1543 lines
51 KiB
C++
1543 lines
51 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) 2006-2016, 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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#ifndef AI_MATERIAL_H_INC
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#define AI_MATERIAL_H_INC
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#include "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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{
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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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{
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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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{
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/** The mapping coordinates are taken from an UV channel.
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*
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* The #AI_MATKEY_UVWSRC key 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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{
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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 = 0x0,
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/** The texture is combined with the result of the diffuse
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* lighting equation.
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*/
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aiTextureType_DIFFUSE = 0x1,
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/** The texture is combined with the result of the specular
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* lighting equation.
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*/
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aiTextureType_SPECULAR = 0x2,
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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 = 0x3,
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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 = 0x4,
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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 = 0x5,
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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 = 0x6,
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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 = 0x7,
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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 = 0x8,
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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 = 0x9,
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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 = 0xA,
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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 = 0xB,
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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 postprocessing.
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*/
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aiTextureType_UNKNOWN = 0xC,
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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_UNKNOWN
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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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* 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 modeller which wrote a particular model as closely as possible.
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*/
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enum aiShadingMode
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{
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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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*/
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aiShadingMode_NoShading = 0x9,
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/** Fresnel shading
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*/
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aiShadingMode_Fresnel = 0xa,
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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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/** @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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{
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/** The texture's color values have to be inverted (componentwise 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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/** @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 framebuffer at this
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* position and SourceColor is the material colro 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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/**
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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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#include "./Compiler/pushpack1.h"
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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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*/
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struct aiUVTransform
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{
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/** 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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*/
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C_STRUCT aiVector2D mTranslation;
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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).
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*/
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C_STRUCT aiVector2D mScaling;
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/** Rotation - in counter-clockwise direction.
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*
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* The rotation angle is specified in radians. The
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* rotation center is 0.5f|0.5f. The default value
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* 0.f.
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*/
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float mRotation;
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#ifdef __cplusplus
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aiUVTransform()
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: mScaling (1.f,1.f)
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, mRotation (0.f)
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{
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// nothing to be done here ...
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}
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#endif
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} PACK_STRUCT;
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#include "./Compiler/poppack1.h"
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|
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//! @cond AI_DOX_INCLUDE_INTERNAL
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// ---------------------------------------------------------------------------
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/** @brief A very primitive RTTI system for the contents of material
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* properties.
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*/
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enum aiPropertyTypeInfo
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{
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/** Array of single-precision (32 Bit) floats
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*
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* It is possible to use aiGetMaterialInteger[Array]() (or the C++-API
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* aiMaterial::Get()) to query properties stored in floating-point format.
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* The material system performs the type conversion automatically.
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*/
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aiPTI_Float = 0x1,
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/** The material property is an aiString.
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*
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* Arrays of strings aren't possible, aiGetMaterialString() (or the
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* C++-API aiMaterial::Get()) *must* be used to query a string property.
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*/
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aiPTI_String = 0x3,
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/** Array of (32 Bit) integers
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*
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* It is possible to use aiGetMaterialFloat[Array]() (or the C++-API
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* aiMaterial::Get()) to query properties stored in integer format.
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* The material system performs the type conversion automatically.
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*/
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aiPTI_Integer = 0x4,
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/** Simple binary buffer, content undefined. Not convertible to anything.
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*/
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aiPTI_Buffer = 0x5,
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/** This value is not used. It is just there to force the
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* compiler to map this enum to a 32 Bit integer.
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*/
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#ifndef SWIG
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_aiPTI_Force32Bit = INT_MAX
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#endif
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};
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// ---------------------------------------------------------------------------
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|
/** @brief Data structure for a single material property
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|
*
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|
* As an user, you'll probably never need to deal with this data structure.
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* Just use the provided aiGetMaterialXXX() or aiMaterial::Get() family
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|
* of functions to query material properties easily. Processing them
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|
* manually is faster, but it is not the recommended way. It isn't worth
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|
* the effort. <br>
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|
* Material property names follow a simple scheme:
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|
* @code
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|
* $<name>
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* ?<name>
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|
* A public property, there must be corresponding AI_MATKEY_XXX define
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|
* 2nd: Public, but ignored by the #aiProcess_RemoveRedundantMaterials
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* post-processing step.
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* ~<name>
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* A temporary property for internal use.
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* @endcode
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* @see aiMaterial
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*/
|
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struct aiMaterialProperty
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|
{
|
|
/** 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()
|
|
: mSemantic( 0 )
|
|
, mIndex( 0 )
|
|
, mDataLength( 0 )
|
|
, mType( aiPTI_Float )
|
|
, mData( NULL )
|
|
{
|
|
}
|
|
|
|
~aiMaterialProperty() {
|
|
delete[] mData;
|
|
}
|
|
|
|
#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:
|
|
|
|
aiMaterial();
|
|
~aiMaterial();
|
|
|
|
// -------------------------------------------------------------------
|
|
/** @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, float* 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, float& 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.
|
|
* 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,
|
|
float* 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 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_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 "$clr.reflective",0,0
|
|
#define AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "?bg.global",0,0
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Pure key names for all texture-related properties
|
|
//! @cond MATS_DOC_FULL
|
|
#define _AI_MATKEY_TEXTURE_BASE "$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
|
|
#define AI_MATKEY_TEXFLAGS_DIFFUSE(N) \
|
|
AI_MATKEY_TEXFLAGS(aiTextureType_DIFFUSE,N)
|
|
|
|
#define AI_MATKEY_TEXFLAGS_SPECULAR(N) \
|
|
AI_MATKEY_TEXFLAGS(aiTextureType_SPECULAR,N)
|
|
|
|
#define AI_MATKEY_TEXFLAGS_AMBIENT(N) \
|
|
AI_MATKEY_TEXFLAGS(aiTextureType_AMBIENT,N)
|
|
|
|
#define AI_MATKEY_TEXFLAGS_EMISSIVE(N) \
|
|
AI_MATKEY_TEXFLAGS(aiTextureType_EMISSIVE,N)
|
|
|
|
#define AI_MATKEY_TEXFLAGS_NORMALS(N) \
|
|
AI_MATKEY_TEXFLAGS(aiTextureType_NORMALS,N)
|
|
|
|
#define AI_MATKEY_TEXFLAGS_HEIGHT(N) \
|
|
AI_MATKEY_TEXFLAGS(aiTextureType_HEIGHT,N)
|
|
|
|
#define AI_MATKEY_TEXFLAGS_SHININESS(N) \
|
|
AI_MATKEY_TEXFLAGS(aiTextureType_SHININESS,N)
|
|
|
|
#define AI_MATKEY_TEXFLAGS_OPACITY(N) \
|
|
AI_MATKEY_TEXFLAGS(aiTextureType_OPACITY,N)
|
|
|
|
#define AI_MATKEY_TEXFLAGS_DISPLACEMENT(N) \
|
|
AI_MATKEY_TEXFLAGS(aiTextureType_DISPLACEMENT,N)
|
|
|
|
#define AI_MATKEY_TEXFLAGS_LIGHTMAP(N) \
|
|
AI_MATKEY_TEXFLAGS(aiTextureType_LIGHTMAP,N)
|
|
|
|
#define AI_MATKEY_TEXFLAGS_REFLECTION(N) \
|
|
AI_MATKEY_TEXFLAGS(aiTextureType_REFLECTION,N)
|
|
|
|
#define AI_MATKEY_TEXFLAGS_UNKNOWN(N) \
|
|
AI_MATKEY_TEXFLAGS(aiTextureType_UNKNOWN,N)
|
|
|
|
//! @endcond
|
|
//!
|
|
// ---------------------------------------------------------------------------
|
|
/** @brief Retrieve a material property with a specific key from the material
|
|
*
|
|
* @param pMat Pointer to the input material. May not be NULL
|
|
* @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 index Index of the texture to be retrieved.
|
|
* @param pPropOut Pointer to receive a pointer to a valid aiMaterialProperty
|
|
* structure or NULL if the key has not been found. */
|
|
// ---------------------------------------------------------------------------
|
|
ASSIMP_API C_ENUM aiReturn aiGetMaterialProperty(
|
|
const C_STRUCT aiMaterial* pMat,
|
|
const char* pKey,
|
|
unsigned int type,
|
|
unsigned int index,
|
|
const C_STRUCT aiMaterialProperty** pPropOut);
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** @brief Retrieve an array of float values with a specific key
|
|
* from the material
|
|
*
|
|
* Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
|
|
* example reads the #AI_MATKEY_UVTRANSFORM property of the first diffuse texture)
|
|
* @code
|
|
* aiUVTransform trafo;
|
|
* unsigned int max = sizeof(aiUVTransform);
|
|
* if (AI_SUCCESS != aiGetMaterialFloatArray(mat, AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE,0),
|
|
* (float*)&trafo, &max) || sizeof(aiUVTransform) != max)
|
|
* {
|
|
* // error handling
|
|
* }
|
|
* @endcode
|
|
*
|
|
* @param pMat Pointer to the input material. May not be NULL
|
|
* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
|
|
* @param pOut Pointer to a buffer to receive the result.
|
|
* @param pMax Specifies the size of the given buffer, in float's.
|
|
* Receives the number of values (not bytes!) read.
|
|
* @param type (see the code sample above)
|
|
* @param index (see the code sample above)
|
|
* @return Specifies whether the key has been found. If not, the output
|
|
* arrays remains unmodified and pMax is set to 0.*/
|
|
// ---------------------------------------------------------------------------
|
|
ASSIMP_API C_ENUM aiReturn aiGetMaterialFloatArray(
|
|
const C_STRUCT aiMaterial* pMat,
|
|
const char* pKey,
|
|
unsigned int type,
|
|
unsigned int index,
|
|
float* pOut,
|
|
unsigned int* pMax);
|
|
|
|
|
|
#ifdef __cplusplus
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** @brief Retrieve a single float property with a specific key from the material.
|
|
*
|
|
* Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
|
|
* example reads the #AI_MATKEY_SHININESS_STRENGTH property of the first diffuse texture)
|
|
* @code
|
|
* float specStrength = 1.f; // default value, remains unmodified if we fail.
|
|
* aiGetMaterialFloat(mat, AI_MATKEY_SHININESS_STRENGTH,
|
|
* (float*)&specStrength);
|
|
* @endcode
|
|
*
|
|
* @param pMat Pointer to the input material. May not be NULL
|
|
* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
|
|
* @param pOut Receives the output float.
|
|
* @param type (see the code sample above)
|
|
* @param index (see the code sample above)
|
|
* @return Specifies whether the key has been found. If not, the output
|
|
* float remains unmodified.*/
|
|
// ---------------------------------------------------------------------------
|
|
inline aiReturn aiGetMaterialFloat(const aiMaterial* pMat,
|
|
const char* pKey,
|
|
unsigned int type,
|
|
unsigned int index,
|
|
float* pOut)
|
|
{
|
|
return aiGetMaterialFloatArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
|
|
}
|
|
|
|
#else
|
|
|
|
// Use our friend, the C preprocessor
|
|
#define aiGetMaterialFloat (pMat, type, index, pKey, pOut) \
|
|
aiGetMaterialFloatArray(pMat, type, index, pKey, pOut, NULL)
|
|
|
|
#endif //!__cplusplus
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** @brief Retrieve an array of integer values with a specific key
|
|
* from a material
|
|
*
|
|
* See the sample for aiGetMaterialFloatArray for more information.*/
|
|
ASSIMP_API C_ENUM aiReturn aiGetMaterialIntegerArray(const C_STRUCT aiMaterial* pMat,
|
|
const char* pKey,
|
|
unsigned int type,
|
|
unsigned int index,
|
|
int* pOut,
|
|
unsigned int* pMax);
|
|
|
|
|
|
#ifdef __cplusplus
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** @brief Retrieve an integer property with a specific key from a material
|
|
*
|
|
* See the sample for aiGetMaterialFloat for more information.*/
|
|
// ---------------------------------------------------------------------------
|
|
inline aiReturn aiGetMaterialInteger(const C_STRUCT aiMaterial* pMat,
|
|
const char* pKey,
|
|
unsigned int type,
|
|
unsigned int index,
|
|
int* pOut)
|
|
{
|
|
return aiGetMaterialIntegerArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
|
|
}
|
|
|
|
#else
|
|
|
|
// use our friend, the C preprocessor
|
|
#define aiGetMaterialInteger (pMat, type, index, pKey, pOut) \
|
|
aiGetMaterialIntegerArray(pMat, type, index, pKey, pOut, NULL)
|
|
|
|
#endif //!__cplusplus
|
|
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** @brief Retrieve a color value from the material property table
|
|
*
|
|
* See the sample for aiGetMaterialFloat for more information*/
|
|
// ---------------------------------------------------------------------------
|
|
ASSIMP_API C_ENUM aiReturn aiGetMaterialColor(const C_STRUCT aiMaterial* pMat,
|
|
const char* pKey,
|
|
unsigned int type,
|
|
unsigned int index,
|
|
C_STRUCT aiColor4D* pOut);
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** @brief Retrieve a aiUVTransform value from the material property table
|
|
*
|
|
* See the sample for aiGetMaterialFloat for more information*/
|
|
// ---------------------------------------------------------------------------
|
|
ASSIMP_API C_ENUM aiReturn aiGetMaterialUVTransform(const C_STRUCT aiMaterial* pMat,
|
|
const char* pKey,
|
|
unsigned int type,
|
|
unsigned int index,
|
|
C_STRUCT aiUVTransform* pOut);
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** @brief Retrieve a string from the material property table
|
|
*
|
|
* See the sample for aiGetMaterialFloat for more information.*/
|
|
// ---------------------------------------------------------------------------
|
|
ASSIMP_API C_ENUM aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat,
|
|
const char* pKey,
|
|
unsigned int type,
|
|
unsigned int index,
|
|
C_STRUCT aiString* pOut);
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** Get the number of textures for a particular texture type.
|
|
* @param[in] pMat Pointer to the input material. May not be NULL
|
|
* @param type Texture type to check for
|
|
* @return Number of textures for this type.
|
|
* @note A texture can be easily queried using #aiGetMaterialTexture() */
|
|
// ---------------------------------------------------------------------------
|
|
ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,
|
|
C_ENUM aiTextureType type);
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** @brief Helper function to get all values pertaining to a particular
|
|
* texture slot from a material structure.
|
|
*
|
|
* This function is provided just for convenience. You could also read the
|
|
* texture by parsing all of its properties manually. This function bundles
|
|
* all of them in a huge function monster.
|
|
*
|
|
* @param[in] mat Pointer to the input material. May not be NULL
|
|
* @param[in] type Specifies the texture stack to read from (e.g. diffuse,
|
|
* specular, height map ...).
|
|
* @param[in] index Index of the texture. The function fails if the
|
|
* requested index is not available for this texture type.
|
|
* #aiGetMaterialTextureCount() can be used to determine the number of
|
|
* textures in a particular texture stack.
|
|
* @param[out] path Receives the output path
|
|
* This parameter must be non-null.
|
|
* @param mapping The texture mapping mode to be used.
|
|
* Pass NULL if you're not interested in this information.
|
|
* @param[out] uvindex For UV-mapped textures: receives the index of the UV
|
|
* source channel. Unmodified otherwise.
|
|
* Pass NULL if you're not interested in this information.
|
|
* @param[out] blend Receives the blend factor for the texture
|
|
* Pass NULL if you're not interested in this information.
|
|
* @param[out] op Receives the texture blend operation to be perform between
|
|
* this texture and the previous texture.
|
|
* Pass NULL if you're not interested in this information.
|
|
* @param[out] mapmode Receives the mapping modes to be used for the texture.
|
|
* Pass NULL if you're not interested in this information. Otherwise,
|
|
* pass a pointer to an array of two aiTextureMapMode's (one for each
|
|
* axis, UV order).
|
|
* @param[out] flags Receives the the texture flags.
|
|
* @return AI_SUCCESS on success, otherwise something else. Have fun.*/
|
|
// ---------------------------------------------------------------------------
|
|
#ifdef __cplusplus
|
|
ASSIMP_API aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
|
|
aiTextureType type,
|
|
unsigned int index,
|
|
aiString* path,
|
|
aiTextureMapping* mapping = NULL,
|
|
unsigned int* uvindex = NULL,
|
|
float* blend = NULL,
|
|
aiTextureOp* op = NULL,
|
|
aiTextureMapMode* mapmode = NULL,
|
|
unsigned int* flags = NULL);
|
|
#else
|
|
C_ENUM aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
|
|
C_ENUM aiTextureType type,
|
|
unsigned int index,
|
|
C_STRUCT aiString* path,
|
|
C_ENUM aiTextureMapping* mapping /*= NULL*/,
|
|
unsigned int* uvindex /*= NULL*/,
|
|
float* blend /*= NULL*/,
|
|
C_ENUM aiTextureOp* op /*= NULL*/,
|
|
C_ENUM aiTextureMapMode* mapmode /*= NULL*/,
|
|
unsigned int* flags /*= NULL*/);
|
|
#endif // !#ifdef __cplusplus
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
|
|
#include "material.inl"
|
|
|
|
#endif //!__cplusplus
|
|
#endif //!!AI_MATERIAL_H_INC
|