assimp/include/aiConfig.h

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/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, 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.
---------------------------------------------------------------------------
*/
/** @file aiConfig.h
* @brief Defines constants for configurable properties for the library
*
* Typically these properties are set via
* #Importer::SetPropertyFloat,
* #Importer::SetPropertyInteger or
* #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.
*
* @note
* The functions for use with the plain-c API are:
* #aiSetImportPropertyInteger,
* #aiSetImportPropertyFloat,
* #aiSetImportPropertyString
*/
#ifndef INCLUDED_AI_CONFIG_H
#define INCLUDED_AI_CONFIG_H
// ---------------------------------------------------------------------------
/** @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, defined in
* the internal header file SplitLargeMeshes.h
* Property type: integer.
*/
#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT "pp.slm.triangle_limit"
// ---------------------------------------------------------------------------
/** @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, defined in
* the internal header file SplitLargeMeshes.h
* Property type: integer.
*/
#define AI_CONFIG_PP_SLM_VERTEX_LIMIT "pp.slm.vertex_limit"
// ---------------------------------------------------------------------------
/** @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_LBW_MAX_WEIGHTS, defined in
* the internal header file LimitBoneWeightsProcess.h
* Property type: integer.
*/
#define AI_CONFIG_PP_LBW_MAX_WEIGHTS "pp.lbw.weights_limit"
// ---------------------------------------------------------------------------
/** @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 "imp.global.kf"
#define AI_CONFIG_IMPORT_MD3_KEYFRAME "imp.md3.kf"
#define AI_CONFIG_IMPORT_MD2_KEYFRAME "imp.md2.kf"
#define AI_CONFIG_IMPORT_MDL_KEYFRAME "imp.mdl.kf"
#define AI_CONFIG_IMPORT_MDC_KEYFRAME "imp.mdc.kf"
#define AI_CONFIG_IMPORT_MDR_KEYFRAME "imp.mdr.kf"
#define AI_CONFIG_IMPORT_SMD_KEYFRAME "imp.smd.kf"
// ---------------------------------------------------------------------------
/** @brief Configures the AC loader to collect all surfaces which have the
* "Backface cull" flag set in separate meshes.
*
* Property type: integer (0: false; !0: true). Default value: true.
*/
#define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL "imp.ac.sepbfcull"
// ---------------------------------------------------------------------------
/** @brief 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).
* Property type: integer (0: false; !0: true). Default value: true.
*/
#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS "imp.ase.reconn"
// ---------------------------------------------------------------------------
/** @brief Configures the M3D loader to process multi-part 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: integer (0: false; !0: true). 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 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.
*/
#define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY "imp.lwo.layer"
// ---------------------------------------------------------------------------
/** @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 "imp.irr.fps"
// ---------------------------------------------------------------------------
/** @brief Specifies the maximum angle that may be between two vertex tangents
* that their tangents and bitangents are smoothed.
*
* This applies to the CalcTangentSpace-Step. The angle is specified
* in degrees, so 180 is PI. The default value is
* 45 degrees. The maximum value is 175.
* Property type: float.
*/
#define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE "pp.ct.max_smoothing"
// ---------------------------------------------------------------------------
/** @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. 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"
// ---------------------------------------------------------------------------
/** @brief Specifies the minimum number of faces a node should have.
* This is an input parameter to the OptimizeGraph-Step.
*
* Nodes whose referenced meshes have less faces than this value
* are probably joined with neighbors with identical local matrices.
* However, it is just a hint to the step.
* Property type: integer
*/
#define AI_CONFIG_PP_OG_MIN_NUM_FACES "pp.og.min_faces"
// ---------------------------------------------------------------------------
/** @brief Specifies whether the OptimizeGraphProcess joins nodes even if
* their local transformations are not equal.
*
* By default, nodes with different local transformations are never joined.
* The intention is that all vertices should remain in their original
* local coordinate space where they are correctly centered and aligned,
* which could also allow for significant culling improvements.
*/
#define AI_CONFIG_PP_OG_JOIN_INEQUAL_TRANSFORMS "pp.og.allow_diffwm"
// ---------------------------------------------------------------------------
/** @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 "imp.mdl.color_map"
// ---------------------------------------------------------------------------
/** @brief Enumerates components of the aiScene and aiMesh data structures
* that can be excluded from the import with the RemoveComponent step.
*
* See the documentation to #aiProcess_RemoveComponent for more details.
*/
enum aiComponent
{
//! Normal vectors
aiComponent_NORMALS = 0x2u,
//! Tangents and bitangents go always together ...
aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
//! 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 removed
aiComponent_BONEWEIGHTS = 0x20,
//! Removes all bone animations (aiScene::mAnimations)
aiComponent_ANIMATIONS = 0x40,
//! Removes all embedded textures (aiScene::mTextures)
aiComponent_TEXTURES = 0x80,
//! Removes all light sources (aiScene::mLights)
//! The scenegraph nodes corresponding to the
//! light sources are removed.
aiComponent_LIGHTS = 0x100,
//! Removes all light sources (aiScene::mCameras)
//! The scenegraph nodes corresponding to the
//! cameras are removed.
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.
//! This makes no real sense without the aiComponent_TEXTURES flag.
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.
*/
_aiComponent_Force32Bit = 0x9fffffff
};
// 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"
// 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.process"
// ---------------------------------------------------------------------------
/** @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 "imp.speed_flag"
#endif // !! AI_CONFIG_H_INC