1/*
2---------------------------------------------------------------------------
3Open Asset Import Library (assimp)
4---------------------------------------------------------------------------
5
6Copyright (c) 2006-2017, assimp team
7
8All rights reserved.
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12conditions are met:
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15 copyright notice, this list of conditions and the
16 following disclaimer.
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18* Redistributions in binary form must reproduce the above
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40*/
41
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 AI_CONFIG_H_INC
59#define AI_CONFIG_H_INC
60
61
62// ###########################################################################
63// LIBRARY SETTINGS
64// General, global settings
65// ###########################################################################
66
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"
79
80
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"
91
92
93
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
113
114// ###########################################################################
115// POST PROCESSING SETTINGS
116// Various stuff to fine-tune the behavior of a specific post processing step.
117// ###########################################################################
118
119
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"
131
132
133// default limit for bone count
134#if (!defined AI_SBBC_DEFAULT_MAX_BONES)
135# define AI_SBBC_DEFAULT_MAX_BONES 60
136#endif
137
138
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"
149
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"
159
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"
174
175
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"
188
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"
210
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"
225
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"
235
236// ---------------------------------------------------------------------------
237/** @brief Configures the #aiProcess_PreTransformVertices step to use
238 * a users defined matrix as the scene root node transformation before
239 * transforming vertices.
240 * Property type: bool. Default value: false.
241 */
242#define AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION \
243 "PP_PTV_ADD_ROOT_TRANSFORMATION"
244
245// ---------------------------------------------------------------------------
246/** @brief Configures the #aiProcess_PreTransformVertices step to use
247 * a users defined matrix as the scene root node transformation before
248 * transforming vertices. This property correspond to the 'a1' component
249 * of the transformation matrix.
250 * Property type: aiMatrix4x4.
251 */
252#define AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION \
253 "PP_PTV_ROOT_TRANSFORMATION"
254
255// ---------------------------------------------------------------------------
256/** @brief Configures the #aiProcess_FindDegenerates step to
257 * remove degenerated primitives from the import - immediately.
258 *
259 * The default behaviour converts degenerated triangles to lines and
260 * degenerated lines to points. See the documentation to the
261 * #aiProcess_FindDegenerates step for a detailed example of the various ways
262 * to get rid of these lines and points if you don't want them.
263 * Property type: bool. Default value: false.
264 */
265#define AI_CONFIG_PP_FD_REMOVE \
266 "PP_FD_REMOVE"
267
268// ---------------------------------------------------------------------------
269/**
270 * @brief Configures the #aiProcess_FindDegenerates to check the area of a
271 * trinagle to be greates than e-6. If this is not the case the triangle will
272 * be removed if #AI_CONFIG_PP_FD_REMOVE is set to true.
273 */
274#define AI_CONFIG_PP_FD_CHECKAREA \
275 "PP_FD_CHECKAREA"
276
277// ---------------------------------------------------------------------------
278/** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
279 * matching a name in a given list.
280 *
281 * This is a list of 1 to n strings, ' ' serves as delimiter character.
282 * Identifiers containing whitespaces must be enclosed in *single*
283 * quotation marks. For example:<tt>
284 * "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>.
285 * If a node matches on of these names, it will not be modified or
286 * removed by the postprocessing step.<br>
287 * This option might be useful if you are using some magic node names
288 * to pass additional semantics through the content pipeline. This ensures
289 * they won't be optimized away, but a general optimization is still
290 * performed for nodes not contained in the list.
291 * Property type: String. Default value: n/a
292 * @note Linefeeds, tabs or carriage returns are treated as whitespace.
293 * Node names are case sensitive.
294 */
295#define AI_CONFIG_PP_OG_EXCLUDE_LIST \
296 "PP_OG_EXCLUDE_LIST"
297
298// ---------------------------------------------------------------------------
299/** @brief Set the maximum number of triangles in a mesh.
300 *
301 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
302 * whether a mesh must be split or not.
303 * @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
304 * Property type: integer.
305 */
306#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
307 "PP_SLM_TRIANGLE_LIMIT"
308
309// default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
310#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
311# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
312#endif
313
314// ---------------------------------------------------------------------------
315/** @brief Set the maximum number of vertices in a mesh.
316 *
317 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
318 * whether a mesh must be split or not.
319 * @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
320 * Property type: integer.
321 */
322#define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
323 "PP_SLM_VERTEX_LIMIT"
324
325// default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT
326#if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
327# define AI_SLM_DEFAULT_MAX_VERTICES 1000000
328#endif
329
330// ---------------------------------------------------------------------------
331/** @brief Set the maximum number of bones affecting a single vertex
332 *
333 * This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
334 * @note The default value is AI_LMW_MAX_WEIGHTS
335 * Property type: integer.*/
336#define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
337 "PP_LBW_MAX_WEIGHTS"
338
339// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
340#if (!defined AI_LMW_MAX_WEIGHTS)
341# define AI_LMW_MAX_WEIGHTS 0x4
342#endif // !! AI_LMW_MAX_WEIGHTS
343
344// ---------------------------------------------------------------------------
345/** @brief Lower the deboning threshold in order to remove more bones.
346 *
347 * This is used by the #aiProcess_Debone PostProcess-Step.
348 * @note The default value is AI_DEBONE_THRESHOLD
349 * Property type: float.*/
350#define AI_CONFIG_PP_DB_THRESHOLD \
351 "PP_DB_THRESHOLD"
352
353// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
354#if (!defined AI_DEBONE_THRESHOLD)
355# define AI_DEBONE_THRESHOLD 1.0f
356#endif // !! AI_DEBONE_THRESHOLD
357
358// ---------------------------------------------------------------------------
359/** @brief Require all bones qualify for deboning before removing any
360 *
361 * This is used by the #aiProcess_Debone PostProcess-Step.
362 * @note The default value is 0
363 * Property type: bool.*/
364#define AI_CONFIG_PP_DB_ALL_OR_NONE \
365 "PP_DB_ALL_OR_NONE"
366
367/** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property
368 */
369#ifndef PP_ICL_PTCACHE_SIZE
370# define PP_ICL_PTCACHE_SIZE 12
371#endif
372
373// ---------------------------------------------------------------------------
374/** @brief Set the size of the post-transform vertex cache to optimize the
375 * vertices for. This configures the #aiProcess_ImproveCacheLocality step.
376 *
377 * The size is given in vertices. Of course you can't know how the vertex
378 * format will exactly look like after the import returns, but you can still
379 * guess what your meshes will probably have.
380 * @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight
381 * performance improvements for most nVidia/AMD cards since 2002.
382 * Property type: integer.
383 */
384#define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE"
385
386// ---------------------------------------------------------------------------
387/** @brief Enumerates components of the aiScene and aiMesh data structures
388 * that can be excluded from the import using the #aiProcess_RemoveComponent step.
389 *
390 * See the documentation to #aiProcess_RemoveComponent for more details.
391 */
392enum aiComponent
393{
394 /** Normal vectors */
395#ifdef SWIG
396 aiComponent_NORMALS = 0x2,
397#else
398 aiComponent_NORMALS = 0x2u,
399#endif
400
401 /** Tangents and bitangents go always together ... */
402#ifdef SWIG
403 aiComponent_TANGENTS_AND_BITANGENTS = 0x4,
404#else
405 aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
406#endif
407
408 /** ALL color sets
409 * Use aiComponent_COLORn(N) to specify the N'th set */
410 aiComponent_COLORS = 0x8,
411
412 /** ALL texture UV sets
413 * aiComponent_TEXCOORDn(N) to specify the N'th set */
414 aiComponent_TEXCOORDS = 0x10,
415
416 /** Removes all bone weights from all meshes.
417 * The scenegraph nodes corresponding to the bones are NOT removed.
418 * use the #aiProcess_OptimizeGraph step to do this */
419 aiComponent_BONEWEIGHTS = 0x20,
420
421 /** Removes all node animations (aiScene::mAnimations).
422 * The corresponding scenegraph nodes are NOT removed.
423 * use the #aiProcess_OptimizeGraph step to do this */
424 aiComponent_ANIMATIONS = 0x40,
425
426 /** Removes all embedded textures (aiScene::mTextures) */
427 aiComponent_TEXTURES = 0x80,
428
429 /** Removes all light sources (aiScene::mLights).
430 * The corresponding scenegraph nodes are NOT removed.
431 * use the #aiProcess_OptimizeGraph step to do this */
432 aiComponent_LIGHTS = 0x100,
433
434 /** Removes all cameras (aiScene::mCameras).
435 * The corresponding scenegraph nodes are NOT removed.
436 * use the #aiProcess_OptimizeGraph step to do this */
437 aiComponent_CAMERAS = 0x200,
438
439 /** Removes all meshes (aiScene::mMeshes). */
440 aiComponent_MESHES = 0x400,
441
442 /** Removes all materials. One default material will
443 * be generated, so aiScene::mNumMaterials will be 1. */
444 aiComponent_MATERIALS = 0x800,
445
446
447 /** This value is not used. It is just there to force the
448 * compiler to map this enum to a 32 Bit integer. */
449#ifndef SWIG
450 _aiComponent_Force32Bit = 0x9fffffff
451#endif
452};
453
454// Remove a specific color channel 'n'
455#define aiComponent_COLORSn(n) (1u << (n+20u))
456
457// Remove a specific UV channel 'n'
458#define aiComponent_TEXCOORDSn(n) (1u << (n+25u))
459
460// ---------------------------------------------------------------------------
461/** @brief Input parameter to the #aiProcess_RemoveComponent step:
462 * Specifies the parts of the data structure to be removed.
463 *
464 * See the documentation to this step for further details. The property
465 * is expected to be an integer, a bitwise combination of the
466 * #aiComponent flags defined above in this header. The default
467 * value is 0. Important: if no valid mesh is remaining after the
468 * step has been executed (e.g you thought it was funny to specify ALL
469 * of the flags defined above) the import FAILS. Mainly because there is
470 * no data to work on anymore ...
471 */
472#define AI_CONFIG_PP_RVC_FLAGS \
473 "PP_RVC_FLAGS"
474
475// ---------------------------------------------------------------------------
476/** @brief Input parameter to the #aiProcess_SortByPType step:
477 * Specifies which primitive types are removed by the step.
478 *
479 * This is a bitwise combination of the aiPrimitiveType flags.
480 * Specifying all of them is illegal, of course. A typical use would
481 * be to exclude all line and point meshes from the import. This
482 * is an integer property, its default value is 0.
483 */
484#define AI_CONFIG_PP_SBP_REMOVE \
485 "PP_SBP_REMOVE"
486
487// ---------------------------------------------------------------------------
488/** @brief Input parameter to the #aiProcess_FindInvalidData step:
489 * Specifies the floating-point accuracy for animation values. The step
490 * checks for animation tracks where all frame values are absolutely equal
491 * and removes them. This tweakable controls the epsilon for floating-point
492 * comparisons - two keys are considered equal if the invariant
493 * abs(n0-n1)>epsilon holds true for all vector respectively quaternion
494 * components. The default value is 0.f - comparisons are exact then.
495 */
496#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
497 "PP_FID_ANIM_ACCURACY"
498
499
500// TransformUVCoords evaluates UV scalings
501#define AI_UVTRAFO_SCALING 0x1
502
503// TransformUVCoords evaluates UV rotations
504#define AI_UVTRAFO_ROTATION 0x2
505
506// TransformUVCoords evaluates UV translation
507#define AI_UVTRAFO_TRANSLATION 0x4
508
509// Everything baked together -> default value
510#define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION)
511
512// ---------------------------------------------------------------------------
513/** @brief Input parameter to the #aiProcess_TransformUVCoords step:
514 * Specifies which UV transformations are evaluated.
515 *
516 * This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
517 * property, of course). By default all transformations are enabled
518 * (AI_UVTRAFO_ALL).
519 */
520#define AI_CONFIG_PP_TUV_EVALUATE \
521 "PP_TUV_EVALUATE"
522
523// ---------------------------------------------------------------------------
524/** @brief A hint to assimp to favour speed against import quality.
525 *
526 * Enabling this option may result in faster loading, but it needn't.
527 * It represents just a hint to loaders and post-processing steps to use
528 * faster code paths, if possible.
529 * This property is expected to be an integer, != 0 stands for true.
530 * The default value is 0.
531 */
532#define AI_CONFIG_FAVOUR_SPEED \
533 "FAVOUR_SPEED"
534
535
536// ###########################################################################
537// IMPORTER SETTINGS
538// Various stuff to fine-tune the behaviour of specific importer plugins.
539// ###########################################################################
540
541
542// ---------------------------------------------------------------------------
543/** @brief Set whether the fbx importer will merge all geometry layers present
544 * in the source file or take only the first.
545 *
546 * The default value is true (1)
547 * Property type: bool
548 */
549#define AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS \
550 "IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS"
551
552// ---------------------------------------------------------------------------
553/** @brief Set whether the fbx importer will read all materials present in the
554 * source file or take only the referenced materials.
555 *
556 * This is void unless IMPORT_FBX_READ_MATERIALS=1.
557 *
558 * The default value is false (0)
559 * Property type: bool
560 */
561#define AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS \
562 "IMPORT_FBX_READ_ALL_MATERIALS"
563
564// ---------------------------------------------------------------------------
565/** @brief Set whether the fbx importer will read materials.
566 *
567 * The default value is true (1)
568 * Property type: bool
569 */
570#define AI_CONFIG_IMPORT_FBX_READ_MATERIALS \
571 "IMPORT_FBX_READ_MATERIALS"
572
573// ---------------------------------------------------------------------------
574/** @brief Set whether the fbx importer will read embedded textures.
575 *
576 * The default value is true (1)
577 * Property type: bool
578 */
579#define AI_CONFIG_IMPORT_FBX_READ_TEXTURES \
580 "IMPORT_FBX_READ_TEXTURES"
581
582// ---------------------------------------------------------------------------
583/** @brief Set whether the fbx importer will read cameras.
584 *
585 * The default value is true (1)
586 * Property type: bool
587 */
588#define AI_CONFIG_IMPORT_FBX_READ_CAMERAS \
589 "IMPORT_FBX_READ_CAMERAS"
590
591// ---------------------------------------------------------------------------
592/** @brief Set whether the fbx importer will read light sources.
593 *
594 * The default value is true (1)
595 * Property type: bool
596 */
597#define AI_CONFIG_IMPORT_FBX_READ_LIGHTS \
598 "IMPORT_FBX_READ_LIGHTS"
599
600// ---------------------------------------------------------------------------
601/** @brief Set whether the fbx importer will read animations.
602 *
603 * The default value is true (1)
604 * Property type: bool
605 */
606#define AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS \
607 "IMPORT_FBX_READ_ANIMATIONS"
608
609// ---------------------------------------------------------------------------
610/** @brief Set whether the fbx importer will act in strict mode in which only
611 * FBX 2013 is supported and any other sub formats are rejected. FBX 2013
612 * is the primary target for the importer, so this format is best
613 * supported and well-tested.
614 *
615 * The default value is false (0)
616 * Property type: bool
617 */
618#define AI_CONFIG_IMPORT_FBX_STRICT_MODE \
619 "IMPORT_FBX_STRICT_MODE"
620
621// ---------------------------------------------------------------------------
622/** @brief Set whether the fbx importer will preserve pivot points for
623 * transformations (as extra nodes). If set to false, pivots and offsets
624 * will be evaluated whenever possible.
625 *
626 * The default value is true (1)
627 * Property type: bool
628 */
629#define AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS \
630 "IMPORT_FBX_PRESERVE_PIVOTS"
631
632// ---------------------------------------------------------------------------
633/** @brief Specifies whether the importer will drop empty animation curves or
634 * animation curves which match the bind pose transformation over their
635 * entire defined range.
636 *
637 * The default value is true (1)
638 * Property type: bool
639 */
640#define AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES \
641 "IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES"
642
643
644
645// ---------------------------------------------------------------------------
646/** @brief Set whether the fbx importer will search for embedded loaded textures, where no embedded texture data is provided.
647*
648* The default value is false (0)
649* Property type: bool
650*/
651#define AI_CONFIG_IMPORT_FBX_SEARCH_EMBEDDED_TEXTURES \
652 "IMPORT_FBX_SEARCH_EMBEDDED_TEXTURES"
653
654// ---------------------------------------------------------------------------
655/** @brief Set the vertex animation keyframe to be imported
656 *
657 * ASSIMP does not support vertex keyframes (only bone animation is supported).
658 * The library reads only one frame of models with vertex animations.
659 * By default this is the first frame.
660 * \note The default value is 0. This option applies to all importers.
661 * However, it is also possible to override the global setting
662 * for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
663 * options (where XXX is a placeholder for the file format for which you
664 * want to override the global setting).
665 * Property type: integer.
666 */
667#define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME"
668
669#define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME"
670#define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME"
671#define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME"
672#define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME"
673#define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
674#define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
675
676
677// ---------------------------------------------------------------------------
678/** @brief Configures the AC loader to collect all surfaces which have the
679 * "Backface cull" flag set in separate meshes.
680 *
681 * Property type: bool. Default value: true.
682 */
683#define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
684 "IMPORT_AC_SEPARATE_BFCULL"
685
686// ---------------------------------------------------------------------------
687/** @brief Configures whether the AC loader evaluates subdivision surfaces (
688 * indicated by the presence of the 'subdiv' attribute in the file). By
689 * default, Assimp performs the subdivision using the standard
690 * Catmull-Clark algorithm
691 *
692 * * Property type: bool. Default value: true.
693 */
694#define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \
695 "IMPORT_AC_EVAL_SUBDIVISION"
696
697// ---------------------------------------------------------------------------
698/** @brief Configures the UNREAL 3D loader to separate faces with different
699 * surface flags (e.g. two-sided vs. single-sided).
700 *
701 * * Property type: bool. Default value: true.
702 */
703#define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \
704 "UNREAL_HANDLE_FLAGS"
705
706// ---------------------------------------------------------------------------
707/** @brief Configures the terragen import plugin to compute uv's for
708 * terrains, if not given. Furthermore a default texture is assigned.
709 *
710 * UV coordinates for terrains are so simple to compute that you'll usually
711 * want to compute them on your own, if you need them. This option is intended
712 * for model viewers which want to offer an easy way to apply textures to
713 * terrains.
714 * * Property type: bool. Default value: false.
715 */
716#define AI_CONFIG_IMPORT_TER_MAKE_UVS \
717 "IMPORT_TER_MAKE_UVS"
718
719// ---------------------------------------------------------------------------
720/** @brief Configures the ASE loader to always reconstruct normal vectors
721 * basing on the smoothing groups loaded from the file.
722 *
723 * Some ASE files have carry invalid normals, other don't.
724 * * Property type: bool. Default value: true.
725 */
726#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \
727 "IMPORT_ASE_RECONSTRUCT_NORMALS"
728
729// ---------------------------------------------------------------------------
730/** @brief Configures the M3D loader to detect and process multi-part
731 * Quake player models.
732 *
733 * These models usually consist of 3 files, lower.md3, upper.md3 and
734 * head.md3. If this property is set to true, Assimp will try to load and
735 * combine all three files if one of them is loaded.
736 * Property type: bool. Default value: true.
737 */
738#define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \
739 "IMPORT_MD3_HANDLE_MULTIPART"
740
741// ---------------------------------------------------------------------------
742/** @brief Tells the MD3 loader which skin files to load.
743 *
744 * When loading MD3 files, Assimp checks whether a file
745 * [md3_file_name]_[skin_name].skin is existing. These files are used by
746 * Quake III to be able to assign different skins (e.g. red and blue team)
747 * to models. 'default', 'red', 'blue' are typical skin names.
748 * Property type: String. Default value: "default".
749 */
750#define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
751 "IMPORT_MD3_SKIN_NAME"
752
753// ---------------------------------------------------------------------------
754/** @brief Specify the Quake 3 shader file to be used for a particular
755 * MD3 file. This can also be a search path.
756 *
757 * By default Assimp's behaviour is as follows: If a MD3 file
758 * <tt>any_path/models/any_q3_subdir/model_name/file_name.md3</tt> is
759 * loaded, the library tries to locate the corresponding shader file in
760 * <tt>any_path/scripts/model_name.shader</tt>. This property overrides this
761 * behaviour. It can either specify a full path to the shader to be loaded
762 * or alternatively the path (relative or absolute) to the directory where
763 * the shaders for all MD3s to be loaded reside. Assimp attempts to open
764 * <tt>IMPORT_MD3_SHADER_SRC/model_name.shader</tt> first, <tt>IMPORT_MD3_SHADER_SRC/file_name.shader</tt>
765 * is the fallback file. Note that IMPORT_MD3_SHADER_SRC should have a terminal (back)slash.
766 * Property type: String. Default value: n/a.
767 */
768#define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
769 "IMPORT_MD3_SHADER_SRC"
770
771// ---------------------------------------------------------------------------
772/** @brief Configures the LWO loader to load just one layer from the model.
773 *
774 * LWO files consist of layers and in some cases it could be useful to load
775 * only one of them. This property can be either a string - which specifies
776 * the name of the layer - or an integer - the index of the layer. If the
777 * property is not set the whole LWO model is loaded. Loading fails if the
778 * requested layer is not available. The layer index is zero-based and the
779 * layer name may not be empty.<br>
780 * Property type: Integer. Default value: all layers are loaded.
781 */
782#define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \
783 "IMPORT_LWO_ONE_LAYER_ONLY"
784
785// ---------------------------------------------------------------------------
786/** @brief Configures the MD5 loader to not load the MD5ANIM file for
787 * a MD5MESH file automatically.
788 *
789 * The default strategy is to look for a file with the same name but the
790 * MD5ANIM extension in the same directory. If it is found, it is loaded
791 * and combined with the MD5MESH file. This configuration option can be
792 * used to disable this behaviour.
793 *
794 * * Property type: bool. Default value: false.
795 */
796#define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
797 "IMPORT_MD5_NO_ANIM_AUTOLOAD"
798
799// ---------------------------------------------------------------------------
800/** @brief Defines the begin of the time range for which the LWS loader
801 * evaluates animations and computes aiNodeAnim's.
802 *
803 * Assimp provides full conversion of LightWave's envelope system, including
804 * pre and post conditions. The loader computes linearly subsampled animation
805 * chanels with the frame rate given in the LWS file. This property defines
806 * the start time. Note: animation channels are only generated if a node
807 * has at least one envelope with more tan one key assigned. This property.
808 * is given in frames, '0' is the first frame. By default, if this property
809 * is not set, the importer takes the animation start from the input LWS
810 * file ('FirstFrame' line)<br>
811 * Property type: Integer. Default value: taken from file.
812 *
813 * @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range
814 */
815#define AI_CONFIG_IMPORT_LWS_ANIM_START \
816 "IMPORT_LWS_ANIM_START"
817#define AI_CONFIG_IMPORT_LWS_ANIM_END \
818 "IMPORT_LWS_ANIM_END"
819
820// ---------------------------------------------------------------------------
821/** @brief Defines the output frame rate of the IRR loader.
822 *
823 * IRR animations are difficult to convert for Assimp and there will
824 * always be a loss of quality. This setting defines how many keys per second
825 * are returned by the converter.<br>
826 * Property type: integer. Default value: 100
827 */
828#define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
829 "IMPORT_IRR_ANIM_FPS"
830
831// ---------------------------------------------------------------------------
832/** @brief Ogre Importer will try to find referenced materials from this file.
833 *
834 * Ogre meshes reference with material names, this does not tell Assimp the file
835 * where it is located in. Assimp will try to find the source file in the following
836 * order: <material-name>.material, <mesh-filename-base>.material and
837 * lastly the material name defined by this config property.
838 * <br>
839 * Property type: String. Default value: Scene.material.
840 */
841#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE \
842 "IMPORT_OGRE_MATERIAL_FILE"
843
844// ---------------------------------------------------------------------------
845/** @brief Ogre Importer detect the texture usage from its filename.
846 *
847 * Ogre material texture units do not define texture type, the textures usage
848 * depends on the used shader or Ogre's fixed pipeline. If this config property
849 * is true Assimp will try to detect the type from the textures filename postfix:
850 * _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map, _s, _spec,
851 * _specular and _specularmap for specular map, _l, _light, _lightmap, _occ
852 * and _occlusion for light map, _disp and _displacement for displacement map.
853 * The matching is case insensitive. Post fix is taken between the last
854 * underscore and the last period.
855 * Default behavior is to detect type from lower cased texture unit name by
856 * matching against: normalmap, specularmap, lightmap and displacementmap.
857 * For both cases if no match is found aiTextureType_DIFFUSE is used.
858 * <br>
859 * Property type: Bool. Default value: false.
860 */
861#define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME \
862 "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"
863
864 /** @brief Specifies whether the Android JNI asset extraction is supported.
865 *
866 * Turn on this option if you want to manage assets in native
867 * Android application without having to keep the internal directory and asset
868 * manager pointer.
869 */
870 #define AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT "AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT"
871
872// ---------------------------------------------------------------------------
873/** @brief Specifies whether the IFC loader skips over IfcSpace elements.
874 *
875 * IfcSpace elements (and their geometric representations) are used to
876 * represent, well, free space in a building storey.<br>
877 * Property type: Bool. Default value: true.
878 */
879#define AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS "IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS"
880
881// ---------------------------------------------------------------------------
882/** @brief Specifies whether the IFC loader will use its own, custom triangulation
883 * algorithm to triangulate wall and floor meshes.
884 *
885 * If this property is set to false, walls will be either triangulated by
886 * #aiProcess_Triangulate or will be passed through as huge polygons with
887 * faked holes (i.e. holes that are connected with the outer boundary using
888 * a dummy edge). It is highly recommended to set this property to true
889 * if you want triangulated data because #aiProcess_Triangulate is known to
890 * have problems with the kind of polygons that the IFC loader spits out for
891 * complicated meshes.
892 * Property type: Bool. Default value: true.
893 */
894#define AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION "IMPORT_IFC_CUSTOM_TRIANGULATION"
895
896// ---------------------------------------------------------------------------
897/** @brief Set the tessellation conic angle for IFC smoothing curves.
898 *
899 * This is used by the IFC importer to determine the tessellation parameter
900 * for smoothing curves.
901 * @note The default value is AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE and the
902 * accepted values are in range [5.0, 120.0].
903 * Property type: Float.
904 */
905#define AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE "IMPORT_IFC_SMOOTHING_ANGLE"
906
907// default value for AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE
908#if (!defined AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE)
909# define AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE 10.0f
910#endif
911
912// ---------------------------------------------------------------------------
913/** @brief Set the tessellation for IFC cylindrical shapes.
914 *
915 * This is used by the IFC importer to determine the tessellation parameter
916 * for cylindrical shapes, i.e. the number of segments used to approximate a circle.
917 * @note The default value is AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION and the
918 * accepted values are in range [3, 180].
919 * Property type: Integer.
920 */
921#define AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION "IMPORT_IFC_CYLINDRICAL_TESSELLATION"
922
923// default value for AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION
924#if (!defined AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION)
925# define AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION 32
926#endif
927
928// ---------------------------------------------------------------------------
929/** @brief Specifies whether the Collada loader will ignore the provided up direction.
930 *
931 * If this property is set to true, the up direction provided in the file header will
932 * be ignored and the file will be loaded as is.
933 * Property type: Bool. Default value: false.
934 */
935#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
936
937// ---------- All the Export defines ------------
938
939/** @brief Specifies the xfile use double for real values of float
940 *
941 * Property type: Bool. Default value: false.
942 */
943
944#define AI_CONFIG_EXPORT_XFILE_64BIT "EXPORT_XFILE_64BIT"
945
946/**
947 * @brief Specifies a gobal key factor for scale, float value
948 */
949#define AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY "GLOBAL_SCALE_FACTOR"
950
951#if (!defined AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT)
952# define AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT 1.0f
953#endif // !! AI_DEBONE_THRESHOLD
954
955// ---------- All the Build/Compile-time defines ------------
956
957/** @brief Specifies if double precision is supported inside assimp
958 *
959 * Property type: Bool. Default value: undefined.
960 */
961
962//#cmakedefine ASSIMP_DOUBLE_PRECISION 1
963
964#endif // !! AI_CONFIG_H_INC
965