closes https://github.com/assimp/assimp/issues/1724: add default material access to the material API.
This commit is contained in:
@@ -63,9 +63,9 @@ aiReturn aiGetMaterialProperty(const aiMaterial* pMat,
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unsigned int index,
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const aiMaterialProperty** pPropOut)
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{
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ai_assert (pMat != NULL);
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ai_assert (pKey != NULL);
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ai_assert (pPropOut != NULL);
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ai_assert( pMat != NULL );
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ai_assert( pKey != NULL );
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ai_assert( pPropOut != NULL );
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/* Just search for a property with exactly this name ..
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* could be improved by hashing, but it's possibly
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@@ -76,7 +76,7 @@ aiReturn aiGetMaterialProperty(const aiMaterial* pMat,
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if (prop /* just for safety ... */
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&& 0 == strcmp( prop->mKey.data, pKey )
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&& (UINT_MAX == type || prop->mSemantic == type) /* UINT_MAX is a wildcard, but this is undocumented :-) */
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&& (UINT_MAX == type || prop->mSemantic == type) /* UINT_MAX is a wild-card, but this is undocumented :-) */
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&& (UINT_MAX == index || prop->mIndex == index))
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{
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*pPropOut = pMat->mProperties[i];
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@@ -96,8 +96,8 @@ aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
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ai_real* pOut,
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unsigned int* pMax)
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{
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ai_assert (pOut != NULL);
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ai_assert (pMat != NULL);
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ai_assert( pOut != NULL );
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ai_assert( pMat != NULL );
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const aiMaterialProperty* prop;
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aiGetMaterialProperty(pMat,pKey,type,index, (const aiMaterialProperty**) &prop);
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@@ -182,8 +182,8 @@ aiReturn aiGetMaterialIntegerArray(const aiMaterial* pMat,
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int* pOut,
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unsigned int* pMax)
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{
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ai_assert (pOut != NULL);
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ai_assert (pMat != NULL);
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ai_assert( pOut != NULL );
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ai_assert( pMat != NULL );
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const aiMaterialProperty* prop;
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aiGetMaterialProperty(pMat,pKey,type,index,(const aiMaterialProperty**) &prop);
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@@ -274,7 +274,7 @@ aiReturn aiGetMaterialUVTransform(const aiMaterial* pMat,
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aiUVTransform* pOut)
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{
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unsigned int iMax = 4;
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return aiGetMaterialFloatArray(pMat,pKey,type,index,(ai_real*)pOut,&iMax);
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return aiGetMaterialFloatArray(pMat,pKey,type,index,(ai_real*)pOut,&iMax);
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}
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// ------------------------------------------------------------------------------------------------
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@@ -314,7 +314,7 @@ aiReturn aiGetMaterialString(const aiMaterial* pMat,
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// ------------------------------------------------------------------------------------------------
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// Get the number of textures on a particular texture stack
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ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,
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unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,
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C_ENUM aiTextureType type)
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{
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ai_assert (pMat != NULL);
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@@ -347,12 +347,14 @@ aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
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unsigned int* flags /*= NULL*/
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)
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{
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ai_assert(NULL != mat && NULL != path);
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ai_assert( NULL != mat );
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ai_assert( NULL != path );
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// Get the path to the texture
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if (AI_SUCCESS != aiGetMaterialString(mat,AI_MATKEY_TEXTURE(type,index),path)) {
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return AI_FAILURE;
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}
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// Determine mapping type
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int mapping_ = static_cast<int>(aiTextureMapping_UV);
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aiGetMaterialInteger(mat,AI_MATKEY_MAPPING(type,index), &mapping_);
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@@ -381,15 +383,37 @@ aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
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if (flags){
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aiGetMaterialInteger(mat,AI_MATKEY_TEXFLAGS(type,index),(int*)flags);
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}
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return AI_SUCCESS;
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}
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static aiMaterial *DefaultMaterial = nullptr;
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// ------------------------------------------------------------------------------------------------
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// Will return the default material.
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aiMaterial *aiCreateAndRegisterDefaultMaterial() {
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if (nullptr == DefaultMaterial) {
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DefaultMaterial = new aiMaterial;
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aiString s;
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s.Set(AI_DEFAULT_MATERIAL_NAME);
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DefaultMaterial->AddProperty(&s, AI_MATKEY_NAME);
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}
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return DefaultMaterial;
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}
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// ------------------------------------------------------------------------------------------------
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// Will return the default material.
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void aiReleaseDefaultMaterial() {
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DefaultMaterial = nullptr;
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}
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static const unsigned int DefaultNumAllocated = 5;
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// ------------------------------------------------------------------------------------------------
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// Construction. Actually the one and only way to get an aiMaterial instance
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aiMaterial::aiMaterial()
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: mProperties( NULL )
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: mProperties( nullptr )
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, mNumProperties( 0 )
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, mNumAllocated( DefaultNumAllocated ) {
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// Allocate 5 entries by default
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@@ -404,12 +428,20 @@ aiMaterial::~aiMaterial()
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delete[] mProperties;
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}
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// ------------------------------------------------------------------------------------------------
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aiString aiMaterial::GetName() {
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aiString name;
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Get(AI_MATKEY_NAME, name);
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return name;
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}
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// ------------------------------------------------------------------------------------------------
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void aiMaterial::Clear()
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{
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for (unsigned int i = 0; i < mNumProperties;++i) {
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for ( unsigned int i = 0; i < mNumProperties; ++i ) {
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// delete this entry
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delete mProperties[i];
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delete mProperties[ i ];
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AI_DEBUG_INVALIDATE_PTR(mProperties[i]);
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}
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mNumProperties = 0;
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@@ -418,11 +450,9 @@ void aiMaterial::Clear()
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}
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// ------------------------------------------------------------------------------------------------
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aiReturn aiMaterial::RemoveProperty (const char* pKey,unsigned int type,
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unsigned int index
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)
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aiReturn aiMaterial::RemoveProperty ( const char* pKey,unsigned int type, unsigned int index )
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{
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ai_assert(NULL != pKey);
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ai_assert( nullptr != pKey );
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for (unsigned int i = 0; i < mNumProperties;++i) {
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aiMaterialProperty* prop = mProperties[i];
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@@ -454,17 +484,18 @@ aiReturn aiMaterial::AddBinaryProperty (const void* pInput,
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aiPropertyTypeInfo pType
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)
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{
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ai_assert (pInput != NULL);
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ai_assert (pKey != NULL);
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ai_assert (0 != pSizeInBytes);
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ai_assert( pInput != NULL );
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ai_assert( pKey != NULL );
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ai_assert( 0 != pSizeInBytes );
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if ( 0 == pSizeInBytes ) {
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}
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// first search the list whether there is already an entry with this key
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unsigned int iOutIndex = UINT_MAX;
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for (unsigned int i = 0; i < mNumProperties;++i) {
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aiMaterialProperty* prop = mProperties[i];
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unsigned int iOutIndex( UINT_MAX );
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for ( unsigned int i = 0; i < mNumProperties; ++i ) {
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aiMaterialProperty *prop( mProperties[ i ] );
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if (prop /* just for safety */ && !strcmp( prop->mKey.data, pKey ) &&
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prop->mSemantic == type && prop->mIndex == index){
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@@ -516,6 +547,7 @@ aiReturn aiMaterial::AddBinaryProperty (const void* pInput,
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}
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// push back ...
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mProperties[mNumProperties++] = pcNew;
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return AI_SUCCESS;
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}
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