289 lines
8.8 KiB
C++
289 lines
8.8 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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/** @file Definition of the base class for all importer worker classes. */
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#ifndef AI_MATERIALSYSTEM_H_INC
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#define AI_MATERIALSYSTEM_H_INC
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#include "../include/aiMaterial.h"
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namespace Assimp
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{
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// ---------------------------------------------------------------------------
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/** \brief Helper function to do platform independent string comparison.
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*
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* This is required since stricmp() is not consistently available on
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* all platforms. Some platforms use the '_' prefix, others don't even
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* have such a function. Yes, this is called an ISO standard.
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*
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* \param s1 First input string
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* \param s2 Second input string
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*/
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// ---------------------------------------------------------------------------
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inline int ASSIMP_stricmp(const char *s1, const char *s2)
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{
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#if (defined _MSC_VER)
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return _stricmp(s1,s2);
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#else
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const char *a1, *a2;
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a1 = s1;
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a2 = s2;
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while (true)
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{
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char c1 = (char)tolower(*a1);
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char c2 = (char)tolower(*a2);
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if ((0 == c1) && (0 == c2)) return 0;
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if (c1 < c2) return-1;
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if (c1 > c2) return 1;
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++a1;
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++a2;
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}
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#endif
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}
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// ---------------------------------------------------------------------------
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/** \brief Helper function to do platform independent string comparison.
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*
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* This is required since strincmp() is not consistently available on
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* all platforms. Some platforms use the '_' prefix, others don't even
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* have such a function. Yes, this is called an ISO standard.
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*
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* \param s1 First input string
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* \param s2 Second input string
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* \param n Macimum number of characters to compare
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*/
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// ---------------------------------------------------------------------------
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inline int ASSIMP_strincmp(const char *s1, const char *s2, unsigned int n)
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{
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#if (defined _MSC_VER)
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return _strnicmp(s1,s2,n);
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#else
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const char *a1, *a2;
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a1 = s1;
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a2 = s2;
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unsigned int p = 0;
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while (true)
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{
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if (p >= n)return 0;
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char c1 = (char)tolower(*a1);
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char c2 = (char)tolower(*a2);
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if ((0 == c1) && (0 == c2)) return 0;
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if (c1 < c2) return-1;
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if (c1 > c2) return 1;
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++a1;
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++a2;
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++p;
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}
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#endif
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}
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// ---------------------------------------------------------------------------
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/** Internal material helper class. Can be used to fill an aiMaterial
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structure easily. */
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class MaterialHelper : public ::aiMaterial
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{
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public:
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inline MaterialHelper();
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inline ~MaterialHelper();
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// -------------------------------------------------------------------
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/** Add a property with a given key and type info to the material
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* structure
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*
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* \param pInput Pointer to input data
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* \param pSizeInBytes Size of input data
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* \param pKey Key/Usage of the property (AI_MATKEY_XXX)
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* \param pType Type information hint
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*/
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aiReturn 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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/** Add a string property with a given key and type info to the
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* material structure
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*
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* \param pInput Input string
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* \param pKey Key/Usage of the property (AI_MATKEY_XXX)
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*/
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aiReturn AddProperty (const aiString* pInput,
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const char* pKey);
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// -------------------------------------------------------------------
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/** Add a property with a given key to the material structure
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* \param pInput Pointer to the input data
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* \param pNumValues Number of values in the array
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* \param pKey Key/Usage of the property (AI_MATKEY_XXX)
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*/
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template<class TYPE>
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aiReturn AddProperty (const TYPE* pInput,
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const unsigned int pNumValues,
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const char* pKey);
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// -------------------------------------------------------------------
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/** Remove a given key from the list
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* The function fails if the key isn't found
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*
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* \param pKey Key/Usage to be deleted
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*/
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aiReturn RemoveProperty (const char* pKey);
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// -------------------------------------------------------------------
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/** Copy the property list of a material
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* \param pcDest Destination material
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* \param pcSrc Source material
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*/
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static void CopyPropertyList(MaterialHelper* pcDest,
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const MaterialHelper* pcSrc);
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};
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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inline MaterialHelper::MaterialHelper()
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{
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// allocate 5 entries by default
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this->mNumProperties = 0;
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this->mNumAllocated = 5;
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this->mProperties = new aiMaterialProperty*[5];
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return;
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}
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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inline MaterialHelper::~MaterialHelper()
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{
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for (unsigned int i = 0; i < this->mNumProperties;++i)
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{
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// be careful ...
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if(NULL != this->mProperties[i])
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{
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delete[] this->mProperties[i]->mKey;
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delete[] this->mProperties[i]->mData;
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delete this->mProperties[i];
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}
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}
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return;
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}
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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template<class TYPE>
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aiReturn MaterialHelper::AddProperty (const TYPE* pInput,
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const unsigned int pNumValues,
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const char* pKey)
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{
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return this->AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(TYPE),
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pKey,aiPTI_Buffer);
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}
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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template<>
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inline aiReturn MaterialHelper::AddProperty<float> (const float* pInput,
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const unsigned int pNumValues,
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const char* pKey)
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{
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return this->AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(float),
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pKey,aiPTI_Float);
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}
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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template<>
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inline aiReturn MaterialHelper::AddProperty<aiColor4D> (const aiColor4D* pInput,
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const unsigned int pNumValues,
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const char* pKey)
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{
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return this->AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(aiColor4D),
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pKey,aiPTI_Float);
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}
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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template<>
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inline aiReturn MaterialHelper::AddProperty<aiColor3D> (const aiColor3D* pInput,
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const unsigned int pNumValues,
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const char* pKey)
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{
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return this->AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(aiColor3D),
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pKey,aiPTI_Float);
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}
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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template<>
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inline aiReturn MaterialHelper::AddProperty<int> (const int* pInput,
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const unsigned int pNumValues,
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const char* pKey)
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{
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return this->AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(int),
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pKey,aiPTI_Integer);
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}
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}
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#endif //!! AI_MATERIALSYSTEM_H_INC
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