)*2;
				}

			} break;

			case VS::ARRAY_TEX_UV2: {
				if (p_compress_format&ARRAY_COMPRESS_TEX_UV2) {
					elem_size=sizeof(uint32_t);
				} else {
					elem_size=sizeof(float)*2;
				}

			} break;
			case VS::ARRAY_WEIGHTS: {

				if (p_compress_format&ARRAY_COMPRESS_WEIGHTS) {
					elem_size=sizeof(uint16_t)*4;
				} else {
					elem_size=sizeof(float)*4;
				}

			} break;
			case VS::ARRAY_BONES: {

				PoolVector<int> bones = p_arrays[VS::ARRAY_BONES];
				int max_bone=0;

				{
					int bc = bones.size();
					PoolVector<int>::Read r=bones.read();
					for(int j=0;j<bc;j++) {
						max_bone=MAX(r[j],max_bone);
					}
				}

				if (max_bone > 255) {
					p_compress_format|=ARRAY_FLAG_USE_16_BIT_BONES;
					elem_size=sizeof(uint16_t)*4;
				} else {
					p_compress_format&=~ARRAY_FLAG_USE_16_BIT_BONES;
					elem_size=sizeof(uint32_t);
				}


			} break;
			case VS::ARRAY_INDEX: {

				if (index_array_len<=0) {
					ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
					break;
				}
				/* determine wether using 16 or 32 bits indices */
				if (array_len>=(1<<16)) {

					elem_size=4;

				} else {
					elem_size=2;
				}
				offsets[i]=elem_size;
				continue;
			} break;
			default: {
				ERR_FAIL( );
			}
		}

		offsets[i]=total_elem_size;
		total_elem_size+=elem_size;


	}

	uint32_t mask = (1<<ARRAY_MAX)-1;
	format|=(~mask)&p_compress_format; //make the full format


	int array_size = total_elem_size * array_len;

	PoolVector<uint8_t> vertex_array;
	vertex_array.resize(array_size);

	int index_array_size = offsets[VS::ARRAY_INDEX]*index_array_len;

	PoolVector<uint8_t> index_array;
	index_array.resize(index_array_size);

	AABB aabb;
	Vector<AABB> bone_aabb;

	Error err = _surface_set_data(p_arrays,format,offsets,total_elem_size,vertex_array,array_len,index_array,index_array_len,aabb,bone_aabb);

	if (err) {
		ERR_EXPLAIN("Invalid array format for surface");
		ERR_FAIL_COND(err!=OK);
	}

	Vector<PoolVector<uint8_t> > blend_shape_data;

	for(int i=0;i<p_blend_shapes.size();i++) {

		PoolVector<uint8_t> vertex_array_shape;
		vertex_array_shape.resize(array_size);
		PoolVector<uint8_t> noindex;

		AABB laabb;
		Error err = _surface_set_data(p_blend_shapes[i],format&~ARRAY_FORMAT_INDEX,offsets,total_elem_size,vertex_array_shape,array_len,noindex,0,laabb,bone_aabb);
		aabb.merge_with(laabb);
		if (err) {
			ERR_EXPLAIN("Invalid blend shape array format for surface");
			ERR_FAIL_COND(err!=OK);
		}

		blend_shape_data.push_back(vertex_array_shape);
	}

	mesh_add_surface(p_mesh,format,p_primitive,vertex_array,array_len,index_array,index_array_len,aabb,blend_shape_data,bone_aabb);

}

Array VisualServer::_get_array_from_surface(uint32_t p_format,PoolVector<uint8_t> p_vertex_data,int p_vertex_len,PoolVector<uint8_t> p_index_data,int p_index_len) const {


	uint32_t offsets[ARRAY_MAX];

	int total_elem_size=0;

	for (int i=0;i<VS::ARRAY_MAX;i++) {


		offsets[i]=0; //reset

		if (!(p_format&(1<<i))) // no array
			continue;


		int elem_size=0;

		switch(i) {

			case VS::ARRAY_VERTEX: {


				if (p_format&ARRAY_FLAG_USE_2D_VERTICES) {
					elem_size=2;
				} else {
					elem_size=3;
				}

				if (p_format&ARRAY_COMPRESS_VERTEX) {
					elem_size*=sizeof(int16_t);
				} else {
					elem_size*=sizeof(float);
				}

				if (elem_size==6) {
					elem_size=8;
				}

			} break;
			case VS::ARRAY_NORMAL: {

				if (p_format&ARRAY_COMPRESS_NORMAL) {
					elem_size=sizeof(uint32_t);
				} else {
					elem_size=sizeof(float)*3;
				}

			} break;

			case VS::ARRAY_TANGENT: {
				if (p_format&ARRAY_COMPRESS_TANGENT) {
					elem_size=sizeof(uint32_t);
				} else {
					elem_size=sizeof(float)*4;
				}

			} break;
			case VS::ARRAY_COLOR: {

				if (p_format&ARRAY_COMPRESS_COLOR) {
					elem_size=sizeof(uint32_t);
				} else {
					elem_size=sizeof(float)*4;
				}
			} break;
			case VS::ARRAY_TEX_UV: {
				if (p_format&ARRAY_COMPRESS_TEX_UV) {
					elem_size=sizeof(uint32_t);
				} else {
					elem_size=sizeof(float)*2;
				}

			} break;

			case VS::ARRAY_TEX_UV2: {
				if (p_format&ARRAY_COMPRESS_TEX_UV2) {
					elem_size=sizeof(uint32_t);
				} else {
					elem_size=sizeof(float)*2;
				}

			} break;
			case VS::ARRAY_WEIGHTS: {

				if (p_format&ARRAY_COMPRESS_WEIGHTS) {
					elem_size=sizeof(uint16_t)*4;
				} else {
					elem_size=sizeof(float)*4;
				}

			} break;
			case VS::ARRAY_BONES: {

				if (p_format&ARRAY_FLAG_USE_16_BIT_BONES) {
					elem_size=sizeof(uint16_t)*4;
				} else {
					elem_size=sizeof(uint32_t);
				}

			} break;
			case VS::ARRAY_INDEX: {

				if (p_index_len<=0) {
					ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
					break;
				}
				/* determine wether using 16 or 32 bits indices */
				if (p_vertex_len>=(1<<16)) {

					elem_size=4;

				} else {
					elem_size=2;
				}
				offsets[i]=elem_size;
				continue;
			} break;
			default: {
				ERR_FAIL_V( Array() );
			}
		}

		offsets[i]=total_elem_size;
		total_elem_size+=elem_size;


	}

	Array ret;
	ret.resize(VS::ARRAY_MAX);

	PoolVector<uint8_t>::Read r = p_vertex_data.read();

	for(int i=0;i<VS::ARRAY_MAX;i++) {

		if (!(p_format&(1<<i)))
			continue;


		switch(i) {

			case VS::ARRAY_VERTEX: {


				if (p_format&ARRAY_FLAG_USE_2D_VERTICES) {

					PoolVector<Vector2> arr_2d;
					arr_2d.resize(p_vertex_len);

					if (p_format&ARRAY_COMPRESS_VERTEX) {

						PoolVector<Vector2>::Write w = arr_2d.write();

						for(int j=0;j<p_vertex_len;j++) {

							const uint16_t *v = (const uint16_t*)&r[j*total_elem_size+offsets[i]];
							w[j]=Vector2(Math::halfptr_to_float(&v[0]),Math::halfptr_to_float(&v[1]));
						}
					} else {

						PoolVector<Vector2>::Write w = arr_2d.write();

						for(int j=0;j<p_vertex_len;j++) {

							const float *v = (const float*)&r[j*total_elem_size+offsets[i]];
							w[j]=Vector2(v[0],v[1]);
						}
					}

					ret[i]=arr_2d;
				} else {

					PoolVector<Vector3> arr_3d;
					arr_3d.resize(p_vertex_len);

					if (p_format&ARRAY_COMPRESS_VERTEX) {

						PoolVector<Vector3>::Write w = arr_3d.write();

						for(int j=0;j<p_vertex_len;j++) {

							const uint16_t *v = (const uint16_t*)&r[j*total_elem_size+offsets[i]];
							w[j]=Vector3(Math::halfptr_to_float(&v[0]),Math::halfptr_to_float(&v[1]),Math::halfptr_to_float(&v[2]));
						}
					} else {

						PoolVector<Vector3>::Write w = arr_3d.write();

						for(int j=0;j<p_vertex_len;j++) {

							const float *v = (const float*)&r[j*total_elem_size+offsets[i]];
							w[j]=Vector3(v[0],v[1],v[2]);
						}
					}

					ret[i]=arr_3d;
				}


			} break;
			case VS::ARRAY_NORMAL: {
				PoolVector<Vector3> arr;
				arr.resize(p_vertex_len);

				if (p_format&ARRAY_COMPRESS_NORMAL) {

					PoolVector<Vector3>::Write w = arr.write();

					for(int j=0;j<p_vertex_len;j++) {

						const uint8_t *v = (const uint8_t*)&r[j*total_elem_size+offsets[i]];
						w[j]=Vector3( float(v[0]/255.0)*2.0-1.0, float(v[1]/255.0)*2.0-1.0, float(v[2]/255.0)*2.0-1.0 );
					}
				} else {
					PoolVector<Vector3>::Write w = arr.write();

					for(int j=0;j<p_vertex_len;j++) {

						const float *v = (const float*)&r[j*total_elem_size+offsets[i]];
						w[j]=Vector3(v[0],v[1],v[2]);
					}
				}

				ret[i]=arr;

			} break;

			case VS::ARRAY_TANGENT: {
				PoolVector<float> arr;
				arr.resize(p_vertex_len*4);
				if (p_format&ARRAY_COMPRESS_TANGENT) {
					PoolVector<float>::Write w = arr.write();

					for(int j=0;j<p_vertex_len;j++) {

						const uint8_t *v = (const uint8_t*)&r[j*total_elem_size+offsets[i]];
						for(int k=0;k<4;k++) {
							w[j*4+k]=float(v[k]/255.0)*2.0-1.0;
						}
					}
				} else {

					PoolVector<float>::Write w = arr.write();

					for(int j=0;j<p_vertex_len;j++) {
						const float *v = (const float*)&r[j*total_elem_size+offsets[i]];
						for(int k=0;k<4;k++) {
							w[j*4+k]=v[k];
						}
					}

				}

				ret[i]=arr;

			} break;
			case VS::ARRAY_COLOR: {

				PoolVector<Color> arr;
				arr.resize(p_vertex_len);

				if (p_format&ARRAY_COMPRESS_COLOR) {

					PoolVector<Color>::Write w = arr.write();

					for(int j=0;j<p_vertex_len;j++) {

						const uint8_t *v = (const uint8_t*)&r[j*total_elem_size+offsets[i]];
						w[j]=Color( float(v[0]/255.0)*2.0-1.0, float(v[1]/255.0)*2.0-1.0, float(v[2]/255.0)*2.0-1.0, float(v[3]/255.0)*2.0-1.0 );
					}
				} else {
					PoolVector<Color>::Write w = arr.write();

					for(int j=0;j<p_vertex_len;j++) {

						const float *v = (const float*)&r[j*total_elem_size+offsets[i]];
						w[j]=Color(v[0],v[1],v[2],v[3]);
					}
				}

				ret[i]=arr;
			} break;
			case VS::ARRAY_TEX_UV: {

				PoolVector<Vector2> arr;
				arr.resize(p_vertex_len);

				if (p_format&ARRAY_COMPRESS_TEX_UV) {

					PoolVector<Vector2>::Write w = arr.write();

					for(int j=0;j<p_vertex_len;j++) {

						const uint16_t *v = (const uint16_t*)&r[j*total_elem_size+offsets[i]];
						w[j]=Vector2(Math::halfptr_to_float(&v[0]),Math::halfptr_to_float(&v[1]));
					}
				} else {

					PoolVector<Vector2>::Write w = arr.write();

					for(int j=0;j<p_vertex_len;j++) {

						const float *v = (const float*)&r[j*total_elem_size+offsets[i]];
						w[j]=Vector2(v[0],v[1]);
					}
				}

				ret[i]=arr;
			} break;

			case VS::ARRAY_TEX_UV2: {
				PoolVector<Vector2> arr;
				arr.resize(p_vertex_len);

				if (p_format&ARRAY_COMPRESS_TEX_UV2) {

					PoolVector<Vector2>::Write w = arr.write();

					for(int j=0;j<p_vertex_len;j++) {

						const uint16_t *v = (const uint16_t*)&r[j*total_elem_size+offsets[i]];
						w[j]=Vector2(Math::halfptr_to_float(&v[0]),Math::halfptr_to_float(&v[1]));
					}
				} else {

					PoolVector<Vector2>::Write w = arr.write();

					for(int j=0;j<p_vertex_len;j++) {

						const float *v = (const float*)&r[j*total_elem_size+offsets[i]];
						w[j]=Vector2(v[0],v[1]);
					}
				}

				ret[i]=arr;

			} break;
			case VS::ARRAY_WEIGHTS: {

				PoolVector<float> arr;
				arr.resize(p_vertex_len*4);
				if (p_format&ARRAY_COMPRESS_WEIGHTS) {
					PoolVector<float>::Write w = arr.write();

					for(int j=0;j<p_vertex_len;j++) {

						const uint16_t *v = (const uint16_t*)&r[j*total_elem_size+offsets[i]];
						for(int k=0;k<4;k++) {
							w[j*4+k]=float(v[k]/65535.0)*2.0-1.0;
						}
					}
				} else {

					PoolVector<float>::Write w = arr.write();

					for(int j=0;j<p_vertex_len;j++) {
						const float *v = (const float*)&r[j*total_elem_size+offsets[i]];
						for(int k=0;k<4;k++) {
							w[j*4+k]=v[k];
						}
					}

				}

				ret[i]=arr;

			} break;
			case VS::ARRAY_BONES: {

				PoolVector<int> arr;
				arr.resize(p_vertex_len*4);
				if (p_format&ARRAY_FLAG_USE_16_BIT_BONES) {

					PoolVector<int>::Write w = arr.write();

					for(int j=0;j<p_vertex_len;j++) {

						const uint16_t *v = (const uint16_t*)&r[j*total_elem_size+offsets[i]];
						for(int k=0;k<4;k++) {
							w[j*4+k]=v[k];
						}
					}
				} else {

					PoolVector<int>::Write w = arr.write();

					for(int j=0;j<p_vertex_len;j++) {
						const uint8_t *v = (const uint8_t*)&r[j*total_elem_size+offsets[i]];
						for(int k=0;k<4;k++) {
							w[j*4+k]=v[k];
						}
					}

				}

				ret[i]=arr;

			} break;
			case VS::ARRAY_INDEX: {
				/* determine wether using 16 or 32 bits indices */

				PoolVector<uint8_t>::Read ir = p_index_data.read();

				PoolVector<int> arr;
				arr.resize(p_index_len);
				if (p_vertex_len<(1<<16)) {

					PoolVector<int>::Write w = arr.write();

					for(int j=0;j<p_index_len;j++) {

						const uint16_t *v = (const uint16_t*)&ir[j*2];
						w[j]=*v;
					}
				} else {

					PoolVector<int>::Write w = arr.write();

					for(int j=0;j<p_index_len;j++) {
						const int *v = (const int*)&ir[j*4];
						w[j]=*v;
					}

				}
				ret[i]=arr;
			} break;
			default: {
				ERR_FAIL_V( ret );
			}
		}
	}

	return ret;
}

Array VisualServer::mesh_surface_get_arrays(RID p_mesh,int p_surface) const {

	PoolVector<uint8_t> vertex_data = mesh_surface_get_array(p_mesh,p_surface);
	ERR_FAIL_COND_V(vertex_data.size()==0,Array());
	int vertex_len = mesh_surface_get_array_len(p_mesh,p_surface);

	PoolVector<uint8_t> index_data = mesh_surface_get_index_array(p_mesh,p_surface);
	int index_len = mesh_surface_get_array_index_len(p_mesh,p_surface);

	uint32_t format = mesh_surface_get_format(p_mesh,p_surface);


	return _get_array_from_surface(format,vertex_data,vertex_len,index_data,index_len);

}

void VisualServer::_bind_methods() {


	ClassDB::bind_method(_MD("texture_create"),&VisualServer::texture_create);
	ClassDB::bind_method(_MD("texture_create_from_image"),&VisualServer::texture_create_from_image,DEFVAL( TEXTURE_FLAGS_DEFAULT ) );
	//ClassDB::bind_method(_MD("texture_allocate"),&VisualServer::texture_allocate,DEFVAL( TEXTURE_FLAGS_DEFAULT ) );
	//ClassDB::bind_method(_MD("texture_set_data"),&VisualServer::texture_blit_rect,DEFVAL( CUBEMAP_LEFT ) );
	//ClassDB::bind_method(_MD("texture_get_rect"),&VisualServer::texture_get_rect );
	ClassDB::bind_method(_MD("texture_set_flags"),&VisualServer::texture_set_flags );
	ClassDB::bind_method(_MD("texture_get_flags"),&VisualServer::texture_get_flags );
	ClassDB::bind_method(_MD("texture_get_width"),&VisualServer::texture_get_width );
	ClassDB::bind_method(_MD("texture_get_height"),&VisualServer::texture_get_height );

	ClassDB::bind_method(_MD("texture_set_shrink_all_x2_on_set_data","shrink"),&VisualServer::texture_set_shrink_all_x2_on_set_data );




}

void VisualServer::_canvas_item_add_style_box(RID p_item, const Rect2& p_rect, const Rect2& p_source, RID p_texture,const Vector<float>& p_margins, const Color& p_modulate) {

	ERR_FAIL_COND(p_margins.size()!=4);
	//canvas_item_add_style_box(p_item,p_rect,p_source,p_texture,Vector2(p_margins[0],p_margins[1]),Vector2(p_margins[2],p_margins[3]),true,p_modulate);
}

void VisualServer::_camera_set_orthogonal(RID p_camera,float p_size,float p_z_near,float p_z_far) {

	camera_set_orthogonal(p_camera,p_size,p_z_near,p_z_far);
}





void VisualServer::mesh_add_surface_from_mesh_data( RID p_mesh, const Geometry::MeshData& p_mesh_data) {

#if 1
	PoolVector<Vector3> vertices;
	PoolVector<Vector3> normals;

	for (int i=0;i<p_mesh_data.faces.size();i++) {

		const Geometry::MeshData::Face& f = p_mesh_data.faces[i];

		for (int j=2;j<f.indices.size();j++) {

#define _ADD_VERTEX(m_idx)\
	vertices.push_back( p_mesh_data.vertices[ f.indices[m_idx] ] );\
	normals.push_back( f.plane.normal );

			_ADD_VERTEX( 0 );
			_ADD_VERTEX( j-1 );
			_ADD_VERTEX( j );
		}
	}

	Array d;
	d.resize(VS::ARRAY_MAX);
	d[ARRAY_VERTEX]=vertices;
	d[ARRAY_NORMAL]=normals;
	mesh_add_surface_from_arrays(p_mesh,PRIMITIVE_TRIANGLES, d);

#else


	PoolVector<Vector3> vertices;



	for (int i=0;i<p_mesh_data.edges.size();i++) {

		const Geometry::MeshData::Edge& f = p_mesh_data.edges[i];
		vertices.push_back(p_mesh_data.vertices[ f.a]);
		vertices.push_back(p_mesh_data.vertices[ f.b]);
	}

	Array d;
	d.resize(VS::ARRAY_MAX);
	d[ARRAY_VERTEX]=vertices;
	mesh_add_surface(p_mesh,PRIMITIVE_LINES, d);




#endif

}

void VisualServer::mesh_add_surface_from_planes( RID p_mesh, const PoolVector<Plane>& p_planes) {


	Geometry::MeshData mdata = Geometry::build_convex_mesh(p_planes);
	mesh_add_surface_from_mesh_data(p_mesh,mdata);

}

void VisualServer::immediate_vertex_2d(RID p_immediate,const Vector2& p_vertex) {
	immediate_vertex(p_immediate,Vector3(p_vertex.x,p_vertex.y,0));
}

RID VisualServer::instance_create2(RID p_base, RID p_scenario) {

	RID instance = instance_create();
	instance_set_base(instance,p_base);
	instance_set_scenario(instance,p_scenario);
	return instance;
}


VisualServer::VisualServer() {

//	ERR_FAIL_COND(singleton);
	singleton=this;

}


VisualServer::~VisualServer() {

	singleton=NULL;
}
