nuclear@0: /* nuclear@0: Open Asset Import Library (assimp) nuclear@0: ---------------------------------------------------------------------- nuclear@0: nuclear@0: Copyright (c) 2006-2012, assimp team nuclear@0: All rights reserved. nuclear@0: nuclear@0: Redistribution and use of this software in source and binary forms, nuclear@0: with or without modification, are permitted provided that the nuclear@0: following conditions are met: nuclear@0: nuclear@0: * Redistributions of source code must retain the above nuclear@0: copyright notice, this list of conditions and the nuclear@0: following disclaimer. nuclear@0: nuclear@0: * Redistributions in binary form must reproduce the above nuclear@0: copyright notice, this list of conditions and the nuclear@0: following disclaimer in the documentation and/or other nuclear@0: materials provided with the distribution. nuclear@0: nuclear@0: * Neither the name of the assimp team, nor the names of its nuclear@0: contributors may be used to endorse or promote products nuclear@0: derived from this software without specific prior nuclear@0: written permission of the assimp team. nuclear@0: nuclear@0: THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS nuclear@0: "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT nuclear@0: LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR nuclear@0: A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT nuclear@0: OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, nuclear@0: SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT nuclear@0: LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, nuclear@0: DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY nuclear@0: THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT nuclear@0: (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE nuclear@0: OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. nuclear@0: nuclear@0: ---------------------------------------------------------------------- nuclear@0: */ nuclear@0: //! nuclear@0: //! @file Data structures for the 3D Game Studio Heightmap format (HMP) nuclear@0: //! nuclear@0: nuclear@0: namespace Assimp { nuclear@0: namespace HMP { nuclear@0: nuclear@0: #include "assimp/Compiler/pushpack1.h" nuclear@0: nuclear@0: // to make it easier for us, we test the magic word against both "endianesses" nuclear@0: #define AI_HMP_MAGIC_NUMBER_BE_4 AI_MAKE_MAGIC("HMP4") nuclear@0: #define AI_HMP_MAGIC_NUMBER_LE_4 AI_MAKE_MAGIC("4PMH") nuclear@0: nuclear@0: #define AI_HMP_MAGIC_NUMBER_BE_5 AI_MAKE_MAGIC("HMP5") nuclear@0: #define AI_HMP_MAGIC_NUMBER_LE_5 AI_MAKE_MAGIC("5PMH") nuclear@0: nuclear@0: #define AI_HMP_MAGIC_NUMBER_BE_7 AI_MAKE_MAGIC("HMP7") nuclear@0: #define AI_HMP_MAGIC_NUMBER_LE_7 AI_MAKE_MAGIC("7PMH") nuclear@0: nuclear@0: // --------------------------------------------------------------------------- nuclear@0: /** Data structure for the header of a HMP5 file. nuclear@0: * This is also used by HMP4 and HMP7, but with modifications nuclear@0: */ nuclear@0: struct Header_HMP5 nuclear@0: { nuclear@0: int8_t ident[4]; // "HMP5" nuclear@0: int32_t version; nuclear@0: nuclear@0: // ignored nuclear@0: float scale[3]; nuclear@0: float scale_origin[3]; nuclear@0: float boundingradius; nuclear@0: nuclear@0: //! Size of one triangle in x direction nuclear@0: float ftrisize_x; nuclear@0: //! Size of one triangle in y direction nuclear@0: float ftrisize_y; nuclear@0: //! Number of vertices in x direction nuclear@0: float fnumverts_x; nuclear@0: nuclear@0: //! Number of skins in the file nuclear@0: int32_t numskins; nuclear@0: nuclear@0: // can ignore this? nuclear@0: int32_t skinwidth; nuclear@0: int32_t skinheight; nuclear@0: nuclear@0: //!Number of vertices in the file nuclear@0: int32_t numverts; nuclear@0: nuclear@0: // ignored and zero nuclear@0: int32_t numtris; nuclear@0: nuclear@0: //! only one supported ... nuclear@0: int32_t numframes; nuclear@0: nuclear@0: //! Always 0 ... nuclear@0: int32_t num_stverts; nuclear@0: int32_t flags; nuclear@0: float size; nuclear@0: } PACK_STRUCT; nuclear@0: nuclear@0: // --------------------------------------------------------------------------- nuclear@0: /** Data structure for a terrain vertex in a HMP4 file nuclear@0: */ nuclear@0: struct Vertex_HMP4 nuclear@0: { nuclear@0: uint16_t p_pos[3]; nuclear@0: uint8_t normals162index; nuclear@0: uint8_t pad; nuclear@0: } PACK_STRUCT; nuclear@0: nuclear@0: // --------------------------------------------------------------------------- nuclear@0: /** Data structure for a terrain vertex in a HMP5 file nuclear@0: */ nuclear@0: struct Vertex_HMP5 nuclear@0: { nuclear@0: uint16_t z; nuclear@0: uint8_t normals162index; nuclear@0: uint8_t pad; nuclear@0: } PACK_STRUCT; nuclear@0: nuclear@0: // --------------------------------------------------------------------------- nuclear@0: /** Data structure for a terrain vertex in a HMP7 file nuclear@0: */ nuclear@0: struct Vertex_HMP7 nuclear@0: { nuclear@0: uint16_t z; nuclear@0: int8_t normal_x,normal_y; nuclear@0: } PACK_STRUCT; nuclear@0: nuclear@0: #include "assimp/Compiler/poppack1.h" nuclear@0: nuclear@0: } //! namespace HMP nuclear@0: } //! namespace Assimp