diff options
author | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
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committer | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
commit | 058f98a63658dc1a2579826ba167fd61bed1e21f (patch) | |
tree | bcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/port/dAssimp/assimp/config.d | |
parent | 2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff) |
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/port/dAssimp/assimp/config.d')
-rw-r--r-- | src/mesh/assimp-master/port/dAssimp/assimp/config.d | 705 |
1 files changed, 705 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/config.d b/src/mesh/assimp-master/port/dAssimp/assimp/config.d new file mode 100644 index 0000000..761156b --- /dev/null +++ b/src/mesh/assimp-master/port/dAssimp/assimp/config.d @@ -0,0 +1,705 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (ASSIMP) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2020, ASSIMP Development 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 Development 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. +--------------------------------------------------------------------------- +*/ + +/** + * Defines constants for configurable properties for the library. + * + * These are set via <code>aiSetImportPropertyInteger()</code>, + * <code>aiSetImportPropertyFloat()</code> and + * <code>aiSetImportPropertyString()</code>. + */ +module assimp.config; + +extern ( C ) { + /* + * Library settings. + * + * General, global settings. + */ + + /** + * 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 performance page in the main + * Assimp docs information on this topic. + * + * Property type: bool. Default value: false. + */ + const char* AI_CONFIG_GLOB_MEASURE_TIME = "GLOB_MEASURE_TIME"; + + version( none ) { // not implemented yet + /** + * Set Assimp's multithreading policy. + * + * This setting is ignored if Assimp was built without boost.thread support + * (<code>ASSIMP_BUILD_NO_THREADING</code>, which is implied by + * <code>ASSIMP_BUILD_BOOST_WORKAROUND</code>). + * + * 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 threading page in the main Assimp docs. + * + * Property type: int, default value: -1. + */ + const char* AI_CONFIG_GLOB_MULTITHREADING = "GLOB_MULTITHREADING"; + } + + + /* + * Post processing settings. + * + * Various options to fine-tune the behavior of a specific post processing step. + */ + + /** + * Specifies the maximum angle that may be between two vertex tangents that + * their tangents and bitangents are smoothed. + * + * This applies to the <code>CalcTangentSpace</code> step. The angle is + * specified in degrees, so 180 corresponds to PI radians. + * + * The default value is 45, the maximum value is 175. + * + * Property type: float. + */ + const char* AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE = "PP_CT_MAX_SMOOTHING_ANGLE"; + + /** + * 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 <code>GenSmoothNormals</code> step. The angle is + * specified in degrees, so 180 corresponds to PI radians. + * + * 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 <code>AI_CONFIG_FAVOUR_SPEED</code> + * flag is set but the output quality may be reduced. + */ + const char* AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE = "PP_GSN_MAX_SMOOTHING_ANGLE"; + + /** + * 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. + */ + const char* AI_CONFIG_IMPORT_MDL_COLORMAP = "IMPORT_MDL_COLORMAP"; + + /** + * Configures the <code>RemoveRedundantMaterials</code> 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 <em>single</em> + * quotation marks. For example: <code> + * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</code>. + * Linefeeds, tabs or carriage returns are treated as whitespace. + * + * 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. + * + * 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. + * + * Default value: n/a + * + * Property type: string. + * + * Note: Material names are case sensitive. + */ + const char* AI_CONFIG_PP_RRM_EXCLUDE_LIST = "PP_RRM_EXCLUDE_LIST"; + + /** + * Configures the <code>PretransformVertices</code> step to keep the scene + * hierarchy. Meshes are moved to worldspace, but no optimization is + * performed (meshes with equal materials are not joined, the total number + * of meshes will not 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. + * + * Default value: false. + * + * Property type: bool. + */ + const char* AI_CONFIG_PP_PTV_KEEP_HIERARCHY = "PP_PTV_KEEP_HIERARCHY"; + + /** + * Configures the <code>PretransformVertices</code> 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. + */ + const char* AI_CONFIG_PP_PTV_NORMALIZE = "PP_PTV_NORMALIZE"; + + /** + * Configures the <code>FindDegenerates</code> 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 + * <code>FindDegenerates</code> step for a detailed example of the various + * ways to get rid of these lines and points if you don't want them. + * + * Default value: false. + * + * Property type: bool. + */ + const char* AI_CONFIG_PP_FD_REMOVE = "PP_FD_REMOVE"; + + /** + * Configures the <code>OptimizeGraph</code> 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 <em>single</em> + * quotation marks. For example: <code> + * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</code>. + * Linefeeds, tabs or carriage returns are treated as whitespace. + * + * If a node matches on of these names, it will not be modified or + * removed by the postprocessing step. + * + * 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. + * + * Default value: n/a + * + * Property type: string. + * + * Note: Node names are case sensitive. + */ + const char* AI_CONFIG_PP_OG_EXCLUDE_LIST = "PP_OG_EXCLUDE_LIST"; + + /** + * Sets the maximum number of triangles in a mesh. + * + * This is used by the <code>SplitLargeMeshes</code> step to determine + * whether a mesh must be split or not. + * + * Default value: AI_SLM_DEFAULT_MAX_TRIANGLES. + * + * Property type: integer. + */ + const char* AI_CONFIG_PP_SLM_TRIANGLE_LIMIT = "PP_SLM_TRIANGLE_LIMIT"; + + /** + * The default value for the AI_CONFIG_PP_SLM_TRIANGLE_LIMIT setting. + */ + const AI_SLM_DEFAULT_MAX_TRIANGLES = 1000000; + + /** + * Sets the maximum number of vertices in a mesh. + * + * This is used by the <code>SplitLargeMeshes</code> step to determine + * whether a mesh must be split or not. + * + * Default value: AI_SLM_DEFAULT_MAX_VERTICES + * + * Property type: integer. + */ + const char* AI_CONFIG_PP_SLM_VERTEX_LIMIT = "PP_SLM_VERTEX_LIMIT"; + + /** + * The default value for the AI_CONFIG_PP_SLM_VERTEX_LIMIT setting. + */ + const AI_SLM_DEFAULT_MAX_VERTICES = 1000000; + + /** + * Sets the maximum number of bones affecting a single vertex. + * + * This is used by the <code>LimitBoneWeights</code> step. + * + * Default value: AI_LBW_MAX_WEIGHTS + * + * Property type: integer. + */ + const char* AI_CONFIG_PP_LBW_MAX_WEIGHTS = "PP_LBW_MAX_WEIGHTS"; + + /** + * The default value for the AI_CONFIG_PP_LBW_MAX_WEIGHTS setting. + */ + const AI_LMW_MAX_WEIGHTS = 0x4; + + /** + * Sets the size of the post-transform vertex cache to optimize the + * vertices for. This configures the <code>ImproveCacheLocality</code> 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. + * + * The default value results in slight performance improvements for most + * nVidia/AMD cards since 2002. + * + * Default value: PP_ICL_PTCACHE_SIZE + * + * Property type: integer. + */ + const char* AI_CONFIG_PP_ICL_PTCACHE_SIZE = "PP_ICL_PTCACHE_SIZE"; + + /** + * The default value for the AI_CONFIG_PP_ICL_PTCACHE_SIZE config option. + */ + const PP_ICL_PTCACHE_SIZE = 12; + + /** + * Components of the <code>aiScene</code> and <code>aiMesh</code> data + * structures that can be excluded from the import by using the + * <code>RemoveComponent</code> step. + * + * See the documentation to <code>RemoveComponent</code> for more details. + */ + enum aiComponent : uint { + /** + * Normal vectors. + */ + NORMALS = 0x2, + + /** + * Tangents and bitangents. + */ + TANGENTS_AND_BITANGENTS = 0x4, + + /** + * <em>All</em> color sets. + * + * Use aiComponent_COLORSn( N ) to specify the N'th set. + */ + COLORS = 0x8, + + /** + * <em>All</em> texture UV coordinate sets. + * + * Use aiComponent_TEXCOORDn( N ) to specify the N'th set. + */ + TEXCOORDS = 0x10, + + /** + * Bone weights from all meshes. + * + * The corresponding scenegraph nodes are <em>not</em> removed. Use the + * <code>OptimizeGraph</code> step to do this. + */ + BONEWEIGHTS = 0x20, + + /** + * Node animations (<code>aiScene.mAnimations</code>). + * + * The corresponding scenegraph nodes are <em>not</em> removed. Use the + * <code>OptimizeGraph</code> step to do this. + */ + ANIMATIONS = 0x40, + + /** + * Embedded textures (<code>aiScene.mTextures</code>). + */ + TEXTURES = 0x80, + + /** + * Light sources (<code>aiScene.mLights</code>). + * + * The corresponding scenegraph nodes are <em>not</em> removed. Use the + * <code>OptimizeGraph</code> step to do this. + */ + LIGHTS = 0x100, + + /** + * Cameras (<code>aiScene.mCameras</code>). + * + * The corresponding scenegraph nodes are <em>not</em> removed. Use the + * <code>OptimizeGraph</code> step to do this. + */ + CAMERAS = 0x200, + + /** + * Meshes (<code>aiScene.mMeshes</code>). + */ + MESHES = 0x400, + + /** Materials. + * + * One default material will be generated, so + * <code>aiScene.mNumMaterials</code> will be 1. + */ + MATERIALS = 0x800 + } + + /** + * Specifies a certain color channel to remove. + */ + uint aiComponent_COLORSn( uint n ) { return 1u << ( n + 20u ); } + + /** + * Specifies a certain UV coordinate channel to remove. + */ + uint aiComponent_TEXCOORDSn( uint n ) { return 1u << ( n + 25u ); } + + /** + * Input parameter to the <code>RemoveComponent</code> step: + * Specifies the parts of the data structure to be removed. + * + * See the documentation to this step for further details. + * + * Default value: 0 + * + * Property type: integer (bitwise combination of <code>aiComponent</code> + * flags). + * + * Note: If no valid mesh is remaining after the step has been executed, the + * import <em>fails</em>, because there is no data to work on anymore. + */ + const char* AI_CONFIG_PP_RVC_FLAGS = "PP_RVC_FLAGS"; + + /** + * Input parameter to the <code>SortByPType</code> step: + * Specifies which primitive types are removed by the step. + * + * This is a bitwise combination of the <code>aiPrimitiveType</code> flags. + * Specifying all of them is illegal, of course. A typical use would be to + * exclude all line and point meshes from the import. + * + * Default value: 0 + * + * Property type: integer. + */ + const char* AI_CONFIG_PP_SBP_REMOVE = "PP_SBP_REMOVE"; + + /** + * Input parameter to the <code>FindInvalidData</code> 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. + * + * Default value: 0 (exact comparison). + * + * Property type: float. + */ + const char* AI_CONFIG_PP_FID_ANIM_ACCURACY = "PP_FID_ANIM_ACCURACY"; + + /** + * The <code>TransformUVCoords</code> step evaluates UV scalings. + */ + const AI_UVTRAFO_SCALING = 0x1; + + /** + * The <code>TransformUVCoords</code> step evaluates UV rotations. + */ + const AI_UVTRAFO_ROTATION = 0x2; + + /** + * The <code>TransformUVCoords</code> step evaluates UV translation. + */ + const AI_UVTRAFO_TRANSLATION = 0x4; + + /** + * The <code>TransformUVCoords</code> step evaluates all UV translations. + */ + const AI_UVTRAFO_ALL = + AI_UVTRAFO_SCALING + | AI_UVTRAFO_ROTATION + | AI_UVTRAFO_TRANSLATION; + + /** + * Input parameter to the <code>TransformUVCoords</code> step: Specifies + * which UV transformations are evaluated. + * + * Default value: AI_UVTRAFO_ALL. + * + * Property type: integer (bitwise combination of the + * <code>AI_UVTRAFO_XXX<code> flag). + */ + const char* AI_CONFIG_PP_TUV_EVALUATE = "PP_TUV_EVALUATE"; + + /** + * 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. + * + * Default value: false. + * + * Property type: bool. + */ + const char* AI_CONFIG_FAVOUR_SPEED = "FAVOUR_SPEED"; + + + /* + * Importer settings. + * + * Various stuff to fine-tune the behaviour of specific importer plugins. + */ + + /** + * 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. + * + * Default value: 0 (first frame). + * + * Property type: integer. + * + * Note: 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). + */ + const char* AI_CONFIG_IMPORT_GLOBAL_KEYFRAME = "IMPORT_GLOBAL_KEYFRAME"; + + const char* AI_CONFIG_IMPORT_MD3_KEYFRAME = "IMPORT_MD3_KEYFRAME"; + const char* AI_CONFIG_IMPORT_MD2_KEYFRAME = "IMPORT_MD2_KEYFRAME"; + const char* AI_CONFIG_IMPORT_MDL_KEYFRAME = "IMPORT_MDL_KEYFRAME"; + const char* AI_CONFIG_IMPORT_MDC_KEYFRAME = "IMPORT_MDC_KEYFRAME"; + const char* AI_CONFIG_IMPORT_SMD_KEYFRAME = "IMPORT_SMD_KEYFRAME"; + const char* AI_CONFIG_IMPORT_UNREAL_KEYFRAME = "IMPORT_UNREAL_KEYFRAME"; + + + /** + * Configures the AC loader to collect all surfaces which have the + * "Backface cull" flag set in separate meshes. + * + * Default value: true. + * + * Property type: bool. + */ + const char* AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL = "IMPORT_AC_SEPARATE_BFCULL"; + + /** + * Configures the UNREAL 3D loader to separate faces with different surface + * flags (e.g. two-sided vs. single-sided). + * + * Default value: true. + * + * Property type: bool. + */ + const char* AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS = "UNREAL_HANDLE_FLAGS"; + + /** + * 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. + * + * Default value: false. + * + * Property type: bool. + */ + const char* AI_CONFIG_IMPORT_TER_MAKE_UVS = "IMPORT_TER_MAKE_UVS"; + + /** + * Configures the ASE loader to always reconstruct normal vectors basing on + * the smoothing groups loaded from the file. + * + * Many ASE files have invalid normals (they're not orthonormal). + * + * Default value: true. + * + * Property type: bool. + */ + const char* AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS = "IMPORT_ASE_RECONSTRUCT_NORMALS"; + + /** + * Configures the M3D loader to detect and process multi-part Quake player + * models. + * + * These models usually consist of three files, <code>lower.md3</code>, + * <code>upper.md3</code> and <code>head.md3</code>. If this property is set + * to true, Assimp will try to load and combine all three files if one of + * them is loaded. + * + * Default value: true. + * + * Property type: bool. + */ + const char* AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART = "IMPORT_MD3_HANDLE_MULTIPART"; + + /** + * Tells the MD3 loader which skin files to load. + * + * When loading MD3 files, Assimp checks whether a file + * <code><md3_file_name>_<skin_name>.skin</code> is existing. These files + * are used by Quake 3 to be able to assign different skins (e.g. red and + * blue team) to models. 'default', 'red', 'blue' are typical skin names. + * + * Default value: "default". + * + * Property type: string. + */ + const char* AI_CONFIG_IMPORT_MD3_SKIN_NAME = "IMPORT_MD3_SKIN_NAME"; + + /** + * 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 + * <code>[any_path]/models/[any_q3_subdir]/[model_name]/[file_name].md3</code> + * is loaded, the library tries to locate the corresponding shader file in + * <code>[any_path]/scripts/[model_name].shader</code>. 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 <code>[dir]/[model_name].shader</code> first, + * <code>[dir]/[file_name].shader</code> is the fallback file. Note that + * <code>[dir]</code> should have a terminal (back)slash. + * + * Default value: n/a. + * + * Property type: string. + */ + const char* AI_CONFIG_IMPORT_MD3_SHADER_SRC = "IMPORT_MD3_SHADER_SRC"; + + /** + * 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. + * + * Default value: all layers are loaded. + * + * Property type: integer/string. + */ + const char* AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY = "IMPORT_LWO_ONE_LAYER_ONLY"; + + /** + * 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. + * + * Default value: false. + * + * Property type: bool. + */ + const char* AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD = "IMPORT_MD5_NO_ANIM_AUTOLOAD"; + + /** + * Defines the begin of the time range for which the LWS loader evaluates + * animations and computes <code>aiNodeAnim</code>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). + * + * Default value: read from file. + * + * Property type: integer. + * + * See: <code>AI_CONFIG_IMPORT_LWS_ANIM_END</code> – end of the imported + * time range + */ + const char* AI_CONFIG_IMPORT_LWS_ANIM_START = "IMPORT_LWS_ANIM_START"; + const char* AI_CONFIG_IMPORT_LWS_ANIM_END = "IMPORT_LWS_ANIM_END"; + + /** + * 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. + * + * Default value: 100. + * + * Property type: integer. + */ + const char* AI_CONFIG_IMPORT_IRR_ANIM_FPS = "IMPORT_IRR_ANIM_FPS"; + + /** + * Ogre Importer will try to load this material file. + * + * Ogre Mehs contain only the material name, not the material file. If there + * is no material file with the same name as the material, Ogre Importer + * will try to load this file and search the material in it. + * + * Property type: string. Default value: "Scene.material". + */ + const char* AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE = "IMPORT_OGRE_MATERIAL_FILE"; +} |