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8310a3fbad
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
142 lines
4.0 KiB
C++
142 lines
4.0 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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//
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// Because I (Nikolaus Gebhardt) did some changes to Murphy McCauley's loader,
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// I'm writing this down here:
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// - Replaced all dependencies to STL and stdio with irr:: methods/constructs
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// - Disabled logging define
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// - Changed some minor things (Don't remember what exactly.)
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// Thanks a lot to Murphy McCauley for writing this loader.
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//
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// COCTLoader by Murphy McCauley (February 2005)
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// An Irrlicht loader for OCT files
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//
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// OCT file format information comes from the sourcecode of the Fluid Studios
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// Radiosity Processor by Paul Nettle. You can get that sourcecode from
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// http://www.fluidstudios.com .
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//
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// Parts of this code are from Irrlicht's CQ3LevelMesh and C3DSMeshFileLoader,
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// and are Copyright (C) 2002-2004 Nikolaus Gebhardt.
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//
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// Use of this code is subject to the following:
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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// 4. You may not use this software to directly or indirectly cause harm to others.
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#ifndef __C_OCT_LOADER_H_INCLUDED__
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#define __C_OCT_LOADER_H_INCLUDED__
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#include "IMeshLoader.h"
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#include "IReadFile.h"
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#include "SMesh.h"
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#include "irrString.h"
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namespace irr
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{
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namespace io
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{
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class IFileSystem;
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} // end namespace io
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namespace scene
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{
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class ISceneManager;
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class ISceneNode;
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class COCTLoader : public IMeshLoader
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{
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public:
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//! constructor
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COCTLoader(ISceneManager* smgr, io::IFileSystem* fs);
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//! destructor
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virtual ~COCTLoader();
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//! returns true if the file maybe is able to be loaded by this class
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//! based on the file extension (e.g. ".cob")
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virtual bool isALoadableFileExtension(const io::path& filename) const _IRR_OVERRIDE_;
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//! creates/loads an animated mesh from the file.
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//! \return Pointer to the created mesh. Returns 0 if loading failed.
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//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
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//! See IReferenceCounted::drop() for more information.
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virtual IAnimatedMesh* createMesh(io::IReadFile* file) _IRR_OVERRIDE_;
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void OCTLoadLights(io::IReadFile* file,
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ISceneNode * parent = 0, f32 radius = 500.0f,
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f32 intensityScale = 0.0000001f*2.5,
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bool rewind = true);
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private:
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struct octHeader {
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u32 numVerts;
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u32 numFaces;
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u32 numTextures;
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u32 numLightmaps;
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u32 numLights;
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};
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struct octHeaderEx {
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u32 magic; // 'OCTX' - 0x4F435458L
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u32 numLightmaps;
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u32 lightmapWidth;
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u32 lightmapHeight;
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u32 containsVertexNormals;
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};
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struct octFace {
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u32 firstVert;
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u32 numVerts;
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u32 textureID;
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u32 lightmapID;
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f32 plane[4];
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};
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struct octVert {
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f32 tc[2];
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f32 lc[2];
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f32 pos[3];
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};
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struct octTexture {
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u32 id;
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char fileName[64];
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};
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struct octLightmap {
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u32 id;
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u8 data[128][128][3];
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};
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struct octLight {
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f32 pos[3];
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f32 color[3];
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u32 intensity;
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};
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ISceneManager* SceneManager;
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io::IFileSystem* FileSystem;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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