Add GetEmbeddedTextureAndIndex() to aiScene.
It allows the caller to get the index of the embedded texture that is always computed anyway.pull/3945/head
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@ -397,22 +397,27 @@ struct aiScene
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//! Returns an embedded texture
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const aiTexture* GetEmbeddedTexture(const char* filename) const {
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return GetEmbeddedTextureAndIndex(filename).first;
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}
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//! Returns an embedded texture and its index
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std::pair<const aiTexture*, int> GetEmbeddedTextureAndIndex(const char* filename) const {
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// lookup using texture ID (if referenced like: "*1", "*2", etc.)
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if ('*' == *filename) {
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int index = std::atoi(filename + 1);
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if (0 > index || mNumTextures <= static_cast<unsigned>(index))
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return nullptr;
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return mTextures[index];
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return std::make_pair(nullptr, -1);
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return std::make_pair(mTextures[index], index);
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}
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// lookup using filename
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const char* shortFilename = GetShortFilename(filename);
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for (unsigned int i = 0; i < mNumTextures; i++) {
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const char* shortTextureFilename = GetShortFilename(mTextures[i]->mFilename.C_Str());
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if (strcmp(shortTextureFilename, shortFilename) == 0) {
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return mTextures[i];
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return std::make_pair(mTextures[i], i);
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}
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}
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return nullptr;
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return std::make_pair(nullptr, -1);
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}
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#endif // __cplusplus
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