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3 Open Asset Import Library (assimp)
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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