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1020
//! Defines the material system of the library
use ;
use ;
use ;
use ;
use ffi;
// /// Name for default materials (2nd is used if meshes have UV coords)
// const AI_DEFAULT_MATERIAL_NAME : &'static str = "DefaultMaterial"
/// Defines how the Nth texture of a specific type is combined with
/// the result of all previous layers.
///
/// Example (left: key, right: value):
///
/// * DiffColor0 - gray
/// * DiffTextureOp0 - aiTextureOpMultiply
/// * DiffTexture0 - tex1.png
/// * DiffTextureOp0 - aiTextureOpAdd
/// * DiffTexture1 - tex2.png
///
/// Written as equation, the final diffuse term for a specific pixel would be:
///
/// ```math
/// diffFinal = DiffColor0 * sampleTex(DiffTexture0,UV0) +
/// sampleTex(DiffTexture1,UV0) * diffContrib;
/// ```
///
/// where `diffContrib` is the intensity of the incoming light for that pixel.
/// Defines how UV coordinates outside the [0...1] range are handled.
///
/// Commonly refered to as 'wrapping mode'.
/// Defines how the mapping coords for a texture are generated.
///
/// Real-time applications typically require full UV coordinates, so the use of
/// the aiProcess_GenUVCoords step is highly recommended. It generates proper
/// UV channels for non-UV mapped objects, as long as an accurate description
/// how the mapping should look like (e.g spherical) is given.
/// See the #AI_MATKEY_MAPPING property for more details.
/// Defines the purpose of a texture
///
/// This is a very difficult topic. Different 3D packages support different
/// kinds of textures. For very common texture types, such as bumpmaps, the
/// rendering results depend on implementation details in the rendering
/// pipelines of these applications. Assimp loads all texture references from
/// the model file and tries to determine which of the predefined texture
/// types below is the best choice to match the original use of the texture
/// as closely as possible.
///
/// In content pipelines you'll usually define how textures have to be handled,
/// and the artists working on models have to conform to this specification,
/// regardless which 3D tool they're using.
pub const AI_TEXTURE_TYPE_MAX : u32 = Unknown as u32;
/// Defines all shading models supported by the library
///
/// The list of shading modes has been taken from Blender.
/// See Blender documentation for more information. The API does
/// not distinguish between "specular" and "diffuse" shaders (thus the
/// specular term for diffuse shading models like Oren-Nayar remains
/// undefined).
///
/// Again, this value is just a hint. Assimp tries to select the shader whose
/// most common implementation matches the original rendering results of the
/// 3D modeller which wrote a particular model as closely as possible.
/// Defines some mixed flags for a particular texture.
///
/// Usually you'll instruct your cg artists how textures have to look like ...
/// and how they will be processed in your application. However, if you use
/// Assimp for completely generic loading purposes you might also need to
/// process these flags in order to display as many 'unknown' 3D models as
/// possible correctly.
///
/// This corresponds to the #AI_MATKEY_TEXFLAGS property.
/// Defines alpha-blend flags.
///
/// If you're familiar with OpenGL or D3D, these flags aren't new to you.
/// They define *how* the final color value of a pixel is computed, basing
/// on the previous color at that pixel and the new color value from the
/// material.
/// The blend formula is:
///
/// ```math
/// SourceColor * SourceBlend + DestColor * DestBlend
/// ```
///
/// where `DestColor` is the previous color in the framebuffer at this
/// position and <SourceColor> is the material colro before the transparency
/// calculation.<br>
/// This corresponds to the #AI_MATKEY_BLEND_FUNC property.
///
/// Defines how an UV channel is transformed.
///
/// This is just a helper structure for the #AI_MATKEY_UVTRANSFORM key.
/// See its documentation for more details.
///
/// Typically you'll want to build a matrix of this information. However,
/// we keep separate scaling/translation/rotation values to make it
/// easier to process and optimize UV transformations internally.
/// A very primitive RTTI system for the contents of material properties.
/// Data structure for a single material property
///
/// As an user, you'll probably never need to deal with this data structure.
/// Just use the provided aiGetMaterialXXX() or aiMaterial::Get() family
/// of functions to query material properties easily. Processing them
/// manually is faster, but it is not the recommended way. It isn't worth
/// the effort.
///
/// Material property names follow a simple scheme:
///
/// ```ignore
/// $<name>
/// ?<name>
/// A public property, there must be corresponding AI_MATKEY_XXX define
/// 2nd: Public, but ignored by the #aiProcess_RemoveRedundantMaterials
/// post-processing step.
/// ~<name>
/// A temporary property for internal use.
/// ```
/// see Material
//TODO handle this in a rusty way
/// Data structure for a material
///
/// Material data is stored using a key-value structure. A single key-value
/// pair is called a 'material property'. C++ users should use the provided
/// member functions of aiMaterial to process material properties, C users
/// have to stick with the aiMaterialGetXXX family of unbound functions.
/// The library defines a set of standard keys (AI_MATKEY_XXX).
// #define AI_MATKEY_NAME "?mat.name",0,0
// #define AI_MATKEY_TWOSIDED "$mat.twosided",0,0
// #define AI_MATKEY_SHADING_MODEL "$mat.shadingm",0,0
// #define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe",0,0
// #define AI_MATKEY_BLEND_FUNC "$mat.blend",0,0
// #define AI_MATKEY_OPACITY "$mat.opacity",0,0
// #define AI_MATKEY_BUMPSCALING "$mat.bumpscaling",0,0
// #define AI_MATKEY_SHININESS "$mat.shininess",0,0
// #define AI_MATKEY_REFLECTIVITY "$mat.reflectivity",0,0
// #define AI_MATKEY_SHININESS_STRENGTH "$mat.shinpercent",0,0
// #define AI_MATKEY_REFRACTI "$mat.refracti",0,0
// #define AI_MATKEY_COLOR_DIFFUSE "$clr.diffuse",0,0
// #define AI_MATKEY_COLOR_AMBIENT "$clr.ambient",0,0
// #define AI_MATKEY_COLOR_SPECULAR "$clr.specular",0,0
// #define AI_MATKEY_COLOR_EMISSIVE "$clr.emissive",0,0
// #define AI_MATKEY_COLOR_TRANSPARENT "$clr.transparent",0,0
// #define AI_MATKEY_COLOR_REFLECTIVE "$clr.reflective",0,0
// #define AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "?bg.global",0,0
// // Pure key names for all texture-related properties
// //! @cond MATS_DOC_FULL
// #define _AI_MATKEY_TEXTURE_BASE "$tex.file"
// #define _AI_MATKEY_UVWSRC_BASE "$tex.uvwsrc"
// #define _AI_MATKEY_TEXOP_BASE "$tex.op"
// #define _AI_MATKEY_MAPPING_BASE "$tex.mapping"
// #define _AI_MATKEY_TEXBLEND_BASE "$tex.blend"
// #define _AI_MATKEY_MAPPINGMODE_U_BASE "$tex.mapmodeu"
// #define _AI_MATKEY_MAPPINGMODE_V_BASE "$tex.mapmodev"
// #define _AI_MATKEY_TEXMAP_AXIS_BASE "$tex.mapaxis"
// #define _AI_MATKEY_UVTRANSFORM_BASE "$tex.uvtrafo"
// #define _AI_MATKEY_TEXFLAGS_BASE "$tex.flags"
// //! @endcond
// #define AI_MATKEY_TEXTURE(type, N) _AI_MATKEY_TEXTURE_BASE,type,N
// // For backward compatibility and simplicity
// //! @cond MATS_DOC_FULL
// #define AI_MATKEY_TEXTURE_DIFFUSE(N) \
// AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE,N)
// #define AI_MATKEY_TEXTURE_SPECULAR(N) \
// AI_MATKEY_TEXTURE(aiTextureType_SPECULAR,N)
// #define AI_MATKEY_TEXTURE_AMBIENT(N) \
// AI_MATKEY_TEXTURE(aiTextureType_AMBIENT,N)
// #define AI_MATKEY_TEXTURE_EMISSIVE(N) \
// AI_MATKEY_TEXTURE(aiTextureType_EMISSIVE,N)
// #define AI_MATKEY_TEXTURE_NORMALS(N) \
// AI_MATKEY_TEXTURE(aiTextureType_NORMALS,N)
// #define AI_MATKEY_TEXTURE_HEIGHT(N) \
// AI_MATKEY_TEXTURE(aiTextureType_HEIGHT,N)
// #define AI_MATKEY_TEXTURE_SHININESS(N) \
// AI_MATKEY_TEXTURE(aiTextureType_SHININESS,N)
// #define AI_MATKEY_TEXTURE_OPACITY(N) \
// AI_MATKEY_TEXTURE(aiTextureType_OPACITY,N)
// #define AI_MATKEY_TEXTURE_DISPLACEMENT(N) \
// AI_MATKEY_TEXTURE(aiTextureType_DISPLACEMENT,N)
// #define AI_MATKEY_TEXTURE_LIGHTMAP(N) \
// AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP,N)
// #define AI_MATKEY_TEXTURE_REFLECTION(N) \
// AI_MATKEY_TEXTURE(aiTextureType_REFLECTION,N)
// //! @endcond
// #define AI_MATKEY_UVWSRC(type, N) _AI_MATKEY_UVWSRC_BASE,type,N
// // For backward compatibility and simplicity
// //! @cond MATS_DOC_FULL
// #define AI_MATKEY_UVWSRC_DIFFUSE(N) \
// AI_MATKEY_UVWSRC(aiTextureType_DIFFUSE,N)
// #define AI_MATKEY_UVWSRC_SPECULAR(N) \
// AI_MATKEY_UVWSRC(aiTextureType_SPECULAR,N)
// #define AI_MATKEY_UVWSRC_AMBIENT(N) \
// AI_MATKEY_UVWSRC(aiTextureType_AMBIENT,N)
// #define AI_MATKEY_UVWSRC_EMISSIVE(N) \
// AI_MATKEY_UVWSRC(aiTextureType_EMISSIVE,N)
// #define AI_MATKEY_UVWSRC_NORMALS(N) \
// AI_MATKEY_UVWSRC(aiTextureType_NORMALS,N)
// #define AI_MATKEY_UVWSRC_HEIGHT(N) \
// AI_MATKEY_UVWSRC(aiTextureType_HEIGHT,N)
// #define AI_MATKEY_UVWSRC_SHININESS(N) \
// AI_MATKEY_UVWSRC(aiTextureType_SHININESS,N)
// #define AI_MATKEY_UVWSRC_OPACITY(N) \
// AI_MATKEY_UVWSRC(aiTextureType_OPACITY,N)
// #define AI_MATKEY_UVWSRC_DISPLACEMENT(N) \
// AI_MATKEY_UVWSRC(aiTextureType_DISPLACEMENT,N)
// #define AI_MATKEY_UVWSRC_LIGHTMAP(N) \
// AI_MATKEY_UVWSRC(aiTextureType_LIGHTMAP,N)
// #define AI_MATKEY_UVWSRC_REFLECTION(N) \
// AI_MATKEY_UVWSRC(aiTextureType_REFLECTION,N)
// //! @endcond
// #define AI_MATKEY_TEXOP(type, N) _AI_MATKEY_TEXOP_BASE,type,N
// // For backward compatibility and simplicity
// //! @cond MATS_DOC_FULL
// #define AI_MATKEY_TEXOP_DIFFUSE(N) \
// AI_MATKEY_TEXOP(aiTextureType_DIFFUSE,N)
// #define AI_MATKEY_TEXOP_SPECULAR(N) \
// AI_MATKEY_TEXOP(aiTextureType_SPECULAR,N)
// #define AI_MATKEY_TEXOP_AMBIENT(N) \
// AI_MATKEY_TEXOP(aiTextureType_AMBIENT,N)
// #define AI_MATKEY_TEXOP_EMISSIVE(N) \
// AI_MATKEY_TEXOP(aiTextureType_EMISSIVE,N)
// #define AI_MATKEY_TEXOP_NORMALS(N) \
// AI_MATKEY_TEXOP(aiTextureType_NORMALS,N)
// #define AI_MATKEY_TEXOP_HEIGHT(N) \
// AI_MATKEY_TEXOP(aiTextureType_HEIGHT,N)
// #define AI_MATKEY_TEXOP_SHININESS(N) \
// AI_MATKEY_TEXOP(aiTextureType_SHININESS,N)
// #define AI_MATKEY_TEXOP_OPACITY(N) \
// AI_MATKEY_TEXOP(aiTextureType_OPACITY,N)
// #define AI_MATKEY_TEXOP_DISPLACEMENT(N) \
// AI_MATKEY_TEXOP(aiTextureType_DISPLACEMENT,N)
// #define AI_MATKEY_TEXOP_LIGHTMAP(N) \
// AI_MATKEY_TEXOP(aiTextureType_LIGHTMAP,N)
// #define AI_MATKEY_TEXOP_REFLECTION(N) \
// AI_MATKEY_TEXOP(aiTextureType_REFLECTION,N)
// //! @endcond
// #define AI_MATKEY_MAPPING(type, N) _AI_MATKEY_MAPPING_BASE,type,N
// // For backward compatibility and simplicity
// //! @cond MATS_DOC_FULL
// #define AI_MATKEY_MAPPING_DIFFUSE(N) \
// AI_MATKEY_MAPPING(aiTextureType_DIFFUSE,N)
// #define AI_MATKEY_MAPPING_SPECULAR(N) \
// AI_MATKEY_MAPPING(aiTextureType_SPECULAR,N)
// #define AI_MATKEY_MAPPING_AMBIENT(N) \
// AI_MATKEY_MAPPING(aiTextureType_AMBIENT,N)
// #define AI_MATKEY_MAPPING_EMISSIVE(N) \
// AI_MATKEY_MAPPING(aiTextureType_EMISSIVE,N)
// #define AI_MATKEY_MAPPING_NORMALS(N) \
// AI_MATKEY_MAPPING(aiTextureType_NORMALS,N)
// #define AI_MATKEY_MAPPING_HEIGHT(N) \
// AI_MATKEY_MAPPING(aiTextureType_HEIGHT,N)
// #define AI_MATKEY_MAPPING_SHININESS(N) \
// AI_MATKEY_MAPPING(aiTextureType_SHININESS,N)
// #define AI_MATKEY_MAPPING_OPACITY(N) \
// AI_MATKEY_MAPPING(aiTextureType_OPACITY,N)
// #define AI_MATKEY_MAPPING_DISPLACEMENT(N) \
// AI_MATKEY_MAPPING(aiTextureType_DISPLACEMENT,N)
// #define AI_MATKEY_MAPPING_LIGHTMAP(N) \
// AI_MATKEY_MAPPING(aiTextureType_LIGHTMAP,N)
// #define AI_MATKEY_MAPPING_REFLECTION(N) \
// AI_MATKEY_MAPPING(aiTextureType_REFLECTION,N)
// //! @endcond
// #define AI_MATKEY_TEXBLEND(type, N) _AI_MATKEY_TEXBLEND_BASE,type,N
// // For backward compatibility and simplicity
// //! @cond MATS_DOC_FULL
// #define AI_MATKEY_TEXBLEND_DIFFUSE(N) \
// AI_MATKEY_TEXBLEND(aiTextureType_DIFFUSE,N)
// #define AI_MATKEY_TEXBLEND_SPECULAR(N) \
// AI_MATKEY_TEXBLEND(aiTextureType_SPECULAR,N)
// #define AI_MATKEY_TEXBLEND_AMBIENT(N) \
// AI_MATKEY_TEXBLEND(aiTextureType_AMBIENT,N)
// #define AI_MATKEY_TEXBLEND_EMISSIVE(N) \
// AI_MATKEY_TEXBLEND(aiTextureType_EMISSIVE,N)
// #define AI_MATKEY_TEXBLEND_NORMALS(N) \
// AI_MATKEY_TEXBLEND(aiTextureType_NORMALS,N)
// #define AI_MATKEY_TEXBLEND_HEIGHT(N) \
// AI_MATKEY_TEXBLEND(aiTextureType_HEIGHT,N)
// #define AI_MATKEY_TEXBLEND_SHININESS(N) \
// AI_MATKEY_TEXBLEND(aiTextureType_SHININESS,N)
// #define AI_MATKEY_TEXBLEND_OPACITY(N) \
// AI_MATKEY_TEXBLEND(aiTextureType_OPACITY,N)
// #define AI_MATKEY_TEXBLEND_DISPLACEMENT(N) \
// AI_MATKEY_TEXBLEND(aiTextureType_DISPLACEMENT,N)
// #define AI_MATKEY_TEXBLEND_LIGHTMAP(N) \
// AI_MATKEY_TEXBLEND(aiTextureType_LIGHTMAP,N)
// #define AI_MATKEY_TEXBLEND_REFLECTION(N) \
// AI_MATKEY_TEXBLEND(aiTextureType_REFLECTION,N)
// //! @endcond
// #define AI_MATKEY_MAPPINGMODE_U(type, N) _AI_MATKEY_MAPPINGMODE_U_BASE,type,N
// // For backward compatibility and simplicity
// //! @cond MATS_DOC_FULL
// #define AI_MATKEY_MAPPINGMODE_U_DIFFUSE(N) \
// AI_MATKEY_MAPPINGMODE_U(aiTextureType_DIFFUSE,N)
// #define AI_MATKEY_MAPPINGMODE_U_SPECULAR(N) \
// AI_MATKEY_MAPPINGMODE_U(aiTextureType_SPECULAR,N)
// #define AI_MATKEY_MAPPINGMODE_U_AMBIENT(N) \
// AI_MATKEY_MAPPINGMODE_U(aiTextureType_AMBIENT,N)
// #define AI_MATKEY_MAPPINGMODE_U_EMISSIVE(N) \
// AI_MATKEY_MAPPINGMODE_U(aiTextureType_EMISSIVE,N)
// #define AI_MATKEY_MAPPINGMODE_U_NORMALS(N) \
// AI_MATKEY_MAPPINGMODE_U(aiTextureType_NORMALS,N)
// #define AI_MATKEY_MAPPINGMODE_U_HEIGHT(N) \
// AI_MATKEY_MAPPINGMODE_U(aiTextureType_HEIGHT,N)
// #define AI_MATKEY_MAPPINGMODE_U_SHININESS(N) \
// AI_MATKEY_MAPPINGMODE_U(aiTextureType_SHININESS,N)
// #define AI_MATKEY_MAPPINGMODE_U_OPACITY(N) \
// AI_MATKEY_MAPPINGMODE_U(aiTextureType_OPACITY,N)
// #define AI_MATKEY_MAPPINGMODE_U_DISPLACEMENT(N) \
// AI_MATKEY_MAPPINGMODE_U(aiTextureType_DISPLACEMENT,N)
// #define AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(N) \
// AI_MATKEY_MAPPINGMODE_U(aiTextureType_LIGHTMAP,N)
// #define AI_MATKEY_MAPPINGMODE_U_REFLECTION(N) \
// AI_MATKEY_MAPPINGMODE_U(aiTextureType_REFLECTION,N)
// //! @endcond
// #define AI_MATKEY_MAPPINGMODE_V(type, N) _AI_MATKEY_MAPPINGMODE_V_BASE,type,N
// // For backward compatibility and simplicity
// //! @cond MATS_DOC_FULL
// #define AI_MATKEY_MAPPINGMODE_V_DIFFUSE(N) \
// AI_MATKEY_MAPPINGMODE_V(aiTextureType_DIFFUSE,N)
// #define AI_MATKEY_MAPPINGMODE_V_SPECULAR(N) \
// AI_MATKEY_MAPPINGMODE_V(aiTextureType_SPECULAR,N)
// #define AI_MATKEY_MAPPINGMODE_V_AMBIENT(N) \
// AI_MATKEY_MAPPINGMODE_V(aiTextureType_AMBIENT,N)
// #define AI_MATKEY_MAPPINGMODE_V_EMISSIVE(N) \
// AI_MATKEY_MAPPINGMODE_V(aiTextureType_EMISSIVE,N)
// #define AI_MATKEY_MAPPINGMODE_V_NORMALS(N) \
// AI_MATKEY_MAPPINGMODE_V(aiTextureType_NORMALS,N)
// #define AI_MATKEY_MAPPINGMODE_V_HEIGHT(N) \
// AI_MATKEY_MAPPINGMODE_V(aiTextureType_HEIGHT,N)
// #define AI_MATKEY_MAPPINGMODE_V_SHININESS(N) \
// AI_MATKEY_MAPPINGMODE_V(aiTextureType_SHININESS,N)
// #define AI_MATKEY_MAPPINGMODE_V_OPACITY(N) \
// AI_MATKEY_MAPPINGMODE_V(aiTextureType_OPACITY,N)
// #define AI_MATKEY_MAPPINGMODE_V_DISPLACEMENT(N) \
// AI_MATKEY_MAPPINGMODE_V(aiTextureType_DISPLACEMENT,N)
// #define AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(N) \
// AI_MATKEY_MAPPINGMODE_V(aiTextureType_LIGHTMAP,N)
// #define AI_MATKEY_MAPPINGMODE_V_REFLECTION(N) \
// AI_MATKEY_MAPPINGMODE_V(aiTextureType_REFLECTION,N)
// //! @endcond
// #define AI_MATKEY_TEXMAP_AXIS(type, N) _AI_MATKEY_TEXMAP_AXIS_BASE,type,N
// // For backward compatibility and simplicity
// //! @cond MATS_DOC_FULL
// #define AI_MATKEY_TEXMAP_AXIS_DIFFUSE(N) \
// AI_MATKEY_TEXMAP_AXIS(aiTextureType_DIFFUSE,N)
// #define AI_MATKEY_TEXMAP_AXIS_SPECULAR(N) \
// AI_MATKEY_TEXMAP_AXIS(aiTextureType_SPECULAR,N)
// #define AI_MATKEY_TEXMAP_AXIS_AMBIENT(N) \
// AI_MATKEY_TEXMAP_AXIS(aiTextureType_AMBIENT,N)
// #define AI_MATKEY_TEXMAP_AXIS_EMISSIVE(N) \
// AI_MATKEY_TEXMAP_AXIS(aiTextureType_EMISSIVE,N)
// #define AI_MATKEY_TEXMAP_AXIS_NORMALS(N) \
// AI_MATKEY_TEXMAP_AXIS(aiTextureType_NORMALS,N)
// #define AI_MATKEY_TEXMAP_AXIS_HEIGHT(N) \
// AI_MATKEY_TEXMAP_AXIS(aiTextureType_HEIGHT,N)
// #define AI_MATKEY_TEXMAP_AXIS_SHININESS(N) \
// AI_MATKEY_TEXMAP_AXIS(aiTextureType_SHININESS,N)
// #define AI_MATKEY_TEXMAP_AXIS_OPACITY(N) \
// AI_MATKEY_TEXMAP_AXIS(aiTextureType_OPACITY,N)
// #define AI_MATKEY_TEXMAP_AXIS_DISPLACEMENT(N) \
// AI_MATKEY_TEXMAP_AXIS(aiTextureType_DISPLACEMENT,N)
// #define AI_MATKEY_TEXMAP_AXIS_LIGHTMAP(N) \
// AI_MATKEY_TEXMAP_AXIS(aiTextureType_LIGHTMAP,N)
// #define AI_MATKEY_TEXMAP_AXIS_REFLECTION(N) \
// AI_MATKEY_TEXMAP_AXIS(aiTextureType_REFLECTION,N)
// //! @endcond
// #define AI_MATKEY_UVTRANSFORM(type, N) _AI_MATKEY_UVTRANSFORM_BASE,type,N
// // For backward compatibility and simplicity
// //! @cond MATS_DOC_FULL
// #define AI_MATKEY_UVTRANSFORM_DIFFUSE(N) \
// AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE,N)
// #define AI_MATKEY_UVTRANSFORM_SPECULAR(N) \
// AI_MATKEY_UVTRANSFORM(aiTextureType_SPECULAR,N)
// #define AI_MATKEY_UVTRANSFORM_AMBIENT(N) \
// AI_MATKEY_UVTRANSFORM(aiTextureType_AMBIENT,N)
// #define AI_MATKEY_UVTRANSFORM_EMISSIVE(N) \
// AI_MATKEY_UVTRANSFORM(aiTextureType_EMISSIVE,N)
// #define AI_MATKEY_UVTRANSFORM_NORMALS(N) \
// AI_MATKEY_UVTRANSFORM(aiTextureType_NORMALS,N)
// #define AI_MATKEY_UVTRANSFORM_HEIGHT(N) \
// AI_MATKEY_UVTRANSFORM(aiTextureType_HEIGHT,N)
// #define AI_MATKEY_UVTRANSFORM_SHININESS(N) \
// AI_MATKEY_UVTRANSFORM(aiTextureType_SHININESS,N)
// #define AI_MATKEY_UVTRANSFORM_OPACITY(N) \
// AI_MATKEY_UVTRANSFORM(aiTextureType_OPACITY,N)
// #define AI_MATKEY_UVTRANSFORM_DISPLACEMENT(N) \
// AI_MATKEY_UVTRANSFORM(aiTextureType_DISPLACEMENT,N)
// #define AI_MATKEY_UVTRANSFORM_LIGHTMAP(N) \
// AI_MATKEY_UVTRANSFORM(aiTextureType_LIGHTMAP,N)
// #define AI_MATKEY_UVTRANSFORM_REFLECTION(N) \
// AI_MATKEY_UVTRANSFORM(aiTextureType_REFLECTION,N)
// #define AI_MATKEY_UVTRANSFORM_UNKNOWN(N) \
// AI_MATKEY_UVTRANSFORM(aiTextureType_UNKNOWN,N)
// //! @endcond
// #define AI_MATKEY_TEXFLAGS(type, N) _AI_MATKEY_TEXFLAGS_BASE,type,N
// // For backward compatibility and simplicity
// //! @cond MATS_DOC_FULL
// #define AI_MATKEY_TEXFLAGS_DIFFUSE(N) \
// AI_MATKEY_TEXFLAGS(aiTextureType_DIFFUSE,N)
// #define AI_MATKEY_TEXFLAGS_SPECULAR(N) \
// AI_MATKEY_TEXFLAGS(aiTextureType_SPECULAR,N)
// #define AI_MATKEY_TEXFLAGS_AMBIENT(N) \
// AI_MATKEY_TEXFLAGS(aiTextureType_AMBIENT,N)
// #define AI_MATKEY_TEXFLAGS_EMISSIVE(N) \
// AI_MATKEY_TEXFLAGS(aiTextureType_EMISSIVE,N)
// #define AI_MATKEY_TEXFLAGS_NORMALS(N) \
// AI_MATKEY_TEXFLAGS(aiTextureType_NORMALS,N)
// #define AI_MATKEY_TEXFLAGS_HEIGHT(N) \
// AI_MATKEY_TEXFLAGS(aiTextureType_HEIGHT,N)
// #define AI_MATKEY_TEXFLAGS_SHININESS(N) \
// AI_MATKEY_TEXFLAGS(aiTextureType_SHININESS,N)
// #define AI_MATKEY_TEXFLAGS_OPACITY(N) \
// AI_MATKEY_TEXFLAGS(aiTextureType_OPACITY,N)
// #define AI_MATKEY_TEXFLAGS_DISPLACEMENT(N) \
// AI_MATKEY_TEXFLAGS(aiTextureType_DISPLACEMENT,N)
// #define AI_MATKEY_TEXFLAGS_LIGHTMAP(N) \
// AI_MATKEY_TEXFLAGS(aiTextureType_LIGHTMAP,N)
// #define AI_MATKEY_TEXFLAGS_REFLECTION(N) \
// AI_MATKEY_TEXFLAGS(aiTextureType_REFLECTION,N)
// #define AI_MATKEY_TEXFLAGS_UNKNOWN(N) \
// AI_MATKEY_TEXFLAGS(aiTextureType_UNKNOWN,N)
// /** @brief Retrieve a material property with a specific key from the material
// *
// * @param pMat Pointer to the input material. May not be NULL
// * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
// * @param type Specifies the type of the texture to be retrieved (
// * e.g. diffuse, specular, height map ...)
// * @param index Index of the texture to be retrieved.
// * @param pPropOut Pointer to receive a pointer to a valid aiMaterialProperty
// * structure or NULL if the key has not been found. */
// ASSIMP_API C_ENUM aiReturn aiGetMaterialProperty(
// const C_STRUCT aiMaterial* pMat,
// const char* pKey,
// unsigned int type,
// unsigned int index,
// const C_STRUCT aiMaterialProperty** pPropOut);
// /** @brief Retrieve an array of float values with a specific key
// * from the material
// *
// * Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
// * example reads the #AI_MATKEY_UVTRANSFORM property of the first diffuse texture)
// * @code
// * aiUVTransform trafo;
// * unsigned int max = sizeof(aiUVTransform);
// * if (AI_SUCCESS != aiGetMaterialFloatArray(mat, AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE,0),
// * (float*)&trafo, &max) || sizeof(aiUVTransform) != max)
// * {
// * // error handling
// * }
// * @endcode
// *
// * @param pMat Pointer to the input material. May not be NULL
// * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
// * @param pOut Pointer to a buffer to receive the result.
// * @param pMax Specifies the size of the given buffer, in float's.
// * Receives the number of values (not bytes!) read.
// * @param type (see the code sample above)
// * @param index (see the code sample above)
// * @return Specifies whether the key has been found. If not, the output
// * arrays remains unmodified and pMax is set to 0.*/
// ASSIMP_API C_ENUM aiReturn aiGetMaterialFloatArray(
// const C_STRUCT aiMaterial* pMat,
// const char* pKey,
// unsigned int type,
// unsigned int index,
// float* pOut,
// unsigned int* pMax);
// // Use our friend, the C preprocessor
// #define aiGetMaterialFloat (pMat, type, index, pKey, pOut) \
// aiGetMaterialFloatArray(pMat, type, index, pKey, pOut, NULL)
// /** @brief Retrieve an array of integer values with a specific key
// * from a material
// *
// * See the sample for aiGetMaterialFloatArray for more information.*/
// ASSIMP_API C_ENUM aiReturn aiGetMaterialIntegerArray(const C_STRUCT aiMaterial* pMat,
// const char* pKey,
// unsigned int type,
// unsigned int index,
// int* pOut,
// unsigned int* pMax);
// // use our friend, the C preprocessor
// #define aiGetMaterialInteger (pMat, type, index, pKey, pOut) \
// aiGetMaterialIntegerArray(pMat, type, index, pKey, pOut, NULL)
// /** @brief Retrieve a color value from the material property table
// *
// * See the sample for aiGetMaterialFloat for more information*/
// ASSIMP_API C_ENUM aiReturn aiGetMaterialColor(const C_STRUCT aiMaterial* pMat,
// const char* pKey,
// unsigned int type,
// unsigned int index,
// C_STRUCT aiColor4D* pOut);
// /** @brief Retrieve a string from the material property table
// *
// * See the sample for aiGetMaterialFloat for more information.*/
// ASSIMP_API C_ENUM aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat,
// const char* pKey,
// unsigned int type,
// unsigned int index,
// C_STRUCT AiString* pOut);
// /** Get the number of textures for a particular texture type.
// * @param[in] pMat Pointer to the input material. May not be NULL
// * @param type Texture type to check for
// * @return Number of textures for this type.
// * @note A texture can be easily queried using #aiGetMaterialTexture() */
// ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,
// C_ENUM aiTextureType type);
// vim: et tw=78 sw=4: