]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - plugins/md3model/model.h
reformat code! now the code is only ugly on the *inside*
[xonotic/netradiant.git] / plugins / md3model / model.h
index 0aca555c52b1acb975089e2e5015d4f772f5e0e5..ea4f049237633c18244b4c6676ff0faa03c8131b 100644 (file)
@@ -1,27 +1,28 @@
 /*
-Copyright (C) 2001-2006, William Joseph.
-All Rights Reserved.
+   Copyright (C) 2001-2006, William Joseph.
+   All Rights Reserved.
 
-This file is part of GtkRadiant.
+   This file is part of GtkRadiant.
 
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
+   GtkRadiant is free software; you can redistribute it and/or modify
+   it under the terms of the GNU General Public License as published by
+   the Free Software Foundation; either version 2 of the License, or
+   (at your option) any later version.
 
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+   GtkRadiant is distributed in the hope that it will be useful,
+   but WITHOUT ANY WARRANTY; without even the implied warranty of
+   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+   GNU General Public License for more details.
 
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
-*/
+   You should have received a copy of the GNU General Public License
+   along with GtkRadiant; if not, write to the Free Software
+   Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+ */
 
-#if !defined(INCLUDED_MODEL_H)
+#if !defined( INCLUDED_MODEL_H )
 #define INCLUDED_MODEL_H
 
+#include "globaldefs.h"
 #include "cullable.h"
 #include "renderable.h"
 #include "selectable.h"
@@ -38,606 +39,607 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 #include "traverselib.h"
 #include "render.h"
 
-class VectorLightList : public LightList
-{
-  typedef std::vector<const RendererLight*> Lights;
-  Lights m_lights;
+class VectorLightList : public LightList {
+    typedef std::vector<const RendererLight *> Lights;
+    Lights m_lights;
 public:
-  void addLight(const RendererLight& light)
-  {
-    m_lights.push_back(&light);
-  }
-  void clear()
-  {
-    m_lights.clear();
-  }
-  void evaluateLights() const
-  {
-  }
-  void lightsChanged() const
-  {
-  }
-  void forEachLight(const RendererLightCallback& callback) const
-  {
-    for(Lights::const_iterator i = m_lights.begin(); i != m_lights.end(); ++i)
-    {
-      callback(*(*i));
-    }
-  }
+    void addLight(const RendererLight &light)
+    {
+        m_lights.push_back(&light);
+    }
+
+    void clear()
+    {
+        m_lights.clear();
+    }
+
+    void evaluateLights() const
+    {
+    }
+
+    void lightsChanged() const
+    {
+    }
+
+    void forEachLight(const RendererLightCallback &callback) const
+    {
+        for (Lights::const_iterator i = m_lights.begin(); i != m_lights.end(); ++i) {
+            callback(*(*i));
+        }
+    }
 };
 
-inline VertexPointer vertexpointer_arbitrarymeshvertex(const ArbitraryMeshVertexarray)
+inline VertexPointer vertexpointer_arbitrarymeshvertex(const ArbitraryMeshVertex *array)
 {
-  return VertexPointer(VertexPointer::pointer(&array->vertex), sizeof(ArbitraryMeshVertex));
+    return VertexPointer(VertexPointer::pointer(&array->vertex), sizeof(ArbitraryMeshVertex));
 }
 
-inline void parseTextureName(CopiedString& name, const char* token)
+inline void parseTextureName(CopiedString &name, const char *token)
 {
-  StringOutputStream cleaned(256);
-  cleaned << PathCleaned(token);
-  name = CopiedString(cleaned.c_str(), path_get_filename_base_end(cleaned.c_str())); // remove extension
+    StringOutputStream cleaned(256);
+    cleaned << PathCleaned(token);
+    name = StringRange(cleaned.c_str(), path_get_filename_base_end(cleaned.c_str())); // remove extension
 }
 
 // generic renderable triangle surface
-class Surface : 
-public OpenGLRenderable
-{
+class Surface :
+        public OpenGLRenderable {
 public:
-  typedef VertexBuffer<ArbitraryMeshVertex> vertices_t;
-  typedef IndexBuffer indices_t;
+    typedef VertexBuffer<ArbitraryMeshVertex> vertices_t;
+    typedef IndexBuffer indices_t;
 private:
 
-  AABB m_aabb_local;
-  CopiedString m_shader;
-  Shader* m_state;
+    AABB m_aabb_local;
+    CopiedString m_shader;
+    Shader *m_state;
+
+    vertices_t m_vertices;
+    indices_t m_indices;
 
-  vertices_t m_vertices;
-  indices_t m_indices;
+    void CaptureShader()
+    {
+        m_state = GlobalShaderCache().capture(m_shader.c_str());
+    }
 
-  void CaptureShader()
-  {
-    m_state = GlobalShaderCache().capture(m_shader.c_str());
-  }
-  void ReleaseShader()
-  {
-    GlobalShaderCache().release(m_shader.c_str());
-  }
+    void ReleaseShader()
+    {
+        GlobalShaderCache().release(m_shader.c_str());
+    }
 
 public:
 
-  Surface()
-    : m_shader(""), m_state(0)
-  {
-    CaptureShader();
-  }
-  ~Surface()
-  {
-    ReleaseShader();
-  }
-
-  vertices_t& vertices()
-  {
-    return m_vertices;
-  }
-  indices_t& indices()
-  {
-    return m_indices;
-  }
-
-  void setShader(const char* name)
-  {
-    ReleaseShader();
-    parseTextureName(m_shader, name);
-    CaptureShader();
-  }
-  const char* getShader() const
-  {
-    return m_shader.c_str();
-  }
-  Shader* getState() const
-  {
-    return m_state;
-  }
-  void updateAABB()
-  {
-    m_aabb_local = AABB();
-    for(vertices_t::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i)
-      aabb_extend_by_point_safe(m_aabb_local, reinterpret_cast<const Vector3&>((*i).vertex));
-
-
-
-    for(Surface::indices_t::iterator i = m_indices.begin(); i != m_indices.end(); i += 3)
-    {
-                       ArbitraryMeshVertex& a = m_vertices[*(i + 0)];
-                       ArbitraryMeshVertex& b = m_vertices[*(i + 1)];
-                       ArbitraryMeshVertex& c = m_vertices[*(i + 2)];
-
-      ArbitraryMeshTriangle_sumTangents(a, b, c);
-    }
-
-    for(Surface::vertices_t::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i)
-    {
-      vector3_normalise(reinterpret_cast<Vector3&>((*i).tangent));
-      vector3_normalise(reinterpret_cast<Vector3&>((*i).bitangent));
-    }
-  }
-
-  void render(RenderStateFlags state) const
-  {
+    Surface()
+            : m_shader(""), m_state(0)
+    {
+        CaptureShader();
+    }
+
+    ~Surface()
+    {
+        ReleaseShader();
+    }
+
+    vertices_t &vertices()
+    {
+        return m_vertices;
+    }
+
+    indices_t &indices()
+    {
+        return m_indices;
+    }
+
+    void setShader(const char *name)
+    {
+        ReleaseShader();
+        parseTextureName(m_shader, name);
+        CaptureShader();
+    }
+
+    const char *getShader() const
+    {
+        return m_shader.c_str();
+    }
+
+    Shader *getState() const
+    {
+        return m_state;
+    }
+
+    void updateAABB()
+    {
+        m_aabb_local = AABB();
+        for (vertices_t::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i) {
+            aabb_extend_by_point_safe(m_aabb_local, reinterpret_cast<const Vector3 &>((*i).vertex ));
+        }
+
+
+        for (Surface::indices_t::iterator i = m_indices.begin(); i != m_indices.end(); i += 3) {
+            ArbitraryMeshVertex &a = m_vertices[*(i + 0)];
+            ArbitraryMeshVertex &b = m_vertices[*(i + 1)];
+            ArbitraryMeshVertex &c = m_vertices[*(i + 2)];
+
+            ArbitraryMeshTriangle_sumTangents(a, b, c);
+        }
+
+        for (Surface::vertices_t::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i) {
+            vector3_normalise(reinterpret_cast<Vector3 &>((*i).tangent ));
+            vector3_normalise(reinterpret_cast<Vector3 &>((*i).bitangent ));
+        }
+    }
+
+    void render(RenderStateFlags state) const
+    {
 #if 1
-    if((state & RENDER_BUMP) != 0)
-    {
-      if(GlobalShaderCache().useShaderLanguage())
-      {
-        glNormalPointer(GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->normal);
-        glVertexAttribPointerARB(c_attr_TexCoord0, 2, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->texcoord);
-        glVertexAttribPointerARB(c_attr_Tangent, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->tangent);
-        glVertexAttribPointerARB(c_attr_Binormal, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->bitangent);
-      }
-      else
-      {
-        glVertexAttribPointerARB(11, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->normal);
-        glVertexAttribPointerARB(8, 2, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->texcoord);
-        glVertexAttribPointerARB(9, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->tangent);
-        glVertexAttribPointerARB(10, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->bitangent);
-      }
-    }
-    else
-    {
-      glNormalPointer(GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->normal);
-      glTexCoordPointer(2, GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->texcoord);
-    }
-    glVertexPointer(3, GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->vertex);
-    glDrawElements(GL_TRIANGLES, GLsizei(m_indices.size()), RenderIndexTypeID, m_indices.data());
+        if ((state & RENDER_BUMP) != 0) {
+            if (GlobalShaderCache().useShaderLanguage()) {
+                glNormalPointer(GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->normal);
+                glVertexAttribPointerARB(c_attr_TexCoord0, 2, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex),
+                                         &m_vertices.data()->texcoord);
+                glVertexAttribPointerARB(c_attr_Tangent, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex),
+                                         &m_vertices.data()->tangent);
+                glVertexAttribPointerARB(c_attr_Binormal, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex),
+                                         &m_vertices.data()->bitangent);
+            } else {
+                glVertexAttribPointerARB(11, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->normal);
+                glVertexAttribPointerARB(8, 2, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->texcoord);
+                glVertexAttribPointerARB(9, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->tangent);
+                glVertexAttribPointerARB(10, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex),
+                                         &m_vertices.data()->bitangent);
+            }
+        } else {
+            glNormalPointer(GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->normal);
+            glTexCoordPointer(2, GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->texcoord);
+        }
+        glVertexPointer(3, GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->vertex);
+        glDrawElements(GL_TRIANGLES, GLsizei(m_indices.size()), RenderIndexTypeID, m_indices.data());
 #else
-    glBegin(GL_TRIANGLES);
-    for(unsigned int i = 0; i < m_indices.size(); ++i)
+        glBegin( GL_TRIANGLES );
+        for ( unsigned int i = 0; i < m_indices.size(); ++i )
+        {
+            glTexCoord2fv( &m_vertices[m_indices[i]].texcoord.s );
+            glNormal3fv( &m_vertices[m_indices[i]].normal.x );
+            glVertex3fv( &m_vertices[m_indices[i]].vertex.x );
+        }
+        glEnd();
+#endif
+
+#if GDEF_DEBUG
+        glBegin(GL_LINES);
+
+        for (VertexBuffer<ArbitraryMeshVertex>::const_iterator i = m_vertices.begin(); i != m_vertices.end(); ++i) {
+            Vector3 normal = vector3_added(vertex3f_to_vector3((*i).vertex),
+                                           vector3_scaled(normal3f_to_vector3((*i).normal), 8));
+            glVertex3fv(vertex3f_to_array((*i).vertex));
+            glVertex3fv(vector3_to_array(normal));
+        }
+        glEnd();
+#endif
+    }
+
+    VolumeIntersectionValue intersectVolume(const VolumeTest &test, const Matrix4 &localToWorld) const
     {
-      glTexCoord2fv(&m_vertices[m_indices[i]].texcoord.s);
-      glNormal3fv(&m_vertices[m_indices[i]].normal.x);
-      glVertex3fv(&m_vertices[m_indices[i]].vertex.x);
+        return test.TestAABB(m_aabb_local, localToWorld);
     }
-    glEnd();
-#endif
 
-#if defined(_DEBUG)
-    glBegin(GL_LINES);
+    const AABB &localAABB() const
+    {
+        return m_aabb_local;
+    }
 
-    for(VertexBuffer<ArbitraryMeshVertex>::const_iterator i = m_vertices.begin(); i != m_vertices.end(); ++i)
+    void render(Renderer &renderer, const Matrix4 &localToWorld, Shader *state) const
     {
-      Vector3 normal = vector3_added(vertex3f_to_vector3((*i).vertex), vector3_scaled(normal3f_to_vector3((*i).normal), 8));
-      glVertex3fv(vertex3f_to_array((*i).vertex));
-      glVertex3fv(vector3_to_array(normal));
+        renderer.SetState(state, Renderer::eFullMaterials);
+        renderer.addRenderable(*this, localToWorld);
     }
-    glEnd();
-#endif
-  }
-
-  VolumeIntersectionValue intersectVolume(const VolumeTest& test, const Matrix4& localToWorld) const
-  {
-    return test.TestAABB(m_aabb_local, localToWorld);
-  }
-
-  const AABB& localAABB() const
-  {
-    return m_aabb_local;
-  }
-
-  void render(Renderer& renderer, const Matrix4& localToWorld, Shader* state) const
-  {
-    renderer.SetState(state, Renderer::eFullMaterials);
-    renderer.addRenderable(*this, localToWorld);
-  }
-
-  void render(Renderer& renderer, const Matrix4& localToWorld) const
-  {
-    render(renderer, localToWorld, m_state);
-  }
-
-  void testSelect(Selector& selector, SelectionTest& test, const Matrix4& localToWorld)
-  {
-    test.BeginMesh(localToWorld);
-
-    SelectionIntersection best;
-    test.TestTriangles(
-      vertexpointer_arbitrarymeshvertex(m_vertices.data()),
-      IndexPointer(m_indices.data(), IndexPointer::index_type(m_indices.size())),
-      best
-    );
-    if(best.valid())
+
+    void render(Renderer &renderer, const Matrix4 &localToWorld) const
+    {
+        render(renderer, localToWorld, m_state);
+    }
+
+    void testSelect(Selector &selector, SelectionTest &test, const Matrix4 &localToWorld)
     {
-      selector.addIntersection(best);
+        test.BeginMesh(localToWorld);
+
+        SelectionIntersection best;
+        test.TestTriangles(
+                vertexpointer_arbitrarymeshvertex(m_vertices.data()),
+                IndexPointer(m_indices.data(), IndexPointer::index_type(m_indices.size())),
+                best
+        );
+        if (best.valid()) {
+            selector.addIntersection(best);
+        }
     }
-  }
 };
 
 // generic model node
 class Model :
-public Cullable,
-public Bounded
-{
-  typedef std::vector<Surface*> surfaces_t;
-  surfaces_t m_surfaces;
+        public Cullable,
+        public Bounded {
+    typedef std::vector<Surface *> surfaces_t;
+    surfaces_t m_surfaces;
 
-  AABB m_aabb_local;
+    AABB m_aabb_local;
 public:
-  Callback m_lightsChanged;
-
-  ~Model()
-  {
-    for(surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i)
-    {
-      delete *i;
-    }
-  }
-
-  typedef surfaces_t::const_iterator const_iterator;
-
-  const_iterator begin() const
-  {
-    return m_surfaces.begin();
-  }
-  const_iterator end() const
-  {
-    return m_surfaces.end();
-  }
-  std::size_t size() const
-  {
-    return m_surfaces.size();
-  }
-
-  Surface& newSurface()
-  {
-    m_surfaces.push_back(new Surface);
-    return *m_surfaces.back();
-  }
-  void updateAABB()
-  {
-    m_aabb_local = AABB();
-    for(surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i)
-    {
-      aabb_extend_by_aabb_safe(m_aabb_local, (*i)->localAABB());
-    }
-  }
-
-  VolumeIntersectionValue intersectVolume(const VolumeTest& test, const Matrix4& localToWorld) const
-  {
-    return test.TestAABB(m_aabb_local, localToWorld);
-  }
-
-  virtual const AABB& localAABB() const
-  {
-    return m_aabb_local;
-  }
-
-  void testSelect(Selector& selector, SelectionTest& test, const Matrix4& localToWorld)
-  {
-    for(surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i)
-    {
-      if((*i)->intersectVolume(test.getVolume(), localToWorld) != c_volumeOutside)
-      {
-        (*i)->testSelect(selector, test, localToWorld);
-      }
-    }
-  }
+    Callback<void()> m_lightsChanged;
+
+    ~Model()
+    {
+        for (surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i) {
+            delete *i;
+        }
+    }
+
+    typedef surfaces_t::const_iterator const_iterator;
+
+    const_iterator begin() const
+    {
+        return m_surfaces.begin();
+    }
+
+    const_iterator end() const
+    {
+        return m_surfaces.end();
+    }
+
+    std::size_t size() const
+    {
+        return m_surfaces.size();
+    }
+
+    Surface &newSurface()
+    {
+        m_surfaces.push_back(new Surface);
+        return *m_surfaces.back();
+    }
+
+    void updateAABB()
+    {
+        m_aabb_local = AABB();
+        for (surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i) {
+            aabb_extend_by_aabb_safe(m_aabb_local, (*i)->localAABB());
+        }
+    }
+
+    VolumeIntersectionValue intersectVolume(const VolumeTest &test, const Matrix4 &localToWorld) const
+    {
+        return test.TestAABB(m_aabb_local, localToWorld);
+    }
+
+    virtual const AABB &localAABB() const
+    {
+        return m_aabb_local;
+    }
+
+    void testSelect(Selector &selector, SelectionTest &test, const Matrix4 &localToWorld)
+    {
+        for (surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i) {
+            if ((*i)->intersectVolume(test.getVolume(), localToWorld) != c_volumeOutside) {
+                (*i)->testSelect(selector, test, localToWorld);
+            }
+        }
+    }
 };
 
-inline void Surface_addLight(const Surface& surface, VectorLightList& lights, const Matrix4& localToWorld, const RendererLight& light)
+inline void Surface_addLight(const Surface &surface, VectorLightList &lights, const Matrix4 &localToWorld,
+                             const RendererLight &light)
 {
-  if(light.testAABB(aabb_for_oriented_aabb(surface.localAABB(), localToWorld)))
-  {
-    lights.addLight(light);
-  }
+    if (light.testAABB(aabb_for_oriented_aabb(surface.localAABB(), localToWorld))) {
+        lights.addLight(light);
+    }
 }
 
 class ModelInstance :
-  public scene::Instance,
-  public Renderable,
-  public SelectionTestable,
-  public LightCullable,
-  public SkinnedModel
-{
-  class TypeCasts
-  {
-    InstanceTypeCastTable m_casts;
-  public:
-    TypeCasts()
+        public scene::Instance,
+        public Renderable,
+        public SelectionTestable,
+        public LightCullable,
+        public SkinnedModel {
+    class TypeCasts {
+        InstanceTypeCastTable m_casts;
+    public:
+        TypeCasts()
+        {
+            InstanceContainedCast<ModelInstance, Bounded>::install(m_casts);
+            InstanceContainedCast<ModelInstance, Cullable>::install(m_casts);
+            InstanceStaticCast<ModelInstance, Renderable>::install(m_casts);
+            InstanceStaticCast<ModelInstance, SelectionTestable>::install(m_casts);
+            InstanceStaticCast<ModelInstance, SkinnedModel>::install(m_casts);
+        }
+
+        InstanceTypeCastTable &get()
+        {
+            return m_casts;
+        }
+    };
+
+    Model &m_model;
+
+    const LightList *m_lightList;
+    typedef Array<VectorLightList> SurfaceLightLists;
+    SurfaceLightLists m_surfaceLightLists;
+
+    class Remap {
+    public:
+        CopiedString first;
+        Shader *second;
+
+        Remap() : second(0)
+        {
+        }
+    };
+
+    typedef Array<Remap> SurfaceRemaps;
+    SurfaceRemaps m_skins;
+public:
+
+    typedef LazyStatic<TypeCasts> StaticTypeCasts;
+
+    Bounded &get(NullType<Bounded>)
+    {
+        return m_model;
+    }
+
+    Cullable &get(NullType<Cullable>)
     {
-      InstanceContainedCast<ModelInstance, Bounded>::install(m_casts);
-      InstanceContainedCast<ModelInstance, Cullable>::install(m_casts);
-      InstanceStaticCast<ModelInstance, Renderable>::install(m_casts);
-      InstanceStaticCast<ModelInstance, SelectionTestable>::install(m_casts);
-      InstanceStaticCast<ModelInstance, SkinnedModel>::install(m_casts);
+        return m_model;
     }
-    InstanceTypeCastTable& get()
+
+    void lightsChanged()
     {
-      return m_casts;
+        m_lightList->lightsChanged();
     }
-  };
 
-  Model& m_model;
+    typedef MemberCaller<ModelInstance, void(), &ModelInstance::lightsChanged> LightsChangedCaller;
 
-  const LightList* m_lightList;
-  typedef Array<VectorLightList> SurfaceLightLists;
-  SurfaceLightLists m_surfaceLightLists;
+    void constructRemaps()
+    {
+        ModelSkin *skin = NodeTypeCast<ModelSkin>::cast(path().parent());
+        if (skin != 0 && skin->realised()) {
+            SurfaceRemaps::iterator j = m_skins.begin();
+            for (Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i, ++j) {
+                const char *remap = skin->getRemap((*i)->getShader());
+                if (!string_empty(remap)) {
+                    (*j).first = remap;
+                    (*j).second = GlobalShaderCache().capture(remap);
+                } else {
+                    (*j).second = 0;
+                }
+            }
+            SceneChangeNotify();
+        }
+    }
 
-  class Remap
-  {
-  public:
-    CopiedString first;
-    Shader* second;
-    Remap() : second(0)
+    void destroyRemaps()
     {
+        for (SurfaceRemaps::iterator i = m_skins.begin(); i != m_skins.end(); ++i) {
+            if ((*i).second != 0) {
+                GlobalShaderCache().release((*i).first.c_str());
+                (*i).second = 0;
+            }
+        }
+    }
+
+    void skinChanged()
+    {
+        ASSERT_MESSAGE(m_skins.size() == m_model.size(), "ERROR");
+        destroyRemaps();
+        constructRemaps();
+    }
+
+    ModelInstance(const scene::Path &path, scene::Instance *parent, Model &model) :
+            Instance(path, parent, this, StaticTypeCasts::instance().get()),
+            m_model(model),
+            m_surfaceLightLists(m_model.size()),
+            m_skins(m_model.size())
+    {
+        m_lightList = &GlobalShaderCache().attach(*this);
+        m_model.m_lightsChanged = LightsChangedCaller(*this);
+
+        Instance::setTransformChangedCallback(LightsChangedCaller(*this));
+
+        constructRemaps();
+    }
+
+    ~ModelInstance()
+    {
+        destroyRemaps();
+
+        Instance::setTransformChangedCallback(Callback<void()>());
+
+        m_model.m_lightsChanged = Callback<void()>();
+        GlobalShaderCache().detach(*this);
+    }
+
+    void render(Renderer &renderer, const VolumeTest &volume, const Matrix4 &localToWorld) const
+    {
+        SurfaceLightLists::const_iterator j = m_surfaceLightLists.begin();
+        SurfaceRemaps::const_iterator k = m_skins.begin();
+        for (Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i, ++j, ++k) {
+            if ((*i)->intersectVolume(volume, localToWorld) != c_volumeOutside) {
+                renderer.setLights(*j);
+                (*i)->render(renderer, localToWorld, (*k).second != 0 ? (*k).second : (*i)->getState());
+            }
+        }
+    }
+
+    void renderSolid(Renderer &renderer, const VolumeTest &volume) const
+    {
+        m_lightList->evaluateLights();
+
+        render(renderer, volume, Instance::localToWorld());
     }
-  };
-  typedef Array<Remap> SurfaceRemaps;
-  SurfaceRemaps m_skins;
-public:
 
-  typedef LazyStatic<TypeCasts> StaticTypeCasts;
-
-  Bounded& get(NullType<Bounded>)
-  {
-    return m_model;
-  }
-  Cullable& get(NullType<Cullable>)
-  {
-    return m_model;
-  }
-
-  void lightsChanged()
-  {
-    m_lightList->lightsChanged();
-  }
-  typedef MemberCaller<ModelInstance, &ModelInstance::lightsChanged> LightsChangedCaller;
-
-  void constructRemaps()
-  {
-    ModelSkin* skin = NodeTypeCast<ModelSkin>::cast(path().parent());
-    if(skin != 0 && skin->realised())
-    {
-      SurfaceRemaps::iterator j = m_skins.begin();
-      for(Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i, ++j)
-      {
-        const char* remap = skin->getRemap((*i)->getShader());
-        if(!string_empty(remap))
+    void renderWireframe(Renderer &renderer, const VolumeTest &volume) const
+    {
+        renderSolid(renderer, volume);
+    }
+
+    void testSelect(Selector &selector, SelectionTest &test)
+    {
+        m_model.testSelect(selector, test, Instance::localToWorld());
+    }
+
+    bool testLight(const RendererLight &light) const
+    {
+        return light.testAABB(worldAABB());
+    }
+
+    void insertLight(const RendererLight &light)
+    {
+        const Matrix4 &localToWorld = Instance::localToWorld();
+        SurfaceLightLists::iterator j = m_surfaceLightLists.begin();
+        for (Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i) {
+            Surface_addLight(*(*i), *j++, localToWorld, light);
+        }
+    }
+
+    void clearLights()
+    {
+        for (SurfaceLightLists::iterator i = m_surfaceLightLists.begin(); i != m_surfaceLightLists.end(); ++i) {
+            (*i).clear();
+        }
+    }
+};
+
+class ModelNode : public scene::Node::Symbiot, public scene::Instantiable {
+    class TypeCasts {
+        NodeTypeCastTable m_casts;
+    public:
+        TypeCasts()
         {
-          (*j).first = remap;
-          (*j).second = GlobalShaderCache().capture(remap);
+            NodeStaticCast<ModelNode, scene::Instantiable>::install(m_casts);
         }
-        else
+
+        NodeTypeCastTable &get()
         {
-          (*j).second = 0;
+            return m_casts;
         }
-      }
-      SceneChangeNotify();
-    }
-  }
-  void destroyRemaps()
-  {
-    for(SurfaceRemaps::iterator i = m_skins.begin(); i != m_skins.end(); ++i)
-    {
-      if((*i).second != 0)
-      {
-        GlobalShaderCache().release((*i).first.c_str());
-        (*i).second = 0;
-      }
-    }
-  }
-  void skinChanged()
-  {
-    ASSERT_MESSAGE(m_skins.size() == m_model.size(), "ERROR");
-    destroyRemaps();
-    constructRemaps();
-  }
-
-  ModelInstance(const scene::Path& path, scene::Instance* parent, Model& model) :
-    Instance(path, parent, this, StaticTypeCasts::instance().get()), 
-    m_model(model),
-    m_surfaceLightLists(m_model.size()),
-    m_skins(m_model.size())
-  {
-    m_lightList = &GlobalShaderCache().attach(*this);
-    m_model.m_lightsChanged = LightsChangedCaller(*this);
-
-    Instance::setTransformChangedCallback(LightsChangedCaller(*this));
-
-    constructRemaps();
-  }
-  ~ModelInstance()
-  {
-    destroyRemaps();
-
-    Instance::setTransformChangedCallback(Callback());
-
-    m_model.m_lightsChanged = Callback();
-    GlobalShaderCache().detach(*this);
-  }
-
-  void render(Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld) const
-  {
-    SurfaceLightLists::const_iterator j = m_surfaceLightLists.begin();
-    SurfaceRemaps::const_iterator k = m_skins.begin();
-    for(Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i, ++j, ++k)
-    {
-      if((*i)->intersectVolume(volume, localToWorld) != c_volumeOutside)
-      {
-        renderer.setLights(*j);
-        (*i)->render(renderer, localToWorld, (*k).second != 0 ? (*k).second : (*i)->getState());
-      }
-    }
-  }
-
-  void renderSolid(Renderer& renderer, const VolumeTest& volume) const
-  {
-    m_lightList->evaluateLights();
-
-    render(renderer, volume, Instance::localToWorld());
-  }
-  void renderWireframe(Renderer& renderer, const VolumeTest& volume) const
-  {
-    renderSolid(renderer, volume);
-  }
-
-  void testSelect(Selector& selector, SelectionTest& test)
-  {
-    m_model.testSelect(selector, test, Instance::localToWorld());
-  }
-
-  bool testLight(const RendererLight& light) const
-  {
-    return light.testAABB(worldAABB());
-  }
-  void insertLight(const RendererLight& light)
-  {
-    const Matrix4& localToWorld = Instance::localToWorld();
-    SurfaceLightLists::iterator j = m_surfaceLightLists.begin();
-    for(Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i)
-    {
-      Surface_addLight(*(*i), *j++, localToWorld, light);
-    }
-  }
-  void clearLights()
-  {
-    for(SurfaceLightLists::iterator i = m_surfaceLightLists.begin(); i != m_surfaceLightLists.end(); ++i)
-    {
-      (*i).clear();
-    }
-  }
-};
+    };
 
-class ModelNode : public scene::Node::Symbiot, public scene::Instantiable
-{
-  class TypeCasts
-  {
-    NodeTypeCastTable m_casts;
-  public:
-    TypeCasts()
+
+    scene::Node m_node;
+    InstanceSet m_instances;
+    Model m_model;
+public:
+
+    typedef LazyStatic<TypeCasts> StaticTypeCasts;
+
+    ModelNode() : m_node(this, this, StaticTypeCasts::instance().get())
     {
-      NodeStaticCast<ModelNode, scene::Instantiable>::install(m_casts);
     }
-    NodeTypeCastTable& get()
+
+    Model &model()
     {
-      return m_casts;
+        return m_model;
     }
-  };
 
+    void release()
+    {
+        delete this;
+    }
 
-  scene::Node m_node;
-  InstanceSet m_instances;
-  Model m_model;
-public:
+    scene::Node &node()
+    {
+        return m_node;
+    }
+
+    scene::Instance *create(const scene::Path &path, scene::Instance *parent)
+    {
+        return new ModelInstance(path, parent, m_model);
+    }
 
-  typedef LazyStatic<TypeCasts> StaticTypeCasts;
-
-  ModelNode() : m_node(this, this, StaticTypeCasts::instance().get())
-  {
-  }
-
-  Model& model()
-  {
-    return m_model;
-  }
-
-  void release()
-  {
-    delete this;
-  }
-  scene::Node& node()
-  {
-    return m_node;
-  }
-
-  scene::Instance* create(const scene::Path& path, scene::Instance* parent)
-  {
-    return new ModelInstance(path, parent, m_model);
-  }
-  void forEachInstance(const scene::Instantiable::Visitor& visitor)
-  {
-    m_instances.forEachInstance(visitor);
-  }
-  void insert(scene::Instantiable::Observer* observer, const scene::Path& path, scene::Instance* instance)
-  {
-    m_instances.insert(observer, path, instance);
-  }
-  scene::Instance* erase(scene::Instantiable::Observer* observer, const scene::Path& path)
-  {
-    return m_instances.erase(observer, path);
-  }
+    void forEachInstance(const scene::Instantiable::Visitor &visitor)
+    {
+        m_instances.forEachInstance(visitor);
+    }
+
+    void insert(scene::Instantiable::Observer *observer, const scene::Path &path, scene::Instance *instance)
+    {
+        m_instances.insert(observer, path, instance);
+    }
+
+    scene::Instance *erase(scene::Instantiable::Observer *observer, const scene::Path &path)
+    {
+        return m_instances.erase(observer, path);
+    }
 };
 
 
-inline void Surface_constructQuad(Surface& surface, const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d, const Vector3& normal)
+inline void
+Surface_constructQuad(Surface &surface, const Vector3 &a, const Vector3 &b, const Vector3 &c, const Vector3 &d,
+                      const Vector3 &normal)
 {
-  surface.vertices().push_back(
-    ArbitraryMeshVertex(
-      vertex3f_for_vector3(a),
-      normal3f_for_vector3(normal),
-      texcoord2f_from_array(aabb_texcoord_topleft)
-    )
-  );
-  surface.vertices().push_back(
-    ArbitraryMeshVertex(
-      vertex3f_for_vector3(b),
-      normal3f_for_vector3(normal),
-      texcoord2f_from_array(aabb_texcoord_topright)
-    )
-  );
-  surface.vertices().push_back(
-    ArbitraryMeshVertex(
-      vertex3f_for_vector3(c),
-      normal3f_for_vector3(normal),
-      texcoord2f_from_array(aabb_texcoord_botright)
-    )
-  );
-  surface.vertices().push_back(
-    ArbitraryMeshVertex(
-      vertex3f_for_vector3(d),
-      normal3f_for_vector3(normal),
-      texcoord2f_from_array(aabb_texcoord_botleft)
-    )
-  );
+    surface.vertices().push_back(
+            ArbitraryMeshVertex(
+                    vertex3f_for_vector3(a),
+                    normal3f_for_vector3(normal),
+                    texcoord2f_from_array(aabb_texcoord_topleft)
+            )
+    );
+    surface.vertices().push_back(
+            ArbitraryMeshVertex(
+                    vertex3f_for_vector3(b),
+                    normal3f_for_vector3(normal),
+                    texcoord2f_from_array(aabb_texcoord_topright)
+            )
+    );
+    surface.vertices().push_back(
+            ArbitraryMeshVertex(
+                    vertex3f_for_vector3(c),
+                    normal3f_for_vector3(normal),
+                    texcoord2f_from_array(aabb_texcoord_botright)
+            )
+    );
+    surface.vertices().push_back(
+            ArbitraryMeshVertex(
+                    vertex3f_for_vector3(d),
+                    normal3f_for_vector3(normal),
+                    texcoord2f_from_array(aabb_texcoord_botleft)
+            )
+    );
 }
 
-inline void Model_constructNull(Modelmodel)
+inline void Model_constructNull(Model &model)
 {
-  Surface& surface = model.newSurface();
+    Surface &surface = model.newSurface();
 
-  AABB aabb(Vector3(0, 0, 0), Vector3(8, 8, 8));
+    AABB aabb(Vector3(0, 0, 0), Vector3(8, 8, 8));
 
-  Vector3 points[8];
-       aabb_corners(aabb, points);
+    Vector3 points[8];
+    aabb_corners(aabb, points);
 
-  surface.vertices().reserve(24);
+    surface.vertices().reserve(24);
 
-  Surface_constructQuad(surface, points[2], points[1], points[5], points[6], aabb_normals[0]);
-  Surface_constructQuad(surface, points[1], points[0], points[4], points[5], aabb_normals[1]);
-  Surface_constructQuad(surface, points[0], points[1], points[2], points[3], aabb_normals[2]);
-  Surface_constructQuad(surface, points[0], points[3], points[7], points[4], aabb_normals[3]);
-  Surface_constructQuad(surface, points[3], points[2], points[6], points[7], aabb_normals[4]);
-  Surface_constructQuad(surface, points[7], points[6], points[5], points[4], aabb_normals[5]);
+    Surface_constructQuad(surface, points[2], points[1], points[5], points[6], aabb_normals[0]);
+    Surface_constructQuad(surface, points[1], points[0], points[4], points[5], aabb_normals[1]);
+    Surface_constructQuad(surface, points[0], points[1], points[2], points[3], aabb_normals[2]);
+    Surface_constructQuad(surface, points[0], points[3], points[7], points[4], aabb_normals[3]);
+    Surface_constructQuad(surface, points[3], points[2], points[6], points[7], aabb_normals[4]);
+    Surface_constructQuad(surface, points[7], points[6], points[5], points[4], aabb_normals[5]);
 
-  surface.indices().reserve(36);
+    surface.indices().reserve(36);
 
-  RenderIndex indices[36] = {
-     0,  1,  2,  0,  2,  3,
-     4,  5,  6,  4,  6,  7,
-     8,  9, 10,  8, 10, 11,
-    12, 13, 14, 12, 14, 15,
-    16, 17, 18, 16, 18, 19,
-    20, 21, 22, 10, 22, 23,
-  };
+    RenderIndex indices[36] = {
+            0, 1, 2, 0, 2, 3,
+            4, 5, 6, 4, 6, 7,
+            8, 9, 10, 8, 10, 11,
+            12, 13, 14, 12, 14, 15,
+            16, 17, 18, 16, 18, 19,
+            20, 21, 22, 10, 22, 23,
+    };
 
-  for(RenderIndex* i = indices; i != indices+(sizeof(indices)/sizeof(RenderIndex)); ++i)
-  {
-    surface.indices().insert(*i);
-  }
+    for (RenderIndex *i = indices; i != indices + (sizeof(indices) / sizeof(RenderIndex)); ++i) {
+        surface.indices().insert(*i);
+    }
 
-  surface.setShader("");
+    surface.setShader("");
 
-  surface.updateAABB();
+    surface.updateAABB();
 
-  model.updateAABB();
+    model.updateAABB();
 }
 
 #endif