This file is indexed.

/usr/include/assimp/material.h is in libassimp-dev 4.1.0~dfsg-3.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------

Copyright (c) 2006-2017, assimp team


All rights reserved.

Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:

* Redistributions of source code must retain the above
  copyright notice, this list of conditions and the
  following disclaimer.

* Redistributions in binary form must reproduce the above
  copyright notice, this list of conditions and the
  following disclaimer in the documentation and/or other
  materials provided with the distribution.

* Neither the name of the assimp team, nor the names of its
  contributors may be used to endorse or promote products
  derived from this software without specific prior
  written permission of the assimp team.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/

/** @file material.h
 *  @brief Defines the material system of the library
 */
#pragma once
#ifndef AI_MATERIAL_H_INC
#define AI_MATERIAL_H_INC

#include "types.h"

#ifdef __cplusplus
extern "C" {
#endif

// Name for default materials (2nd is used if meshes have UV coords)
#define AI_DEFAULT_MATERIAL_NAME          "DefaultMaterial"

// ---------------------------------------------------------------------------
/** @brief Defines how the Nth texture of a specific type is combined with
 *  the result of all previous layers.
 *
 *  Example (left: key, right: value): <br>
 *  @code
 *  DiffColor0     - gray
 *  DiffTextureOp0 - aiTextureOpMultiply
 *  DiffTexture0   - tex1.png
 *  DiffTextureOp0 - aiTextureOpAdd
 *  DiffTexture1   - tex2.png
 *  @endcode
 *  Written as equation, the final diffuse term for a specific pixel would be:
 *  @code
 *  diffFinal = DiffColor0 * sampleTex(DiffTexture0,UV0) +
 *     sampleTex(DiffTexture1,UV0) * diffContrib;
 *  @endcode
 *  where 'diffContrib' is the intensity of the incoming light for that pixel.
 */
enum aiTextureOp
{
    /** T = T1 * T2 */
    aiTextureOp_Multiply = 0x0,

    /** T = T1 + T2 */
    aiTextureOp_Add = 0x1,

    /** T = T1 - T2 */
    aiTextureOp_Subtract = 0x2,

    /** T = T1 / T2 */
    aiTextureOp_Divide = 0x3,

    /** T = (T1 + T2) - (T1 * T2) */
    aiTextureOp_SmoothAdd = 0x4,

    /** T = T1 + (T2-0.5) */
    aiTextureOp_SignedAdd = 0x5,


#ifndef SWIG
    _aiTextureOp_Force32Bit = INT_MAX
#endif
};

// ---------------------------------------------------------------------------
/** @brief Defines how UV coordinates outside the [0...1] range are handled.
 *
 *  Commonly referred to as 'wrapping mode'.
 */
enum aiTextureMapMode
{
    /** A texture coordinate u|v is translated to u%1|v%1
     */
    aiTextureMapMode_Wrap = 0x0,

    /** Texture coordinates outside [0...1]
     *  are clamped to the nearest valid value.
     */
    aiTextureMapMode_Clamp = 0x1,

    /** If the texture coordinates for a pixel are outside [0...1]
     *  the texture is not applied to that pixel
     */
    aiTextureMapMode_Decal = 0x3,

    /** A texture coordinate u|v becomes u%1|v%1 if (u-(u%1))%2 is zero and
     *  1-(u%1)|1-(v%1) otherwise
     */
    aiTextureMapMode_Mirror = 0x2,

#ifndef SWIG
    _aiTextureMapMode_Force32Bit = INT_MAX
#endif
};

// ---------------------------------------------------------------------------
/** @brief 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.
 */
enum aiTextureMapping
{
    /** The mapping coordinates are taken from an UV channel.
     *
     *  The #AI_MATKEY_UVWSRC key specifies from which UV channel
     *  the texture coordinates are to be taken from (remember,
     *  meshes can have more than one UV channel).
    */
    aiTextureMapping_UV = 0x0,

     /** Spherical mapping */
    aiTextureMapping_SPHERE = 0x1,

     /** Cylindrical mapping */
    aiTextureMapping_CYLINDER = 0x2,

     /** Cubic mapping */
    aiTextureMapping_BOX = 0x3,

     /** Planar mapping */
    aiTextureMapping_PLANE = 0x4,

     /** Undefined mapping. Have fun. */
    aiTextureMapping_OTHER = 0x5,


#ifndef SWIG
    _aiTextureMapping_Force32Bit = INT_MAX
#endif
};

// ---------------------------------------------------------------------------
/** @brief 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.<br>
 *
 *  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.
 */
enum aiTextureType
{
    /** Dummy value.
     *
     *  No texture, but the value to be used as 'texture semantic'
     *  (#aiMaterialProperty::mSemantic) for all material properties
     *  *not* related to textures.
     */
    aiTextureType_NONE = 0x0,



    /** The texture is combined with the result of the diffuse
     *  lighting equation.
     */
    aiTextureType_DIFFUSE = 0x1,

    /** The texture is combined with the result of the specular
     *  lighting equation.
     */
    aiTextureType_SPECULAR = 0x2,

    /** The texture is combined with the result of the ambient
     *  lighting equation.
     */
    aiTextureType_AMBIENT = 0x3,

    /** The texture is added to the result of the lighting
     *  calculation. It isn't influenced by incoming light.
     */
    aiTextureType_EMISSIVE = 0x4,

    /** The texture is a height map.
     *
     *  By convention, higher gray-scale values stand for
     *  higher elevations from the base height.
     */
    aiTextureType_HEIGHT = 0x5,

    /** The texture is a (tangent space) normal-map.
     *
     *  Again, there are several conventions for tangent-space
     *  normal maps. Assimp does (intentionally) not
     *  distinguish here.
     */
    aiTextureType_NORMALS = 0x6,

    /** The texture defines the glossiness of the material.
     *
     *  The glossiness is in fact the exponent of the specular
     *  (phong) lighting equation. Usually there is a conversion
     *  function defined to map the linear color values in the
     *  texture to a suitable exponent. Have fun.
    */
    aiTextureType_SHININESS = 0x7,

    /** The texture defines per-pixel opacity.
     *
     *  Usually 'white' means opaque and 'black' means
     *  'transparency'. Or quite the opposite. Have fun.
    */
    aiTextureType_OPACITY = 0x8,

    /** Displacement texture
     *
     *  The exact purpose and format is application-dependent.
     *  Higher color values stand for higher vertex displacements.
    */
    aiTextureType_DISPLACEMENT = 0x9,

    /** Lightmap texture (aka Ambient Occlusion)
     *
     *  Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
     *  covered by this material property. The texture contains a
     *  scaling value for the final color value of a pixel. Its
     *  intensity is not affected by incoming light.
    */
    aiTextureType_LIGHTMAP = 0xA,

    /** Reflection texture
     *
     * Contains the color of a perfect mirror reflection.
     * Rarely used, almost never for real-time applications.
    */
    aiTextureType_REFLECTION = 0xB,

    /** Unknown texture
     *
     *  A texture reference that does not match any of the definitions
     *  above is considered to be 'unknown'. It is still imported,
     *  but is excluded from any further postprocessing.
    */
    aiTextureType_UNKNOWN = 0xC,


#ifndef SWIG
    _aiTextureType_Force32Bit = INT_MAX
#endif
};

#define AI_TEXTURE_TYPE_MAX  aiTextureType_UNKNOWN

// ---------------------------------------------------------------------------
/** @brief 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). <br>
 *  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.
 */
enum aiShadingMode
{
    /** Flat shading. Shading is done on per-face base,
     *  diffuse only. Also known as 'faceted shading'.
     */
    aiShadingMode_Flat = 0x1,

    /** Simple Gouraud shading.
     */
    aiShadingMode_Gouraud = 0x2,

    /** Phong-Shading -
     */
    aiShadingMode_Phong = 0x3,

    /** Phong-Blinn-Shading
     */
    aiShadingMode_Blinn = 0x4,

    /** Toon-Shading per pixel
     *
     *  Also known as 'comic' shader.
     */
    aiShadingMode_Toon = 0x5,

    /** OrenNayar-Shading per pixel
     *
     *  Extension to standard Lambertian shading, taking the
     *  roughness of the material into account
     */
    aiShadingMode_OrenNayar = 0x6,

    /** Minnaert-Shading per pixel
     *
     *  Extension to standard Lambertian shading, taking the
     *  "darkness" of the material into account
     */
    aiShadingMode_Minnaert = 0x7,

    /** CookTorrance-Shading per pixel
     *
     *  Special shader for metallic surfaces.
     */
    aiShadingMode_CookTorrance = 0x8,

    /** No shading at all. Constant light influence of 1.0.
    */
    aiShadingMode_NoShading = 0x9,

     /** Fresnel shading
     */
    aiShadingMode_Fresnel = 0xa,


#ifndef SWIG
    _aiShadingMode_Force32Bit = INT_MAX
#endif
};


// ---------------------------------------------------------------------------
/** @brief 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.
*/
enum aiTextureFlags
{
    /** The texture's color values have to be inverted (componentwise 1-n)
     */
    aiTextureFlags_Invert = 0x1,

    /** Explicit request to the application to process the alpha channel
     *  of the texture.
     *
     *  Mutually exclusive with #aiTextureFlags_IgnoreAlpha. These
     *  flags are set if the library can say for sure that the alpha
     *  channel is used/is not used. If the model format does not
     *  define this, it is left to the application to decide whether
     *  the texture alpha channel - if any - is evaluated or not.
     */
    aiTextureFlags_UseAlpha = 0x2,

    /** Explicit request to the application to ignore the alpha channel
     *  of the texture.
     *
     *  Mutually exclusive with #aiTextureFlags_UseAlpha.
     */
    aiTextureFlags_IgnoreAlpha = 0x4,

#ifndef SWIG
      _aiTextureFlags_Force32Bit = INT_MAX
#endif
};


// ---------------------------------------------------------------------------
/** @brief 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:
 *  @code
 *    SourceColor * SourceBlend + DestColor * DestBlend
 *  @endcode
 *  where DestColor is the previous color in the framebuffer at this
 *  position and SourceColor is the material color before the transparency
 *  calculation.<br>
 *  This corresponds to the #AI_MATKEY_BLEND_FUNC property.
*/
enum aiBlendMode
{
    /**
     *  Formula:
     *  @code
     *  SourceColor*SourceAlpha + DestColor*(1-SourceAlpha)
     *  @endcode
     */
    aiBlendMode_Default = 0x0,

    /** Additive blending
     *
     *  Formula:
     *  @code
     *  SourceColor*1 + DestColor*1
     *  @endcode
     */
    aiBlendMode_Additive = 0x1,

    // we don't need more for the moment, but we might need them
    // in future versions ...

#ifndef SWIG
    _aiBlendMode_Force32Bit = INT_MAX
#endif
};


#include "./Compiler/pushpack1.h"

// ---------------------------------------------------------------------------
/** @brief 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.
 */
struct aiUVTransform
{
    /** Translation on the u and v axes.
     *
     *  The default value is (0|0).
     */
    C_STRUCT aiVector2D mTranslation;

    /** Scaling on the u and v axes.
     *
     *  The default value is (1|1).
     */
    C_STRUCT aiVector2D mScaling;

    /** Rotation - in counter-clockwise direction.
     *
     *  The rotation angle is specified in radians. The
     *  rotation center is 0.5f|0.5f. The default value
     *  0.f.
     */
    ai_real mRotation;


#ifdef __cplusplus
    aiUVTransform()
        :   mTranslation (0.0,0.0)
        ,   mScaling    (1.0,1.0)
        ,   mRotation   (0.0)
    {
        // nothing to be done here ...
    }
#endif

} PACK_STRUCT;

#include "./Compiler/poppack1.h"

//! @cond AI_DOX_INCLUDE_INTERNAL
// ---------------------------------------------------------------------------
/** @brief A very primitive RTTI system for the contents of material
 *  properties.
 */
enum aiPropertyTypeInfo
{
    /** Array of single-precision (32 Bit) floats
     *
     *  It is possible to use aiGetMaterialInteger[Array]() (or the C++-API
     *  aiMaterial::Get()) to query properties stored in floating-point format.
     *  The material system performs the type conversion automatically.
    */
    aiPTI_Float   = 0x1,

    /** Array of double-precision (64 Bit) floats
     *
     *  It is possible to use aiGetMaterialInteger[Array]() (or the C++-API
     *  aiMaterial::Get()) to query properties stored in floating-point format.
     *  The material system performs the type conversion automatically.
    */
    aiPTI_Double   = 0x2,

    /** The material property is an aiString.
     *
     *  Arrays of strings aren't possible, aiGetMaterialString() (or the
     *  C++-API aiMaterial::Get()) *must* be used to query a string property.
    */
    aiPTI_String  = 0x3,

    /** Array of (32 Bit) integers
     *
     *  It is possible to use aiGetMaterialFloat[Array]() (or the C++-API
     *  aiMaterial::Get()) to query properties stored in integer format.
     *  The material system performs the type conversion automatically.
    */
    aiPTI_Integer = 0x4,


    /** Simple binary buffer, content undefined. Not convertible to anything.
    */
    aiPTI_Buffer  = 0x5,


     /** This value is not used. It is just there to force the
     *  compiler to map this enum to a 32 Bit integer.
     */
#ifndef SWIG
     _aiPTI_Force32Bit = INT_MAX
#endif
};

// ---------------------------------------------------------------------------
/** @brief 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. <br>
 *  Material property names follow a simple scheme:
 *  @code
 *    $<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.
 *  @endcode
 *  @see aiMaterial
 */
struct aiMaterialProperty
{
    /** Specifies the name of the property (key)
     *  Keys are generally case insensitive.
     */
    C_STRUCT aiString mKey;

    /** Textures: Specifies their exact usage semantic.
     * For non-texture properties, this member is always 0
     * (or, better-said, #aiTextureType_NONE).
     */
    unsigned int mSemantic;

    /** Textures: Specifies the index of the texture.
     *  For non-texture properties, this member is always 0.
     */
    unsigned int mIndex;

    /** Size of the buffer mData is pointing to, in bytes.
     *  This value may not be 0.
     */
    unsigned int mDataLength;

    /** Type information for the property.
     *
     * Defines the data layout inside the data buffer. This is used
     * by the library internally to perform debug checks and to
     * utilize proper type conversions.
     * (It's probably a hacky solution, but it works.)
     */
    C_ENUM aiPropertyTypeInfo mType;

    /** Binary buffer to hold the property's value.
     * The size of the buffer is always mDataLength.
     */
    char* mData;

#ifdef __cplusplus

    aiMaterialProperty()
        : mSemantic( 0 )
        , mIndex( 0 )
        , mDataLength( 0 )
        , mType( aiPTI_Float )
        , mData( NULL )
    {
    }

    ~aiMaterialProperty()   {
        delete[] mData;
    }

#endif
};
//! @endcond

#ifdef __cplusplus
} // We need to leave the "C" block here to allow template member functions
#endif

// ---------------------------------------------------------------------------
/** @brief 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).
*/
#ifdef __cplusplus
struct ASSIMP_API aiMaterial
#else
struct aiMaterial
#endif
{

#ifdef __cplusplus

public:

    aiMaterial();
    ~aiMaterial();

    // -------------------------------------------------------------------
    /** @brief Retrieve an array of Type values with a specific key
     *  from the material
     *
     * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
     * @param type .. set by AI_MATKEY_XXX
     * @param idx .. set by AI_MATKEY_XXX
     * @param pOut Pointer to a buffer to receive the result.
     * @param pMax Specifies the size of the given buffer, in Type's.
     * Receives the number of values (not bytes!) read.
     * NULL is a valid value for this parameter.
     */
    template <typename Type>
    aiReturn Get(const char* pKey,unsigned int type,
        unsigned int idx, Type* pOut, unsigned int* pMax) const;

    aiReturn Get(const char* pKey,unsigned int type,
        unsigned int idx, int* pOut, unsigned int* pMax) const;

    aiReturn Get(const char* pKey,unsigned int type,
        unsigned int idx, ai_real* pOut, unsigned int* pMax) const;

    // -------------------------------------------------------------------
    /** @brief Retrieve a Type value with a specific key
     *  from the material
     *
     * @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 idx Index of the texture to be retrieved.
     * @param pOut Reference to receive the output value
     */
    template <typename Type>
    aiReturn Get(const char* pKey,unsigned int type,
        unsigned int idx,Type& pOut) const;


    aiReturn Get(const char* pKey,unsigned int type,
        unsigned int idx, int& pOut) const;

    aiReturn Get(const char* pKey,unsigned int type,
        unsigned int idx, ai_real& pOut) const;

    aiReturn Get(const char* pKey,unsigned int type,
        unsigned int idx, aiString& pOut) const;

    aiReturn Get(const char* pKey,unsigned int type,
        unsigned int idx, aiColor3D& pOut) const;

    aiReturn Get(const char* pKey,unsigned int type,
        unsigned int idx, aiColor4D& pOut) const;

    aiReturn Get(const char* pKey,unsigned int type,
        unsigned int idx, aiUVTransform& pOut) const;

    // -------------------------------------------------------------------
    /** Get the number of textures for a particular texture type.
     *  @param type Texture type to check for
     *  @return Number of textures for this type.
     *  @note A texture can be easily queried using #GetTexture() */
    unsigned int GetTextureCount(aiTextureType type) const;

    // -------------------------------------------------------------------
    /** Helper function to get all parameters pertaining to a
     *  particular texture slot from a material.
     *
     *  This function is provided just for convenience, you could also
     *  read the single material properties manually.
     *  @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. The function fails
     *    if there is no texture of that type with this index.
     *    #GetTextureCount() can be used to determine the number of textures
     *    per texture type.
     *  @param path Receives the path to the texture.
     *    If the texture is embedded, receives a '*' followed by the id of
     *    the texture (for the textures stored in the corresponding scene) which
     *    can be converted to an int using a function like atoi.
     *    NULL is a valid value.
     *  @param mapping The texture mapping.
     *    NULL is allowed as value.
     *  @param uvindex Receives the UV index of the texture.
     *    NULL is a valid value.
     *  @param blend Receives the blend factor for the texture
     *    NULL is a valid value.
     *  @param op Receives the texture operation to be performed between
     *    this texture and the previous texture. NULL is allowed as value.
     *  @param mapmode Receives the mapping modes to be used for the texture.
     *    The parameter may be NULL but if it is a valid pointer it MUST
     *    point to an array of 3 aiTextureMapMode's (one for each
     *    axis: UVW order (=XYZ)).
     */
    // -------------------------------------------------------------------
    aiReturn GetTexture(aiTextureType type,
        unsigned int  index,
        C_STRUCT aiString* path,
        aiTextureMapping* mapping   = NULL,
        unsigned int* uvindex       = NULL,
        ai_real* blend              = NULL,
        aiTextureOp* op             = NULL,
        aiTextureMapMode* mapmode   = NULL) const;


    // Setters


    // ------------------------------------------------------------------------------
    /** @brief Add a property with a given key and type info to the material
     *  structure
     *
     *  @param pInput Pointer to input data
     *  @param pSizeInBytes Size of input data
     *  @param pKey Key/Usage of the property (AI_MATKEY_XXX)
     *  @param type Set by the AI_MATKEY_XXX macro
     *  @param index Set by the AI_MATKEY_XXX macro
     *  @param pType Type information hint */
    aiReturn AddBinaryProperty (const void* pInput,
        unsigned int pSizeInBytes,
        const char* pKey,
        unsigned int type ,
        unsigned int index ,
        aiPropertyTypeInfo pType);

    // ------------------------------------------------------------------------------
    /** @brief Add a string property with a given key and type info to the
     *  material structure
     *
     *  @param pInput Input string
     *  @param pKey Key/Usage of the property (AI_MATKEY_XXX)
     *  @param type Set by the AI_MATKEY_XXX macro
     *  @param index Set by the AI_MATKEY_XXX macro */
    aiReturn AddProperty (const aiString* pInput,
        const char* pKey,
        unsigned int type  = 0,
        unsigned int index = 0);

    // ------------------------------------------------------------------------------
    /** @brief Add a property with a given key to the material structure
     *  @param pInput Pointer to the input data
     *  @param pNumValues Number of values in the array
     *  @param pKey Key/Usage of the property (AI_MATKEY_XXX)
     *  @param type Set by the AI_MATKEY_XXX macro
     *  @param index Set by the AI_MATKEY_XXX macro  */
    template<class TYPE>
    aiReturn AddProperty (const TYPE* pInput,
        unsigned int pNumValues,
        const char* pKey,
        unsigned int type  = 0,
        unsigned int index = 0);

    aiReturn AddProperty (const aiVector3D* pInput,
        unsigned int pNumValues,
        const char* pKey,
        unsigned int type  = 0,
        unsigned int index = 0);

    aiReturn AddProperty (const aiColor3D* pInput,
        unsigned int pNumValues,
        const char* pKey,
        unsigned int type  = 0,
        unsigned int index = 0);

    aiReturn AddProperty (const aiColor4D* pInput,
        unsigned int pNumValues,
        const char* pKey,
        unsigned int type  = 0,
        unsigned int index = 0);

    aiReturn AddProperty (const int* pInput,
        unsigned int pNumValues,
        const char* pKey,
        unsigned int type  = 0,
        unsigned int index = 0);

    aiReturn AddProperty (const float* pInput,
        unsigned int pNumValues,
        const char* pKey,
        unsigned int type  = 0,
        unsigned int index = 0);

    aiReturn AddProperty (const double* pInput,
        unsigned int pNumValues,
        const char* pKey,
        unsigned int type  = 0,
        unsigned int index = 0);

    aiReturn AddProperty (const aiUVTransform* pInput,
        unsigned int pNumValues,
        const char* pKey,
        unsigned int type  = 0,
        unsigned int index = 0);

    // ------------------------------------------------------------------------------
    /** @brief Remove a given key from the list.
     *
     *  The function fails if the key isn't found
     *  @param pKey Key to be deleted
     *  @param type Set by the AI_MATKEY_XXX macro
     *  @param index Set by the AI_MATKEY_XXX macro  */
    aiReturn RemoveProperty (const char* pKey,
        unsigned int type  = 0,
        unsigned int index = 0);

    // ------------------------------------------------------------------------------
    /** @brief Removes all properties from the material.
     *
     *  The data array remains allocated so adding new properties is quite fast.  */
    void Clear();

    // ------------------------------------------------------------------------------
    /** Copy the property list of a material
     *  @param pcDest Destination material
     *  @param pcSrc Source material
     */
    static void CopyPropertyList(aiMaterial* pcDest,
        const aiMaterial* pcSrc);


#endif

    /** List of all material properties loaded. */
    C_STRUCT aiMaterialProperty** mProperties;

    /** Number of properties in the data base */
    unsigned int mNumProperties;

     /** Storage allocated */
    unsigned int mNumAllocated;
};

// Go back to extern "C" again
#ifdef __cplusplus
extern "C" {
#endif

// ---------------------------------------------------------------------------
#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)

//! @endcond
//!
// ---------------------------------------------------------------------------
/** @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,
    ai_real* pOut,
    unsigned int* pMax);


#ifdef __cplusplus

// ---------------------------------------------------------------------------
/** @brief Retrieve a single float property 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_SHININESS_STRENGTH property of the first diffuse texture)
* @code
* float specStrength = 1.f; // default value, remains unmodified if we fail.
* aiGetMaterialFloat(mat, AI_MATKEY_SHININESS_STRENGTH,
*    (float*)&specStrength);
* @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 Receives the output float.
* @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
*   float remains unmodified.*/
// ---------------------------------------------------------------------------
inline aiReturn aiGetMaterialFloat(const aiMaterial* pMat,
    const char* pKey,
    unsigned int type,
    unsigned int index,
    ai_real* pOut)
{
    return aiGetMaterialFloatArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
}

#else

// Use our friend, the C preprocessor
#define aiGetMaterialFloat (pMat, type, index, pKey, pOut) \
    aiGetMaterialFloatArray(pMat, type, index, pKey, pOut, NULL)

#endif //!__cplusplus


// ---------------------------------------------------------------------------
/** @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);


#ifdef __cplusplus

// ---------------------------------------------------------------------------
/** @brief Retrieve an integer property with a specific key from a material
 *
 * See the sample for aiGetMaterialFloat for more information.*/
// ---------------------------------------------------------------------------
inline aiReturn aiGetMaterialInteger(const C_STRUCT aiMaterial* pMat,
    const char* pKey,
    unsigned int type,
    unsigned int index,
    int* pOut)
{
    return aiGetMaterialIntegerArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
}

#else

// use our friend, the C preprocessor
#define aiGetMaterialInteger (pMat, type, index, pKey, pOut) \
    aiGetMaterialIntegerArray(pMat, type, index, pKey, pOut, NULL)

#endif //!__cplusplus



// ---------------------------------------------------------------------------
/** @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 aiUVTransform value from the material property table
*
* See the sample for aiGetMaterialFloat for more information*/
// ---------------------------------------------------------------------------
ASSIMP_API C_ENUM aiReturn aiGetMaterialUVTransform(const C_STRUCT aiMaterial* pMat,
    const char* pKey,
    unsigned int type,
    unsigned int index,
    C_STRUCT aiUVTransform* 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);

// ---------------------------------------------------------------------------
/** @brief Helper function to get all values pertaining to a particular
 *  texture slot from a material structure.
 *
 *  This function is provided just for convenience. You could also read the
 *  texture by parsing all of its properties manually. This function bundles
 *  all of them in a huge function monster.
 *
 *  @param[in] mat Pointer to the input material. May not be NULL
 *  @param[in] type Specifies the texture stack to read from (e.g. diffuse,
 *     specular, height map ...).
 *  @param[in] index Index of the texture. The function fails if the
 *     requested index is not available for this texture type.
 *     #aiGetMaterialTextureCount() can be used to determine the number of
 *     textures in a particular texture stack.
 *  @param[out] path Receives the output path
 *     If the texture is embedded, receives a '*' followed by the id of
 *     the texture (for the textures stored in the corresponding scene) which
 *     can be converted to an int using a function like atoi.
 *     This parameter must be non-null.
 *  @param mapping The texture mapping mode to be used.
 *      Pass NULL if you're not interested in this information.
 *  @param[out] uvindex For UV-mapped textures: receives the index of the UV
 *      source channel. Unmodified otherwise.
 *      Pass NULL if you're not interested in this information.
 *  @param[out] blend Receives the blend factor for the texture
 *      Pass NULL if you're not interested in this information.
 *  @param[out] op Receives the texture blend operation to be perform between
 *      this texture and the previous texture.
 *      Pass NULL if you're not interested in this information.
 *  @param[out] mapmode Receives the mapping modes to be used for the texture.
 *      Pass NULL if you're not interested in this information. Otherwise,
 *      pass a pointer to an array of two aiTextureMapMode's (one for each
 *      axis, UV order).
 *  @param[out] flags Receives the the texture flags.
 *  @return AI_SUCCESS on success, otherwise something else. Have fun.*/
// ---------------------------------------------------------------------------
#ifdef __cplusplus
ASSIMP_API aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
    aiTextureType type,
    unsigned int  index,
    aiString* path,
    aiTextureMapping* mapping   = NULL,
    unsigned int* uvindex       = NULL,
    ai_real* blend              = NULL,
    aiTextureOp* op             = NULL,
    aiTextureMapMode* mapmode   = NULL,
    unsigned int* flags         = NULL);
#else
C_ENUM aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
    C_ENUM aiTextureType type,
    unsigned int  index,
    C_STRUCT aiString* path,
    C_ENUM aiTextureMapping* mapping    /*= NULL*/,
    unsigned int* uvindex               /*= NULL*/,
    ai_real* blend                      /*= NULL*/,
    C_ENUM aiTextureOp* op              /*= NULL*/,
    C_ENUM aiTextureMapMode* mapmode    /*= NULL*/,
    unsigned int* flags                 /*= NULL*/);
#endif // !#ifdef __cplusplus

#ifdef __cplusplus
}

#include "material.inl"

#endif //!__cplusplus
#endif //!!AI_MATERIAL_H_INC