/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2020, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the assimp team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the assimp team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ //! //! @file Data structures for the 3D Game Studio Heightmap format (HMP) //! namespace Assimp { namespace HMP { #include #include // to make it easier for us, we test the magic word against both "endianesses" #define AI_HMP_MAGIC_NUMBER_BE_4 AI_MAKE_MAGIC("HMP4") #define AI_HMP_MAGIC_NUMBER_LE_4 AI_MAKE_MAGIC("4PMH") #define AI_HMP_MAGIC_NUMBER_BE_5 AI_MAKE_MAGIC("HMP5") #define AI_HMP_MAGIC_NUMBER_LE_5 AI_MAKE_MAGIC("5PMH") #define AI_HMP_MAGIC_NUMBER_BE_7 AI_MAKE_MAGIC("HMP7") #define AI_HMP_MAGIC_NUMBER_LE_7 AI_MAKE_MAGIC("7PMH") // --------------------------------------------------------------------------- /** Data structure for the header of a HMP5 file. * This is also used by HMP4 and HMP7, but with modifications */ struct Header_HMP5 { int8_t ident[4]; // "HMP5" int32_t version; // ignored float scale[3]; float scale_origin[3]; float boundingradius; //! Size of one triangle in x direction float ftrisize_x; //! Size of one triangle in y direction float ftrisize_y; //! Number of vertices in x direction float fnumverts_x; //! Number of skins in the file int32_t numskins; // can ignore this? int32_t skinwidth; int32_t skinheight; //!Number of vertices in the file int32_t numverts; // ignored and zero int32_t numtris; //! only one supported ... int32_t numframes; //! Always 0 ... int32_t num_stverts; int32_t flags; float size; } PACK_STRUCT; // --------------------------------------------------------------------------- /** Data structure for a terrain vertex in a HMP4 file */ struct Vertex_HMP4 { uint16_t p_pos[3]; uint8_t normals162index; uint8_t pad; } PACK_STRUCT; // --------------------------------------------------------------------------- /** Data structure for a terrain vertex in a HMP5 file */ struct Vertex_HMP5 { uint16_t z; uint8_t normals162index; uint8_t pad; } PACK_STRUCT; // --------------------------------------------------------------------------- /** Data structure for a terrain vertex in a HMP7 file */ struct Vertex_HMP7 { uint16_t z; int8_t normal_x,normal_y; } PACK_STRUCT; #include } //! namespace HMP } //! namespace Assimp