closes https://github.com/assimp/assimp/issues/1724: add default material access to the material API.

This commit is contained in:
kimkulling
2018-07-25 15:11:24 +02:00
parent c5514cda7d
commit 9a6b07e522
12 changed files with 144 additions and 52 deletions

View File

@@ -63,9 +63,9 @@ aiReturn aiGetMaterialProperty(const aiMaterial* pMat,
unsigned int index,
const aiMaterialProperty** pPropOut)
{
ai_assert (pMat != NULL);
ai_assert (pKey != NULL);
ai_assert (pPropOut != NULL);
ai_assert( pMat != NULL );
ai_assert( pKey != NULL );
ai_assert( pPropOut != NULL );
/* Just search for a property with exactly this name ..
* could be improved by hashing, but it's possibly
@@ -76,7 +76,7 @@ aiReturn aiGetMaterialProperty(const aiMaterial* pMat,
if (prop /* just for safety ... */
&& 0 == strcmp( prop->mKey.data, pKey )
&& (UINT_MAX == type || prop->mSemantic == type) /* UINT_MAX is a wildcard, but this is undocumented :-) */
&& (UINT_MAX == type || prop->mSemantic == type) /* UINT_MAX is a wild-card, but this is undocumented :-) */
&& (UINT_MAX == index || prop->mIndex == index))
{
*pPropOut = pMat->mProperties[i];
@@ -96,8 +96,8 @@ aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
ai_real* pOut,
unsigned int* pMax)
{
ai_assert (pOut != NULL);
ai_assert (pMat != NULL);
ai_assert( pOut != NULL );
ai_assert( pMat != NULL );
const aiMaterialProperty* prop;
aiGetMaterialProperty(pMat,pKey,type,index, (const aiMaterialProperty**) &prop);
@@ -182,8 +182,8 @@ aiReturn aiGetMaterialIntegerArray(const aiMaterial* pMat,
int* pOut,
unsigned int* pMax)
{
ai_assert (pOut != NULL);
ai_assert (pMat != NULL);
ai_assert( pOut != NULL );
ai_assert( pMat != NULL );
const aiMaterialProperty* prop;
aiGetMaterialProperty(pMat,pKey,type,index,(const aiMaterialProperty**) &prop);
@@ -274,7 +274,7 @@ aiReturn aiGetMaterialUVTransform(const aiMaterial* pMat,
aiUVTransform* pOut)
{
unsigned int iMax = 4;
return aiGetMaterialFloatArray(pMat,pKey,type,index,(ai_real*)pOut,&iMax);
return aiGetMaterialFloatArray(pMat,pKey,type,index,(ai_real*)pOut,&iMax);
}
// ------------------------------------------------------------------------------------------------
@@ -314,7 +314,7 @@ aiReturn aiGetMaterialString(const aiMaterial* pMat,
// ------------------------------------------------------------------------------------------------
// Get the number of textures on a particular texture stack
ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,
unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,
C_ENUM aiTextureType type)
{
ai_assert (pMat != NULL);
@@ -347,12 +347,14 @@ aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
unsigned int* flags /*= NULL*/
)
{
ai_assert(NULL != mat && NULL != path);
ai_assert( NULL != mat );
ai_assert( NULL != path );
// Get the path to the texture
if (AI_SUCCESS != aiGetMaterialString(mat,AI_MATKEY_TEXTURE(type,index),path)) {
return AI_FAILURE;
}
// Determine mapping type
int mapping_ = static_cast<int>(aiTextureMapping_UV);
aiGetMaterialInteger(mat,AI_MATKEY_MAPPING(type,index), &mapping_);
@@ -381,15 +383,37 @@ aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
if (flags){
aiGetMaterialInteger(mat,AI_MATKEY_TEXFLAGS(type,index),(int*)flags);
}
return AI_SUCCESS;
}
static aiMaterial *DefaultMaterial = nullptr;
// ------------------------------------------------------------------------------------------------
// Will return the default material.
aiMaterial *aiCreateAndRegisterDefaultMaterial() {
if (nullptr == DefaultMaterial) {
DefaultMaterial = new aiMaterial;
aiString s;
s.Set(AI_DEFAULT_MATERIAL_NAME);
DefaultMaterial->AddProperty(&s, AI_MATKEY_NAME);
}
return DefaultMaterial;
}
// ------------------------------------------------------------------------------------------------
// Will return the default material.
void aiReleaseDefaultMaterial() {
DefaultMaterial = nullptr;
}
static const unsigned int DefaultNumAllocated = 5;
// ------------------------------------------------------------------------------------------------
// Construction. Actually the one and only way to get an aiMaterial instance
aiMaterial::aiMaterial()
: mProperties( NULL )
: mProperties( nullptr )
, mNumProperties( 0 )
, mNumAllocated( DefaultNumAllocated ) {
// Allocate 5 entries by default
@@ -404,12 +428,20 @@ aiMaterial::~aiMaterial()
delete[] mProperties;
}
// ------------------------------------------------------------------------------------------------
aiString aiMaterial::GetName() {
aiString name;
Get(AI_MATKEY_NAME, name);
return name;
}
// ------------------------------------------------------------------------------------------------
void aiMaterial::Clear()
{
for (unsigned int i = 0; i < mNumProperties;++i) {
for ( unsigned int i = 0; i < mNumProperties; ++i ) {
// delete this entry
delete mProperties[i];
delete mProperties[ i ];
AI_DEBUG_INVALIDATE_PTR(mProperties[i]);
}
mNumProperties = 0;
@@ -418,11 +450,9 @@ void aiMaterial::Clear()
}
// ------------------------------------------------------------------------------------------------
aiReturn aiMaterial::RemoveProperty (const char* pKey,unsigned int type,
unsigned int index
)
aiReturn aiMaterial::RemoveProperty ( const char* pKey,unsigned int type, unsigned int index )
{
ai_assert(NULL != pKey);
ai_assert( nullptr != pKey );
for (unsigned int i = 0; i < mNumProperties;++i) {
aiMaterialProperty* prop = mProperties[i];
@@ -454,17 +484,18 @@ aiReturn aiMaterial::AddBinaryProperty (const void* pInput,
aiPropertyTypeInfo pType
)
{
ai_assert (pInput != NULL);
ai_assert (pKey != NULL);
ai_assert (0 != pSizeInBytes);
ai_assert( pInput != NULL );
ai_assert( pKey != NULL );
ai_assert( 0 != pSizeInBytes );
if ( 0 == pSizeInBytes ) {
}
// first search the list whether there is already an entry with this key
unsigned int iOutIndex = UINT_MAX;
for (unsigned int i = 0; i < mNumProperties;++i) {
aiMaterialProperty* prop = mProperties[i];
unsigned int iOutIndex( UINT_MAX );
for ( unsigned int i = 0; i < mNumProperties; ++i ) {
aiMaterialProperty *prop( mProperties[ i ] );
if (prop /* just for safety */ && !strcmp( prop->mKey.data, pKey ) &&
prop->mSemantic == type && prop->mIndex == index){
@@ -516,6 +547,7 @@ aiReturn aiMaterial::AddBinaryProperty (const void* pInput,
}
// push back ...
mProperties[mNumProperties++] = pcNew;
return AI_SUCCESS;
}