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authorsanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
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tree52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/port/dAssimp/assimp/config.d
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-/*
----------------------------------------------------------------------------
-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";
-}