/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------

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  copyright notice, this list of conditions and the
  following disclaimer.

* Redistributions in binary form must reproduce the above
  copyright notice, this list of conditions and the
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  contributors may be used to endorse or promote products
  derived from this software without specific prior
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*/


/** @file Implementation of the SplitLargeMeshes postprocessing step
*/

#include "AssimpPCH.h"

// internal headers of the post-processing framework
#include "SplitLargeMeshes.h"
#include "ProcessHelper.h"

using namespace Assimp;


// ------------------------------------------------------------------------------------------------
SplitLargeMeshesProcess_Triangle::SplitLargeMeshesProcess_Triangle()
{
	LIMIT = AI_SLM_DEFAULT_MAX_TRIANGLES;
}

// ------------------------------------------------------------------------------------------------
SplitLargeMeshesProcess_Triangle::~SplitLargeMeshesProcess_Triangle()
{
	// nothing to do here
}

// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool SplitLargeMeshesProcess_Triangle::IsActive( unsigned int pFlags) const
{
	return (pFlags & aiProcess_SplitLargeMeshes) != 0;
}

// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitLargeMeshesProcess_Triangle::Execute( aiScene* pScene)
{
	if (0xffffffff == this->LIMIT)return;

	DefaultLogger::get()->debug("SplitLargeMeshesProcess_Triangle begin");
	std::vector<std::pair<aiMesh*, unsigned int> > avList;

	for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
		this->SplitMesh(a, pScene->mMeshes[a],avList);

	if (avList.size() != pScene->mNumMeshes)
	{
		// it seems something has been split. rebuild the mesh list
		delete[] pScene->mMeshes;
		pScene->mNumMeshes = (unsigned int)avList.size();
		pScene->mMeshes = new aiMesh*[avList.size()];

		for (unsigned int i = 0; i < avList.size();++i)
			pScene->mMeshes[i] = avList[i].first;

		// now we need to update all nodes
		this->UpdateNode(pScene->mRootNode,avList);
		DefaultLogger::get()->info("SplitLargeMeshesProcess_Triangle finished. Meshes have been split");
	}
	else DefaultLogger::get()->debug("SplitLargeMeshesProcess_Triangle finished. There was nothing to do");
	return;
}

// ------------------------------------------------------------------------------------------------
// Setup properties
void SplitLargeMeshesProcess_Triangle::SetupProperties( const Importer* pImp)
{
    // get the current value of the split property
	this->LIMIT = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES);
}

// ------------------------------------------------------------------------------------------------
// Update a node after some meshes have been split
void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode,
	const std::vector<std::pair<aiMesh*, unsigned int> >& avList)
{
	// for every index in out list build a new entry
	std::vector<unsigned int> aiEntries;
	aiEntries.reserve(pcNode->mNumMeshes + 1);
	for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
	{
		for (unsigned int a = 0; a < avList.size();++a)
		{
			if (avList[a].second == pcNode->mMeshes[i])
			{
				aiEntries.push_back(a);
			}
		}
	}

	// now build the new list
	delete pcNode->mMeshes;
	pcNode->mNumMeshes = (unsigned int)aiEntries.size();
	pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];

	for (unsigned int b = 0; b < pcNode->mNumMeshes;++b)
		pcNode->mMeshes[b] = aiEntries[b];

	// recusively update all other nodes
	for (unsigned int i = 0; i < pcNode->mNumChildren;++i)
	{
		UpdateNode ( pcNode->mChildren[i], avList );
	}
	return;
}

// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitLargeMeshesProcess_Triangle::SplitMesh(
	unsigned int a,
	aiMesh* pMesh,
	std::vector<std::pair<aiMesh*, unsigned int> >& avList)
{
	if (pMesh->mNumFaces > SplitLargeMeshesProcess_Triangle::LIMIT)
	{
		DefaultLogger::get()->info("Mesh exceeds the triangle limit. It will be split ...");

		// we need to split this mesh into sub meshes
		// determine the size of a submesh
		const unsigned int iSubMeshes = (pMesh->mNumFaces / LIMIT) + 1;

		const unsigned int iOutFaceNum = pMesh->mNumFaces / iSubMeshes;
		const unsigned int iOutVertexNum = iOutFaceNum * 3;

		// now generate all submeshes
		for (unsigned int i = 0; i < iSubMeshes;++i)
		{
			aiMesh* pcMesh			= new aiMesh;			
			pcMesh->mNumFaces		= iOutFaceNum;
			pcMesh->mMaterialIndex	= pMesh->mMaterialIndex;

			// the name carries the adjacency information between the meshes
			pcMesh->mName = pMesh->mName;

			if (i == iSubMeshes-1)
			{
				pcMesh->mNumFaces = iOutFaceNum + (
					pMesh->mNumFaces - iOutFaceNum * iSubMeshes);
			}
			// copy the list of faces
			pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];

			const unsigned int iBase = iOutFaceNum * i;

			// get the total number of indices
			unsigned int iCnt = 0;
			for (unsigned int p = iBase; p < pcMesh->mNumFaces + iBase;++p)
			{
				iCnt += pMesh->mFaces[p].mNumIndices;
			}
			pcMesh->mNumVertices = iCnt;

			// allocate storage
			if (pMesh->mVertices != NULL)
				pcMesh->mVertices = new aiVector3D[iCnt];

			if (pMesh->HasNormals())
				pcMesh->mNormals = new aiVector3D[iCnt];

			if (pMesh->HasTangentsAndBitangents())
			{
				pcMesh->mTangents = new aiVector3D[iCnt];
				pcMesh->mBitangents = new aiVector3D[iCnt];
			}

			// texture coordinates
			for (unsigned int c = 0;  c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
			{
				pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c];
				if (pMesh->HasTextureCoords( c))
				{
					pcMesh->mTextureCoords[c] = new aiVector3D[iCnt];
				}
			}

			// vertex colors
			for (unsigned int c = 0;  c < AI_MAX_NUMBER_OF_COLOR_SETS;++c)
			{
				if (pMesh->HasVertexColors( c))
				{
					pcMesh->mColors[c] = new aiColor4D[iCnt];
				}
			}

			if (pMesh->HasBones())
			{
				// assume the number of bones won't change in most cases
				pcMesh->mBones = new aiBone*[pMesh->mNumBones];

				// iterate through all bones of the mesh and find those which
				// need to be copied to the split mesh
				std::vector<aiVertexWeight> avTempWeights;
				for (unsigned int p = 0; p < pcMesh->mNumBones;++p)
				{
					aiBone* const bone = pcMesh->mBones[p];
					avTempWeights.clear();
					avTempWeights.reserve(bone->mNumWeights / iSubMeshes);

					for (unsigned int q = 0; q < bone->mNumWeights;++q)
					{
						aiVertexWeight& weight = bone->mWeights[q];
						if(weight.mVertexId >= iBase && weight.mVertexId < iBase + iOutVertexNum)
						{
							avTempWeights.push_back(weight);
							weight = avTempWeights.back();
							weight.mVertexId -= iBase;
						}
					}

					if (!avTempWeights.empty())
					{
						// we'll need this bone. Copy it ...
						aiBone* pc = new aiBone();
						pcMesh->mBones[pcMesh->mNumBones++] = pc;
						pc->mName = aiString(bone->mName);
						pc->mNumWeights = (unsigned int)avTempWeights.size();
						pc->mOffsetMatrix = bone->mOffsetMatrix;

						// no need to reallocate the array for the last submesh.
						// Here we can reuse the (large) source array, although
						// we'll waste some memory
						if (iSubMeshes-1 == i)
						{
							pc->mWeights = bone->mWeights;
							bone->mWeights = NULL;
						}
						else pc->mWeights = new aiVertexWeight[pc->mNumWeights];

						// copy the weights
						::memcpy(pc->mWeights,&avTempWeights[0],sizeof(aiVertexWeight)*pc->mNumWeights);
					}
				}
			}

			// (we will also need to copy the array of indices)
			unsigned int iCurrent = 0;
			for (unsigned int p = 0; p < pcMesh->mNumFaces;++p)
			{
				pcMesh->mFaces[p].mNumIndices = 3;
				// allocate a new array
				const unsigned int iTemp = p + iBase;
				const unsigned int iNumIndices = pMesh->mFaces[iTemp].mNumIndices;

				// setup face type and number of indices
				pcMesh->mFaces[p].mNumIndices = iNumIndices;
				unsigned int* pi = pMesh->mFaces[iTemp].mIndices;
				unsigned int* piOut = pcMesh->mFaces[p].mIndices = new unsigned int[iNumIndices];

				// need to update the output primitive types
				switch (iNumIndices)
				{
				case 1:
					pcMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
					break;
				case 2:
					pcMesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
					break;
				case 3:
					pcMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
					break;
				default:
					pcMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
				}

				// and copy the contents of the old array, offset by current base
				for (unsigned int v = 0; v < iNumIndices;++v)
				{
					unsigned int iIndex = pi[v];
					unsigned int iIndexOut = iCurrent++;
					piOut[v] = iIndexOut;

					// copy positions
					if (pMesh->mVertices != NULL)
						pcMesh->mVertices[iIndexOut] = pMesh->mVertices[iIndex];

					// copy normals
					if (pMesh->HasNormals())
						pcMesh->mNormals[iIndexOut] = pMesh->mNormals[iIndex];

					// copy tangents/bitangents
					if (pMesh->HasTangentsAndBitangents())
					{
						pcMesh->mTangents[iIndexOut] = pMesh->mTangents[iIndex];
						pcMesh->mBitangents[iIndexOut] = pMesh->mBitangents[iIndex];
					}

					// texture coordinates
					for (unsigned int c = 0;  c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
					{
						if (pMesh->HasTextureCoords( c))
							pcMesh->mTextureCoords[c][iIndexOut] = pMesh->mTextureCoords[c][iIndex];
					}
					// vertex colors 
					for (unsigned int c = 0;  c < AI_MAX_NUMBER_OF_COLOR_SETS;++c)
					{
						if (pMesh->HasVertexColors( c))
							pcMesh->mColors[c][iIndexOut] = pMesh->mColors[c][iIndex];
					}
				}
			}

			// add the newly created mesh to the list
			avList.push_back(std::pair<aiMesh*, unsigned int>(pcMesh,a));
		}

		// now delete the old mesh data
		delete pMesh;
	}
	else avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a));
	return;
}

// ------------------------------------------------------------------------------------------------
SplitLargeMeshesProcess_Vertex::SplitLargeMeshesProcess_Vertex()
{
	LIMIT = AI_SLM_DEFAULT_MAX_VERTICES;
}

// ------------------------------------------------------------------------------------------------
SplitLargeMeshesProcess_Vertex::~SplitLargeMeshesProcess_Vertex()
{
	// nothing to do here
}

// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool SplitLargeMeshesProcess_Vertex::IsActive( unsigned int pFlags) const
{
	return (pFlags & aiProcess_SplitLargeMeshes) != 0;
}

// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitLargeMeshesProcess_Vertex::Execute( aiScene* pScene)
{
	std::vector<std::pair<aiMesh*, unsigned int> > avList;

  	if (0xffffffff == this->LIMIT)return;

	DefaultLogger::get()->debug("SplitLargeMeshesProcess_Vertex begin");
	for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
		this->SplitMesh(a, pScene->mMeshes[a],avList);

	if (avList.size() != pScene->mNumMeshes)
	{
		// it seems something has been split. rebuild the mesh list
		delete[] pScene->mMeshes;
		pScene->mNumMeshes = (unsigned int)avList.size();
		pScene->mMeshes = new aiMesh*[avList.size()];

		for (unsigned int i = 0; i < avList.size();++i)
			pScene->mMeshes[i] = avList[i].first;

		// now we need to update all nodes
		SplitLargeMeshesProcess_Triangle::UpdateNode(pScene->mRootNode,avList);
		DefaultLogger::get()->info("SplitLargeMeshesProcess_Vertex finished. Meshes have been split");
	}
	else DefaultLogger::get()->debug("SplitLargeMeshesProcess_Vertex finished. There was nothing to do");
	return;
}

// ------------------------------------------------------------------------------------------------
// Setup properties
void SplitLargeMeshesProcess_Vertex::SetupProperties( const Importer* pImp)
{
	this->LIMIT = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES);
}

// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitLargeMeshesProcess_Vertex::SplitMesh(
	unsigned int a,
	aiMesh* pMesh,
	std::vector<std::pair<aiMesh*, unsigned int> >& avList)
{
	if (pMesh->mNumVertices > SplitLargeMeshesProcess_Vertex::LIMIT)
	{
		typedef std::vector< std::pair<unsigned int,float> > VertexWeightTable;

		// build a per-vertex weight list if necessary
		VertexWeightTable* avPerVertexWeights = ComputeVertexBoneWeightTable(pMesh);

		// we need to split this mesh into sub meshes
		// determine the estimated size of a submesh
		// (this could be too large. Max waste is a single digit percentage)
		const unsigned int iSubMeshes = (pMesh->mNumVertices / SplitLargeMeshesProcess_Vertex::LIMIT) + 1;
		//const unsigned int iOutVertexNum2 = pMesh->mNumVertices /iSubMeshes;

		// create a std::vector<unsigned int> to indicate which vertices
		// have already been copied
		std::vector<unsigned int> avWasCopied;
		avWasCopied.resize(pMesh->mNumVertices,0xFFFFFFFF);

		// try to find a good estimate for the number of output faces
		// per mesh. Add 12.5% as buffer
		unsigned int iEstimatedSize = pMesh->mNumFaces / iSubMeshes;
		iEstimatedSize += iEstimatedSize >> 3;

		// now generate all submeshes
		unsigned int iBase = 0;
		while (true)
		{
			const unsigned int iOutVertexNum = SplitLargeMeshesProcess_Vertex::LIMIT;

			aiMesh* pcMesh			= new aiMesh;			
			pcMesh->mNumVertices	= 0;
			pcMesh->mMaterialIndex	= pMesh->mMaterialIndex;

			// the name carries the adjacency information between the meshes
			pcMesh->mName = pMesh->mName;

			typedef std::vector<aiVertexWeight> BoneWeightList;
			if (pMesh->HasBones())
			{
				pcMesh->mBones = new aiBone*[pMesh->mNumBones];
				::memset(pcMesh->mBones,0,sizeof(void*)*pMesh->mNumBones);
			}

			// clear the temporary helper array
			if (iBase)
			{
				// we can't use memset here we unsigned int needn' be 32 bits
				for (std::vector<unsigned int>::iterator
					iter = avWasCopied.begin(),end = avWasCopied.end();
					iter != end;++iter)
				{
					(*iter) = 0xffffffff;
				}
			}

			// output vectors
			std::vector<aiFace> vFaces;

			// reserve enough storage for most cases
			if (pMesh->HasPositions())
			{
				pcMesh->mVertices = new aiVector3D[iOutVertexNum];
			}
			if (pMesh->HasNormals())
			{
				pcMesh->mNormals = new aiVector3D[iOutVertexNum];
			}
			if (pMesh->HasTangentsAndBitangents())
			{
				pcMesh->mTangents = new aiVector3D[iOutVertexNum];
				pcMesh->mBitangents = new aiVector3D[iOutVertexNum];
			}
			for (unsigned int c = 0; pMesh->HasVertexColors(c);++c)
			{
				pcMesh->mColors[c] = new aiColor4D[iOutVertexNum];
			}
			for (unsigned int c = 0; pMesh->HasTextureCoords(c);++c)
			{
				pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c];
				pcMesh->mTextureCoords[c] = new aiVector3D[iOutVertexNum];
			}
			vFaces.reserve(iEstimatedSize);

			// (we will also need to copy the array of indices)
			while (iBase < pMesh->mNumFaces)
			{
				// allocate a new array
				const unsigned int iNumIndices = pMesh->mFaces[iBase].mNumIndices;

				// doesn't catch degenerates but is quite fast
				unsigned int iNeed = 0;
				for (unsigned int v = 0; v < iNumIndices;++v)
				{
					unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v];

					// check whether we do already have this vertex
					if (0xFFFFFFFF == avWasCopied[iIndex])
					{
						iNeed++; 
					}
				}
				if (pcMesh->mNumVertices + iNeed > iOutVertexNum)
				{
					// don't use this face
					break;
				}

				vFaces.push_back(aiFace());
				aiFace& rFace = vFaces.back();

				// setup face type and number of indices
				rFace.mNumIndices = iNumIndices;
				rFace.mIndices = new unsigned int[iNumIndices];

				// need to update the output primitive types
				switch (rFace.mNumIndices)
				{
				case 1:
					pcMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
					break;
				case 2:
					pcMesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
					break;
				case 3:
					pcMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
					break;
				default:
					pcMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
				}

				// and copy the contents of the old array, offset by current base
				for (unsigned int v = 0; v < iNumIndices;++v)
				{
					unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v];

					// check whether we do already have this vertex
					if (0xFFFFFFFF != avWasCopied[iIndex])
					{
						rFace.mIndices[v] = avWasCopied[iIndex];
						continue;
					}

					// copy positions
					pcMesh->mVertices[pcMesh->mNumVertices] = (pMesh->mVertices[iIndex]);

					// copy normals
					if (pMesh->HasNormals())
					{
						pcMesh->mNormals[pcMesh->mNumVertices] = (pMesh->mNormals[iIndex]);
					}

					// copy tangents/bitangents
					if (pMesh->HasTangentsAndBitangents())
					{
						pcMesh->mTangents[pcMesh->mNumVertices] = (pMesh->mTangents[iIndex]);
						pcMesh->mBitangents[pcMesh->mNumVertices] = (pMesh->mBitangents[iIndex]);
					}

					// texture coordinates
					for (unsigned int c = 0;  c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
					{
						if (pMesh->HasTextureCoords( c))
						{
							pcMesh->mTextureCoords[c][pcMesh->mNumVertices] = pMesh->mTextureCoords[c][iIndex];
						}
					}
					// vertex colors 
					for (unsigned int c = 0;  c < AI_MAX_NUMBER_OF_COLOR_SETS;++c)
					{
						if (pMesh->HasVertexColors( c))
						{
							pcMesh->mColors[c][pcMesh->mNumVertices] = pMesh->mColors[c][iIndex];
						}
					}
					// check whether we have bone weights assigned to this vertex
					rFace.mIndices[v] = pcMesh->mNumVertices;
					if (avPerVertexWeights)
					{
						VertexWeightTable& table = avPerVertexWeights[ pcMesh->mNumVertices ];
						if( !table.empty() )
						{
							for (VertexWeightTable::const_iterator
								iter =  table.begin();
								iter != table.end();++iter)
							{
								// allocate the bone weight array if necessary
								BoneWeightList* pcWeightList = (BoneWeightList*)pcMesh->mBones[(*iter).first];
								if (!pcWeightList)
								{
									pcMesh->mBones[(*iter).first] = (aiBone*)(pcWeightList = new BoneWeightList());
								}
								pcWeightList->push_back(aiVertexWeight(pcMesh->mNumVertices,(*iter).second));
							}
						}
					}

					avWasCopied[iIndex] = pcMesh->mNumVertices;
					pcMesh->mNumVertices++;
				}
				iBase++;
				if(pcMesh->mNumVertices == iOutVertexNum)
				{
					// break here. The face is only added if it was complete
					break;
				}
			}

			// check which bones we'll need to create for this submesh
			if (pMesh->HasBones())
			{
				aiBone** ppCurrent = pcMesh->mBones;
				for (unsigned int k = 0; k < pMesh->mNumBones;++k)
				{
					// check whether the bone is existing
					BoneWeightList* pcWeightList;
					if ((pcWeightList = (BoneWeightList*)pcMesh->mBones[k]))
					{
						aiBone* pcOldBone = pMesh->mBones[k];
						aiBone* pcOut;
						*ppCurrent++ = pcOut = new aiBone();
						pcOut->mName = aiString(pcOldBone->mName);
						pcOut->mOffsetMatrix = pcOldBone->mOffsetMatrix;
						pcOut->mNumWeights = (unsigned int)pcWeightList->size();
						pcOut->mWeights = new aiVertexWeight[pcOut->mNumWeights];

						// copy the vertex weights
						::memcpy(pcOut->mWeights,&pcWeightList->operator[](0),
							pcOut->mNumWeights * sizeof(aiVertexWeight));

						// delete the temporary bone weight list
						delete pcWeightList;
						pcMesh->mNumBones++;
					}
				}
			}

			// copy the face list to the mesh
			pcMesh->mFaces = new aiFace[vFaces.size()];
			pcMesh->mNumFaces = (unsigned int)vFaces.size();

			for (unsigned int p = 0; p < pcMesh->mNumFaces;++p)
				pcMesh->mFaces[p] = vFaces[p];

			// add the newly created mesh to the list
			avList.push_back(std::pair<aiMesh*, unsigned int>(pcMesh,a));

			if (iBase == pMesh->mNumFaces)
			{
				// have all faces ... finish the outer loop, too
				break;
			}
		}

		// delete the per-vertex weight list again
		delete[] avPerVertexWeights;

		// now delete the old mesh data
		delete pMesh;
		return;
	}
	avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a));
	return;
}