vrshoot
diff libs/assimp/FBXImportSettings.h @ 0:b2f14e535253
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 01 Feb 2014 19:58:19 +0200 |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/libs/assimp/FBXImportSettings.h Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,142 @@ 1.4 +/* 1.5 +Open Asset Import Library (assimp) 1.6 +---------------------------------------------------------------------- 1.7 + 1.8 +Copyright (c) 2006-2012, assimp team 1.9 +All rights reserved. 1.10 + 1.11 +Redistribution and use of this software in source and binary forms, 1.12 +with or without modification, are permitted provided that the 1.13 +following conditions are met: 1.14 + 1.15 +* Redistributions of source code must retain the above 1.16 + copyright notice, this list of conditions and the 1.17 + following disclaimer. 1.18 + 1.19 +* Redistributions in binary form must reproduce the above 1.20 + copyright notice, this list of conditions and the 1.21 + following disclaimer in the documentation and/or other 1.22 + materials provided with the distribution. 1.23 + 1.24 +* Neither the name of the assimp team, nor the names of its 1.25 + contributors may be used to endorse or promote products 1.26 + derived from this software without specific prior 1.27 + written permission of the assimp team. 1.28 + 1.29 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 1.30 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 1.31 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 1.32 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 1.33 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 1.34 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 1.35 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 1.36 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 1.37 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 1.38 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 1.39 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 1.40 + 1.41 +---------------------------------------------------------------------- 1.42 +*/ 1.43 + 1.44 +/** @file FBXImportSettings.h 1.45 + * @brief FBX importer runtime configuration 1.46 + */ 1.47 +#ifndef INCLUDED_AI_FBX_IMPORTSETTINGS_H 1.48 +#define INCLUDED_AI_FBX_IMPORTSETTINGS_H 1.49 + 1.50 +namespace Assimp { 1.51 +namespace FBX { 1.52 + 1.53 +/** FBX import settings, parts of which are publicly accessible via their corresponding AI_CONFIG constants */ 1.54 +struct ImportSettings 1.55 +{ 1.56 + ImportSettings() 1.57 + : strictMode(true) 1.58 + , readAllLayers(true) 1.59 + , readAllMaterials() 1.60 + , readMaterials(true) 1.61 + , readCameras(true) 1.62 + , readLights(true) 1.63 + , readAnimations(true) 1.64 + , readWeights(true) 1.65 + , preservePivots(true) 1.66 + , optimizeEmptyAnimationCurves(true) 1.67 + {} 1.68 + 1.69 + 1.70 + /** enable strict mode: 1.71 + * - only accept fbx 2012, 2013 files 1.72 + * - on the slightest error, give up. 1.73 + * 1.74 + * Basically, strict mode means that the fbx file will actually 1.75 + * be validated. Strict mode is off by default. */ 1.76 + bool strictMode; 1.77 + 1.78 + /** specifies whether all geometry layers are read and scanned for 1.79 + * usable data channels. The FBX spec indicates that many readers 1.80 + * will only read the first channel and that this is in some way 1.81 + * the recommended way- in reality, however, it happens a lot that 1.82 + * vertex data is spread among multiple layers. The default 1.83 + * value for this option is true.*/ 1.84 + bool readAllLayers; 1.85 + 1.86 + /** specifies whether all materials are read, or only those that 1.87 + * are referenced by at least one mesh. Reading all materials 1.88 + * may make FBX reading a lot slower since all objects 1.89 + * need to be processed . 1.90 + * This bit is ignored unless readMaterials=true*/ 1.91 + bool readAllMaterials; 1.92 + 1.93 + 1.94 + /** import materials (true) or skip them and assign a default 1.95 + * material. The default value is true.*/ 1.96 + bool readMaterials; 1.97 + 1.98 + /** import cameras? Default value is true.*/ 1.99 + bool readCameras; 1.100 + 1.101 + /** import light sources? Default value is true.*/ 1.102 + bool readLights; 1.103 + 1.104 + /** import animations (i.e. animation curves, the node 1.105 + * skeleton is always imported). Default value is true. */ 1.106 + bool readAnimations; 1.107 + 1.108 + /** read bones (vertex weights and deform info). 1.109 + * Default value is true. */ 1.110 + bool readWeights; 1.111 + 1.112 + /** preserve transformation pivots and offsets. Since these can 1.113 + * not directly be represented in assimp, additional dummy 1.114 + * nodes will be generated. Note that settings this to false 1.115 + * can make animation import a lot slower. The default value 1.116 + * is true. 1.117 + * 1.118 + * The naming scheme for the generated nodes is: 1.119 + * <OriginalName>_$AssimpFbx$_<TransformName> 1.120 + * 1.121 + * where <TransformName> is one of 1.122 + * RotationPivot 1.123 + * RotationOffset 1.124 + * PreRotation 1.125 + * PostRotation 1.126 + * ScalingPivot 1.127 + * ScalingOffset 1.128 + * Translation 1.129 + * Scaling 1.130 + * Rotation 1.131 + **/ 1.132 + bool preservePivots; 1.133 + 1.134 + /** do not import animation curves that specify a constant 1.135 + * values matching the corresponding node transformation. 1.136 + * The default value is true. */ 1.137 + bool optimizeEmptyAnimationCurves; 1.138 +}; 1.139 + 1.140 + 1.141 +} // !FBX 1.142 +} // !Assimp 1.143 + 1.144 +#endif 1.145 +