text: // 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 __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 _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 {
  			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
  
  