138 lines
4.0 KiB
C++
138 lines
4.0 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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//!
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//! @file Data structures for the 3D Game Studio Heightmap format (HMP)
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//!
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namespace Assimp {
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namespace HMP {
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#include <assimp/Compiler/pushpack1.h>
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#include <stdint.h>
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// to make it easier for us, we test the magic word against both "endianesses"
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#define AI_HMP_MAGIC_NUMBER_BE_4 AI_MAKE_MAGIC("HMP4")
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#define AI_HMP_MAGIC_NUMBER_LE_4 AI_MAKE_MAGIC("4PMH")
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#define AI_HMP_MAGIC_NUMBER_BE_5 AI_MAKE_MAGIC("HMP5")
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#define AI_HMP_MAGIC_NUMBER_LE_5 AI_MAKE_MAGIC("5PMH")
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#define AI_HMP_MAGIC_NUMBER_BE_7 AI_MAKE_MAGIC("HMP7")
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#define AI_HMP_MAGIC_NUMBER_LE_7 AI_MAKE_MAGIC("7PMH")
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// ---------------------------------------------------------------------------
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/** Data structure for the header of a HMP5 file.
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* This is also used by HMP4 and HMP7, but with modifications
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*/
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struct Header_HMP5
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{
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int8_t ident[4]; // "HMP5"
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int32_t version;
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// ignored
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float scale[3];
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float scale_origin[3];
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float boundingradius;
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//! Size of one triangle in x direction
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float ftrisize_x;
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//! Size of one triangle in y direction
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float ftrisize_y;
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//! Number of vertices in x direction
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float fnumverts_x;
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//! Number of skins in the file
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int32_t numskins;
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// can ignore this?
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int32_t skinwidth;
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int32_t skinheight;
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//!Number of vertices in the file
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int32_t numverts;
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// ignored and zero
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int32_t numtris;
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//! only one supported ...
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int32_t numframes;
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//! Always 0 ...
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int32_t num_stverts;
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int32_t flags;
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float size;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** Data structure for a terrain vertex in a HMP4 file
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*/
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struct Vertex_HMP4
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{
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uint16_t p_pos[3];
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uint8_t normals162index;
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uint8_t pad;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** Data structure for a terrain vertex in a HMP5 file
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*/
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struct Vertex_HMP5
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{
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uint16_t z;
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uint8_t normals162index;
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uint8_t pad;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** Data structure for a terrain vertex in a HMP7 file
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*/
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struct Vertex_HMP7
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{
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uint16_t z;
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int8_t normal_x,normal_y;
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} PACK_STRUCT;
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#include <assimp/Compiler/poppack1.h>
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} //! namespace HMP
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} //! namespace Assimp
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