1 /* 2 --------------------------------------------------------------------------- 3 Open Asset Import Library (assimp) 4 --------------------------------------------------------------------------- 5 6 Copyright (c) 2006-2015, assimp team 7 8 All rights reserved. 9 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: 13 14 * Redistributions of source code must retain the above 15 copyright notice, this list of conditions and the 16 following disclaimer. 17 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. 22 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. 27 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 */ 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 INCLUDED_AI_CONFIG_H 59 #define INCLUDED_AI_CONFIG_H 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 /** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes 270 * matching a name in a given list. 271 * 272 * This is a list of 1 to n strings, ' ' serves as delimiter character. 273 * Identifiers containing whitespaces must be enclosed in *single* 274 * quotation marks. For example:<tt> 275 * "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>. 276 * If a node matches on of these names, it will not be modified or 277 * removed by the postprocessing step.<br> 278 * This option might be useful if you are using some magic node names 279 * to pass additional semantics through the content pipeline. This ensures 280 * they won't be optimized away, but a general optimization is still 281 * performed for nodes not contained in the list. 282 * Property type: String. Default value: n/a 283 * @note Linefeeds, tabs or carriage returns are treated as whitespace. 284 * Node names are case sensitive. 285 */ 286 #define AI_CONFIG_PP_OG_EXCLUDE_LIST \ 287 "PP_OG_EXCLUDE_LIST" 288 289 // --------------------------------------------------------------------------- 290 /** @brief Set the maximum number of triangles in a mesh. 291 * 292 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine 293 * whether a mesh must be split or not. 294 * @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES 295 * Property type: integer. 296 */ 297 #define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \ 298 "PP_SLM_TRIANGLE_LIMIT" 299 300 // default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT 301 #if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES) 302 # define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000 303 #endif 304 305 // --------------------------------------------------------------------------- 306 /** @brief Set the maximum number of vertices in a mesh. 307 * 308 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine 309 * whether a mesh must be split or not. 310 * @note The default value is AI_SLM_DEFAULT_MAX_VERTICES 311 * Property type: integer. 312 */ 313 #define AI_CONFIG_PP_SLM_VERTEX_LIMIT \ 314 "PP_SLM_VERTEX_LIMIT" 315 316 // default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT 317 #if (!defined AI_SLM_DEFAULT_MAX_VERTICES) 318 # define AI_SLM_DEFAULT_MAX_VERTICES 1000000 319 #endif 320 321 // --------------------------------------------------------------------------- 322 /** @brief Set the maximum number of bones affecting a single vertex 323 * 324 * This is used by the #aiProcess_LimitBoneWeights PostProcess-Step. 325 * @note The default value is AI_LBW_MAX_WEIGHTS 326 * Property type: integer.*/ 327 #define AI_CONFIG_PP_LBW_MAX_WEIGHTS \ 328 "PP_LBW_MAX_WEIGHTS" 329 330 // default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS 331 #if (!defined AI_LMW_MAX_WEIGHTS) 332 # define AI_LMW_MAX_WEIGHTS 0x4 333 #endif // !! AI_LMW_MAX_WEIGHTS 334 335 // --------------------------------------------------------------------------- 336 /** @brief Lower the deboning threshold in order to remove more bones. 337 * 338 * This is used by the #aiProcess_Debone PostProcess-Step. 339 * @note The default value is AI_DEBONE_THRESHOLD 340 * Property type: float.*/ 341 #define AI_CONFIG_PP_DB_THRESHOLD \ 342 "PP_DB_THRESHOLD" 343 344 // default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS 345 #if (!defined AI_DEBONE_THRESHOLD) 346 # define AI_DEBONE_THRESHOLD 1.0f 347 #endif // !! AI_DEBONE_THRESHOLD 348 349 // --------------------------------------------------------------------------- 350 /** @brief Require all bones qualify for deboning before removing any 351 * 352 * This is used by the #aiProcess_Debone PostProcess-Step. 353 * @note The default value is 0 354 * Property type: bool.*/ 355 #define AI_CONFIG_PP_DB_ALL_OR_NONE \ 356 "PP_DB_ALL_OR_NONE" 357 358 /** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property 359 */ 360 #ifndef PP_ICL_PTCACHE_SIZE 361 # define PP_ICL_PTCACHE_SIZE 12 362 #endif 363 364 // --------------------------------------------------------------------------- 365 /** @brief Set the size of the post-transform vertex cache to optimize the 366 * vertices for. This configures the #aiProcess_ImproveCacheLocality step. 367 * 368 * The size is given in vertices. Of course you can't know how the vertex 369 * format will exactly look like after the import returns, but you can still 370 * guess what your meshes will probably have. 371 * @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight 372 * performance improvements for most nVidia/AMD cards since 2002. 373 * Property type: integer. 374 */ 375 #define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE" 376 377 // --------------------------------------------------------------------------- 378 /** @brief Enumerates components of the aiScene and aiMesh data structures 379 * that can be excluded from the import using the #aiProcess_RemoveComponent step. 380 * 381 * See the documentation to #aiProcess_RemoveComponent for more details. 382 */ 383 enum aiComponent 384 { 385 /** Normal vectors */ 386 #ifdef SWIG 387 aiComponent_NORMALS = 0x2, 388 #else 389 aiComponent_NORMALS = 0x2u, 390 #endif 391 392 /** Tangents and bitangents go always together ... */ 393 #ifdef SWIG 394 aiComponent_TANGENTS_AND_BITANGENTS = 0x4, 395 #else 396 aiComponent_TANGENTS_AND_BITANGENTS = 0x4u, 397 #endif 398 399 /** ALL color sets 400 * Use aiComponent_COLORn(N) to specify the N'th set */ 401 aiComponent_COLORS = 0x8, 402 403 /** ALL texture UV sets 404 * aiComponent_TEXCOORDn(N) to specify the N'th set */ 405 aiComponent_TEXCOORDS = 0x10, 406 407 /** Removes all bone weights from all meshes. 408 * The scenegraph nodes corresponding to the bones are NOT removed. 409 * use the #aiProcess_OptimizeGraph step to do this */ 410 aiComponent_BONEWEIGHTS = 0x20, 411 412 /** Removes all node animations (aiScene::mAnimations). 413 * The corresponding scenegraph nodes are NOT removed. 414 * use the #aiProcess_OptimizeGraph step to do this */ 415 aiComponent_ANIMATIONS = 0x40, 416 417 /** Removes all embedded textures (aiScene::mTextures) */ 418 aiComponent_TEXTURES = 0x80, 419 420 /** Removes all light sources (aiScene::mLights). 421 * The corresponding scenegraph nodes are NOT removed. 422 * use the #aiProcess_OptimizeGraph step to do this */ 423 aiComponent_LIGHTS = 0x100, 424 425 /** Removes all cameras (aiScene::mCameras). 426 * The corresponding scenegraph nodes are NOT removed. 427 * use the #aiProcess_OptimizeGraph step to do this */ 428 aiComponent_CAMERAS = 0x200, 429 430 /** Removes all meshes (aiScene::mMeshes). */ 431 aiComponent_MESHES = 0x400, 432 433 /** Removes all materials. One default material will 434 * be generated, so aiScene::mNumMaterials will be 1. */ 435 aiComponent_MATERIALS = 0x800, 436 437 438 /** This value is not used. It is just there to force the 439 * compiler to map this enum to a 32 Bit integer. */ 440 #ifndef SWIG 441 _aiComponent_Force32Bit = 0x9fffffff 442 #endif 443 }; 444 445 // Remove a specific color channel 'n' 446 #define aiComponent_COLORSn(n) (1u << (n+20u)) 447 448 // Remove a specific UV channel 'n' 449 #define aiComponent_TEXCOORDSn(n) (1u << (n+25u)) 450 451 // --------------------------------------------------------------------------- 452 /** @brief Input parameter to the #aiProcess_RemoveComponent step: 453 * Specifies the parts of the data structure to be removed. 454 * 455 * See the documentation to this step for further details. The property 456 * is expected to be an integer, a bitwise combination of the 457 * #aiComponent flags defined above in this header. The default 458 * value is 0. Important: if no valid mesh is remaining after the 459 * step has been executed (e.g you thought it was funny to specify ALL 460 * of the flags defined above) the import FAILS. Mainly because there is 461 * no data to work on anymore ... 462 */ 463 #define AI_CONFIG_PP_RVC_FLAGS \ 464 "PP_RVC_FLAGS" 465 466 // --------------------------------------------------------------------------- 467 /** @brief Input parameter to the #aiProcess_SortByPType step: 468 * Specifies which primitive types are removed by the step. 469 * 470 * This is a bitwise combination of the aiPrimitiveType flags. 471 * Specifying all of them is illegal, of course. A typical use would 472 * be to exclude all line and point meshes from the import. This 473 * is an integer property, its default value is 0. 474 */ 475 #define AI_CONFIG_PP_SBP_REMOVE \ 476 "PP_SBP_REMOVE" 477 478 // --------------------------------------------------------------------------- 479 /** @brief Input parameter to the #aiProcess_FindInvalidData step: 480 * Specifies the floating-point accuracy for animation values. The step 481 * checks for animation tracks where all frame values are absolutely equal 482 * and removes them. This tweakable controls the epsilon for floating-point 483 * comparisons - two keys are considered equal if the invariant 484 * abs(n0-n1)>epsilon holds true for all vector respectively quaternion 485 * components. The default value is 0.f - comparisons are exact then. 486 */ 487 #define AI_CONFIG_PP_FID_ANIM_ACCURACY \ 488 "PP_FID_ANIM_ACCURACY" 489 490 491 // TransformUVCoords evaluates UV scalings 492 #define AI_UVTRAFO_SCALING 0x1 493 494 // TransformUVCoords evaluates UV rotations 495 #define AI_UVTRAFO_ROTATION 0x2 496 497 // TransformUVCoords evaluates UV translation 498 #define AI_UVTRAFO_TRANSLATION 0x4 499 500 // Everything baked together -> default value 501 #define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION) 502 503 // --------------------------------------------------------------------------- 504 /** @brief Input parameter to the #aiProcess_TransformUVCoords step: 505 * Specifies which UV transformations are evaluated. 506 * 507 * This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer 508 * property, of course). By default all transformations are enabled 509 * (AI_UVTRAFO_ALL). 510 */ 511 #define AI_CONFIG_PP_TUV_EVALUATE \ 512 "PP_TUV_EVALUATE" 513 514 // --------------------------------------------------------------------------- 515 /** @brief A hint to assimp to favour speed against import quality. 516 * 517 * Enabling this option may result in faster loading, but it needn't. 518 * It represents just a hint to loaders and post-processing steps to use 519 * faster code paths, if possible. 520 * This property is expected to be an integer, != 0 stands for true. 521 * The default value is 0. 522 */ 523 #define AI_CONFIG_FAVOUR_SPEED \ 524 "FAVOUR_SPEED" 525 526 527 // ########################################################################### 528 // IMPORTER SETTINGS 529 // Various stuff to fine-tune the behaviour of specific importer plugins. 530 // ########################################################################### 531 532 533 // --------------------------------------------------------------------------- 534 /** @brief Set whether the fbx importer will merge all geometry layers present 535 * in the source file or take only the first. 536 * 537 * The default value is true (1) 538 * Property type: bool 539 */ 540 #define AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS \ 541 "IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS" 542 543 // --------------------------------------------------------------------------- 544 /** @brief Set whether the fbx importer will read all materials present in the 545 * source file or take only the referenced materials. 546 * 547 * This is void unless IMPORT_FBX_READ_MATERIALS=1. 548 * 549 * The default value is false (0) 550 * Property type: bool 551 */ 552 #define AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS \ 553 "IMPORT_FBX_READ_ALL_MATERIALS" 554 555 // --------------------------------------------------------------------------- 556 /** @brief Set whether the fbx importer will read materials. 557 * 558 * The default value is true (1) 559 * Property type: bool 560 */ 561 #define AI_CONFIG_IMPORT_FBX_READ_MATERIALS \ 562 "IMPORT_FBX_READ_MATERIALS" 563 564 // --------------------------------------------------------------------------- 565 /** @brief Set whether the fbx importer will read cameras. 566 * 567 * The default value is true (1) 568 * Property type: bool 569 */ 570 #define AI_CONFIG_IMPORT_FBX_READ_CAMERAS \ 571 "IMPORT_FBX_READ_CAMERAS" 572 573 // --------------------------------------------------------------------------- 574 /** @brief Set whether the fbx importer will read light sources. 575 * 576 * The default value is true (1) 577 * Property type: bool 578 */ 579 #define AI_CONFIG_IMPORT_FBX_READ_LIGHTS \ 580 "IMPORT_FBX_READ_LIGHTS" 581 582 // --------------------------------------------------------------------------- 583 /** @brief Set whether the fbx importer will read animations. 584 * 585 * The default value is true (1) 586 * Property type: bool 587 */ 588 #define AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS \ 589 "IMPORT_FBX_READ_ANIMATIONS" 590 591 // --------------------------------------------------------------------------- 592 /** @brief Set whether the fbx importer will act in strict mode in which only 593 * FBX 2013 is supported and any other sub formats are rejected. FBX 2013 594 * is the primary target for the importer, so this format is best 595 * supported and well-tested. 596 * 597 * The default value is false (0) 598 * Property type: bool 599 */ 600 #define AI_CONFIG_IMPORT_FBX_STRICT_MODE \ 601 "IMPORT_FBX_STRICT_MODE" 602 603 // --------------------------------------------------------------------------- 604 /** @brief Set whether the fbx importer will preserve pivot points for 605 * transformations (as extra nodes). If set to false, pivots and offsets 606 * will be evaluated whenever possible. 607 * 608 * The default value is true (1) 609 * Property type: bool 610 */ 611 #define AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS \ 612 "IMPORT_FBX_PRESERVE_PIVOTS" 613 614 // --------------------------------------------------------------------------- 615 /** @brief Specifies whether the importer will drop empty animation curves or 616 * animation curves which match the bind pose transformation over their 617 * entire defined range. 618 * 619 * The default value is true (1) 620 * Property type: bool 621 */ 622 #define AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES \ 623 "IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES" 624 625 626 627 // --------------------------------------------------------------------------- 628 /** @brief Set the vertex animation keyframe to be imported 629 * 630 * ASSIMP does not support vertex keyframes (only bone animation is supported). 631 * The library reads only one frame of models with vertex animations. 632 * By default this is the first frame. 633 * \note The default value is 0. This option applies to all importers. 634 * However, it is also possible to override the global setting 635 * for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME 636 * options (where XXX is a placeholder for the file format for which you 637 * want to override the global setting). 638 * Property type: integer. 639 */ 640 #define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME" 641 642 #define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME" 643 #define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME" 644 #define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME" 645 #define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME" 646 #define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME" 647 #define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME" 648 649 650 // --------------------------------------------------------------------------- 651 /** @brief Configures the AC loader to collect all surfaces which have the 652 * "Backface cull" flag set in separate meshes. 653 * 654 * Property type: bool. Default value: true. 655 */ 656 #define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \ 657 "IMPORT_AC_SEPARATE_BFCULL" 658 659 // --------------------------------------------------------------------------- 660 /** @brief Configures whether the AC loader evaluates subdivision surfaces ( 661 * indicated by the presence of the 'subdiv' attribute in the file). By 662 * default, Assimp performs the subdivision using the standard 663 * Catmull-Clark algorithm 664 * 665 * * Property type: bool. Default value: true. 666 */ 667 #define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \ 668 "IMPORT_AC_EVAL_SUBDIVISION" 669 670 // --------------------------------------------------------------------------- 671 /** @brief Configures the UNREAL 3D loader to separate faces with different 672 * surface flags (e.g. two-sided vs. single-sided). 673 * 674 * * Property type: bool. Default value: true. 675 */ 676 #define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \ 677 "UNREAL_HANDLE_FLAGS" 678 679 // --------------------------------------------------------------------------- 680 /** @brief Configures the terragen import plugin to compute uv's for 681 * terrains, if not given. Furthermore a default texture is assigned. 682 * 683 * UV coordinates for terrains are so simple to compute that you'll usually 684 * want to compute them on your own, if you need them. This option is intended 685 * for model viewers which want to offer an easy way to apply textures to 686 * terrains. 687 * * Property type: bool. Default value: false. 688 */ 689 #define AI_CONFIG_IMPORT_TER_MAKE_UVS \ 690 "IMPORT_TER_MAKE_UVS" 691 692 // --------------------------------------------------------------------------- 693 /** @brief Configures the ASE loader to always reconstruct normal vectors 694 * basing on the smoothing groups loaded from the file. 695 * 696 * Some ASE files have carry invalid normals, other don't. 697 * * Property type: bool. Default value: true. 698 */ 699 #define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \ 700 "IMPORT_ASE_RECONSTRUCT_NORMALS" 701 702 // --------------------------------------------------------------------------- 703 /** @brief Configures the M3D loader to detect and process multi-part 704 * Quake player models. 705 * 706 * These models usually consist of 3 files, lower.md3, upper.md3 and 707 * head.md3. If this property is set to true, Assimp will try to load and 708 * combine all three files if one of them is loaded. 709 * Property type: bool. Default value: true. 710 */ 711 #define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \ 712 "IMPORT_MD3_HANDLE_MULTIPART" 713 714 // --------------------------------------------------------------------------- 715 /** @brief Tells the MD3 loader which skin files to load. 716 * 717 * When loading MD3 files, Assimp checks whether a file 718 * [md3_file_name]_[skin_name].skin is existing. These files are used by 719 * Quake III to be able to assign different skins (e.g. red and blue team) 720 * to models. 'default', 'red', 'blue' are typical skin names. 721 * Property type: String. Default value: "default". 722 */ 723 #define AI_CONFIG_IMPORT_MD3_SKIN_NAME \ 724 "IMPORT_MD3_SKIN_NAME" 725 726 // --------------------------------------------------------------------------- 727 /** @brief Specify the Quake 3 shader file to be used for a particular 728 * MD3 file. This can also be a search path. 729 * 730 * By default Assimp's behaviour is as follows: If a MD3 file 731 * <tt>any_path/models/any_q3_subdir/model_name/file_name.md3</tt> is 732 * loaded, the library tries to locate the corresponding shader file in 733 * <tt>any_path/scripts/model_name.shader</tt>. This property overrides this 734 * behaviour. It can either specify a full path to the shader to be loaded 735 * or alternatively the path (relative or absolute) to the directory where 736 * the shaders for all MD3s to be loaded reside. Assimp attempts to open 737 * <tt>IMPORT_MD3_SHADER_SRC/model_name.shader</tt> first, <tt>IMPORT_MD3_SHADER_SRC/file_name.shader</tt> 738 * is the fallback file. Note that IMPORT_MD3_SHADER_SRC should have a terminal (back)slash. 739 * Property type: String. Default value: n/a. 740 */ 741 #define AI_CONFIG_IMPORT_MD3_SHADER_SRC \ 742 "IMPORT_MD3_SHADER_SRC" 743 744 // --------------------------------------------------------------------------- 745 /** @brief Configures the LWO loader to load just one layer from the model. 746 * 747 * LWO files consist of layers and in some cases it could be useful to load 748 * only one of them. This property can be either a string - which specifies 749 * the name of the layer - or an integer - the index of the layer. If the 750 * property is not set the whole LWO model is loaded. Loading fails if the 751 * requested layer is not available. The layer index is zero-based and the 752 * layer name may not be empty.<br> 753 * Property type: Integer. Default value: all layers are loaded. 754 */ 755 #define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \ 756 "IMPORT_LWO_ONE_LAYER_ONLY" 757 758 // --------------------------------------------------------------------------- 759 /** @brief Configures the MD5 loader to not load the MD5ANIM file for 760 * a MD5MESH file automatically. 761 * 762 * The default strategy is to look for a file with the same name but the 763 * MD5ANIM extension in the same directory. If it is found, it is loaded 764 * and combined with the MD5MESH file. This configuration option can be 765 * used to disable this behaviour. 766 * 767 * * Property type: bool. Default value: false. 768 */ 769 #define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \ 770 "IMPORT_MD5_NO_ANIM_AUTOLOAD" 771 772 // --------------------------------------------------------------------------- 773 /** @brief Defines the begin of the time range for which the LWS loader 774 * evaluates animations and computes aiNodeAnim's. 775 * 776 * Assimp provides full conversion of LightWave's envelope system, including 777 * pre and post conditions. The loader computes linearly subsampled animation 778 * chanels with the frame rate given in the LWS file. This property defines 779 * the start time. Note: animation channels are only generated if a node 780 * has at least one envelope with more tan one key assigned. This property. 781 * is given in frames, '0' is the first frame. By default, if this property 782 * is not set, the importer takes the animation start from the input LWS 783 * file ('FirstFrame' line)<br> 784 * Property type: Integer. Default value: taken from file. 785 * 786 * @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range 787 */ 788 #define AI_CONFIG_IMPORT_LWS_ANIM_START \ 789 "IMPORT_LWS_ANIM_START" 790 #define AI_CONFIG_IMPORT_LWS_ANIM_END \ 791 "IMPORT_LWS_ANIM_END" 792 793 // --------------------------------------------------------------------------- 794 /** @brief Defines the output frame rate of the IRR loader. 795 * 796 * IRR animations are difficult to convert for Assimp and there will 797 * always be a loss of quality. This setting defines how many keys per second 798 * are returned by the converter.<br> 799 * Property type: integer. Default value: 100 800 */ 801 #define AI_CONFIG_IMPORT_IRR_ANIM_FPS \ 802 "IMPORT_IRR_ANIM_FPS" 803 804 // --------------------------------------------------------------------------- 805 /** @brief Ogre Importer will try to find referenced materials from this file. 806 * 807 * Ogre meshes reference with material names, this does not tell Assimp the file 808 * where it is located in. Assimp will try to find the source file in the following 809 * order: <material-name>.material, <mesh-filename-base>.material and 810 * lastly the material name defined by this config property. 811 * <br> 812 * Property type: String. Default value: Scene.material. 813 */ 814 #define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE \ 815 "IMPORT_OGRE_MATERIAL_FILE" 816 817 // --------------------------------------------------------------------------- 818 /** @brief Ogre Importer detect the texture usage from its filename. 819 * 820 * Ogre material texture units do not define texture type, the textures usage 821 * depends on the used shader or Ogre's fixed pipeline. If this config property 822 * is true Assimp will try to detect the type from the textures filename postfix: 823 * _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map, _s, _spec, 824 * _specular and _specularmap for specular map, _l, _light, _lightmap, _occ 825 * and _occlusion for light map, _disp and _displacement for displacement map. 826 * The matching is case insensitive. Post fix is taken between the last 827 * underscore and the last period. 828 * Default behavior is to detect type from lower cased texture unit name by 829 * matching against: normalmap, specularmap, lightmap and displacementmap. 830 * For both cases if no match is found aiTextureType_DIFFUSE is used. 831 * <br> 832 * Property type: Bool. Default value: false. 833 */ 834 #define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME \ 835 "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME" 836 837 /** @brief Specifies whether the IFC loader skips over IfcSpace elements. 838 * 839 * IfcSpace elements (and their geometric representations) are used to 840 * represent, well, free space in a building storey.<br> 841 * Property type: Bool. Default value: true. 842 */ 843 #define AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS "IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS" 844 845 /** @brief Specifies whether the Android JNI asset extraction is supported. 846 * 847 * Turn on this option if you want to manage assets in native 848 * Android application without having to keep the internal directory and asset 849 * manager pointer. 850 */ 851 #define AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT "AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT" 852 853 854 // --------------------------------------------------------------------------- 855 /** @brief Specifies whether the IFC loader skips over 856 * shape representations of type 'Curve2D'. 857 * 858 * A lot of files contain both a faceted mesh representation and a outline 859 * with a presentation type of 'Curve2D'. Currently Assimp doesn't convert those, 860 * so turning this option off just clutters the log with errors.<br> 861 * Property type: Bool. Default value: true. 862 */ 863 #define AI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS "IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS" 864 865 // --------------------------------------------------------------------------- 866 /** @brief Specifies whether the IFC loader will use its own, custom triangulation 867 * algorithm to triangulate wall and floor meshes. 868 * 869 * If this property is set to false, walls will be either triangulated by 870 * #aiProcess_Triangulate or will be passed through as huge polygons with 871 * faked holes (i.e. holes that are connected with the outer boundary using 872 * a dummy edge). It is highly recommended to set this property to true 873 * if you want triangulated data because #aiProcess_Triangulate is known to 874 * have problems with the kind of polygons that the IFC loader spits out for 875 * complicated meshes. 876 * Property type: Bool. Default value: true. 877 */ 878 #define AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION "IMPORT_IFC_CUSTOM_TRIANGULATION" 879 880 // --------------------------------------------------------------------------- 881 /** @brief Specifies whether the Collada loader will ignore the provided up direction. 882 * 883 * If this property is set to true, the up direction provided in the file header will 884 * be ignored and the file will be loaded as is. 885 * Property type: Bool. Default value: false. 886 */ 887 #define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION" 888 889 // --------------------------------------------------------------------------- 890 /** @brief Specifies whether the Collada loader will invert the transparency value. 891 * 892 * If this property is set to true, the transparency value will be interpreted as the 893 * inverse of the usual transparency. This is useful because lots of exporters does 894 * not respect the standard and do the opposite of what is normally expected. 895 * Property type: Bool. Default value: false. 896 */ 897 #define AI_CONFIG_IMPORT_COLLADA_INVERT_TRANSPARENCY "IMPORT_COLLADA_INVERT_TRANSPARENCY" 898 899 // ---------- All the Export defines ------------ 900 901 /** @brief Specifies the xfile use double for real values of float 902 * 903 * Property type: Bool. Default value: false. 904 */ 905 906 #define AI_CONFIG_EXPORT_XFILE_64BIT "EXPORT_XFILE_64BIT" 907 908 #endif // !! AI_CONFIG_H_INC 909