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authorsanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
committersanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
commit058f98a63658dc1a2579826ba167fd61bed1e21f (patch)
treebcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/include/assimp/config.h.in
parent2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff)
add assimp submodule
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+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2020, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file config.h
+ * @brief Defines constants for configurable properties for the library
+ *
+ * Typically these properties are set via
+ * #Assimp::Importer::SetPropertyFloat,
+ * #Assimp::Importer::SetPropertyInteger or
+ * #Assimp::Importer::SetPropertyString,
+ * depending on the data type of a property. All properties have a
+ * default value. See the doc for the mentioned methods for more details.
+ *
+ * <br><br>
+ * The corresponding functions for use with the plain-c API are:
+ * #aiSetImportPropertyInteger,
+ * #aiSetImportPropertyFloat,
+ * #aiSetImportPropertyString
+ */
+#pragma once
+#ifndef AI_CONFIG_H_INC
+#define AI_CONFIG_H_INC
+
+
+// ###########################################################################
+// LIBRARY SETTINGS
+// General, global settings
+// ###########################################################################
+
+// ---------------------------------------------------------------------------
+/** @brief Enables time measurements.
+ *
+ * If enabled, measures the time needed for each part of the loading
+ * process (i.e. IO time, importing, postprocessing, ..) and dumps
+ * these timings to the DefaultLogger. See the @link perf Performance
+ * Page@endlink for more information on this topic.
+ *
+ * Property type: bool. Default value: false.
+ */
+#define AI_CONFIG_GLOB_MEASURE_TIME \
+ "GLOB_MEASURE_TIME"
+
+
+// ---------------------------------------------------------------------------
+/** @brief Global setting to disable generation of skeleton dummy meshes
+ *
+ * Skeleton dummy meshes are generated as a visualization aid in cases which
+ * the input data contains no geometry, but only animation data.
+ * Property data type: bool. Default value: false
+ */
+// ---------------------------------------------------------------------------
+#define AI_CONFIG_IMPORT_NO_SKELETON_MESHES \
+ "IMPORT_NO_SKELETON_MESHES"
+
+
+
+# if 0 // not implemented yet
+// ---------------------------------------------------------------------------
+/** @brief Set Assimp's multithreading policy.
+ *
+ * This setting is ignored if Assimp was built without boost.thread
+ * support (ASSIMP_BUILD_NO_THREADING, which is implied by ASSIMP_BUILD_BOOST_WORKAROUND).
+ * Possible values are: -1 to let Assimp decide what to do, 0 to disable
+ * multithreading entirely and any number larger than 0 to force a specific
+ * number of threads. Assimp is always free to ignore this settings, which is
+ * merely a hint. Usually, the default value (-1) will be fine. However, if
+ * Assimp is used concurrently from multiple user threads, it might be useful
+ * to limit each Importer instance to a specific number of cores.
+ *
+ * For more information, see the @link threading Threading page@endlink.
+ * Property type: int, default value: -1.
+ */
+#define AI_CONFIG_GLOB_MULTITHREADING \
+ "GLOB_MULTITHREADING"
+#endif
+
+// ###########################################################################
+// POST PROCESSING SETTINGS
+// Various stuff to fine-tune the behavior of a specific post processing step.
+// ###########################################################################
+
+
+// ---------------------------------------------------------------------------
+/** @brief Maximum bone count per mesh for the SplitbyBoneCount step.
+ *
+ * Meshes are split until the maximum number of bones is reached. The default
+ * value is AI_SBBC_DEFAULT_MAX_BONES, which may be altered at
+ * compile-time.
+ * Property data type: integer.
+ */
+// ---------------------------------------------------------------------------
+#define AI_CONFIG_PP_SBBC_MAX_BONES \
+ "PP_SBBC_MAX_BONES"
+
+
+// default limit for bone count
+#if (!defined AI_SBBC_DEFAULT_MAX_BONES)
+# define AI_SBBC_DEFAULT_MAX_BONES 60
+#endif
+
+
+// ---------------------------------------------------------------------------
+/** @brief Specifies the maximum angle that may be between two vertex tangents
+ * that their tangents and bi-tangents are smoothed.
+ *
+ * This applies to the CalcTangentSpace-Step. The angle is specified
+ * in degrees. The maximum value is 175.
+ * Property type: float. Default value: 45 degrees
+ */
+#define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE \
+ "PP_CT_MAX_SMOOTHING_ANGLE"
+
+// ---------------------------------------------------------------------------
+/** @brief Source UV channel for tangent space computation.
+ *
+ * The specified channel must exist or an error will be raised.
+ * Property type: integer. Default value: 0
+ */
+// ---------------------------------------------------------------------------
+#define AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX \
+ "PP_CT_TEXTURE_CHANNEL_INDEX"
+
+// ---------------------------------------------------------------------------
+/** @brief Specifies the maximum angle that may be between two face normals
+ * at the same vertex position that their are smoothed together.
+ *
+ * Sometimes referred to as 'crease angle'.
+ * This applies to the GenSmoothNormals-Step. The angle is specified
+ * in degrees, so 180 is PI. The default value is 175 degrees (all vertex
+ * normals are smoothed). The maximum value is 175, too. Property type: float.
+ * Warning: setting this option may cause a severe loss of performance. The
+ * performance is unaffected if the #AI_CONFIG_FAVOUR_SPEED flag is set but
+ * the output quality may be reduced.
+ */
+#define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE \
+ "PP_GSN_MAX_SMOOTHING_ANGLE"
+
+
+// ---------------------------------------------------------------------------
+/** @brief Sets the colormap (= palette) to be used to decode embedded
+ * textures in MDL (Quake or 3DGS) files.
+ *
+ * This must be a valid path to a file. The file is 768 (256*3) bytes
+ * large and contains RGB triplets for each of the 256 palette entries.
+ * The default value is colormap.lmp. If the file is not found,
+ * a default palette (from Quake 1) is used.
+ * Property type: string.
+ */
+#define AI_CONFIG_IMPORT_MDL_COLORMAP \
+ "IMPORT_MDL_COLORMAP"
+
+// ---------------------------------------------------------------------------
+/** @brief Configures the #aiProcess_RemoveRedundantMaterials step to
+ * keep materials matching a name in a given list.
+ *
+ * This is a list of 1 to n strings, ' ' serves as delimiter character.
+ * Identifiers containing whitespaces must be enclosed in *single*
+ * quotation marks. For example:<tt>
+ * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</tt>.
+ * If a material matches on of these names, it will not be modified or
+ * removed by the postprocessing step nor will other materials be replaced
+ * by a reference to it. <br>
+ * This option might be useful if you are using some magic material names
+ * to pass additional semantics through the content pipeline. This ensures
+ * they won't be optimized away, but a general optimization is still
+ * performed for materials not contained in the list.
+ * Property type: String. Default value: n/a
+ * @note Linefeeds, tabs or carriage returns are treated as whitespace.
+ * Material names are case sensitive.
+ */
+#define AI_CONFIG_PP_RRM_EXCLUDE_LIST \
+ "PP_RRM_EXCLUDE_LIST"
+
+// ---------------------------------------------------------------------------
+/** @brief Configures the #aiProcess_PreTransformVertices step to
+ * keep the scene hierarchy. Meshes are moved to worldspace, but
+ * no optimization is performed (read: meshes with equal materials are not
+ * joined. The total number of meshes won't change).
+ *
+ * This option could be of use for you if the scene hierarchy contains
+ * important additional information which you intend to parse.
+ * For rendering, you can still render all meshes in the scene without
+ * any transformations.
+ * Property type: bool. Default value: false.
+ */
+#define AI_CONFIG_PP_PTV_KEEP_HIERARCHY \
+ "PP_PTV_KEEP_HIERARCHY"
+
+// ---------------------------------------------------------------------------
+/** @brief Configures the #aiProcess_PreTransformVertices step to normalize
+ * all vertex components into the [-1,1] range. That is, a bounding box
+ * for the whole scene is computed, the maximum component is taken and all
+ * meshes are scaled appropriately (uniformly of course!).
+ * This might be useful if you don't know the spatial dimension of the input
+ * data*/
+#define AI_CONFIG_PP_PTV_NORMALIZE \
+ "PP_PTV_NORMALIZE"
+
+// ---------------------------------------------------------------------------
+/** @brief Configures the #aiProcess_PreTransformVertices step to use
+ * a users defined matrix as the scene root node transformation before
+ * transforming vertices.
+ * Property type: bool. Default value: false.
+ */
+#define AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION \
+ "PP_PTV_ADD_ROOT_TRANSFORMATION"
+
+// ---------------------------------------------------------------------------
+/** @brief Configures the #aiProcess_PreTransformVertices step to use
+ * a users defined matrix as the scene root node transformation before
+ * transforming vertices. This property correspond to the 'a1' component
+ * of the transformation matrix.
+ * Property type: aiMatrix4x4.
+ */
+#define AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION \
+ "PP_PTV_ROOT_TRANSFORMATION"
+
+// ---------------------------------------------------------------------------
+/** @brief Configures the #aiProcess_FindDegenerates step to
+ * remove degenerated primitives from the import - immediately.
+ *
+ * The default behaviour converts degenerated triangles to lines and
+ * degenerated lines to points. See the documentation to the
+ * #aiProcess_FindDegenerates step for a detailed example of the various ways
+ * to get rid of these lines and points if you don't want them.
+ * Property type: bool. Default value: false.
+ */
+#define AI_CONFIG_PP_FD_REMOVE \
+ "PP_FD_REMOVE"
+
+// ---------------------------------------------------------------------------
+/**
+ * @brief Configures the #aiProcess_FindDegenerates to check the area of a
+ * trinagle to be greates than e-6. If this is not the case the triangle will
+ * be removed if #AI_CONFIG_PP_FD_REMOVE is set to true.
+ */
+#define AI_CONFIG_PP_FD_CHECKAREA \
+ "PP_FD_CHECKAREA"
+
+// ---------------------------------------------------------------------------
+/** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
+ * matching a name in a given list.
+ *
+ * This is a list of 1 to n strings, ' ' serves as delimiter character.
+ * Identifiers containing whitespaces must be enclosed in *single*
+ * quotation marks. For example:<tt>
+ * "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>.
+ * If a node matches on of these names, it will not be modified or
+ * removed by the postprocessing step.<br>
+ * This option might be useful if you are using some magic node names
+ * to pass additional semantics through the content pipeline. This ensures
+ * they won't be optimized away, but a general optimization is still
+ * performed for nodes not contained in the list.
+ * Property type: String. Default value: n/a
+ * @note Linefeeds, tabs or carriage returns are treated as whitespace.
+ * Node names are case sensitive.
+ */
+#define AI_CONFIG_PP_OG_EXCLUDE_LIST \
+ "PP_OG_EXCLUDE_LIST"
+
+// ---------------------------------------------------------------------------
+/** @brief Set the maximum number of triangles in a mesh.
+ *
+ * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
+ * whether a mesh must be split or not.
+ * @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
+ * Property type: integer.
+ */
+#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
+ "PP_SLM_TRIANGLE_LIMIT"
+
+// default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
+#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
+# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
+#endif
+
+// ---------------------------------------------------------------------------
+/** @brief Set the maximum number of vertices in a mesh.
+ *
+ * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
+ * whether a mesh must be split or not.
+ * @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
+ * Property type: integer.
+ */
+#define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
+ "PP_SLM_VERTEX_LIMIT"
+
+// default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT
+#if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
+# define AI_SLM_DEFAULT_MAX_VERTICES 1000000
+#endif
+
+// ---------------------------------------------------------------------------
+/** @brief Set the maximum number of bones affecting a single vertex
+ *
+ * This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
+ * @note The default value is AI_LMW_MAX_WEIGHTS
+ * Property type: integer.*/
+#define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
+ "PP_LBW_MAX_WEIGHTS"
+
+// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
+#if (!defined AI_LMW_MAX_WEIGHTS)
+# define AI_LMW_MAX_WEIGHTS 0x4
+#endif // !! AI_LMW_MAX_WEIGHTS
+
+// ---------------------------------------------------------------------------
+/** @brief Lower the deboning threshold in order to remove more bones.
+ *
+ * This is used by the #aiProcess_Debone PostProcess-Step.
+ * @note The default value is AI_DEBONE_THRESHOLD
+ * Property type: float.*/
+#define AI_CONFIG_PP_DB_THRESHOLD \
+ "PP_DB_THRESHOLD"
+
+// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
+#if (!defined AI_DEBONE_THRESHOLD)
+# define AI_DEBONE_THRESHOLD 1.0f
+#endif // !! AI_DEBONE_THRESHOLD
+
+// ---------------------------------------------------------------------------
+/** @brief Require all bones qualify for deboning before removing any
+ *
+ * This is used by the #aiProcess_Debone PostProcess-Step.
+ * @note The default value is 0
+ * Property type: bool.*/
+#define AI_CONFIG_PP_DB_ALL_OR_NONE \
+ "PP_DB_ALL_OR_NONE"
+
+/** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property
+ */
+#ifndef PP_ICL_PTCACHE_SIZE
+# define PP_ICL_PTCACHE_SIZE 12
+#endif
+
+// ---------------------------------------------------------------------------
+/** @brief Set the size of the post-transform vertex cache to optimize the
+ * vertices for. This configures the #aiProcess_ImproveCacheLocality step.
+ *
+ * The size is given in vertices. Of course you can't know how the vertex
+ * format will exactly look like after the import returns, but you can still
+ * guess what your meshes will probably have.
+ * @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight
+ * performance improvements for most nVidia/AMD cards since 2002.
+ * Property type: integer.
+ */
+#define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE"
+
+// ---------------------------------------------------------------------------
+/** @brief Enumerates components of the aiScene and aiMesh data structures
+ * that can be excluded from the import using the #aiProcess_RemoveComponent step.
+ *
+ * See the documentation to #aiProcess_RemoveComponent for more details.
+ */
+enum aiComponent
+{
+ /** Normal vectors */
+#ifdef SWIG
+ aiComponent_NORMALS = 0x2,
+#else
+ aiComponent_NORMALS = 0x2u,
+#endif
+
+ /** Tangents and bitangents go always together ... */
+#ifdef SWIG
+ aiComponent_TANGENTS_AND_BITANGENTS = 0x4,
+#else
+ aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
+#endif
+
+ /** ALL color sets
+ * Use aiComponent_COLORn(N) to specify the N'th set */
+ aiComponent_COLORS = 0x8,
+
+ /** ALL texture UV sets
+ * aiComponent_TEXCOORDn(N) to specify the N'th set */
+ aiComponent_TEXCOORDS = 0x10,
+
+ /** Removes all bone weights from all meshes.
+ * The scenegraph nodes corresponding to the bones are NOT removed.
+ * use the #aiProcess_OptimizeGraph step to do this */
+ aiComponent_BONEWEIGHTS = 0x20,
+
+ /** Removes all node animations (aiScene::mAnimations).
+ * The corresponding scenegraph nodes are NOT removed.
+ * use the #aiProcess_OptimizeGraph step to do this */
+ aiComponent_ANIMATIONS = 0x40,
+
+ /** Removes all embedded textures (aiScene::mTextures) */
+ aiComponent_TEXTURES = 0x80,
+
+ /** Removes all light sources (aiScene::mLights).
+ * The corresponding scenegraph nodes are NOT removed.
+ * use the #aiProcess_OptimizeGraph step to do this */
+ aiComponent_LIGHTS = 0x100,
+
+ /** Removes all cameras (aiScene::mCameras).
+ * The corresponding scenegraph nodes are NOT removed.
+ * use the #aiProcess_OptimizeGraph step to do this */
+ aiComponent_CAMERAS = 0x200,
+
+ /** Removes all meshes (aiScene::mMeshes). */
+ aiComponent_MESHES = 0x400,
+
+ /** Removes all materials. One default material will
+ * be generated, so aiScene::mNumMaterials will be 1. */
+ aiComponent_MATERIALS = 0x800,
+
+
+ /** This value is not used. It is just there to force the
+ * compiler to map this enum to a 32 Bit integer. */
+#ifndef SWIG
+ _aiComponent_Force32Bit = 0x9fffffff
+#endif
+};
+
+// Remove a specific color channel 'n'
+#define aiComponent_COLORSn(n) (1u << (n+20u))
+
+// Remove a specific UV channel 'n'
+#define aiComponent_TEXCOORDSn(n) (1u << (n+25u))
+
+// ---------------------------------------------------------------------------
+/** @brief Input parameter to the #aiProcess_RemoveComponent step:
+ * Specifies the parts of the data structure to be removed.
+ *
+ * See the documentation to this step for further details. The property
+ * is expected to be an integer, a bitwise combination of the
+ * #aiComponent flags defined above in this header. The default
+ * value is 0. Important: if no valid mesh is remaining after the
+ * step has been executed (e.g you thought it was funny to specify ALL
+ * of the flags defined above) the import FAILS. Mainly because there is
+ * no data to work on anymore ...
+ */
+#define AI_CONFIG_PP_RVC_FLAGS \
+ "PP_RVC_FLAGS"
+
+// ---------------------------------------------------------------------------
+/** @brief Input parameter to the #aiProcess_SortByPType step:
+ * Specifies which primitive types are removed by the step.
+ *
+ * This is a bitwise combination of the aiPrimitiveType flags.
+ * Specifying all of them is illegal, of course. A typical use would
+ * be to exclude all line and point meshes from the import. This
+ * is an integer property, its default value is 0.
+ */
+#define AI_CONFIG_PP_SBP_REMOVE \
+ "PP_SBP_REMOVE"
+
+// ---------------------------------------------------------------------------
+/** @brief Input parameter to the #aiProcess_FindInvalidData step:
+ * Specifies the floating-point accuracy for animation values. The step
+ * checks for animation tracks where all frame values are absolutely equal
+ * and removes them. This tweakable controls the epsilon for floating-point
+ * comparisons - two keys are considered equal if the invariant
+ * abs(n0-n1)>epsilon holds true for all vector respectively quaternion
+ * components. The default value is 0.f - comparisons are exact then.
+ */
+#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
+ "PP_FID_ANIM_ACCURACY"
+
+// ---------------------------------------------------------------------------
+/** @brief Input parameter to the #aiProcess_FindInvalidData step:
+ * Set to true to ignore texture coordinates. This may be useful if you have
+ * to assign different kind of textures like one for the summer or one for the winter.
+ */
+#define AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS \
+ "PP_FID_IGNORE_TEXTURECOORDS"
+
+// TransformUVCoords evaluates UV scalings
+#define AI_UVTRAFO_SCALING 0x1
+
+// TransformUVCoords evaluates UV rotations
+#define AI_UVTRAFO_ROTATION 0x2
+
+// TransformUVCoords evaluates UV translation
+#define AI_UVTRAFO_TRANSLATION 0x4
+
+// Everything baked together -> default value
+#define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION)
+
+// ---------------------------------------------------------------------------
+/** @brief Input parameter to the #aiProcess_TransformUVCoords step:
+ * Specifies which UV transformations are evaluated.
+ *
+ * This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
+ * property, of course). By default all transformations are enabled
+ * (AI_UVTRAFO_ALL).
+ */
+#define AI_CONFIG_PP_TUV_EVALUATE \
+ "PP_TUV_EVALUATE"
+
+// ---------------------------------------------------------------------------
+/** @brief A hint to assimp to favour speed against import quality.
+ *
+ * Enabling this option may result in faster loading, but it needn't.
+ * It represents just a hint to loaders and post-processing steps to use
+ * faster code paths, if possible.
+ * This property is expected to be an integer, != 0 stands for true.
+ * The default value is 0.
+ */
+#define AI_CONFIG_FAVOUR_SPEED \
+ "FAVOUR_SPEED"
+
+
+// ###########################################################################
+// IMPORTER SETTINGS
+// Various stuff to fine-tune the behaviour of specific importer plugins.
+// ###########################################################################
+
+// ---------------------------------------------------------------------------
+/** @brief Importers which parse JSON may use this to obtain a pointer to a
+ * rapidjson::IRemoteSchemaDocumentProvider.
+ *
+ * The default value is nullptr
+ * Property type: void*
+ */
+#define AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER \
+ "IMPORT_SCHEMA_DOCUMENT_PROVIDER"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the fbx importer will merge all geometry layers present
+ * in the source file or take only the first.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS \
+ "IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the fbx importer will read all materials present in the
+ * source file or take only the referenced materials.
+ *
+ * This is void unless IMPORT_FBX_READ_MATERIALS=1.
+ *
+ * The default value is false (0)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS \
+ "IMPORT_FBX_READ_ALL_MATERIALS"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the fbx importer will read materials.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_FBX_READ_MATERIALS \
+ "IMPORT_FBX_READ_MATERIALS"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the fbx importer will read embedded textures.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_FBX_READ_TEXTURES \
+ "IMPORT_FBX_READ_TEXTURES"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the fbx importer will read cameras.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_FBX_READ_CAMERAS \
+ "IMPORT_FBX_READ_CAMERAS"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the fbx importer will read light sources.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_FBX_READ_LIGHTS \
+ "IMPORT_FBX_READ_LIGHTS"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the fbx importer will read animations.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS \
+ "IMPORT_FBX_READ_ANIMATIONS"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the fbx importer will read weights.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_FBX_READ_WEIGHTS \
+ "IMPORT_FBX_READ_WEIGHTS"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the fbx importer will act in strict mode in which only
+ * FBX 2013 is supported and any other sub formats are rejected. FBX 2013
+ * is the primary target for the importer, so this format is best
+ * supported and well-tested.
+ *
+ * The default value is false (0)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_FBX_STRICT_MODE \
+ "IMPORT_FBX_STRICT_MODE"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the fbx importer will preserve pivot points for
+ * transformations (as extra nodes). If set to false, pivots and offsets
+ * will be evaluated whenever possible.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS \
+ "IMPORT_FBX_PRESERVE_PIVOTS"
+
+// ---------------------------------------------------------------------------
+/** @brief Specifies whether the importer will drop empty animation curves or
+ * animation curves which match the bind pose transformation over their
+ * entire defined range.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES \
+ "IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the fbx importer will use the legacy embedded texture naming.
+ *
+ * The default value is false (0)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING \
+ "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
+
+// ---------------------------------------------------------------------------
+/** @brief Set wether the importer shall not remove empty bones.
+ *
+ * Empty bone are often used to define connections for other models.
+ */
+#define AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES \
+ "AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES"
+
+
+// ---------------------------------------------------------------------------
+/** @brief Set wether the FBX importer shall convert the unit from cm to m.
+ */
+#define AI_CONFIG_FBX_CONVERT_TO_M \
+ "AI_CONFIG_FBX_CONVERT_TO_M"
+
+// ---------------------------------------------------------------------------
+/** @brief Set the vertex animation keyframe to be imported
+ *
+ * ASSIMP does not support vertex keyframes (only bone animation is supported).
+ * The library reads only one frame of models with vertex animations.
+ * By default this is the first frame.
+ * \note The default value is 0. This option applies to all importers.
+ * However, it is also possible to override the global setting
+ * for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
+ * options (where XXX is a placeholder for the file format for which you
+ * want to override the global setting).
+ * Property type: integer.
+ */
+#define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME"
+
+#define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME"
+#define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME"
+#define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME"
+#define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME"
+#define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
+#define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the MDL (HL1) importer will read animations.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS "IMPORT_MDL_HL1_READ_ANIMATIONS"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the MDL (HL1) importer will read animation events.
+ * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS "IMPORT_MDL_HL1_READ_ANIMATION_EVENTS"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the MDL (HL1) importer will read blend controllers.
+ * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS "IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the MDL (HL1) importer will read sequence transition graph.
+ * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS "IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the MDL (HL1) importer will read attachments info.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTS "IMPORT_MDL_HL1_READ_ATTACHMENTS"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the MDL (HL1) importer will read bone controllers info.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS "IMPORT_MDL_HL1_READ_BONE_CONTROLLERS"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the MDL (HL1) importer will read hitboxes info.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXES "IMPORT_MDL_HL1_READ_HITBOXES"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the MDL (HL1) importer will read miscellaneous global model info.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO "IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO"
+
+// ---------------------------------------------------------------------------
+/** Smd load multiple animations
+ *
+ * Property type: bool. Default value: true.
+ */
+#define AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LIST "IMPORT_SMD_LOAD_ANIMATION_LIST"
+
+// ---------------------------------------------------------------------------
+/** @brief Configures the AC loader to collect all surfaces which have the
+ * "Backface cull" flag set in separate meshes.
+ *
+ * Property type: bool. Default value: true.
+ */
+#define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
+ "IMPORT_AC_SEPARATE_BFCULL"
+
+// ---------------------------------------------------------------------------
+/** @brief Configures whether the AC loader evaluates subdivision surfaces (
+ * indicated by the presence of the 'subdiv' attribute in the file). By
+ * default, Assimp performs the subdivision using the standard
+ * Catmull-Clark algorithm
+ *
+ * * Property type: bool. Default value: true.
+ */
+#define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \
+ "IMPORT_AC_EVAL_SUBDIVISION"
+
+// ---------------------------------------------------------------------------
+/** @brief Configures the UNREAL 3D loader to separate faces with different
+ * surface flags (e.g. two-sided vs. single-sided).
+ *
+ * * Property type: bool. Default value: true.
+ */
+#define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \
+ "UNREAL_HANDLE_FLAGS"
+
+// ---------------------------------------------------------------------------
+/** @brief Configures the terragen import plugin to compute uv's for
+ * terrains, if not given. Furthermore a default texture is assigned.
+ *
+ * UV coordinates for terrains are so simple to compute that you'll usually
+ * want to compute them on your own, if you need them. This option is intended
+ * for model viewers which want to offer an easy way to apply textures to
+ * terrains.
+ * * Property type: bool. Default value: false.
+ */
+#define AI_CONFIG_IMPORT_TER_MAKE_UVS \
+ "IMPORT_TER_MAKE_UVS"
+
+// ---------------------------------------------------------------------------
+/** @brief Configures the ASE loader to always reconstruct normal vectors
+ * basing on the smoothing groups loaded from the file.
+ *
+ * Some ASE files have carry invalid normals, other don't.
+ * * Property type: bool. Default value: true.
+ */
+#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \
+ "IMPORT_ASE_RECONSTRUCT_NORMALS"
+
+// ---------------------------------------------------------------------------
+/** @brief Configures the M3D loader to detect and process multi-part
+ * Quake player models.
+ *
+ * These models usually consist of 3 files, lower.md3, upper.md3 and
+ * head.md3. If this property is set to true, Assimp will try to load and
+ * combine all three files if one of them is loaded.
+ * Property type: bool. Default value: true.
+ */
+#define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \
+ "IMPORT_MD3_HANDLE_MULTIPART"
+
+// ---------------------------------------------------------------------------
+/** @brief Tells the MD3 loader which skin files to load.
+ *
+ * When loading MD3 files, Assimp checks whether a file
+ * [md3_file_name]_[skin_name].skin is existing. These files are used by
+ * Quake III to be able to assign different skins (e.g. red and blue team)
+ * to models. 'default', 'red', 'blue' are typical skin names.
+ * Property type: String. Default value: "default".
+ */
+#define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
+ "IMPORT_MD3_SKIN_NAME"
+
+// ---------------------------------------------------------------------------
+/** @brief Specify if to try load Quake 3 shader files. This also controls
+ * original surface name handling: when disabled it will be used unchanged.
+ *
+ * Property type: bool. Default value: true.
+ */
+#define AI_CONFIG_IMPORT_MD3_LOAD_SHADERS \
+ "IMPORT_MD3_LOAD_SHADERS"
+
+// ---------------------------------------------------------------------------
+/** @brief Specify the Quake 3 shader file to be used for a particular
+ * MD3 file. This can also be a search path.
+ *
+ * By default Assimp's behaviour is as follows: If a MD3 file
+ * <tt>any_path/models/any_q3_subdir/model_name/file_name.md3</tt> is
+ * loaded, the library tries to locate the corresponding shader file in
+ * <tt>any_path/scripts/model_name.shader</tt>. This property overrides this
+ * behaviour. It can either specify a full path to the shader to be loaded
+ * or alternatively the path (relative or absolute) to the directory where
+ * the shaders for all MD3s to be loaded reside. Assimp attempts to open
+ * <tt>IMPORT_MD3_SHADER_SRC/model_name.shader</tt> first, <tt>IMPORT_MD3_SHADER_SRC/file_name.shader</tt>
+ * is the fallback file. Note that IMPORT_MD3_SHADER_SRC should have a terminal (back)slash.
+ * Property type: String. Default value: n/a.
+ */
+#define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
+ "IMPORT_MD3_SHADER_SRC"
+
+// ---------------------------------------------------------------------------
+/** @brief Configures the LWO loader to load just one layer from the model.
+ *
+ * LWO files consist of layers and in some cases it could be useful to load
+ * only one of them. This property can be either a string - which specifies
+ * the name of the layer - or an integer - the index of the layer. If the
+ * property is not set the whole LWO model is loaded. Loading fails if the
+ * requested layer is not available. The layer index is zero-based and the
+ * layer name may not be empty.<br>
+ * Property type: Integer. Default value: all layers are loaded.
+ */
+#define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \
+ "IMPORT_LWO_ONE_LAYER_ONLY"
+
+// ---------------------------------------------------------------------------
+/** @brief Configures the MD5 loader to not load the MD5ANIM file for
+ * a MD5MESH file automatically.
+ *
+ * The default strategy is to look for a file with the same name but the
+ * MD5ANIM extension in the same directory. If it is found, it is loaded
+ * and combined with the MD5MESH file. This configuration option can be
+ * used to disable this behaviour.
+ *
+ * * Property type: bool. Default value: false.
+ */
+#define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
+ "IMPORT_MD5_NO_ANIM_AUTOLOAD"
+
+// ---------------------------------------------------------------------------
+/** @brief Defines the begin of the time range for which the LWS loader
+ * evaluates animations and computes aiNodeAnim's.
+ *
+ * Assimp provides full conversion of LightWave's envelope system, including
+ * pre and post conditions. The loader computes linearly subsampled animation
+ * chanels with the frame rate given in the LWS file. This property defines
+ * the start time. Note: animation channels are only generated if a node
+ * has at least one envelope with more tan one key assigned. This property.
+ * is given in frames, '0' is the first frame. By default, if this property
+ * is not set, the importer takes the animation start from the input LWS
+ * file ('FirstFrame' line)<br>
+ * Property type: Integer. Default value: taken from file.
+ *
+ * @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range
+ */
+#define AI_CONFIG_IMPORT_LWS_ANIM_START \
+ "IMPORT_LWS_ANIM_START"
+#define AI_CONFIG_IMPORT_LWS_ANIM_END \
+ "IMPORT_LWS_ANIM_END"
+
+// ---------------------------------------------------------------------------
+/** @brief Defines the output frame rate of the IRR loader.
+ *
+ * IRR animations are difficult to convert for Assimp and there will
+ * always be a loss of quality. This setting defines how many keys per second
+ * are returned by the converter.<br>
+ * Property type: integer. Default value: 100
+ */
+#define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
+ "IMPORT_IRR_ANIM_FPS"
+
+// ---------------------------------------------------------------------------
+/** @brief Ogre Importer will try to find referenced materials from this file.
+ *
+ * Ogre meshes reference with material names, this does not tell Assimp the file
+ * where it is located in. Assimp will try to find the source file in the following
+ * order: <material-name>.material, <mesh-filename-base>.material and
+ * lastly the material name defined by this config property.
+ * <br>
+ * Property type: String. Default value: Scene.material.
+ */
+#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE \
+ "IMPORT_OGRE_MATERIAL_FILE"
+
+// ---------------------------------------------------------------------------
+/** @brief Ogre Importer detect the texture usage from its filename.
+ *
+ * Ogre material texture units do not define texture type, the textures usage
+ * depends on the used shader or Ogre's fixed pipeline. If this config property
+ * is true Assimp will try to detect the type from the textures filename postfix:
+ * _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map, _s, _spec,
+ * _specular and _specularmap for specular map, _l, _light, _lightmap, _occ
+ * and _occlusion for light map, _disp and _displacement for displacement map.
+ * The matching is case insensitive. Post fix is taken between the last
+ * underscore and the last period.
+ * Default behavior is to detect type from lower cased texture unit name by
+ * matching against: normalmap, specularmap, lightmap and displacementmap.
+ * For both cases if no match is found aiTextureType_DIFFUSE is used.
+ * <br>
+ * Property type: Bool. Default value: false.
+ */
+#define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME \
+ "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"
+
+ /** @brief Specifies whether the Android JNI asset extraction is supported.
+ *
+ * Turn on this option if you want to manage assets in native
+ * Android application without having to keep the internal directory and asset
+ * manager pointer.
+ */
+ #define AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT "AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT"
+
+// ---------------------------------------------------------------------------
+/** @brief Specifies whether the IFC loader skips over IfcSpace elements.
+ *
+ * IfcSpace elements (and their geometric representations) are used to
+ * represent, well, free space in a building storey.<br>
+ * Property type: Bool. Default value: true.
+ */
+#define AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS "IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS"
+
+// ---------------------------------------------------------------------------
+/** @brief Specifies whether the IFC loader will use its own, custom triangulation
+ * algorithm to triangulate wall and floor meshes.
+ *
+ * If this property is set to false, walls will be either triangulated by
+ * #aiProcess_Triangulate or will be passed through as huge polygons with
+ * faked holes (i.e. holes that are connected with the outer boundary using
+ * a dummy edge). It is highly recommended to set this property to true
+ * if you want triangulated data because #aiProcess_Triangulate is known to
+ * have problems with the kind of polygons that the IFC loader spits out for
+ * complicated meshes.
+ * Property type: Bool. Default value: true.
+ */
+#define AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION "IMPORT_IFC_CUSTOM_TRIANGULATION"
+
+// ---------------------------------------------------------------------------
+/** @brief Set the tessellation conic angle for IFC smoothing curves.
+ *
+ * This is used by the IFC importer to determine the tessellation parameter
+ * for smoothing curves.
+ * @note The default value is AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE and the
+ * accepted values are in range [5.0, 120.0].
+ * Property type: Float.
+ */
+#define AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE "IMPORT_IFC_SMOOTHING_ANGLE"
+
+// default value for AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE
+#if (!defined AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE)
+# define AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE 10.0f
+#endif
+
+// ---------------------------------------------------------------------------
+/** @brief Set the tessellation for IFC cylindrical shapes.
+ *
+ * This is used by the IFC importer to determine the tessellation parameter
+ * for cylindrical shapes, i.e. the number of segments used to approximate a circle.
+ * @note The default value is AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION and the
+ * accepted values are in range [3, 180].
+ * Property type: Integer.
+ */
+#define AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION "IMPORT_IFC_CYLINDRICAL_TESSELLATION"
+
+// default value for AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION
+#if (!defined AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION)
+# define AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION 32
+#endif
+
+// ---------------------------------------------------------------------------
+/** @brief Specifies whether the Collada loader will ignore the provided up direction.
+ *
+ * If this property is set to true, the up direction provided in the file header will
+ * be ignored and the file will be loaded as is.
+ * Property type: Bool. Default value: false.
+ */
+#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
+
+// ---------------------------------------------------------------------------
+/** @brief Specifies whether the Collada loader should use Collada names.
+ *
+ * If this property is set to true, the Collada names will be used as the node and
+ * mesh names. The default is to use the id tag (resp. sid tag, if no id tag is present)
+ * instead.
+ * Property type: Bool. Default value: false.
+ */
+#define AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES "IMPORT_COLLADA_USE_COLLADA_NAMES"
+
+// ---------- All the Export defines ------------
+
+/** @brief Specifies the xfile use double for real values of float
+ *
+ * Property type: Bool. Default value: false.
+ */
+
+#define AI_CONFIG_EXPORT_XFILE_64BIT "EXPORT_XFILE_64BIT"
+
+/** @brief Specifies whether the assimp export shall be able to export point clouds
+ *
+ * When this flag is not defined the render data has to contain valid faces.
+ * Point clouds are only a collection of vertices which have nor spatial organization
+ * by a face and the validation process will remove them. Enabling this feature will
+ * switch off the flag and enable the functionality to export pure point clouds.
+ */
+#define AI_CONFIG_EXPORT_POINT_CLOUDS "EXPORT_POINT_CLOUDS"
+
+/**
+ * @brief Specifies the blob name, assimp uses for exporting.
+ *
+ * Some formats require auxiliary files to be written, that need to be linked back into
+ * the original file. For example, OBJ files export materials to a separate MTL file and
+ * use the `mtllib` keyword to reference this file.
+ *
+ * When exporting blobs using #ExportToBlob, assimp does not know the name of the blob
+ * file and thus outputs `mtllib $blobfile.mtl`, which might not be desired, since the
+ * MTL file might be called differently.
+ *
+ * This property can be used to give the exporter a hint on how to use the magic
+ * `$blobfile` keyword. If the exporter detects the keyword and is provided with a name
+ * for the blob, it instead uses this name.
+ */
+#define AI_CONFIG_EXPORT_BLOB_NAME "EXPORT_BLOB_NAME"
+
+/**
+ * @brief Specifies a gobal key factor for scale, float value
+ */
+#define AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY "GLOBAL_SCALE_FACTOR"
+
+#if (!defined AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT)
+# define AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT 1.0f
+#endif // !! AI_DEBONE_THRESHOLD
+
+#define AI_CONFIG_APP_SCALE_KEY "APP_SCALE_FACTOR"
+
+#if (!defined AI_CONFIG_APP_SCALE_KEY)
+# define AI_CONFIG_APP_SCALE_KEY 1.0
+#endif // AI_CONFIG_APP_SCALE_KEY
+
+
+// ---------- All the Build/Compile-time defines ------------
+
+/** @brief Specifies if double precision is supported inside assimp
+ *
+ * Property type: Bool. Default value: undefined.
+ */
+
+#cmakedefine ASSIMP_DOUBLE_PRECISION 1
+
+#endif // !! AI_CONFIG_H_INC