int32 FGeomObject::AddEdgeToPool( FGeomPoly* InPoly, int32 InParentPolyIndex, int32 InVectorIdxA, int32 InVectorIdxB )
{
	const int32 idx0 = AddVertexToPool( InPoly->GetParentObjectIndex(), InParentPolyIndex, InPoly->ActualPolyIndex, InVectorIdxA );
	const int32 idx1 = AddVertexToPool( InPoly->GetParentObjectIndex(), InParentPolyIndex, InPoly->ActualPolyIndex, InVectorIdxB );

	// See if the edge is already in the pool.  If so, leave.
	FGeomEdge* ge = NULL;
	for( int32 e = 0 ; e < EdgePool.Num() ; ++e )
	{
		if( EdgePool[e].VertexIndices[0] == idx0 && EdgePool[e].VertexIndices[1] == idx1 )
		{
			EdgePool[e].ParentPolyIndices.Add( InPoly->GetParentObject()->PolyPool.Find( *InPoly ) );
			return e;
		}
	}

	// Add a new edge to the pool and set it up.
	new( EdgePool )FGeomEdge();
	ge = &EdgePool[ EdgePool.Num()-1 ];

	ge->VertexIndices[0] = idx0;
	ge->VertexIndices[1] = idx1;

	ge->ParentPolyIndices.Add( InPoly->GetParentObject()->PolyPool.Find( *InPoly ) );
	ge->SetParentObjectIndex( InPoly->GetParentObjectIndex() );

	return EdgePool.Num()-1;
}
void Encoder::Encode(DWORD ID, DWORD Class, DWORD CTNumber, DWORD MType)
{
	BOOL bInsertSurfaceNode = FALSE;
	BOOL bInsertTextureNode = FALSE;
	m_pCurrentNode = m_pRootNode;
	
	// COBRA - RED - Missing Last Texture Initialization to INVALID
	DWORD		dwCurrentTexture=-1;
	DWORD		dwCurrentzBias=0;
	NodeType	LastType=ROOT;
	DXFlagsType	LastFlags;

	LastFlags.w=0x00;
	bool		ChangeSurface=false;

	while(m_pCurrentNode != NULL)
	{
		IdleMode();
		NodeType	Type=m_pCurrentNode->Type;
		DXFlagsType	Flags;
		Flags.w=m_pCurrentNode->Flags.w;
	
		// Make all checks here
		ChangeSurface=false;
		if(Type!=LastType || Type==DOF || Type==CLOSEDOF || Type==SLOT ) ChangeSurface = true;
		if(Flags.b.Texture && m_pCurrentNode->Texture!=dwCurrentTexture) ChangeSurface = true;
		if(Flags.b.Texture != LastFlags.b.Texture) ChangeSurface=true;
		if(Flags.b.Alpha != LastFlags.b.Alpha) ChangeSurface=true;
		if(Flags.b.Gouraud != LastFlags.b.Gouraud ) ChangeSurface=true;
		if(Flags.b.Lite != LastFlags.b.Lite ) ChangeSurface=true;
		if((Flags.b.VColor) != (LastFlags.b.VColor)) ChangeSurface=true;
		if(Flags.b.zBias != LastFlags.b.zBias) ChangeSurface=true;
		if(Flags.b.zBias && m_pCurrentNode->dwzBias!=dwCurrentzBias) ChangeSurface=true;
		if(Flags.b.ChromaKey != LastFlags.b.ChromaKey) ChangeSurface=true;

		// if any change
		if(ChangeSurface){
			
			// Patch the segments
			PatchDWORD();

			switch (Type){

				case	DOT:
				case	LINE:
				case	TRIANGLE:	// Check if a Textured new surace and last texture still valid
									if(Flags.b.Texture && m_pCurrentNode->Texture!=dwCurrentTexture){
										// No moer used Texture node
										//WriteTextureNode(m_pCurrentNode);
										dwCurrentTexture=m_pCurrentNode->Texture;
									}
									dwCurrentzBias=m_pCurrentNode->dwzBias;
									// Write the new Surface
									WriteSurfaceNode(m_pCurrentNode, dwCurrentTexture);
									// New ID
									m_dwNodeID++;
									break;

				case	DOF:		// We've to insert a new DOF node
									{DXDof *pDof = (DXDof*)m_pCurrentNode;	WriteDofNode(pDof);}
									// and reset surfaces properties
									Flags.w=0;
									dwCurrentTexture=-1;
									// New ID
									m_dwNodeID++;
									break;

				case	SLOT:		// We've to insert a new SLOT node
									WriteSlotNode((DXSlot*)m_pCurrentNode);
									// New ID
									m_dwNodeID++;
									break;

		
				case CLOSEDOF:		// We've to insert a new END DOF node
									WriteDofEndNode();
									// and reset surfaces properties
									Flags.w=0;
									dwCurrentTexture=-1;
									// New ID
									m_dwNodeID++;
									break;

				default	:			MessageBox(NULL, "Unknown SURFACE TYPE!!", "Encoder", 0);
			}

			ChangeSurface=false;
			LastFlags=Flags;
			LastType=Type;

		}


		switch(Type)
		{
			case DOT:
			{
				DXVertex *pVertex = (DXVertex*)m_pCurrentNode;
				D3DVERTEXEX dxVertex;
				InitializeVertex(&dxVertex);

				CopyVertex(&(pVertex->Vertex), pVertex->VColor, &dxVertex);
				/*memcpy((void*)&dxVertex, (const void*)&pVertex->Vertex, sizeof(pVertex->Vertex));
				memcpy((void*)(&dxVertex + sizeof(pVertex->Vertex)), (const void*)&pVertex->VColor, sizeof(pVertex->VColor));*/

				// Add vertex in NON INDEXED MODE
				Int16 iIndex = AddVertexToPool(&dxVertex, false);
				WriteBuffer((const void*)&iIndex, sizeof(iIndex));
			}
			break;

			case LINE:
			{
				DXLine *pLine = (DXLine*)m_pCurrentNode;

				for(int i=0; i<2; i++)
				{
					D3DVERTEXEX dxVertex;
					InitializeVertex(&dxVertex);

					CopyVertex(&(pLine->Vertex[i]), pLine->VColor[i], &dxVertex);
					/*memcpy((void*)&dxVertex, (const void*)&pLine->Vertex[i], sizeof(pLine->Vertex[i]));
					memcpy((void*)(&dxVertex + sizeof(pLine->Vertex[i])), (const void*)&pLine->VColor[i], sizeof(pLine->VColor[0]));*/

					Int16 iIndex = AddVertexToPool(&dxVertex);
					WriteBuffer((const void*)&iIndex, sizeof(iIndex));
				}
			}
			break;

			case TRIANGLE:
			{
				DXTriangle *pTriangle = (DXTriangle*)m_pCurrentNode;

				for(int i=0; i<3; i++)
				{
					D3DVERTEXEX dxVertex;
					InitializeVertex(&dxVertex);
					
					CopyVertex(&(pTriangle->Vertex[i]), pTriangle->VColor[i], &dxVertex);
					
					/*BYTE *pVertex = (BYTE*)&dxVertex;
					memcpy((void*)&dxVertex, (const void*)&pTriangle->Vertex[i], sizeof(pTriangle->Vertex[i]));
					memcpy((void*)(pVertex + sizeof(pTriangle->Vertex[i])), (const void*)&pTriangle->VColor[i], sizeof(pTriangle->VColor[0]));*/

					Int16 iIndex = AddVertexToPool(&dxVertex);
					WriteBuffer((const void*)&iIndex, sizeof(iIndex));
				}
			}
			break;

		}
		// Update pointers
		//m_pPreviousNode = m_pCurrentNode;
		m_pCurrentNode  = m_pCurrentNode->Next;
		//m_pNextNode     = m_pCurrentNode != NULL ? m_pCurrentNode->Next : NULL;
	}

	//// Set last node total size (Node + Data (total indexes size))
	//DWORD dwTotalNodeSize = (m_dwTotalSurfaceVertexes*sizeof(Int16) + sizeof(DxSurfaceType));
	//memcpy((void*)m_pLastSurfaceNode, (const void*)&dwTotalNodeSize, sizeof(dwTotalNodeSize));
	//// Add last node Vertex Counter to last surface node
	//memcpy(m_pLastSurfaceNode + 12, (const void*)&m_dwTotalSurfaceVertexes, sizeof(m_dwTotalSurfaceVertexes));

	// Patch the segments
	PatchDWORD();

	// Write ENDMODEL node
	DxEndModelType dxEndModelNode;
	dxEndModelNode.h.dwNodeSize = sizeof(DxEndModelType);
	dxEndModelNode.h.Type = DX_MODELEND;
 	WriteBuffer((void*)&dxEndModelNode, sizeof(dxEndModelNode));

	// Write total number of nodes
	((DxDbHeader*)m_pHeader)->dwNodesNr=m_dwTotalNodeCount;

	// Write other header fields
	//DWORD dwVertexesPoolStart = (DWORD)(m_pBuffer + m_dwBufferOffset);
	((DxDbHeader*)m_pHeader)->pVPool=m_dwBufferOffset;
	((DxDbHeader*)m_pHeader)->dwPoolSize=m_dwVertexesPoolSize;
	((DxDbHeader*)m_pHeader)->dwNVertices=m_dwVertexesNumber;

	// Copy vertexes pool after nodes section
	WriteBuffer((const void*)m_pVertexesPool, m_dwVertexesPoolSize);

	((DxDbHeader*)m_pHeader)->Id=ID;
	((DxDbHeader*)m_pHeader)->ModelSize= m_dwBufferOffset;
	((DxDbHeader*)m_pHeader)->VBClass=Class;
	((DxDbHeader*)m_pHeader)->Version=MODEL_VERSION|((MODEL_VERSION^0xffff)<<16);

	// Assign Materials Features
	m_dwBufferOffset=AssignSurfaceFeatures(m_pBuffer, CTNumber, MType);

#ifdef	CRYPTED_MODELS
	TheVbManager.Encrypt((DWORD*)m_pBuffer);
#endif
	// Write file
	//WriteFile();
}
void Encoder::Encode()
{
	BOOL bInsertSurfaceNode = FALSE;
	BOOL bInsertTextureNode = FALSE;
	m_pCurrentNode = m_pRootNode;

	while(m_pCurrentNode != NULL)
	{
		m_pPreviousNode = m_pCurrentNode->Prev;
		//m_pNextNode     = m_pCurrentNode->Next;

		if(m_pCurrentNode == m_pRootNode)
		{
			// Root node, insert Texture and Surface node
			if(m_pCurrentNode->Flags.b.Texture)
				WriteTextureNode(m_pCurrentNode);
			WriteSurfaceNode(m_pCurrentNode);
		}
		else
		{
			// Check for node property changes
			if(m_pCurrentNode->Type != DOF && m_pCurrentNode->Type != CLOSEDOF)
			{
				if(m_pPreviousNode->Type == DOF || m_pPreviousNode->Type == CLOSEDOF)
				{
					if(m_pCurrentNode->Flags.b.Texture)
						WriteTextureNode(m_pCurrentNode);
					WriteSurfaceNode(m_pCurrentNode);
				}
				else
				{
					if(m_pCurrentNode->Flags.b.Texture)
					{
						if(m_pCurrentNode->Texture != m_pPreviousNode->Texture)
						{
							// Texture of current node differs from previous node, we've to insert a TEXTURE node before new SURFACE node
							WriteTextureNode(m_pCurrentNode);
							WriteSurfaceNode(m_pCurrentNode);
						}
						else
						{
							// Check if other fields are changed (in this case we've to insert a new SURFACE node
							if( m_pCurrentNode->Flags.b.ALpha   != m_pPreviousNode->Flags.b.ALpha   ||
								m_pCurrentNode->Flags.b.Gouraud != m_pPreviousNode->Flags.b.Gouraud ||
								m_pCurrentNode->Flags.b.Lite    != m_pPreviousNode->Flags.b.Lite    ||
								m_pCurrentNode->Type            != m_pPreviousNode->Type )
								WriteSurfaceNode(m_pCurrentNode);
						}
					}
					else if(m_pCurrentNode->Flags.b.Solid || m_pCurrentNode->Flags.b.VColor)
					{
						// Colour node, check only for Alpha changes
						if( m_pCurrentNode->Flags.b.ALpha != m_pPreviousNode->Flags.b.ALpha ||
							m_pCurrentNode->Type != m_pPreviousNode->Type )
							WriteSurfaceNode(m_pCurrentNode);
					}
				}
			}
		}

		switch(m_pCurrentNode->Type)
		{
			case DOT:
			{
				DXVertex *pVertex = (DXVertex*)m_pCurrentNode;
				D3DVERTEXEX dxVertex;
				InitializeVertex(&dxVertex);

				memcpy((void*)&dxVertex, (const void*)&pVertex->Vertex, sizeof(pVertex->Vertex));
				memcpy((void*)(&dxVertex + sizeof(pVertex->Vertex)), (const void*)&pVertex->VColor, sizeof(pVertex->VColor));

				Int16 iIndex = AddVertexToPool(&dxVertex);
				WriteBuffer((const void*)&iIndex, sizeof(iIndex));

				//if(m_pCurrentNode->Flags.b.Texture)
				//{
				//	// Write all D3DVertex information
				//	WriteBuffer((void*)&pVertex->Vertex, sizeof(pVertex->Vertex));
				//}
				//else
				//{
				//	// In this case, write only x,y,z,nx,ny,nz (24 bytes total) and VColour
				//	WriteBuffer((void*)&pVertex->Vertex, 24);
				//	WriteBuffer((void*)&pVertex->VColor, sizeof(pVertex->VColor));
				//}
				//m_dwTotalSurfaceVertexes++;
			}
			break;

			case LINE:
			{
				DXLine *pLine = (DXLine*)m_pCurrentNode;

				for(int i=0; i<2; i++)
				{
					D3DVERTEXEX dxVertex;
					InitializeVertex(&dxVertex);

					memcpy((void*)&dxVertex, (const void*)&pLine->Vertex[i], sizeof(pLine->Vertex[i]));
					memcpy((void*)(&dxVertex + sizeof(pLine->Vertex[i])), (const void*)&pLine->VColor[i], sizeof(pLine->VColor[0]));

					Int16 iIndex = AddVertexToPool(&dxVertex);
					WriteBuffer((const void*)&iIndex, sizeof(iIndex));
				}

				//if(m_pCurrentNode->Flags.b.Texture)
				//{
				//	// Write all D3DVertex information
				//	WriteBuffer((void*)&pLine->Vertex, sizeof(pLine->Vertex));
				//}
				//else
				//{
				//	// In this case, write only x,y,z,nx,ny,nz (24 bytes total) and VColour
				//	for(int i=0;i<2;i++)
				//	{
				//		WriteBuffer((void*)&pLine->Vertex[i], 24);
				//		WriteBuffer((void*)&pLine->VColor[i], sizeof(pLine->VColor[0]));
				//	}
				//}
				//m_dwTotalSurfaceVertexes += 2;
			}
			break;

			case TRIANGLE:
			{
				DXTriangle *pTriangle = (DXTriangle*)m_pCurrentNode;

				for(int i=0; i<3; i++)
				{
					D3DVERTEXEX dxVertex;
					InitializeVertex(&dxVertex);
					BYTE *pVertex = (BYTE*)&dxVertex;

					memcpy((void*)&dxVertex, (const void*)&pTriangle->Vertex[i], sizeof(pTriangle->Vertex[i]));
					memcpy((void*)(pVertex + sizeof(pTriangle->Vertex[i])), (const void*)&pTriangle->VColor[i], sizeof(pTriangle->VColor[0]));

					Int16 iIndex = AddVertexToPool(&dxVertex);
					WriteBuffer((const void*)&iIndex, sizeof(iIndex));
				}

				//if(m_pCurrentNode->Flags.b.Texture)
				//{
				//	// Write all D3DVertex information
				//	WriteBuffer((void*)&pTriangle->Vertex, sizeof(pTriangle->Vertex));
				//}
				//else
				//{
				//	// In this case, write only x,y,z,nx,ny,nz (24 bytes total) and VColour
				//	for(int i=0;i<3;i++)
				//	{
				//		WriteBuffer((void*)&pTriangle->Vertex[i], 24);
				//		WriteBuffer((void*)&pTriangle->VColor[i], sizeof(pTriangle->VColor[0]));
				//	}
				//}
				//m_dwTotalSurfaceVertexes += 3;
			}
			break;

			case DOF:
			{
				// We've to insert a new DOF node
				DXDof *pDof = (DXDof*)m_pCurrentNode;
				WriteDofNode(pDof);
			}
			break;

			case CLOSEDOF:
			{
				// We've to insert a new END DOF node
				WriteDofEndNode();
			}
			break;
		}
		// Update pointers
		//m_pPreviousNode = m_pCurrentNode;
		m_pCurrentNode  = m_pCurrentNode->Next;
		//m_pNextNode     = m_pCurrentNode != NULL ? m_pCurrentNode->Next : NULL;
	}

	// Set last node total size (Node + Data (total indexes size))
	DWORD dwTotalNodeSize = (m_dwTotalSurfaceVertexes*sizeof(Int16) + sizeof(DxSurfaceType));
	memcpy((void*)m_pLastSurfaceNode, (const void*)&dwTotalNodeSize, sizeof(dwTotalNodeSize));
	// Add last node Vertex Counter to last surface node
	memcpy(m_pLastSurfaceNode + 12, (const void*)&m_dwTotalSurfaceVertexes, sizeof(m_dwTotalSurfaceVertexes));
	// Write ENDMODEL node
	DxEndModelType dxEndModelNode;
	dxEndModelNode.h.dwNodeSize = sizeof(DxEndModelType);
	dxEndModelNode.h.Type = DX_MODELEND;
 	WriteBuffer((void*)&dxEndModelNode, sizeof(dxEndModelNode));
	// Write total number of nodes
	memcpy((void*)m_pHeader, (const void*)&m_dwTotalNodeCount, sizeof(m_dwTotalNodeCount));
	// Write other header fields
	//DWORD dwVertexesPoolStart = (DWORD)(m_pBuffer + m_dwBufferOffset);
	memcpy((void*)(m_pHeader+4), (const void*)&m_dwBufferOffset, sizeof(DWORD));
	memcpy((void*)(m_pHeader+8), (const void*)&m_dwVertexesPoolSize, sizeof(DWORD));
	memcpy((void*)(m_pHeader+12), (const void*)&m_dwVertexesNumber, sizeof(DWORD));
	// Copy vertexes pool after nodes section
	WriteBuffer((const void*)m_pVertexesPool, m_dwVertexesPoolSize);
	// Write file
	WriteFile();
}