Merge branch 'master' into findDegeneratesOptimization

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp 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 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
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/// \file AMFImporter_Postprocess.cpp
/// \brief Convert built scenegraph and objects to Assimp scenegraph.
/// \date 2016
/// \author smal.root@gmail.com
#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER
#include "AMFImporter.hpp"
// Header files, Assimp.
#include <assimp/SceneCombiner.h>
#include <assimp/StandardShapes.h>
#include <assimp/StringUtils.h>
// Header files, stdlib.
#include <iterator>
namespace Assimp
{
aiColor4D AMFImporter::SPP_Material::GetColor(const float /*pX*/, const float /*pY*/, const float /*pZ*/) const
{
aiColor4D tcol;
// Check if stored data are supported.
if(!Composition.empty())
{
throw DeadlyImportError("IME. GetColor for composition");
}
else if(Color->Composed)
{
throw DeadlyImportError("IME. GetColor, composed color");
}
else
{
tcol = Color->Color;
}
// Check if default color must be used
if((tcol.r == 0) && (tcol.g == 0) && (tcol.b == 0) && (tcol.a == 0))
{
tcol.r = 0.5f;
tcol.g = 0.5f;
tcol.b = 0.5f;
tcol.a = 1;
}
return tcol;
}
void AMFImporter::PostprocessHelper_CreateMeshDataArray(const AMFMesh& pNodeElement, std::vector<aiVector3D>& pVertexCoordinateArray,
std::vector<AMFColor*>& pVertexColorArray) const
{
AMFVertices* vn = nullptr;
size_t col_idx;
// All data stored in "vertices", search for it.
for(AMFNodeElementBase* ne_child: pNodeElement.Child)
{
if(ne_child->Type == AMFNodeElementBase::ENET_Vertices) vn = (AMFVertices*)ne_child;
}
// If "vertices" not found then no work for us.
if(vn == nullptr) return;
pVertexCoordinateArray.reserve(vn->Child.size());// all coordinates stored as child and we need to reserve space for future push_back's.
pVertexColorArray.resize(vn->Child.size());// colors count equal vertices count.
col_idx = 0;
// Inside vertices collect all data and place to arrays
for(AMFNodeElementBase* vn_child: vn->Child)
{
// vertices, colors
if(vn_child->Type == AMFNodeElementBase::ENET_Vertex)
{
// by default clear color for current vertex
pVertexColorArray[col_idx] = nullptr;
for(AMFNodeElementBase* vtx: vn_child->Child)
{
if(vtx->Type == AMFNodeElementBase::ENET_Coordinates)
{
pVertexCoordinateArray.push_back(((AMFCoordinates*)vtx)->Coordinate);
continue;
}
if(vtx->Type == AMFNodeElementBase::ENET_Color)
{
pVertexColorArray[col_idx] = (AMFColor*)vtx;
continue;
}
}// for(CAMFImporter_NodeElement* vtx: vn_child->Child)
col_idx++;
}// if(vn_child->Type == CAMFImporter_NodeElement::ENET_Vertex)
}// for(CAMFImporter_NodeElement* vn_child: vn->Child)
}
size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string& pID_R, const std::string& pID_G, const std::string& pID_B,
const std::string& pID_A)
{
size_t TextureConverted_Index;
std::string TextureConverted_ID;
// check input data
if(pID_R.empty() && pID_G.empty() && pID_B.empty() && pID_A.empty())
throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. At least one texture ID must be defined.");
// Create ID
TextureConverted_ID = pID_R + "_" + pID_G + "_" + pID_B + "_" + pID_A;
// Check if texture specified by set of IDs is converted already.
TextureConverted_Index = 0;
for(const SPP_Texture& tex_convd: mTexture_Converted)
{
if ( tex_convd.ID == TextureConverted_ID ) {
return TextureConverted_Index;
} else {
++TextureConverted_Index;
}
}
//
// Converted texture not found, create it.
//
AMFTexture* src_texture[4]{nullptr};
std::vector<AMFTexture*> src_texture_4check;
SPP_Texture converted_texture;
{// find all specified source textures
AMFNodeElementBase* t_tex;
// R
if(!pID_R.empty())
{
if(!Find_NodeElement(pID_R, AMFNodeElementBase::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_R);
src_texture[0] = (AMFTexture*)t_tex;
src_texture_4check.push_back((AMFTexture*)t_tex);
}
else
{
src_texture[0] = nullptr;
}
// G
if(!pID_G.empty())
{
if(!Find_NodeElement(pID_G, AMFNodeElementBase::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_G);
src_texture[1] = (AMFTexture*)t_tex;
src_texture_4check.push_back((AMFTexture*)t_tex);
}
else
{
src_texture[1] = nullptr;
}
// B
if(!pID_B.empty())
{
if(!Find_NodeElement(pID_B, AMFNodeElementBase::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_B);
src_texture[2] = (AMFTexture*)t_tex;
src_texture_4check.push_back((AMFTexture*)t_tex);
}
else
{
src_texture[2] = nullptr;
}
// A
if(!pID_A.empty())
{
if(!Find_NodeElement(pID_A, AMFNodeElementBase::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_A);
src_texture[3] = (AMFTexture*)t_tex;
src_texture_4check.push_back((AMFTexture*)t_tex);
}
else
{
src_texture[3] = nullptr;
}
}// END: find all specified source textures
// check that all textures has same size
if(src_texture_4check.size() > 1)
{
for (size_t i = 0, i_e = (src_texture_4check.size() - 1); i < i_e; i++)
{
if((src_texture_4check[i]->Width != src_texture_4check[i + 1]->Width) || (src_texture_4check[i]->Height != src_texture_4check[i + 1]->Height) ||
(src_texture_4check[i]->Depth != src_texture_4check[i + 1]->Depth))
{
throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. Source texture must has the same size.");
}
}
}// if(src_texture_4check.size() > 1)
// set texture attributes
converted_texture.Width = src_texture_4check[0]->Width;
converted_texture.Height = src_texture_4check[0]->Height;
converted_texture.Depth = src_texture_4check[0]->Depth;
// if one of source texture is tiled then converted texture is tiled too.
converted_texture.Tiled = false;
for(uint8_t i = 0; i < src_texture_4check.size(); i++) converted_texture.Tiled |= src_texture_4check[i]->Tiled;
// Create format hint.
strcpy(converted_texture.FormatHint, "rgba0000");// copy initial string.
if(!pID_R.empty()) converted_texture.FormatHint[4] = '8';
if(!pID_G.empty()) converted_texture.FormatHint[5] = '8';
if(!pID_B.empty()) converted_texture.FormatHint[6] = '8';
if(!pID_A.empty()) converted_texture.FormatHint[7] = '8';
//
// Сopy data of textures.
//
size_t tex_size = 0;
size_t step = 0;
size_t off_g = 0;
size_t off_b = 0;
// Calculate size of the target array and rule how data will be copied.
if(!pID_R.empty() && nullptr != src_texture[ 0 ] ) {
tex_size += src_texture[0]->Data.size(); step++, off_g++, off_b++;
}
if(!pID_G.empty() && nullptr != src_texture[ 1 ] ) {
tex_size += src_texture[1]->Data.size(); step++, off_b++;
}
if(!pID_B.empty() && nullptr != src_texture[ 2 ] ) {
tex_size += src_texture[2]->Data.size(); step++;
}
if(!pID_A.empty() && nullptr != src_texture[ 3 ] ) {
tex_size += src_texture[3]->Data.size(); step++;
}
// Create target array.
converted_texture.Data = new uint8_t[tex_size];
// And copy data
auto CopyTextureData = [&](const std::string& pID, const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void
{
if(!pID.empty())
{
for(size_t idx_target = pOffset, idx_src = 0; idx_target < tex_size; idx_target += pStep, idx_src++) {
AMFTexture* tex = src_texture[pSrcTexNum];
ai_assert(tex);
converted_texture.Data[idx_target] = tex->Data.at(idx_src);
}
}
};// auto CopyTextureData = [&](const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void
CopyTextureData(pID_R, 0, step, 0);
CopyTextureData(pID_G, off_g, step, 1);
CopyTextureData(pID_B, off_b, step, 2);
CopyTextureData(pID_A, step - 1, step, 3);
// Store new converted texture ID
converted_texture.ID = TextureConverted_ID;
// Store new converted texture
mTexture_Converted.push_back(converted_texture);
return TextureConverted_Index;
}
void AMFImporter::PostprocessHelper_SplitFacesByTextureID(std::list<SComplexFace>& pInputList, std::list<std::list<SComplexFace> >& pOutputList_Separated)
{
auto texmap_is_equal = [](const AMFTexMap* pTexMap1, const AMFTexMap* pTexMap2) -> bool
{
if((pTexMap1 == nullptr) && (pTexMap2 == nullptr)) return true;
if(pTexMap1 == nullptr) return false;
if(pTexMap2 == nullptr) return false;
if(pTexMap1->TextureID_R != pTexMap2->TextureID_R) return false;
if(pTexMap1->TextureID_G != pTexMap2->TextureID_G) return false;
if(pTexMap1->TextureID_B != pTexMap2->TextureID_B) return false;
if(pTexMap1->TextureID_A != pTexMap2->TextureID_A) return false;
return true;
};
pOutputList_Separated.clear();
if(pInputList.empty()) return;
do
{
SComplexFace face_start = pInputList.front();
std::list<SComplexFace> face_list_cur;
for(std::list<SComplexFace>::iterator it = pInputList.begin(), it_end = pInputList.end(); it != it_end;)
{
if(texmap_is_equal(face_start.TexMap, it->TexMap))
{
auto it_old = it;
++it;
face_list_cur.push_back(*it_old);
pInputList.erase(it_old);
}
else
{
++it;
}
}
if(!face_list_cur.empty()) pOutputList_Separated.push_back(face_list_cur);
} while(!pInputList.empty());
}
void AMFImporter::Postprocess_AddMetadata(const std::list<AMFMetadata*>& metadataList, aiNode& sceneNode) const
{
if ( !metadataList.empty() )
{
if(sceneNode.mMetaData != nullptr) throw DeadlyImportError("Postprocess. MetaData member in node are not nullptr. Something went wrong.");
// copy collected metadata to output node.
sceneNode.mMetaData = aiMetadata::Alloc( static_cast<unsigned int>(metadataList.size()) );
size_t meta_idx( 0 );
for(const AMFMetadata& metadata: metadataList)
{
sceneNode.mMetaData->Set(static_cast<unsigned int>(meta_idx++), metadata.Type, aiString(metadata.Value));
}
}// if(!metadataList.empty())
}
void AMFImporter::Postprocess_BuildNodeAndObject(const AMFObject& pNodeElement, std::list<aiMesh*>& pMeshList, aiNode** pSceneNode)
{
AMFColor* object_color = nullptr;
// create new aiNode and set name as <object> has.
*pSceneNode = new aiNode;
(*pSceneNode)->mName = pNodeElement.ID;
// read mesh and color
for(const AMFNodeElementBase* ne_child: pNodeElement.Child)
{
std::vector<aiVector3D> vertex_arr;
std::vector<AMFColor*> color_arr;
// color for object
if(ne_child->Type == AMFNodeElementBase::ENET_Color) object_color = (AMFColor*)ne_child;
if(ne_child->Type == AMFNodeElementBase::ENET_Mesh)
{
// Create arrays from children of mesh: vertices.
PostprocessHelper_CreateMeshDataArray(*((AMFMesh*)ne_child), vertex_arr, color_arr);
// Use this arrays as a source when creating every aiMesh
Postprocess_BuildMeshSet(*((AMFMesh*)ne_child), vertex_arr, color_arr, object_color, pMeshList, **pSceneNode);
}
}// for(const CAMFImporter_NodeElement* ne_child: pNodeElement)
}
void AMFImporter::Postprocess_BuildMeshSet(const AMFMesh& pNodeElement, const std::vector<aiVector3D>& pVertexCoordinateArray,
const std::vector<AMFColor*>& pVertexColorArray,
const AMFColor* pObjectColor, std::list<aiMesh*>& pMeshList, aiNode& pSceneNode)
{
std::list<unsigned int> mesh_idx;
// all data stored in "volume", search for it.
for(const AMFNodeElementBase* ne_child: pNodeElement.Child)
{
const AMFColor* ne_volume_color = nullptr;
const SPP_Material* cur_mat = nullptr;
if(ne_child->Type == AMFNodeElementBase::ENET_Volume)
{
/******************* Get faces *******************/
const AMFVolume* ne_volume = reinterpret_cast<const AMFVolume*>(ne_child);
std::list<SComplexFace> complex_faces_list;// List of the faces of the volume.
std::list<std::list<SComplexFace> > complex_faces_toplist;// List of the face list for every mesh.
// check if volume use material
if(!ne_volume->MaterialID.empty())
{
if(!Find_ConvertedMaterial(ne_volume->MaterialID, &cur_mat)) Throw_ID_NotFound(ne_volume->MaterialID);
}
// inside "volume" collect all data and place to arrays or create new objects
for(const AMFNodeElementBase* ne_volume_child: ne_volume->Child)
{
// color for volume
if(ne_volume_child->Type == AMFNodeElementBase::ENET_Color)
{
ne_volume_color = reinterpret_cast<const AMFColor*>(ne_volume_child);
}
else if(ne_volume_child->Type == AMFNodeElementBase::ENET_Triangle)// triangles, triangles colors
{
const AMFTriangle& tri_al = *reinterpret_cast<const AMFTriangle*>(ne_volume_child);
SComplexFace complex_face;
// initialize pointers
complex_face.Color = nullptr;
complex_face.TexMap = nullptr;
// get data from triangle children: color, texture coordinates.
if(tri_al.Child.size())
{
for(const AMFNodeElementBase* ne_triangle_child: tri_al.Child)
{
if(ne_triangle_child->Type == AMFNodeElementBase::ENET_Color)
complex_face.Color = reinterpret_cast<const AMFColor*>(ne_triangle_child);
else if(ne_triangle_child->Type == AMFNodeElementBase::ENET_TexMap)
complex_face.TexMap = reinterpret_cast<const AMFTexMap*>(ne_triangle_child);
}
}// if(tri_al.Child.size())
// create new face and store it.
complex_face.Face.mNumIndices = 3;
complex_face.Face.mIndices = new unsigned int[3];
complex_face.Face.mIndices[0] = static_cast<unsigned int>(tri_al.V[0]);
complex_face.Face.mIndices[1] = static_cast<unsigned int>(tri_al.V[1]);
complex_face.Face.mIndices[2] = static_cast<unsigned int>(tri_al.V[2]);
complex_faces_list.push_back(complex_face);
}
}// for(const CAMFImporter_NodeElement* ne_volume_child: ne_volume->Child)
/**** Split faces list: one list per mesh ****/
PostprocessHelper_SplitFacesByTextureID(complex_faces_list, complex_faces_toplist);
/***** Create mesh for every faces list ******/
for(std::list<SComplexFace>& face_list_cur: complex_faces_toplist)
{
auto VertexIndex_GetMinimal = [](const std::list<SComplexFace>& pFaceList, const size_t* pBiggerThan) -> size_t
{
size_t rv;
if(pBiggerThan != nullptr)
{
bool found = false;
for(const SComplexFace& face: pFaceList)
{
for(size_t idx_vert = 0; idx_vert < face.Face.mNumIndices; idx_vert++)
{
if(face.Face.mIndices[idx_vert] > *pBiggerThan)
{
rv = face.Face.mIndices[idx_vert];
found = true;
break;
}
}
if(found) break;
}
if(!found) return *pBiggerThan;
}
else
{
rv = pFaceList.front().Face.mIndices[0];
}// if(pBiggerThan != nullptr) else
for(const SComplexFace& face: pFaceList)
{
for(size_t vi = 0; vi < face.Face.mNumIndices; vi++)
{
if(face.Face.mIndices[vi] < rv)
{
if(pBiggerThan != nullptr)
{
if(face.Face.mIndices[vi] > *pBiggerThan) rv = face.Face.mIndices[vi];
}
else
{
rv = face.Face.mIndices[vi];
}
}
}
}// for(const SComplexFace& face: pFaceList)
return rv;
};// auto VertexIndex_GetMinimal = [](const std::list<SComplexFace>& pFaceList, const size_t* pBiggerThan) -> size_t
auto VertexIndex_Replace = [](std::list<SComplexFace>& pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void
{
for(const SComplexFace& face: pFaceList)
{
for(size_t vi = 0; vi < face.Face.mNumIndices; vi++)
{
if(face.Face.mIndices[vi] == pIdx_From) face.Face.mIndices[vi] = static_cast<unsigned int>(pIdx_To);
}
}
};// auto VertexIndex_Replace = [](std::list<SComplexFace>& pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void
auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D
{
// Color priorities(In descending order):
// 1. triangle color;
// 2. vertex color;
// 3. volume color;
// 4. object color;
// 5. material;
// 6. default - invisible coat.
//
// Fill vertices colors in color priority list above that's points from 1 to 6.
if((pIdx < pVertexColorArray.size()) && (pVertexColorArray[pIdx] != nullptr))// check for vertex color
{
if(pVertexColorArray[pIdx]->Composed)
throw DeadlyImportError("IME: vertex color composed");
else
return pVertexColorArray[pIdx]->Color;
}
else if(ne_volume_color != nullptr)// check for volume color
{
if(ne_volume_color->Composed)
throw DeadlyImportError("IME: volume color composed");
else
return ne_volume_color->Color;
}
else if(pObjectColor != nullptr)// check for object color
{
if(pObjectColor->Composed)
throw DeadlyImportError("IME: object color composed");
else
return pObjectColor->Color;
}
else if(cur_mat != nullptr)// check for material
{
return cur_mat->GetColor(pVertexCoordinateArray.at(pIdx).x, pVertexCoordinateArray.at(pIdx).y, pVertexCoordinateArray.at(pIdx).z);
}
else// set default color.
{
return {0, 0, 0, 0};
}// if((vi < pVertexColorArray.size()) && (pVertexColorArray[vi] != nullptr)) else
};// auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D
aiMesh* tmesh = new aiMesh;
tmesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;// Only triangles is supported by AMF.
//
// set geometry and colors (vertices)
//
// copy faces/triangles
tmesh->mNumFaces = static_cast<unsigned int>(face_list_cur.size());
tmesh->mFaces = new aiFace[tmesh->mNumFaces];
// Create vertices list and optimize indices. Optimisation mean following.In AMF all volumes use one big list of vertices. And one volume
// can use only part of vertices list, for example: vertices list contain few thousands of vertices and volume use vertices 1, 3, 10.
// Do you need all this thousands of garbage? Of course no. So, optimisation step transformate sparse indices set to continuous.
size_t VertexCount_Max = tmesh->mNumFaces * 3;// 3 - triangles.
std::vector<aiVector3D> vert_arr, texcoord_arr;
std::vector<aiColor4D> col_arr;
vert_arr.reserve(VertexCount_Max * 2);// "* 2" - see below TODO.
col_arr.reserve(VertexCount_Max * 2);
{// fill arrays
size_t vert_idx_from, vert_idx_to;
// first iteration.
vert_idx_to = 0;
vert_idx_from = VertexIndex_GetMinimal(face_list_cur, nullptr);
vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from));
col_arr.push_back(Vertex_CalculateColor(vert_idx_from));
if(vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to);
// rest iterations
do
{
vert_idx_from = VertexIndex_GetMinimal(face_list_cur, &vert_idx_to);
if(vert_idx_from == vert_idx_to) break;// all indices are transferred,
vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from));
col_arr.push_back(Vertex_CalculateColor(vert_idx_from));
vert_idx_to++;
if(vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to);
} while(true);
}// fill arrays. END.
//
// check if triangle colors are used and create additional faces if needed.
//
for(const SComplexFace& face_cur: face_list_cur)
{
if(face_cur.Color != nullptr)
{
aiColor4D face_color;
size_t vert_idx_new = vert_arr.size();
if(face_cur.Color->Composed)
throw DeadlyImportError("IME: face color composed");
else
face_color = face_cur.Color->Color;
for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
{
vert_arr.push_back(vert_arr.at(face_cur.Face.mIndices[idx_ind]));
col_arr.push_back(face_color);
face_cur.Face.mIndices[idx_ind] = static_cast<unsigned int>(vert_idx_new++);
}
}// if(face_cur.Color != nullptr)
}// for(const SComplexFace& face_cur: face_list_cur)
//
// if texture is used then copy texture coordinates too.
//
if(face_list_cur.front().TexMap != nullptr)
{
size_t idx_vert_new = vert_arr.size();
///TODO: clean unused vertices. "* 2": in certain cases - mesh full of triangle colors - vert_arr will contain duplicated vertices for
/// colored triangles and initial vertices (for colored vertices) which in real became unused. This part need more thinking about
/// optimisation.
bool* idx_vert_used;
idx_vert_used = new bool[VertexCount_Max * 2];
for(size_t i = 0, i_e = VertexCount_Max * 2; i < i_e; i++) idx_vert_used[i] = false;
// This ID's will be used when set materials ID in scene.
tmesh->mMaterialIndex = static_cast<unsigned int>(PostprocessHelper_GetTextureID_Or_Create(face_list_cur.front().TexMap->TextureID_R,
face_list_cur.front().TexMap->TextureID_G,
face_list_cur.front().TexMap->TextureID_B,
face_list_cur.front().TexMap->TextureID_A));
texcoord_arr.resize(VertexCount_Max * 2);
for(const SComplexFace& face_cur: face_list_cur)
{
for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
{
const size_t idx_vert = face_cur.Face.mIndices[idx_ind];
if(!idx_vert_used[idx_vert])
{
texcoord_arr.at(idx_vert) = face_cur.TexMap->TextureCoordinate[idx_ind];
idx_vert_used[idx_vert] = true;
}
else if(texcoord_arr.at(idx_vert) != face_cur.TexMap->TextureCoordinate[idx_ind])
{
// in that case one vertex is shared with many texture coordinates. We need to duplicate vertex with another texture
// coordinates.
vert_arr.push_back(vert_arr.at(idx_vert));
col_arr.push_back(col_arr.at(idx_vert));
texcoord_arr.at(idx_vert_new) = face_cur.TexMap->TextureCoordinate[idx_ind];
face_cur.Face.mIndices[idx_ind] = static_cast<unsigned int>(idx_vert_new++);
}
}// for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
}// for(const SComplexFace& face_cur: face_list_cur)
delete [] idx_vert_used;
// shrink array
texcoord_arr.resize(idx_vert_new);
}// if(face_list_cur.front().TexMap != nullptr)
//
// copy collected data to mesh
//
tmesh->mNumVertices = static_cast<unsigned int>(vert_arr.size());
tmesh->mVertices = new aiVector3D[tmesh->mNumVertices];
tmesh->mColors[0] = new aiColor4D[tmesh->mNumVertices];
memcpy(tmesh->mVertices, vert_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D));
memcpy(tmesh->mColors[0], col_arr.data(), tmesh->mNumVertices * sizeof(aiColor4D));
if(texcoord_arr.size() > 0)
{
tmesh->mTextureCoords[0] = new aiVector3D[tmesh->mNumVertices];
memcpy(tmesh->mTextureCoords[0], texcoord_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D));
tmesh->mNumUVComponents[0] = 2;// U and V stored in "x", "y" of aiVector3D.
}
size_t idx_face = 0;
for(const SComplexFace& face_cur: face_list_cur) tmesh->mFaces[idx_face++] = face_cur.Face;
// store new aiMesh
mesh_idx.push_back(static_cast<unsigned int>(pMeshList.size()));
pMeshList.push_back(tmesh);
}// for(const std::list<SComplexFace>& face_list_cur: complex_faces_toplist)
}// if(ne_child->Type == CAMFImporter_NodeElement::ENET_Volume)
}// for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
// if meshes was created then assign new indices with current aiNode
if(!mesh_idx.empty())
{
std::list<unsigned int>::const_iterator mit = mesh_idx.begin();
pSceneNode.mNumMeshes = static_cast<unsigned int>(mesh_idx.size());
pSceneNode.mMeshes = new unsigned int[pSceneNode.mNumMeshes];
for(size_t i = 0; i < pSceneNode.mNumMeshes; i++) pSceneNode.mMeshes[i] = *mit++;
}// if(mesh_idx.size() > 0)
}
void AMFImporter::Postprocess_BuildMaterial(const AMFMaterial& pMaterial)
{
SPP_Material new_mat;
new_mat.ID = pMaterial.ID;
for(const AMFNodeElementBase* mat_child: pMaterial.Child)
{
if(mat_child->Type == AMFNodeElementBase::ENET_Color)
{
new_mat.Color = (AMFColor*)mat_child;
}
else if(mat_child->Type == AMFNodeElementBase::ENET_Metadata)
{
new_mat.Metadata.push_back((AMFMetadata*)mat_child);
}
}// for(const CAMFImporter_NodeElement* mat_child; pMaterial.Child)
// place converted material to special list
mMaterial_Converted.push_back(new_mat);
}
void AMFImporter::Postprocess_BuildConstellation(AMFConstellation& pConstellation, std::list<aiNode*>& pNodeList) const
{
aiNode* con_node;
std::list<aiNode*> ch_node;
// We will build next hierarchy:
// aiNode as parent (<constellation>) for set of nodes as a children
// |- aiNode for transformation (<instance> -> <delta...>, <r...>) - aiNode for pointing to object ("objectid")
// ...
// \_ aiNode for transformation (<instance> -> <delta...>, <r...>) - aiNode for pointing to object ("objectid")
con_node = new aiNode;
con_node->mName = pConstellation.ID;
// Walk through children and search for instances of another objects, constellations.
for(const AMFNodeElementBase* ne: pConstellation.Child)
{
aiMatrix4x4 tmat;
aiNode* t_node;
aiNode* found_node;
if(ne->Type == AMFNodeElementBase::ENET_Metadata) continue;
if(ne->Type != AMFNodeElementBase::ENET_Instance) throw DeadlyImportError("Only <instance> nodes can be in <constellation>.");
// create alias for conveniance
AMFInstance& als = *((AMFInstance*)ne);
// find referenced object
if(!Find_ConvertedNode(als.ObjectID, pNodeList, &found_node)) Throw_ID_NotFound(als.ObjectID);
// create node for applying transformation
t_node = new aiNode;
t_node->mParent = con_node;
// apply transformation
aiMatrix4x4::Translation(als.Delta, tmat), t_node->mTransformation *= tmat;
aiMatrix4x4::RotationX(als.Rotation.x, tmat), t_node->mTransformation *= tmat;
aiMatrix4x4::RotationY(als.Rotation.y, tmat), t_node->mTransformation *= tmat;
aiMatrix4x4::RotationZ(als.Rotation.z, tmat), t_node->mTransformation *= tmat;
// create array for one child node
t_node->mNumChildren = 1;
t_node->mChildren = new aiNode*[t_node->mNumChildren];
SceneCombiner::Copy(&t_node->mChildren[0], found_node);
t_node->mChildren[0]->mParent = t_node;
ch_node.push_back(t_node);
}// for(const CAMFImporter_NodeElement* ne: pConstellation.Child)
// copy found aiNode's as children
if(ch_node.empty()) throw DeadlyImportError("<constellation> must have at least one <instance>.");
size_t ch_idx = 0;
con_node->mNumChildren = static_cast<unsigned int>(ch_node.size());
con_node->mChildren = new aiNode*[con_node->mNumChildren];
for(aiNode* node: ch_node) con_node->mChildren[ch_idx++] = node;
// and place "root" of <constellation> node to node list
pNodeList.push_back(con_node);
}
void AMFImporter::Postprocess_BuildScene(aiScene* pScene)
{
std::list<aiNode*> node_list;
std::list<aiMesh*> mesh_list;
std::list<AMFMetadata*> meta_list;
//
// Because for AMF "material" is just complex colors mixing so aiMaterial will not be used.
// For building aiScene we are must to do few steps:
// at first creating root node for aiScene.
pScene->mRootNode = new aiNode;
pScene->mRootNode->mParent = nullptr;
pScene->mFlags |= AI_SCENE_FLAGS_ALLOW_SHARED;
// search for root(<amf>) element
AMFNodeElementBase* root_el = nullptr;
for(AMFNodeElementBase* ne: mNodeElement_List)
{
if(ne->Type != AMFNodeElementBase::ENET_Root) continue;
root_el = ne;
break;
}// for(const CAMFImporter_NodeElement* ne: mNodeElement_List)
// Check if root element are found.
if(root_el == nullptr) throw DeadlyImportError("Root(<amf>) element not found.");
// after that walk through children of root and collect data. Five types of nodes can be placed at top level - in <amf>: <object>, <material>, <texture>,
// <constellation> and <metadata>. But at first we must read <material> and <texture> because they will be used in <object>. <metadata> can be read
// at any moment.
//
// 1. <material>
// 2. <texture> will be converted later when processing triangles list. \sa Postprocess_BuildMeshSet
for(const AMFNodeElementBase* root_child: root_el->Child)
{
if(root_child->Type == AMFNodeElementBase::ENET_Material) Postprocess_BuildMaterial(*((AMFMaterial*)root_child));
}
// After "appearance" nodes we must read <object> because it will be used in <constellation> -> <instance>.
//
// 3. <object>
for(const AMFNodeElementBase* root_child: root_el->Child)
{
if(root_child->Type == AMFNodeElementBase::ENET_Object)
{
aiNode* tnode = nullptr;
// for <object> mesh and node must be built: object ID assigned to aiNode name and will be used in future for <instance>
Postprocess_BuildNodeAndObject(*((AMFObject*)root_child), mesh_list, &tnode);
if(tnode != nullptr) node_list.push_back(tnode);
}
}// for(const CAMFImporter_NodeElement* root_child: root_el->Child)
// And finally read rest of nodes.
//
for(const AMFNodeElementBase* root_child: root_el->Child)
{
// 4. <constellation>
if(root_child->Type == AMFNodeElementBase::ENET_Constellation)
{
// <object> and <constellation> at top of self abstraction use aiNode. So we can use only aiNode list for creating new aiNode's.
Postprocess_BuildConstellation(*((AMFConstellation*)root_child), node_list);
}
// 5, <metadata>
if(root_child->Type == AMFNodeElementBase::ENET_Metadata) meta_list.push_back((AMFMetadata*)root_child);
}// for(const CAMFImporter_NodeElement* root_child: root_el->Child)
// at now we can add collected metadata to root node
Postprocess_AddMetadata(meta_list, *pScene->mRootNode);
//
// Check constellation children
//
// As said in specification:
// "When multiple objects and constellations are defined in a single file, only the top level objects and constellations are available for printing."
// What that means? For example: if some object is used in constellation then you must show only constellation but not original object.
// And at this step we are checking that relations.
nl_clean_loop:
if(node_list.size() > 1)
{
// walk through all nodes
for(std::list<aiNode*>::iterator nl_it = node_list.begin(); nl_it != node_list.end(); ++nl_it)
{
// and try to find them in another top nodes.
std::list<aiNode*>::const_iterator next_it = nl_it;
++next_it;
for(; next_it != node_list.end(); ++next_it)
{
if((*next_it)->FindNode((*nl_it)->mName) != nullptr)
{
// if current top node(nl_it) found in another top node then erase it from node_list and restart search loop.
node_list.erase(nl_it);
goto nl_clean_loop;
}
}// for(; next_it != node_list.end(); next_it++)
}// for(std::list<aiNode*>::const_iterator nl_it = node_list.begin(); nl_it != node_list.end(); nl_it++)
}
//
// move created objects to aiScene
//
//
// Nodes
if(!node_list.empty())
{
std::list<aiNode*>::const_iterator nl_it = node_list.begin();
pScene->mRootNode->mNumChildren = static_cast<unsigned int>(node_list.size());
pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
for(size_t i = 0; i < pScene->mRootNode->mNumChildren; i++)
{
// Objects and constellation that must be showed placed at top of hierarchy in <amf> node. So all aiNode's in node_list must have
// mRootNode only as parent.
(*nl_it)->mParent = pScene->mRootNode;
pScene->mRootNode->mChildren[i] = *nl_it++;
}
}// if(node_list.size() > 0)
//
// Meshes
if(!mesh_list.empty())
{
std::list<aiMesh*>::const_iterator ml_it = mesh_list.begin();
pScene->mNumMeshes = static_cast<unsigned int>(mesh_list.size());
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
for(size_t i = 0; i < pScene->mNumMeshes; i++) pScene->mMeshes[i] = *ml_it++;
}// if(mesh_list.size() > 0)
//
// Textures
pScene->mNumTextures = static_cast<unsigned int>(mTexture_Converted.size());
if(pScene->mNumTextures > 0)
{
size_t idx;
idx = 0;
pScene->mTextures = new aiTexture*[pScene->mNumTextures];
for(const SPP_Texture& tex_convd: mTexture_Converted)
{
pScene->mTextures[idx] = new aiTexture;
pScene->mTextures[idx]->mWidth = static_cast<unsigned int>(tex_convd.Width);
pScene->mTextures[idx]->mHeight = static_cast<unsigned int>(tex_convd.Height);
pScene->mTextures[idx]->pcData = (aiTexel*)tex_convd.Data;
// texture format description.
strcpy(pScene->mTextures[idx]->achFormatHint, tex_convd.FormatHint);
idx++;
}// for(const SPP_Texture& tex_convd: mTexture_Converted)
// Create materials for embedded textures.
idx = 0;
pScene->mNumMaterials = static_cast<unsigned int>(mTexture_Converted.size());
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
for(const SPP_Texture& tex_convd: mTexture_Converted)
{
const aiString texture_id(AI_EMBEDDED_TEXNAME_PREFIX + to_string(idx));
const int mode = aiTextureOp_Multiply;
const int repeat = tex_convd.Tiled ? 1 : 0;
pScene->mMaterials[idx] = new aiMaterial;
pScene->mMaterials[idx]->AddProperty(&texture_id, AI_MATKEY_TEXTURE_DIFFUSE(0));
pScene->mMaterials[idx]->AddProperty(&mode, 1, AI_MATKEY_TEXOP_DIFFUSE(0));
pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
idx++;
}
}// if(pScene->mNumTextures > 0)
}// END: after that walk through children of root and collect data
}// namespace Assimp
#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER

View File

@ -137,10 +137,14 @@ void ObjFileMtlImporter::load() {
} break; } break;
case 'T': { case 'T': {
++m_DataIt; ++m_DataIt;
if (*m_DataIt == 'f') // Material transmission // Material transmission color
{ if (*m_DataIt == 'f') {
++m_DataIt; ++m_DataIt;
getColorRGBA(&m_pModel->m_pCurrentMaterial->transparent); getColorRGBA(&m_pModel->m_pCurrentMaterial->transparent);
} else if (*m_DataIt == 'r') {
// Material transmission alpha value
++m_DataIt;
getFloatValue(m_pModel->m_pCurrentMaterial->alpha);
} }
m_DataIt = skipLine<DataArrayIt>(m_DataIt, m_DataItEnd, m_uiLine); m_DataIt = skipLine<DataArrayIt>(m_DataIt, m_DataItEnd, m_uiLine);
} break; } break;

View File

@ -402,7 +402,7 @@ aiMaterial::~aiMaterial() {
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
aiString aiMaterial::GetName() { aiString aiMaterial::GetName() const {
aiString name; aiString name;
Get(AI_MATKEY_NAME, name); Get(AI_MATKEY_NAME, name);

View File

@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2020, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. All rights reserved.
Redistribution and use of this software in source and binary forms, Redistribution and use of this software in source and binary forms,
@ -80,8 +78,7 @@ extern "C" {
* @endcode * @endcode
* where 'diffContrib' is the intensity of the incoming light for that pixel. * where 'diffContrib' is the intensity of the incoming light for that pixel.
*/ */
enum aiTextureOp enum aiTextureOp {
{
/** T = T1 * T2 */ /** T = T1 * T2 */
aiTextureOp_Multiply = 0x0, aiTextureOp_Multiply = 0x0,
@ -100,7 +97,6 @@ enum aiTextureOp
/** T = T1 + (T2-0.5) */ /** T = T1 + (T2-0.5) */
aiTextureOp_SignedAdd = 0x5, aiTextureOp_SignedAdd = 0x5,
#ifndef SWIG #ifndef SWIG
_aiTextureOp_Force32Bit = INT_MAX _aiTextureOp_Force32Bit = INT_MAX
#endif #endif
@ -111,8 +107,7 @@ enum aiTextureOp
* *
* Commonly referred to as 'wrapping mode'. * Commonly referred to as 'wrapping mode'.
*/ */
enum aiTextureMapMode enum aiTextureMapMode {
{
/** A texture coordinate u|v is translated to u%1|v%1 /** A texture coordinate u|v is translated to u%1|v%1
*/ */
aiTextureMapMode_Wrap = 0x0, aiTextureMapMode_Wrap = 0x0,
@ -146,8 +141,7 @@ enum aiTextureMapMode
* how the mapping should look like (e.g spherical) is given. * how the mapping should look like (e.g spherical) is given.
* See the #AI_MATKEY_MAPPING property for more details. * See the #AI_MATKEY_MAPPING property for more details.
*/ */
enum aiTextureMapping enum aiTextureMapping {
{
/** The mapping coordinates are taken from an UV channel. /** The mapping coordinates are taken from an UV channel.
* *
* The #AI_MATKEY_UVWSRC key specifies from which UV channel * The #AI_MATKEY_UVWSRC key specifies from which UV channel
@ -171,7 +165,6 @@ enum aiTextureMapping
/** Undefined mapping. Have fun. */ /** Undefined mapping. Have fun. */
aiTextureMapping_OTHER = 0x5, aiTextureMapping_OTHER = 0x5,
#ifndef SWIG #ifndef SWIG
_aiTextureMapping_Force32Bit = INT_MAX _aiTextureMapping_Force32Bit = INT_MAX
#endif #endif
@ -192,8 +185,7 @@ enum aiTextureMapping
* and the artists working on models have to conform to this specification, * and the artists working on models have to conform to this specification,
* regardless which 3D tool they're using. * regardless which 3D tool they're using.
*/ */
enum aiTextureType enum aiTextureType {
{
/** Dummy value. /** Dummy value.
* *
* No texture, but the value to be used as 'texture semantic' * No texture, but the value to be used as 'texture semantic'
@ -304,7 +296,6 @@ enum aiTextureType
*/ */
aiTextureType_UNKNOWN = 18, aiTextureType_UNKNOWN = 18,
#ifndef SWIG #ifndef SWIG
_aiTextureType_Force32Bit = INT_MAX _aiTextureType_Force32Bit = INT_MAX
#endif #endif
@ -326,10 +317,9 @@ ASSIMP_API const char* TextureTypeToString(enum aiTextureType in);
* undefined). <br> * undefined). <br>
* Again, this value is just a hint. Assimp tries to select the shader whose * Again, this value is just a hint. Assimp tries to select the shader whose
* most common implementation matches the original rendering results of the * most common implementation matches the original rendering results of the
* 3D modeller which wrote a particular model as closely as possible. * 3D modeler which wrote a particular model as closely as possible.
*/ */
enum aiShadingMode enum aiShadingMode {
{
/** Flat shading. Shading is done on per-face base, /** Flat shading. Shading is done on per-face base,
* diffuse only. Also known as 'faceted shading'. * diffuse only. Also known as 'faceted shading'.
*/ */
@ -381,13 +371,11 @@ enum aiShadingMode
*/ */
aiShadingMode_Fresnel = 0xa, aiShadingMode_Fresnel = 0xa,
#ifndef SWIG #ifndef SWIG
_aiShadingMode_Force32Bit = INT_MAX _aiShadingMode_Force32Bit = INT_MAX
#endif #endif
}; };
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief Defines some mixed flags for a particular texture. /** @brief Defines some mixed flags for a particular texture.
* *
@ -399,8 +387,7 @@ enum aiShadingMode
* *
* This corresponds to the #AI_MATKEY_TEXFLAGS property. * This corresponds to the #AI_MATKEY_TEXFLAGS property.
*/ */
enum aiTextureFlags enum aiTextureFlags {
{
/** The texture's color values have to be inverted (component-wise 1-n) /** The texture's color values have to be inverted (component-wise 1-n)
*/ */
aiTextureFlags_Invert = 0x1, aiTextureFlags_Invert = 0x1,
@ -428,7 +415,6 @@ enum aiTextureFlags
#endif #endif
}; };
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief Defines alpha-blend flags. /** @brief Defines alpha-blend flags.
* *
@ -440,13 +426,12 @@ enum aiTextureFlags
* @code * @code
* SourceColor * SourceBlend + DestColor * DestBlend * SourceColor * SourceBlend + DestColor * DestBlend
* @endcode * @endcode
* where DestColor is the previous color in the framebuffer at this * where DestColor is the previous color in the frame-buffer at this
* position and SourceColor is the material color before the transparency * position and SourceColor is the material color before the transparency
* calculation.<br> * calculation.<br>
* This corresponds to the #AI_MATKEY_BLEND_FUNC property. * This corresponds to the #AI_MATKEY_BLEND_FUNC property.
*/ */
enum aiBlendMode enum aiBlendMode {
{
/** /**
* Formula: * Formula:
* @code * @code
@ -472,7 +457,6 @@ enum aiBlendMode
#endif #endif
}; };
#include "./Compiler/pushpack1.h" #include "./Compiler/pushpack1.h"
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@ -485,8 +469,7 @@ enum aiBlendMode
* we keep separate scaling/translation/rotation values to make it * we keep separate scaling/translation/rotation values to make it
* easier to process and optimize UV transformations internally. * easier to process and optimize UV transformations internally.
*/ */
struct aiUVTransform struct aiUVTransform {
{
/** Translation on the u and v axes. /** Translation on the u and v axes.
* *
* The default value is (0|0). * The default value is (0|0).
@ -507,17 +490,14 @@ struct aiUVTransform
*/ */
ai_real mRotation; ai_real mRotation;
#ifdef __cplusplus #ifdef __cplusplus
aiUVTransform() AI_NO_EXCEPT aiUVTransform() AI_NO_EXCEPT
: mTranslation (0.0,0.0) : mTranslation(0.0, 0.0),
, mScaling (1.0,1.0) mScaling(1.0, 1.0),
, mRotation (0.0) mRotation(0.0) {
{
// nothing to be done here ... // nothing to be done here ...
} }
#endif #endif
}; };
#include "./Compiler/poppack1.h" #include "./Compiler/poppack1.h"
@ -527,8 +507,7 @@ struct aiUVTransform
/** @brief A very primitive RTTI system for the contents of material /** @brief A very primitive RTTI system for the contents of material
* properties. * properties.
*/ */
enum aiPropertyTypeInfo enum aiPropertyTypeInfo {
{
/** Array of single-precision (32 Bit) floats /** Array of single-precision (32 Bit) floats
* *
* It is possible to use aiGetMaterialInteger[Array]() (or the C++-API * It is possible to use aiGetMaterialInteger[Array]() (or the C++-API
@ -560,12 +539,10 @@ enum aiPropertyTypeInfo
*/ */
aiPTI_Integer = 0x4, aiPTI_Integer = 0x4,
/** Simple binary buffer, content undefined. Not convertible to anything. /** Simple binary buffer, content undefined. Not convertible to anything.
*/ */
aiPTI_Buffer = 0x5, aiPTI_Buffer = 0x5,
/** This value is not used. It is just there to force the /** This value is not used. It is just there to force the
* compiler to map this enum to a 32 Bit integer. * compiler to map this enum to a 32 Bit integer.
*/ */
@ -594,8 +571,7 @@ enum aiPropertyTypeInfo
* @endcode * @endcode
* @see aiMaterial * @see aiMaterial
*/ */
struct aiMaterialProperty struct aiMaterialProperty {
{
/** Specifies the name of the property (key) /** Specifies the name of the property (key)
* Keys are generally case insensitive. * Keys are generally case insensitive.
*/ */
@ -634,11 +610,11 @@ struct aiMaterialProperty
#ifdef __cplusplus #ifdef __cplusplus
aiMaterialProperty() AI_NO_EXCEPT aiMaterialProperty() AI_NO_EXCEPT
: mSemantic( 0 ) : mSemantic(0),
, mIndex( 0 ) mIndex(0),
, mDataLength( 0 ) mDataLength(0),
, mType( aiPTI_Float ) mType(aiPTI_Float),
, mData(nullptr) { mData(nullptr) {
// empty // empty
} }
@ -674,7 +650,6 @@ struct aiMaterial
#ifdef __cplusplus #ifdef __cplusplus
public: public:
aiMaterial(); aiMaterial();
~aiMaterial(); ~aiMaterial();
@ -684,7 +659,7 @@ public:
* @return The name of the material. * @return The name of the material.
*/ */
// ------------------------------------------------------------------- // -------------------------------------------------------------------
aiString GetName(); aiString GetName() const;
// ------------------------------------------------------------------- // -------------------------------------------------------------------
/** @brief Retrieve an array of Type values with a specific key /** @brief Retrieve an array of Type values with a specific key
@ -722,7 +697,6 @@ public:
aiReturn Get(const char *pKey, unsigned int type, aiReturn Get(const char *pKey, unsigned int type,
unsigned int idx, Type &pOut) const; unsigned int idx, Type &pOut) const;
aiReturn Get(const char *pKey, unsigned int type, aiReturn Get(const char *pKey, unsigned int type,
unsigned int idx, int &pOut) const; unsigned int idx, int &pOut) const;
@ -788,10 +762,8 @@ public:
aiTextureOp *op = NULL, aiTextureOp *op = NULL,
aiTextureMapMode *mapmode = NULL) const; aiTextureMapMode *mapmode = NULL) const;
// Setters // Setters
// ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------
/** @brief Add a property with a given key and type info to the material /** @brief Add a property with a given key and type info to the material
* structure * structure
@ -903,7 +875,6 @@ public:
static void CopyPropertyList(aiMaterial *pcDest, static void CopyPropertyList(aiMaterial *pcDest,
const aiMaterial *pcSrc); const aiMaterial *pcSrc);
#endif #endif
/** List of all material properties loaded. */ /** List of all material properties loaded. */
@ -1414,7 +1385,6 @@ ASSIMP_API C_ENUM aiReturn aiGetMaterialFloatArray(
ai_real *pOut, ai_real *pOut,
unsigned int *pMax); unsigned int *pMax);
#ifdef __cplusplus #ifdef __cplusplus
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@ -1440,8 +1410,7 @@ inline aiReturn aiGetMaterialFloat(const aiMaterial* pMat,
const char *pKey, const char *pKey,
unsigned int type, unsigned int type,
unsigned int index, unsigned int index,
ai_real* pOut) ai_real *pOut) {
{
return aiGetMaterialFloatArray(pMat, pKey, type, index, pOut, (unsigned int *)0x0); return aiGetMaterialFloatArray(pMat, pKey, type, index, pOut, (unsigned int *)0x0);
} }
@ -1453,7 +1422,6 @@ inline aiReturn aiGetMaterialFloat(const aiMaterial* pMat,
#endif //!__cplusplus #endif //!__cplusplus
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief Retrieve an array of integer values with a specific key /** @brief Retrieve an array of integer values with a specific key
* from a material * from a material
@ -1466,7 +1434,6 @@ ASSIMP_API C_ENUM aiReturn aiGetMaterialIntegerArray(const C_STRUCT aiMaterial*
int *pOut, int *pOut,
unsigned int *pMax); unsigned int *pMax);
#ifdef __cplusplus #ifdef __cplusplus
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@ -1478,8 +1445,7 @@ inline aiReturn aiGetMaterialInteger(const C_STRUCT aiMaterial* pMat,
const char *pKey, const char *pKey,
unsigned int type, unsigned int type,
unsigned int index, unsigned int index,
int* pOut) int *pOut) {
{
return aiGetMaterialIntegerArray(pMat, pKey, type, index, pOut, (unsigned int *)0x0); return aiGetMaterialIntegerArray(pMat, pKey, type, index, pOut, (unsigned int *)0x0);
} }
@ -1502,7 +1468,6 @@ ASSIMP_API C_ENUM aiReturn aiGetMaterialColor(const C_STRUCT aiMaterial* pMat,
unsigned int index, unsigned int index,
C_STRUCT aiColor4D *pOut); C_STRUCT aiColor4D *pOut);
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief Retrieve a aiUVTransform value from the material property table /** @brief Retrieve a aiUVTransform value from the material property table
* *
@ -1514,7 +1479,6 @@ ASSIMP_API C_ENUM aiReturn aiGetMaterialUVTransform(const C_STRUCT aiMaterial* p
unsigned int index, unsigned int index,
C_STRUCT aiUVTransform *pOut); C_STRUCT aiUVTransform *pOut);
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief Retrieve a string from the material property table /** @brief Retrieve a string from the material property table
* *
@ -1597,7 +1561,6 @@ C_ENUM aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
unsigned int *flags /*= NULL*/); unsigned int *flags /*= NULL*/);
#endif // !#ifdef __cplusplus #endif // !#ifdef __cplusplus
#ifdef __cplusplus #ifdef __cplusplus
} }

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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2020, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. All rights reserved.
Redistribution and use of this software in source and binary forms, Redistribution and use of this software in source and binary forms,