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authorsanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
committersanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
commit058f98a63658dc1a2579826ba167fd61bed1e21f (patch)
treebcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/include/assimp/material.h
parent2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff)
add assimp submodule
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+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2022, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file material.h
+ * @brief Defines the material system of the library
+ */
+#pragma once
+#ifndef AI_MATERIAL_H_INC
+#define AI_MATERIAL_H_INC
+
+#ifdef __GNUC__
+#pragma GCC system_header
+#endif
+
+#include <assimp/types.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// Name for default materials (2nd is used if meshes have UV coords)
+#define AI_DEFAULT_MATERIAL_NAME "DefaultMaterial"
+
+// ---------------------------------------------------------------------------
+/** @brief Defines how the Nth texture of a specific type is combined with
+ * the result of all previous layers.
+ *
+ * Example (left: key, right: value): <br>
+ * @code
+ * DiffColor0 - gray
+ * DiffTextureOp0 - aiTextureOpMultiply
+ * DiffTexture0 - tex1.png
+ * DiffTextureOp0 - aiTextureOpAdd
+ * DiffTexture1 - tex2.png
+ * @endcode
+ * Written as equation, the final diffuse term for a specific pixel would be:
+ * @code
+ * diffFinal = DiffColor0 * sampleTex(DiffTexture0,UV0) +
+ * sampleTex(DiffTexture1,UV0) * diffContrib;
+ * @endcode
+ * where 'diffContrib' is the intensity of the incoming light for that pixel.
+ */
+enum aiTextureOp {
+ /** T = T1 * T2 */
+ aiTextureOp_Multiply = 0x0,
+
+ /** T = T1 + T2 */
+ aiTextureOp_Add = 0x1,
+
+ /** T = T1 - T2 */
+ aiTextureOp_Subtract = 0x2,
+
+ /** T = T1 / T2 */
+ aiTextureOp_Divide = 0x3,
+
+ /** T = (T1 + T2) - (T1 * T2) */
+ aiTextureOp_SmoothAdd = 0x4,
+
+ /** T = T1 + (T2-0.5) */
+ aiTextureOp_SignedAdd = 0x5,
+
+#ifndef SWIG
+ _aiTextureOp_Force32Bit = INT_MAX
+#endif
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Defines how UV coordinates outside the [0...1] range are handled.
+ *
+ * Commonly referred to as 'wrapping mode'.
+ */
+enum aiTextureMapMode {
+ /** A texture coordinate u|v is translated to u%1|v%1
+ */
+ aiTextureMapMode_Wrap = 0x0,
+
+ /** Texture coordinates outside [0...1]
+ * are clamped to the nearest valid value.
+ */
+ aiTextureMapMode_Clamp = 0x1,
+
+ /** If the texture coordinates for a pixel are outside [0...1]
+ * the texture is not applied to that pixel
+ */
+ aiTextureMapMode_Decal = 0x3,
+
+ /** A texture coordinate u|v becomes u%1|v%1 if (u-(u%1))%2 is zero and
+ * 1-(u%1)|1-(v%1) otherwise
+ */
+ aiTextureMapMode_Mirror = 0x2,
+
+#ifndef SWIG
+ _aiTextureMapMode_Force32Bit = INT_MAX
+#endif
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Defines how the mapping coords for a texture are generated.
+ *
+ * Real-time applications typically require full UV coordinates, so the use of
+ * the aiProcess_GenUVCoords step is highly recommended. It generates proper
+ * UV channels for non-UV mapped objects, as long as an accurate description
+ * how the mapping should look like (e.g spherical) is given.
+ * See the #AI_MATKEY_MAPPING property for more details.
+ */
+enum aiTextureMapping {
+ /** The mapping coordinates are taken from an UV channel.
+ *
+ * #AI_MATKEY_UVWSRC property specifies from which UV channel
+ * the texture coordinates are to be taken from (remember,
+ * meshes can have more than one UV channel).
+ */
+ aiTextureMapping_UV = 0x0,
+
+ /** Spherical mapping */
+ aiTextureMapping_SPHERE = 0x1,
+
+ /** Cylindrical mapping */
+ aiTextureMapping_CYLINDER = 0x2,
+
+ /** Cubic mapping */
+ aiTextureMapping_BOX = 0x3,
+
+ /** Planar mapping */
+ aiTextureMapping_PLANE = 0x4,
+
+ /** Undefined mapping. Have fun. */
+ aiTextureMapping_OTHER = 0x5,
+
+#ifndef SWIG
+ _aiTextureMapping_Force32Bit = INT_MAX
+#endif
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Defines the purpose of a texture
+ *
+ * This is a very difficult topic. Different 3D packages support different
+ * kinds of textures. For very common texture types, such as bumpmaps, the
+ * rendering results depend on implementation details in the rendering
+ * pipelines of these applications. Assimp loads all texture references from
+ * the model file and tries to determine which of the predefined texture
+ * types below is the best choice to match the original use of the texture
+ * as closely as possible.<br>
+ *
+ * In content pipelines you'll usually define how textures have to be handled,
+ * and the artists working on models have to conform to this specification,
+ * regardless which 3D tool they're using.
+ */
+enum aiTextureType {
+ /** Dummy value.
+ *
+ * No texture, but the value to be used as 'texture semantic'
+ * (#aiMaterialProperty::mSemantic) for all material properties
+ * *not* related to textures.
+ */
+ aiTextureType_NONE = 0,
+
+ /** LEGACY API MATERIALS
+ * Legacy refers to materials which
+ * Were originally implemented in the specifications around 2000.
+ * These must never be removed, as most engines support them.
+ */
+
+ /** The texture is combined with the result of the diffuse
+ * lighting equation.
+ * OR
+ * PBR Specular/Glossiness
+ */
+ aiTextureType_DIFFUSE = 1,
+
+ /** The texture is combined with the result of the specular
+ * lighting equation.
+ * OR
+ * PBR Specular/Glossiness
+ */
+ aiTextureType_SPECULAR = 2,
+
+ /** The texture is combined with the result of the ambient
+ * lighting equation.
+ */
+ aiTextureType_AMBIENT = 3,
+
+ /** The texture is added to the result of the lighting
+ * calculation. It isn't influenced by incoming light.
+ */
+ aiTextureType_EMISSIVE = 4,
+
+ /** The texture is a height map.
+ *
+ * By convention, higher gray-scale values stand for
+ * higher elevations from the base height.
+ */
+ aiTextureType_HEIGHT = 5,
+
+ /** The texture is a (tangent space) normal-map.
+ *
+ * Again, there are several conventions for tangent-space
+ * normal maps. Assimp does (intentionally) not
+ * distinguish here.
+ */
+ aiTextureType_NORMALS = 6,
+
+ /** The texture defines the glossiness of the material.
+ *
+ * The glossiness is in fact the exponent of the specular
+ * (phong) lighting equation. Usually there is a conversion
+ * function defined to map the linear color values in the
+ * texture to a suitable exponent. Have fun.
+ */
+ aiTextureType_SHININESS = 7,
+
+ /** The texture defines per-pixel opacity.
+ *
+ * Usually 'white' means opaque and 'black' means
+ * 'transparency'. Or quite the opposite. Have fun.
+ */
+ aiTextureType_OPACITY = 8,
+
+ /** Displacement texture
+ *
+ * The exact purpose and format is application-dependent.
+ * Higher color values stand for higher vertex displacements.
+ */
+ aiTextureType_DISPLACEMENT = 9,
+
+ /** Lightmap texture (aka Ambient Occlusion)
+ *
+ * Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
+ * covered by this material property. The texture contains a
+ * scaling value for the final color value of a pixel. Its
+ * intensity is not affected by incoming light.
+ */
+ aiTextureType_LIGHTMAP = 10,
+
+ /** Reflection texture
+ *
+ * Contains the color of a perfect mirror reflection.
+ * Rarely used, almost never for real-time applications.
+ */
+ aiTextureType_REFLECTION = 11,
+
+ /** PBR Materials
+ * PBR definitions from maya and other modelling packages now use this standard.
+ * This was originally introduced around 2012.
+ * Support for this is in game engines like Godot, Unreal or Unity3D.
+ * Modelling packages which use this are very common now.
+ */
+
+ aiTextureType_BASE_COLOR = 12,
+ aiTextureType_NORMAL_CAMERA = 13,
+ aiTextureType_EMISSION_COLOR = 14,
+ aiTextureType_METALNESS = 15,
+ aiTextureType_DIFFUSE_ROUGHNESS = 16,
+ aiTextureType_AMBIENT_OCCLUSION = 17,
+
+ /** PBR Material Modifiers
+ * Some modern renderers have further PBR modifiers that may be overlaid
+ * on top of the 'base' PBR materials for additional realism.
+ * These use multiple texture maps, so only the base type is directly defined
+ */
+
+ /** Sheen
+ * Generally used to simulate textiles that are covered in a layer of microfibers
+ * eg velvet
+ * https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_sheen
+ */
+ aiTextureType_SHEEN = 19,
+
+ /** Clearcoat
+ * Simulates a layer of 'polish' or 'laquer' layered on top of a PBR substrate
+ * https://autodesk.github.io/standard-surface/#closures/coating
+ * https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat
+ */
+ aiTextureType_CLEARCOAT = 20,
+
+ /** Transmission
+ * Simulates transmission through the surface
+ * May include further information such as wall thickness
+ */
+ aiTextureType_TRANSMISSION = 21,
+
+ /** Unknown texture
+ *
+ * A texture reference that does not match any of the definitions
+ * above is considered to be 'unknown'. It is still imported,
+ * but is excluded from any further post-processing.
+ */
+ aiTextureType_UNKNOWN = 18,
+
+#ifndef SWIG
+ _aiTextureType_Force32Bit = INT_MAX
+#endif
+};
+
+#define AI_TEXTURE_TYPE_MAX aiTextureType_UNKNOWN
+
+// -------------------------------------------------------------------------------
+// Get a string for a given aiTextureType
+ASSIMP_API const char *TextureTypeToString(enum aiTextureType in);
+
+// ---------------------------------------------------------------------------
+/** @brief Defines all shading models supported by the library
+ *
+ * Property: #AI_MATKEY_SHADING_MODEL
+ *
+ * The list of shading modes has been taken from Blender.
+ * See Blender documentation for more information. The API does
+ * not distinguish between "specular" and "diffuse" shaders (thus the
+ * specular term for diffuse shading models like Oren-Nayar remains
+ * undefined). <br>
+ * Again, this value is just a hint. Assimp tries to select the shader whose
+ * most common implementation matches the original rendering results of the
+ * 3D modeler which wrote a particular model as closely as possible.
+ *
+ */
+enum aiShadingMode {
+ /** Flat shading. Shading is done on per-face base,
+ * diffuse only. Also known as 'faceted shading'.
+ */
+ aiShadingMode_Flat = 0x1,
+
+ /** Simple Gouraud shading.
+ */
+ aiShadingMode_Gouraud = 0x2,
+
+ /** Phong-Shading -
+ */
+ aiShadingMode_Phong = 0x3,
+
+ /** Phong-Blinn-Shading
+ */
+ aiShadingMode_Blinn = 0x4,
+
+ /** Toon-Shading per pixel
+ *
+ * Also known as 'comic' shader.
+ */
+ aiShadingMode_Toon = 0x5,
+
+ /** OrenNayar-Shading per pixel
+ *
+ * Extension to standard Lambertian shading, taking the
+ * roughness of the material into account
+ */
+ aiShadingMode_OrenNayar = 0x6,
+
+ /** Minnaert-Shading per pixel
+ *
+ * Extension to standard Lambertian shading, taking the
+ * "darkness" of the material into account
+ */
+ aiShadingMode_Minnaert = 0x7,
+
+ /** CookTorrance-Shading per pixel
+ *
+ * Special shader for metallic surfaces.
+ */
+ aiShadingMode_CookTorrance = 0x8,
+
+ /** No shading at all. Constant light influence of 1.0.
+ * Also known as "Unlit"
+ */
+ aiShadingMode_NoShading = 0x9,
+ aiShadingMode_Unlit = aiShadingMode_NoShading, // Alias
+
+ /** Fresnel shading
+ */
+ aiShadingMode_Fresnel = 0xa,
+
+ /** Physically-Based Rendering (PBR) shading using
+ * Bidirectional scattering/reflectance distribution function (BSDF/BRDF)
+ * There are multiple methods under this banner, and model files may provide
+ * data for more than one PBR-BRDF method.
+ * Applications should use the set of provided properties to determine which
+ * of their preferred PBR rendering methods are likely to be available
+ * eg:
+ * - If AI_MATKEY_METALLIC_FACTOR is set, then a Metallic/Roughness is available
+ * - If AI_MATKEY_GLOSSINESS_FACTOR is set, then a Specular/Glossiness is available
+ * Note that some PBR methods allow layering of techniques
+ */
+ aiShadingMode_PBR_BRDF = 0xb,
+
+#ifndef SWIG
+ _aiShadingMode_Force32Bit = INT_MAX
+#endif
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Defines some mixed flags for a particular texture.
+ *
+ * Usually you'll instruct your cg artists how textures have to look like ...
+ * and how they will be processed in your application. However, if you use
+ * Assimp for completely generic loading purposes you might also need to
+ * process these flags in order to display as many 'unknown' 3D models as
+ * possible correctly.
+ *
+ * This corresponds to the #AI_MATKEY_TEXFLAGS property.
+*/
+enum aiTextureFlags {
+ /** The texture's color values have to be inverted (component-wise 1-n)
+ */
+ aiTextureFlags_Invert = 0x1,
+
+ /** Explicit request to the application to process the alpha channel
+ * of the texture.
+ *
+ * Mutually exclusive with #aiTextureFlags_IgnoreAlpha. These
+ * flags are set if the library can say for sure that the alpha
+ * channel is used/is not used. If the model format does not
+ * define this, it is left to the application to decide whether
+ * the texture alpha channel - if any - is evaluated or not.
+ */
+ aiTextureFlags_UseAlpha = 0x2,
+
+ /** Explicit request to the application to ignore the alpha channel
+ * of the texture.
+ *
+ * Mutually exclusive with #aiTextureFlags_UseAlpha.
+ */
+ aiTextureFlags_IgnoreAlpha = 0x4,
+
+#ifndef SWIG
+ _aiTextureFlags_Force32Bit = INT_MAX
+#endif
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Defines alpha-blend flags.
+ *
+ * If you're familiar with OpenGL or D3D, these flags aren't new to you.
+ * They define *how* the final color value of a pixel is computed, basing
+ * on the previous color at that pixel and the new color value from the
+ * material.
+ * The blend formula is:
+ * @code
+ * SourceColor * SourceBlend + DestColor * DestBlend
+ * @endcode
+ * where DestColor is the previous color in the frame-buffer at this
+ * position and SourceColor is the material color before the transparency
+ * calculation.<br>
+ * This corresponds to the #AI_MATKEY_BLEND_FUNC property.
+*/
+enum aiBlendMode {
+ /**
+ * Formula:
+ * @code
+ * SourceColor*SourceAlpha + DestColor*(1-SourceAlpha)
+ * @endcode
+ */
+ aiBlendMode_Default = 0x0,
+
+ /** Additive blending
+ *
+ * Formula:
+ * @code
+ * SourceColor*1 + DestColor*1
+ * @endcode
+ */
+ aiBlendMode_Additive = 0x1,
+
+// we don't need more for the moment, but we might need them
+// in future versions ...
+
+#ifndef SWIG
+ _aiBlendMode_Force32Bit = INT_MAX
+#endif
+};
+
+#include "./Compiler/pushpack1.h"
+
+// ---------------------------------------------------------------------------
+/** @brief Defines how an UV channel is transformed.
+ *
+ * This is just a helper structure for the #AI_MATKEY_UVTRANSFORM key.
+ * See its documentation for more details.
+ *
+ * Typically you'll want to build a matrix of this information. However,
+ * we keep separate scaling/translation/rotation values to make it
+ * easier to process and optimize UV transformations internally.
+ */
+struct aiUVTransform {
+ /** Translation on the u and v axes.
+ *
+ * The default value is (0|0).
+ */
+ C_STRUCT aiVector2D mTranslation;
+
+ /** Scaling on the u and v axes.
+ *
+ * The default value is (1|1).
+ */
+ C_STRUCT aiVector2D mScaling;
+
+ /** Rotation - in counter-clockwise direction.
+ *
+ * The rotation angle is specified in radians. The
+ * rotation center is 0.5f|0.5f. The default value
+ * 0.f.
+ */
+ ai_real mRotation;
+
+#ifdef __cplusplus
+ aiUVTransform() AI_NO_EXCEPT
+ : mTranslation(0.0, 0.0),
+ mScaling(1.0, 1.0),
+ mRotation(0.0) {
+ // nothing to be done here ...
+ }
+#endif
+};
+
+#include "./Compiler/poppack1.h"
+
+//! @cond AI_DOX_INCLUDE_INTERNAL
+// ---------------------------------------------------------------------------
+/** @brief A very primitive RTTI system for the contents of material
+ * properties.
+ */
+enum aiPropertyTypeInfo {
+ /** Array of single-precision (32 Bit) floats
+ *
+ * It is possible to use aiGetMaterialInteger[Array]() (or the C++-API
+ * aiMaterial::Get()) to query properties stored in floating-point format.
+ * The material system performs the type conversion automatically.
+ */
+ aiPTI_Float = 0x1,
+
+ /** Array of double-precision (64 Bit) floats
+ *
+ * It is possible to use aiGetMaterialInteger[Array]() (or the C++-API
+ * aiMaterial::Get()) to query properties stored in floating-point format.
+ * The material system performs the type conversion automatically.
+ */
+ aiPTI_Double = 0x2,
+
+ /** The material property is an aiString.
+ *
+ * Arrays of strings aren't possible, aiGetMaterialString() (or the
+ * C++-API aiMaterial::Get()) *must* be used to query a string property.
+ */
+ aiPTI_String = 0x3,
+
+ /** Array of (32 Bit) integers
+ *
+ * It is possible to use aiGetMaterialFloat[Array]() (or the C++-API
+ * aiMaterial::Get()) to query properties stored in integer format.
+ * The material system performs the type conversion automatically.
+ */
+ aiPTI_Integer = 0x4,
+
+ /** Simple binary buffer, content undefined. Not convertible to anything.
+ */
+ aiPTI_Buffer = 0x5,
+
+/** This value is not used. It is just there to force the
+ * compiler to map this enum to a 32 Bit integer.
+ */
+#ifndef SWIG
+ _aiPTI_Force32Bit = INT_MAX
+#endif
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Data structure for a single material property
+ *
+ * As an user, you'll probably never need to deal with this data structure.
+ * Just use the provided aiGetMaterialXXX() or aiMaterial::Get() family
+ * of functions to query material properties easily. Processing them
+ * manually is faster, but it is not the recommended way. It isn't worth
+ * the effort. <br>
+ * Material property names follow a simple scheme:
+ * @code
+ * $<name>
+ * ?<name>
+ * A public property, there must be corresponding AI_MATKEY_XXX define
+ * 2nd: Public, but ignored by the #aiProcess_RemoveRedundantMaterials
+ * post-processing step.
+ * ~<name>
+ * A temporary property for internal use.
+ * @endcode
+ * @see aiMaterial
+ */
+struct aiMaterialProperty {
+ /** Specifies the name of the property (key)
+ * Keys are generally case insensitive.
+ */
+ C_STRUCT aiString mKey;
+
+ /** Textures: Specifies their exact usage semantic.
+ * For non-texture properties, this member is always 0
+ * (or, better-said, #aiTextureType_NONE).
+ */
+ unsigned int mSemantic;
+
+ /** Textures: Specifies the index of the texture.
+ * For non-texture properties, this member is always 0.
+ */
+ unsigned int mIndex;
+
+ /** Size of the buffer mData is pointing to, in bytes.
+ * This value may not be 0.
+ */
+ unsigned int mDataLength;
+
+ /** Type information for the property.
+ *
+ * Defines the data layout inside the data buffer. This is used
+ * by the library internally to perform debug checks and to
+ * utilize proper type conversions.
+ * (It's probably a hacky solution, but it works.)
+ */
+ C_ENUM aiPropertyTypeInfo mType;
+
+ /** Binary buffer to hold the property's value.
+ * The size of the buffer is always mDataLength.
+ */
+ char *mData;
+
+#ifdef __cplusplus
+
+ aiMaterialProperty() AI_NO_EXCEPT
+ : mSemantic(0),
+ mIndex(0),
+ mDataLength(0),
+ mType(aiPTI_Float),
+ mData(nullptr) {
+ // empty
+ }
+
+ ~aiMaterialProperty() {
+ delete[] mData;
+ mData = nullptr;
+ }
+
+#endif
+};
+//! @endcond
+
+#ifdef __cplusplus
+} // We need to leave the "C" block here to allow template member functions
+#endif
+
+// ---------------------------------------------------------------------------
+/** @brief Data structure for a material
+*
+* Material data is stored using a key-value structure. A single key-value
+* pair is called a 'material property'. C++ users should use the provided
+* member functions of aiMaterial to process material properties, C users
+* have to stick with the aiMaterialGetXXX family of unbound functions.
+* The library defines a set of standard keys (AI_MATKEY_XXX).
+*/
+#ifdef __cplusplus
+struct ASSIMP_API aiMaterial
+#else
+struct aiMaterial
+#endif
+{
+
+#ifdef __cplusplus
+
+public:
+ aiMaterial();
+ ~aiMaterial();
+
+ // -------------------------------------------------------------------
+ /**
+ * @brief Returns the name of the material.
+ * @return The name of the material.
+ */
+ // -------------------------------------------------------------------
+ aiString GetName() const;
+
+ // -------------------------------------------------------------------
+ /** @brief Retrieve an array of Type values with a specific key
+ * from the material
+ *
+ * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
+ * @param type .. set by AI_MATKEY_XXX
+ * @param idx .. set by AI_MATKEY_XXX
+ * @param pOut Pointer to a buffer to receive the result.
+ * @param pMax Specifies the size of the given buffer, in Type's.
+ * Receives the number of values (not bytes!) read.
+ * NULL is a valid value for this parameter.
+ */
+ template <typename Type>
+ aiReturn Get(const char *pKey, unsigned int type,
+ unsigned int idx, Type *pOut, unsigned int *pMax) const;
+
+ aiReturn Get(const char *pKey, unsigned int type,
+ unsigned int idx, int *pOut, unsigned int *pMax) const;
+
+ aiReturn Get(const char *pKey, unsigned int type,
+ unsigned int idx, ai_real *pOut, unsigned int *pMax) const;
+
+ // -------------------------------------------------------------------
+ /** @brief Retrieve a Type value with a specific key
+ * from the material
+ *
+ * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
+ * @param type Specifies the type of the texture to be retrieved (
+ * e.g. diffuse, specular, height map ...)
+ * @param idx Index of the texture to be retrieved.
+ * @param pOut Reference to receive the output value
+ */
+ template <typename Type>
+ aiReturn Get(const char *pKey, unsigned int type,
+ unsigned int idx, Type &pOut) const;
+
+ aiReturn Get(const char *pKey, unsigned int type,
+ unsigned int idx, int &pOut) const;
+
+ aiReturn Get(const char *pKey, unsigned int type,
+ unsigned int idx, ai_real &pOut) const;
+
+ aiReturn Get(const char *pKey, unsigned int type,
+ unsigned int idx, aiString &pOut) const;
+
+ aiReturn Get(const char *pKey, unsigned int type,
+ unsigned int idx, aiColor3D &pOut) const;
+
+ aiReturn Get(const char *pKey, unsigned int type,
+ unsigned int idx, aiColor4D &pOut) const;
+
+ aiReturn Get(const char *pKey, unsigned int type,
+ unsigned int idx, aiUVTransform &pOut) const;
+
+ // -------------------------------------------------------------------
+ /** Get the number of textures for a particular texture type.
+ * @param type Texture type to check for
+ * @return Number of textures for this type.
+ * @note A texture can be easily queried using #GetTexture() */
+ unsigned int GetTextureCount(aiTextureType type) const;
+
+ // -------------------------------------------------------------------
+ /** Helper function to get all parameters pertaining to a
+ * particular texture slot from a material.
+ *
+ * This function is provided just for convenience, you could also
+ * read the single material properties manually.
+ * @param type Specifies the type of the texture to be retrieved (
+ * e.g. diffuse, specular, height map ...)
+ * @param index Index of the texture to be retrieved. The function fails
+ * if there is no texture of that type with this index.
+ * #GetTextureCount() can be used to determine the number of textures
+ * per texture type.
+ * @param path Receives the path to the texture.
+ * Use aiScene::GetEmbeddedTexture() method to determine if returned path
+ * is an image file to be opened or a string key of embedded texture stored in the corresponding scene
+ * (could be a '*' followed by the id of the texture in case of no name)
+ * NULL is a valid value.
+ * @param mapping The texture mapping.
+ * NULL is allowed as value.
+ * @param uvindex Receives the UV index of the texture.
+ * NULL is a valid value.
+ * @param blend Receives the blend factor for the texture
+ * NULL is a valid value.
+ * @param op Receives the texture operation to be performed between
+ * this texture and the previous texture. NULL is allowed as value.
+ * @param mapmode Receives the mapping modes to be used for the texture.
+ * The parameter may be NULL but if it is a valid pointer it MUST
+ * point to an array of 3 aiTextureMapMode's (one for each
+ * axis: UVW order (=XYZ)).
+ */
+ // -------------------------------------------------------------------
+ aiReturn GetTexture(aiTextureType type,
+ unsigned int index,
+ C_STRUCT aiString *path,
+ aiTextureMapping *mapping = NULL,
+ unsigned int *uvindex = NULL,
+ ai_real *blend = NULL,
+ aiTextureOp *op = NULL,
+ aiTextureMapMode *mapmode = NULL) const;
+
+ // Setters
+
+ // ------------------------------------------------------------------------------
+ /** @brief Add a property with a given key and type info to the material
+ * structure
+ *
+ * @param pInput Pointer to input data
+ * @param pSizeInBytes Size of input data
+ * @param pKey Key/Usage of the property (AI_MATKEY_XXX)
+ * @param type Set by the AI_MATKEY_XXX macro
+ * @param index Set by the AI_MATKEY_XXX macro
+ * @param pType Type information hint */
+ aiReturn AddBinaryProperty(const void *pInput,
+ unsigned int pSizeInBytes,
+ const char *pKey,
+ unsigned int type,
+ unsigned int index,
+ aiPropertyTypeInfo pType);
+
+ // ------------------------------------------------------------------------------
+ /** @brief Add a string property with a given key and type info to the
+ * material structure
+ *
+ * @param pInput Input string
+ * @param pKey Key/Usage of the property (AI_MATKEY_XXX)
+ * @param type Set by the AI_MATKEY_XXX macro
+ * @param index Set by the AI_MATKEY_XXX macro */
+ aiReturn AddProperty(const aiString *pInput,
+ const char *pKey,
+ unsigned int type = 0,
+ unsigned int index = 0);
+
+ // ------------------------------------------------------------------------------
+ /** @brief Add a property with a given key to the material structure
+ * @param pInput Pointer to the input data
+ * @param pNumValues Number of values in the array
+ * @param pKey Key/Usage of the property (AI_MATKEY_XXX)
+ * @param type Set by the AI_MATKEY_XXX macro
+ * @param index Set by the AI_MATKEY_XXX macro */
+ template <class TYPE>
+ aiReturn AddProperty(const TYPE *pInput,
+ unsigned int pNumValues,
+ const char *pKey,
+ unsigned int type = 0,
+ unsigned int index = 0);
+
+ aiReturn AddProperty(const aiVector3D *pInput,
+ unsigned int pNumValues,
+ const char *pKey,
+ unsigned int type = 0,
+ unsigned int index = 0);
+
+ aiReturn AddProperty(const aiColor3D *pInput,
+ unsigned int pNumValues,
+ const char *pKey,
+ unsigned int type = 0,
+ unsigned int index = 0);
+
+ aiReturn AddProperty(const aiColor4D *pInput,
+ unsigned int pNumValues,
+ const char *pKey,
+ unsigned int type = 0,
+ unsigned int index = 0);
+
+ aiReturn AddProperty(const int *pInput,
+ unsigned int pNumValues,
+ const char *pKey,
+ unsigned int type = 0,
+ unsigned int index = 0);
+
+ aiReturn AddProperty(const float *pInput,
+ unsigned int pNumValues,
+ const char *pKey,
+ unsigned int type = 0,
+ unsigned int index = 0);
+
+ aiReturn AddProperty(const double *pInput,
+ unsigned int pNumValues,
+ const char *pKey,
+ unsigned int type = 0,
+ unsigned int index = 0);
+
+ aiReturn AddProperty(const aiUVTransform *pInput,
+ unsigned int pNumValues,
+ const char *pKey,
+ unsigned int type = 0,
+ unsigned int index = 0);
+
+ // ------------------------------------------------------------------------------
+ /** @brief Remove a given key from the list.
+ *
+ * The function fails if the key isn't found
+ * @param pKey Key to be deleted
+ * @param type Set by the AI_MATKEY_XXX macro
+ * @param index Set by the AI_MATKEY_XXX macro */
+ aiReturn RemoveProperty(const char *pKey,
+ unsigned int type = 0,
+ unsigned int index = 0);
+
+ // ------------------------------------------------------------------------------
+ /** @brief Removes all properties from the material.
+ *
+ * The data array remains allocated so adding new properties is quite fast. */
+ void Clear();
+
+ // ------------------------------------------------------------------------------
+ /** Copy the property list of a material
+ * @param pcDest Destination material
+ * @param pcSrc Source material
+ */
+ static void CopyPropertyList(aiMaterial *pcDest,
+ const aiMaterial *pcSrc);
+
+#endif
+
+ /** List of all material properties loaded. */
+ C_STRUCT aiMaterialProperty **mProperties;
+
+ /** Number of properties in the data base */
+ unsigned int mNumProperties;
+
+ /** Storage allocated */
+ unsigned int mNumAllocated;
+};
+
+// Go back to extern "C" again
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_NAME "?mat.name", 0, 0
+#define AI_MATKEY_TWOSIDED "$mat.twosided", 0, 0
+#define AI_MATKEY_SHADING_MODEL "$mat.shadingm", 0, 0
+#define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe", 0, 0
+#define AI_MATKEY_BLEND_FUNC "$mat.blend", 0, 0
+#define AI_MATKEY_OPACITY "$mat.opacity", 0, 0
+#define AI_MATKEY_TRANSPARENCYFACTOR "$mat.transparencyfactor", 0, 0
+#define AI_MATKEY_BUMPSCALING "$mat.bumpscaling", 0, 0
+#define AI_MATKEY_SHININESS "$mat.shininess", 0, 0
+#define AI_MATKEY_REFLECTIVITY "$mat.reflectivity", 0, 0
+#define AI_MATKEY_SHININESS_STRENGTH "$mat.shinpercent", 0, 0
+#define AI_MATKEY_REFRACTI "$mat.refracti", 0, 0
+#define AI_MATKEY_COLOR_DIFFUSE "$clr.diffuse", 0, 0
+#define AI_MATKEY_COLOR_AMBIENT "$clr.ambient", 0, 0
+#define AI_MATKEY_COLOR_SPECULAR "$clr.specular", 0, 0
+#define AI_MATKEY_COLOR_EMISSIVE "$clr.emissive", 0, 0
+#define AI_MATKEY_COLOR_TRANSPARENT "$clr.transparent", 0, 0
+#define AI_MATKEY_COLOR_REFLECTIVE "$clr.reflective", 0, 0
+#define AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "?bg.global", 0, 0
+#define AI_MATKEY_GLOBAL_SHADERLANG "?sh.lang", 0, 0
+#define AI_MATKEY_SHADER_VERTEX "?sh.vs", 0, 0
+#define AI_MATKEY_SHADER_FRAGMENT "?sh.fs", 0, 0
+#define AI_MATKEY_SHADER_GEO "?sh.gs", 0, 0
+#define AI_MATKEY_SHADER_TESSELATION "?sh.ts", 0, 0
+#define AI_MATKEY_SHADER_PRIMITIVE "?sh.ps", 0, 0
+#define AI_MATKEY_SHADER_COMPUTE "?sh.cs", 0, 0
+
+// ---------------------------------------------------------------------------
+// PBR material support
+// --------------------
+// Properties defining PBR rendering techniques
+#define AI_MATKEY_USE_COLOR_MAP "$mat.useColorMap", 0, 0
+
+// Metallic/Roughness Workflow
+// ---------------------------
+// Base RGBA color factor. Will be multiplied by final base color texture values if extant
+// Note: Importers may choose to copy this into AI_MATKEY_COLOR_DIFFUSE for compatibility
+// with renderers and formats that do not support Metallic/Roughness PBR
+#define AI_MATKEY_BASE_COLOR "$clr.base", 0, 0
+#define AI_MATKEY_BASE_COLOR_TEXTURE aiTextureType_BASE_COLOR, 0
+#define AI_MATKEY_USE_METALLIC_MAP "$mat.useMetallicMap", 0, 0
+// Metallic factor. 0.0 = Full Dielectric, 1.0 = Full Metal
+#define AI_MATKEY_METALLIC_FACTOR "$mat.metallicFactor", 0, 0
+#define AI_MATKEY_METALLIC_TEXTURE aiTextureType_METALNESS, 0
+#define AI_MATKEY_USE_ROUGHNESS_MAP "$mat.useRoughnessMap", 0, 0
+// Roughness factor. 0.0 = Perfectly Smooth, 1.0 = Completely Rough
+#define AI_MATKEY_ROUGHNESS_FACTOR "$mat.roughnessFactor", 0, 0
+#define AI_MATKEY_ROUGHNESS_TEXTURE aiTextureType_DIFFUSE_ROUGHNESS, 0
+// Anisotropy factor. 0.0 = isotropic, 1.0 = anisotropy along tangent direction,
+// -1.0 = anisotropy along bitangent direction
+#define AI_MATKEY_ANISOTROPY_FACTOR "$mat.anisotropyFactor", 0, 0
+
+// Specular/Glossiness Workflow
+// ---------------------------
+// Diffuse/Albedo Color. Note: Pure Metals have a diffuse of {0,0,0}
+// AI_MATKEY_COLOR_DIFFUSE
+// Specular Color.
+// Note: Metallic/Roughness may also have a Specular Color
+// AI_MATKEY_COLOR_SPECULAR
+#define AI_MATKEY_SPECULAR_FACTOR "$mat.specularFactor", 0, 0
+// Glossiness factor. 0.0 = Completely Rough, 1.0 = Perfectly Smooth
+#define AI_MATKEY_GLOSSINESS_FACTOR "$mat.glossinessFactor", 0, 0
+
+// Sheen
+// -----
+// Sheen base RGB color. Default {0,0,0}
+#define AI_MATKEY_SHEEN_COLOR_FACTOR "$clr.sheen.factor", 0, 0
+// Sheen Roughness Factor.
+#define AI_MATKEY_SHEEN_ROUGHNESS_FACTOR "$mat.sheen.roughnessFactor", 0, 0
+#define AI_MATKEY_SHEEN_COLOR_TEXTURE aiTextureType_SHEEN, 0
+#define AI_MATKEY_SHEEN_ROUGHNESS_TEXTURE aiTextureType_SHEEN, 1
+
+// Clearcoat
+// ---------
+// Clearcoat layer intensity. 0.0 = none (disabled)
+#define AI_MATKEY_CLEARCOAT_FACTOR "$mat.clearcoat.factor", 0, 0
+#define AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR "$mat.clearcoat.roughnessFactor", 0, 0
+#define AI_MATKEY_CLEARCOAT_TEXTURE aiTextureType_CLEARCOAT, 0
+#define AI_MATKEY_CLEARCOAT_ROUGHNESS_TEXTURE aiTextureType_CLEARCOAT, 1
+#define AI_MATKEY_CLEARCOAT_NORMAL_TEXTURE aiTextureType_CLEARCOAT, 2
+
+// Transmission
+// ------------
+// https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission
+// Base percentage of light transmitted through the surface. 0.0 = Opaque, 1.0 = Fully transparent
+#define AI_MATKEY_TRANSMISSION_FACTOR "$mat.transmission.factor", 0, 0
+// Texture defining percentage of light transmitted through the surface.
+// Multiplied by AI_MATKEY_TRANSMISSION_FACTOR
+#define AI_MATKEY_TRANSMISSION_TEXTURE aiTextureType_TRANSMISSION, 0
+
+// Volume
+// ------------
+// https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_volume
+// The thickness of the volume beneath the surface. If the value is 0 the material is thin-walled. Otherwise the material is a volume boundary.
+#define AI_MATKEY_VOLUME_THICKNESS_FACTOR "$mat.volume.thicknessFactor", 0, 0
+// Texture that defines the thickness.
+// Multiplied by AI_MATKEY_THICKNESS_FACTOR
+#define AI_MATKEY_VOLUME_THICKNESS_TEXTURE aiTextureType_TRANSMISSION, 1
+// Density of the medium given as the average distance that light travels in the medium before interacting with a particle.
+#define AI_MATKEY_VOLUME_ATTENUATION_DISTANCE "$mat.volume.attenuationDistance", 0, 0
+// The color that white light turns into due to absorption when reaching the attenuation distance.
+#define AI_MATKEY_VOLUME_ATTENUATION_COLOR "$mat.volume.attenuationColor", 0, 0
+
+// Emissive
+// --------
+#define AI_MATKEY_USE_EMISSIVE_MAP "$mat.useEmissiveMap", 0, 0
+#define AI_MATKEY_EMISSIVE_INTENSITY "$mat.emissiveIntensity", 0, 0
+#define AI_MATKEY_USE_AO_MAP "$mat.useAOMap", 0, 0
+
+// ---------------------------------------------------------------------------
+// Pure key names for all texture-related properties
+//! @cond MATS_DOC_FULL
+#define _AI_MATKEY_TEXTURE_BASE "$tex.file"
+#define _AI_MATKEY_UVWSRC_BASE "$tex.uvwsrc"
+#define _AI_MATKEY_TEXOP_BASE "$tex.op"
+#define _AI_MATKEY_MAPPING_BASE "$tex.mapping"
+#define _AI_MATKEY_TEXBLEND_BASE "$tex.blend"
+#define _AI_MATKEY_MAPPINGMODE_U_BASE "$tex.mapmodeu"
+#define _AI_MATKEY_MAPPINGMODE_V_BASE "$tex.mapmodev"
+#define _AI_MATKEY_TEXMAP_AXIS_BASE "$tex.mapaxis"
+#define _AI_MATKEY_UVTRANSFORM_BASE "$tex.uvtrafo"
+#define _AI_MATKEY_TEXFLAGS_BASE "$tex.flags"
+//! @endcond
+
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_TEXTURE(type, N) _AI_MATKEY_TEXTURE_BASE, type, N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_TEXTURE_DIFFUSE(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, N)
+
+#define AI_MATKEY_TEXTURE_SPECULAR(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_SPECULAR, N)
+
+#define AI_MATKEY_TEXTURE_AMBIENT(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_AMBIENT, N)
+
+#define AI_MATKEY_TEXTURE_EMISSIVE(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_EMISSIVE, N)
+
+#define AI_MATKEY_TEXTURE_NORMALS(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_NORMALS, N)
+
+#define AI_MATKEY_TEXTURE_HEIGHT(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_HEIGHT, N)
+
+#define AI_MATKEY_TEXTURE_SHININESS(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_SHININESS, N)
+
+#define AI_MATKEY_TEXTURE_OPACITY(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_OPACITY, N)
+
+#define AI_MATKEY_TEXTURE_DISPLACEMENT(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_DISPLACEMENT, N)
+
+#define AI_MATKEY_TEXTURE_LIGHTMAP(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, N)
+
+#define AI_MATKEY_TEXTURE_REFLECTION(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_REFLECTION, N)
+
+//! @endcond
+
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_UVWSRC(type, N) _AI_MATKEY_UVWSRC_BASE, type, N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_UVWSRC_DIFFUSE(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_DIFFUSE, N)
+
+#define AI_MATKEY_UVWSRC_SPECULAR(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_SPECULAR, N)
+
+#define AI_MATKEY_UVWSRC_AMBIENT(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_AMBIENT, N)
+
+#define AI_MATKEY_UVWSRC_EMISSIVE(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_EMISSIVE, N)
+
+#define AI_MATKEY_UVWSRC_NORMALS(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_NORMALS, N)
+
+#define AI_MATKEY_UVWSRC_HEIGHT(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_HEIGHT, N)
+
+#define AI_MATKEY_UVWSRC_SHININESS(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_SHININESS, N)
+
+#define AI_MATKEY_UVWSRC_OPACITY(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_OPACITY, N)
+
+#define AI_MATKEY_UVWSRC_DISPLACEMENT(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_DISPLACEMENT, N)
+
+#define AI_MATKEY_UVWSRC_LIGHTMAP(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_LIGHTMAP, N)
+
+#define AI_MATKEY_UVWSRC_REFLECTION(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_REFLECTION, N)
+
+//! @endcond
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_TEXOP(type, N) _AI_MATKEY_TEXOP_BASE, type, N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_TEXOP_DIFFUSE(N) \
+ AI_MATKEY_TEXOP(aiTextureType_DIFFUSE, N)
+
+#define AI_MATKEY_TEXOP_SPECULAR(N) \
+ AI_MATKEY_TEXOP(aiTextureType_SPECULAR, N)
+
+#define AI_MATKEY_TEXOP_AMBIENT(N) \
+ AI_MATKEY_TEXOP(aiTextureType_AMBIENT, N)
+
+#define AI_MATKEY_TEXOP_EMISSIVE(N) \
+ AI_MATKEY_TEXOP(aiTextureType_EMISSIVE, N)
+
+#define AI_MATKEY_TEXOP_NORMALS(N) \
+ AI_MATKEY_TEXOP(aiTextureType_NORMALS, N)
+
+#define AI_MATKEY_TEXOP_HEIGHT(N) \
+ AI_MATKEY_TEXOP(aiTextureType_HEIGHT, N)
+
+#define AI_MATKEY_TEXOP_SHININESS(N) \
+ AI_MATKEY_TEXOP(aiTextureType_SHININESS, N)
+
+#define AI_MATKEY_TEXOP_OPACITY(N) \
+ AI_MATKEY_TEXOP(aiTextureType_OPACITY, N)
+
+#define AI_MATKEY_TEXOP_DISPLACEMENT(N) \
+ AI_MATKEY_TEXOP(aiTextureType_DISPLACEMENT, N)
+
+#define AI_MATKEY_TEXOP_LIGHTMAP(N) \
+ AI_MATKEY_TEXOP(aiTextureType_LIGHTMAP, N)
+
+#define AI_MATKEY_TEXOP_REFLECTION(N) \
+ AI_MATKEY_TEXOP(aiTextureType_REFLECTION, N)
+
+//! @endcond
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_MAPPING(type, N) _AI_MATKEY_MAPPING_BASE, type, N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_MAPPING_DIFFUSE(N) \
+ AI_MATKEY_MAPPING(aiTextureType_DIFFUSE, N)
+
+#define AI_MATKEY_MAPPING_SPECULAR(N) \
+ AI_MATKEY_MAPPING(aiTextureType_SPECULAR, N)
+
+#define AI_MATKEY_MAPPING_AMBIENT(N) \
+ AI_MATKEY_MAPPING(aiTextureType_AMBIENT, N)
+
+#define AI_MATKEY_MAPPING_EMISSIVE(N) \
+ AI_MATKEY_MAPPING(aiTextureType_EMISSIVE, N)
+
+#define AI_MATKEY_MAPPING_NORMALS(N) \
+ AI_MATKEY_MAPPING(aiTextureType_NORMALS, N)
+
+#define AI_MATKEY_MAPPING_HEIGHT(N) \
+ AI_MATKEY_MAPPING(aiTextureType_HEIGHT, N)
+
+#define AI_MATKEY_MAPPING_SHININESS(N) \
+ AI_MATKEY_MAPPING(aiTextureType_SHININESS, N)
+
+#define AI_MATKEY_MAPPING_OPACITY(N) \
+ AI_MATKEY_MAPPING(aiTextureType_OPACITY, N)
+
+#define AI_MATKEY_MAPPING_DISPLACEMENT(N) \
+ AI_MATKEY_MAPPING(aiTextureType_DISPLACEMENT, N)
+
+#define AI_MATKEY_MAPPING_LIGHTMAP(N) \
+ AI_MATKEY_MAPPING(aiTextureType_LIGHTMAP, N)
+
+#define AI_MATKEY_MAPPING_REFLECTION(N) \
+ AI_MATKEY_MAPPING(aiTextureType_REFLECTION, N)
+
+//! @endcond
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_TEXBLEND(type, N) _AI_MATKEY_TEXBLEND_BASE, type, N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_TEXBLEND_DIFFUSE(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_DIFFUSE, N)
+
+#define AI_MATKEY_TEXBLEND_SPECULAR(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_SPECULAR, N)
+
+#define AI_MATKEY_TEXBLEND_AMBIENT(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_AMBIENT, N)
+
+#define AI_MATKEY_TEXBLEND_EMISSIVE(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_EMISSIVE, N)
+
+#define AI_MATKEY_TEXBLEND_NORMALS(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_NORMALS, N)
+
+#define AI_MATKEY_TEXBLEND_HEIGHT(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_HEIGHT, N)
+
+#define AI_MATKEY_TEXBLEND_SHININESS(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_SHININESS, N)
+
+#define AI_MATKEY_TEXBLEND_OPACITY(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_OPACITY, N)
+
+#define AI_MATKEY_TEXBLEND_DISPLACEMENT(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_DISPLACEMENT, N)
+
+#define AI_MATKEY_TEXBLEND_LIGHTMAP(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_LIGHTMAP, N)
+
+#define AI_MATKEY_TEXBLEND_REFLECTION(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_REFLECTION, N)
+
+//! @endcond
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_MAPPINGMODE_U(type, N) _AI_MATKEY_MAPPINGMODE_U_BASE, type, N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_MAPPINGMODE_U_DIFFUSE(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_DIFFUSE, N)
+
+#define AI_MATKEY_MAPPINGMODE_U_SPECULAR(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_SPECULAR, N)
+
+#define AI_MATKEY_MAPPINGMODE_U_AMBIENT(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_AMBIENT, N)
+
+#define AI_MATKEY_MAPPINGMODE_U_EMISSIVE(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_EMISSIVE, N)
+
+#define AI_MATKEY_MAPPINGMODE_U_NORMALS(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_NORMALS, N)
+
+#define AI_MATKEY_MAPPINGMODE_U_HEIGHT(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_HEIGHT, N)
+
+#define AI_MATKEY_MAPPINGMODE_U_SHININESS(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_SHININESS, N)
+
+#define AI_MATKEY_MAPPINGMODE_U_OPACITY(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_OPACITY, N)
+
+#define AI_MATKEY_MAPPINGMODE_U_DISPLACEMENT(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_DISPLACEMENT, N)
+
+#define AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_LIGHTMAP, N)
+
+#define AI_MATKEY_MAPPINGMODE_U_REFLECTION(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_REFLECTION, N)
+
+//! @endcond
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_MAPPINGMODE_V(type, N) _AI_MATKEY_MAPPINGMODE_V_BASE, type, N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_MAPPINGMODE_V_DIFFUSE(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_DIFFUSE, N)
+
+#define AI_MATKEY_MAPPINGMODE_V_SPECULAR(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_SPECULAR, N)
+
+#define AI_MATKEY_MAPPINGMODE_V_AMBIENT(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_AMBIENT, N)
+
+#define AI_MATKEY_MAPPINGMODE_V_EMISSIVE(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_EMISSIVE, N)
+
+#define AI_MATKEY_MAPPINGMODE_V_NORMALS(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_NORMALS, N)
+
+#define AI_MATKEY_MAPPINGMODE_V_HEIGHT(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_HEIGHT, N)
+
+#define AI_MATKEY_MAPPINGMODE_V_SHININESS(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_SHININESS, N)
+
+#define AI_MATKEY_MAPPINGMODE_V_OPACITY(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_OPACITY, N)
+
+#define AI_MATKEY_MAPPINGMODE_V_DISPLACEMENT(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_DISPLACEMENT, N)
+
+#define AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_LIGHTMAP, N)
+
+#define AI_MATKEY_MAPPINGMODE_V_REFLECTION(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_REFLECTION, N)
+
+//! @endcond
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_TEXMAP_AXIS(type, N) _AI_MATKEY_TEXMAP_AXIS_BASE, type, N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_TEXMAP_AXIS_DIFFUSE(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_DIFFUSE, N)
+
+#define AI_MATKEY_TEXMAP_AXIS_SPECULAR(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_SPECULAR, N)
+
+#define AI_MATKEY_TEXMAP_AXIS_AMBIENT(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_AMBIENT, N)
+
+#define AI_MATKEY_TEXMAP_AXIS_EMISSIVE(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_EMISSIVE, N)
+
+#define AI_MATKEY_TEXMAP_AXIS_NORMALS(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_NORMALS, N)
+
+#define AI_MATKEY_TEXMAP_AXIS_HEIGHT(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_HEIGHT, N)
+
+#define AI_MATKEY_TEXMAP_AXIS_SHININESS(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_SHININESS, N)
+
+#define AI_MATKEY_TEXMAP_AXIS_OPACITY(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_OPACITY, N)
+
+#define AI_MATKEY_TEXMAP_AXIS_DISPLACEMENT(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_DISPLACEMENT, N)
+
+#define AI_MATKEY_TEXMAP_AXIS_LIGHTMAP(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_LIGHTMAP, N)
+
+#define AI_MATKEY_TEXMAP_AXIS_REFLECTION(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_REFLECTION, N)
+
+//! @endcond
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_UVTRANSFORM(type, N) _AI_MATKEY_UVTRANSFORM_BASE, type, N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_UVTRANSFORM_DIFFUSE(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE, N)
+
+#define AI_MATKEY_UVTRANSFORM_SPECULAR(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_SPECULAR, N)
+
+#define AI_MATKEY_UVTRANSFORM_AMBIENT(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_AMBIENT, N)
+
+#define AI_MATKEY_UVTRANSFORM_EMISSIVE(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_EMISSIVE, N)
+
+#define AI_MATKEY_UVTRANSFORM_NORMALS(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_NORMALS, N)
+
+#define AI_MATKEY_UVTRANSFORM_HEIGHT(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_HEIGHT, N)
+
+#define AI_MATKEY_UVTRANSFORM_SHININESS(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_SHININESS, N)
+
+#define AI_MATKEY_UVTRANSFORM_OPACITY(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_OPACITY, N)
+
+#define AI_MATKEY_UVTRANSFORM_DISPLACEMENT(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_DISPLACEMENT, N)
+
+#define AI_MATKEY_UVTRANSFORM_LIGHTMAP(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_LIGHTMAP, N)
+
+#define AI_MATKEY_UVTRANSFORM_REFLECTION(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_REFLECTION, N)
+
+#define AI_MATKEY_UVTRANSFORM_UNKNOWN(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_UNKNOWN, N)
+
+//! @endcond
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_TEXFLAGS(type, N) _AI_MATKEY_TEXFLAGS_BASE, type, N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#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,
+ ai_real *pOut,
+ unsigned int *pMax);
+
+// ---------------------------------------------------------------------------
+/** @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 C_STRUCT aiMaterial *pMat,
+ const char *pKey,
+ unsigned int type,
+ unsigned int index,
+ ai_real *pOut) {
+ return aiGetMaterialFloatArray(pMat, pKey, type, index, pOut, (unsigned int *)0x0);
+}
+
+// ---------------------------------------------------------------------------
+/** @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);
+
+// ---------------------------------------------------------------------------
+/** @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);
+}
+
+// ---------------------------------------------------------------------------
+/** @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
+ * If the texture is embedded, receives a '*' followed by the id of
+ * the texture (for the textures stored in the corresponding scene) which
+ * can be converted to an int using a function like atoi.
+ * 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,
+ ai_real *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*/,
+ ai_real *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