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// Copyright (C) 2002-2011 Nikolaus Gebhardt 

// This file is part of the "Irrlicht Engine".

// For conditions of distribution and use, see copyright notice in irrlicht.h

//

// Because I (Nikolaus Gebhardt) did some changes to Murphy McCauley's loader,

// I'm writing this down here:

// - Replaced all dependencies to STL and stdio with irr:: methods/constructs

// - Disabled logging define

// - Changed some minor things (Don't remember what exactly.)

// Thanks a lot to Murphy McCauley for writing this loader.


//

//  COCTLoader by Murphy McCauley (February 2005)

//  An Irrlicht loader for OCT files

//

//  OCT file format information comes from the sourcecode of the Fluid Studios

//  Radiosity Processor by Paul Nettle.  You can get that sourcecode from

//  http://www.fluidstudios.com .

//

//  Parts of this code are from Irrlicht's CQ3LevelMesh and C3DSMeshFileLoader,

//  and are Copyright (C) 2002-2004 Nikolaus Gebhardt.

//

//  Use of this code is subject to the following:

//

//  This software is provided 'as-is', without any express or implied

//  warranty.  In no event will the authors be held liable for any damages

//  arising from the use of this software.

//

//  Permission is granted to anyone to use this software for any purpose,

//  including commercial applications, and to alter it and redistribute it

//  freely, subject to the following restrictions:

//

//  1. The origin of this software must not be misrepresented; you must not

//     claim that you wrote the original software. If you use this software

//     in a product, an acknowledgment in the product documentation would be

//     appreciated but is not required.

//  2. Altered source versions must be plainly marked as such, and must not be

//     misrepresented as being the original software.

//  3. This notice may not be removed or altered from any source distribution.

//  4. You may not use this software to directly or indirectly cause harm to others.



#ifndef __C_OCT_LOADER_H_INCLUDED__
#define __C_OCT_LOADER_H_INCLUDED__

#include "IMeshLoader.h"
#include "IReadFile.h"
#include "SMesh.h"
#include "irrString.h"

namespace irr
{
namespace io
{
	class IFileSystem;
} // end namespace io

namespace scene
{
	class ISceneManager;
	class ISceneNode;

	class COCTLoader : public IMeshLoader
	{
	public:
		//! constructor

		COCTLoader(ISceneManager* smgr, io::IFileSystem* fs);

		//! destructor

		virtual ~COCTLoader();

		//! returns true if the file maybe is able to be loaded by this class

		//! based on the file extension (e.g. ".cob")

		virtual bool isALoadableFileExtension(const io::path& filename) const;

		//! creates/loads an animated mesh from the file.

		//! \return Pointer to the created mesh. Returns 0 if loading failed.

		//! If you no longer need the mesh, you should call IAnimatedMesh::drop().

		//! See IReferenceCounted::drop() for more information.

		virtual IAnimatedMesh* createMesh(io::IReadFile* file);

		void OCTLoadLights(io::IReadFile* file,
				ISceneNode * parent = 0, f32 radius = 500.0f,
				f32 intensityScale = 0.0000001f*2.5,
				bool rewind = true);

	private:
		struct octHeader {
			u32 numVerts;
			u32 numFaces;
			u32 numTextures;
			u32 numLightmaps;
			u32 numLights;
		};

		struct octHeaderEx {
			u32 magic; // 'OCTX' - 0x4F435458L

			u32 numLightmaps;
			u32 lightmapWidth;
			u32 lightmapHeight;
			u32 containsVertexNormals;
		};

		struct octFace {
			u32 firstVert;
			u32 numVerts;
			u32 textureID;
			u32 lightmapID;
			f32 plane[4];
		};

		struct octVert {
			f32 tc[2];
			f32 lc[2];
			f32 pos[3];
		};

		struct octTexture {
			u32 id;
			char fileName[64];
		};

		struct octLightmap {
			u32 id;
			u8 data[128][128][3];
		};

		struct octLight {
			f32 pos[3];
			f32 color[3];
			u32 intensity;
		};

		ISceneManager* SceneManager;
		io::IFileSystem* FileSystem;
	};

} // end namespace scene

} // end namespace irr


#endif

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