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+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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 <assimp/Hash.h>
+#include <assimp/fast_atof.h>
+#include <assimp/ParsingUtils.h>
+#include "MaterialSystem.h"
+#include <assimp/types.h>
+#include <assimp/material.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/Macros.h>
+
+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 != NULL );
+ ai_assert( pKey != NULL );
+ ai_assert( pPropOut != NULL );
+
+ /* Just search for a property with exactly this name ..
+ * could be improved by hashing, but it's possibly
+ * 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 = NULL;
+ 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 != NULL );
+ ai_assert( pMat != NULL );
+
+ const aiMaterialProperty* prop;
+ aiGetMaterialProperty(pMat,pKey,type,index, (const aiMaterialProperty**) &prop);
+ if (!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" + std::string(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 != NULL );
+ ai_assert( pMat != NULL );
+
+ 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" + std::string(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 (4 floats) from the material
+aiReturn aiGetMaterialUVTransform(const aiMaterial* pMat,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index,
+ aiUVTransform* pOut)
+{
+ unsigned int iMax = 4;
+ 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 != NULL);
+
+ 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" + std::string(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 != NULL);
+
+ // 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 )
+ && 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 /*= NULL*/,
+ unsigned int* uvindex /*= NULL*/,
+ ai_real* blend /*= NULL*/,
+ aiTextureOp* op /*= NULL*/,
+ aiTextureMapMode* mapmode /*= NULL*/,
+ unsigned int* flags /*= NULL*/
+ )
+{
+ ai_assert( NULL != mat );
+ ai_assert( NULL != path );
+
+ // Get the path to the texture
+ if (AI_SUCCESS != aiGetMaterialString(mat,AI_MATKEY_TEXTURE(type,index),path)) {
+ return AI_FAILURE;
+ }
+
+ // Determine mapping type
+ int mapping_ = static_cast<int>(aiTextureMapping_UV);
+ aiGetMaterialInteger(mat,AI_MATKEY_MAPPING(type,index), &mapping_);
+ 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() {
+ 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 != NULL );
+ ai_assert( pKey != NULL );
+ ai_assert( 0 != pSizeInBytes );
+
+ if ( 0 == pSizeInBytes ) {
+
+ }
+
+ // first search the list whether there is already an entry with this key
+ unsigned int iOutIndex( UINT_MAX );
+ for ( unsigned int i = 0; i < mNumProperties; ++i ) {
+ aiMaterialProperty *prop( mProperties[ i ] );
+
+ 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 = ::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)
+{
+ // We don't want to add the whole buffer .. write a 32 bit length
+ // prefix followed by the zero-terminated UTF8 string.
+ // (HACK) I don't want to break the ABI now, but we definitely
+ // ought to change aiString::mLength to uint32_t one day.
+ if (sizeof(size_t) == 8) {
+ aiString copy = *pInput;
+ uint32_t* s = reinterpret_cast<uint32_t*>(&copy.length);
+ s[1] = static_cast<uint32_t>(pInput->length);
+
+ return AddBinaryProperty(s+1,
+ static_cast<unsigned int>(pInput->length+1+4),
+ pKey,
+ type,
+ index,
+ aiPTI_String);
+ }
+ ai_assert(sizeof(size_t)==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.
+ if ((prop = mat->mProperties[i]) && (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* pcDest,
+ const aiMaterial* pcSrc
+ )
+{
+ ai_assert(NULL != pcDest);
+ ai_assert(NULL != pcSrc);
+
+ unsigned int iOldNum = pcDest->mNumProperties;
+ pcDest->mNumAllocated += pcSrc->mNumAllocated;
+ pcDest->mNumProperties += pcSrc->mNumProperties;
+
+ aiMaterialProperty** pcOld = pcDest->mProperties;
+ pcDest->mProperties = new aiMaterialProperty*[pcDest->mNumAllocated];
+
+ 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);
+ }
+}