Torque3D/Engine/lib/assimp/include/assimp/material.inl
Areloch 6ade6f08ce Updated Assimp
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages
Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Disabled fields for dynamic and static shadowmap refresh rates
Moved noShape model to core/rendering/shapes to place it in a more logical module position
Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code
Added call to reload probe textures when a reloadTextures call is made
Adjusted default directional light shadowmap settings to not be as extreme
Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication.
Shifted shape loader code to utilize assimp for loader consistency and testing
Changed render bin used for SSAO postfx so it runs at the right time
Made Core_Rendering module scan for assets
Updated loose file references to a number of assets to follow proper formatting
Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items
Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type.
Cleaned up a bunch of old, outdated code in the asset importer
Added initial handling for in-place importing of files without needing to process them through the UI.
Added ability to edit module script from RMB context menu if torsion path is set
Updated list field code for variable inspector to utilize correct ownerObject field
2020-03-19 09:47:38 -05:00

389 lines
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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, 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.inl
* @brief Defines the C++ getters for the material system
*/
#pragma once
#ifndef AI_MATERIAL_INL_INC
#define AI_MATERIAL_INL_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
// ---------------------------------------------------------------------------
AI_FORCE_INLINE
aiPropertyTypeInfo ai_real_to_property_type_info(float) {
return aiPTI_Float;
}
AI_FORCE_INLINE
aiPropertyTypeInfo ai_real_to_property_type_info(double) {
return aiPTI_Double;
}
// ---------------------------------------------------------------------------
//! @cond never
// ---------------------------------------------------------------------------
AI_FORCE_INLINE
aiReturn aiMaterial::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 {
return ::aiGetMaterialTexture(this,type,index,path,mapping,uvindex,blend,op,mapmode);
}
// ---------------------------------------------------------------------------
AI_FORCE_INLINE
unsigned int aiMaterial::GetTextureCount(aiTextureType type) const {
return ::aiGetMaterialTextureCount(this,type);
}
// ---------------------------------------------------------------------------
template <typename Type>
AI_FORCE_INLINE
aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx, Type* pOut,
unsigned int* pMax) const {
unsigned int iNum = pMax ? *pMax : 1;
const aiMaterialProperty* prop;
const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
(const aiMaterialProperty**)&prop);
if ( AI_SUCCESS == ret ) {
if (prop->mDataLength < sizeof(Type)*iNum) {
return AI_FAILURE;
}
if (prop->mType != aiPTI_Buffer) {
return AI_FAILURE;
}
iNum = std::min((size_t)iNum,prop->mDataLength / sizeof(Type));
::memcpy(pOut,prop->mData,iNum * sizeof(Type));
if (pMax) {
*pMax = iNum;
}
}
return ret;
}
// ---------------------------------------------------------------------------
template <typename Type>
AI_FORCE_INLINE
aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,Type& pOut) const {
const aiMaterialProperty* prop;
const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
(const aiMaterialProperty**)&prop);
if ( AI_SUCCESS == ret ) {
if (prop->mDataLength < sizeof(Type)) {
return AI_FAILURE;
}
if (prop->mType != aiPTI_Buffer) {
return AI_FAILURE;
}
::memcpy( &pOut, prop->mData, sizeof( Type ) );
}
return ret;
}
// ---------------------------------------------------------------------------
AI_FORCE_INLINE
aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,ai_real* pOut,
unsigned int* pMax) const {
return ::aiGetMaterialFloatArray(this,pKey,type,idx,pOut,pMax);
}
// ---------------------------------------------------------------------------
AI_FORCE_INLINE
aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,int* pOut,
unsigned int* pMax) const {
return ::aiGetMaterialIntegerArray(this,pKey,type,idx,pOut,pMax);
}
// ---------------------------------------------------------------------------
AI_FORCE_INLINE
aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,ai_real& pOut) const {
return aiGetMaterialFloat(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
AI_FORCE_INLINE
aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,int& pOut) const {
return aiGetMaterialInteger(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
AI_FORCE_INLINE
aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiColor4D& pOut) const {
return aiGetMaterialColor(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
AI_FORCE_INLINE aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiColor3D& pOut) const {
aiColor4D c;
const aiReturn ret = aiGetMaterialColor(this,pKey,type,idx,&c);
pOut = aiColor3D(c.r,c.g,c.b);
return ret;
}
// ---------------------------------------------------------------------------
AI_FORCE_INLINE aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiString& pOut) const {
return aiGetMaterialString(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
AI_FORCE_INLINE aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiUVTransform& pOut) const {
return aiGetMaterialUVTransform(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
template<class TYPE>
aiReturn aiMaterial::AddProperty (const TYPE* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(TYPE),
pKey,type,index,aiPTI_Buffer);
}
// ---------------------------------------------------------------------------
AI_FORCE_INLINE aiReturn aiMaterial::AddProperty(const float* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(float),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty(const double* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(double),
pKey,type,index,aiPTI_Double);
}
// ---------------------------------------------------------------------------
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty(const aiUVTransform* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiUVTransform),
pKey,type,index,ai_real_to_property_type_info(pInput->mRotation));
}
// ---------------------------------------------------------------------------
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty(const aiColor4D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor4D),
pKey,type,index,ai_real_to_property_type_info(pInput->a));
}
// ---------------------------------------------------------------------------
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty(const aiColor3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor3D),
pKey,type,index,ai_real_to_property_type_info(pInput->b));
}
// ---------------------------------------------------------------------------
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty(const aiVector3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiVector3D),
pKey,type,index,ai_real_to_property_type_info(pInput->x));
}
// ---------------------------------------------------------------------------
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty(const int* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(int),
pKey,type,index,aiPTI_Integer);
}
// ---------------------------------------------------------------------------
// The template specializations below are for backwards compatibility.
// The recommended way to add material properties is using the non-template
// overloads.
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
template<>
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty<float>(const float* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(float),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty<double>(const double* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(double),
pKey,type,index,aiPTI_Double);
}
// ---------------------------------------------------------------------------
template<>
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty<aiUVTransform>(const aiUVTransform* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiUVTransform),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty<aiColor4D>(const aiColor4D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor4D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty<aiColor3D>(const aiColor3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor3D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty<aiVector3D>(const aiVector3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiVector3D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty<int>(const int* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(int),
pKey,type,index,aiPTI_Integer);
}
//! @endcond
#endif //! AI_MATERIAL_INL_INC