1 /*
2 Open Asset Import Library (assimp)
3 ----------------------------------------------------------------------
4 
5 Copyright (c) 2006-2019, assimp team
6 
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
12 following 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
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29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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39 
40 ----------------------------------------------------------------------
41 */
42 
43 /** @file  FBXImportSettings.h
44  *  @brief FBX importer runtime configuration
45  */
46 #ifndef INCLUDED_AI_FBX_IMPORTSETTINGS_H
47 #define INCLUDED_AI_FBX_IMPORTSETTINGS_H
48 
49 namespace Assimp {
50 namespace FBX {
51 
52 /** FBX import settings, parts of which are publicly accessible via their corresponding AI_CONFIG constants */
53 struct ImportSettings
54 {
ImportSettingsImportSettings55     ImportSettings()
56     : strictMode(true)
57     , readAllLayers(true)
58     , readAllMaterials(false)
59     , readMaterials(true)
60     , readTextures(true)
61     , readCameras(true)
62     , readLights(true)
63     , readAnimations(true)
64     , readWeights(true)
65     , preservePivots(true)
66     , optimizeEmptyAnimationCurves(true)
67     , useLegacyEmbeddedTextureNaming(false)
68     , removeEmptyBones( true )
69     , convertToMeters( false ) {
70         // empty
71     }
72 
73 
74     /** enable strict mode:
75      *   - only accept fbx 2012, 2013 files
76      *   - on the slightest error, give up.
77      *
78      *  Basically, strict mode means that the fbx file will actually
79      *  be validated. Strict mode is off by default. */
80     bool strictMode;
81 
82     /** specifies whether all geometry layers are read and scanned for
83       * usable data channels. The FBX spec indicates that many readers
84       * will only read the first channel and that this is in some way
85       * the recommended way- in reality, however, it happens a lot that
86       * vertex data is spread among multiple layers. The default
87       * value for this option is true.*/
88     bool readAllLayers;
89 
90     /** specifies whether all materials are read, or only those that
91      *  are referenced by at least one mesh. Reading all materials
92      *  may make FBX reading a lot slower since all objects
93      *  need to be processed .
94      *  This bit is ignored unless readMaterials=true*/
95     bool readAllMaterials;
96 
97 
98     /** import materials (true) or skip them and assign a default
99      *  material. The default value is true.*/
100     bool readMaterials;
101 
102     /** import embedded textures? Default value is true.*/
103     bool readTextures;
104 
105     /** import cameras? Default value is true.*/
106     bool readCameras;
107 
108     /** import light sources? Default value is true.*/
109     bool readLights;
110 
111     /** import animations (i.e. animation curves, the node
112      *  skeleton is always imported). Default value is true. */
113     bool readAnimations;
114 
115     /** read bones (vertex weights and deform info).
116      *  Default value is true. */
117     bool readWeights;
118 
119     /** preserve transformation pivots and offsets. Since these can
120      *  not directly be represented in assimp, additional dummy
121      *  nodes will be generated. Note that settings this to false
122      *  can make animation import a lot slower. The default value
123      *  is true.
124      *
125      *  The naming scheme for the generated nodes is:
126      *    <OriginalName>_$AssimpFbx$_<TransformName>
127      *
128      *  where <TransformName> is one of
129      *    RotationPivot
130      *    RotationOffset
131      *    PreRotation
132      *    PostRotation
133      *    ScalingPivot
134      *    ScalingOffset
135      *    Translation
136      *    Scaling
137      *    Rotation
138      **/
139     bool preservePivots;
140 
141     /** do not import animation curves that specify a constant
142      *  values matching the corresponding node transformation.
143      *  The default value is true. */
144     bool optimizeEmptyAnimationCurves;
145 
146     /** use legacy naming for embedded textures eg: (*0, *1, *2)
147     */
148     bool useLegacyEmbeddedTextureNaming;
149 
150     /** Empty bones shall be removed
151     */
152     bool removeEmptyBones;
153 
154     /** Set to true to perform a conversion from cm to meter after the import
155     */
156     bool convertToMeters;
157 };
158 
159 
160 } // !FBX
161 } // !Assimp
162 
163 #endif
164 
165