1705 lines
60 KiB
C++
1705 lines
60 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file material.h
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* @brief Defines the material system of the library
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*/
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#pragma once
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#ifndef AI_MATERIAL_H_INC
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#define AI_MATERIAL_H_INC
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#ifdef __GNUC__
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#pragma GCC system_header
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#endif
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#include <assimp/types.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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// Name for default materials (2nd is used if meshes have UV coords)
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#define AI_DEFAULT_MATERIAL_NAME "DefaultMaterial"
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// ---------------------------------------------------------------------------
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/** @brief Defines how the Nth texture of a specific type is combined with
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* the result of all previous layers.
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*
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* Example (left: key, right: value): <br>
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* @code
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* DiffColor0 - gray
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* DiffTextureOp0 - aiTextureOpMultiply
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* DiffTexture0 - tex1.png
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* DiffTextureOp0 - aiTextureOpAdd
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* DiffTexture1 - tex2.png
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* @endcode
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* Written as equation, the final diffuse term for a specific pixel would be:
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* @code
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* diffFinal = DiffColor0 * sampleTex(DiffTexture0,UV0) +
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* sampleTex(DiffTexture1,UV0) * diffContrib;
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* @endcode
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* where 'diffContrib' is the intensity of the incoming light for that pixel.
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*/
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enum aiTextureOp {
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/** T = T1 * T2 */
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aiTextureOp_Multiply = 0x0,
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/** T = T1 + T2 */
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aiTextureOp_Add = 0x1,
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/** T = T1 - T2 */
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aiTextureOp_Subtract = 0x2,
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/** T = T1 / T2 */
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aiTextureOp_Divide = 0x3,
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/** T = (T1 + T2) - (T1 * T2) */
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aiTextureOp_SmoothAdd = 0x4,
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/** T = T1 + (T2-0.5) */
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aiTextureOp_SignedAdd = 0x5,
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#ifndef SWIG
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_aiTextureOp_Force32Bit = INT_MAX
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#endif
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};
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// ---------------------------------------------------------------------------
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/** @brief Defines how UV coordinates outside the [0...1] range are handled.
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*
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* Commonly referred to as 'wrapping mode'.
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*/
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enum aiTextureMapMode {
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/** A texture coordinate u|v is translated to u%1|v%1
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*/
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aiTextureMapMode_Wrap = 0x0,
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/** Texture coordinates outside [0...1]
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* are clamped to the nearest valid value.
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*/
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aiTextureMapMode_Clamp = 0x1,
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/** If the texture coordinates for a pixel are outside [0...1]
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* the texture is not applied to that pixel
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*/
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aiTextureMapMode_Decal = 0x3,
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/** A texture coordinate u|v becomes u%1|v%1 if (u-(u%1))%2 is zero and
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* 1-(u%1)|1-(v%1) otherwise
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*/
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aiTextureMapMode_Mirror = 0x2,
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#ifndef SWIG
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_aiTextureMapMode_Force32Bit = INT_MAX
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#endif
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};
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// ---------------------------------------------------------------------------
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/** @brief Defines how the mapping coords for a texture are generated.
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*
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* Real-time applications typically require full UV coordinates, so the use of
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* the aiProcess_GenUVCoords step is highly recommended. It generates proper
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* UV channels for non-UV mapped objects, as long as an accurate description
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* how the mapping should look like (e.g spherical) is given.
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* See the #AI_MATKEY_MAPPING property for more details.
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*/
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enum aiTextureMapping {
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/** The mapping coordinates are taken from an UV channel.
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*
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* #AI_MATKEY_UVWSRC property specifies from which UV channel
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* the texture coordinates are to be taken from (remember,
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* meshes can have more than one UV channel).
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*/
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aiTextureMapping_UV = 0x0,
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/** Spherical mapping */
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aiTextureMapping_SPHERE = 0x1,
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/** Cylindrical mapping */
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aiTextureMapping_CYLINDER = 0x2,
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/** Cubic mapping */
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aiTextureMapping_BOX = 0x3,
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/** Planar mapping */
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aiTextureMapping_PLANE = 0x4,
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/** Undefined mapping. Have fun. */
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aiTextureMapping_OTHER = 0x5,
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#ifndef SWIG
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_aiTextureMapping_Force32Bit = INT_MAX
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#endif
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};
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// ---------------------------------------------------------------------------
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/** @brief Defines the purpose of a texture
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*
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* This is a very difficult topic. Different 3D packages support different
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* kinds of textures. For very common texture types, such as bumpmaps, the
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* rendering results depend on implementation details in the rendering
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* pipelines of these applications. Assimp loads all texture references from
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* the model file and tries to determine which of the predefined texture
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* types below is the best choice to match the original use of the texture
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* as closely as possible.<br>
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*
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* In content pipelines you'll usually define how textures have to be handled,
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* and the artists working on models have to conform to this specification,
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* regardless which 3D tool they're using.
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*/
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enum aiTextureType {
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/** Dummy value.
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*
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* No texture, but the value to be used as 'texture semantic'
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* (#aiMaterialProperty::mSemantic) for all material properties
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* *not* related to textures.
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*/
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aiTextureType_NONE = 0,
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/** LEGACY API MATERIALS
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* Legacy refers to materials which
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* Were originally implemented in the specifications around 2000.
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* These must never be removed, as most engines support them.
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*/
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/** The texture is combined with the result of the diffuse
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* lighting equation.
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* OR
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* PBR Specular/Glossiness
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*/
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aiTextureType_DIFFUSE = 1,
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/** The texture is combined with the result of the specular
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* lighting equation.
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* OR
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* PBR Specular/Glossiness
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*/
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aiTextureType_SPECULAR = 2,
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/** The texture is combined with the result of the ambient
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* lighting equation.
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*/
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aiTextureType_AMBIENT = 3,
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/** The texture is added to the result of the lighting
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* calculation. It isn't influenced by incoming light.
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*/
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aiTextureType_EMISSIVE = 4,
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/** The texture is a height map.
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*
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* By convention, higher gray-scale values stand for
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* higher elevations from the base height.
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*/
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aiTextureType_HEIGHT = 5,
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/** The texture is a (tangent space) normal-map.
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*
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* Again, there are several conventions for tangent-space
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* normal maps. Assimp does (intentionally) not
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* distinguish here.
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*/
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aiTextureType_NORMALS = 6,
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/** The texture defines the glossiness of the material.
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*
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* The glossiness is in fact the exponent of the specular
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* (phong) lighting equation. Usually there is a conversion
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* function defined to map the linear color values in the
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* texture to a suitable exponent. Have fun.
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*/
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aiTextureType_SHININESS = 7,
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/** The texture defines per-pixel opacity.
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*
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* Usually 'white' means opaque and 'black' means
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* 'transparency'. Or quite the opposite. Have fun.
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*/
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aiTextureType_OPACITY = 8,
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/** Displacement texture
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*
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* The exact purpose and format is application-dependent.
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* Higher color values stand for higher vertex displacements.
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*/
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aiTextureType_DISPLACEMENT = 9,
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/** Lightmap texture (aka Ambient Occlusion)
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*
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* Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
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* covered by this material property. The texture contains a
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* scaling value for the final color value of a pixel. Its
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* intensity is not affected by incoming light.
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*/
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aiTextureType_LIGHTMAP = 10,
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/** Reflection texture
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*
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* Contains the color of a perfect mirror reflection.
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* Rarely used, almost never for real-time applications.
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*/
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aiTextureType_REFLECTION = 11,
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/** PBR Materials
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* PBR definitions from maya and other modelling packages now use this standard.
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* This was originally introduced around 2012.
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* Support for this is in game engines like Godot, Unreal or Unity3D.
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* Modelling packages which use this are very common now.
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*/
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aiTextureType_BASE_COLOR = 12,
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aiTextureType_NORMAL_CAMERA = 13,
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aiTextureType_EMISSION_COLOR = 14,
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aiTextureType_METALNESS = 15,
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aiTextureType_DIFFUSE_ROUGHNESS = 16,
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aiTextureType_AMBIENT_OCCLUSION = 17,
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/** Unknown texture
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*
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* A texture reference that does not match any of the definitions
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* above is considered to be 'unknown'. It is still imported,
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* but is excluded from any further post-processing.
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*/
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aiTextureType_UNKNOWN = 18,
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/** PBR Material Modifiers
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* Some modern renderers have further PBR modifiers that may be overlaid
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* on top of the 'base' PBR materials for additional realism.
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* These use multiple texture maps, so only the base type is directly defined
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*/
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/** Sheen
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* Generally used to simulate textiles that are covered in a layer of microfibers
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* eg velvet
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* https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_sheen
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*/
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aiTextureType_SHEEN = 19,
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/** Clearcoat
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* Simulates a layer of 'polish' or 'lacquer' layered on top of a PBR substrate
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* https://autodesk.github.io/standard-surface/#closures/coating
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* https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat
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*/
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aiTextureType_CLEARCOAT = 20,
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/** Transmission
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* Simulates transmission through the surface
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* May include further information such as wall thickness
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*/
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aiTextureType_TRANSMISSION = 21,
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/**
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* Maya material declarations
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*/
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aiTextureType_MAYA_BASE = 22,
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aiTextureType_MAYA_SPECULAR = 23,
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aiTextureType_MAYA_SPECULAR_COLOR = 24,
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aiTextureType_MAYA_SPECULAR_ROUGHNESS = 25,
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#ifndef SWIG
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_aiTextureType_Force32Bit = INT_MAX
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#endif
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};
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#define AI_TEXTURE_TYPE_MAX aiTextureType_MAYA_SPECULAR_ROUGHNESS
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// -------------------------------------------------------------------------------
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/**
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* @brief Get a string for a given aiTextureType
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*
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* @param in The texture type
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* @return The description string for the texture type.
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*/
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ASSIMP_API const char *aiTextureTypeToString(enum aiTextureType in);
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// ---------------------------------------------------------------------------
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/** @brief Defines all shading models supported by the library
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*
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* Property: #AI_MATKEY_SHADING_MODEL
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*
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* The list of shading modes has been taken from Blender.
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* See Blender documentation for more information. The API does
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* not distinguish between "specular" and "diffuse" shaders (thus the
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* specular term for diffuse shading models like Oren-Nayar remains
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* undefined). <br>
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* Again, this value is just a hint. Assimp tries to select the shader whose
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* most common implementation matches the original rendering results of the
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* 3D modeler which wrote a particular model as closely as possible.
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*
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*/
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enum aiShadingMode {
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/** Flat shading. Shading is done on per-face base,
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* diffuse only. Also known as 'faceted shading'.
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*/
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aiShadingMode_Flat = 0x1,
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/** Simple Gouraud shading.
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*/
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aiShadingMode_Gouraud = 0x2,
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/** Phong-Shading -
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*/
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aiShadingMode_Phong = 0x3,
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/** Phong-Blinn-Shading
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*/
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aiShadingMode_Blinn = 0x4,
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/** Toon-Shading per pixel
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*
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* Also known as 'comic' shader.
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*/
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aiShadingMode_Toon = 0x5,
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/** OrenNayar-Shading per pixel
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*
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* Extension to standard Lambertian shading, taking the
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* roughness of the material into account
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*/
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aiShadingMode_OrenNayar = 0x6,
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/** Minnaert-Shading per pixel
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*
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* Extension to standard Lambertian shading, taking the
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* "darkness" of the material into account
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*/
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aiShadingMode_Minnaert = 0x7,
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/** CookTorrance-Shading per pixel
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*
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* Special shader for metallic surfaces.
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*/
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aiShadingMode_CookTorrance = 0x8,
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/** No shading at all. Constant light influence of 1.0.
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* Also known as "Unlit"
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*/
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aiShadingMode_NoShading = 0x9,
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aiShadingMode_Unlit = aiShadingMode_NoShading, // Alias
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/** Fresnel shading
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*/
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aiShadingMode_Fresnel = 0xa,
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/** Physically-Based Rendering (PBR) shading using
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* Bidirectional scattering/reflectance distribution function (BSDF/BRDF)
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* There are multiple methods under this banner, and model files may provide
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* data for more than one PBR-BRDF method.
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* Applications should use the set of provided properties to determine which
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* of their preferred PBR rendering methods are likely to be available
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* eg:
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* - If AI_MATKEY_METALLIC_FACTOR is set, then a Metallic/Roughness is available
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* - If AI_MATKEY_GLOSSINESS_FACTOR is set, then a Specular/Glossiness is available
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* Note that some PBR methods allow layering of techniques
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*/
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aiShadingMode_PBR_BRDF = 0xb,
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#ifndef SWIG
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_aiShadingMode_Force32Bit = INT_MAX
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#endif
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};
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// ---------------------------------------------------------------------------
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/**
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* @brief Defines some mixed flags for a particular texture.
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*
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* Usually you'll instruct your cg artists how textures have to look like ...
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* and how they will be processed in your application. However, if you use
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* Assimp for completely generic loading purposes you might also need to
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* process these flags in order to display as many 'unknown' 3D models as
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* possible correctly.
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*
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* This corresponds to the #AI_MATKEY_TEXFLAGS property.
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*/
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enum aiTextureFlags {
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/** The texture's color values have to be inverted (component-wise 1-n)
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*/
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aiTextureFlags_Invert = 0x1,
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/** Explicit request to the application to process the alpha channel
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* of the texture.
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*
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* Mutually exclusive with #aiTextureFlags_IgnoreAlpha. These
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* flags are set if the library can say for sure that the alpha
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* channel is used/is not used. If the model format does not
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* define this, it is left to the application to decide whether
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* the texture alpha channel - if any - is evaluated or not.
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*/
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aiTextureFlags_UseAlpha = 0x2,
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/** Explicit request to the application to ignore the alpha channel
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* of the texture.
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*
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* Mutually exclusive with #aiTextureFlags_UseAlpha.
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*/
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aiTextureFlags_IgnoreAlpha = 0x4,
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#ifndef SWIG
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_aiTextureFlags_Force32Bit = INT_MAX
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#endif
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};
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// ---------------------------------------------------------------------------
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/**
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* @brief Defines alpha-blend flags.
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*
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* If you're familiar with OpenGL or D3D, these flags aren't new to you.
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* They define *how* the final color value of a pixel is computed, basing
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* on the previous color at that pixel and the new color value from the
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* material.
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* The blend formula is:
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* @code
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* SourceColor * SourceBlend + DestColor * DestBlend
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* @endcode
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* where DestColor is the previous color in the frame-buffer at this
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* position and SourceColor is the material color before the transparency
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* calculation.<br>
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* This corresponds to the #AI_MATKEY_BLEND_FUNC property.
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*/
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enum aiBlendMode {
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/**
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* Formula:
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* @code
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* SourceColor*SourceAlpha + DestColor*(1-SourceAlpha)
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* @endcode
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*/
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aiBlendMode_Default = 0x0,
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/** Additive blending
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*
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* Formula:
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* @code
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* SourceColor*1 + DestColor*1
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* @endcode
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*/
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aiBlendMode_Additive = 0x1,
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// we don't need more for the moment, but we might need them
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// in future versions ...
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#ifndef SWIG
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_aiBlendMode_Force32Bit = INT_MAX
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#endif
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};
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|
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#include "./Compiler/pushpack1.h"
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|
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// ---------------------------------------------------------------------------
|
|
/**
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|
* @brief Defines how an UV channel is transformed.
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|
*
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|
* This is just a helper structure for the #AI_MATKEY_UVTRANSFORM key.
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|
* See its documentation for more details.
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|
*
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|
* Typically you'll want to build a matrix of this information. However,
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|
* we keep separate scaling/translation/rotation values to make it
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|
* easier to process and optimize UV transformations internally.
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|
*/
|
|
struct aiUVTransform {
|
|
/** Translation on the u and v axes.
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|
*
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|
* The default value is (0|0).
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|
*/
|
|
C_STRUCT aiVector2D mTranslation;
|
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|
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/** Scaling on the u and v axes.
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|
*
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|
* The default value is (1|1).
|
|
*/
|
|
C_STRUCT aiVector2D mScaling;
|
|
|
|
/** Rotation - in counter-clockwise direction.
|
|
*
|
|
* The rotation angle is specified in radians. The
|
|
* rotation center is 0.5f|0.5f. The default value
|
|
* 0.f.
|
|
*/
|
|
ai_real mRotation;
|
|
|
|
#ifdef __cplusplus
|
|
aiUVTransform() AI_NO_EXCEPT
|
|
: mTranslation(0.0, 0.0),
|
|
mScaling(1.0, 1.0),
|
|
mRotation(0.0) {
|
|
// nothing to be done here ...
|
|
}
|
|
#endif
|
|
};
|
|
|
|
#include "./Compiler/poppack1.h"
|
|
|
|
//! @cond AI_DOX_INCLUDE_INTERNAL
|
|
// ---------------------------------------------------------------------------
|
|
/**
|
|
* @brief A very primitive RTTI system for the contents of material properties.
|
|
*/
|
|
enum aiPropertyTypeInfo {
|
|
/** Array of single-precision (32 Bit) floats
|
|
*
|
|
* It is possible to use aiGetMaterialInteger[Array]() (or the C++-API
|
|
* aiMaterial::Get()) to query properties stored in floating-point format.
|
|
* The material system performs the type conversion automatically.
|
|
*/
|
|
aiPTI_Float = 0x1,
|
|
|
|
/** Array of double-precision (64 Bit) floats
|
|
*
|
|
* It is possible to use aiGetMaterialInteger[Array]() (or the C++-API
|
|
* aiMaterial::Get()) to query properties stored in floating-point format.
|
|
* The material system performs the type conversion automatically.
|
|
*/
|
|
aiPTI_Double = 0x2,
|
|
|
|
/** The material property is an aiString.
|
|
*
|
|
* Arrays of strings aren't possible, aiGetMaterialString() (or the
|
|
* C++-API aiMaterial::Get()) *must* be used to query a string property.
|
|
*/
|
|
aiPTI_String = 0x3,
|
|
|
|
/** Array of (32 Bit) integers
|
|
*
|
|
* It is possible to use aiGetMaterialFloat[Array]() (or the C++-API
|
|
* aiMaterial::Get()) to query properties stored in integer format.
|
|
* The material system performs the type conversion automatically.
|
|
*/
|
|
aiPTI_Integer = 0x4,
|
|
|
|
/** Simple binary buffer, content undefined. Not convertible to anything.
|
|
*/
|
|
aiPTI_Buffer = 0x5,
|
|
|
|
/** This value is not used. It is just there to force the
|
|
* compiler to map this enum to a 32 Bit integer.
|
|
*/
|
|
#ifndef SWIG
|
|
_aiPTI_Force32Bit = INT_MAX
|
|
#endif
|
|
};
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** @brief Data structure for a single material property
|
|
*
|
|
* As an user, you'll probably never need to deal with this data structure.
|
|
* Just use the provided aiGetMaterialXXX() or aiMaterial::Get() family
|
|
* of functions to query material properties easily. Processing them
|
|
* manually is faster, but it is not the recommended way. It isn't worth
|
|
* the effort. <br>
|
|
* Material property names follow a simple scheme:
|
|
* @code
|
|
* $<name>
|
|
* ?<name>
|
|
* A public property, there must be corresponding AI_MATKEY_XXX define
|
|
* 2nd: Public, but ignored by the #aiProcess_RemoveRedundantMaterials
|
|
* post-processing step.
|
|
* ~<name>
|
|
* A temporary property for internal use.
|
|
* @endcode
|
|
* @see aiMaterial
|
|
*/
|
|
struct aiMaterialProperty {
|
|
/** Specifies the name of the property (key)
|
|
* Keys are generally case insensitive.
|
|
*/
|
|
C_STRUCT aiString mKey;
|
|
|
|
/** Textures: Specifies their exact usage semantic.
|
|
* For non-texture properties, this member is always 0
|
|
* (or, better-said, #aiTextureType_NONE).
|
|
*/
|
|
unsigned int mSemantic;
|
|
|
|
/** Textures: Specifies the index of the texture.
|
|
* For non-texture properties, this member is always 0.
|
|
*/
|
|
unsigned int mIndex;
|
|
|
|
/** Size of the buffer mData is pointing to, in bytes.
|
|
* This value may not be 0.
|
|
*/
|
|
unsigned int mDataLength;
|
|
|
|
/** Type information for the property.
|
|
*
|
|
* Defines the data layout inside the data buffer. This is used
|
|
* by the library internally to perform debug checks and to
|
|
* utilize proper type conversions.
|
|
* (It's probably a hacky solution, but it works.)
|
|
*/
|
|
C_ENUM aiPropertyTypeInfo mType;
|
|
|
|
/** Binary buffer to hold the property's value.
|
|
* The size of the buffer is always mDataLength.
|
|
*/
|
|
char *mData;
|
|
|
|
#ifdef __cplusplus
|
|
|
|
aiMaterialProperty() AI_NO_EXCEPT
|
|
: mSemantic(0),
|
|
mIndex(0),
|
|
mDataLength(0),
|
|
mType(aiPTI_Float),
|
|
mData(nullptr) {
|
|
// empty
|
|
}
|
|
|
|
~aiMaterialProperty() {
|
|
delete[] mData;
|
|
mData = nullptr;
|
|
}
|
|
|
|
#endif
|
|
};
|
|
//! @endcond
|
|
|
|
#ifdef __cplusplus
|
|
} // We need to leave the "C" block here to allow template member functions
|
|
#endif
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** @brief Data structure for a material
|
|
*
|
|
* Material data is stored using a key-value structure. A single key-value
|
|
* pair is called a 'material property'. C++ users should use the provided
|
|
* member functions of aiMaterial to process material properties, C users
|
|
* have to stick with the aiMaterialGetXXX family of unbound functions.
|
|
* The library defines a set of standard keys (AI_MATKEY_XXX).
|
|
*/
|
|
#ifdef __cplusplus
|
|
struct ASSIMP_API aiMaterial
|
|
#else
|
|
struct aiMaterial
|
|
#endif
|
|
{
|
|
|
|
#ifdef __cplusplus
|
|
|
|
public:
|
|
/**
|
|
* @brief The class constructor.
|
|
*/
|
|
aiMaterial();
|
|
|
|
/**
|
|
* @brief The class destructor.
|
|
*/
|
|
~aiMaterial();
|
|
|
|
// -------------------------------------------------------------------
|
|
/**
|
|
* @brief Returns the name of the material.
|
|
* @return The name of the material.
|
|
*/
|
|
// -------------------------------------------------------------------
|
|
aiString GetName() const;
|
|
|
|
// -------------------------------------------------------------------
|
|
/** @brief Retrieve an array of Type values with a specific key
|
|
* from the material
|
|
*
|
|
* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
|
|
* @param type .. set by AI_MATKEY_XXX
|
|
* @param idx .. set by AI_MATKEY_XXX
|
|
* @param pOut Pointer to a buffer to receive the result.
|
|
* @param pMax Specifies the size of the given buffer, in Type's.
|
|
* Receives the number of values (not bytes!) read.
|
|
* NULL is a valid value for this parameter.
|
|
*/
|
|
template <typename Type>
|
|
aiReturn Get(const char *pKey, unsigned int type,
|
|
unsigned int idx, Type *pOut, unsigned int *pMax) const;
|
|
|
|
aiReturn Get(const char *pKey, unsigned int type,
|
|
unsigned int idx, int *pOut, unsigned int *pMax) const;
|
|
|
|
aiReturn Get(const char *pKey, unsigned int type,
|
|
unsigned int idx, ai_real *pOut, unsigned int *pMax) const;
|
|
|
|
// -------------------------------------------------------------------
|
|
/** @brief Retrieve a Type value with a specific key
|
|
* from the material
|
|
*
|
|
* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
|
|
* @param type Specifies the type of the texture to be retrieved (
|
|
* e.g. diffuse, specular, height map ...)
|
|
* @param idx Index of the texture to be retrieved.
|
|
* @param pOut Reference to receive the output value
|
|
*/
|
|
template <typename Type>
|
|
aiReturn Get(const char *pKey, unsigned int type,
|
|
unsigned int idx, Type &pOut) const;
|
|
|
|
aiReturn Get(const char *pKey, unsigned int type,
|
|
unsigned int idx, int &pOut) const;
|
|
|
|
aiReturn Get(const char *pKey, unsigned int type,
|
|
unsigned int idx, ai_real &pOut) const;
|
|
|
|
aiReturn Get(const char *pKey, unsigned int type,
|
|
unsigned int idx, aiString &pOut) const;
|
|
|
|
aiReturn Get(const char *pKey, unsigned int type,
|
|
unsigned int idx, aiColor3D &pOut) const;
|
|
|
|
aiReturn Get(const char *pKey, unsigned int type,
|
|
unsigned int idx, aiColor4D &pOut) const;
|
|
|
|
aiReturn Get(const char *pKey, unsigned int type,
|
|
unsigned int idx, aiUVTransform &pOut) const;
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Get the number of textures for a particular texture type.
|
|
* @param type Texture type to check for
|
|
* @return Number of textures for this type.
|
|
* @note A texture can be easily queried using #GetTexture() */
|
|
unsigned int GetTextureCount(aiTextureType type) const;
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Helper function to get all parameters pertaining to a
|
|
* particular texture slot from a material.
|
|
*
|
|
* This function is provided just for convenience, you could also
|
|
* read the single material properties manually.
|
|
* @param type Specifies the type of the texture to be retrieved (
|
|
* e.g. diffuse, specular, height map ...)
|
|
* @param index Index of the texture to be retrieved. The function fails
|
|
* if there is no texture of that type with this index.
|
|
* #GetTextureCount() can be used to determine the number of textures
|
|
* per texture type.
|
|
* @param path Receives the path to the texture.
|
|
* Use aiScene::GetEmbeddedTexture() method to determine if returned path
|
|
* is an image file to be opened or a string key of embedded texture stored in the corresponding scene
|
|
* (could be a '*' followed by the id of the texture in case of no name)
|
|
* NULL is a valid value.
|
|
* @param mapping The texture mapping.
|
|
* NULL is allowed as value.
|
|
* @param uvindex Receives the UV index of the texture.
|
|
* NULL is a valid value.
|
|
* @param blend Receives the blend factor for the texture
|
|
* NULL is a valid value.
|
|
* @param op Receives the texture operation to be performed between
|
|
* this texture and the previous texture. NULL is allowed as value.
|
|
* @param mapmode Receives the mapping modes to be used for the texture.
|
|
* The parameter may be NULL but if it is a valid pointer it MUST
|
|
* point to an array of 3 aiTextureMapMode's (one for each
|
|
* axis: UVW order (=XYZ)).
|
|
*/
|
|
// -------------------------------------------------------------------
|
|
aiReturn GetTexture(aiTextureType type,
|
|
unsigned int index,
|
|
C_STRUCT aiString *path,
|
|
aiTextureMapping *mapping = NULL,
|
|
unsigned int *uvindex = NULL,
|
|
ai_real *blend = NULL,
|
|
aiTextureOp *op = NULL,
|
|
aiTextureMapMode *mapmode = NULL) const;
|
|
|
|
// Setters
|
|
|
|
// ------------------------------------------------------------------------------
|
|
/** @brief Add a property with a given key and type info to the material
|
|
* structure
|
|
*
|
|
* @param pInput Pointer to input data
|
|
* @param pSizeInBytes Size of input data
|
|
* @param pKey Key/Usage of the property (AI_MATKEY_XXX)
|
|
* @param type Set by the AI_MATKEY_XXX macro
|
|
* @param index Set by the AI_MATKEY_XXX macro
|
|
* @param pType Type information hint */
|
|
aiReturn AddBinaryProperty(const void *pInput,
|
|
unsigned int pSizeInBytes,
|
|
const char *pKey,
|
|
unsigned int type,
|
|
unsigned int index,
|
|
aiPropertyTypeInfo pType);
|
|
|
|
// ------------------------------------------------------------------------------
|
|
/** @brief Add a string property with a given key and type info to the
|
|
* material structure
|
|
*
|
|
* @param pInput Input string
|
|
* @param pKey Key/Usage of the property (AI_MATKEY_XXX)
|
|
* @param type Set by the AI_MATKEY_XXX macro
|
|
* @param index Set by the AI_MATKEY_XXX macro */
|
|
aiReturn AddProperty(const aiString *pInput,
|
|
const char *pKey,
|
|
unsigned int type = 0,
|
|
unsigned int index = 0);
|
|
|
|
// ------------------------------------------------------------------------------
|
|
/** @brief Add a property with a given key to the material structure
|
|
* @param pInput Pointer to the input data
|
|
* @param pNumValues Number of values in the array
|
|
* @param pKey Key/Usage of the property (AI_MATKEY_XXX)
|
|
* @param type Set by the AI_MATKEY_XXX macro
|
|
* @param index Set by the AI_MATKEY_XXX macro */
|
|
template <class TYPE>
|
|
aiReturn AddProperty(const TYPE *pInput,
|
|
unsigned int pNumValues,
|
|
const char *pKey,
|
|
unsigned int type = 0,
|
|
unsigned int index = 0);
|
|
|
|
aiReturn AddProperty(const aiVector3D *pInput,
|
|
unsigned int pNumValues,
|
|
const char *pKey,
|
|
unsigned int type = 0,
|
|
unsigned int index = 0);
|
|
|
|
aiReturn AddProperty(const aiColor3D *pInput,
|
|
unsigned int pNumValues,
|
|
const char *pKey,
|
|
unsigned int type = 0,
|
|
unsigned int index = 0);
|
|
|
|
aiReturn AddProperty(const aiColor4D *pInput,
|
|
unsigned int pNumValues,
|
|
const char *pKey,
|
|
unsigned int type = 0,
|
|
unsigned int index = 0);
|
|
|
|
aiReturn AddProperty(const int *pInput,
|
|
unsigned int pNumValues,
|
|
const char *pKey,
|
|
unsigned int type = 0,
|
|
unsigned int index = 0);
|
|
|
|
aiReturn AddProperty(const float *pInput,
|
|
unsigned int pNumValues,
|
|
const char *pKey,
|
|
unsigned int type = 0,
|
|
unsigned int index = 0);
|
|
|
|
aiReturn AddProperty(const double *pInput,
|
|
unsigned int pNumValues,
|
|
const char *pKey,
|
|
unsigned int type = 0,
|
|
unsigned int index = 0);
|
|
|
|
aiReturn AddProperty(const aiUVTransform *pInput,
|
|
unsigned int pNumValues,
|
|
const char *pKey,
|
|
unsigned int type = 0,
|
|
unsigned int index = 0);
|
|
|
|
// ------------------------------------------------------------------------------
|
|
/** @brief Remove a given key from the list.
|
|
*
|
|
* The function fails if the key isn't found
|
|
* @param pKey Key to be deleted
|
|
* @param type Set by the AI_MATKEY_XXX macro
|
|
* @param index Set by the AI_MATKEY_XXX macro */
|
|
aiReturn RemoveProperty(const char *pKey,
|
|
unsigned int type = 0,
|
|
unsigned int index = 0);
|
|
|
|
// ------------------------------------------------------------------------------
|
|
/** @brief Removes all properties from the material.
|
|
*
|
|
* The data array remains allocated so adding new properties is quite fast. */
|
|
void Clear();
|
|
|
|
// ------------------------------------------------------------------------------
|
|
/** Copy the property list of a material
|
|
* @param pcDest Destination material
|
|
* @param pcSrc Source material
|
|
*/
|
|
static void CopyPropertyList(aiMaterial *pcDest,
|
|
const aiMaterial *pcSrc);
|
|
|
|
#endif
|
|
|
|
/** List of all material properties loaded. */
|
|
C_STRUCT aiMaterialProperty **mProperties;
|
|
|
|
/** Number of properties in the data base */
|
|
unsigned int mNumProperties;
|
|
|
|
/** Storage allocated */
|
|
unsigned int mNumAllocated;
|
|
};
|
|
|
|
// Go back to extern "C" again
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
// ---------------------------------------------------------------------------
|
|
#define AI_MATKEY_NAME "?mat.name", 0, 0
|
|
#define AI_MATKEY_TWOSIDED "$mat.twosided", 0, 0
|
|
#define AI_MATKEY_SHADING_MODEL "$mat.shadingm", 0, 0
|
|
#define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe", 0, 0
|
|
#define AI_MATKEY_BLEND_FUNC "$mat.blend", 0, 0
|
|
#define AI_MATKEY_OPACITY "$mat.opacity", 0, 0
|
|
#define AI_MATKEY_TRANSPARENCYFACTOR "$mat.transparencyfactor", 0, 0
|
|
#define AI_MATKEY_BUMPSCALING "$mat.bumpscaling", 0, 0
|
|
#define AI_MATKEY_SHININESS "$mat.shininess", 0, 0
|
|
#define AI_MATKEY_REFLECTIVITY "$mat.reflectivity", 0, 0
|
|
#define AI_MATKEY_SHININESS_STRENGTH "$mat.shinpercent", 0, 0
|
|
#define AI_MATKEY_REFRACTI "$mat.refracti", 0, 0
|
|
#define AI_MATKEY_COLOR_DIFFUSE "$clr.diffuse", 0, 0
|
|
#define AI_MATKEY_COLOR_AMBIENT "$clr.ambient", 0, 0
|
|
#define AI_MATKEY_COLOR_SPECULAR "$clr.specular", 0, 0
|
|
#define AI_MATKEY_COLOR_EMISSIVE "$clr.emissive", 0, 0
|
|
#define AI_MATKEY_COLOR_TRANSPARENT "$clr.transparent", 0, 0
|
|
#define AI_MATKEY_COLOR_REFLECTIVE "$clr.reflective", 0, 0
|
|
#define AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "?bg.global", 0, 0
|
|
#define AI_MATKEY_GLOBAL_SHADERLANG "?sh.lang", 0, 0
|
|
#define AI_MATKEY_SHADER_VERTEX "?sh.vs", 0, 0
|
|
#define AI_MATKEY_SHADER_FRAGMENT "?sh.fs", 0, 0
|
|
#define AI_MATKEY_SHADER_GEO "?sh.gs", 0, 0
|
|
#define AI_MATKEY_SHADER_TESSELATION "?sh.ts", 0, 0
|
|
#define AI_MATKEY_SHADER_PRIMITIVE "?sh.ps", 0, 0
|
|
#define AI_MATKEY_SHADER_COMPUTE "?sh.cs", 0, 0
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// PBR material support
|
|
// --------------------
|
|
// Properties defining PBR rendering techniques
|
|
#define AI_MATKEY_USE_COLOR_MAP "$mat.useColorMap", 0, 0
|
|
|
|
// Metallic/Roughness Workflow
|
|
// ---------------------------
|
|
// Base RGBA color factor. Will be multiplied by final base color texture values if extant
|
|
// Note: Importers may choose to copy this into AI_MATKEY_COLOR_DIFFUSE for compatibility
|
|
// with renderers and formats that do not support Metallic/Roughness PBR
|
|
#define AI_MATKEY_BASE_COLOR "$clr.base", 0, 0
|
|
#define AI_MATKEY_BASE_COLOR_TEXTURE aiTextureType_BASE_COLOR, 0
|
|
#define AI_MATKEY_USE_METALLIC_MAP "$mat.useMetallicMap", 0, 0
|
|
// Metallic factor. 0.0 = Full Dielectric, 1.0 = Full Metal
|
|
#define AI_MATKEY_METALLIC_FACTOR "$mat.metallicFactor", 0, 0
|
|
#define AI_MATKEY_METALLIC_TEXTURE aiTextureType_METALNESS, 0
|
|
#define AI_MATKEY_USE_ROUGHNESS_MAP "$mat.useRoughnessMap", 0, 0
|
|
// Roughness factor. 0.0 = Perfectly Smooth, 1.0 = Completely Rough
|
|
#define AI_MATKEY_ROUGHNESS_FACTOR "$mat.roughnessFactor", 0, 0
|
|
#define AI_MATKEY_ROUGHNESS_TEXTURE aiTextureType_DIFFUSE_ROUGHNESS, 0
|
|
// Anisotropy factor. 0.0 = isotropic, 1.0 = anisotropy along tangent direction,
|
|
// -1.0 = anisotropy along bitangent direction
|
|
#define AI_MATKEY_ANISOTROPY_FACTOR "$mat.anisotropyFactor", 0, 0
|
|
|
|
// Specular/Glossiness Workflow
|
|
// ---------------------------
|
|
// Diffuse/Albedo Color. Note: Pure Metals have a diffuse of {0,0,0}
|
|
// AI_MATKEY_COLOR_DIFFUSE
|
|
// Specular Color.
|
|
// Note: Metallic/Roughness may also have a Specular Color
|
|
// AI_MATKEY_COLOR_SPECULAR
|
|
#define AI_MATKEY_SPECULAR_FACTOR "$mat.specularFactor", 0, 0
|
|
// Glossiness factor. 0.0 = Completely Rough, 1.0 = Perfectly Smooth
|
|
#define AI_MATKEY_GLOSSINESS_FACTOR "$mat.glossinessFactor", 0, 0
|
|
|
|
// Sheen
|
|
// -----
|
|
// Sheen base RGB color. Default {0,0,0}
|
|
#define AI_MATKEY_SHEEN_COLOR_FACTOR "$clr.sheen.factor", 0, 0
|
|
// Sheen Roughness Factor.
|
|
#define AI_MATKEY_SHEEN_ROUGHNESS_FACTOR "$mat.sheen.roughnessFactor", 0, 0
|
|
#define AI_MATKEY_SHEEN_COLOR_TEXTURE aiTextureType_SHEEN, 0
|
|
#define AI_MATKEY_SHEEN_ROUGHNESS_TEXTURE aiTextureType_SHEEN, 1
|
|
|
|
// Clearcoat
|
|
// ---------
|
|
// Clearcoat layer intensity. 0.0 = none (disabled)
|
|
#define AI_MATKEY_CLEARCOAT_FACTOR "$mat.clearcoat.factor", 0, 0
|
|
#define AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR "$mat.clearcoat.roughnessFactor", 0, 0
|
|
#define AI_MATKEY_CLEARCOAT_TEXTURE aiTextureType_CLEARCOAT, 0
|
|
#define AI_MATKEY_CLEARCOAT_ROUGHNESS_TEXTURE aiTextureType_CLEARCOAT, 1
|
|
#define AI_MATKEY_CLEARCOAT_NORMAL_TEXTURE aiTextureType_CLEARCOAT, 2
|
|
|
|
// Transmission
|
|
// ------------
|
|
// https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission
|
|
// Base percentage of light transmitted through the surface. 0.0 = Opaque, 1.0 = Fully transparent
|
|
#define AI_MATKEY_TRANSMISSION_FACTOR "$mat.transmission.factor", 0, 0
|
|
// Texture defining percentage of light transmitted through the surface.
|
|
// Multiplied by AI_MATKEY_TRANSMISSION_FACTOR
|
|
#define AI_MATKEY_TRANSMISSION_TEXTURE aiTextureType_TRANSMISSION, 0
|
|
|
|
// Volume
|
|
// ------------
|
|
// https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_volume
|
|
// The thickness of the volume beneath the surface. If the value is 0 the material is thin-walled. Otherwise the material is a volume boundary.
|
|
#define AI_MATKEY_VOLUME_THICKNESS_FACTOR "$mat.volume.thicknessFactor", 0, 0
|
|
// Texture that defines the thickness.
|
|
// Multiplied by AI_MATKEY_THICKNESS_FACTOR
|
|
#define AI_MATKEY_VOLUME_THICKNESS_TEXTURE aiTextureType_TRANSMISSION, 1
|
|
// Density of the medium given as the average distance that light travels in the medium before interacting with a particle.
|
|
#define AI_MATKEY_VOLUME_ATTENUATION_DISTANCE "$mat.volume.attenuationDistance", 0, 0
|
|
// The color that white light turns into due to absorption when reaching the attenuation distance.
|
|
#define AI_MATKEY_VOLUME_ATTENUATION_COLOR "$mat.volume.attenuationColor", 0, 0
|
|
|
|
// Emissive
|
|
// --------
|
|
#define AI_MATKEY_USE_EMISSIVE_MAP "$mat.useEmissiveMap", 0, 0
|
|
#define AI_MATKEY_EMISSIVE_INTENSITY "$mat.emissiveIntensity", 0, 0
|
|
#define AI_MATKEY_USE_AO_MAP "$mat.useAOMap", 0, 0
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Pure key names for all texture-related properties
|
|
//! @cond MATS_DOC_FULL
|
|
#define _AI_MATKEY_TEXTURE_BASE "$tex.file"
|
|
#define _AI_MATKEY_UVWSRC_BASE "$tex.uvwsrc"
|
|
#define _AI_MATKEY_TEXOP_BASE "$tex.op"
|
|
#define _AI_MATKEY_MAPPING_BASE "$tex.mapping"
|
|
#define _AI_MATKEY_TEXBLEND_BASE "$tex.blend"
|
|
#define _AI_MATKEY_MAPPINGMODE_U_BASE "$tex.mapmodeu"
|
|
#define _AI_MATKEY_MAPPINGMODE_V_BASE "$tex.mapmodev"
|
|
#define _AI_MATKEY_TEXMAP_AXIS_BASE "$tex.mapaxis"
|
|
#define _AI_MATKEY_UVTRANSFORM_BASE "$tex.uvtrafo"
|
|
#define _AI_MATKEY_TEXFLAGS_BASE "$tex.flags"
|
|
//! @endcond
|
|
|
|
// ---------------------------------------------------------------------------
|
|
#define AI_MATKEY_TEXTURE(type, N) _AI_MATKEY_TEXTURE_BASE, type, N
|
|
|
|
// For backward compatibility and simplicity
|
|
//! @cond MATS_DOC_FULL
|
|
#define AI_MATKEY_TEXTURE_DIFFUSE(N) \
|
|
AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, N)
|
|
|
|
#define AI_MATKEY_TEXTURE_SPECULAR(N) \
|
|
AI_MATKEY_TEXTURE(aiTextureType_SPECULAR, N)
|
|
|
|
#define AI_MATKEY_TEXTURE_AMBIENT(N) \
|
|
AI_MATKEY_TEXTURE(aiTextureType_AMBIENT, N)
|
|
|
|
#define AI_MATKEY_TEXTURE_EMISSIVE(N) \
|
|
AI_MATKEY_TEXTURE(aiTextureType_EMISSIVE, N)
|
|
|
|
#define AI_MATKEY_TEXTURE_NORMALS(N) \
|
|
AI_MATKEY_TEXTURE(aiTextureType_NORMALS, N)
|
|
|
|
#define AI_MATKEY_TEXTURE_HEIGHT(N) \
|
|
AI_MATKEY_TEXTURE(aiTextureType_HEIGHT, N)
|
|
|
|
#define AI_MATKEY_TEXTURE_SHININESS(N) \
|
|
AI_MATKEY_TEXTURE(aiTextureType_SHININESS, N)
|
|
|
|
#define AI_MATKEY_TEXTURE_OPACITY(N) \
|
|
AI_MATKEY_TEXTURE(aiTextureType_OPACITY, N)
|
|
|
|
#define AI_MATKEY_TEXTURE_DISPLACEMENT(N) \
|
|
AI_MATKEY_TEXTURE(aiTextureType_DISPLACEMENT, N)
|
|
|
|
#define AI_MATKEY_TEXTURE_LIGHTMAP(N) \
|
|
AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, N)
|
|
|
|
#define AI_MATKEY_TEXTURE_REFLECTION(N) \
|
|
AI_MATKEY_TEXTURE(aiTextureType_REFLECTION, N)
|
|
|
|
//! @endcond
|
|
|
|
// ---------------------------------------------------------------------------
|
|
#define AI_MATKEY_UVWSRC(type, N) _AI_MATKEY_UVWSRC_BASE, type, N
|
|
|
|
// For backward compatibility and simplicity
|
|
//! @cond MATS_DOC_FULL
|
|
#define AI_MATKEY_UVWSRC_DIFFUSE(N) \
|
|
AI_MATKEY_UVWSRC(aiTextureType_DIFFUSE, N)
|
|
|
|
#define AI_MATKEY_UVWSRC_SPECULAR(N) \
|
|
AI_MATKEY_UVWSRC(aiTextureType_SPECULAR, N)
|
|
|
|
#define AI_MATKEY_UVWSRC_AMBIENT(N) \
|
|
AI_MATKEY_UVWSRC(aiTextureType_AMBIENT, N)
|
|
|
|
#define AI_MATKEY_UVWSRC_EMISSIVE(N) \
|
|
AI_MATKEY_UVWSRC(aiTextureType_EMISSIVE, N)
|
|
|
|
#define AI_MATKEY_UVWSRC_NORMALS(N) \
|
|
AI_MATKEY_UVWSRC(aiTextureType_NORMALS, N)
|
|
|
|
#define AI_MATKEY_UVWSRC_HEIGHT(N) \
|
|
AI_MATKEY_UVWSRC(aiTextureType_HEIGHT, N)
|
|
|
|
#define AI_MATKEY_UVWSRC_SHININESS(N) \
|
|
AI_MATKEY_UVWSRC(aiTextureType_SHININESS, N)
|
|
|
|
#define AI_MATKEY_UVWSRC_OPACITY(N) \
|
|
AI_MATKEY_UVWSRC(aiTextureType_OPACITY, N)
|
|
|
|
#define AI_MATKEY_UVWSRC_DISPLACEMENT(N) \
|
|
AI_MATKEY_UVWSRC(aiTextureType_DISPLACEMENT, N)
|
|
|
|
#define AI_MATKEY_UVWSRC_LIGHTMAP(N) \
|
|
AI_MATKEY_UVWSRC(aiTextureType_LIGHTMAP, N)
|
|
|
|
#define AI_MATKEY_UVWSRC_REFLECTION(N) \
|
|
AI_MATKEY_UVWSRC(aiTextureType_REFLECTION, N)
|
|
|
|
//! @endcond
|
|
// ---------------------------------------------------------------------------
|
|
#define AI_MATKEY_TEXOP(type, N) _AI_MATKEY_TEXOP_BASE, type, N
|
|
|
|
// For backward compatibility and simplicity
|
|
//! @cond MATS_DOC_FULL
|
|
#define AI_MATKEY_TEXOP_DIFFUSE(N) \
|
|
AI_MATKEY_TEXOP(aiTextureType_DIFFUSE, N)
|
|
|
|
#define AI_MATKEY_TEXOP_SPECULAR(N) \
|
|
AI_MATKEY_TEXOP(aiTextureType_SPECULAR, N)
|
|
|
|
#define AI_MATKEY_TEXOP_AMBIENT(N) \
|
|
AI_MATKEY_TEXOP(aiTextureType_AMBIENT, N)
|
|
|
|
#define AI_MATKEY_TEXOP_EMISSIVE(N) \
|
|
AI_MATKEY_TEXOP(aiTextureType_EMISSIVE, N)
|
|
|
|
#define AI_MATKEY_TEXOP_NORMALS(N) \
|
|
AI_MATKEY_TEXOP(aiTextureType_NORMALS, N)
|
|
|
|
#define AI_MATKEY_TEXOP_HEIGHT(N) \
|
|
AI_MATKEY_TEXOP(aiTextureType_HEIGHT, N)
|
|
|
|
#define AI_MATKEY_TEXOP_SHININESS(N) \
|
|
AI_MATKEY_TEXOP(aiTextureType_SHININESS, N)
|
|
|
|
#define AI_MATKEY_TEXOP_OPACITY(N) \
|
|
AI_MATKEY_TEXOP(aiTextureType_OPACITY, N)
|
|
|
|
#define AI_MATKEY_TEXOP_DISPLACEMENT(N) \
|
|
AI_MATKEY_TEXOP(aiTextureType_DISPLACEMENT, N)
|
|
|
|
#define AI_MATKEY_TEXOP_LIGHTMAP(N) \
|
|
AI_MATKEY_TEXOP(aiTextureType_LIGHTMAP, N)
|
|
|
|
#define AI_MATKEY_TEXOP_REFLECTION(N) \
|
|
AI_MATKEY_TEXOP(aiTextureType_REFLECTION, N)
|
|
|
|
//! @endcond
|
|
// ---------------------------------------------------------------------------
|
|
#define AI_MATKEY_MAPPING(type, N) _AI_MATKEY_MAPPING_BASE, type, N
|
|
|
|
// For backward compatibility and simplicity
|
|
//! @cond MATS_DOC_FULL
|
|
#define AI_MATKEY_MAPPING_DIFFUSE(N) \
|
|
AI_MATKEY_MAPPING(aiTextureType_DIFFUSE, N)
|
|
|
|
#define AI_MATKEY_MAPPING_SPECULAR(N) \
|
|
AI_MATKEY_MAPPING(aiTextureType_SPECULAR, N)
|
|
|
|
#define AI_MATKEY_MAPPING_AMBIENT(N) \
|
|
AI_MATKEY_MAPPING(aiTextureType_AMBIENT, N)
|
|
|
|
#define AI_MATKEY_MAPPING_EMISSIVE(N) \
|
|
AI_MATKEY_MAPPING(aiTextureType_EMISSIVE, N)
|
|
|
|
#define AI_MATKEY_MAPPING_NORMALS(N) \
|
|
AI_MATKEY_MAPPING(aiTextureType_NORMALS, N)
|
|
|
|
#define AI_MATKEY_MAPPING_HEIGHT(N) \
|
|
AI_MATKEY_MAPPING(aiTextureType_HEIGHT, N)
|
|
|
|
#define AI_MATKEY_MAPPING_SHININESS(N) \
|
|
AI_MATKEY_MAPPING(aiTextureType_SHININESS, N)
|
|
|
|
#define AI_MATKEY_MAPPING_OPACITY(N) \
|
|
AI_MATKEY_MAPPING(aiTextureType_OPACITY, N)
|
|
|
|
#define AI_MATKEY_MAPPING_DISPLACEMENT(N) \
|
|
AI_MATKEY_MAPPING(aiTextureType_DISPLACEMENT, N)
|
|
|
|
#define AI_MATKEY_MAPPING_LIGHTMAP(N) \
|
|
AI_MATKEY_MAPPING(aiTextureType_LIGHTMAP, N)
|
|
|
|
#define AI_MATKEY_MAPPING_REFLECTION(N) \
|
|
AI_MATKEY_MAPPING(aiTextureType_REFLECTION, N)
|
|
|
|
//! @endcond
|
|
// ---------------------------------------------------------------------------
|
|
#define AI_MATKEY_TEXBLEND(type, N) _AI_MATKEY_TEXBLEND_BASE, type, N
|
|
|
|
// For backward compatibility and simplicity
|
|
//! @cond MATS_DOC_FULL
|
|
#define AI_MATKEY_TEXBLEND_DIFFUSE(N) \
|
|
AI_MATKEY_TEXBLEND(aiTextureType_DIFFUSE, N)
|
|
|
|
#define AI_MATKEY_TEXBLEND_SPECULAR(N) \
|
|
AI_MATKEY_TEXBLEND(aiTextureType_SPECULAR, N)
|
|
|
|
#define AI_MATKEY_TEXBLEND_AMBIENT(N) \
|
|
AI_MATKEY_TEXBLEND(aiTextureType_AMBIENT, N)
|
|
|
|
#define AI_MATKEY_TEXBLEND_EMISSIVE(N) \
|
|
AI_MATKEY_TEXBLEND(aiTextureType_EMISSIVE, N)
|
|
|
|
#define AI_MATKEY_TEXBLEND_NORMALS(N) \
|
|
AI_MATKEY_TEXBLEND(aiTextureType_NORMALS, N)
|
|
|
|
#define AI_MATKEY_TEXBLEND_HEIGHT(N) \
|
|
AI_MATKEY_TEXBLEND(aiTextureType_HEIGHT, N)
|
|
|
|
#define AI_MATKEY_TEXBLEND_SHININESS(N) \
|
|
AI_MATKEY_TEXBLEND(aiTextureType_SHININESS, N)
|
|
|
|
#define AI_MATKEY_TEXBLEND_OPACITY(N) \
|
|
AI_MATKEY_TEXBLEND(aiTextureType_OPACITY, N)
|
|
|
|
#define AI_MATKEY_TEXBLEND_DISPLACEMENT(N) \
|
|
AI_MATKEY_TEXBLEND(aiTextureType_DISPLACEMENT, N)
|
|
|
|
#define AI_MATKEY_TEXBLEND_LIGHTMAP(N) \
|
|
AI_MATKEY_TEXBLEND(aiTextureType_LIGHTMAP, N)
|
|
|
|
#define AI_MATKEY_TEXBLEND_REFLECTION(N) \
|
|
AI_MATKEY_TEXBLEND(aiTextureType_REFLECTION, N)
|
|
|
|
//! @endcond
|
|
// ---------------------------------------------------------------------------
|
|
#define AI_MATKEY_MAPPINGMODE_U(type, N) _AI_MATKEY_MAPPINGMODE_U_BASE, type, N
|
|
|
|
// For backward compatibility and simplicity
|
|
//! @cond MATS_DOC_FULL
|
|
#define AI_MATKEY_MAPPINGMODE_U_DIFFUSE(N) \
|
|
AI_MATKEY_MAPPINGMODE_U(aiTextureType_DIFFUSE, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_U_SPECULAR(N) \
|
|
AI_MATKEY_MAPPINGMODE_U(aiTextureType_SPECULAR, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_U_AMBIENT(N) \
|
|
AI_MATKEY_MAPPINGMODE_U(aiTextureType_AMBIENT, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_U_EMISSIVE(N) \
|
|
AI_MATKEY_MAPPINGMODE_U(aiTextureType_EMISSIVE, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_U_NORMALS(N) \
|
|
AI_MATKEY_MAPPINGMODE_U(aiTextureType_NORMALS, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_U_HEIGHT(N) \
|
|
AI_MATKEY_MAPPINGMODE_U(aiTextureType_HEIGHT, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_U_SHININESS(N) \
|
|
AI_MATKEY_MAPPINGMODE_U(aiTextureType_SHININESS, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_U_OPACITY(N) \
|
|
AI_MATKEY_MAPPINGMODE_U(aiTextureType_OPACITY, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_U_DISPLACEMENT(N) \
|
|
AI_MATKEY_MAPPINGMODE_U(aiTextureType_DISPLACEMENT, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(N) \
|
|
AI_MATKEY_MAPPINGMODE_U(aiTextureType_LIGHTMAP, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_U_REFLECTION(N) \
|
|
AI_MATKEY_MAPPINGMODE_U(aiTextureType_REFLECTION, N)
|
|
|
|
//! @endcond
|
|
// ---------------------------------------------------------------------------
|
|
#define AI_MATKEY_MAPPINGMODE_V(type, N) _AI_MATKEY_MAPPINGMODE_V_BASE, type, N
|
|
|
|
// For backward compatibility and simplicity
|
|
//! @cond MATS_DOC_FULL
|
|
#define AI_MATKEY_MAPPINGMODE_V_DIFFUSE(N) \
|
|
AI_MATKEY_MAPPINGMODE_V(aiTextureType_DIFFUSE, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_V_SPECULAR(N) \
|
|
AI_MATKEY_MAPPINGMODE_V(aiTextureType_SPECULAR, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_V_AMBIENT(N) \
|
|
AI_MATKEY_MAPPINGMODE_V(aiTextureType_AMBIENT, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_V_EMISSIVE(N) \
|
|
AI_MATKEY_MAPPINGMODE_V(aiTextureType_EMISSIVE, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_V_NORMALS(N) \
|
|
AI_MATKEY_MAPPINGMODE_V(aiTextureType_NORMALS, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_V_HEIGHT(N) \
|
|
AI_MATKEY_MAPPINGMODE_V(aiTextureType_HEIGHT, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_V_SHININESS(N) \
|
|
AI_MATKEY_MAPPINGMODE_V(aiTextureType_SHININESS, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_V_OPACITY(N) \
|
|
AI_MATKEY_MAPPINGMODE_V(aiTextureType_OPACITY, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_V_DISPLACEMENT(N) \
|
|
AI_MATKEY_MAPPINGMODE_V(aiTextureType_DISPLACEMENT, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(N) \
|
|
AI_MATKEY_MAPPINGMODE_V(aiTextureType_LIGHTMAP, N)
|
|
|
|
#define AI_MATKEY_MAPPINGMODE_V_REFLECTION(N) \
|
|
AI_MATKEY_MAPPINGMODE_V(aiTextureType_REFLECTION, N)
|
|
|
|
//! @endcond
|
|
// ---------------------------------------------------------------------------
|
|
#define AI_MATKEY_TEXMAP_AXIS(type, N) _AI_MATKEY_TEXMAP_AXIS_BASE, type, N
|
|
|
|
// For backward compatibility and simplicity
|
|
//! @cond MATS_DOC_FULL
|
|
#define AI_MATKEY_TEXMAP_AXIS_DIFFUSE(N) \
|
|
AI_MATKEY_TEXMAP_AXIS(aiTextureType_DIFFUSE, N)
|
|
|
|
#define AI_MATKEY_TEXMAP_AXIS_SPECULAR(N) \
|
|
AI_MATKEY_TEXMAP_AXIS(aiTextureType_SPECULAR, N)
|
|
|
|
#define AI_MATKEY_TEXMAP_AXIS_AMBIENT(N) \
|
|
AI_MATKEY_TEXMAP_AXIS(aiTextureType_AMBIENT, N)
|
|
|
|
#define AI_MATKEY_TEXMAP_AXIS_EMISSIVE(N) \
|
|
AI_MATKEY_TEXMAP_AXIS(aiTextureType_EMISSIVE, N)
|
|
|
|
#define AI_MATKEY_TEXMAP_AXIS_NORMALS(N) \
|
|
AI_MATKEY_TEXMAP_AXIS(aiTextureType_NORMALS, N)
|
|
|
|
#define AI_MATKEY_TEXMAP_AXIS_HEIGHT(N) \
|
|
AI_MATKEY_TEXMAP_AXIS(aiTextureType_HEIGHT, N)
|
|
|
|
#define AI_MATKEY_TEXMAP_AXIS_SHININESS(N) \
|
|
AI_MATKEY_TEXMAP_AXIS(aiTextureType_SHININESS, N)
|
|
|
|
#define AI_MATKEY_TEXMAP_AXIS_OPACITY(N) \
|
|
AI_MATKEY_TEXMAP_AXIS(aiTextureType_OPACITY, N)
|
|
|
|
#define AI_MATKEY_TEXMAP_AXIS_DISPLACEMENT(N) \
|
|
AI_MATKEY_TEXMAP_AXIS(aiTextureType_DISPLACEMENT, N)
|
|
|
|
#define AI_MATKEY_TEXMAP_AXIS_LIGHTMAP(N) \
|
|
AI_MATKEY_TEXMAP_AXIS(aiTextureType_LIGHTMAP, N)
|
|
|
|
#define AI_MATKEY_TEXMAP_AXIS_REFLECTION(N) \
|
|
AI_MATKEY_TEXMAP_AXIS(aiTextureType_REFLECTION, N)
|
|
|
|
//! @endcond
|
|
// ---------------------------------------------------------------------------
|
|
#define AI_MATKEY_UVTRANSFORM(type, N) _AI_MATKEY_UVTRANSFORM_BASE, type, N
|
|
|
|
// For backward compatibility and simplicity
|
|
//! @cond MATS_DOC_FULL
|
|
#define AI_MATKEY_UVTRANSFORM_DIFFUSE(N) \
|
|
AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE, N)
|
|
|
|
#define AI_MATKEY_UVTRANSFORM_SPECULAR(N) \
|
|
AI_MATKEY_UVTRANSFORM(aiTextureType_SPECULAR, N)
|
|
|
|
#define AI_MATKEY_UVTRANSFORM_AMBIENT(N) \
|
|
AI_MATKEY_UVTRANSFORM(aiTextureType_AMBIENT, N)
|
|
|
|
#define AI_MATKEY_UVTRANSFORM_EMISSIVE(N) \
|
|
AI_MATKEY_UVTRANSFORM(aiTextureType_EMISSIVE, N)
|
|
|
|
#define AI_MATKEY_UVTRANSFORM_NORMALS(N) \
|
|
AI_MATKEY_UVTRANSFORM(aiTextureType_NORMALS, N)
|
|
|
|
#define AI_MATKEY_UVTRANSFORM_HEIGHT(N) \
|
|
AI_MATKEY_UVTRANSFORM(aiTextureType_HEIGHT, N)
|
|
|
|
#define AI_MATKEY_UVTRANSFORM_SHININESS(N) \
|
|
AI_MATKEY_UVTRANSFORM(aiTextureType_SHININESS, N)
|
|
|
|
#define AI_MATKEY_UVTRANSFORM_OPACITY(N) \
|
|
AI_MATKEY_UVTRANSFORM(aiTextureType_OPACITY, N)
|
|
|
|
#define AI_MATKEY_UVTRANSFORM_DISPLACEMENT(N) \
|
|
AI_MATKEY_UVTRANSFORM(aiTextureType_DISPLACEMENT, N)
|
|
|
|
#define AI_MATKEY_UVTRANSFORM_LIGHTMAP(N) \
|
|
AI_MATKEY_UVTRANSFORM(aiTextureType_LIGHTMAP, N)
|
|
|
|
#define AI_MATKEY_UVTRANSFORM_REFLECTION(N) \
|
|
AI_MATKEY_UVTRANSFORM(aiTextureType_REFLECTION, N)
|
|
|
|
#define AI_MATKEY_UVTRANSFORM_UNKNOWN(N) \
|
|
AI_MATKEY_UVTRANSFORM(aiTextureType_UNKNOWN, N)
|
|
|
|
//! @endcond
|
|
// ---------------------------------------------------------------------------
|
|
#define AI_MATKEY_TEXFLAGS(type, N) _AI_MATKEY_TEXFLAGS_BASE, type, N
|
|
|
|
// For backward compatibility and simplicity
|
|
//! @cond MATS_DOC_FULL
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#define AI_MATKEY_TEXFLAGS_DIFFUSE(N) \
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AI_MATKEY_TEXFLAGS(aiTextureType_DIFFUSE, N)
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#define AI_MATKEY_TEXFLAGS_SPECULAR(N) \
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AI_MATKEY_TEXFLAGS(aiTextureType_SPECULAR, N)
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#define AI_MATKEY_TEXFLAGS_AMBIENT(N) \
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AI_MATKEY_TEXFLAGS(aiTextureType_AMBIENT, N)
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#define AI_MATKEY_TEXFLAGS_EMISSIVE(N) \
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AI_MATKEY_TEXFLAGS(aiTextureType_EMISSIVE, N)
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#define AI_MATKEY_TEXFLAGS_NORMALS(N) \
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AI_MATKEY_TEXFLAGS(aiTextureType_NORMALS, N)
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#define AI_MATKEY_TEXFLAGS_HEIGHT(N) \
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AI_MATKEY_TEXFLAGS(aiTextureType_HEIGHT, N)
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#define AI_MATKEY_TEXFLAGS_SHININESS(N) \
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AI_MATKEY_TEXFLAGS(aiTextureType_SHININESS, N)
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#define AI_MATKEY_TEXFLAGS_OPACITY(N) \
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AI_MATKEY_TEXFLAGS(aiTextureType_OPACITY, N)
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#define AI_MATKEY_TEXFLAGS_DISPLACEMENT(N) \
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AI_MATKEY_TEXFLAGS(aiTextureType_DISPLACEMENT, N)
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#define AI_MATKEY_TEXFLAGS_LIGHTMAP(N) \
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AI_MATKEY_TEXFLAGS(aiTextureType_LIGHTMAP, N)
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#define AI_MATKEY_TEXFLAGS_REFLECTION(N) \
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AI_MATKEY_TEXFLAGS(aiTextureType_REFLECTION, N)
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#define AI_MATKEY_TEXFLAGS_UNKNOWN(N) \
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AI_MATKEY_TEXFLAGS(aiTextureType_UNKNOWN, N)
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//! @endcond
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//!
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// ---------------------------------------------------------------------------
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/** @brief Retrieve a material property with a specific key from the material
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*
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* @param pMat Pointer to the input material. May not be NULL
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* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
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* @param type Specifies the type of the texture to be retrieved (
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* e.g. diffuse, specular, height map ...)
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* @param index Index of the texture to be retrieved.
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* @param pPropOut Pointer to receive a pointer to a valid aiMaterialProperty
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* structure or NULL if the key has not been found. */
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// ---------------------------------------------------------------------------
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ASSIMP_API C_ENUM aiReturn aiGetMaterialProperty(
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const C_STRUCT 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 C_STRUCT aiMaterialProperty **pPropOut);
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// ---------------------------------------------------------------------------
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/** @brief Retrieve an array of float values with a specific key
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* from the material
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*
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* Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
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* example reads the #AI_MATKEY_UVTRANSFORM property of the first diffuse texture)
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* @code
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* aiUVTransform trafo;
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* unsigned int max = sizeof(aiUVTransform);
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* if (AI_SUCCESS != aiGetMaterialFloatArray(mat, AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE,0),
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* (float*)&trafo, &max) || sizeof(aiUVTransform) != max)
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* {
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* // error handling
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* }
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* @endcode
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*
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* @param pMat Pointer to the input material. May not be NULL
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* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
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* @param pOut Pointer to a buffer to receive the result.
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* @param pMax Specifies the size of the given buffer, in float's.
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* Receives the number of values (not bytes!) read.
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* @param type (see the code sample above)
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* @param index (see the code sample above)
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* @return Specifies whether the key has been found. If not, the output
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* arrays remains unmodified and pMax is set to 0.*/
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// ---------------------------------------------------------------------------
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ASSIMP_API C_ENUM aiReturn aiGetMaterialFloatArray(
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const C_STRUCT 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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/** @brief Retrieve a single float property with a specific key from the material.
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*
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* Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
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* example reads the #AI_MATKEY_SHININESS_STRENGTH property of the first diffuse texture)
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* @code
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* float specStrength = 1.f; // default value, remains unmodified if we fail.
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* aiGetMaterialFloat(mat, AI_MATKEY_SHININESS_STRENGTH,
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* (float*)&specStrength);
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* @endcode
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*
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* @param pMat Pointer to the input material. May not be NULL
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* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
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* @param pOut Receives the output float.
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* @param type (see the code sample above)
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* @param index (see the code sample above)
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* @return Specifies whether the key has been found. If not, the output
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* float remains unmodified.*/
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// ---------------------------------------------------------------------------
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inline aiReturn aiGetMaterialFloat(const C_STRUCT 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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return aiGetMaterialFloatArray(pMat, pKey, type, index, pOut, (unsigned int *)0x0);
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}
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// ---------------------------------------------------------------------------
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/** @brief Retrieve an array of integer values with a specific key
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* from a material
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*
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* See the sample for aiGetMaterialFloatArray for more information.*/
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ASSIMP_API C_ENUM aiReturn aiGetMaterialIntegerArray(const C_STRUCT 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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/** @brief Retrieve an integer property with a specific key from a material
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*
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* See the sample for aiGetMaterialFloat for more information.*/
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// ---------------------------------------------------------------------------
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inline aiReturn aiGetMaterialInteger(const C_STRUCT 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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return aiGetMaterialIntegerArray(pMat, pKey, type, index, pOut, (unsigned int *)0x0);
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}
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// ---------------------------------------------------------------------------
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/** @brief Retrieve a color value from the material property table
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*
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* See the sample for aiGetMaterialFloat for more information*/
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// ---------------------------------------------------------------------------
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ASSIMP_API C_ENUM aiReturn aiGetMaterialColor(const C_STRUCT 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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C_STRUCT aiColor4D *pOut);
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// ---------------------------------------------------------------------------
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/** @brief Retrieve a aiUVTransform value from the material property table
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*
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* See the sample for aiGetMaterialFloat for more information*/
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// ---------------------------------------------------------------------------
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ASSIMP_API C_ENUM aiReturn aiGetMaterialUVTransform(const C_STRUCT 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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C_STRUCT aiUVTransform *pOut);
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// ---------------------------------------------------------------------------
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/** @brief Retrieve a string from the material property table
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*
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* See the sample for aiGetMaterialFloat for more information.*/
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// ---------------------------------------------------------------------------
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ASSIMP_API C_ENUM aiReturn aiGetMaterialString(const C_STRUCT 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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C_STRUCT aiString *pOut);
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// ---------------------------------------------------------------------------
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/** Get the number of textures for a particular texture type.
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* @param[in] pMat Pointer to the input material. May not be NULL
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* @param type Texture type to check for
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* @return Number of textures for this type.
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* @note A texture can be easily queried using #aiGetMaterialTexture() */
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// ---------------------------------------------------------------------------
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ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial *pMat,
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C_ENUM aiTextureType type);
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// ---------------------------------------------------------------------------
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/** @brief Helper function to get all values pertaining to a particular
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* texture slot from a material structure.
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*
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* This function is provided just for convenience. You could also read the
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* texture by parsing all of its properties manually. This function bundles
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* all of them in a huge function monster.
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*
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* @param[in] mat Pointer to the input material. May not be NULL
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* @param[in] type Specifies the texture stack to read from (e.g. diffuse,
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* specular, height map ...).
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* @param[in] index Index of the texture. The function fails if the
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* requested index is not available for this texture type.
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* #aiGetMaterialTextureCount() can be used to determine the number of
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* textures in a particular texture stack.
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* @param[out] path Receives the output path
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* If the texture is embedded, receives a '*' followed by the id of
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* the texture (for the textures stored in the corresponding scene) which
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* can be converted to an int using a function like atoi.
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* This parameter must be non-null.
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* @param mapping The texture mapping mode to be used.
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* Pass NULL if you're not interested in this information.
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* @param[out] uvindex For UV-mapped textures: receives the index of the UV
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* source channel. Unmodified otherwise.
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* Pass NULL if you're not interested in this information.
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* @param[out] blend Receives the blend factor for the texture
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* Pass NULL if you're not interested in this information.
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* @param[out] op Receives the texture blend operation to be perform between
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* this texture and the previous texture.
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* Pass NULL if you're not interested in this information.
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* @param[out] mapmode Receives the mapping modes to be used for the texture.
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* Pass NULL if you're not interested in this information. Otherwise,
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* pass a pointer to an array of two aiTextureMapMode's (one for each
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* axis, UV order).
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* @param[out] flags Receives the the texture flags.
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* @return AI_SUCCESS on success, otherwise something else. Have fun.*/
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// ---------------------------------------------------------------------------
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#ifdef __cplusplus
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ASSIMP_API aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial *mat,
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aiTextureType type,
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unsigned int index,
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aiString *path,
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aiTextureMapping *mapping = NULL,
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unsigned int *uvindex = NULL,
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ai_real *blend = NULL,
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aiTextureOp *op = NULL,
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aiTextureMapMode *mapmode = NULL,
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unsigned int *flags = NULL);
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#else
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C_ENUM aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial *mat,
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C_ENUM aiTextureType type,
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unsigned int index,
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C_STRUCT aiString *path,
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C_ENUM aiTextureMapping *mapping /*= NULL*/,
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unsigned int *uvindex /*= NULL*/,
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ai_real *blend /*= NULL*/,
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C_ENUM aiTextureOp *op /*= NULL*/,
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C_ENUM aiTextureMapMode *mapmode /*= NULL*/,
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unsigned int *flags /*= NULL*/);
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#endif // !#ifdef __cplusplus
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#ifdef __cplusplus
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}
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#include "material.inl"
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#endif //!__cplusplus
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#endif //!!AI_MATERIAL_H_INC
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