1/*
2Open Asset Import Library (assimp)
3----------------------------------------------------------------------
4
5Copyright (c) 2006-2017, assimp team
6
7All rights reserved.
8
9Redistribution and use of this software in source and binary forms,
10with or without modification, are permitted provided that the
11following conditions are met:
12
13* Redistributions of source code must retain the above
14 copyright notice, this list of conditions and the
15 following disclaimer.
16
17* Redistributions in binary form must reproduce the above
18 copyright notice, this list of conditions and the
19 following disclaimer in the documentation and/or other
20 materials provided with the distribution.
21
22* Neither the name of the assimp team, nor the names of its
23 contributors may be used to endorse or promote products
24 derived from this software without specific prior
25 written permission of the assimp team.
26
27THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
28"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
29LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
30A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
31OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
32SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
33LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
34DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
35THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
36(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
37OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
38
39----------------------------------------------------------------------
40*/
41
42/** @file FBXImportSettings.h
43 * @brief FBX importer runtime configuration
44 */
45#ifndef INCLUDED_AI_FBX_IMPORTSETTINGS_H
46#define INCLUDED_AI_FBX_IMPORTSETTINGS_H
47
48namespace Assimp {
49namespace FBX {
50
51/** FBX import settings, parts of which are publicly accessible via their corresponding AI_CONFIG constants */
52struct ImportSettings
53{
54 ImportSettings()
55 : strictMode(true)
56 , readAllLayers(true)
57 , readAllMaterials(false)
58 , readMaterials(true)
59 , readTextures(true)
60 , readCameras(true)
61 , readLights(true)
62 , readAnimations(true)
63 , readWeights(true)
64 , preservePivots(true)
65 , optimizeEmptyAnimationCurves(true)
66 , searchEmbeddedTextures(false)
67 {}
68
69
70 /** enable strict mode:
71 * - only accept fbx 2012, 2013 files
72 * - on the slightest error, give up.
73 *
74 * Basically, strict mode means that the fbx file will actually
75 * be validated. Strict mode is off by default. */
76 bool strictMode;
77
78 /** specifies whether all geometry layers are read and scanned for
79 * usable data channels. The FBX spec indicates that many readers
80 * will only read the first channel and that this is in some way
81 * the recommended way- in reality, however, it happens a lot that
82 * vertex data is spread among multiple layers. The default
83 * value for this option is true.*/
84 bool readAllLayers;
85
86 /** specifies whether all materials are read, or only those that
87 * are referenced by at least one mesh. Reading all materials
88 * may make FBX reading a lot slower since all objects
89 * need to be processed .
90 * This bit is ignored unless readMaterials=true*/
91 bool readAllMaterials;
92
93
94 /** import materials (true) or skip them and assign a default
95 * material. The default value is true.*/
96 bool readMaterials;
97
98 /** import embedded textures? Default value is true.*/
99 bool readTextures;
100
101 /** import cameras? Default value is true.*/
102 bool readCameras;
103
104 /** import light sources? Default value is true.*/
105 bool readLights;
106
107 /** import animations (i.e. animation curves, the node
108 * skeleton is always imported). Default value is true. */
109 bool readAnimations;
110
111 /** read bones (vertex weights and deform info).
112 * Default value is true. */
113 bool readWeights;
114
115 /** preserve transformation pivots and offsets. Since these can
116 * not directly be represented in assimp, additional dummy
117 * nodes will be generated. Note that settings this to false
118 * can make animation import a lot slower. The default value
119 * is true.
120 *
121 * The naming scheme for the generated nodes is:
122 * <OriginalName>_$AssimpFbx$_<TransformName>
123 *
124 * where <TransformName> is one of
125 * RotationPivot
126 * RotationOffset
127 * PreRotation
128 * PostRotation
129 * ScalingPivot
130 * ScalingOffset
131 * Translation
132 * Scaling
133 * Rotation
134 **/
135 bool preservePivots;
136
137 /** do not import animation curves that specify a constant
138 * values matching the corresponding node transformation.
139 * The default value is true. */
140 bool optimizeEmptyAnimationCurves;
141
142 /** search for embedded loaded textures, where no embedded texture data is provided.
143 * The default value is false. */
144 bool searchEmbeddedTextures;
145};
146
147
148} // !FBX
149} // !Assimp
150
151#endif
152
153