vrshoot

diff libs/assimp/assimp/material.h @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/libs/assimp/assimp/material.h	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,1499 @@
     1.4 +/*
     1.5 +---------------------------------------------------------------------------
     1.6 +Open Asset Import Library (assimp)
     1.7 +---------------------------------------------------------------------------
     1.8 +
     1.9 +Copyright (c) 2006-2012, assimp team
    1.10 +
    1.11 +All rights reserved.
    1.12 +
    1.13 +Redistribution and use of this software in source and binary forms, 
    1.14 +with or without modification, are permitted provided that the following 
    1.15 +conditions are met:
    1.16 +
    1.17 +* Redistributions of source code must retain the above
    1.18 +  copyright notice, this list of conditions and the
    1.19 +  following disclaimer.
    1.20 +
    1.21 +* Redistributions in binary form must reproduce the above
    1.22 +  copyright notice, this list of conditions and the
    1.23 +  following disclaimer in the documentation and/or other
    1.24 +  materials provided with the distribution.
    1.25 +
    1.26 +* Neither the name of the assimp team, nor the names of its
    1.27 +  contributors may be used to endorse or promote products
    1.28 +  derived from this software without specific prior
    1.29 +  written permission of the assimp team.
    1.30 +
    1.31 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
    1.32 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
    1.33 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
    1.34 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
    1.35 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
    1.36 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
    1.37 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    1.38 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
    1.39 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
    1.40 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
    1.41 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.42 +---------------------------------------------------------------------------
    1.43 +*/
    1.44 +
    1.45 +/** @file material.h
    1.46 + *  @brief Defines the material system of the library
    1.47 + */
    1.48 +
    1.49 +#ifndef AI_MATERIAL_H_INC
    1.50 +#define AI_MATERIAL_H_INC
    1.51 +
    1.52 +#include "types.h"
    1.53 +
    1.54 +#ifdef __cplusplus
    1.55 +extern "C" {
    1.56 +#endif
    1.57 +
    1.58 +// Name for default materials (2nd is used if meshes have UV coords)
    1.59 +#define AI_DEFAULT_MATERIAL_NAME          "DefaultMaterial"
    1.60 +
    1.61 +// ---------------------------------------------------------------------------
    1.62 +/** @brief Defines how the Nth texture of a specific type is combined with
    1.63 + *  the result of all previous layers.
    1.64 + *
    1.65 + *  Example (left: key, right: value): <br>
    1.66 + *  @code
    1.67 + *  DiffColor0     - gray
    1.68 + *  DiffTextureOp0 - aiTextureOpMultiply
    1.69 + *  DiffTexture0   - tex1.png
    1.70 + *  DiffTextureOp0 - aiTextureOpAdd
    1.71 + *  DiffTexture1   - tex2.png
    1.72 + *  @endcode
    1.73 + *  Written as equation, the final diffuse term for a specific pixel would be: 
    1.74 + *  @code
    1.75 + *  diffFinal = DiffColor0 * sampleTex(DiffTexture0,UV0) + 
    1.76 + *     sampleTex(DiffTexture1,UV0) * diffContrib;
    1.77 + *  @endcode
    1.78 + *  where 'diffContrib' is the intensity of the incoming light for that pixel.
    1.79 + */
    1.80 +enum aiTextureOp
    1.81 +{
    1.82 +	/** T = T1 * T2 */
    1.83 +	aiTextureOp_Multiply = 0x0,
    1.84 +
    1.85 +	/** T = T1 + T2 */
    1.86 +	aiTextureOp_Add = 0x1,
    1.87 +
    1.88 +	/** T = T1 - T2 */
    1.89 +	aiTextureOp_Subtract = 0x2,
    1.90 +
    1.91 +	/** T = T1 / T2 */
    1.92 +	aiTextureOp_Divide = 0x3,
    1.93 +
    1.94 +	/** T = (T1 + T2) - (T1 * T2) */
    1.95 +	aiTextureOp_SmoothAdd = 0x4,
    1.96 +
    1.97 +	/** T = T1 + (T2-0.5) */
    1.98 +	aiTextureOp_SignedAdd = 0x5,
    1.99 +
   1.100 +
   1.101 +	/** @cond never 
   1.102 +	 *  This value is not used. It forces the compiler to use at least
   1.103 +	 *  32 Bit integers to represent this enum.
   1.104 +	 */
   1.105 +#ifndef SWIG
   1.106 +	_aiTextureOp_Force32Bit = INT_MAX
   1.107 +#endif
   1.108 +	//! @endcond
   1.109 +};
   1.110 +
   1.111 +// ---------------------------------------------------------------------------
   1.112 +/** @brief Defines how UV coordinates outside the [0...1] range are handled.
   1.113 + *
   1.114 + *  Commonly refered to as 'wrapping mode'.
   1.115 + */
   1.116 +enum aiTextureMapMode
   1.117 +{
   1.118 +    /** A texture coordinate u|v is translated to u%1|v%1 
   1.119 +     */
   1.120 +    aiTextureMapMode_Wrap = 0x0,
   1.121 +
   1.122 +    /** Texture coordinates outside [0...1]
   1.123 +     *  are clamped to the nearest valid value.
   1.124 +     */
   1.125 +    aiTextureMapMode_Clamp = 0x1,
   1.126 +
   1.127 +	/** If the texture coordinates for a pixel are outside [0...1]
   1.128 +	 *  the texture is not applied to that pixel
   1.129 +     */
   1.130 +    aiTextureMapMode_Decal = 0x3,
   1.131 +
   1.132 +    /** A texture coordinate u|v becomes u%1|v%1 if (u-(u%1))%2 is zero and
   1.133 +     *  1-(u%1)|1-(v%1) otherwise
   1.134 +     */
   1.135 +    aiTextureMapMode_Mirror = 0x2,
   1.136 +
   1.137 +	 /** @cond never 
   1.138 +	  *  This value is not used. It forces the compiler to use at least
   1.139 +	  *  32 Bit integers to represent this enum.
   1.140 +	  */
   1.141 +#ifndef SWIG
   1.142 +	_aiTextureMapMode_Force32Bit = INT_MAX
   1.143 +#endif
   1.144 +	//! @endcond
   1.145 +};
   1.146 +
   1.147 +// ---------------------------------------------------------------------------
   1.148 +/** @brief Defines how the mapping coords for a texture are generated.
   1.149 + *
   1.150 + *  Real-time applications typically require full UV coordinates, so the use of
   1.151 + *  the aiProcess_GenUVCoords step is highly recommended. It generates proper
   1.152 + *  UV channels for non-UV mapped objects, as long as an accurate description
   1.153 + *  how the mapping should look like (e.g spherical) is given.
   1.154 + *  See the #AI_MATKEY_MAPPING property for more details.
   1.155 + */
   1.156 +enum aiTextureMapping
   1.157 +{
   1.158 +    /** The mapping coordinates are taken from an UV channel.
   1.159 +	 *
   1.160 +	 *  The #AI_MATKEY_UVWSRC key specifies from which UV channel
   1.161 +	 *  the texture coordinates are to be taken from (remember,
   1.162 +	 *  meshes can have more than one UV channel). 
   1.163 +    */
   1.164 +    aiTextureMapping_UV = 0x0,
   1.165 +
   1.166 +	 /** Spherical mapping */
   1.167 +    aiTextureMapping_SPHERE = 0x1,
   1.168 +
   1.169 +	 /** Cylindrical mapping */
   1.170 +    aiTextureMapping_CYLINDER = 0x2,
   1.171 +
   1.172 +	 /** Cubic mapping */
   1.173 +    aiTextureMapping_BOX = 0x3,
   1.174 +
   1.175 +	 /** Planar mapping */
   1.176 +    aiTextureMapping_PLANE = 0x4,
   1.177 +
   1.178 +	 /** Undefined mapping. Have fun. */
   1.179 +    aiTextureMapping_OTHER = 0x5,
   1.180 +
   1.181 +
   1.182 +	 /** @cond never 
   1.183 +	  *  This value is not used. It forces the compiler to use at least
   1.184 +	  *  32 Bit integers to represent this enum.
   1.185 +	  */
   1.186 +#ifndef SWIG
   1.187 +	_aiTextureMapping_Force32Bit = INT_MAX
   1.188 +#endif
   1.189 +	//! @endcond
   1.190 +};
   1.191 +
   1.192 +// ---------------------------------------------------------------------------
   1.193 +/** @brief Defines the purpose of a texture 
   1.194 + *
   1.195 + *  This is a very difficult topic. Different 3D packages support different
   1.196 + *  kinds of textures. For very common texture types, such as bumpmaps, the
   1.197 + *  rendering results depend on implementation details in the rendering 
   1.198 + *  pipelines of these applications. Assimp loads all texture references from
   1.199 + *  the model file and tries to determine which of the predefined texture
   1.200 + *  types below is the best choice to match the original use of the texture
   1.201 + *  as closely as possible.<br>
   1.202 + *  
   1.203 + *  In content pipelines you'll usually define how textures have to be handled,
   1.204 + *  and the artists working on models have to conform to this specification,
   1.205 + *  regardless which 3D tool they're using.
   1.206 + */
   1.207 +enum aiTextureType
   1.208 +{
   1.209 +	/** Dummy value.
   1.210 +	 *
   1.211 +	 *  No texture, but the value to be used as 'texture semantic' 
   1.212 +	 *  (#aiMaterialProperty::mSemantic) for all material properties 
   1.213 +	 *  *not* related to textures.
   1.214 +	 */
   1.215 +	aiTextureType_NONE = 0x0,
   1.216 +
   1.217 +
   1.218 +
   1.219 +    /** The texture is combined with the result of the diffuse
   1.220 +	 *  lighting equation.
   1.221 +     */
   1.222 +    aiTextureType_DIFFUSE = 0x1,
   1.223 +
   1.224 +	/** The texture is combined with the result of the specular
   1.225 +	 *  lighting equation.
   1.226 +     */
   1.227 +    aiTextureType_SPECULAR = 0x2,
   1.228 +
   1.229 +	/** The texture is combined with the result of the ambient
   1.230 +	 *  lighting equation.
   1.231 +     */
   1.232 +    aiTextureType_AMBIENT = 0x3,
   1.233 +
   1.234 +	/** The texture is added to the result of the lighting
   1.235 +	 *  calculation. It isn't influenced by incoming light.
   1.236 +     */
   1.237 +    aiTextureType_EMISSIVE = 0x4,
   1.238 +
   1.239 +	/** The texture is a height map.
   1.240 +	 *
   1.241 +	 *  By convention, higher gray-scale values stand for
   1.242 +	 *  higher elevations from the base height.
   1.243 +     */
   1.244 +    aiTextureType_HEIGHT = 0x5,
   1.245 +
   1.246 +	/** The texture is a (tangent space) normal-map.
   1.247 +	 *
   1.248 +	 *  Again, there are several conventions for tangent-space
   1.249 +	 *  normal maps. Assimp does (intentionally) not 
   1.250 +	 *  distinguish here.
   1.251 +     */
   1.252 +    aiTextureType_NORMALS = 0x6,
   1.253 +
   1.254 +	/** The texture defines the glossiness of the material.
   1.255 +	 *
   1.256 +	 *  The glossiness is in fact the exponent of the specular
   1.257 +	 *  (phong) lighting equation. Usually there is a conversion
   1.258 +	 *  function defined to map the linear color values in the
   1.259 +	 *  texture to a suitable exponent. Have fun.
   1.260 +    */
   1.261 +    aiTextureType_SHININESS = 0x7,
   1.262 +
   1.263 +	/** The texture defines per-pixel opacity.
   1.264 +	 *
   1.265 +	 *  Usually 'white' means opaque and 'black' means 
   1.266 +	 *  'transparency'. Or quite the opposite. Have fun.
   1.267 +    */
   1.268 +    aiTextureType_OPACITY = 0x8,
   1.269 +
   1.270 +	/** Displacement texture
   1.271 +	 *
   1.272 +	 *  The exact purpose and format is application-dependent.
   1.273 +     *  Higher color values stand for higher vertex displacements.
   1.274 +    */
   1.275 +    aiTextureType_DISPLACEMENT = 0x9,
   1.276 +
   1.277 +	/** Lightmap texture (aka Ambient Occlusion)
   1.278 +	 *
   1.279 +	 *  Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
   1.280 +	 *  covered by this material property. The texture contains a
   1.281 +	 *  scaling value for the final color value of a pixel. Its
   1.282 +	 *  intensity is not affected by incoming light.
   1.283 +    */
   1.284 +    aiTextureType_LIGHTMAP = 0xA,
   1.285 +
   1.286 +	/** Reflection texture
   1.287 +	 *
   1.288 +	 * Contains the color of a perfect mirror reflection.
   1.289 +	 * Rarely used, almost never for real-time applications.
   1.290 +    */
   1.291 +    aiTextureType_REFLECTION = 0xB,
   1.292 +
   1.293 +	/** Unknown texture
   1.294 +	 *
   1.295 +	 *  A texture reference that does not match any of the definitions 
   1.296 +	 *  above is considered to be 'unknown'. It is still imported,
   1.297 +	 *  but is excluded from any further postprocessing.
   1.298 +    */
   1.299 +    aiTextureType_UNKNOWN = 0xC,
   1.300 +
   1.301 +
   1.302 +	 /** @cond never 
   1.303 +	  *  This value is not used. It forces the compiler to use at least
   1.304 +	  *  32 Bit integers to represent this enum.
   1.305 +	  */
   1.306 +#ifndef SWIG
   1.307 +	_aiTextureType_Force32Bit = INT_MAX
   1.308 +#endif
   1.309 +	//! @endcond
   1.310 +};
   1.311 +
   1.312 +#define AI_TEXTURE_TYPE_MAX  aiTextureType_UNKNOWN
   1.313 +
   1.314 +// ---------------------------------------------------------------------------
   1.315 +/** @brief Defines all shading models supported by the library
   1.316 + *
   1.317 + *  The list of shading modes has been taken from Blender.
   1.318 + *  See Blender documentation for more information. The API does
   1.319 + *  not distinguish between "specular" and "diffuse" shaders (thus the
   1.320 + *  specular term for diffuse shading models like Oren-Nayar remains
   1.321 + *  undefined). <br>
   1.322 + *  Again, this value is just a hint. Assimp tries to select the shader whose
   1.323 + *  most common implementation matches the original rendering results of the
   1.324 + *  3D modeller which wrote a particular model as closely as possible.
   1.325 + */
   1.326 +enum aiShadingMode
   1.327 +{
   1.328 +    /** Flat shading. Shading is done on per-face base, 
   1.329 +     *  diffuse only. Also known as 'faceted shading'.
   1.330 +     */
   1.331 +    aiShadingMode_Flat = 0x1,
   1.332 +
   1.333 +    /** Simple Gouraud shading. 
   1.334 +     */
   1.335 +    aiShadingMode_Gouraud =	0x2,
   1.336 +
   1.337 +    /** Phong-Shading -
   1.338 +     */
   1.339 +    aiShadingMode_Phong = 0x3,
   1.340 +
   1.341 +    /** Phong-Blinn-Shading
   1.342 +     */
   1.343 +    aiShadingMode_Blinn	= 0x4,
   1.344 +
   1.345 +    /** Toon-Shading per pixel
   1.346 +     *
   1.347 +	 *  Also known as 'comic' shader.
   1.348 +     */
   1.349 +    aiShadingMode_Toon = 0x5,
   1.350 +
   1.351 +    /** OrenNayar-Shading per pixel
   1.352 +     *
   1.353 +     *  Extension to standard Lambertian shading, taking the
   1.354 +     *  roughness of the material into account
   1.355 +     */
   1.356 +    aiShadingMode_OrenNayar = 0x6,
   1.357 +
   1.358 +    /** Minnaert-Shading per pixel
   1.359 +     *
   1.360 +     *  Extension to standard Lambertian shading, taking the
   1.361 +     *  "darkness" of the material into account
   1.362 +     */
   1.363 +    aiShadingMode_Minnaert = 0x7,
   1.364 +
   1.365 +    /** CookTorrance-Shading per pixel
   1.366 +	 *
   1.367 +	 *  Special shader for metallic surfaces.
   1.368 +     */
   1.369 +    aiShadingMode_CookTorrance = 0x8,
   1.370 +
   1.371 +    /** No shading at all. Constant light influence of 1.0.
   1.372 +    */
   1.373 +    aiShadingMode_NoShading = 0x9,
   1.374 +
   1.375 +	 /** Fresnel shading
   1.376 +     */
   1.377 +    aiShadingMode_Fresnel = 0xa,
   1.378 +
   1.379 +
   1.380 +	 /** @cond never 
   1.381 +	  *  This value is not used. It forces the compiler to use at least
   1.382 +	  *  32 Bit integers to represent this enum.
   1.383 +	  */
   1.384 +#ifndef SWIG
   1.385 +	_aiShadingMode_Force32Bit = INT_MAX
   1.386 +#endif
   1.387 +	//! @endcond
   1.388 +};
   1.389 +
   1.390 +
   1.391 +// ---------------------------------------------------------------------------
   1.392 +/** @brief Defines some mixed flags for a particular texture.
   1.393 + *
   1.394 + *  Usually you'll instruct your cg artists how textures have to look like ...
   1.395 + *  and how they will be processed in your application. However, if you use
   1.396 + *  Assimp for completely generic loading purposes you might also need to 
   1.397 + *  process these flags in order to display as many 'unknown' 3D models as 
   1.398 + *  possible correctly.
   1.399 + *
   1.400 + *  This corresponds to the #AI_MATKEY_TEXFLAGS property.
   1.401 +*/
   1.402 +enum aiTextureFlags
   1.403 +{
   1.404 +	/** The texture's color values have to be inverted (componentwise 1-n)
   1.405 +	 */
   1.406 +	aiTextureFlags_Invert = 0x1,
   1.407 +
   1.408 +	/** Explicit request to the application to process the alpha channel
   1.409 +	 *  of the texture.
   1.410 +	 *
   1.411 +	 *  Mutually exclusive with #aiTextureFlags_IgnoreAlpha. These
   1.412 +	 *  flags are set if the library can say for sure that the alpha
   1.413 +	 *  channel is used/is not used. If the model format does not
   1.414 +	 *  define this, it is left to the application to decide whether
   1.415 +	 *  the texture alpha channel - if any - is evaluated or not.
   1.416 +	 */
   1.417 +	aiTextureFlags_UseAlpha = 0x2,
   1.418 +
   1.419 +	/** Explicit request to the application to ignore the alpha channel
   1.420 +	 *  of the texture.
   1.421 +	 *
   1.422 +	 *  Mutually exclusive with #aiTextureFlags_UseAlpha. 
   1.423 +	 */
   1.424 +	aiTextureFlags_IgnoreAlpha = 0x4,
   1.425 +	
   1.426 +	 /** @cond never 
   1.427 +	  *  This value is not used. It forces the compiler to use at least
   1.428 +	  *  32 Bit integers to represent this enum.
   1.429 +	  */
   1.430 +#ifndef SWIG
   1.431 +	  _aiTextureFlags_Force32Bit = INT_MAX
   1.432 +#endif
   1.433 +	//! @endcond
   1.434 +};
   1.435 +
   1.436 +
   1.437 +// ---------------------------------------------------------------------------
   1.438 +/** @brief Defines alpha-blend flags.
   1.439 + *
   1.440 + *  If you're familiar with OpenGL or D3D, these flags aren't new to you.
   1.441 + *  They define *how* the final color value of a pixel is computed, basing
   1.442 + *  on the previous color at that pixel and the new color value from the
   1.443 + *  material.
   1.444 + *  The blend formula is:
   1.445 + *  @code
   1.446 + *    SourceColor * SourceBlend + DestColor * DestBlend
   1.447 + *  @endcode
   1.448 + *  where <DestColor> is the previous color in the framebuffer at this
   1.449 + *  position and <SourceColor> is the material colro before the transparency
   1.450 + *  calculation.<br>
   1.451 + *  This corresponds to the #AI_MATKEY_BLEND_FUNC property.
   1.452 +*/
   1.453 +enum aiBlendMode
   1.454 +{
   1.455 +	/** 
   1.456 +	 *  Formula:
   1.457 +	 *  @code
   1.458 +	 *  SourceColor*SourceAlpha + DestColor*(1-SourceAlpha)
   1.459 +	 *  @endcode
   1.460 +	 */
   1.461 +	aiBlendMode_Default = 0x0,
   1.462 +
   1.463 +	/** Additive blending
   1.464 +	 *
   1.465 +	 *  Formula:
   1.466 +	 *  @code
   1.467 +	 *  SourceColor*1 + DestColor*1
   1.468 +	 *  @endcode
   1.469 +	 */
   1.470 +	aiBlendMode_Additive = 0x1,
   1.471 +
   1.472 +	// we don't need more for the moment, but we might need them
   1.473 +	// in future versions ...
   1.474 +
   1.475 +	 /** @cond never 
   1.476 +	  *  This value is not used. It forces the compiler to use at least
   1.477 +	  *  32 Bit integers to represent this enum.
   1.478 +	  */
   1.479 +#ifndef SWIG
   1.480 +	_aiBlendMode_Force32Bit = INT_MAX
   1.481 +#endif
   1.482 +	//! @endcond
   1.483 +};
   1.484 +
   1.485 +
   1.486 +#include "./Compiler/pushpack1.h"
   1.487 +
   1.488 +// ---------------------------------------------------------------------------
   1.489 +/** @brief Defines how an UV channel is transformed.
   1.490 + *
   1.491 + *  This is just a helper structure for the #AI_MATKEY_UVTRANSFORM key.
   1.492 + *  See its documentation for more details. 
   1.493 + *
   1.494 + *  Typically you'll want to build a matrix of this information. However,
   1.495 + *  we keep separate scaling/translation/rotation values to make it
   1.496 + *  easier to process and optimize UV transformations internally.
   1.497 + */
   1.498 +struct aiUVTransform
   1.499 +{
   1.500 +	/** Translation on the u and v axes. 
   1.501 +	 *
   1.502 +	 *  The default value is (0|0).
   1.503 +	 */
   1.504 +	C_STRUCT aiVector2D mTranslation;
   1.505 +
   1.506 +	/** Scaling on the u and v axes. 
   1.507 +	 *
   1.508 +	 *  The default value is (1|1).
   1.509 +	 */
   1.510 +	C_STRUCT aiVector2D mScaling;
   1.511 +
   1.512 +	/** Rotation - in counter-clockwise direction.
   1.513 +	 *
   1.514 +	 *  The rotation angle is specified in radians. The
   1.515 +	 *  rotation center is 0.5f|0.5f. The default value
   1.516 +     *  0.f.
   1.517 +	 */
   1.518 +	float mRotation;
   1.519 +
   1.520 +
   1.521 +#ifdef __cplusplus
   1.522 +	aiUVTransform()
   1.523 +		:	mScaling	(1.f,1.f)
   1.524 +		,	mRotation	(0.f)
   1.525 +	{
   1.526 +		// nothing to be done here ...
   1.527 +	}
   1.528 +#endif
   1.529 +
   1.530 +} PACK_STRUCT;
   1.531 +
   1.532 +#include "./Compiler/poppack1.h"
   1.533 +
   1.534 +//! @cond AI_DOX_INCLUDE_INTERNAL
   1.535 +// ---------------------------------------------------------------------------
   1.536 +/** @brief A very primitive RTTI system for the contents of material 
   1.537 + *  properties.
   1.538 + */
   1.539 +enum aiPropertyTypeInfo
   1.540 +{
   1.541 +    /** Array of single-precision (32 Bit) floats
   1.542 +	 *
   1.543 +	 *  It is possible to use aiGetMaterialInteger[Array]() (or the C++-API 
   1.544 +	 *  aiMaterial::Get()) to query properties stored in floating-point format. 
   1.545 +	 *  The material system performs the type conversion automatically.
   1.546 +    */
   1.547 +    aiPTI_Float   = 0x1,
   1.548 +
   1.549 +    /** The material property is an aiString.
   1.550 +	 *
   1.551 +	 *  Arrays of strings aren't possible, aiGetMaterialString() (or the 
   1.552 +	 *  C++-API aiMaterial::Get()) *must* be used to query a string property.
   1.553 +    */
   1.554 +    aiPTI_String  = 0x3,
   1.555 +
   1.556 +    /** Array of (32 Bit) integers
   1.557 +	 *
   1.558 +	 *  It is possible to use aiGetMaterialFloat[Array]() (or the C++-API 
   1.559 +	 *  aiMaterial::Get()) to query properties stored in integer format. 
   1.560 +	 *  The material system performs the type conversion automatically.
   1.561 +    */
   1.562 +    aiPTI_Integer = 0x4,
   1.563 +
   1.564 +
   1.565 +    /** Simple binary buffer, content undefined. Not convertible to anything.
   1.566 +    */
   1.567 +    aiPTI_Buffer  = 0x5,
   1.568 +
   1.569 +
   1.570 +	 /** This value is not used. It is just there to force the
   1.571 +	 *  compiler to map this enum to a 32 Bit integer.
   1.572 +	 */
   1.573 +#ifndef SWIG
   1.574 +	 _aiPTI_Force32Bit = INT_MAX
   1.575 +#endif
   1.576 +};
   1.577 +
   1.578 +// ---------------------------------------------------------------------------
   1.579 +/** @brief Data structure for a single material property
   1.580 + *
   1.581 + *  As an user, you'll probably never need to deal with this data structure.
   1.582 + *  Just use the provided aiGetMaterialXXX() or aiMaterial::Get() family
   1.583 + *  of functions to query material properties easily. Processing them 
   1.584 + *  manually is faster, but it is not the recommended way. It isn't worth
   1.585 + *  the effort. <br>
   1.586 + *  Material property names follow a simple scheme:
   1.587 + *  @code
   1.588 + *    $<name>
   1.589 + *    ?<name>
   1.590 + *       A public property, there must be corresponding AI_MATKEY_XXX define
   1.591 + *       2nd: Public, but ignored by the #aiProcess_RemoveRedundantMaterials 
   1.592 + *       post-processing step.
   1.593 + *    ~<name>
   1.594 + *       A temporary property for internal use. 
   1.595 + *  @endcode
   1.596 + *  @see aiMaterial
   1.597 + */
   1.598 +struct aiMaterialProperty
   1.599 +{
   1.600 +    /** Specifies the name of the property (key)
   1.601 +     *  Keys are generally case insensitive. 
   1.602 +     */
   1.603 +    C_STRUCT aiString mKey;
   1.604 +
   1.605 +	/** Textures: Specifies their exact usage semantic.
   1.606 +	 * For non-texture properties, this member is always 0 
   1.607 +	 * (or, better-said, #aiTextureType_NONE).
   1.608 +	 */
   1.609 +	unsigned int mSemantic;
   1.610 +
   1.611 +	/** Textures: Specifies the index of the texture.
   1.612 +	 *  For non-texture properties, this member is always 0.
   1.613 +	 */
   1.614 +	unsigned int mIndex;
   1.615 +
   1.616 +    /**	Size of the buffer mData is pointing to, in bytes.
   1.617 +	 *  This value may not be 0.
   1.618 +     */
   1.619 +    unsigned int mDataLength;
   1.620 +
   1.621 +    /** Type information for the property.
   1.622 +     *
   1.623 +     * Defines the data layout inside the data buffer. This is used
   1.624 +	 * by the library internally to perform debug checks and to 
   1.625 +	 * utilize proper type conversions. 
   1.626 +	 * (It's probably a hacky solution, but it works.)
   1.627 +     */
   1.628 +    C_ENUM aiPropertyTypeInfo mType;
   1.629 +
   1.630 +    /**	Binary buffer to hold the property's value.
   1.631 +     * The size of the buffer is always mDataLength.
   1.632 +     */
   1.633 +    char* mData;
   1.634 +
   1.635 +#ifdef __cplusplus
   1.636 +
   1.637 +	aiMaterialProperty()
   1.638 +		: mSemantic( 0 )
   1.639 +		, mIndex( 0 )
   1.640 +		, mDataLength( 0 )
   1.641 +		, mType( aiPTI_Float )
   1.642 +		, mData( NULL )
   1.643 +	{
   1.644 +	}
   1.645 +
   1.646 +	~aiMaterialProperty()	{
   1.647 +		delete[] mData;
   1.648 +	}
   1.649 +
   1.650 +#endif
   1.651 +};
   1.652 +//! @endcond
   1.653 +
   1.654 +#ifdef __cplusplus
   1.655 +} // We need to leave the "C" block here to allow template member functions
   1.656 +#endif
   1.657 +
   1.658 +// ---------------------------------------------------------------------------
   1.659 +/** @brief Data structure for a material
   1.660 +*
   1.661 +*  Material data is stored using a key-value structure. A single key-value
   1.662 +*  pair is called a 'material property'. C++ users should use the provided
   1.663 +*  member functions of aiMaterial to process material properties, C users
   1.664 +*  have to stick with the aiMaterialGetXXX family of unbound functions.
   1.665 +*  The library defines a set of standard keys (AI_MATKEY_XXX).
   1.666 +*/
   1.667 +#ifdef __cplusplus
   1.668 +struct ASSIMP_API aiMaterial
   1.669 +#else
   1.670 +struct aiMaterial
   1.671 +#endif
   1.672 +{
   1.673 +
   1.674 +#ifdef __cplusplus
   1.675 +
   1.676 +public:
   1.677 +
   1.678 +	aiMaterial();
   1.679 +	~aiMaterial();
   1.680 +
   1.681 +	// -------------------------------------------------------------------
   1.682 +    /** @brief Retrieve an array of Type values with a specific key 
   1.683 +     *  from the material
   1.684 +     *
   1.685 +     * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
   1.686 +     * @param type .. set by AI_MATKEY_XXX
   1.687 +     * @param idx .. set by AI_MATKEY_XXX
   1.688 +     * @param pOut Pointer to a buffer to receive the result. 
   1.689 +     * @param pMax Specifies the size of the given buffer, in Type's.
   1.690 +     * Receives the number of values (not bytes!) read. 
   1.691 +     * NULL is a valid value for this parameter.
   1.692 +     */
   1.693 +    template <typename Type>
   1.694 +    aiReturn Get(const char* pKey,unsigned int type,
   1.695 +		unsigned int idx, Type* pOut, unsigned int* pMax) const;
   1.696 +
   1.697 +    // -------------------------------------------------------------------
   1.698 +    /** @brief Retrieve a Type value with a specific key 
   1.699 +     *  from the material
   1.700 +	 *
   1.701 +	 * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
   1.702 +    * @param type Specifies the type of the texture to be retrieved (
   1.703 +    *    e.g. diffuse, specular, height map ...)
   1.704 +    * @param idx Index of the texture to be retrieved.
   1.705 +	 * @param pOut Reference to receive the output value
   1.706 +	 */
   1.707 +	template <typename Type>
   1.708 +	aiReturn Get(const char* pKey,unsigned int type,
   1.709 +		unsigned int idx,Type& pOut) const;
   1.710 +
   1.711 +	// -------------------------------------------------------------------
   1.712 +	/** Get the number of textures for a particular texture type.
   1.713 +	 *  @param type Texture type to check for
   1.714 +	 *  @return Number of textures for this type.
   1.715 +	 *  @note A texture can be easily queried using #GetTexture() */
   1.716 +	unsigned int GetTextureCount(aiTextureType type) const;
   1.717 +
   1.718 +	// -------------------------------------------------------------------
   1.719 +	/** Helper function to get all parameters pertaining to a 
   1.720 +	 *  particular texture slot from a material.
   1.721 +	*
   1.722 +	*  This function is provided just for convenience, you could also
   1.723 +	*  read the single material properties manually.
   1.724 +	*  @param type Specifies the type of the texture to be retrieved (
   1.725 +	*    e.g. diffuse, specular, height map ...)
   1.726 +	*  @param index Index of the texture to be retrieved. The function fails
   1.727 +	*    if there is no texture of that type with this index. 
   1.728 +	*    #GetTextureCount() can be used to determine the number of textures
   1.729 +	*    per texture type.
   1.730 +	*  @param path Receives the path to the texture.
   1.731 +	*	 NULL is a valid value.
   1.732 +   *  @param mapping The texture mapping.
   1.733 +   *		NULL is allowed as value.
   1.734 +	*  @param uvindex Receives the UV index of the texture. 
   1.735 +	*    NULL is a valid value.
   1.736 +	*  @param blend Receives the blend factor for the texture
   1.737 +	*	 NULL is a valid value.
   1.738 +	*  @param op Receives the texture operation to be performed between
   1.739 +	*	 this texture and the previous texture. NULL is allowed as value.
   1.740 +	*  @param mapmode Receives the mapping modes to be used for the texture.
   1.741 +	*    The parameter may be NULL but if it is a valid pointer it MUST
   1.742 +	*    point to an array of 3 aiTextureMapMode's (one for each
   1.743 +	*    axis: UVW order (=XYZ)). 
   1.744 +	*/
   1.745 +	// -------------------------------------------------------------------
   1.746 +	aiReturn GetTexture(aiTextureType type,
   1.747 +		unsigned int  index,
   1.748 +		C_STRUCT aiString* path,
   1.749 +		aiTextureMapping* mapping	= NULL,
   1.750 +		unsigned int* uvindex		= NULL,
   1.751 +		float* blend				   = NULL,
   1.752 +		aiTextureOp* op				= NULL,
   1.753 +		aiTextureMapMode* mapmode	= NULL) const; 
   1.754 +
   1.755 +
   1.756 +	// Setters
   1.757 +
   1.758 +
   1.759 +	// ------------------------------------------------------------------------------
   1.760 +	/** @brief Add a property with a given key and type info to the material
   1.761 +	 *  structure 
   1.762 +	 *
   1.763 +	 *  @param pInput Pointer to input data
   1.764 +	 *  @param pSizeInBytes Size of input data
   1.765 +	 *  @param pKey Key/Usage of the property (AI_MATKEY_XXX)
   1.766 +	 *  @param type Set by the AI_MATKEY_XXX macro
   1.767 +	 *  @param index Set by the AI_MATKEY_XXX macro
   1.768 +	 *  @param pType Type information hint */
   1.769 +	aiReturn AddBinaryProperty (const void* pInput,
   1.770 +		unsigned int pSizeInBytes,
   1.771 +		const char* pKey,
   1.772 +		unsigned int type ,
   1.773 +		unsigned int index ,
   1.774 +		aiPropertyTypeInfo pType);
   1.775 +
   1.776 +	// ------------------------------------------------------------------------------
   1.777 +	/** @brief Add a string property with a given key and type info to the 
   1.778 +	 *  material structure 
   1.779 +	 *
   1.780 +	 *  @param pInput Input string
   1.781 +	 *  @param pKey Key/Usage of the property (AI_MATKEY_XXX)
   1.782 +	 *  @param type Set by the AI_MATKEY_XXX macro
   1.783 +	 *  @param index Set by the AI_MATKEY_XXX macro */
   1.784 +	aiReturn AddProperty (const aiString* pInput,
   1.785 +		const char* pKey,
   1.786 +		unsigned int type  = 0,
   1.787 +		unsigned int index = 0);
   1.788 +
   1.789 +	// ------------------------------------------------------------------------------
   1.790 +	/** @brief Add a property with a given key to the material structure 
   1.791 +	 *  @param pInput Pointer to the input data
   1.792 +	 *  @param pNumValues Number of values in the array
   1.793 +	 *  @param pKey Key/Usage of the property (AI_MATKEY_XXX)
   1.794 +	 *  @param type Set by the AI_MATKEY_XXX macro
   1.795 +	 *  @param index Set by the AI_MATKEY_XXX macro  */
   1.796 +	template<class TYPE>
   1.797 +	aiReturn AddProperty (const TYPE* pInput,
   1.798 +		unsigned int pNumValues,
   1.799 +		const char* pKey,
   1.800 +		unsigned int type  = 0,
   1.801 +		unsigned int index = 0);
   1.802 +
   1.803 +	// ------------------------------------------------------------------------------
   1.804 +	/** @brief Remove a given key from the list.
   1.805 +	 *
   1.806 +	 *  The function fails if the key isn't found
   1.807 +	 *  @param pKey Key to be deleted */
   1.808 +	aiReturn RemoveProperty (const char* pKey,
   1.809 +		unsigned int type  = 0,
   1.810 +		unsigned int index = 0);
   1.811 +
   1.812 +	// ------------------------------------------------------------------------------
   1.813 +	/** @brief Removes all properties from the material.
   1.814 +	 *
   1.815 +	 *  The data array remains allocated so adding new properties is quite fast.  */
   1.816 +	void Clear();
   1.817 +
   1.818 +	// ------------------------------------------------------------------------------
   1.819 +	/** Copy the property list of a material
   1.820 +	 *  @param pcDest Destination material
   1.821 +	 *  @param pcSrc Source material
   1.822 +	 */
   1.823 +	static void CopyPropertyList(aiMaterial* pcDest, 
   1.824 +		const aiMaterial* pcSrc);
   1.825 +
   1.826 +
   1.827 +#endif
   1.828 +
   1.829 +    /** List of all material properties loaded. */
   1.830 +    C_STRUCT aiMaterialProperty** mProperties;
   1.831 +
   1.832 +    /** Number of properties in the data base */
   1.833 +    unsigned int mNumProperties;
   1.834 +
   1.835 +	 /** Storage allocated */
   1.836 +    unsigned int mNumAllocated;
   1.837 +};
   1.838 +
   1.839 +// Go back to extern "C" again
   1.840 +#ifdef __cplusplus
   1.841 +extern "C" {
   1.842 +#endif
   1.843 +
   1.844 +// ---------------------------------------------------------------------------
   1.845 +#define AI_MATKEY_NAME "?mat.name",0,0
   1.846 +#define AI_MATKEY_TWOSIDED "$mat.twosided",0,0
   1.847 +#define AI_MATKEY_SHADING_MODEL "$mat.shadingm",0,0
   1.848 +#define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe",0,0
   1.849 +#define AI_MATKEY_BLEND_FUNC "$mat.blend",0,0
   1.850 +#define AI_MATKEY_OPACITY "$mat.opacity",0,0
   1.851 +#define AI_MATKEY_BUMPSCALING "$mat.bumpscaling",0,0
   1.852 +#define AI_MATKEY_SHININESS "$mat.shininess",0,0
   1.853 +#define AI_MATKEY_REFLECTIVITY "$mat.reflectivity",0,0
   1.854 +#define AI_MATKEY_SHININESS_STRENGTH "$mat.shinpercent",0,0
   1.855 +#define AI_MATKEY_REFRACTI "$mat.refracti",0,0
   1.856 +#define AI_MATKEY_COLOR_DIFFUSE "$clr.diffuse",0,0
   1.857 +#define AI_MATKEY_COLOR_AMBIENT "$clr.ambient",0,0
   1.858 +#define AI_MATKEY_COLOR_SPECULAR "$clr.specular",0,0
   1.859 +#define AI_MATKEY_COLOR_EMISSIVE "$clr.emissive",0,0
   1.860 +#define AI_MATKEY_COLOR_TRANSPARENT "$clr.transparent",0,0
   1.861 +#define AI_MATKEY_COLOR_REFLECTIVE "$clr.reflective",0,0
   1.862 +#define AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "?bg.global",0,0
   1.863 +
   1.864 +// ---------------------------------------------------------------------------
   1.865 +// Pure key names for all texture-related properties
   1.866 +//! @cond MATS_DOC_FULL
   1.867 +#define _AI_MATKEY_TEXTURE_BASE			"$tex.file"
   1.868 +#define _AI_MATKEY_UVWSRC_BASE			"$tex.uvwsrc"
   1.869 +#define _AI_MATKEY_TEXOP_BASE			"$tex.op"
   1.870 +#define _AI_MATKEY_MAPPING_BASE			"$tex.mapping"
   1.871 +#define _AI_MATKEY_TEXBLEND_BASE		"$tex.blend"
   1.872 +#define _AI_MATKEY_MAPPINGMODE_U_BASE	"$tex.mapmodeu"
   1.873 +#define _AI_MATKEY_MAPPINGMODE_V_BASE	"$tex.mapmodev"
   1.874 +#define _AI_MATKEY_TEXMAP_AXIS_BASE		"$tex.mapaxis"
   1.875 +#define _AI_MATKEY_UVTRANSFORM_BASE		"$tex.uvtrafo"
   1.876 +#define _AI_MATKEY_TEXFLAGS_BASE		"$tex.flags"
   1.877 +//! @endcond
   1.878 +
   1.879 +// ---------------------------------------------------------------------------
   1.880 +#define AI_MATKEY_TEXTURE(type, N) _AI_MATKEY_TEXTURE_BASE,type,N
   1.881 +
   1.882 +// For backward compatibility and simplicity
   1.883 +//! @cond MATS_DOC_FULL
   1.884 +#define AI_MATKEY_TEXTURE_DIFFUSE(N)	\
   1.885 +	AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE,N)
   1.886 +
   1.887 +#define AI_MATKEY_TEXTURE_SPECULAR(N)	\
   1.888 +	AI_MATKEY_TEXTURE(aiTextureType_SPECULAR,N)
   1.889 +
   1.890 +#define AI_MATKEY_TEXTURE_AMBIENT(N)	\
   1.891 +	AI_MATKEY_TEXTURE(aiTextureType_AMBIENT,N)
   1.892 +
   1.893 +#define AI_MATKEY_TEXTURE_EMISSIVE(N)	\
   1.894 +	AI_MATKEY_TEXTURE(aiTextureType_EMISSIVE,N)
   1.895 +
   1.896 +#define AI_MATKEY_TEXTURE_NORMALS(N)	\
   1.897 +	AI_MATKEY_TEXTURE(aiTextureType_NORMALS,N)
   1.898 +
   1.899 +#define AI_MATKEY_TEXTURE_HEIGHT(N)	\
   1.900 +	AI_MATKEY_TEXTURE(aiTextureType_HEIGHT,N)
   1.901 +
   1.902 +#define AI_MATKEY_TEXTURE_SHININESS(N)	\
   1.903 +	AI_MATKEY_TEXTURE(aiTextureType_SHININESS,N)
   1.904 +
   1.905 +#define AI_MATKEY_TEXTURE_OPACITY(N)	\
   1.906 +	AI_MATKEY_TEXTURE(aiTextureType_OPACITY,N)
   1.907 +
   1.908 +#define AI_MATKEY_TEXTURE_DISPLACEMENT(N)	\
   1.909 +	AI_MATKEY_TEXTURE(aiTextureType_DISPLACEMENT,N)
   1.910 +
   1.911 +#define AI_MATKEY_TEXTURE_LIGHTMAP(N)	\
   1.912 +	AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP,N)
   1.913 +
   1.914 +#define AI_MATKEY_TEXTURE_REFLECTION(N)	\
   1.915 +	AI_MATKEY_TEXTURE(aiTextureType_REFLECTION,N)
   1.916 +
   1.917 +//! @endcond
   1.918 +
   1.919 +// ---------------------------------------------------------------------------
   1.920 +#define AI_MATKEY_UVWSRC(type, N) _AI_MATKEY_UVWSRC_BASE,type,N
   1.921 +
   1.922 +// For backward compatibility and simplicity
   1.923 +//! @cond MATS_DOC_FULL
   1.924 +#define AI_MATKEY_UVWSRC_DIFFUSE(N)	\
   1.925 +	AI_MATKEY_UVWSRC(aiTextureType_DIFFUSE,N)
   1.926 +
   1.927 +#define AI_MATKEY_UVWSRC_SPECULAR(N)	\
   1.928 +	AI_MATKEY_UVWSRC(aiTextureType_SPECULAR,N)
   1.929 +
   1.930 +#define AI_MATKEY_UVWSRC_AMBIENT(N)	\
   1.931 +	AI_MATKEY_UVWSRC(aiTextureType_AMBIENT,N)
   1.932 +
   1.933 +#define AI_MATKEY_UVWSRC_EMISSIVE(N)	\
   1.934 +	AI_MATKEY_UVWSRC(aiTextureType_EMISSIVE,N)
   1.935 +
   1.936 +#define AI_MATKEY_UVWSRC_NORMALS(N)	\
   1.937 +	AI_MATKEY_UVWSRC(aiTextureType_NORMALS,N)
   1.938 +
   1.939 +#define AI_MATKEY_UVWSRC_HEIGHT(N)	\
   1.940 +	AI_MATKEY_UVWSRC(aiTextureType_HEIGHT,N)
   1.941 +
   1.942 +#define AI_MATKEY_UVWSRC_SHININESS(N)	\
   1.943 +	AI_MATKEY_UVWSRC(aiTextureType_SHININESS,N)
   1.944 +
   1.945 +#define AI_MATKEY_UVWSRC_OPACITY(N)	\
   1.946 +	AI_MATKEY_UVWSRC(aiTextureType_OPACITY,N)
   1.947 +
   1.948 +#define AI_MATKEY_UVWSRC_DISPLACEMENT(N)	\
   1.949 +	AI_MATKEY_UVWSRC(aiTextureType_DISPLACEMENT,N)
   1.950 +
   1.951 +#define AI_MATKEY_UVWSRC_LIGHTMAP(N)	\
   1.952 +	AI_MATKEY_UVWSRC(aiTextureType_LIGHTMAP,N)
   1.953 +
   1.954 +#define AI_MATKEY_UVWSRC_REFLECTION(N)	\
   1.955 +	AI_MATKEY_UVWSRC(aiTextureType_REFLECTION,N)
   1.956 +
   1.957 +//! @endcond
   1.958 +// ---------------------------------------------------------------------------
   1.959 +#define AI_MATKEY_TEXOP(type, N) _AI_MATKEY_TEXOP_BASE,type,N
   1.960 +
   1.961 +// For backward compatibility and simplicity
   1.962 +//! @cond MATS_DOC_FULL
   1.963 +#define AI_MATKEY_TEXOP_DIFFUSE(N)	\
   1.964 +	AI_MATKEY_TEXOP(aiTextureType_DIFFUSE,N)
   1.965 +
   1.966 +#define AI_MATKEY_TEXOP_SPECULAR(N)	\
   1.967 +	AI_MATKEY_TEXOP(aiTextureType_SPECULAR,N)
   1.968 +
   1.969 +#define AI_MATKEY_TEXOP_AMBIENT(N)	\
   1.970 +	AI_MATKEY_TEXOP(aiTextureType_AMBIENT,N)
   1.971 +
   1.972 +#define AI_MATKEY_TEXOP_EMISSIVE(N)	\
   1.973 +	AI_MATKEY_TEXOP(aiTextureType_EMISSIVE,N)
   1.974 +
   1.975 +#define AI_MATKEY_TEXOP_NORMALS(N)	\
   1.976 +	AI_MATKEY_TEXOP(aiTextureType_NORMALS,N)
   1.977 +
   1.978 +#define AI_MATKEY_TEXOP_HEIGHT(N)	\
   1.979 +	AI_MATKEY_TEXOP(aiTextureType_HEIGHT,N)
   1.980 +
   1.981 +#define AI_MATKEY_TEXOP_SHININESS(N)	\
   1.982 +	AI_MATKEY_TEXOP(aiTextureType_SHININESS,N)
   1.983 +
   1.984 +#define AI_MATKEY_TEXOP_OPACITY(N)	\
   1.985 +	AI_MATKEY_TEXOP(aiTextureType_OPACITY,N)
   1.986 +
   1.987 +#define AI_MATKEY_TEXOP_DISPLACEMENT(N)	\
   1.988 +	AI_MATKEY_TEXOP(aiTextureType_DISPLACEMENT,N)
   1.989 +
   1.990 +#define AI_MATKEY_TEXOP_LIGHTMAP(N)	\
   1.991 +	AI_MATKEY_TEXOP(aiTextureType_LIGHTMAP,N)
   1.992 +
   1.993 +#define AI_MATKEY_TEXOP_REFLECTION(N)	\
   1.994 +	AI_MATKEY_TEXOP(aiTextureType_REFLECTION,N)
   1.995 +
   1.996 +//! @endcond
   1.997 +// ---------------------------------------------------------------------------
   1.998 +#define AI_MATKEY_MAPPING(type, N) _AI_MATKEY_MAPPING_BASE,type,N
   1.999 +
  1.1000 +// For backward compatibility and simplicity
  1.1001 +//! @cond MATS_DOC_FULL
  1.1002 +#define AI_MATKEY_MAPPING_DIFFUSE(N)	\
  1.1003 +	AI_MATKEY_MAPPING(aiTextureType_DIFFUSE,N)
  1.1004 +
  1.1005 +#define AI_MATKEY_MAPPING_SPECULAR(N)	\
  1.1006 +	AI_MATKEY_MAPPING(aiTextureType_SPECULAR,N)
  1.1007 +
  1.1008 +#define AI_MATKEY_MAPPING_AMBIENT(N)	\
  1.1009 +	AI_MATKEY_MAPPING(aiTextureType_AMBIENT,N)
  1.1010 +
  1.1011 +#define AI_MATKEY_MAPPING_EMISSIVE(N)	\
  1.1012 +	AI_MATKEY_MAPPING(aiTextureType_EMISSIVE,N)
  1.1013 +
  1.1014 +#define AI_MATKEY_MAPPING_NORMALS(N)	\
  1.1015 +	AI_MATKEY_MAPPING(aiTextureType_NORMALS,N)
  1.1016 +
  1.1017 +#define AI_MATKEY_MAPPING_HEIGHT(N)	\
  1.1018 +	AI_MATKEY_MAPPING(aiTextureType_HEIGHT,N)
  1.1019 +
  1.1020 +#define AI_MATKEY_MAPPING_SHININESS(N)	\
  1.1021 +	AI_MATKEY_MAPPING(aiTextureType_SHININESS,N)
  1.1022 +
  1.1023 +#define AI_MATKEY_MAPPING_OPACITY(N)	\
  1.1024 +	AI_MATKEY_MAPPING(aiTextureType_OPACITY,N)
  1.1025 +
  1.1026 +#define AI_MATKEY_MAPPING_DISPLACEMENT(N)	\
  1.1027 +	AI_MATKEY_MAPPING(aiTextureType_DISPLACEMENT,N)
  1.1028 +
  1.1029 +#define AI_MATKEY_MAPPING_LIGHTMAP(N)	\
  1.1030 +	AI_MATKEY_MAPPING(aiTextureType_LIGHTMAP,N)
  1.1031 +
  1.1032 +#define AI_MATKEY_MAPPING_REFLECTION(N)	\
  1.1033 +	AI_MATKEY_MAPPING(aiTextureType_REFLECTION,N)
  1.1034 +
  1.1035 +//! @endcond
  1.1036 +// ---------------------------------------------------------------------------
  1.1037 +#define AI_MATKEY_TEXBLEND(type, N) _AI_MATKEY_TEXBLEND_BASE,type,N
  1.1038 +
  1.1039 +// For backward compatibility and simplicity
  1.1040 +//! @cond MATS_DOC_FULL
  1.1041 +#define AI_MATKEY_TEXBLEND_DIFFUSE(N)	\
  1.1042 +	AI_MATKEY_TEXBLEND(aiTextureType_DIFFUSE,N)
  1.1043 +
  1.1044 +#define AI_MATKEY_TEXBLEND_SPECULAR(N)	\
  1.1045 +	AI_MATKEY_TEXBLEND(aiTextureType_SPECULAR,N)
  1.1046 +
  1.1047 +#define AI_MATKEY_TEXBLEND_AMBIENT(N)	\
  1.1048 +	AI_MATKEY_TEXBLEND(aiTextureType_AMBIENT,N)
  1.1049 +
  1.1050 +#define AI_MATKEY_TEXBLEND_EMISSIVE(N)	\
  1.1051 +	AI_MATKEY_TEXBLEND(aiTextureType_EMISSIVE,N)
  1.1052 +
  1.1053 +#define AI_MATKEY_TEXBLEND_NORMALS(N)	\
  1.1054 +	AI_MATKEY_TEXBLEND(aiTextureType_NORMALS,N)
  1.1055 +
  1.1056 +#define AI_MATKEY_TEXBLEND_HEIGHT(N)	\
  1.1057 +	AI_MATKEY_TEXBLEND(aiTextureType_HEIGHT,N)
  1.1058 +
  1.1059 +#define AI_MATKEY_TEXBLEND_SHININESS(N)	\
  1.1060 +	AI_MATKEY_TEXBLEND(aiTextureType_SHININESS,N)
  1.1061 +
  1.1062 +#define AI_MATKEY_TEXBLEND_OPACITY(N)	\
  1.1063 +	AI_MATKEY_TEXBLEND(aiTextureType_OPACITY,N)
  1.1064 +
  1.1065 +#define AI_MATKEY_TEXBLEND_DISPLACEMENT(N)	\
  1.1066 +	AI_MATKEY_TEXBLEND(aiTextureType_DISPLACEMENT,N)
  1.1067 +
  1.1068 +#define AI_MATKEY_TEXBLEND_LIGHTMAP(N)	\
  1.1069 +	AI_MATKEY_TEXBLEND(aiTextureType_LIGHTMAP,N)
  1.1070 +
  1.1071 +#define AI_MATKEY_TEXBLEND_REFLECTION(N)	\
  1.1072 +	AI_MATKEY_TEXBLEND(aiTextureType_REFLECTION,N)
  1.1073 +
  1.1074 +//! @endcond
  1.1075 +// ---------------------------------------------------------------------------
  1.1076 +#define AI_MATKEY_MAPPINGMODE_U(type, N) _AI_MATKEY_MAPPINGMODE_U_BASE,type,N
  1.1077 +
  1.1078 +// For backward compatibility and simplicity
  1.1079 +//! @cond MATS_DOC_FULL
  1.1080 +#define AI_MATKEY_MAPPINGMODE_U_DIFFUSE(N)	\
  1.1081 +	AI_MATKEY_MAPPINGMODE_U(aiTextureType_DIFFUSE,N)
  1.1082 +
  1.1083 +#define AI_MATKEY_MAPPINGMODE_U_SPECULAR(N)	\
  1.1084 +	AI_MATKEY_MAPPINGMODE_U(aiTextureType_SPECULAR,N)
  1.1085 +
  1.1086 +#define AI_MATKEY_MAPPINGMODE_U_AMBIENT(N)	\
  1.1087 +	AI_MATKEY_MAPPINGMODE_U(aiTextureType_AMBIENT,N)
  1.1088 +
  1.1089 +#define AI_MATKEY_MAPPINGMODE_U_EMISSIVE(N)	\
  1.1090 +	AI_MATKEY_MAPPINGMODE_U(aiTextureType_EMISSIVE,N)
  1.1091 +
  1.1092 +#define AI_MATKEY_MAPPINGMODE_U_NORMALS(N)	\
  1.1093 +	AI_MATKEY_MAPPINGMODE_U(aiTextureType_NORMALS,N)
  1.1094 +
  1.1095 +#define AI_MATKEY_MAPPINGMODE_U_HEIGHT(N)	\
  1.1096 +	AI_MATKEY_MAPPINGMODE_U(aiTextureType_HEIGHT,N)
  1.1097 +
  1.1098 +#define AI_MATKEY_MAPPINGMODE_U_SHININESS(N)	\
  1.1099 +	AI_MATKEY_MAPPINGMODE_U(aiTextureType_SHININESS,N)
  1.1100 +
  1.1101 +#define AI_MATKEY_MAPPINGMODE_U_OPACITY(N)	\
  1.1102 +	AI_MATKEY_MAPPINGMODE_U(aiTextureType_OPACITY,N)
  1.1103 +
  1.1104 +#define AI_MATKEY_MAPPINGMODE_U_DISPLACEMENT(N)	\
  1.1105 +	AI_MATKEY_MAPPINGMODE_U(aiTextureType_DISPLACEMENT,N)
  1.1106 +
  1.1107 +#define AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(N)	\
  1.1108 +	AI_MATKEY_MAPPINGMODE_U(aiTextureType_LIGHTMAP,N)
  1.1109 +
  1.1110 +#define AI_MATKEY_MAPPINGMODE_U_REFLECTION(N)	\
  1.1111 +	AI_MATKEY_MAPPINGMODE_U(aiTextureType_REFLECTION,N)
  1.1112 +
  1.1113 +//! @endcond
  1.1114 +// ---------------------------------------------------------------------------
  1.1115 +#define AI_MATKEY_MAPPINGMODE_V(type, N) _AI_MATKEY_MAPPINGMODE_V_BASE,type,N
  1.1116 +
  1.1117 +// For backward compatibility and simplicity
  1.1118 +//! @cond MATS_DOC_FULL
  1.1119 +#define AI_MATKEY_MAPPINGMODE_V_DIFFUSE(N)	\
  1.1120 +	AI_MATKEY_MAPPINGMODE_V(aiTextureType_DIFFUSE,N)
  1.1121 +
  1.1122 +#define AI_MATKEY_MAPPINGMODE_V_SPECULAR(N)	\
  1.1123 +	AI_MATKEY_MAPPINGMODE_V(aiTextureType_SPECULAR,N)
  1.1124 +
  1.1125 +#define AI_MATKEY_MAPPINGMODE_V_AMBIENT(N)	\
  1.1126 +	AI_MATKEY_MAPPINGMODE_V(aiTextureType_AMBIENT,N)
  1.1127 +
  1.1128 +#define AI_MATKEY_MAPPINGMODE_V_EMISSIVE(N)	\
  1.1129 +	AI_MATKEY_MAPPINGMODE_V(aiTextureType_EMISSIVE,N)
  1.1130 +
  1.1131 +#define AI_MATKEY_MAPPINGMODE_V_NORMALS(N)	\
  1.1132 +	AI_MATKEY_MAPPINGMODE_V(aiTextureType_NORMALS,N)
  1.1133 +
  1.1134 +#define AI_MATKEY_MAPPINGMODE_V_HEIGHT(N)	\
  1.1135 +	AI_MATKEY_MAPPINGMODE_V(aiTextureType_HEIGHT,N)
  1.1136 +
  1.1137 +#define AI_MATKEY_MAPPINGMODE_V_SHININESS(N)	\
  1.1138 +	AI_MATKEY_MAPPINGMODE_V(aiTextureType_SHININESS,N)
  1.1139 +
  1.1140 +#define AI_MATKEY_MAPPINGMODE_V_OPACITY(N)	\
  1.1141 +	AI_MATKEY_MAPPINGMODE_V(aiTextureType_OPACITY,N)
  1.1142 +
  1.1143 +#define AI_MATKEY_MAPPINGMODE_V_DISPLACEMENT(N)	\
  1.1144 +	AI_MATKEY_MAPPINGMODE_V(aiTextureType_DISPLACEMENT,N)
  1.1145 +
  1.1146 +#define AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(N)	\
  1.1147 +	AI_MATKEY_MAPPINGMODE_V(aiTextureType_LIGHTMAP,N)
  1.1148 +
  1.1149 +#define AI_MATKEY_MAPPINGMODE_V_REFLECTION(N)	\
  1.1150 +	AI_MATKEY_MAPPINGMODE_V(aiTextureType_REFLECTION,N)
  1.1151 +
  1.1152 +//! @endcond
  1.1153 +// ---------------------------------------------------------------------------
  1.1154 +#define AI_MATKEY_TEXMAP_AXIS(type, N) _AI_MATKEY_TEXMAP_AXIS_BASE,type,N
  1.1155 +
  1.1156 +// For backward compatibility and simplicity
  1.1157 +//! @cond MATS_DOC_FULL
  1.1158 +#define AI_MATKEY_TEXMAP_AXIS_DIFFUSE(N)	\
  1.1159 +	AI_MATKEY_TEXMAP_AXIS(aiTextureType_DIFFUSE,N)
  1.1160 +
  1.1161 +#define AI_MATKEY_TEXMAP_AXIS_SPECULAR(N)	\
  1.1162 +	AI_MATKEY_TEXMAP_AXIS(aiTextureType_SPECULAR,N)
  1.1163 +
  1.1164 +#define AI_MATKEY_TEXMAP_AXIS_AMBIENT(N)	\
  1.1165 +	AI_MATKEY_TEXMAP_AXIS(aiTextureType_AMBIENT,N)
  1.1166 +
  1.1167 +#define AI_MATKEY_TEXMAP_AXIS_EMISSIVE(N)	\
  1.1168 +	AI_MATKEY_TEXMAP_AXIS(aiTextureType_EMISSIVE,N)
  1.1169 +
  1.1170 +#define AI_MATKEY_TEXMAP_AXIS_NORMALS(N)	\
  1.1171 +	AI_MATKEY_TEXMAP_AXIS(aiTextureType_NORMALS,N)
  1.1172 +
  1.1173 +#define AI_MATKEY_TEXMAP_AXIS_HEIGHT(N)	\
  1.1174 +	AI_MATKEY_TEXMAP_AXIS(aiTextureType_HEIGHT,N)
  1.1175 +
  1.1176 +#define AI_MATKEY_TEXMAP_AXIS_SHININESS(N)	\
  1.1177 +	AI_MATKEY_TEXMAP_AXIS(aiTextureType_SHININESS,N)
  1.1178 +
  1.1179 +#define AI_MATKEY_TEXMAP_AXIS_OPACITY(N)	\
  1.1180 +	AI_MATKEY_TEXMAP_AXIS(aiTextureType_OPACITY,N)
  1.1181 +
  1.1182 +#define AI_MATKEY_TEXMAP_AXIS_DISPLACEMENT(N)	\
  1.1183 +	AI_MATKEY_TEXMAP_AXIS(aiTextureType_DISPLACEMENT,N)
  1.1184 +
  1.1185 +#define AI_MATKEY_TEXMAP_AXIS_LIGHTMAP(N)	\
  1.1186 +	AI_MATKEY_TEXMAP_AXIS(aiTextureType_LIGHTMAP,N)
  1.1187 +
  1.1188 +#define AI_MATKEY_TEXMAP_AXIS_REFLECTION(N)	\
  1.1189 +	AI_MATKEY_TEXMAP_AXIS(aiTextureType_REFLECTION,N)
  1.1190 +
  1.1191 +//! @endcond
  1.1192 +// ---------------------------------------------------------------------------
  1.1193 +#define AI_MATKEY_UVTRANSFORM(type, N) _AI_MATKEY_UVTRANSFORM_BASE,type,N
  1.1194 +
  1.1195 +// For backward compatibility and simplicity
  1.1196 +//! @cond MATS_DOC_FULL
  1.1197 +#define AI_MATKEY_UVTRANSFORM_DIFFUSE(N)	\
  1.1198 +	AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE,N)
  1.1199 +
  1.1200 +#define AI_MATKEY_UVTRANSFORM_SPECULAR(N)	\
  1.1201 +	AI_MATKEY_UVTRANSFORM(aiTextureType_SPECULAR,N)
  1.1202 +
  1.1203 +#define AI_MATKEY_UVTRANSFORM_AMBIENT(N)	\
  1.1204 +	AI_MATKEY_UVTRANSFORM(aiTextureType_AMBIENT,N)
  1.1205 +
  1.1206 +#define AI_MATKEY_UVTRANSFORM_EMISSIVE(N)	\
  1.1207 +	AI_MATKEY_UVTRANSFORM(aiTextureType_EMISSIVE,N)
  1.1208 +
  1.1209 +#define AI_MATKEY_UVTRANSFORM_NORMALS(N)	\
  1.1210 +	AI_MATKEY_UVTRANSFORM(aiTextureType_NORMALS,N)
  1.1211 +
  1.1212 +#define AI_MATKEY_UVTRANSFORM_HEIGHT(N)	\
  1.1213 +	AI_MATKEY_UVTRANSFORM(aiTextureType_HEIGHT,N)
  1.1214 +
  1.1215 +#define AI_MATKEY_UVTRANSFORM_SHININESS(N)	\
  1.1216 +	AI_MATKEY_UVTRANSFORM(aiTextureType_SHININESS,N)
  1.1217 +
  1.1218 +#define AI_MATKEY_UVTRANSFORM_OPACITY(N)	\
  1.1219 +	AI_MATKEY_UVTRANSFORM(aiTextureType_OPACITY,N)
  1.1220 +
  1.1221 +#define AI_MATKEY_UVTRANSFORM_DISPLACEMENT(N)	\
  1.1222 +	AI_MATKEY_UVTRANSFORM(aiTextureType_DISPLACEMENT,N)
  1.1223 +
  1.1224 +#define AI_MATKEY_UVTRANSFORM_LIGHTMAP(N)	\
  1.1225 +	AI_MATKEY_UVTRANSFORM(aiTextureType_LIGHTMAP,N)
  1.1226 +
  1.1227 +#define AI_MATKEY_UVTRANSFORM_REFLECTION(N)	\
  1.1228 +	AI_MATKEY_UVTRANSFORM(aiTextureType_REFLECTION,N)
  1.1229 +
  1.1230 +#define AI_MATKEY_UVTRANSFORM_UNKNOWN(N)	\
  1.1231 +	AI_MATKEY_UVTRANSFORM(aiTextureType_UNKNOWN,N)
  1.1232 +
  1.1233 +//! @endcond
  1.1234 +// ---------------------------------------------------------------------------
  1.1235 +#define AI_MATKEY_TEXFLAGS(type, N) _AI_MATKEY_TEXFLAGS_BASE,type,N
  1.1236 +
  1.1237 +// For backward compatibility and simplicity
  1.1238 +//! @cond MATS_DOC_FULL
  1.1239 +#define AI_MATKEY_TEXFLAGS_DIFFUSE(N)	\
  1.1240 +	AI_MATKEY_TEXFLAGS(aiTextureType_DIFFUSE,N)
  1.1241 +
  1.1242 +#define AI_MATKEY_TEXFLAGS_SPECULAR(N)	\
  1.1243 +	AI_MATKEY_TEXFLAGS(aiTextureType_SPECULAR,N)
  1.1244 +
  1.1245 +#define AI_MATKEY_TEXFLAGS_AMBIENT(N)	\
  1.1246 +	AI_MATKEY_TEXFLAGS(aiTextureType_AMBIENT,N)
  1.1247 +
  1.1248 +#define AI_MATKEY_TEXFLAGS_EMISSIVE(N)	\
  1.1249 +	AI_MATKEY_TEXFLAGS(aiTextureType_EMISSIVE,N)
  1.1250 +
  1.1251 +#define AI_MATKEY_TEXFLAGS_NORMALS(N)	\
  1.1252 +	AI_MATKEY_TEXFLAGS(aiTextureType_NORMALS,N)
  1.1253 +
  1.1254 +#define AI_MATKEY_TEXFLAGS_HEIGHT(N)	\
  1.1255 +	AI_MATKEY_TEXFLAGS(aiTextureType_HEIGHT,N)
  1.1256 +
  1.1257 +#define AI_MATKEY_TEXFLAGS_SHININESS(N)	\
  1.1258 +	AI_MATKEY_TEXFLAGS(aiTextureType_SHININESS,N)
  1.1259 +
  1.1260 +#define AI_MATKEY_TEXFLAGS_OPACITY(N)	\
  1.1261 +	AI_MATKEY_TEXFLAGS(aiTextureType_OPACITY,N)
  1.1262 +
  1.1263 +#define AI_MATKEY_TEXFLAGS_DISPLACEMENT(N)	\
  1.1264 +	AI_MATKEY_TEXFLAGS(aiTextureType_DISPLACEMENT,N)
  1.1265 +
  1.1266 +#define AI_MATKEY_TEXFLAGS_LIGHTMAP(N)	\
  1.1267 +	AI_MATKEY_TEXFLAGS(aiTextureType_LIGHTMAP,N)
  1.1268 +
  1.1269 +#define AI_MATKEY_TEXFLAGS_REFLECTION(N)	\
  1.1270 +	AI_MATKEY_TEXFLAGS(aiTextureType_REFLECTION,N)
  1.1271 +
  1.1272 +#define AI_MATKEY_TEXFLAGS_UNKNOWN(N)	\
  1.1273 +	AI_MATKEY_TEXFLAGS(aiTextureType_UNKNOWN,N)
  1.1274 +
  1.1275 +// ---------------------------------------------------------------------------
  1.1276 +/** @brief Retrieve a material property with a specific key from the material
  1.1277 + *
  1.1278 + * @param pMat Pointer to the input material. May not be NULL
  1.1279 + * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
  1.1280 + * @param type Specifies the type of the texture to be retrieved (
  1.1281 + *    e.g. diffuse, specular, height map ...)
  1.1282 + * @param index Index of the texture to be retrieved.
  1.1283 + * @param pPropOut Pointer to receive a pointer to a valid aiMaterialProperty
  1.1284 + *        structure or NULL if the key has not been found. */
  1.1285 +// ---------------------------------------------------------------------------
  1.1286 +ASSIMP_API C_ENUM aiReturn aiGetMaterialProperty(
  1.1287 +	 const C_STRUCT aiMaterial* pMat, 
  1.1288 +    const char* pKey,
  1.1289 +	 unsigned int type,
  1.1290 +    unsigned int  index,
  1.1291 +    const C_STRUCT aiMaterialProperty** pPropOut);
  1.1292 +
  1.1293 +// ---------------------------------------------------------------------------
  1.1294 +/** @brief Retrieve an array of float values with a specific key 
  1.1295 + *  from the material
  1.1296 + *
  1.1297 + * Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
  1.1298 + * example reads the #AI_MATKEY_UVTRANSFORM property of the first diffuse texture)
  1.1299 + * @code
  1.1300 + * aiUVTransform trafo;
  1.1301 + * unsigned int max = sizeof(aiUVTransform);
  1.1302 + * if (AI_SUCCESS != aiGetMaterialFloatArray(mat, AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE,0),
  1.1303 + *    (float*)&trafo, &max) || sizeof(aiUVTransform) != max)
  1.1304 + * {
  1.1305 + *   // error handling 
  1.1306 + * }
  1.1307 + * @endcode
  1.1308 + *
  1.1309 + * @param pMat Pointer to the input material. May not be NULL
  1.1310 + * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
  1.1311 + * @param pOut Pointer to a buffer to receive the result. 
  1.1312 + * @param pMax Specifies the size of the given buffer, in float's.
  1.1313 + *        Receives the number of values (not bytes!) read. 
  1.1314 + * @param type (see the code sample above)
  1.1315 + * @param index (see the code sample above)
  1.1316 + * @return Specifies whether the key has been found. If not, the output
  1.1317 + *   arrays remains unmodified and pMax is set to 0.*/
  1.1318 +// ---------------------------------------------------------------------------
  1.1319 +ASSIMP_API C_ENUM aiReturn aiGetMaterialFloatArray(
  1.1320 +	 const C_STRUCT aiMaterial* pMat, 
  1.1321 +    const char* pKey,
  1.1322 +	 unsigned int type,
  1.1323 +    unsigned int index,
  1.1324 +    float* pOut,
  1.1325 +    unsigned int* pMax);
  1.1326 +
  1.1327 +
  1.1328 +#ifdef __cplusplus
  1.1329 +
  1.1330 +// ---------------------------------------------------------------------------
  1.1331 +/** @brief Retrieve a single float property with a specific key from the material.
  1.1332 +*
  1.1333 +* Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
  1.1334 +* example reads the #AI_MATKEY_SHININESS_STRENGTH property of the first diffuse texture)
  1.1335 +* @code
  1.1336 +* float specStrength = 1.f; // default value, remains unmodified if we fail.
  1.1337 +* aiGetMaterialFloat(mat, AI_MATKEY_SHININESS_STRENGTH,
  1.1338 +*    (float*)&specStrength);
  1.1339 +* @endcode
  1.1340 +*
  1.1341 +* @param pMat Pointer to the input material. May not be NULL
  1.1342 +* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
  1.1343 +* @param pOut Receives the output float.
  1.1344 +* @param type (see the code sample above)
  1.1345 +* @param index (see the code sample above)
  1.1346 +* @return Specifies whether the key has been found. If not, the output
  1.1347 +*   float remains unmodified.*/
  1.1348 +// ---------------------------------------------------------------------------
  1.1349 +inline aiReturn aiGetMaterialFloat(const aiMaterial* pMat, 
  1.1350 +	const char* pKey,
  1.1351 +	unsigned int type,
  1.1352 +   unsigned int index,
  1.1353 +	float* pOut)
  1.1354 +{
  1.1355 +	return aiGetMaterialFloatArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
  1.1356 +}
  1.1357 +
  1.1358 +#else 
  1.1359 +
  1.1360 +// Use our friend, the C preprocessor
  1.1361 +#define aiGetMaterialFloat (pMat, type, index, pKey, pOut) \
  1.1362 +    aiGetMaterialFloatArray(pMat, type, index, pKey, pOut, NULL)
  1.1363 +
  1.1364 +#endif //!__cplusplus
  1.1365 +
  1.1366 +
  1.1367 +// ---------------------------------------------------------------------------
  1.1368 +/** @brief Retrieve an array of integer values with a specific key 
  1.1369 + *  from a material
  1.1370 + *
  1.1371 + * See the sample for aiGetMaterialFloatArray for more information.*/
  1.1372 +ASSIMP_API C_ENUM aiReturn aiGetMaterialIntegerArray(const C_STRUCT aiMaterial* pMat, 
  1.1373 +    const char* pKey,
  1.1374 +	 unsigned int  type,
  1.1375 +	 unsigned int  index,
  1.1376 +    int* pOut,
  1.1377 +    unsigned int* pMax);
  1.1378 +
  1.1379 +
  1.1380 +#ifdef __cplusplus
  1.1381 +
  1.1382 +// ---------------------------------------------------------------------------
  1.1383 +/** @brief Retrieve an integer property with a specific key from a material
  1.1384 + *
  1.1385 + * See the sample for aiGetMaterialFloat for more information.*/
  1.1386 +// ---------------------------------------------------------------------------
  1.1387 +inline aiReturn aiGetMaterialInteger(const C_STRUCT aiMaterial* pMat, 
  1.1388 +	const char* pKey,
  1.1389 +	unsigned int type,
  1.1390 +   unsigned int index,
  1.1391 +	int* pOut)
  1.1392 +{
  1.1393 +	return aiGetMaterialIntegerArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
  1.1394 +}
  1.1395 +
  1.1396 +#else 
  1.1397 +
  1.1398 +// use our friend, the C preprocessor
  1.1399 +#define aiGetMaterialInteger (pMat, type, index, pKey, pOut) \
  1.1400 +    aiGetMaterialIntegerArray(pMat, type, index, pKey, pOut, NULL)
  1.1401 +
  1.1402 +#endif //!__cplusplus
  1.1403 +
  1.1404 +
  1.1405 +
  1.1406 +// ---------------------------------------------------------------------------
  1.1407 +/** @brief Retrieve a color value from the material property table
  1.1408 +*
  1.1409 +* See the sample for aiGetMaterialFloat for more information*/
  1.1410 +// ---------------------------------------------------------------------------
  1.1411 +ASSIMP_API C_ENUM aiReturn aiGetMaterialColor(const C_STRUCT aiMaterial* pMat, 
  1.1412 +    const char* pKey,
  1.1413 +	 unsigned int type,
  1.1414 +    unsigned int index,
  1.1415 +	 C_STRUCT aiColor4D* pOut);
  1.1416 +
  1.1417 +
  1.1418 +// ---------------------------------------------------------------------------
  1.1419 +/** @brief Retrieve a string from the material property table
  1.1420 +*
  1.1421 +* See the sample for aiGetMaterialFloat for more information.*/
  1.1422 +// ---------------------------------------------------------------------------
  1.1423 +ASSIMP_API C_ENUM aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat, 
  1.1424 +    const char* pKey,
  1.1425 +	 unsigned int type,
  1.1426 +    unsigned int index,
  1.1427 +    C_STRUCT aiString* pOut);
  1.1428 +
  1.1429 +// ---------------------------------------------------------------------------
  1.1430 +/** Get the number of textures for a particular texture type.
  1.1431 + *  @param[in] pMat Pointer to the input material. May not be NULL
  1.1432 + *  @param type Texture type to check for
  1.1433 + *  @return Number of textures for this type.
  1.1434 + *  @note A texture can be easily queried using #aiGetMaterialTexture() */
  1.1435 +// ---------------------------------------------------------------------------
  1.1436 +ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,  
  1.1437 +	C_ENUM aiTextureType type);
  1.1438 +
  1.1439 +// ---------------------------------------------------------------------------
  1.1440 +/** @brief Helper function to get all values pertaining to a particular
  1.1441 + *  texture slot from a material structure.
  1.1442 + *
  1.1443 + *  This function is provided just for convenience. You could also read the
  1.1444 + *  texture by parsing all of its properties manually. This function bundles
  1.1445 + *  all of them in a huge function monster.
  1.1446 + *
  1.1447 + *  @param[in] mat Pointer to the input material. May not be NULL
  1.1448 + *  @param[in] type Specifies the texture stack to read from (e.g. diffuse,
  1.1449 + *     specular, height map ...). 
  1.1450 + *  @param[in] index Index of the texture. The function fails if the 
  1.1451 + *     requested index is not available for this texture type. 
  1.1452 + *     #aiGetMaterialTextureCount() can be used to determine the number of
  1.1453 + *     textures in a particular texture stack.
  1.1454 + *  @param[out] path Receives the output path
  1.1455 + *      This parameter must be non-null.
  1.1456 + *  @param mapping The texture mapping mode to be used.
  1.1457 + *      Pass NULL if you're not interested in this information.
  1.1458 + *  @param[out] uvindex For UV-mapped textures: receives the index of the UV
  1.1459 + *      source channel. Unmodified otherwise.
  1.1460 + *      Pass NULL if you're not interested in this information.
  1.1461 + *  @param[out] blend Receives the blend factor for the texture
  1.1462 + *      Pass NULL if you're not interested in this information.
  1.1463 + *  @param[out] op Receives the texture blend operation to be perform between
  1.1464 + *		this texture and the previous texture.
  1.1465 + *      Pass NULL if you're not interested in this information.
  1.1466 + *  @param[out] mapmode Receives the mapping modes to be used for the texture.
  1.1467 + *      Pass NULL if you're not interested in this information. Otherwise,
  1.1468 + *      pass a pointer to an array of two aiTextureMapMode's (one for each
  1.1469 + *      axis, UV order).
  1.1470 + *  @return AI_SUCCESS on success, otherwise something else. Have fun.*/
  1.1471 +// ---------------------------------------------------------------------------
  1.1472 +#ifdef __cplusplus
  1.1473 +ASSIMP_API aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
  1.1474 +	aiTextureType type,
  1.1475 +    unsigned int  index,
  1.1476 +    aiString* path,
  1.1477 +	aiTextureMapping* mapping	= NULL,
  1.1478 +    unsigned int* uvindex		= NULL,
  1.1479 +    float* blend				= NULL,
  1.1480 +    aiTextureOp* op				= NULL,
  1.1481 +	aiTextureMapMode* mapmode	= NULL,
  1.1482 +	unsigned int* flags         = NULL); 
  1.1483 +#else
  1.1484 +C_ENUM aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
  1.1485 +    C_ENUM aiTextureType type,
  1.1486 +    unsigned int  index,
  1.1487 +    C_STRUCT aiString* path,
  1.1488 +	C_ENUM aiTextureMapping* mapping	/*= NULL*/,
  1.1489 +    unsigned int* uvindex				/*= NULL*/,
  1.1490 +    float* blend						/*= NULL*/,
  1.1491 +    C_ENUM aiTextureOp* op				/*= NULL*/,
  1.1492 +	C_ENUM aiTextureMapMode* mapmode	/*= NULL*/,
  1.1493 +	unsigned int* flags                 /*= NULL*/); 
  1.1494 +#endif // !#ifdef __cplusplus
  1.1495 +
  1.1496 +#ifdef __cplusplus
  1.1497 +}
  1.1498 +
  1.1499 +#include "material.inl"
  1.1500 +
  1.1501 +#endif //!__cplusplus
  1.1502 +#endif //!!AI_MATERIAL_H_INC