533 lines
16 KiB
C++
533 lines
16 KiB
C++
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development 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
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following 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 Development 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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#include "AssimpPCH.h"
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#include "Hash.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Get a specific property from a material
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aiReturn aiGetMaterialProperty(const aiMaterial* pMat,
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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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const aiMaterialProperty** pPropOut)
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{
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ai_assert (pMat != NULL);
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ai_assert (pKey != NULL);
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ai_assert (pPropOut != NULL);
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for (unsigned int i = 0; i < pMat->mNumProperties;++i)
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{
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aiMaterialProperty* prop = pMat->mProperties[i];
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if (prop && !::strcmp( prop->mKey.data, pKey ) &&
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prop->mSemantic == type && prop->mIndex == index)
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{
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*pPropOut = pMat->mProperties[i];
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return AI_SUCCESS;
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}
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}
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*pPropOut = NULL;
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return AI_FAILURE;
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}
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// ------------------------------------------------------------------------------------------------
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// Get an array of floating-point values from the material.
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aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
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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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float* pOut,
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unsigned int* pMax)
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{
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ai_assert (pMat != NULL);
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ai_assert (pKey != NULL);
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ai_assert (pOut != NULL);
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for (unsigned int i = 0; i < pMat->mNumProperties;++i)
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{
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aiMaterialProperty* prop = pMat->mProperties[i];
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if (prop && !::strcmp( prop->mKey.data, pKey ) &&
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prop->mSemantic == type && prop->mIndex == index)
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{
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// data is given in floats, simply copy it
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if( aiPTI_Float == pMat->mProperties[i]->mType ||
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aiPTI_Buffer == pMat->mProperties[i]->mType)
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{
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unsigned int iWrite = pMat->mProperties[i]->mDataLength / sizeof(float);
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if (pMax)iWrite = *pMax < iWrite ? *pMax : iWrite;
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::memcpy (pOut, pMat->mProperties[i]->mData, iWrite * sizeof (float));
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if (pMax)*pMax = iWrite;
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}
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// data is given in ints, convert to float
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else if( aiPTI_Integer == pMat->mProperties[i]->mType)
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{
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unsigned int iWrite = pMat->mProperties[i]->mDataLength / sizeof(int);
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if (pMax)iWrite = *pMax < iWrite ? *pMax : iWrite;
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for (unsigned int a = 0; a < iWrite;++a)
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{
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pOut[a] = (float) ((int*)pMat->mProperties[i]->mData)[a];
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}
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if (pMax)*pMax = iWrite;
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}
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// it is a string ... no way to read something out of this
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else
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{
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if (pMax)*pMax = 0;
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return AI_FAILURE;
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}
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return AI_SUCCESS;
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}
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}
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return AI_FAILURE;
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}
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// ------------------------------------------------------------------------------------------------
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// Get an array if integers from the material
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aiReturn aiGetMaterialIntegerArray(const aiMaterial* pMat,
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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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int* pOut,
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unsigned int* pMax)
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{
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ai_assert (pMat != NULL);
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ai_assert (pKey != NULL);
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ai_assert (pOut != NULL);
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for (unsigned int i = 0; i < pMat->mNumProperties;++i)
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{
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aiMaterialProperty* prop = pMat->mProperties[i];
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if (prop && !::strcmp( prop->mKey.data, pKey ) &&
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prop->mSemantic == type && prop->mIndex == index)
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{
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// data is given in ints, simply copy it
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if( aiPTI_Integer == pMat->mProperties[i]->mType ||
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aiPTI_Buffer == pMat->mProperties[i]->mType)
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{
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unsigned int iWrite = pMat->mProperties[i]->mDataLength / sizeof(int);
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if (pMax)iWrite = *pMax < iWrite ? *pMax : iWrite;
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::memcpy (pOut, pMat->mProperties[i]->mData, iWrite * sizeof (int));
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if (pMax)*pMax = iWrite;
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}
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// data is given in floats convert to int (lossy!)
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else if( aiPTI_Float == pMat->mProperties[i]->mType)
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{
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unsigned int iWrite = pMat->mProperties[i]->mDataLength / sizeof(float);
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if (pMax)iWrite = *pMax < iWrite ? *pMax : iWrite;
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for (unsigned int a = 0; a < iWrite;++a)
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{
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pOut[a] = (int) ((float*)pMat->mProperties[i]->mData)[a];
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}
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if (pMax)*pMax = iWrite;
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}
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// it is a string ... no way to read something out of this
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else
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{
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if (pMax)*pMax = 0;
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return AI_FAILURE;
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}
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return AI_SUCCESS;
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}
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}
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return AI_FAILURE;
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}
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// ------------------------------------------------------------------------------------------------
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// Get a color (3 or 4 floats) from the material
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aiReturn aiGetMaterialColor(const aiMaterial* pMat,
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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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aiColor4D* pOut)
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{
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unsigned int iMax = 4;
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aiReturn eRet = aiGetMaterialFloatArray(pMat,pKey,type,index,(float*)pOut,&iMax);
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// if no alpha channel is provided set it to 1.0 by default
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if (3 == iMax)pOut->a = 1.0f;
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return eRet;
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}
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// ------------------------------------------------------------------------------------------------
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// Get a string from the material
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aiReturn aiGetMaterialString(const aiMaterial* pMat,
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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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aiString* pOut)
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{
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ai_assert (pMat != NULL);
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ai_assert (pKey != NULL);
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ai_assert (pOut != NULL);
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for (unsigned int i = 0; i < pMat->mNumProperties;++i)
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{
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aiMaterialProperty* prop = pMat->mProperties[i];
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if (prop && !::strcmp( prop->mKey.data, pKey ) &&
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prop->mSemantic == type && prop->mIndex == index)
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{
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if( aiPTI_String == pMat->mProperties[i]->mType)
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{
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const aiString* pcSrc = (const aiString*)pMat->mProperties[i]->mData;
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::memcpy (pOut->data, pcSrc->data, (pOut->length = pcSrc->length)+1);
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}
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// Wrong type
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else return AI_FAILURE;
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return AI_SUCCESS;
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}
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}
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return AI_FAILURE;
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}
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// ------------------------------------------------------------------------------------------------
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// Construction. Actually the one and only way to get an aiMaterial instance
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MaterialHelper::MaterialHelper()
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{
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// Allocate 5 entries by default
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mNumProperties = 0;
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mNumAllocated = 5;
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mProperties = new aiMaterialProperty*[5];
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}
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// ------------------------------------------------------------------------------------------------
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MaterialHelper::~MaterialHelper()
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{
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_InternDestruct();
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}
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// ------------------------------------------------------------------------------------------------
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aiMaterial::~aiMaterial()
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{
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// This is safe: aiMaterial has a private constructor,
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// so instances must be created indirectly via MaterialHelper.
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((MaterialHelper*)this)->_InternDestruct();
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}
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// ------------------------------------------------------------------------------------------------
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// Manual destructor
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void MaterialHelper::_InternDestruct()
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{
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// First clean up all properties
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Clear();
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// Then delete the array that stored them
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delete[] mProperties;
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AI_DEBUG_INVALIDATE_PTR(mProperties);
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// Update members
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mNumAllocated = 0;
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}
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// ------------------------------------------------------------------------------------------------
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void MaterialHelper::Clear()
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{
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for (unsigned int i = 0; i < mNumProperties;++i)
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{
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// delete this entry
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delete mProperties[i];
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AI_DEBUG_INVALIDATE_PTR(mProperties[i]);
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}
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mNumProperties = 0;
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// The array remains allocated, we just invalidated its contents
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}
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// ------------------------------------------------------------------------------------------------
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uint32_t MaterialHelper::ComputeHash(bool includeMatName /*= false*/)
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{
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uint32_t hash = 1503; // magic start value, choosen to be my birthday :-)
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for (unsigned int i = 0; i < this->mNumProperties;++i)
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{
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aiMaterialProperty* prop;
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// If specified, exclude the material name from the hash
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if ((prop = mProperties[i]) && (includeMatName || ::strcmp(prop->mKey.data,"$mat.name")))
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{
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hash = SuperFastHash(prop->mKey.data,(unsigned int)prop->mKey.length,hash);
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hash = SuperFastHash(prop->mData,prop->mDataLength,hash);
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// Combine the semantic and the index with the hash
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// We print them to a string to make sure the quality
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// of the hashing state isn't affected (our hashing
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// procedure was originally intended for plaintest).
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char buff[32];
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unsigned int len;
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len = ASSIMP_itoa10(buff,prop->mSemantic);
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hash = SuperFastHash(buff,len-1,hash);
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len = ASSIMP_itoa10(buff,prop->mIndex);
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hash = SuperFastHash(buff,len-1,hash);
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}
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}
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return hash;
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}
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// ------------------------------------------------------------------------------------------------
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aiReturn MaterialHelper::RemoveProperty (const char* pKey,unsigned int type,
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unsigned int index)
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{
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ai_assert(NULL != pKey);
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for (unsigned int i = 0; i < mNumProperties;++i)
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{
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aiMaterialProperty* prop = mProperties[i];
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if (prop && !::strcmp( prop->mKey.data, pKey ) &&
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prop->mSemantic == type && prop->mIndex == index)
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{
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// Delete this entry
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delete mProperties[i];
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// collapse the array behind --.
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--mNumProperties;
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for (unsigned int a = i; a < mNumProperties;++a)
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{
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mProperties[a] = mProperties[a+1];
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}
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return AI_SUCCESS;
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}
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}
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return AI_FAILURE;
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}
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// ------------------------------------------------------------------------------------------------
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aiReturn MaterialHelper::AddBinaryProperty (const void* pInput,
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unsigned int pSizeInBytes,
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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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aiPropertyTypeInfo pType)
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{
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ai_assert (pInput != NULL);
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ai_assert (pKey != NULL);
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ai_assert (0 != pSizeInBytes);
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// first search the list whether there is already an entry
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// with this name.
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unsigned int iOutIndex = 0xFFFFFFFF;
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for (unsigned int i = 0; i < mNumProperties;++i)
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{
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aiMaterialProperty* prop = mProperties[i];
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if (prop && !::strcmp( prop->mKey.data, pKey ) &&
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prop->mSemantic == type && prop->mIndex == index)
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{
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// delete this entry
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delete this->mProperties[i];
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iOutIndex = i;
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}
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}
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// Allocate a new material property
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aiMaterialProperty* pcNew = new aiMaterialProperty();
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// Fill this
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pcNew->mType = pType;
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pcNew->mSemantic = type;
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pcNew->mIndex = index;
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pcNew->mDataLength = pSizeInBytes;
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pcNew->mData = new char[pSizeInBytes];
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::memcpy (pcNew->mData,pInput,pSizeInBytes);
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pcNew->mKey.length = ::strlen(pKey);
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ai_assert ( MAXLEN > pcNew->mKey.length);
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::strcpy( pcNew->mKey.data, pKey );
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if (0xFFFFFFFF != iOutIndex)
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{
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mProperties[iOutIndex] = pcNew;
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return AI_SUCCESS;
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}
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// resize the array ... double the storage
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if (mNumProperties == mNumAllocated)
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{
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unsigned int iOld = mNumAllocated;
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mNumAllocated *= 2;
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aiMaterialProperty** ppTemp = new aiMaterialProperty*[mNumAllocated];
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if (NULL == ppTemp)return AI_OUTOFMEMORY;
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::memcpy (ppTemp,mProperties,iOld * sizeof(void*));
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delete[] mProperties;
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mProperties = ppTemp;
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}
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// push back ...
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mProperties[mNumProperties++] = pcNew;
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return AI_SUCCESS;
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}
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// ------------------------------------------------------------------------------------------------
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aiReturn MaterialHelper::AddProperty (const aiString* pInput,
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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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// Fix ... don't keep the whole string buffer
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return this->AddBinaryProperty(pInput,(unsigned int)pInput->length+1+
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(unsigned int)(((uint8_t*)&pInput->data - (uint8_t*)&pInput->length)),
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pKey,type,index, aiPTI_String);
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}
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// ------------------------------------------------------------------------------------------------
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void MaterialHelper::CopyPropertyList(MaterialHelper* pcDest,
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const MaterialHelper* pcSrc)
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{
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ai_assert(NULL != pcDest);
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ai_assert(NULL != pcSrc);
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unsigned int iOldNum = pcDest->mNumProperties;
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pcDest->mNumAllocated += pcSrc->mNumAllocated;
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pcDest->mNumProperties += pcSrc->mNumProperties;
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aiMaterialProperty** pcOld = pcDest->mProperties;
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pcDest->mProperties = new aiMaterialProperty*[pcDest->mNumAllocated];
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if (iOldNum && pcOld)
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{
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for (unsigned int i = 0; i < iOldNum;++i)
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pcDest->mProperties[i] = pcOld[i];
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delete[] pcOld;
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}
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for (unsigned int i = iOldNum; i< pcDest->mNumProperties;++i)
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{
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aiMaterialProperty* propSrc = pcSrc->mProperties[i];
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// search whether we have already a property with this name
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// (if yes we overwrite the old one)
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aiMaterialProperty* prop;
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for (unsigned int q = 0; q < iOldNum;++q)
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{
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prop = pcDest->mProperties[q];
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if (prop && prop->mKey == propSrc->mKey &&
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prop->mSemantic == propSrc->mSemantic && prop->mIndex == propSrc->mIndex)
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{
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delete prop;
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// collapse the whole array ...
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::memmove(&pcDest->mProperties[q],&pcDest->mProperties[q+1],i-q);
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i--;
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pcDest->mNumProperties--;
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}
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}
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// Allocate the output property and copy the source property
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prop = pcDest->mProperties[i] = new aiMaterialProperty();
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prop->mKey = propSrc->mKey;
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prop->mDataLength = propSrc->mDataLength;
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prop->mType = propSrc->mType;
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prop->mSemantic = propSrc->mSemantic;
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prop->mIndex = propSrc->mIndex;
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prop->mData = new char[propSrc->mDataLength];
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::memcpy(prop->mData,propSrc->mData,prop->mDataLength);
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
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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*/)
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{
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ai_assert(NULL != mat && NULL != path);
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// Get the path to the texture
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if (AI_SUCCESS != aiGetMaterialString(mat,AI_MATKEY_TEXTURE(type,index),path))
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{
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return AI_FAILURE;
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}
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// Determine the mapping type of the texture
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aiTextureMapping mapping = aiTextureMapping_UV;
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aiGetMaterialInteger(mat,AI_MATKEY_MAPPING(type,index),(int*)&mapping);
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if (_mapping)*_mapping = mapping;
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// Get the UV index of the texture
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if (aiTextureMapping_UV == mapping && uvindex)
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{
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aiGetMaterialInteger(mat,AI_MATKEY_UVWSRC(type,index),(int*)uvindex);
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}
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// Get the blend factor of the texture
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if (blend)
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{
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aiGetMaterialFloat(mat,AI_MATKEY_TEXBLEND(type,index),blend);
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}
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// Get the texture operation of the texture
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if (op)
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{
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aiGetMaterialInteger(mat,AI_MATKEY_TEXOP(type,index),(int*)op);
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}
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// get the texture mapping modes for the texture
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if (mapmode)
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{
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aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_U(type,index),(int*)&mapmode[0]);
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aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_V(type,index),(int*)&mapmode[1]);
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aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_W(type,index),(int*)&mapmode[2]);
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}
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return AI_SUCCESS;
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}
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