irrlicht/source/Irrlicht/COCTLoader.h

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// Copyright (C) 2002-2012 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 IRR_C_OCT_LOADER_H_INCLUDED
#define IRR_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 IRR_OVERRIDE;
//! 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) IRR_OVERRIDE;
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 {
char fileName[64];
};
struct octLightmap {
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