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1 /*
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2 Open Asset Import Library (assimp)
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3 ----------------------------------------------------------------------
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4
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5 Copyright (c) 2006-2012, assimp team
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6 All rights reserved.
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7
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8 Redistribution and use of this software in source and binary forms,
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9 with or without modification, are permitted provided that the
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10 following conditions are met:
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11
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12 * Redistributions of source code must retain the above
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13 copyright notice, this list of conditions and the
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14 following disclaimer.
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15
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16 * Redistributions in binary form must reproduce the above
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17 copyright notice, this list of conditions and the
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18 following disclaimer in the documentation and/or other
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19 materials provided with the distribution.
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20
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21 * Neither the name of the assimp team, nor the names of its
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22 contributors may be used to endorse or promote products
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23 derived from this software without specific prior
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24 written permission of the assimp team.
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25
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26 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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27 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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28 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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29 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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30 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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31 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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32 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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33 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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34 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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35 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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36 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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37
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38 ----------------------------------------------------------------------
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39 */
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40
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41 /** @file FBXImportSettings.h
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42 * @brief FBX importer runtime configuration
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43 */
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44 #ifndef INCLUDED_AI_FBX_IMPORTSETTINGS_H
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45 #define INCLUDED_AI_FBX_IMPORTSETTINGS_H
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46
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47 namespace Assimp {
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48 namespace FBX {
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49
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50 /** FBX import settings, parts of which are publicly accessible via their corresponding AI_CONFIG constants */
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51 struct ImportSettings
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52 {
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53 ImportSettings()
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54 : strictMode(true)
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55 , readAllLayers(true)
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56 , readAllMaterials()
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57 , readMaterials(true)
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58 , readCameras(true)
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59 , readLights(true)
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60 , readAnimations(true)
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61 , readWeights(true)
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62 , preservePivots(true)
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63 , optimizeEmptyAnimationCurves(true)
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64 {}
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65
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66
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67 /** enable strict mode:
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68 * - only accept fbx 2012, 2013 files
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69 * - on the slightest error, give up.
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70 *
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71 * Basically, strict mode means that the fbx file will actually
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72 * be validated. Strict mode is off by default. */
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73 bool strictMode;
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74
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75 /** specifies whether all geometry layers are read and scanned for
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76 * usable data channels. The FBX spec indicates that many readers
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77 * will only read the first channel and that this is in some way
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78 * the recommended way- in reality, however, it happens a lot that
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79 * vertex data is spread among multiple layers. The default
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80 * value for this option is true.*/
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81 bool readAllLayers;
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82
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83 /** specifies whether all materials are read, or only those that
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84 * are referenced by at least one mesh. Reading all materials
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85 * may make FBX reading a lot slower since all objects
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86 * need to be processed .
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87 * This bit is ignored unless readMaterials=true*/
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88 bool readAllMaterials;
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89
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90
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91 /** import materials (true) or skip them and assign a default
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92 * material. The default value is true.*/
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93 bool readMaterials;
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94
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95 /** import cameras? Default value is true.*/
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96 bool readCameras;
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97
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98 /** import light sources? Default value is true.*/
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99 bool readLights;
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100
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101 /** import animations (i.e. animation curves, the node
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102 * skeleton is always imported). Default value is true. */
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103 bool readAnimations;
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104
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105 /** read bones (vertex weights and deform info).
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106 * Default value is true. */
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107 bool readWeights;
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108
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109 /** preserve transformation pivots and offsets. Since these can
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110 * not directly be represented in assimp, additional dummy
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111 * nodes will be generated. Note that settings this to false
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112 * can make animation import a lot slower. The default value
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113 * is true.
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114 *
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115 * The naming scheme for the generated nodes is:
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116 * <OriginalName>_$AssimpFbx$_<TransformName>
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117 *
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118 * where <TransformName> is one of
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119 * RotationPivot
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120 * RotationOffset
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121 * PreRotation
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122 * PostRotation
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123 * ScalingPivot
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124 * ScalingOffset
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125 * Translation
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126 * Scaling
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127 * Rotation
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128 **/
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129 bool preservePivots;
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130
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131 /** do not import animation curves that specify a constant
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132 * values matching the corresponding node transformation.
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133 * The default value is true. */
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134 bool optimizeEmptyAnimationCurves;
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135 };
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136
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137
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138 } // !FBX
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139 } // !Assimp
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140
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141 #endif
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142
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