/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------

Copyright (c) 2006-2016, assimp team

All rights reserved.

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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
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* 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,
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---------------------------------------------------------------------------
*/

/** @file material.inl
 *  @brief Defines the C++ getters for the material system
 */

#pragma once
#ifndef AI_MATERIAL_INL_INC
#define AI_MATERIAL_INL_INC

//! @cond never

// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::GetTexture( aiTextureType type,
   unsigned int  index,
   C_STRUCT aiString* path,
   aiTextureMapping* mapping    /*= NULL*/,
   unsigned int* uvindex        /*= NULL*/,
   ai_real* blend               /*= NULL*/,
   aiTextureOp* op              /*= NULL*/,
   aiTextureMapMode* mapmode    /*= NULL*/) const
{
    return ::aiGetMaterialTexture(this,type,index,path,mapping,uvindex,blend,op,mapmode);
}

// ---------------------------------------------------------------------------
inline unsigned int aiMaterial::GetTextureCount(aiTextureType type) const
{
    return ::aiGetMaterialTextureCount(this,type);
}

// ---------------------------------------------------------------------------
template <typename Type>
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
    unsigned int idx, Type* pOut,
    unsigned int* pMax) const
{
    unsigned int iNum = pMax ? *pMax : 1;

    const aiMaterialProperty* prop;
    const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
        (const aiMaterialProperty**)&prop);
    if ( AI_SUCCESS == ret )    {

        if (prop->mDataLength < sizeof(Type)*iNum) {
            return AI_FAILURE;
        }

        if (prop->mType != aiPTI_Buffer) {
            return AI_FAILURE;
        }

        iNum = std::min((size_t)iNum,prop->mDataLength / sizeof(Type));
        ::memcpy(pOut,prop->mData,iNum * sizeof(Type));
        if (pMax) {
            *pMax = iNum;
        }
    }
    return ret;
}

// ---------------------------------------------------------------------------
template <typename Type>
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
    unsigned int idx,Type& pOut) const
{
    const aiMaterialProperty* prop;
    const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
        (const aiMaterialProperty**)&prop);
    if ( AI_SUCCESS == ret )    {

        if (prop->mDataLength < sizeof(Type)) {
            return AI_FAILURE;
        }

        if (prop->mType != aiPTI_Buffer) {
            return AI_FAILURE;
        }

        ::memcpy(&pOut,prop->mData,sizeof(Type));
    }
    return ret;
}

// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
    unsigned int idx,ai_real* pOut,
    unsigned int* pMax) const
{
    return ::aiGetMaterialFloatArray(this,pKey,type,idx,pOut,pMax);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
    unsigned int idx,int* pOut,
    unsigned int* pMax) const
{
    return ::aiGetMaterialIntegerArray(this,pKey,type,idx,pOut,pMax);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
    unsigned int idx,ai_real& pOut) const
{
    return aiGetMaterialFloat(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
    unsigned int idx,int& pOut) const
{
    return aiGetMaterialInteger(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
    unsigned int idx,aiColor4D& pOut) const
{
    return aiGetMaterialColor(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
    unsigned int idx,aiColor3D& pOut) const
{
    aiColor4D c;
    const aiReturn ret = aiGetMaterialColor(this,pKey,type,idx,&c);
    pOut = aiColor3D(c.r,c.g,c.b);
    return ret;
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
    unsigned int idx,aiString& pOut) const
{
    return aiGetMaterialString(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
    unsigned int idx,aiUVTransform& pOut) const
{
    return aiGetMaterialUVTransform(this,pKey,type,idx,&pOut);
}


// ---------------------------------------------------------------------------
template<class TYPE>
aiReturn aiMaterial::AddProperty (const TYPE* pInput,
    const unsigned int pNumValues,
    const char* pKey,
    unsigned int type,
    unsigned int index)
{
    return AddBinaryProperty((const void*)pInput,
        pNumValues * sizeof(TYPE),
        pKey,type,index,aiPTI_Buffer);
}

// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const float* pInput,
    const unsigned int pNumValues,
    const char* pKey,
    unsigned int type,
    unsigned int index)
{
    return AddBinaryProperty((const void*)pInput,
        pNumValues * sizeof(float),
        pKey,type,index,aiPTI_Float);
}

// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiUVTransform* pInput,
    const unsigned int pNumValues,
    const char* pKey,
    unsigned int type,
    unsigned int index)
{
    return AddBinaryProperty((const void*)pInput,
        pNumValues * sizeof(aiUVTransform),
        pKey,type,index,aiPTI_Float); //TODO could be Double ...
}

// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiColor4D* pInput,
    const unsigned int pNumValues,
    const char* pKey,
    unsigned int type,
    unsigned int index)
{
    return AddBinaryProperty((const void*)pInput,
        pNumValues * sizeof(aiColor4D),
        pKey,type,index,aiPTI_Float); //TODO could be Double ...
}

// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiColor3D* pInput,
    const unsigned int pNumValues,
    const char* pKey,
    unsigned int type,
    unsigned int index)
{
    return AddBinaryProperty((const void*)pInput,
        pNumValues * sizeof(aiColor3D),
        pKey,type,index,aiPTI_Float); //TODO could be Double ...
}

// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiVector3D* pInput,
    const unsigned int pNumValues,
    const char* pKey,
    unsigned int type,
    unsigned int index)
{
    return AddBinaryProperty((const void*)pInput,
        pNumValues * sizeof(aiVector3D),
        pKey,type,index,aiPTI_Float); //TODO could be Double ...
}

// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const int* pInput,
    const unsigned int pNumValues,
    const char* pKey,
    unsigned int type,
    unsigned int index)
{
    return AddBinaryProperty((const void*)pInput,
        pNumValues * sizeof(int),
        pKey,type,index,aiPTI_Integer);
}


// ---------------------------------------------------------------------------
// The template specializations below are for backwards compatibility.
// The recommended way to add material properties is using the non-template
// overloads.
// ---------------------------------------------------------------------------

// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<float>(const float* pInput,
    const unsigned int pNumValues,
    const char* pKey,
    unsigned int type,
    unsigned int index)
{
    return AddBinaryProperty((const void*)pInput,
        pNumValues * sizeof(float),
        pKey,type,index,aiPTI_Float);
}

// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiUVTransform>(const aiUVTransform* pInput,
    const unsigned int pNumValues,
    const char* pKey,
    unsigned int type,
    unsigned int index)
{
    return AddBinaryProperty((const void*)pInput,
        pNumValues * sizeof(aiUVTransform),
        pKey,type,index,aiPTI_Float);
}

// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiColor4D>(const aiColor4D* pInput,
    const unsigned int pNumValues,
    const char* pKey,
    unsigned int type,
    unsigned int index)
{
    return AddBinaryProperty((const void*)pInput,
        pNumValues * sizeof(aiColor4D),
        pKey,type,index,aiPTI_Float);
}

// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiColor3D>(const aiColor3D* pInput,
    const unsigned int pNumValues,
    const char* pKey,
    unsigned int type,
    unsigned int index)
{
    return AddBinaryProperty((const void*)pInput,
        pNumValues * sizeof(aiColor3D),
        pKey,type,index,aiPTI_Float);
}

// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiVector3D>(const aiVector3D* pInput,
    const unsigned int pNumValues,
    const char* pKey,
    unsigned int type,
    unsigned int index)
{
    return AddBinaryProperty((const void*)pInput,
        pNumValues * sizeof(aiVector3D),
        pKey,type,index,aiPTI_Float);
}

// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<int>(const int* pInput,
    const unsigned int pNumValues,
    const char* pKey,
    unsigned int type,
    unsigned int index)
{
    return AddBinaryProperty((const void*)pInput,
        pNumValues * sizeof(int),
        pKey,type,index,aiPTI_Integer);
}

//! @endcond

#endif //! AI_MATERIAL_INL_INC
