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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2025, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the following
- conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ---------------------------------------------------------------------------
- */
- /** @file material.inl
- * @brief Defines the C++ getters for the material system
- */
- #pragma once
- #ifdef __GNUC__
- # pragma GCC system_header
- #endif
- // ---------------------------------------------------------------------------
- AI_FORCE_INLINE aiPropertyTypeInfo ai_real_to_property_type_info(float) {
- return aiPTI_Float;
- }
- AI_FORCE_INLINE aiPropertyTypeInfo ai_real_to_property_type_info(double) {
- return aiPTI_Double;
- }
- // ---------------------------------------------------------------------------
- //! @cond never
- // ---------------------------------------------------------------------------
- AI_FORCE_INLINE aiReturn aiMaterial::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 {
- return ::aiGetMaterialTexture(this,type,index,path,mapping,uvindex,blend,op,mapmode);
- }
- // ---------------------------------------------------------------------------
- AI_FORCE_INLINE unsigned int aiMaterial::GetTextureCount(aiTextureType type) const {
- return ::aiGetMaterialTextureCount(this,type);
- }
- // ---------------------------------------------------------------------------
- template <typename Type>
- AI_FORCE_INLINE aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
- unsigned int idx, Type* pOut,
- unsigned int* pMax) const {
- unsigned int iNum = pMax ? *pMax : 1;
- const aiMaterialProperty* prop;
- const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
- (const aiMaterialProperty**)&prop);
- if ( AI_SUCCESS == ret ) {
- if (prop->mDataLength < sizeof(Type)*iNum) {
- return AI_FAILURE;
- }
- if (prop->mType != aiPTI_Buffer) {
- return AI_FAILURE;
- }
- // std::min has in some cases a conflict with a defined min
- #ifdef min
- # undef min
- #endif
- iNum = static_cast<unsigned int>(std::min(static_cast<size_t>(iNum),prop->mDataLength / sizeof(Type)));
- std::memcpy(pOut,prop->mData,iNum * sizeof(Type));
- if (pMax) {
- *pMax = iNum;
- }
- }
- return ret;
- }
- // ---------------------------------------------------------------------------
- template <typename Type>
- AI_FORCE_INLINE aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
- unsigned int idx,Type& pOut) const {
- const aiMaterialProperty* prop;
- const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
- (const aiMaterialProperty**)&prop);
- if ( AI_SUCCESS == ret ) {
- if (prop->mDataLength < sizeof(Type)) {
- return AI_FAILURE;
- }
- if (prop->mType != aiPTI_Buffer) {
- return AI_FAILURE;
- }
- ::memcpy( &pOut, prop->mData, sizeof( Type ) );
- }
- return ret;
- }
- // ---------------------------------------------------------------------------
- // Specialisation for a single bool.
- // Casts floating point and integer to bool
- template <>
- AI_FORCE_INLINE aiReturn aiMaterial::Get(const char *pKey, unsigned int type,
- unsigned int idx, bool &pOut) const {
- const aiMaterialProperty *prop;
- const aiReturn ret = ::aiGetMaterialProperty(this, pKey, type, idx,
- (const aiMaterialProperty **)&prop);
- if (AI_SUCCESS == ret) {
- switch (prop->mType) {
- // Type cannot be converted
- default: return AI_FAILURE;
- case aiPTI_Buffer: {
- // Native bool value storage
- if (prop->mDataLength < sizeof(bool)) {
- return AI_FAILURE;
- }
- ::memcpy(&pOut, prop->mData, sizeof(bool));
- } break;
- case aiPTI_Float:
- case aiPTI_Double: {
- // Read as float and cast to bool
- ai_real value = 0.0f;
- if (AI_SUCCESS == ::aiGetMaterialFloat(this, pKey, type, idx, &value)) {
- pOut = static_cast<bool>(value);
- return AI_SUCCESS;
- }
- return AI_FAILURE;
- }
- case aiPTI_Integer: {
- // Cast to bool
- const int value = static_cast<int>(*prop->mData);
- pOut = static_cast<bool>(value);
- return AI_SUCCESS;
- }
- }
- }
- return ret;
- }
- // ---------------------------------------------------------------------------
- AI_FORCE_INLINE
- aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
- unsigned int idx,ai_real* pOut,
- unsigned int* pMax) const {
- return ::aiGetMaterialFloatArray(this,pKey,type,idx,pOut,pMax);
- }
- // ---------------------------------------------------------------------------
- AI_FORCE_INLINE aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
- unsigned int idx,int* pOut,
- unsigned int* pMax) const {
- return ::aiGetMaterialIntegerArray(this,pKey,type,idx,pOut,pMax);
- }
- // ---------------------------------------------------------------------------
- AI_FORCE_INLINE aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
- unsigned int idx, ai_real& pOut) const {
- return aiGetMaterialFloat(this,pKey,type,idx,&pOut);
- }
- // ---------------------------------------------------------------------------
- AI_FORCE_INLINE aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
- unsigned int idx,int& pOut) const {
- return aiGetMaterialInteger(this,pKey,type,idx,&pOut);
- }
- // ---------------------------------------------------------------------------
- AI_FORCE_INLINE aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
- unsigned int idx,aiColor4D& pOut) const {
- return aiGetMaterialColor(this,pKey,type,idx,&pOut);
- }
- // ---------------------------------------------------------------------------
- AI_FORCE_INLINE aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
- unsigned int idx,aiColor3D& pOut) const {
- aiColor4D c;
- const aiReturn ret = aiGetMaterialColor(this,pKey,type,idx,&c);
- if (ret == aiReturn_SUCCESS)
- pOut = aiColor3D(c.r,c.g,c.b);
- return ret;
- }
- // ---------------------------------------------------------------------------
- AI_FORCE_INLINE aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
- unsigned int idx,aiString& pOut) const {
- return aiGetMaterialString(this,pKey,type,idx,&pOut);
- }
- // ---------------------------------------------------------------------------
- AI_FORCE_INLINE aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
- unsigned int idx,aiUVTransform& pOut) const {
- return aiGetMaterialUVTransform(this,pKey,type,idx,&pOut);
- }
- // ---------------------------------------------------------------------------
- template<class TYPE>
- aiReturn aiMaterial::AddProperty (const TYPE* pInput,
- const unsigned int pNumValues, const char* pKey, unsigned int type,
- unsigned int index) {
- return AddBinaryProperty((const void*)pInput, pNumValues * sizeof(TYPE),
- pKey,type,index,aiPTI_Buffer);
- }
- // ---------------------------------------------------------------------------
- AI_FORCE_INLINE aiReturn aiMaterial::AddProperty(const float* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index) {
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(float),
- pKey,type,index,aiPTI_Float);
- }
- // ---------------------------------------------------------------------------
- AI_FORCE_INLINE aiReturn aiMaterial::AddProperty(const double* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index) {
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(double),
- pKey,type,index,aiPTI_Double);
- }
- // ---------------------------------------------------------------------------
- AI_FORCE_INLINE aiReturn aiMaterial::AddProperty(const aiUVTransform* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index) {
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(aiUVTransform),
- pKey,type,index,ai_real_to_property_type_info(pInput->mRotation));
- }
- // ---------------------------------------------------------------------------
- AI_FORCE_INLINE aiReturn aiMaterial::AddProperty(const aiColor4D* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index) {
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(aiColor4D),
- pKey,type,index,ai_real_to_property_type_info(pInput->a));
- }
- // ---------------------------------------------------------------------------
- AI_FORCE_INLINE aiReturn aiMaterial::AddProperty(const aiColor3D* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index) {
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(aiColor3D),
- pKey,type,index,ai_real_to_property_type_info(pInput->b));
- }
- // ---------------------------------------------------------------------------
- AI_FORCE_INLINE aiReturn aiMaterial::AddProperty(const aiVector3D* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index) {
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(aiVector3D),
- pKey,type,index,ai_real_to_property_type_info(pInput->x));
- }
- // ---------------------------------------------------------------------------
- AI_FORCE_INLINE aiReturn aiMaterial::AddProperty(const int* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index) {
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(int),
- pKey,type,index,aiPTI_Integer);
- }
- // ---------------------------------------------------------------------------
- // The template specializations below are for backwards compatibility.
- // The recommended way to add material properties is using the non-template
- // overloads.
- // ---------------------------------------------------------------------------
- // ---------------------------------------------------------------------------
- template<>
- AI_FORCE_INLINE aiReturn aiMaterial::AddProperty<float>(const float* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index) {
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(float),
- pKey,type,index,aiPTI_Float);
- }
- // ---------------------------------------------------------------------------
- template<>
- AI_FORCE_INLINE aiReturn aiMaterial::AddProperty<double>(const double* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index) {
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(double),
- pKey,type,index,aiPTI_Double);
- }
- // ---------------------------------------------------------------------------
- template<>
- AI_FORCE_INLINE aiReturn aiMaterial::AddProperty<aiUVTransform>(const aiUVTransform* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index) {
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(aiUVTransform),
- pKey,type,index,aiPTI_Float);
- }
- // ---------------------------------------------------------------------------
- template<>
- AI_FORCE_INLINE aiReturn aiMaterial::AddProperty<aiColor4D>(const aiColor4D* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index) {
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(aiColor4D),
- pKey,type,index,aiPTI_Float);
- }
- // ---------------------------------------------------------------------------
- template<>
- AI_FORCE_INLINE aiReturn aiMaterial::AddProperty<aiColor3D>(const aiColor3D* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index) {
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(aiColor3D),
- pKey,type,index,aiPTI_Float);
- }
- // ---------------------------------------------------------------------------
- template<>
- AI_FORCE_INLINE aiReturn aiMaterial::AddProperty<aiVector3D>(const aiVector3D* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index) {
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(aiVector3D),
- pKey,type,index,aiPTI_Float);
- }
- // ---------------------------------------------------------------------------
- template<>
- AI_FORCE_INLINE aiReturn aiMaterial::AddProperty<int>(const int* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index) {
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(int),
- pKey,type,index,aiPTI_Integer);
- }
- //! @endcond
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