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Diffstat (limited to 'src/mesh/assimp-master/include/assimp/config.h.in')
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diff --git a/src/mesh/assimp-master/include/assimp/config.h.in b/src/mesh/assimp-master/include/assimp/config.h.in deleted file mode 100644 index bf00765..0000000 --- a/src/mesh/assimp-master/include/assimp/config.h.in +++ /dev/null @@ -1,1129 +0,0 @@ -/* ---------------------------------------------------------------------------- -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 |