351 lines
12 KiB
C++
351 lines
12 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2015, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"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
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(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.
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---------------------------------------------------------------------------
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*/
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/** @file material.inl
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* @brief Defines the C++ getters for the material system
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*/
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#ifndef AI_MATERIAL_INL_INC
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#define AI_MATERIAL_INL_INC
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//! @cond never
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// ---------------------------------------------------------------------------
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inline aiReturn aiMaterial::GetTexture( aiTextureType type,
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unsigned int index,
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C_STRUCT aiString* path,
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aiTextureMapping* mapping /*= NULL*/,
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unsigned int* uvindex /*= NULL*/,
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float* blend /*= NULL*/,
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aiTextureOp* op /*= NULL*/,
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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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}
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// ---------------------------------------------------------------------------
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inline unsigned int aiMaterial::GetTextureCount(aiTextureType type) const
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{
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return ::aiGetMaterialTextureCount(this,type);
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}
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// ---------------------------------------------------------------------------
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template <typename Type>
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inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
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unsigned int idx, Type* pOut,
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unsigned int* pMax) const
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{
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unsigned int iNum = pMax ? *pMax : 1;
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const aiMaterialProperty* prop;
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const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
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(const aiMaterialProperty**)&prop);
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if ( AI_SUCCESS == ret ) {
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if (prop->mDataLength < sizeof(Type)*iNum) {
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return AI_FAILURE;
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}
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if (prop->mType != aiPTI_Buffer) {
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return AI_FAILURE;
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}
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iNum = std::min((size_t)iNum,prop->mDataLength / sizeof(Type));
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::memcpy(pOut,prop->mData,iNum * sizeof(Type));
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if (pMax) {
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*pMax = iNum;
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}
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}
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return ret;
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}
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// ---------------------------------------------------------------------------
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template <typename Type>
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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;
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const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
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(const aiMaterialProperty**)&prop);
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if ( AI_SUCCESS == ret ) {
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if (prop->mDataLength < sizeof(Type)) {
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return AI_FAILURE;
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}
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if (prop->mType != aiPTI_Buffer) {
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return AI_FAILURE;
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}
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::memcpy(&pOut,prop->mData,sizeof(Type));
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}
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return ret;
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}
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// ---------------------------------------------------------------------------
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inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
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unsigned int idx,float* 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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}
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// ---------------------------------------------------------------------------
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inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
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unsigned int idx,int* pOut,
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unsigned int* pMax) const
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{
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return ::aiGetMaterialIntegerArray(this,pKey,type,idx,pOut,pMax);
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}
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// ---------------------------------------------------------------------------
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inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
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unsigned int idx,float& pOut) const
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{
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return aiGetMaterialFloat(this,pKey,type,idx,&pOut);
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}
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// ---------------------------------------------------------------------------
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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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}
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// ---------------------------------------------------------------------------
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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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}
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// ---------------------------------------------------------------------------
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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;
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const aiReturn ret = aiGetMaterialColor(this,pKey,type,idx,&c);
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pOut = aiColor3D(c.r,c.g,c.b);
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return ret;
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}
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// ---------------------------------------------------------------------------
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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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}
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// ---------------------------------------------------------------------------
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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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}
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// ---------------------------------------------------------------------------
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template<class TYPE>
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aiReturn aiMaterial::AddProperty (const TYPE* pInput,
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const unsigned int pNumValues,
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const char* pKey,
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unsigned int type,
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unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(TYPE),
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pKey,type,index,aiPTI_Buffer);
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}
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// ---------------------------------------------------------------------------
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inline aiReturn aiMaterial::AddProperty(const float* pInput,
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const unsigned int pNumValues,
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const char* pKey,
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unsigned int type,
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unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(float),
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pKey,type,index,aiPTI_Float);
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}
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// ---------------------------------------------------------------------------
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inline aiReturn aiMaterial::AddProperty(const aiUVTransform* pInput,
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const unsigned int pNumValues,
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const char* pKey,
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unsigned int type,
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unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(aiUVTransform),
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pKey,type,index,aiPTI_Float);
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}
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// ---------------------------------------------------------------------------
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inline aiReturn aiMaterial::AddProperty(const aiColor4D* pInput,
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const unsigned int pNumValues,
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const char* pKey,
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unsigned int type,
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unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(aiColor4D),
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pKey,type,index,aiPTI_Float);
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}
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// ---------------------------------------------------------------------------
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inline aiReturn aiMaterial::AddProperty(const aiColor3D* pInput,
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const unsigned int pNumValues,
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const char* pKey,
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unsigned int type,
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unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(aiColor3D),
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pKey,type,index,aiPTI_Float);
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}
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// ---------------------------------------------------------------------------
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inline aiReturn aiMaterial::AddProperty(const aiVector3D* pInput,
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const unsigned int pNumValues,
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const char* pKey,
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unsigned int type,
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unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(aiVector3D),
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pKey,type,index,aiPTI_Float);
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}
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// ---------------------------------------------------------------------------
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inline aiReturn aiMaterial::AddProperty(const int* pInput,
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const unsigned int pNumValues,
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const char* pKey,
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unsigned int type,
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unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(int),
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pKey,type,index,aiPTI_Integer);
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}
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// ---------------------------------------------------------------------------
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// The template specializations below are for backwards compatibility.
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// The recommended way to add material properties is using the non-template
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// overloads.
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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template<>
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inline aiReturn aiMaterial::AddProperty<float>(const float* pInput,
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const unsigned int pNumValues,
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const char* pKey,
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unsigned int type,
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unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(float),
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pKey,type,index,aiPTI_Float);
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}
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// ---------------------------------------------------------------------------
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template<>
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inline aiReturn aiMaterial::AddProperty<aiUVTransform>(const aiUVTransform* pInput,
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const unsigned int pNumValues,
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const char* pKey,
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unsigned int type,
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unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(aiUVTransform),
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pKey,type,index,aiPTI_Float);
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}
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// ---------------------------------------------------------------------------
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template<>
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inline aiReturn aiMaterial::AddProperty<aiColor4D>(const aiColor4D* pInput,
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const unsigned int pNumValues,
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const char* pKey,
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unsigned int type,
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unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(aiColor4D),
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pKey,type,index,aiPTI_Float);
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}
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// ---------------------------------------------------------------------------
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template<>
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inline aiReturn aiMaterial::AddProperty<aiColor3D>(const aiColor3D* pInput,
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const unsigned int pNumValues,
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const char* pKey,
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unsigned int type,
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unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(aiColor3D),
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pKey,type,index,aiPTI_Float);
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}
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// ---------------------------------------------------------------------------
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template<>
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inline aiReturn aiMaterial::AddProperty<aiVector3D>(const aiVector3D* pInput,
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const unsigned int pNumValues,
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const char* pKey,
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unsigned int type,
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unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(aiVector3D),
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pKey,type,index,aiPTI_Float);
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}
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// ---------------------------------------------------------------------------
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template<>
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inline aiReturn aiMaterial::AddProperty<int>(const int* pInput,
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const unsigned int pNumValues,
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const char* pKey,
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unsigned int type,
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unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(int),
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pKey,type,index,aiPTI_Integer);
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}
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//! @endcond
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#endif //! AI_MATERIAL_INL_INC
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