476 lines
14 KiB
C++
476 lines
14 KiB
C++
/*
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Free 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 "../include/aiMaterial.h"
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#include "MaterialSystem.h"
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#include "../include/aiAssert.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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aiReturn aiGetMaterialProperty(const aiMaterial* pMat,
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const char* pKey,
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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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if (NULL != pMat->mProperties[i])
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{
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if (0 == ASSIMP_stricmp( pMat->mProperties[i]->mKey->data, pKey ))
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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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}
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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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aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
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const char* pKey,
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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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if (NULL != pMat->mProperties[i])
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{
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if (0 == ASSIMP_stricmp( pMat->mProperties[i]->mKey->data, pKey ))
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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]->
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mDataLength / sizeof(float);
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if (NULL != pMax)
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iWrite = *pMax < iWrite ? *pMax : iWrite;
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memcpy (pOut, pMat->mProperties[i]->mData, iWrite * sizeof (float));
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if (NULL != pMax)
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*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]->
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mDataLength / sizeof(int);
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if (NULL != pMax)
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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 (NULL != pMax)
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*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 (NULL != pMax)
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*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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}
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return AI_FAILURE;
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}
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// ------------------------------------------------------------------------------------------------
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aiReturn aiGetMaterialIntegerArray(const aiMaterial* pMat,
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const char* pKey,
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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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if (NULL != pMat->mProperties[i])
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{
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if (0 == ASSIMP_stricmp( pMat->mProperties[i]->mKey->data, pKey ))
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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]->
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mDataLength / sizeof(int);
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if (NULL != pMax)
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iWrite = *pMax < iWrite ? *pMax : iWrite;
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memcpy (pOut, pMat->mProperties[i]->mData, iWrite * sizeof (int));
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if (NULL != pMax)
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*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]->
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mDataLength / sizeof(float);
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if (NULL != pMax)
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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 (NULL != pMax)
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*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 (NULL != pMax)
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*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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}
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return AI_FAILURE;
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}
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// ------------------------------------------------------------------------------------------------
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aiReturn aiGetMaterialColor(const aiMaterial* pMat,
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const char* pKey,
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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,(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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aiReturn aiGetMaterialString(const aiMaterial* pMat,
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const char* pKey,
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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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if (NULL != pMat->mProperties[i])
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{
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if (0 == ASSIMP_stricmp( pMat->mProperties[i]->mKey->data, pKey ))
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{
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if( aiPTI_String == pMat->mProperties[i]->mType)
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{
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memcpy (pOut, pMat->mProperties[i]->mData,
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sizeof(aiString));
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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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}
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return AI_FAILURE;
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}
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// ------------------------------------------------------------------------------------------------
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aiReturn MaterialHelper::RemoveProperty (const char* pKey)
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{
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ai_assert(NULL != pKey);
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for (unsigned int i = 0; i < this->mNumProperties;++i)
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{
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if (NULL != this->mProperties[i])
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{
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if (0 == ASSIMP_stricmp( this->mProperties[i]->mKey->data, pKey ))
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{
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// delete this entry
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delete[] this->mProperties[i]->mData;
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delete this->mProperties[i];
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// collapse the array behind --.
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--this->mNumProperties;
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for (unsigned int a = i; a < this->mNumProperties;++a)
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{
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this->mProperties[a] = this->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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}
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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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const unsigned int pSizeInBytes,
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const char* pKey,
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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 < this->mNumProperties;++i)
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{
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if (NULL != this->mProperties[i])
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{
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if (0 == ASSIMP_stricmp( this->mProperties[i]->mKey->data, pKey ))
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{
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// delete this entry
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delete[] this->mProperties[i]->mData;
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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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}
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aiMaterialProperty* pcNew = new aiMaterialProperty();
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// fill this
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pcNew->mKey = new aiString();
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pcNew->mType = pType;
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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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this->mProperties[iOutIndex] = pcNew;
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return AI_SUCCESS;
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}
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// resize the array ... allocate
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// storage for 5 other properties
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if (this->mNumProperties == this->mNumAllocated)
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{
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unsigned int iOld = this->mNumAllocated;
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this->mNumAllocated += 5;
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aiMaterialProperty** ppTemp = new aiMaterialProperty*[this->mNumAllocated];
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if (NULL == ppTemp)return AI_OUTOFMEMORY;
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memcpy (ppTemp,this->mProperties,iOld * sizeof(void*));
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delete[] this->mProperties;
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this->mProperties = ppTemp;
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}
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// push back ...
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this->mProperties[this->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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{
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return this->AddBinaryProperty(pInput,
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sizeof(aiString),pKey,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 (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[] pcDest->mProperties;
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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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pcDest->mProperties[i]->mKey = new aiString(*pcSrc->mProperties[i]->mKey);
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pcDest->mProperties[i]->mDataLength = pcSrc->mProperties[i]->mDataLength;
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pcDest->mProperties[i]->mType = pcSrc->mProperties[i]->mType;
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pcDest->mProperties[i]->mData = new char[pcDest->mProperties[i]->mDataLength];
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memcpy(pcDest->mProperties[i]->mData,pcSrc->mProperties[i]->mData,
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pcDest->mProperties[i]->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 aiMaterial* pcMat,
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unsigned int iIndex,
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unsigned int iTexType,
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aiString* szOut,
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unsigned int* piUVIndex,
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float* pfBlendFactor,
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aiTextureOp* peTextureOp)
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{
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ai_assert(NULL != pcMat);
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ai_assert(NULL != szOut);
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const char* szPathBase;
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const char* szUVBase;
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const char* szBlendBase;
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const char* szOpBase;
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switch (iTexType)
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{
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case AI_TEXTYPE_DIFFUSE:
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szPathBase = AI_MATKEY_TEXTURE_DIFFUSE_;
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szUVBase = AI_MATKEY_UVWSRC_DIFFUSE_;
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szBlendBase = AI_MATKEY_TEXBLEND_DIFFUSE_;
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szOpBase = AI_MATKEY_TEXOP_DIFFUSE_;
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break;
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case AI_TEXTYPE_SPECULAR:
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szPathBase = AI_MATKEY_TEXTURE_SPECULAR_;
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szUVBase = AI_MATKEY_UVWSRC_SPECULAR_;
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szBlendBase = AI_MATKEY_TEXBLEND_SPECULAR_;
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szOpBase = AI_MATKEY_TEXOP_SPECULAR_;
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break;
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case AI_TEXTYPE_AMBIENT:
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szPathBase = AI_MATKEY_TEXTURE_AMBIENT_;
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szUVBase = AI_MATKEY_UVWSRC_AMBIENT_;
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szBlendBase = AI_MATKEY_TEXBLEND_AMBIENT_;
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szOpBase = AI_MATKEY_TEXOP_AMBIENT_;
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break;
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case AI_TEXTYPE_EMISSIVE:
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szPathBase = AI_MATKEY_TEXTURE_EMISSIVE_;
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szUVBase = AI_MATKEY_UVWSRC_EMISSIVE_;
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szBlendBase = AI_MATKEY_TEXBLEND_EMISSIVE_;
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szOpBase = AI_MATKEY_TEXOP_EMISSIVE_;
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break;
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case AI_TEXTYPE_HEIGHT:
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szPathBase = AI_MATKEY_TEXTURE_HEIGHT_;
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szUVBase = AI_MATKEY_UVWSRC_HEIGHT_;
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szBlendBase = AI_MATKEY_TEXBLEND_HEIGHT_;
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szOpBase = AI_MATKEY_TEXOP_HEIGHT_;
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break;
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case AI_TEXTYPE_NORMALS:
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szPathBase = AI_MATKEY_TEXTURE_NORMALS_;
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szUVBase = AI_MATKEY_UVWSRC_NORMALS_;
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szBlendBase = AI_MATKEY_TEXBLEND_NORMALS_;
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szOpBase = AI_MATKEY_TEXOP_NORMALS_;
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break;
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case AI_TEXTYPE_SHININESS:
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szPathBase = AI_MATKEY_TEXTURE_SHININESS_;
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szUVBase = AI_MATKEY_UVWSRC_SHININESS_;
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szBlendBase = AI_MATKEY_TEXBLEND_SHININESS_;
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szOpBase = AI_MATKEY_TEXOP_SHININESS_;
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break;
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case AI_TEXTYPE_OPACITY:
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szPathBase = AI_MATKEY_TEXTURE_OPACITY_;
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szUVBase = AI_MATKEY_UVWSRC_OPACITY_;
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szBlendBase = AI_MATKEY_TEXBLEND_OPACITY_;
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szOpBase = AI_MATKEY_TEXOP_OPACITY_;
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break;
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default: return AI_FAILURE;
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};
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char szKey[256];
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// get the path to the texture
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sprintf(szKey,"%s[%i]",szPathBase,iIndex);
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if (AI_SUCCESS != aiGetMaterialString(pcMat,szKey,szOut))
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{
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return AI_FAILURE;
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}
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// get the UV index of the texture
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if (piUVIndex)
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{
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int iUV;
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sprintf(szKey,"%s[%i]",szUVBase,iIndex);
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if (AI_SUCCESS != aiGetMaterialInteger(pcMat,szKey,&iUV))
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iUV = 0;
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*piUVIndex = iUV;
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}
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// get the blend factor of the texture
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if (pfBlendFactor)
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{
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float fBlend;
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sprintf(szKey,"%s[%i]",szBlendBase,iIndex);
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if (AI_SUCCESS != aiGetMaterialFloat(pcMat,szKey,&fBlend))
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fBlend = 1.0f;
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*pfBlendFactor = fBlend;
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}
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// get the texture operation of the texture
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if (peTextureOp)
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{
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aiTextureOp op;
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sprintf(szKey,"%s[%i]",szOpBase,iIndex);
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if (AI_SUCCESS != aiGetMaterialInteger(pcMat,szKey,(int*)&op))
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op = aiTextureOp_Multiply;
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*peTextureOp = op;
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}
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return AI_SUCCESS;
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}
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