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author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
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1 /*
2 ---------------------------------------------------------------------------
3 Open Asset Import Library (assimp)
4 ---------------------------------------------------------------------------
6 Copyright (c) 2006-2012, assimp team
8 All rights reserved.
10 Redistribution and use of this software in source and binary forms,
11 with or without modification, are permitted provided that the following
12 conditions are met:
14 * Redistributions of source code must retain the above
15 copyright notice, this list of conditions and the
16 following disclaimer.
18 * Redistributions in binary form must reproduce the above
19 copyright notice, this list of conditions and the
20 following disclaimer in the documentation and/or other
21 materials provided with the distribution.
23 * Neither the name of the assimp team, nor the names of its
24 contributors may be used to endorse or promote products
25 derived from this software without specific prior
26 written permission of the assimp team.
28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
39 ---------------------------------------------------------------------------
40 */
42 /** @file config.h
43 * @brief Defines constants for configurable properties for the library
44 *
45 * Typically these properties are set via
46 * #Assimp::Importer::SetPropertyFloat,
47 * #Assimp::Importer::SetPropertyInteger or
48 * #Assimp::Importer::SetPropertyString,
49 * depending on the data type of a property. All properties have a
50 * default value. See the doc for the mentioned methods for more details.
51 *
52 * <br><br>
53 * The corresponding functions for use with the plain-c API are:
54 * #aiSetImportPropertyInteger,
55 * #aiSetImportPropertyFloat,
56 * #aiSetImportPropertyString
57 */
58 #ifndef INCLUDED_AI_CONFIG_H
59 #define INCLUDED_AI_CONFIG_H
62 // ###########################################################################
63 // LIBRARY SETTINGS
64 // General, global settings
65 // ###########################################################################
67 // ---------------------------------------------------------------------------
68 /** @brief Enables time measurements.
69 *
70 * If enabled, measures the time needed for each part of the loading
71 * process (i.e. IO time, importing, postprocessing, ..) and dumps
72 * these timings to the DefaultLogger. See the @link perf Performance
73 * Page@endlink for more information on this topic.
74 *
75 * Property type: bool. Default value: false.
76 */
77 #define AI_CONFIG_GLOB_MEASURE_TIME \
78 "GLOB_MEASURE_TIME"
81 // ---------------------------------------------------------------------------
82 /** @brief Global setting to disable generation of skeleton dummy meshes
83 *
84 * Skeleton dummy meshes are generated as a visualization aid in cases which
85 * the input data contains no geometry, but only animation data.
86 * Property data type: bool. Default value: false
87 */
88 // ---------------------------------------------------------------------------
89 #define AI_CONFIG_IMPORT_NO_SKELETON_MESHES \
90 "IMPORT_NO_SKELETON_MESHES"
94 # if 0 // not implemented yet
95 // ---------------------------------------------------------------------------
96 /** @brief Set Assimp's multithreading policy.
97 *
98 * This setting is ignored if Assimp was built without boost.thread
99 * support (ASSIMP_BUILD_NO_THREADING, which is implied by ASSIMP_BUILD_BOOST_WORKAROUND).
100 * Possible values are: -1 to let Assimp decide what to do, 0 to disable
101 * multithreading entirely and any number larger than 0 to force a specific
102 * number of threads. Assimp is always free to ignore this settings, which is
103 * merely a hint. Usually, the default value (-1) will be fine. However, if
104 * Assimp is used concurrently from multiple user threads, it might be useful
105 * to limit each Importer instance to a specific number of cores.
106 *
107 * For more information, see the @link threading Threading page@endlink.
108 * Property type: int, default value: -1.
109 */
110 #define AI_CONFIG_GLOB_MULTITHREADING \
111 "GLOB_MULTITHREADING"
112 #endif
114 // ###########################################################################
115 // POST PROCESSING SETTINGS
116 // Various stuff to fine-tune the behavior of a specific post processing step.
117 // ###########################################################################
120 // ---------------------------------------------------------------------------
121 /** @brief Maximum bone count per mesh for the SplitbyBoneCount step.
122 *
123 * Meshes are split until the maximum number of bones is reached. The default
124 * value is AI_SBBC_DEFAULT_MAX_BONES, which may be altered at
125 * compile-time.
126 * Property data type: integer.
127 */
128 // ---------------------------------------------------------------------------
129 #define AI_CONFIG_PP_SBBC_MAX_BONES \
130 "PP_SBBC_MAX_BONES"
133 // default limit for bone count
134 #if (!defined AI_SBBC_DEFAULT_MAX_BONES)
135 # define AI_SBBC_DEFAULT_MAX_BONES 60
136 #endif
139 // ---------------------------------------------------------------------------
140 /** @brief Specifies the maximum angle that may be between two vertex tangents
141 * that their tangents and bi-tangents are smoothed.
142 *
143 * This applies to the CalcTangentSpace-Step. The angle is specified
144 * in degrees. The maximum value is 175.
145 * Property type: float. Default value: 45 degrees
146 */
147 #define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE \
148 "PP_CT_MAX_SMOOTHING_ANGLE"
150 // ---------------------------------------------------------------------------
151 /** @brief Source UV channel for tangent space computation.
152 *
153 * The specified channel must exist or an error will be raised.
154 * Property type: integer. Default value: 0
155 */
156 // ---------------------------------------------------------------------------
157 #define AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX \
158 "PP_CT_TEXTURE_CHANNEL_INDEX"
160 // ---------------------------------------------------------------------------
161 /** @brief Specifies the maximum angle that may be between two face normals
162 * at the same vertex position that their are smoothed together.
163 *
164 * Sometimes referred to as 'crease angle'.
165 * This applies to the GenSmoothNormals-Step. The angle is specified
166 * in degrees, so 180 is PI. The default value is 175 degrees (all vertex
167 * normals are smoothed). The maximum value is 175, too. Property type: float.
168 * Warning: setting this option may cause a severe loss of performance. The
169 * performance is unaffected if the #AI_CONFIG_FAVOUR_SPEED flag is set but
170 * the output quality may be reduced.
171 */
172 #define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE \
173 "PP_GSN_MAX_SMOOTHING_ANGLE"
176 // ---------------------------------------------------------------------------
177 /** @brief Sets the colormap (= palette) to be used to decode embedded
178 * textures in MDL (Quake or 3DGS) files.
179 *
180 * This must be a valid path to a file. The file is 768 (256*3) bytes
181 * large and contains RGB triplets for each of the 256 palette entries.
182 * The default value is colormap.lmp. If the file is not found,
183 * a default palette (from Quake 1) is used.
184 * Property type: string.
185 */
186 #define AI_CONFIG_IMPORT_MDL_COLORMAP \
187 "IMPORT_MDL_COLORMAP"
189 // ---------------------------------------------------------------------------
190 /** @brief Configures the #aiProcess_RemoveRedundantMaterials step to
191 * keep materials matching a name in a given list.
192 *
193 * This is a list of 1 to n strings, ' ' serves as delimiter character.
194 * Identifiers containing whitespaces must be enclosed in *single*
195 * quotation marks. For example:<tt>
196 * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</tt>.
197 * If a material matches on of these names, it will not be modified or
198 * removed by the postprocessing step nor will other materials be replaced
199 * by a reference to it. <br>
200 * This option might be useful if you are using some magic material names
201 * to pass additional semantics through the content pipeline. This ensures
202 * they won't be optimized away, but a general optimization is still
203 * performed for materials not contained in the list.
204 * Property type: String. Default value: n/a
205 * @note Linefeeds, tabs or carriage returns are treated as whitespace.
206 * Material names are case sensitive.
207 */
208 #define AI_CONFIG_PP_RRM_EXCLUDE_LIST \
209 "PP_RRM_EXCLUDE_LIST"
211 // ---------------------------------------------------------------------------
212 /** @brief Configures the #aiProcess_PretransformVertices step to
213 * keep the scene hierarchy. Meshes are moved to worldspace, but
214 * no optimization is performed (read: meshes with equal materials are not
215 * joined. The total number of meshes won't change).
216 *
217 * This option could be of use for you if the scene hierarchy contains
218 * important additional information which you intend to parse.
219 * For rendering, you can still render all meshes in the scene without
220 * any transformations.
221 * Property type: bool. Default value: false.
222 */
223 #define AI_CONFIG_PP_PTV_KEEP_HIERARCHY \
224 "PP_PTV_KEEP_HIERARCHY"
226 // ---------------------------------------------------------------------------
227 /** @brief Configures the #aiProcess_PretransformVertices step to normalize
228 * all vertex components into the [-1,1] range. That is, a bounding box
229 * for the whole scene is computed, the maximum component is taken and all
230 * meshes are scaled appropriately (uniformly of course!).
231 * This might be useful if you don't know the spatial dimension of the input
232 * data*/
233 #define AI_CONFIG_PP_PTV_NORMALIZE \
234 "PP_PTV_NORMALIZE"
236 // ---------------------------------------------------------------------------
237 /** @brief Configures the #aiProcess_FindDegenerates step to
238 * remove degenerated primitives from the import - immediately.
239 *
240 * The default behaviour converts degenerated triangles to lines and
241 * degenerated lines to points. See the documentation to the
242 * #aiProcess_FindDegenerates step for a detailed example of the various ways
243 * to get rid of these lines and points if you don't want them.
244 * Property type: bool. Default value: false.
245 */
246 #define AI_CONFIG_PP_FD_REMOVE \
247 "PP_FD_REMOVE"
249 // ---------------------------------------------------------------------------
250 /** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
251 * matching a name in a given list.
252 *
253 * This is a list of 1 to n strings, ' ' serves as delimiter character.
254 * Identifiers containing whitespaces must be enclosed in *single*
255 * quotation marks. For example:<tt>
256 * "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>.
257 * If a node matches on of these names, it will not be modified or
258 * removed by the postprocessing step.<br>
259 * This option might be useful if you are using some magic node names
260 * to pass additional semantics through the content pipeline. This ensures
261 * they won't be optimized away, but a general optimization is still
262 * performed for nodes not contained in the list.
263 * Property type: String. Default value: n/a
264 * @note Linefeeds, tabs or carriage returns are treated as whitespace.
265 * Node names are case sensitive.
266 */
267 #define AI_CONFIG_PP_OG_EXCLUDE_LIST \
268 "PP_OG_EXCLUDE_LIST"
270 // ---------------------------------------------------------------------------
271 /** @brief Set the maximum number of triangles in a mesh.
272 *
273 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
274 * whether a mesh must be split or not.
275 * @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
276 * Property type: integer.
277 */
278 #define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
279 "PP_SLM_TRIANGLE_LIMIT"
281 // default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
282 #if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
283 # define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
284 #endif
286 // ---------------------------------------------------------------------------
287 /** @brief Set the maximum number of vertices in a mesh.
288 *
289 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
290 * whether a mesh must be split or not.
291 * @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
292 * Property type: integer.
293 */
294 #define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
295 "PP_SLM_VERTEX_LIMIT"
297 // default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT
298 #if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
299 # define AI_SLM_DEFAULT_MAX_VERTICES 1000000
300 #endif
302 // ---------------------------------------------------------------------------
303 /** @brief Set the maximum number of bones affecting a single vertex
304 *
305 * This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
306 * @note The default value is AI_LBW_MAX_WEIGHTS
307 * Property type: integer.*/
308 #define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
309 "PP_LBW_MAX_WEIGHTS"
311 // default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
312 #if (!defined AI_LMW_MAX_WEIGHTS)
313 # define AI_LMW_MAX_WEIGHTS 0x4
314 #endif // !! AI_LMW_MAX_WEIGHTS
316 // ---------------------------------------------------------------------------
317 /** @brief Lower the deboning threshold in order to remove more bones.
318 *
319 * This is used by the #aiProcess_Debone PostProcess-Step.
320 * @note The default value is AI_DEBONE_THRESHOLD
321 * Property type: float.*/
322 #define AI_CONFIG_PP_DB_THRESHOLD \
323 "PP_DB_THRESHOLD"
325 // default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
326 #if (!defined AI_DEBONE_THRESHOLD)
327 # define AI_DEBONE_THRESHOLD 1.0f
328 #endif // !! AI_DEBONE_THRESHOLD
330 // ---------------------------------------------------------------------------
331 /** @brief Require all bones qualify for deboning before removing any
332 *
333 * This is used by the #aiProcess_Debone PostProcess-Step.
334 * @note The default value is 0
335 * Property type: bool.*/
336 #define AI_CONFIG_PP_DB_ALL_OR_NONE \
337 "PP_DB_ALL_OR_NONE"
339 /** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property
340 */
341 #ifndef PP_ICL_PTCACHE_SIZE
342 # define PP_ICL_PTCACHE_SIZE 12
343 #endif
345 // ---------------------------------------------------------------------------
346 /** @brief Set the size of the post-transform vertex cache to optimize the
347 * vertices for. This configures the #aiProcess_ImproveCacheLocality step.
348 *
349 * The size is given in vertices. Of course you can't know how the vertex
350 * format will exactly look like after the import returns, but you can still
351 * guess what your meshes will probably have.
352 * @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight
353 * performance improvements for most nVidia/AMD cards since 2002.
354 * Property type: integer.
355 */
356 #define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE"
358 // ---------------------------------------------------------------------------
359 /** @brief Enumerates components of the aiScene and aiMesh data structures
360 * that can be excluded from the import using the #aiPrpcess_RemoveComponent step.
361 *
362 * See the documentation to #aiProcess_RemoveComponent for more details.
363 */
364 enum aiComponent
365 {
366 /** Normal vectors */
367 #ifdef SWIG
368 aiComponent_NORMALS = 0x2,
369 #else
370 aiComponent_NORMALS = 0x2u,
371 #endif
373 /** Tangents and bitangents go always together ... */
374 #ifdef SWIG
375 aiComponent_TANGENTS_AND_BITANGENTS = 0x4,
376 #else
377 aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
378 #endif
380 /** ALL color sets
381 * Use aiComponent_COLORn(N) to specify the N'th set */
382 aiComponent_COLORS = 0x8,
384 /** ALL texture UV sets
385 * aiComponent_TEXCOORDn(N) to specify the N'th set */
386 aiComponent_TEXCOORDS = 0x10,
388 /** Removes all bone weights from all meshes.
389 * The scenegraph nodes corresponding to the bones are NOT removed.
390 * use the #aiProcess_OptimizeGraph step to do this */
391 aiComponent_BONEWEIGHTS = 0x20,
393 /** Removes all node animations (aiScene::mAnimations).
394 * The corresponding scenegraph nodes are NOT removed.
395 * use the #aiProcess_OptimizeGraph step to do this */
396 aiComponent_ANIMATIONS = 0x40,
398 /** Removes all embedded textures (aiScene::mTextures) */
399 aiComponent_TEXTURES = 0x80,
401 /** Removes all light sources (aiScene::mLights).
402 * The corresponding scenegraph nodes are NOT removed.
403 * use the #aiProcess_OptimizeGraph step to do this */
404 aiComponent_LIGHTS = 0x100,
406 /** Removes all cameras (aiScene::mCameras).
407 * The corresponding scenegraph nodes are NOT removed.
408 * use the #aiProcess_OptimizeGraph step to do this */
409 aiComponent_CAMERAS = 0x200,
411 /** Removes all meshes (aiScene::mMeshes). */
412 aiComponent_MESHES = 0x400,
414 /** Removes all materials. One default material will
415 * be generated, so aiScene::mNumMaterials will be 1. */
416 aiComponent_MATERIALS = 0x800,
419 /** This value is not used. It is just there to force the
420 * compiler to map this enum to a 32 Bit integer. */
421 #ifndef SWIG
422 _aiComponent_Force32Bit = 0x9fffffff
423 #endif
424 };
426 // Remove a specific color channel 'n'
427 #define aiComponent_COLORSn(n) (1u << (n+20u))
429 // Remove a specific UV channel 'n'
430 #define aiComponent_TEXCOORDSn(n) (1u << (n+25u))
432 // ---------------------------------------------------------------------------
433 /** @brief Input parameter to the #aiProcess_RemoveComponent step:
434 * Specifies the parts of the data structure to be removed.
435 *
436 * See the documentation to this step for further details. The property
437 * is expected to be an integer, a bitwise combination of the
438 * #aiComponent flags defined above in this header. The default
439 * value is 0. Important: if no valid mesh is remaining after the
440 * step has been executed (e.g you thought it was funny to specify ALL
441 * of the flags defined above) the import FAILS. Mainly because there is
442 * no data to work on anymore ...
443 */
444 #define AI_CONFIG_PP_RVC_FLAGS \
445 "PP_RVC_FLAGS"
447 // ---------------------------------------------------------------------------
448 /** @brief Input parameter to the #aiProcess_SortByPType step:
449 * Specifies which primitive types are removed by the step.
450 *
451 * This is a bitwise combination of the aiPrimitiveType flags.
452 * Specifying all of them is illegal, of course. A typical use would
453 * be to exclude all line and point meshes from the import. This
454 * is an integer property, its default value is 0.
455 */
456 #define AI_CONFIG_PP_SBP_REMOVE \
457 "PP_SBP_REMOVE"
459 // ---------------------------------------------------------------------------
460 /** @brief Input parameter to the #aiProcess_FindInvalidData step:
461 * Specifies the floating-point accuracy for animation values. The step
462 * checks for animation tracks where all frame values are absolutely equal
463 * and removes them. This tweakable controls the epsilon for floating-point
464 * comparisons - two keys are considered equal if the invariant
465 * abs(n0-n1)>epsilon holds true for all vector respectively quaternion
466 * components. The default value is 0.f - comparisons are exact then.
467 */
468 #define AI_CONFIG_PP_FID_ANIM_ACCURACY \
469 "PP_FID_ANIM_ACCURACY"
472 // TransformUVCoords evaluates UV scalings
473 #define AI_UVTRAFO_SCALING 0x1
475 // TransformUVCoords evaluates UV rotations
476 #define AI_UVTRAFO_ROTATION 0x2
478 // TransformUVCoords evaluates UV translation
479 #define AI_UVTRAFO_TRANSLATION 0x4
481 // Everything baked together -> default value
482 #define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION)
484 // ---------------------------------------------------------------------------
485 /** @brief Input parameter to the #aiProcess_TransformUVCoords step:
486 * Specifies which UV transformations are evaluated.
487 *
488 * This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
489 * property, of course). By default all transformations are enabled
490 * (AI_UVTRAFO_ALL).
491 */
492 #define AI_CONFIG_PP_TUV_EVALUATE \
493 "PP_TUV_EVALUATE"
495 // ---------------------------------------------------------------------------
496 /** @brief A hint to assimp to favour speed against import quality.
497 *
498 * Enabling this option may result in faster loading, but it needn't.
499 * It represents just a hint to loaders and post-processing steps to use
500 * faster code paths, if possible.
501 * This property is expected to be an integer, != 0 stands for true.
502 * The default value is 0.
503 */
504 #define AI_CONFIG_FAVOUR_SPEED \
505 "FAVOUR_SPEED"
508 // ###########################################################################
509 // IMPORTER SETTINGS
510 // Various stuff to fine-tune the behaviour of specific importer plugins.
511 // ###########################################################################
514 // ---------------------------------------------------------------------------
515 /** @brief Set whether the fbx importer will merge all geometry layers present
516 * in the source file or take only the first.
517 *
518 * The default value is true (1)
519 * Property type: bool
520 */
521 #define AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS \
522 "IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS"
524 // ---------------------------------------------------------------------------
525 /** @brief Set whether the fbx importer will read all materials present in the
526 * source file or take only the referenced materials.
527 *
528 * This is void unless IMPORT_FBX_READ_MATERIALS=1.
529 *
530 * The default value is false (0)
531 * Property type: bool
532 */
533 #define AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS \
534 "IMPORT_FBX_READ_ALL_MATERIALS"
536 // ---------------------------------------------------------------------------
537 /** @brief Set whether the fbx importer will read materials.
538 *
539 * The default value is true (1)
540 * Property type: bool
541 */
542 #define AI_CONFIG_IMPORT_FBX_READ_MATERIALS \
543 "IMPORT_FBX_READ_MATERIALS"
545 // ---------------------------------------------------------------------------
546 /** @brief Set whether the fbx importer will read cameras.
547 *
548 * The default value is true (1)
549 * Property type: bool
550 */
551 #define AI_CONFIG_IMPORT_FBX_READ_CAMERAS \
552 "IMPORT_FBX_READ_CAMERAS"
554 // ---------------------------------------------------------------------------
555 /** @brief Set whether the fbx importer will read light sources.
556 *
557 * The default value is true (1)
558 * Property type: bool
559 */
560 #define AI_CONFIG_IMPORT_FBX_READ_LIGHTS \
561 "IMPORT_FBX_READ_LIGHTS"
563 // ---------------------------------------------------------------------------
564 /** @brief Set whether the fbx importer will read animations.
565 *
566 * The default value is true (1)
567 * Property type: bool
568 */
569 #define AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS \
570 "IMPORT_FBX_READ_ANIMATIONS"
572 // ---------------------------------------------------------------------------
573 /** @brief Set whether the fbx importer will act in strict mode in which only
574 * FBX 2013 is supported and any other sub formats are rejected. FBX 2013
575 * is the primary target for the importer, so this format is best
576 * supported and well-tested.
577 *
578 * The default value is false (0)
579 * Property type: bool
580 */
581 #define AI_CONFIG_IMPORT_FBX_STRICT_MODE \
582 "IMPORT_FBX_STRICT_MODE"
584 // ---------------------------------------------------------------------------
585 /** @brief Set whether the fbx importer will preserve pivot points for
586 * transformations (as extra nodes). If set to false, pivots and offsets
587 * will be evaluated whenever possible.
588 *
589 * The default value is true (1)
590 * Property type: bool
591 */
592 #define AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS \
593 "IMPORT_FBX_PRESERVE_PIVOTS"
595 // ---------------------------------------------------------------------------
596 /** @brief Specifies whether the importer will drop empty animation curves or
597 * animation curves which match the bind pose transformation over their
598 * entire defined range.
599 *
600 * The default value is true (1)
601 * Property type: bool
602 */
603 #define AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES \
604 "IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES"
608 // ---------------------------------------------------------------------------
609 /** @brief Set the vertex animation keyframe to be imported
610 *
611 * ASSIMP does not support vertex keyframes (only bone animation is supported).
612 * The library reads only one frame of models with vertex animations.
613 * By default this is the first frame.
614 * \note The default value is 0. This option applies to all importers.
615 * However, it is also possible to override the global setting
616 * for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
617 * options (where XXX is a placeholder for the file format for which you
618 * want to override the global setting).
619 * Property type: integer.
620 */
621 #define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME"
623 #define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME"
624 #define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME"
625 #define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME"
626 #define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME"
627 #define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
628 #define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
631 // ---------------------------------------------------------------------------
632 /** @brief Configures the AC loader to collect all surfaces which have the
633 * "Backface cull" flag set in separate meshes.
634 *
635 * Property type: bool. Default value: true.
636 */
637 #define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
638 "IMPORT_AC_SEPARATE_BFCULL"
640 // ---------------------------------------------------------------------------
641 /** @brief Configures whether the AC loader evaluates subdivision surfaces (
642 * indicated by the presence of the 'subdiv' attribute in the file). By
643 * default, Assimp performs the subdivision using the standard
644 * Catmull-Clark algorithm
645 *
646 * * Property type: bool. Default value: true.
647 */
648 #define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \
649 "IMPORT_AC_EVAL_SUBDIVISION"
651 // ---------------------------------------------------------------------------
652 /** @brief Configures the UNREAL 3D loader to separate faces with different
653 * surface flags (e.g. two-sided vs. single-sided).
654 *
655 * * Property type: bool. Default value: true.
656 */
657 #define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \
658 "UNREAL_HANDLE_FLAGS"
660 // ---------------------------------------------------------------------------
661 /** @brief Configures the terragen import plugin to compute uv's for
662 * terrains, if not given. Furthermore a default texture is assigned.
663 *
664 * UV coordinates for terrains are so simple to compute that you'll usually
665 * want to compute them on your own, if you need them. This option is intended
666 * for model viewers which want to offer an easy way to apply textures to
667 * terrains.
668 * * Property type: bool. Default value: false.
669 */
670 #define AI_CONFIG_IMPORT_TER_MAKE_UVS \
671 "IMPORT_TER_MAKE_UVS"
673 // ---------------------------------------------------------------------------
674 /** @brief Configures the ASE loader to always reconstruct normal vectors
675 * basing on the smoothing groups loaded from the file.
676 *
677 * Some ASE files have carry invalid normals, other don't.
678 * * Property type: bool. Default value: true.
679 */
680 #define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \
681 "IMPORT_ASE_RECONSTRUCT_NORMALS"
683 // ---------------------------------------------------------------------------
684 /** @brief Configures the M3D loader to detect and process multi-part
685 * Quake player models.
686 *
687 * These models usually consist of 3 files, lower.md3, upper.md3 and
688 * head.md3. If this property is set to true, Assimp will try to load and
689 * combine all three files if one of them is loaded.
690 * Property type: bool. Default value: true.
691 */
692 #define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \
693 "IMPORT_MD3_HANDLE_MULTIPART"
695 // ---------------------------------------------------------------------------
696 /** @brief Tells the MD3 loader which skin files to load.
697 *
698 * When loading MD3 files, Assimp checks whether a file
699 * <md3_file_name>_<skin_name>.skin is existing. These files are used by
700 * Quake III to be able to assign different skins (e.g. red and blue team)
701 * to models. 'default', 'red', 'blue' are typical skin names.
702 * Property type: String. Default value: "default".
703 */
704 #define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
705 "IMPORT_MD3_SKIN_NAME"
707 // ---------------------------------------------------------------------------
708 /** @brief Specify the Quake 3 shader file to be used for a particular
709 * MD3 file. This can also be a search path.
710 *
711 * By default Assimp's behaviour is as follows: If a MD3 file
712 * <tt><any_path>/models/<any_q3_subdir>/<model_name>/<file_name>.md3</tt> is
713 * loaded, the library tries to locate the corresponding shader file in
714 * <tt><any_path>/scripts/<model_name>.shader</tt>. This property overrides this
715 * behaviour. It can either specify a full path to the shader to be loaded
716 * or alternatively the path (relative or absolute) to the directory where
717 * the shaders for all MD3s to be loaded reside. Assimp attempts to open
718 * <tt><dir>/<model_name>.shader</tt> first, <tt><dir>/<file_name>.shader</tt>
719 * is the fallback file. Note that <dir> should have a terminal (back)slash.
720 * Property type: String. Default value: n/a.
721 */
722 #define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
723 "IMPORT_MD3_SHADER_SRC"
725 // ---------------------------------------------------------------------------
726 /** @brief Configures the LWO loader to load just one layer from the model.
727 *
728 * LWO files consist of layers and in some cases it could be useful to load
729 * only one of them. This property can be either a string - which specifies
730 * the name of the layer - or an integer - the index of the layer. If the
731 * property is not set the whole LWO model is loaded. Loading fails if the
732 * requested layer is not available. The layer index is zero-based and the
733 * layer name may not be empty.<br>
734 * Property type: Integer. Default value: all layers are loaded.
735 */
736 #define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \
737 "IMPORT_LWO_ONE_LAYER_ONLY"
739 // ---------------------------------------------------------------------------
740 /** @brief Configures the MD5 loader to not load the MD5ANIM file for
741 * a MD5MESH file automatically.
742 *
743 * The default strategy is to look for a file with the same name but the
744 * MD5ANIM extension in the same directory. If it is found, it is loaded
745 * and combined with the MD5MESH file. This configuration option can be
746 * used to disable this behaviour.
747 *
748 * * Property type: bool. Default value: false.
749 */
750 #define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
751 "IMPORT_MD5_NO_ANIM_AUTOLOAD"
753 // ---------------------------------------------------------------------------
754 /** @brief Defines the begin of the time range for which the LWS loader
755 * evaluates animations and computes aiNodeAnim's.
756 *
757 * Assimp provides full conversion of LightWave's envelope system, including
758 * pre and post conditions. The loader computes linearly subsampled animation
759 * chanels with the frame rate given in the LWS file. This property defines
760 * the start time. Note: animation channels are only generated if a node
761 * has at least one envelope with more tan one key assigned. This property.
762 * is given in frames, '0' is the first frame. By default, if this property
763 * is not set, the importer takes the animation start from the input LWS
764 * file ('FirstFrame' line)<br>
765 * Property type: Integer. Default value: taken from file.
766 *
767 * @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range
768 */
769 #define AI_CONFIG_IMPORT_LWS_ANIM_START \
770 "IMPORT_LWS_ANIM_START"
771 #define AI_CONFIG_IMPORT_LWS_ANIM_END \
772 "IMPORT_LWS_ANIM_END"
774 // ---------------------------------------------------------------------------
775 /** @brief Defines the output frame rate of the IRR loader.
776 *
777 * IRR animations are difficult to convert for Assimp and there will
778 * always be a loss of quality. This setting defines how many keys per second
779 * are returned by the converter.<br>
780 * Property type: integer. Default value: 100
781 */
782 #define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
783 "IMPORT_IRR_ANIM_FPS"
786 // ---------------------------------------------------------------------------
787 /** @brief Ogre Importer will try to load this Materialfile.
788 *
789 * Ogre Meshes contain only the MaterialName, not the MaterialFile. If there
790 * is no material file with the same name as the material, Ogre Importer will
791 * try to load this file and search the material in it.
792 * <br>
793 * Property type: String. Default value: guessed.
794 */
795 #define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE "IMPORT_OGRE_MATERIAL_FILE"
798 // ---------------------------------------------------------------------------
799 /** @brief Ogre Importer detect the texture usage from its filename
800 *
801 * Normally, a texture is loaded as a colormap, if no target is specified in the
802 * materialfile. Is this switch is enabled, texture names ending with _n, _l, _s
803 * are used as normalmaps, lightmaps or specularmaps.
804 * <br>
805 * Property type: Bool. Default value: false.
806 */
807 #define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"
809 /** @brief Specifies whether the IFC loader skips over IfcSpace elements.
810 *
811 * IfcSpace elements (and their geometric representations) are used to
812 * represent, well, free space in a building storey.<br>
813 * Property type: Bool. Default value: true.
814 */
815 #define AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS "IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS"
818 // ---------------------------------------------------------------------------
819 /** @brief Specifies whether the IFC loader skips over
820 * shape representations of type 'Curve2D'.
821 *
822 * A lot of files contain both a faceted mesh representation and a outline
823 * with a presentation type of 'Curve2D'. Currently Assimp doesn't convert those,
824 * so turning this option off just clutters the log with errors.<br>
825 * Property type: Bool. Default value: true.
826 */
827 #define AI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS "IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS"
829 // ---------------------------------------------------------------------------
830 /** @brief Specifies whether the IFC loader will use its own, custom triangulation
831 * algorithm to triangulate wall and floor meshes.
832 *
833 * If this property is set to false, walls will be either triangulated by
834 * #aiProcess_Triangulate or will be passed through as huge polygons with
835 * faked holes (i.e. holes that are connected with the outer boundary using
836 * a dummy edge). It is highly recommended to set this property to true
837 * if you want triangulated data because #aiProcess_Triangulate is known to
838 * have problems with the kind of polygons that the IFC loader spits out for
839 * complicated meshes.
840 * Property type: Bool. Default value: true.
841 */
842 #define AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION "IMPORT_IFC_CUSTOM_TRIANGULATION"
844 #endif // !! AI_CONFIG_H_INC