da1f80c1f2
This reverts commit 78b22393a8
.
It caused a regression in FBX import leading to crashes.
Fixes #36908.
632 lines
20 KiB
C++
632 lines
20 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file MaterialSystem.cpp
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* @brief Implementation of the material system of the library
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*/
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#include <assimp/Hash.h>
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#include <assimp/fast_atof.h>
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#include <assimp/ParsingUtils.h>
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#include "MaterialSystem.h"
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#include <assimp/types.h>
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#include <assimp/material.h>
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#include <assimp/DefaultLogger.hpp>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Get a specific property from a material
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aiReturn aiGetMaterialProperty(const aiMaterial* pMat,
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const char* pKey,
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unsigned int type,
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unsigned int index,
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const aiMaterialProperty** pPropOut)
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{
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ai_assert( pMat != NULL );
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ai_assert( pKey != NULL );
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ai_assert( pPropOut != NULL );
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/* Just search for a property with exactly this name ..
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* could be improved by hashing, but it's possibly
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* no worth the effort (we're bound to C structures,
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* thus std::map or derivates are not applicable. */
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for ( unsigned int i = 0; i < pMat->mNumProperties; ++i ) {
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aiMaterialProperty* prop = pMat->mProperties[i];
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if (prop /* just for safety ... */
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&& 0 == strcmp( prop->mKey.data, pKey )
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&& (UINT_MAX == type || prop->mSemantic == type) /* UINT_MAX is a wild-card, but this is undocumented :-) */
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&& (UINT_MAX == index || prop->mIndex == index))
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{
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*pPropOut = pMat->mProperties[i];
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return AI_SUCCESS;
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}
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}
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*pPropOut = NULL;
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return AI_FAILURE;
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}
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// ------------------------------------------------------------------------------------------------
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// Get an array of floating-point values from the material.
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aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
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const char* pKey,
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unsigned int type,
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unsigned int index,
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ai_real* pOut,
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unsigned int* pMax)
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{
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ai_assert( pOut != nullptr );
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ai_assert( pMat != nullptr );
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const aiMaterialProperty* prop;
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aiGetMaterialProperty(pMat,pKey,type,index, (const aiMaterialProperty**) &prop);
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if ( nullptr == prop) {
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return AI_FAILURE;
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}
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// data is given in floats, convert to ai_real
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unsigned int iWrite = 0;
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if( aiPTI_Float == prop->mType || aiPTI_Buffer == prop->mType) {
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iWrite = prop->mDataLength / sizeof(float);
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if (pMax) {
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iWrite = std::min(*pMax,iWrite); ;
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}
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for (unsigned int a = 0; a < iWrite; ++a) {
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pOut[ a ] = static_cast<ai_real> ( reinterpret_cast<float*>(prop->mData)[a] );
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}
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if (pMax) {
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*pMax = iWrite;
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}
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}
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// data is given in doubles, convert to float
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else if( aiPTI_Double == prop->mType) {
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iWrite = prop->mDataLength / sizeof(double);
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if (pMax) {
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iWrite = std::min(*pMax,iWrite); ;
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}
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for (unsigned int a = 0; a < iWrite;++a) {
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pOut[a] = static_cast<ai_real> ( reinterpret_cast<double*>(prop->mData)[a] );
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}
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if (pMax) {
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*pMax = iWrite;
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}
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}
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// data is given in ints, convert to float
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else if( aiPTI_Integer == prop->mType) {
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iWrite = prop->mDataLength / sizeof(int32_t);
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if (pMax) {
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iWrite = std::min(*pMax,iWrite); ;
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}
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for (unsigned int a = 0; a < iWrite;++a) {
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pOut[a] = static_cast<ai_real> ( reinterpret_cast<int32_t*>(prop->mData)[a] );
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}
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if (pMax) {
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*pMax = iWrite;
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}
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}
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// a string ... read floats separated by spaces
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else {
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if (pMax) {
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iWrite = *pMax;
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}
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// strings are zero-terminated with a 32 bit length prefix, so this is safe
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const char *cur = prop->mData + 4;
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ai_assert( prop->mDataLength >= 5 );
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ai_assert( !prop->mData[ prop->mDataLength - 1 ] );
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for ( unsigned int a = 0; ;++a) {
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cur = fast_atoreal_move<ai_real>(cur,pOut[a]);
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if ( a==iWrite-1 ) {
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break;
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}
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if ( !IsSpace(*cur) ) {
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ASSIMP_LOG_ERROR("Material property" + std::string(pKey) +
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" is a string; failed to parse a float array out of it.");
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return AI_FAILURE;
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}
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}
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if (pMax) {
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*pMax = iWrite;
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}
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}
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return AI_SUCCESS;
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}
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// ------------------------------------------------------------------------------------------------
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// Get an array if integers from the material
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aiReturn aiGetMaterialIntegerArray(const aiMaterial* pMat,
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const char* pKey,
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unsigned int type,
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unsigned int index,
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int* pOut,
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unsigned int* pMax)
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{
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ai_assert( pOut != NULL );
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ai_assert( pMat != NULL );
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const aiMaterialProperty* prop;
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aiGetMaterialProperty(pMat,pKey,type,index,(const aiMaterialProperty**) &prop);
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if (!prop) {
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return AI_FAILURE;
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}
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// data is given in ints, simply copy it
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unsigned int iWrite = 0;
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if( aiPTI_Integer == prop->mType || aiPTI_Buffer == prop->mType) {
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iWrite = std::max(static_cast<unsigned int>(prop->mDataLength / sizeof(int32_t)), 1u);
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if (pMax) {
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iWrite = std::min(*pMax,iWrite);
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}
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if (1 == prop->mDataLength) {
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// bool type, 1 byte
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*pOut = static_cast<int>(*prop->mData);
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}
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else {
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for (unsigned int a = 0; a < iWrite;++a) {
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pOut[a] = static_cast<int>(reinterpret_cast<int32_t*>(prop->mData)[a]);
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}
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}
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if (pMax) {
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*pMax = iWrite;
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}
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}
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// data is given in floats convert to int
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else if( aiPTI_Float == prop->mType) {
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iWrite = prop->mDataLength / sizeof(float);
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if (pMax) {
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iWrite = std::min(*pMax,iWrite); ;
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}
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for (unsigned int a = 0; a < iWrite;++a) {
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pOut[a] = static_cast<int>(reinterpret_cast<float*>(prop->mData)[a]);
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}
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if (pMax) {
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*pMax = iWrite;
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}
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}
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// it is a string ... no way to read something out of this
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else {
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if (pMax) {
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iWrite = *pMax;
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}
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// strings are zero-terminated with a 32 bit length prefix, so this is safe
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const char *cur = prop->mData+4;
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ai_assert( prop->mDataLength >= 5 );
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ai_assert( !prop->mData[ prop->mDataLength - 1 ] );
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for (unsigned int a = 0; ;++a) {
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pOut[a] = strtol10(cur,&cur);
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if(a==iWrite-1) {
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break;
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}
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if(!IsSpace(*cur)) {
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ASSIMP_LOG_ERROR("Material property" + std::string(pKey) +
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" is a string; failed to parse an integer array out of it.");
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return AI_FAILURE;
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}
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}
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if (pMax) {
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*pMax = iWrite;
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}
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}
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return AI_SUCCESS;
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}
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// ------------------------------------------------------------------------------------------------
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// Get a color (3 or 4 floats) from the material
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aiReturn aiGetMaterialColor(const aiMaterial* pMat,
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const char* pKey,
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unsigned int type,
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unsigned int index,
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aiColor4D* pOut)
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{
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unsigned int iMax = 4;
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const aiReturn eRet = aiGetMaterialFloatArray(pMat,pKey,type,index,(ai_real*)pOut,&iMax);
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// if no alpha channel is defined: set it to 1.0
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if (3 == iMax) {
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pOut->a = 1.0;
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}
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return eRet;
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}
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// ------------------------------------------------------------------------------------------------
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// Get a aiUVTransform (4 floats) from the material
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aiReturn aiGetMaterialUVTransform(const aiMaterial* pMat,
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const char* pKey,
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unsigned int type,
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unsigned int index,
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aiUVTransform* pOut)
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{
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unsigned int iMax = 4;
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return aiGetMaterialFloatArray(pMat,pKey,type,index,(ai_real*)pOut,&iMax);
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}
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// ------------------------------------------------------------------------------------------------
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// Get a string from the material
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aiReturn aiGetMaterialString(const aiMaterial* pMat,
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const char* pKey,
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unsigned int type,
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unsigned int index,
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aiString* pOut)
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{
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ai_assert (pOut != NULL);
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const aiMaterialProperty* prop;
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aiGetMaterialProperty(pMat,pKey,type,index,(const aiMaterialProperty**)&prop);
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if (!prop) {
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return AI_FAILURE;
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}
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if( aiPTI_String == prop->mType) {
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ai_assert(prop->mDataLength>=5);
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// The string is stored as 32 but length prefix followed by zero-terminated UTF8 data
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pOut->length = static_cast<unsigned int>(*reinterpret_cast<uint32_t*>(prop->mData));
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ai_assert( pOut->length+1+4==prop->mDataLength );
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ai_assert( !prop->mData[ prop->mDataLength - 1 ] );
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memcpy(pOut->data,prop->mData+4,pOut->length+1);
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}
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else {
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// TODO - implement lexical cast as well
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ASSIMP_LOG_ERROR("Material property" + std::string(pKey) +
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" was found, but is no string" );
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return AI_FAILURE;
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}
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return AI_SUCCESS;
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}
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// ------------------------------------------------------------------------------------------------
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// Get the number of textures on a particular texture stack
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unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,
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C_ENUM aiTextureType type)
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{
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ai_assert (pMat != NULL);
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// Textures are always stored with ascending indices (ValidateDS provides a check, so we don't need to do it again)
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unsigned int max = 0;
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for (unsigned int i = 0; i < pMat->mNumProperties;++i) {
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aiMaterialProperty* prop = pMat->mProperties[i];
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if ( prop /* just a sanity check ... */
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&& 0 == strcmp( prop->mKey.data, _AI_MATKEY_TEXTURE_BASE )
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&& prop->mSemantic == type) {
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max = std::max(max,prop->mIndex+1);
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}
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}
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return max;
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}
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// ------------------------------------------------------------------------------------------------
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aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
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aiTextureType type,
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unsigned int index,
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C_STRUCT aiString* path,
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aiTextureMapping* _mapping /*= NULL*/,
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unsigned int* uvindex /*= NULL*/,
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ai_real* blend /*= NULL*/,
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aiTextureOp* op /*= NULL*/,
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aiTextureMapMode* mapmode /*= NULL*/,
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unsigned int* flags /*= NULL*/
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)
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{
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ai_assert( NULL != mat );
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ai_assert( NULL != path );
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// Get the path to the texture
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if (AI_SUCCESS != aiGetMaterialString(mat,AI_MATKEY_TEXTURE(type,index),path)) {
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return AI_FAILURE;
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}
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// Determine mapping type
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int mapping_ = static_cast<int>(aiTextureMapping_UV);
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aiGetMaterialInteger(mat,AI_MATKEY_MAPPING(type,index), &mapping_);
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aiTextureMapping mapping = static_cast<aiTextureMapping>(mapping_);
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if (_mapping)
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*_mapping = mapping;
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// Get UV index
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if (aiTextureMapping_UV == mapping && uvindex) {
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aiGetMaterialInteger(mat,AI_MATKEY_UVWSRC(type,index),(int*)uvindex);
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}
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// Get blend factor
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if (blend) {
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aiGetMaterialFloat(mat,AI_MATKEY_TEXBLEND(type,index),blend);
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}
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// Get texture operation
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if (op){
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aiGetMaterialInteger(mat,AI_MATKEY_TEXOP(type,index),(int*)op);
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}
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// Get texture mapping modes
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if (mapmode) {
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aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_U(type,index),(int*)&mapmode[0]);
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aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_V(type,index),(int*)&mapmode[1]);
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}
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// Get texture flags
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if (flags){
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aiGetMaterialInteger(mat,AI_MATKEY_TEXFLAGS(type,index),(int*)flags);
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}
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return AI_SUCCESS;
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}
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static const unsigned int DefaultNumAllocated = 5;
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// ------------------------------------------------------------------------------------------------
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// Construction. Actually the one and only way to get an aiMaterial instance
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aiMaterial::aiMaterial()
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: mProperties( nullptr )
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, mNumProperties( 0 )
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, mNumAllocated( DefaultNumAllocated ) {
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// Allocate 5 entries by default
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mProperties = new aiMaterialProperty*[ DefaultNumAllocated ];
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}
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// ------------------------------------------------------------------------------------------------
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aiMaterial::~aiMaterial()
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{
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Clear();
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delete[] mProperties;
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}
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// ------------------------------------------------------------------------------------------------
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aiString aiMaterial::GetName() {
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aiString name;
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Get(AI_MATKEY_NAME, name);
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return name;
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}
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// ------------------------------------------------------------------------------------------------
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void aiMaterial::Clear()
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{
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for ( unsigned int i = 0; i < mNumProperties; ++i ) {
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// delete this entry
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delete mProperties[ i ];
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AI_DEBUG_INVALIDATE_PTR(mProperties[i]);
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}
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mNumProperties = 0;
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// The array remains allocated, we just invalidated its contents
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}
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// ------------------------------------------------------------------------------------------------
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aiReturn aiMaterial::RemoveProperty ( const char* pKey,unsigned int type, unsigned int index )
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{
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ai_assert( nullptr != pKey );
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for (unsigned int i = 0; i < mNumProperties;++i) {
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aiMaterialProperty* prop = mProperties[i];
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if (prop && !strcmp( prop->mKey.data, pKey ) &&
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prop->mSemantic == type && prop->mIndex == index)
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{
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// Delete this entry
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delete mProperties[i];
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// collapse the array behind --.
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--mNumProperties;
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for (unsigned int a = i; a < mNumProperties;++a) {
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mProperties[a] = mProperties[a+1];
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}
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return AI_SUCCESS;
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}
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}
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return AI_FAILURE;
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}
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// ------------------------------------------------------------------------------------------------
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aiReturn aiMaterial::AddBinaryProperty (const void* pInput,
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unsigned int pSizeInBytes,
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const char* pKey,
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unsigned int type,
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unsigned int index,
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aiPropertyTypeInfo pType
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)
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{
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ai_assert( pInput != NULL );
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ai_assert( pKey != NULL );
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ai_assert( 0 != pSizeInBytes );
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if ( 0 == pSizeInBytes ) {
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}
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// first search the list whether there is already an entry with this key
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unsigned int iOutIndex( UINT_MAX );
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for ( unsigned int i = 0; i < mNumProperties; ++i ) {
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aiMaterialProperty *prop( mProperties[ i ] );
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if (prop /* just for safety */ && !strcmp( prop->mKey.data, pKey ) &&
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prop->mSemantic == type && prop->mIndex == index){
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delete mProperties[i];
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iOutIndex = i;
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}
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}
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// Allocate a new material property
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aiMaterialProperty* pcNew = new aiMaterialProperty();
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// .. and fill it
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pcNew->mType = pType;
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pcNew->mSemantic = type;
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pcNew->mIndex = index;
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pcNew->mDataLength = pSizeInBytes;
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pcNew->mData = new char[pSizeInBytes];
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memcpy (pcNew->mData,pInput,pSizeInBytes);
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pcNew->mKey.length = ::strlen(pKey);
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ai_assert ( MAXLEN > pcNew->mKey.length);
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strcpy( pcNew->mKey.data, pKey );
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if (UINT_MAX != iOutIndex) {
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mProperties[iOutIndex] = pcNew;
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return AI_SUCCESS;
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}
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// resize the array ... double the storage allocated
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if (mNumProperties == mNumAllocated) {
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const unsigned int iOld = mNumAllocated;
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mNumAllocated *= 2;
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aiMaterialProperty** ppTemp;
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try {
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ppTemp = new aiMaterialProperty*[mNumAllocated];
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} catch (std::bad_alloc&) {
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delete pcNew;
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return AI_OUTOFMEMORY;
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}
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// just copy all items over; then replace the old array
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memcpy (ppTemp,mProperties,iOld * sizeof(void*));
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delete[] mProperties;
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mProperties = ppTemp;
|
|
}
|
|
// push back ...
|
|
mProperties[mNumProperties++] = pcNew;
|
|
|
|
return AI_SUCCESS;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
aiReturn aiMaterial::AddProperty (const aiString* pInput,
|
|
const char* pKey,
|
|
unsigned int type,
|
|
unsigned int index)
|
|
{
|
|
ai_assert(sizeof(ai_uint32)==4);
|
|
return AddBinaryProperty(pInput,
|
|
static_cast<unsigned int>(pInput->length+1+4),
|
|
pKey,
|
|
type,
|
|
index,
|
|
aiPTI_String);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
uint32_t Assimp::ComputeMaterialHash(const aiMaterial* mat, bool includeMatName /*= false*/)
|
|
{
|
|
uint32_t hash = 1503; // magic start value, chosen to be my birthday :-)
|
|
for ( unsigned int i = 0; i < mat->mNumProperties; ++i ) {
|
|
aiMaterialProperty* prop;
|
|
|
|
// Exclude all properties whose first character is '?' from the hash
|
|
// See doc for aiMaterialProperty.
|
|
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);
|
|
}
|
|
}
|