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-rw-r--r--src/mesh/assimp-master/code/Material/MaterialSystem.cpp614
-rw-r--r--src/mesh/assimp-master/code/Material/MaterialSystem.h72
2 files changed, 686 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/Material/MaterialSystem.cpp b/src/mesh/assimp-master/code/Material/MaterialSystem.cpp
new file mode 100644
index 0000000..b2f7389
--- /dev/null
+++ b/src/mesh/assimp-master/code/Material/MaterialSystem.cpp
@@ -0,0 +1,614 @@
+/*
+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 MaterialSystem.cpp
+ * @brief Implementation of the material system of the library
+ */
+
+#include "MaterialSystem.h"
+#include <assimp/Hash.h>
+#include <assimp/ParsingUtils.h>
+#include <assimp/fast_atof.h>
+#include <assimp/material.h>
+#include <assimp/types.h>
+#include <assimp/DefaultLogger.hpp>
+
+using namespace Assimp;
+
+// ------------------------------------------------------------------------------------------------
+// Get a specific property from a material
+aiReturn aiGetMaterialProperty(const aiMaterial *pMat,
+ const char *pKey,
+ unsigned int type,
+ unsigned int index,
+ const aiMaterialProperty **pPropOut) {
+ ai_assert(pMat != nullptr);
+ ai_assert(pKey != nullptr);
+ ai_assert(pPropOut != nullptr);
+
+ /* Just search for a property with exactly this name ..
+ * could be improved by hashing, but it's possibly
+ * no worth the effort (we're bound to C structures,
+ * thus std::map or derivates are not applicable. */
+ for (unsigned int i = 0; i < pMat->mNumProperties; ++i) {
+ aiMaterialProperty *prop = pMat->mProperties[i];
+
+ if (prop /* just for safety ... */
+ && 0 == strcmp(prop->mKey.data, pKey) && (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];
+ return AI_SUCCESS;
+ }
+ }
+ *pPropOut = nullptr;
+ return AI_FAILURE;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Get an array of floating-point values from the material.
+aiReturn aiGetMaterialFloatArray(const aiMaterial *pMat,
+ const char *pKey,
+ unsigned int type,
+ unsigned int index,
+ ai_real *pOut,
+ unsigned int *pMax) {
+ ai_assert(pOut != nullptr);
+ ai_assert(pMat != nullptr);
+
+ const aiMaterialProperty *prop;
+ aiGetMaterialProperty(pMat, pKey, type, index, (const aiMaterialProperty **)&prop);
+ if (nullptr == prop) {
+ return AI_FAILURE;
+ }
+
+ // data is given in floats, convert to ai_real
+ unsigned int iWrite = 0;
+ if (aiPTI_Float == prop->mType || aiPTI_Buffer == prop->mType) {
+ iWrite = prop->mDataLength / sizeof(float);
+ if (pMax) {
+ iWrite = std::min(*pMax, iWrite);
+ ;
+ }
+
+ for (unsigned int a = 0; a < iWrite; ++a) {
+ pOut[a] = static_cast<ai_real>(reinterpret_cast<float *>(prop->mData)[a]);
+ }
+
+ if (pMax) {
+ *pMax = iWrite;
+ }
+ }
+ // data is given in doubles, convert to float
+ else if (aiPTI_Double == prop->mType) {
+ iWrite = prop->mDataLength / sizeof(double);
+ if (pMax) {
+ iWrite = std::min(*pMax, iWrite);
+ ;
+ }
+ for (unsigned int a = 0; a < iWrite; ++a) {
+ pOut[a] = static_cast<ai_real>(reinterpret_cast<double *>(prop->mData)[a]);
+ }
+ if (pMax) {
+ *pMax = iWrite;
+ }
+ }
+ // data is given in ints, convert to float
+ else if (aiPTI_Integer == prop->mType) {
+ iWrite = prop->mDataLength / sizeof(int32_t);
+ if (pMax) {
+ iWrite = std::min(*pMax, iWrite);
+ ;
+ }
+ for (unsigned int a = 0; a < iWrite; ++a) {
+ pOut[a] = static_cast<ai_real>(reinterpret_cast<int32_t *>(prop->mData)[a]);
+ }
+ if (pMax) {
+ *pMax = iWrite;
+ }
+ }
+ // a string ... read floats separated by spaces
+ else {
+ if (pMax) {
+ iWrite = *pMax;
+ }
+ // strings are zero-terminated with a 32 bit length prefix, so this is safe
+ const char *cur = prop->mData + 4;
+ ai_assert(prop->mDataLength >= 5);
+ ai_assert(!prop->mData[prop->mDataLength - 1]);
+ for (unsigned int a = 0;; ++a) {
+ cur = fast_atoreal_move<ai_real>(cur, pOut[a]);
+ if (a == iWrite - 1) {
+ break;
+ }
+ if (!IsSpace(*cur)) {
+ ASSIMP_LOG_ERROR("Material property", pKey,
+ " is a string; failed to parse a float array out of it.");
+ return AI_FAILURE;
+ }
+ }
+
+ if (pMax) {
+ *pMax = iWrite;
+ }
+ }
+ return AI_SUCCESS;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Get an array if integers from the material
+aiReturn aiGetMaterialIntegerArray(const aiMaterial *pMat,
+ const char *pKey,
+ unsigned int type,
+ unsigned int index,
+ int *pOut,
+ unsigned int *pMax) {
+ ai_assert(pOut != nullptr);
+ ai_assert(pMat != nullptr);
+
+ const aiMaterialProperty *prop;
+ aiGetMaterialProperty(pMat, pKey, type, index, (const aiMaterialProperty **)&prop);
+ if (!prop) {
+ return AI_FAILURE;
+ }
+
+ // data is given in ints, simply copy it
+ unsigned int iWrite = 0;
+ if (aiPTI_Integer == prop->mType || aiPTI_Buffer == prop->mType) {
+ iWrite = std::max(static_cast<unsigned int>(prop->mDataLength / sizeof(int32_t)), 1u);
+ if (pMax) {
+ iWrite = std::min(*pMax, iWrite);
+ }
+ if (1 == prop->mDataLength) {
+ // bool type, 1 byte
+ *pOut = static_cast<int>(*prop->mData);
+ } else {
+ for (unsigned int a = 0; a < iWrite; ++a) {
+ pOut[a] = static_cast<int>(reinterpret_cast<int32_t *>(prop->mData)[a]);
+ }
+ }
+ if (pMax) {
+ *pMax = iWrite;
+ }
+ }
+ // data is given in floats convert to int
+ else if (aiPTI_Float == prop->mType) {
+ iWrite = prop->mDataLength / sizeof(float);
+ if (pMax) {
+ iWrite = std::min(*pMax, iWrite);
+ ;
+ }
+ for (unsigned int a = 0; a < iWrite; ++a) {
+ pOut[a] = static_cast<int>(reinterpret_cast<float *>(prop->mData)[a]);
+ }
+ if (pMax) {
+ *pMax = iWrite;
+ }
+ }
+ // it is a string ... no way to read something out of this
+ else {
+ if (pMax) {
+ iWrite = *pMax;
+ }
+ // strings are zero-terminated with a 32 bit length prefix, so this is safe
+ const char *cur = prop->mData + 4;
+ ai_assert(prop->mDataLength >= 5);
+ ai_assert(!prop->mData[prop->mDataLength - 1]);
+ for (unsigned int a = 0;; ++a) {
+ pOut[a] = strtol10(cur, &cur);
+ if (a == iWrite - 1) {
+ break;
+ }
+ if (!IsSpace(*cur)) {
+ ASSIMP_LOG_ERROR("Material property", pKey,
+ " is a string; failed to parse an integer array out of it.");
+ return AI_FAILURE;
+ }
+ }
+
+ if (pMax) {
+ *pMax = iWrite;
+ }
+ }
+ return AI_SUCCESS;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Get a color (3 or 4 floats) from the material
+aiReturn aiGetMaterialColor(const aiMaterial *pMat,
+ const char *pKey,
+ unsigned int type,
+ unsigned int index,
+ aiColor4D *pOut) {
+ unsigned int iMax = 4;
+ const aiReturn eRet = aiGetMaterialFloatArray(pMat, pKey, type, index, (ai_real *)pOut, &iMax);
+
+ // if no alpha channel is defined: set it to 1.0
+ if (3 == iMax) {
+ pOut->a = 1.0;
+ }
+
+ return eRet;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Get a aiUVTransform (5 floats) from the material
+aiReturn aiGetMaterialUVTransform(const aiMaterial *pMat,
+ const char *pKey,
+ unsigned int type,
+ unsigned int index,
+ aiUVTransform *pOut) {
+ unsigned int iMax = 5;
+ return aiGetMaterialFloatArray(pMat, pKey, type, index, (ai_real *)pOut, &iMax);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Get a string from the material
+aiReturn aiGetMaterialString(const aiMaterial *pMat,
+ const char *pKey,
+ unsigned int type,
+ unsigned int index,
+ aiString *pOut) {
+ ai_assert(pOut != nullptr);
+
+ const aiMaterialProperty *prop;
+ aiGetMaterialProperty(pMat, pKey, type, index, (const aiMaterialProperty **)&prop);
+ if (!prop) {
+ return AI_FAILURE;
+ }
+
+ if (aiPTI_String == prop->mType) {
+ ai_assert(prop->mDataLength >= 5);
+
+ // The string is stored as 32 but length prefix followed by zero-terminated UTF8 data
+ pOut->length = static_cast<unsigned int>(*reinterpret_cast<uint32_t *>(prop->mData));
+
+ ai_assert(pOut->length + 1 + 4 == prop->mDataLength);
+ ai_assert(!prop->mData[prop->mDataLength - 1]);
+ memcpy(pOut->data, prop->mData + 4, pOut->length + 1);
+ } else {
+ // TODO - implement lexical cast as well
+ ASSIMP_LOG_ERROR("Material property", pKey, " was found, but is no string");
+ return AI_FAILURE;
+ }
+ return AI_SUCCESS;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Get the number of textures on a particular texture stack
+unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial *pMat, C_ENUM aiTextureType type) {
+ ai_assert(pMat != nullptr);
+
+ // Textures are always stored with ascending indices (ValidateDS provides a check, so we don't need to do it again)
+ unsigned int max = 0;
+ for (unsigned int i = 0; i < pMat->mNumProperties; ++i) {
+ aiMaterialProperty *prop = pMat->mProperties[i];
+
+ if (prop /* just a sanity check ... */
+ && 0 == strcmp(prop->mKey.data, _AI_MATKEY_TEXTURE_BASE) && static_cast<aiTextureType>(prop->mSemantic) == type) {
+
+ max = std::max(max, prop->mIndex + 1);
+ }
+ }
+ return max;
+}
+
+// ------------------------------------------------------------------------------------------------
+aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial *mat,
+ aiTextureType type,
+ unsigned int index,
+ C_STRUCT aiString *path,
+ aiTextureMapping *_mapping /*= nullptr*/,
+ unsigned int *uvindex /*= nullptr*/,
+ ai_real *blend /*= nullptr*/,
+ aiTextureOp *op /*= nullptr*/,
+ aiTextureMapMode *mapmode /*= nullptr*/,
+ unsigned int *flags /*= nullptr*/
+) {
+ ai_assert(nullptr != mat);
+ ai_assert(nullptr != 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_);
+ aiTextureMapping mapping = static_cast<aiTextureMapping>(mapping_);
+ if (_mapping)
+ *_mapping = mapping;
+
+ // Get UV index
+ if (aiTextureMapping_UV == mapping && uvindex) {
+ aiGetMaterialInteger(mat, AI_MATKEY_UVWSRC(type, index), (int *)uvindex);
+ }
+ // Get blend factor
+ if (blend) {
+ aiGetMaterialFloat(mat, AI_MATKEY_TEXBLEND(type, index), blend);
+ }
+ // Get texture operation
+ if (op) {
+ aiGetMaterialInteger(mat, AI_MATKEY_TEXOP(type, index), (int *)op);
+ }
+ // Get texture mapping modes
+ if (mapmode) {
+ aiGetMaterialInteger(mat, AI_MATKEY_MAPPINGMODE_U(type, index), (int *)&mapmode[0]);
+ aiGetMaterialInteger(mat, AI_MATKEY_MAPPINGMODE_V(type, index), (int *)&mapmode[1]);
+ }
+ // Get texture flags
+ if (flags) {
+ aiGetMaterialInteger(mat, AI_MATKEY_TEXFLAGS(type, index), (int *)flags);
+ }
+
+ return AI_SUCCESS;
+}
+
+static const unsigned int DefaultNumAllocated = 5;
+
+// ------------------------------------------------------------------------------------------------
+// Construction. Actually the one and only way to get an aiMaterial instance
+aiMaterial::aiMaterial() :
+ mProperties(nullptr), mNumProperties(0), mNumAllocated(DefaultNumAllocated) {
+ // Allocate 5 entries by default
+ mProperties = new aiMaterialProperty *[DefaultNumAllocated];
+}
+
+// ------------------------------------------------------------------------------------------------
+aiMaterial::~aiMaterial() {
+ Clear();
+
+ delete[] mProperties;
+}
+
+// ------------------------------------------------------------------------------------------------
+aiString aiMaterial::GetName() const {
+ aiString name;
+ Get(AI_MATKEY_NAME, name);
+
+ return name;
+}
+
+// ------------------------------------------------------------------------------------------------
+void aiMaterial::Clear() {
+ for (unsigned int i = 0; i < mNumProperties; ++i) {
+ // delete this entry
+ delete mProperties[i];
+ AI_DEBUG_INVALIDATE_PTR(mProperties[i]);
+ }
+ mNumProperties = 0;
+
+ // The array remains allocated, we just invalidated its contents
+}
+
+// ------------------------------------------------------------------------------------------------
+aiReturn aiMaterial::RemoveProperty(const char *pKey, unsigned int type, unsigned int index) {
+ ai_assert(nullptr != pKey);
+
+ for (unsigned int i = 0; i < mNumProperties; ++i) {
+ aiMaterialProperty *prop = mProperties[i];
+
+ if (prop && !strcmp(prop->mKey.data, pKey) &&
+ prop->mSemantic == type && prop->mIndex == index) {
+ // Delete this entry
+ delete mProperties[i];
+
+ // collapse the array behind --.
+ --mNumProperties;
+ for (unsigned int a = i; a < mNumProperties; ++a) {
+ mProperties[a] = mProperties[a + 1];
+ }
+ return AI_SUCCESS;
+ }
+ }
+
+ return AI_FAILURE;
+}
+
+// ------------------------------------------------------------------------------------------------
+aiReturn aiMaterial::AddBinaryProperty(const void *pInput,
+ unsigned int pSizeInBytes,
+ const char *pKey,
+ unsigned int type,
+ unsigned int index,
+ aiPropertyTypeInfo pType) {
+ ai_assert(pInput != nullptr);
+ ai_assert(pKey != nullptr);
+ ai_assert(0 != pSizeInBytes);
+
+ if (0 == pSizeInBytes) {
+ return AI_FAILURE;
+ }
+
+ // 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]);
+
+ if (prop /* just for safety */ && !strcmp(prop->mKey.data, pKey) &&
+ prop->mSemantic == type && prop->mIndex == index) {
+
+ delete mProperties[i];
+ iOutIndex = i;
+ }
+ }
+
+ // Allocate a new material property
+ aiMaterialProperty *pcNew = new aiMaterialProperty();
+
+ // .. and fill it
+ pcNew->mType = pType;
+ pcNew->mSemantic = type;
+ pcNew->mIndex = index;
+
+ pcNew->mDataLength = pSizeInBytes;
+ pcNew->mData = new char[pSizeInBytes];
+ memcpy(pcNew->mData, pInput, pSizeInBytes);
+
+ pcNew->mKey.length = static_cast<ai_uint32>(::strlen(pKey));
+ ai_assert(MAXLEN > pcNew->mKey.length);
+ strcpy(pcNew->mKey.data, pKey);
+
+ if (UINT_MAX != iOutIndex) {
+ mProperties[iOutIndex] = pcNew;
+ return AI_SUCCESS;
+ }
+
+ // resize the array ... double the storage allocated
+ if (mNumProperties == mNumAllocated) {
+ const unsigned int iOld = mNumAllocated;
+ mNumAllocated *= 2;
+
+ aiMaterialProperty **ppTemp;
+ try {
+ ppTemp = new aiMaterialProperty *[mNumAllocated];
+ } catch (std::bad_alloc &) {
+ delete pcNew;
+ return AI_OUTOFMEMORY;
+ }
+
+ // just copy all items over; then replace the old array
+ memcpy(ppTemp, mProperties, iOld * sizeof(void *));
+
+ delete[] mProperties;
+ mProperties = ppTemp;
+ }
+ // push back ...
+ mProperties[mNumProperties++] = pcNew;
+
+ return AI_SUCCESS;
+}
+
+// ------------------------------------------------------------------------------------------------
+aiReturn aiMaterial::AddProperty(const aiString *pInput,
+ const char *pKey,
+ unsigned int type,
+ unsigned int index) {
+ ai_assert(sizeof(ai_uint32) == 4);
+ return AddBinaryProperty(pInput,
+ static_cast<unsigned int>(pInput->length + 1 + 4),
+ pKey,
+ type,
+ index,
+ aiPTI_String);
+}
+
+// ------------------------------------------------------------------------------------------------
+uint32_t Assimp::ComputeMaterialHash(const aiMaterial *mat, bool includeMatName /*= false*/) {
+ uint32_t hash = 1503; // magic start value, chosen to be my birthday :-)
+ for (unsigned int i = 0; i < mat->mNumProperties; ++i) {
+ aiMaterialProperty *prop;
+
+ // Exclude all properties whose first character is '?' from the hash
+ // See doc for aiMaterialProperty.
+ prop = mat->mProperties[i];
+ if (nullptr != prop && (includeMatName || prop->mKey.data[0] != '?')) {
+
+ hash = SuperFastHash(prop->mKey.data, (unsigned int)prop->mKey.length, hash);
+ hash = SuperFastHash(prop->mData, prop->mDataLength, hash);
+
+ // Combine the semantic and the index with the hash
+ hash = SuperFastHash((const char *)&prop->mSemantic, sizeof(unsigned int), hash);
+ hash = SuperFastHash((const char *)&prop->mIndex, sizeof(unsigned int), hash);
+ }
+ }
+ return hash;
+}
+
+// ------------------------------------------------------------------------------------------------
+void aiMaterial::CopyPropertyList(aiMaterial *const pcDest,
+ const aiMaterial *pcSrc) {
+ ai_assert(nullptr != pcDest);
+ ai_assert(nullptr != pcSrc);
+ ai_assert(pcDest->mNumProperties <= pcDest->mNumAllocated);
+ ai_assert(pcSrc->mNumProperties <= pcSrc->mNumAllocated);
+
+ const unsigned int iOldNum = pcDest->mNumProperties;
+ pcDest->mNumAllocated += pcSrc->mNumAllocated;
+ pcDest->mNumProperties += pcSrc->mNumProperties;
+
+ const unsigned int numAllocated = pcDest->mNumAllocated;
+ aiMaterialProperty **pcOld = pcDest->mProperties;
+ pcDest->mProperties = new aiMaterialProperty *[numAllocated];
+
+ ai_assert(!iOldNum || pcOld);
+ ai_assert(iOldNum < numAllocated);
+
+ if (iOldNum && pcOld) {
+ for (unsigned int i = 0; i < iOldNum; ++i) {
+ pcDest->mProperties[i] = pcOld[i];
+ }
+ }
+
+ if (pcOld) {
+ delete[] pcOld;
+ }
+
+ for (unsigned int i = iOldNum; i < pcDest->mNumProperties; ++i) {
+ aiMaterialProperty *propSrc = pcSrc->mProperties[i];
+
+ // search whether we have already a property with this name -> if yes, overwrite it
+ aiMaterialProperty *prop;
+ for (unsigned int q = 0; q < iOldNum; ++q) {
+ prop = pcDest->mProperties[q];
+ if (prop /* just for safety */ && prop->mKey == propSrc->mKey && prop->mSemantic == propSrc->mSemantic && prop->mIndex == propSrc->mIndex) {
+ delete prop;
+
+ // collapse the whole array ...
+ memmove(&pcDest->mProperties[q], &pcDest->mProperties[q + 1], i - q);
+ i--;
+ pcDest->mNumProperties--;
+ }
+ }
+
+ // Allocate the output property and copy the source property
+ prop = pcDest->mProperties[i] = new aiMaterialProperty();
+ prop->mKey = propSrc->mKey;
+ prop->mDataLength = propSrc->mDataLength;
+ prop->mType = propSrc->mType;
+ prop->mSemantic = propSrc->mSemantic;
+ prop->mIndex = propSrc->mIndex;
+
+ prop->mData = new char[propSrc->mDataLength];
+ memcpy(prop->mData, propSrc->mData, prop->mDataLength);
+ }
+}
diff --git a/src/mesh/assimp-master/code/Material/MaterialSystem.h b/src/mesh/assimp-master/code/Material/MaterialSystem.h
new file mode 100644
index 0000000..41891ad
--- /dev/null
+++ b/src/mesh/assimp-master/code/Material/MaterialSystem.h
@@ -0,0 +1,72 @@
+/*
+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 MaterialSystem.h
+ * Now that #MaterialHelper is gone, this file only contains some
+ * internal material utility functions.
+ */
+#ifndef AI_MATERIALSYSTEM_H_INC
+#define AI_MATERIALSYSTEM_H_INC
+
+#include <stdint.h>
+
+struct aiMaterial;
+
+namespace Assimp {
+
+// ------------------------------------------------------------------------------
+/** Computes a hash (hopefully unique) from all material properties
+ * The hash value reflects the current property state, so if you add any
+ * property and call this method again, the resulting hash value will be
+ * different. The hash is not persistent across different builds and platforms.
+ *
+ * @param includeMatName Set to 'true' to take all properties with
+ * '?' as initial character in their name into account.
+ * Currently #AI_MATKEY_NAME is the only example.
+ * @return 32 Bit jash value for the material
+ */
+uint32_t ComputeMaterialHash(const aiMaterial* mat, bool includeMatName = false);
+
+
+} // ! namespace Assimp
+
+#endif //!! AI_MATERIALSYSTEM_H_INC