assimp/include/assimp/material.inl

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
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Copyright (c) 2006-2017, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
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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.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"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
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(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.
---------------------------------------------------------------------------
*/
/** @file material.inl
* @brief Defines the C++ getters for the material system
*/
#pragma once
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#ifndef AI_MATERIAL_INL_INC
#define AI_MATERIAL_INL_INC
// ---------------------------------------------------------------------------
inline aiPropertyTypeInfo ai_real_to_property_type_info(float)
{
return aiPTI_Float;
}
inline aiPropertyTypeInfo ai_real_to_property_type_info(double)
{
return aiPTI_Double;
}
// ---------------------------------------------------------------------------
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//! @cond never
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::GetTexture( aiTextureType type,
unsigned int index,
C_STRUCT aiString* path,
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aiTextureMapping* mapping /*= NULL*/,
unsigned int* uvindex /*= NULL*/,
ai_real* blend /*= NULL*/,
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aiTextureOp* op /*= NULL*/,
aiTextureMapMode* mapmode /*= NULL*/) const
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{
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return ::aiGetMaterialTexture(this,type,index,path,mapping,uvindex,blend,op,mapmode);
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}
// ---------------------------------------------------------------------------
inline unsigned int aiMaterial::GetTextureCount(aiTextureType type) const
{
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return ::aiGetMaterialTextureCount(this,type);
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}
// ---------------------------------------------------------------------------
template <typename Type>
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
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unsigned int idx, Type* pOut,
unsigned int* pMax) const
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{
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unsigned int iNum = pMax ? *pMax : 1;
const aiMaterialProperty* prop;
const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
(const aiMaterialProperty**)&prop);
if ( AI_SUCCESS == ret ) {
if (prop->mDataLength < sizeof(Type)*iNum) {
return AI_FAILURE;
}
if (prop->mType != aiPTI_Buffer) {
return AI_FAILURE;
}
iNum = std::min((size_t)iNum,prop->mDataLength / sizeof(Type));
::memcpy(pOut,prop->mData,iNum * sizeof(Type));
if (pMax) {
*pMax = iNum;
}
}
return ret;
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}
// ---------------------------------------------------------------------------
template <typename Type>
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
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unsigned int idx,Type& pOut) const
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{
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const aiMaterialProperty* prop;
const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
(const aiMaterialProperty**)&prop);
if ( AI_SUCCESS == ret ) {
if (prop->mDataLength < sizeof(Type)) {
return AI_FAILURE;
}
if (prop->mType != aiPTI_Buffer) {
return AI_FAILURE;
}
::memcpy(&pOut,prop->mData,sizeof(Type));
}
return ret;
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}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,ai_real* pOut,
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unsigned int* pMax) const
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{
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return ::aiGetMaterialFloatArray(this,pKey,type,idx,pOut,pMax);
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}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
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unsigned int idx,int* pOut,
unsigned int* pMax) const
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{
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return ::aiGetMaterialIntegerArray(this,pKey,type,idx,pOut,pMax);
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}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,ai_real& pOut) const
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{
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return aiGetMaterialFloat(this,pKey,type,idx,&pOut);
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}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
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unsigned int idx,int& pOut) const
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{
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return aiGetMaterialInteger(this,pKey,type,idx,&pOut);
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}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
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unsigned int idx,aiColor4D& pOut) const
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{
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return aiGetMaterialColor(this,pKey,type,idx,&pOut);
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}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
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unsigned int idx,aiColor3D& pOut) const
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{
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aiColor4D c;
const aiReturn ret = aiGetMaterialColor(this,pKey,type,idx,&c);
pOut = aiColor3D(c.r,c.g,c.b);
return ret;
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}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
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unsigned int idx,aiString& pOut) const
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{
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return aiGetMaterialString(this,pKey,type,idx,&pOut);
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}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
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unsigned int idx,aiUVTransform& pOut) const
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{
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return aiGetMaterialUVTransform(this,pKey,type,idx,&pOut);
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}
// ---------------------------------------------------------------------------
template<class TYPE>
aiReturn aiMaterial::AddProperty (const TYPE* pInput,
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const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(TYPE),
pKey,type,index,aiPTI_Buffer);
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}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const float* pInput,
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const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(float),
pKey,type,index,aiPTI_Float);
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}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const double* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(double),
pKey,type,index,aiPTI_Double);
}
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// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiUVTransform* pInput,
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const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiUVTransform),
pKey,type,index,ai_real_to_property_type_info(pInput->mRotation));
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}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiColor4D* pInput,
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const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor4D),
pKey,type,index,ai_real_to_property_type_info(pInput->a));
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}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiColor3D* pInput,
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const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor3D),
pKey,type,index,ai_real_to_property_type_info(pInput->b));
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}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiVector3D* pInput,
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const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiVector3D),
pKey,type,index,ai_real_to_property_type_info(pInput->x));
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}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const int* pInput,
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const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(int),
pKey,type,index,aiPTI_Integer);
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}
// ---------------------------------------------------------------------------
// The template specializations below are for backwards compatibility.
// The recommended way to add material properties is using the non-template
// overloads.
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<float>(const float* pInput,
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const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(float),
pKey,type,index,aiPTI_Float);
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}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<double>(const double* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(double),
pKey,type,index,aiPTI_Double);
}
// ---------------------------------------------------------------------------
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template<>
inline aiReturn aiMaterial::AddProperty<aiUVTransform>(const aiUVTransform* pInput,
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const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiUVTransform),
pKey,type,index,aiPTI_Float);
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}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiColor4D>(const aiColor4D* pInput,
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const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor4D),
pKey,type,index,aiPTI_Float);
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}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiColor3D>(const aiColor3D* pInput,
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const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor3D),
pKey,type,index,aiPTI_Float);
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}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiVector3D>(const aiVector3D* pInput,
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const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiVector3D),
pKey,type,index,aiPTI_Float);
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}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<int>(const int* pInput,
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const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(int),
pKey,type,index,aiPTI_Integer);
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}
//! @endcond
#endif //! AI_MATERIAL_INL_INC