assimp/code/MaterialSystem.cpp

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/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 MaterialSystem.cpp
* @brief Implementation of the material system of the library
*/
#include "AssimpPCH.h"
#include "Hash.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Get a specific property from a material
aiReturn aiGetMaterialProperty(const aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
const aiMaterialProperty** pPropOut)
{
ai_assert (pMat != NULL);
ai_assert (pKey != NULL);
ai_assert (pPropOut != NULL);
/* Just search for a property with exactly this name ..
* could be improved by hashing, but it's possibly
* no worth the effort (we're bound to C structures,
* thus std::map or derivates are not applicable. */
for (unsigned int i = 0; i < pMat->mNumProperties;++i) {
aiMaterialProperty* prop = pMat->mProperties[i];
if (prop /* just for safety ... */
&& 0 == strcmp( prop->mKey.data, pKey )
&& (0xffffffff == type || prop->mSemantic == type) /* 0xffffffff is a wildcard, but this is undocumented */
&& (0xffffffff == index || prop->mIndex == index))
{
*pPropOut = pMat->mProperties[i];
return AI_SUCCESS;
}
}
*pPropOut = NULL;
return AI_FAILURE;
}
// ------------------------------------------------------------------------------------------------
// Get an array of floating-point values from the material.
aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
float* pOut,
unsigned int* pMax)
{
ai_assert (pOut != NULL);
aiMaterialProperty* prop;
aiGetMaterialProperty(pMat,pKey,type,index, (const aiMaterialProperty**) &prop);
if (!prop)
return AI_FAILURE;
// data is given in floats, simply copy it
if( aiPTI_Float == prop->mType || aiPTI_Buffer == prop->mType) {
unsigned int iWrite = prop->mDataLength / sizeof(float);
if (pMax)iWrite = *pMax < iWrite ? *pMax : iWrite;
::memcpy (pOut, prop->mData, iWrite * sizeof (float));
if (pMax)*pMax = iWrite;
}
// data is given in ints, convert to float
else if( aiPTI_Integer == prop->mType) {
unsigned int iWrite = prop->mDataLength / sizeof(int);
if (pMax)iWrite = *pMax < iWrite ? *pMax : iWrite;
for (unsigned int a = 0; a < iWrite;++a) {
pOut[a] = (float) ((int*)prop->mData)[a];
}
if (pMax)*pMax = iWrite;
}
// it is a string ... no way to read something out of this
else {
DefaultLogger::get()->error("Material property" + std::string(pKey) + " was found, but is not an float array");
if (pMax)*pMax = 0;
return AI_FAILURE;
}
return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
// Get an array if integers from the material
aiReturn aiGetMaterialIntegerArray(const aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
int* pOut,
unsigned int* pMax)
{
ai_assert (pOut != NULL);
aiMaterialProperty* prop;
aiGetMaterialProperty(pMat,pKey,type,index,(const aiMaterialProperty**) &prop);
if (!prop)
return AI_FAILURE;
// data is given in ints, simply copy it
if( aiPTI_Integer == prop->mType || aiPTI_Buffer == prop->mType) {
unsigned int iWrite = prop->mDataLength / sizeof(int);
if (pMax)iWrite = *pMax < iWrite ? *pMax : iWrite;
::memcpy (pOut, prop->mData, iWrite * sizeof (int));
if (pMax)*pMax = iWrite;
}
// data is given in floats convert to int (lossy!)
else if( aiPTI_Float == prop->mType) {
unsigned int iWrite = prop->mDataLength / sizeof(float);
if (pMax)iWrite = *pMax < iWrite ? *pMax : iWrite;
for (unsigned int a = 0; a < iWrite;++a) {
pOut[a] = (int) ((float*)prop->mData)[a];
}
if (pMax)*pMax = iWrite;
}
// it is a string ... no way to read something out of this
else {
DefaultLogger::get()->error("Material property" + std::string(pKey) + " was found, but is not an integer array");
if (pMax)*pMax = 0;
return AI_FAILURE;
}
return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
// Get a color (3 or 4 floats) from the material
aiReturn aiGetMaterialColor(const aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
aiColor4D* pOut)
{
unsigned int iMax = 4;
aiReturn eRet = aiGetMaterialFloatArray(pMat,pKey,type,index,(float*)pOut,&iMax);
// if no alpha channel is defined: set it to 1.0
if (3 == iMax) {
pOut->a = 1.0f;
}
return eRet;
}
// ------------------------------------------------------------------------------------------------
// Get a string from the material
aiReturn aiGetMaterialString(const aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
aiString* pOut)
{
ai_assert (pOut != NULL);
aiMaterialProperty* prop;
aiGetMaterialProperty(pMat,pKey,type,index,(const aiMaterialProperty**)&prop);
if (!prop) {
return AI_FAILURE;
}
if( aiPTI_String == prop->mType) {
// WARN: There's not the whole string stored ..
const aiString* pcSrc = (const aiString*)prop->mData;
memcpy (pOut->data, pcSrc->data, (pOut->length = pcSrc->length)+1);
}
// Wrong type
else {
DefaultLogger::get()->error("Material property" + std::string(pKey) + " was found, but is no string" );
return AI_FAILURE;
}
return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
// Get the number of textures on a particular texture stack
ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,
C_ENUM aiTextureType type)
{
ai_assert (pMat != NULL);
/* Textures are always stored with ascending indices (ValidateDS provides a check, so we don't need to check) */
unsigned int max = 0;
for (unsigned int i = 0; i < pMat->mNumProperties;++i) {
aiMaterialProperty* prop = pMat->mProperties[i];
if (prop /* just a sanity check ... */
&& 0 == strcmp( prop->mKey.data, _AI_MATKEY_TEXTURE_BASE )
&& prop->mSemantic == type) {
max = std::max(max,prop->mIndex+1);
}
}
return max;
}
// ------------------------------------------------------------------------------------------------
aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
aiTextureType type,
unsigned int index,
C_STRUCT aiString* path,
aiTextureMapping* _mapping /*= NULL*/,
unsigned int* uvindex /*= NULL*/,
float* blend /*= NULL*/,
aiTextureOp* op /*= NULL*/,
aiTextureMapMode* mapmode /*= NULL*/,
unsigned int* flags /*= NULL*/
)
{
ai_assert(NULL != mat && NULL != path);
// Get the path to the texture
if (AI_SUCCESS != aiGetMaterialString(mat,AI_MATKEY_TEXTURE(type,index),path)) {
return AI_FAILURE;
}
// Determine mapping type
aiTextureMapping mapping = aiTextureMapping_UV;
aiGetMaterialInteger(mat,AI_MATKEY_MAPPING(type,index),(int*)&mapping);
if (_mapping)
*_mapping = mapping;
// Get UV index
if (aiTextureMapping_UV == mapping && uvindex) {
aiGetMaterialInteger(mat,AI_MATKEY_UVWSRC(type,index),(int*)uvindex);
}
// Get blend factor
if (blend) {
aiGetMaterialFloat(mat,AI_MATKEY_TEXBLEND(type,index),blend);
}
// Get texture operation
if (op){
aiGetMaterialInteger(mat,AI_MATKEY_TEXOP(type,index),(int*)op);
}
// Get texture mapping modes
if (mapmode) {
aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_U(type,index),(int*)&mapmode[0]);
aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_V(type,index),(int*)&mapmode[1]);
}
// Get texture flags
if (flags){
aiGetMaterialInteger(mat,AI_MATKEY_TEXFLAGS(type,index),(int*)flags);
}
return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
// Construction. Actually the one and only way to get an aiMaterial instance
MaterialHelper::MaterialHelper()
{
// Allocate 5 entries by default
mNumProperties = 0;
mNumAllocated = 5;
mProperties = new aiMaterialProperty*[5];
}
// ------------------------------------------------------------------------------------------------
MaterialHelper::~MaterialHelper()
{
_InternDestruct();
}
// ------------------------------------------------------------------------------------------------
aiMaterial::~aiMaterial()
{
// HACK (Aramis): This is safe: aiMaterial has a private constructor,
// so instances must be created indirectly via MaterialHelper. We can't
// use a virtual d'tor because we need to preserve binary compatibility
// with good old C ...
((MaterialHelper*)this)->_InternDestruct();
}
// ------------------------------------------------------------------------------------------------
// Manual destructor
void MaterialHelper::_InternDestruct()
{
// First clean up all properties
Clear();
// Then delete the array that stored them
delete[] mProperties;
AI_DEBUG_INVALIDATE_PTR(mProperties);
// Update members
mNumAllocated = 0;
}
// ------------------------------------------------------------------------------------------------
void MaterialHelper::Clear()
{
for (unsigned int i = 0; i < mNumProperties;++i)
{
// delete this entry
delete mProperties[i];
AI_DEBUG_INVALIDATE_PTR(mProperties[i]);
}
mNumProperties = 0;
// The array remains allocated, we just invalidated its contents
}
// ------------------------------------------------------------------------------------------------
uint32_t MaterialHelper::ComputeHash(bool includeMatName /*= false*/)
{
uint32_t hash = 1503; // magic start value, choosen to be my birthday :-)
for (unsigned int i = 0; i < this->mNumProperties;++i)
{
aiMaterialProperty* prop;
// Exclude all properties whose first character is '?' from the hash
// See doc for aiMaterialProperty.
if ((prop = mProperties[i]) && (includeMatName || prop->mKey.data[0] != '?'))
{
hash = SuperFastHash(prop->mKey.data,(unsigned int)prop->mKey.length,hash);
hash = SuperFastHash(prop->mData,prop->mDataLength,hash);
// Combine the semantic and the index with the hash
hash = SuperFastHash((const char*)&prop->mSemantic,sizeof(unsigned int),hash);
hash = SuperFastHash((const char*)&prop->mIndex,sizeof(unsigned int),hash);
}
}
return hash;
}
// ------------------------------------------------------------------------------------------------
aiReturn MaterialHelper::RemoveProperty (const char* pKey,unsigned int type,
unsigned int index
)
{
ai_assert(NULL != pKey);
for (unsigned int i = 0; i < mNumProperties;++i) {
aiMaterialProperty* prop = mProperties[i];
if (prop && !::strcmp( prop->mKey.data, pKey ) &&
prop->mSemantic == type && prop->mIndex == index)
{
// Delete this entry
delete mProperties[i];
// collapse the array behind --.
--mNumProperties;
for (unsigned int a = i; a < mNumProperties;++a) {
mProperties[a] = mProperties[a+1];
}
return AI_SUCCESS;
}
}
return AI_FAILURE;
}
// ------------------------------------------------------------------------------------------------
aiReturn MaterialHelper::AddBinaryProperty (const void* pInput,
unsigned int pSizeInBytes,
const char* pKey,
unsigned int type,
unsigned int index,
aiPropertyTypeInfo pType
)
{
ai_assert (pInput != NULL);
ai_assert (pKey != NULL);
ai_assert (0 != pSizeInBytes);
// first search the list whether there is already an entry with this key
unsigned int iOutIndex = 0xffffffff;
for (unsigned int i = 0; i < mNumProperties;++i) {
aiMaterialProperty* prop = mProperties[i];
if (prop /* just for safety */
&& !::strcmp( prop->mKey.data, pKey )
&& prop->mSemantic == type
&& prop->mIndex == index)
{
// delete this entry
delete mProperties[i];
iOutIndex = i;
}
}
// Allocate a new material property
aiMaterialProperty* pcNew = new aiMaterialProperty();
// Fill this
pcNew->mType = pType;
pcNew->mSemantic = type;
pcNew->mIndex = index;
pcNew->mDataLength = pSizeInBytes;
pcNew->mData = new char[pSizeInBytes];
::memcpy (pcNew->mData,pInput,pSizeInBytes);
pcNew->mKey.length = ::strlen(pKey);
ai_assert ( MAXLEN > pcNew->mKey.length);
::strcpy( pcNew->mKey.data, pKey );
if (0xffffffff != iOutIndex) {
mProperties[iOutIndex] = pcNew;
return AI_SUCCESS;
}
// resize the array ... double the storage allocated
if (mNumProperties == mNumAllocated) {
const unsigned int iOld = mNumAllocated;
mNumAllocated *= 2;
aiMaterialProperty** ppTemp;
try {
ppTemp = new aiMaterialProperty*[mNumAllocated];
} catch (std::bad_alloc&) {
return AI_OUTOFMEMORY;
}
// just copy all items over; then replace the old array
::memcpy (ppTemp,mProperties,iOld * sizeof(void*));
delete[] mProperties;
mProperties = ppTemp;
}
// push back ...
mProperties[mNumProperties++] = pcNew;
return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
aiReturn MaterialHelper::AddProperty (const aiString* pInput,
const char* pKey,
unsigned int type,
unsigned int index)
{
// We don't want to add the whole buffer ..
return AddBinaryProperty(pInput,
(unsigned int)pInput->length+1+
(unsigned int)(((uint8_t*)&pInput->data - (uint8_t*)&pInput->length)),
pKey,
type,
index,
aiPTI_String);
}
// ------------------------------------------------------------------------------------------------
void MaterialHelper::CopyPropertyList(MaterialHelper* pcDest,
const MaterialHelper* pcSrc
)
{
ai_assert(NULL != pcDest);
ai_assert(NULL != pcSrc);
unsigned int iOldNum = pcDest->mNumProperties;
pcDest->mNumAllocated += pcSrc->mNumAllocated;
pcDest->mNumProperties += pcSrc->mNumProperties;
aiMaterialProperty** pcOld = pcDest->mProperties;
pcDest->mProperties = new aiMaterialProperty*[pcDest->mNumAllocated];
if (iOldNum && pcOld) {
for (unsigned int i = 0; i < iOldNum;++i) {
pcDest->mProperties[i] = pcOld[i];
}
delete[] pcOld;
}
for (unsigned int i = iOldNum; i< pcDest->mNumProperties;++i) {
aiMaterialProperty* propSrc = pcSrc->mProperties[i];
// search whether we have already a property with this name -> if yes, overwrite it
aiMaterialProperty* prop;
for (unsigned int q = 0; q < iOldNum;++q) {
prop = pcDest->mProperties[q];
if (prop /* just for safety */
&& prop->mKey == propSrc->mKey
&& prop->mSemantic == propSrc->mSemantic
&& prop->mIndex == propSrc->mIndex) {
delete prop;
// collapse the whole array ...
memmove(&pcDest->mProperties[q],&pcDest->mProperties[q+1],i-q);
i--;
pcDest->mNumProperties--;
}
}
// Allocate the output property and copy the source property
prop = pcDest->mProperties[i] = new aiMaterialProperty();
prop->mKey = propSrc->mKey;
prop->mDataLength = propSrc->mDataLength;
prop->mType = propSrc->mType;
prop->mSemantic = propSrc->mSemantic;
prop->mIndex = propSrc->mIndex;
prop->mData = new char[propSrc->mDataLength];
memcpy(prop->mData,propSrc->mData,prop->mDataLength);
}
return;
}