677 lines
28 KiB
C
677 lines
28 KiB
C
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2010, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file aiConfig.h
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* @brief Defines constants for configurable properties for the library
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*
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* Typically these properties are set via
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* #Assimp::Importer::SetPropertyFloat,
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* #Assimp::Importer::SetPropertyInteger or
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* #Assimp::Importer::SetPropertyString,
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* depending on the data type of a property. All properties have a
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* default value. See the doc for the mentioned methods for more details.
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*
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* <br><br>
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* The corresponding functions for use with the plain-c API are:
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* #aiSetImportPropertyInteger,
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* #aiSetImportPropertyFloat,
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* #aiSetImportPropertyString
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*/
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#ifndef INCLUDED_AI_CONFIG_H
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#define INCLUDED_AI_CONFIG_H
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// ###########################################################################
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// LIBRARY SETTINGS
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// General, global settings
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// ###########################################################################
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// ---------------------------------------------------------------------------
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/** @brief Enables time measurements.
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*
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* If enabled, measures the time needed for each part of the loading
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* process (i.e. IO time, importing, postprocessing, ..) and dumps
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* these timings to the DefaultLogger. See the @link perf Performance
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* Page@endlink for more information on this topic.
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*
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* Property type: bool. Default value: false.
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*/
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#define AI_CONFIG_GLOB_MEASURE_TIME \
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"GLOB_MEASURE_TIME"
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# if 0 // not implemented yet
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// ---------------------------------------------------------------------------
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/** @brief Set Assimp's multithreading policy.
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*
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* This setting is ignored if Assimp was built without boost.thread
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* support (ASSIMP_BUILD_NO_THREADING, which is implied by ASSIMP_BUILD_BOOST_WORKAROUND).
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* Possible values are: -1 to let Assimp decide what to do, 0 to disable
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* multithreading entirely and any number larger than 0 to force a specific
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* number of threads. Assimp is always free to ignore this settings, which is
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* merely a hint. Usually, the default value (-1) will be fine. However, if
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* Assimp is used concurrently from multiple user threads, it might be useful
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* to limit each Importer instance to a specific number of cores.
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*
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* For more information, see the @link threading Threading page@endlink.
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* Property type: int, default value: -1.
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*/
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#define AI_CONFIG_GLOB_MULTITHREADING \
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"GLOB_MULTITHREADING"
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#endif
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// ###########################################################################
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// POST PROCESSING SETTINGS
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// Various stuff to fine-tune the behavior of a specific post processing step.
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// ###########################################################################
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// ---------------------------------------------------------------------------
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/** @brief Maximum bone count per mesh for the SplitbyBoneCount step.
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*
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* Meshes are split until the maximum number of bones is reached. The default
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* value is AI_SBBC_DEFAULT_MAX_BONES, which may be altered at
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* compile-time.
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* Property data type: integer.
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*/
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// ---------------------------------------------------------------------------
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#define AI_CONFIG_PP_SBBC_MAX_BONES \
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"PP_SBBC_MAX_BONES"
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// default limit for bone count
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#if (!defined AI_SBBC_DEFAULT_MAX_BONES)
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# define AI_SBBC_DEFAULT_MAX_BONES 60
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#endif
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// ---------------------------------------------------------------------------
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/** @brief Specifies the maximum angle that may be between two vertex tangents
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* that their tangents and bitangents are smoothed.
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*
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* This applies to the CalcTangentSpace-Step. The angle is specified
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* in degrees, so 180 is PI. The default value is
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* 45 degrees. The maximum value is 175.
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* Property type: float.
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*/
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#define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE \
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"PP_CT_MAX_SMOOTHING_ANGLE"
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// ---------------------------------------------------------------------------
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/** @brief Specifies the maximum angle that may be between two face normals
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* at the same vertex position that their are smoothed together.
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*
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* Sometimes referred to as 'crease angle'.
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* This applies to the GenSmoothNormals-Step. The angle is specified
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* in degrees, so 180 is PI. The default value is 175 degrees (all vertex
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* normals are smoothed). The maximum value is 175, too. Property type: float.
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* Warning: setting this option may cause a severe loss of performance. The
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* performance is unaffected if the #AI_CONFIG_FAVOUR_SPEED flag is set but
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* the output quality may be reduced.
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*/
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#define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE \
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"PP_GSN_MAX_SMOOTHING_ANGLE"
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// ---------------------------------------------------------------------------
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/** @brief Sets the colormap (= palette) to be used to decode embedded
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* textures in MDL (Quake or 3DGS) files.
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*
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* This must be a valid path to a file. The file is 768 (256*3) bytes
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* large and contains RGB triplets for each of the 256 palette entries.
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* The default value is colormap.lmp. If the file is not found,
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* a default palette (from Quake 1) is used.
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* Property type: string.
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*/
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#define AI_CONFIG_IMPORT_MDL_COLORMAP \
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"IMPORT_MDL_COLORMAP"
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// ---------------------------------------------------------------------------
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/** @brief Configures the #aiProcess_RemoveRedundantMaterials step to
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* keep materials matching a name in a given list.
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*
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* This is a list of 1 to n strings, ' ' serves as delimiter character.
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* Identifiers containing whitespaces must be enclosed in *single*
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* quotation marks. For example:<tt>
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* "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</tt>.
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* If a material matches on of these names, it will not be modified or
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* removed by the postprocessing step nor will other materials be replaced
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* by a reference to it. <br>
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* This option might be useful if you are using some magic material names
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* to pass additional semantics through the content pipeline. This ensures
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* they won't be optimized away, but a general optimization is still
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* performed for materials not contained in the list.
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* Property type: String. Default value: n/a
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* @note Linefeeds, tabs or carriage returns are treated as whitespace.
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* Material names are case sensitive.
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*/
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#define AI_CONFIG_PP_RRM_EXCLUDE_LIST \
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"PP_RRM_EXCLUDE_LIST"
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// ---------------------------------------------------------------------------
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/** @brief Configures the #aiProcess_PretransformVertices step to
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* keep the scene hierarchy. Meshes are moved to worldspace, but
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* no optimization is performed (read: meshes with equal materials are not
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* joined. The total number of meshes won't change).
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*
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* This option could be of use for you if the scene hierarchy contains
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* important additional information which you intend to parse.
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* For rendering, you can still render all meshes in the scene without
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* any transformations.
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* Property type: bool. Default value: false.
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*/
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#define AI_CONFIG_PP_PTV_KEEP_HIERARCHY \
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"PP_PTV_KEEP_HIERARCHY"
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// ---------------------------------------------------------------------------
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/** @brief Configures the #aiProcess_PretransformVertices step to normalize
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* all vertex components into the [-1,1] range. That is, a bounding box
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* for the whole scene is computed, the maximum component is taken and all
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* meshes are scaled appropriately (uniformly of course!).
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* This might be useful if you don't know the spatial dimension of the input
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* data*/
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#define AI_CONFIG_PP_PTV_NORMALIZE \
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"PP_PTV_NORMALIZE"
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// ---------------------------------------------------------------------------
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/** @brief Configures the #aiProcess_FindDegenerates step to
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* remove degenerated primitives from the import - immediately.
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*
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* The default behaviour converts degenerated triangles to lines and
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* degenerated lines to points. See the documentation to the
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* #aiProcess_FindDegenerates step for a detailed example of the various ways
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* to get rid of these lines and points if you don't want them.
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* Property type: bool. Default value: false.
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*/
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#define AI_CONFIG_PP_FD_REMOVE \
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"PP_FD_REMOVE"
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// ---------------------------------------------------------------------------
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/** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
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* matching a name in a given list.
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*
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* This is a list of 1 to n strings, ' ' serves as delimiter character.
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* Identifiers containing whitespaces must be enclosed in *single*
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* quotation marks. For example:<tt>
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* "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>.
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* If a node matches on of these names, it will not be modified or
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* removed by the postprocessing step.<br>
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* This option might be useful if you are using some magic node names
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* to pass additional semantics through the content pipeline. This ensures
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* they won't be optimized away, but a general optimization is still
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* performed for nodes not contained in the list.
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* Property type: String. Default value: n/a
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* @note Linefeeds, tabs or carriage returns are treated as whitespace.
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* Node names are case sensitive.
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*/
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#define AI_CONFIG_PP_OG_EXCLUDE_LIST \
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"PP_OG_EXCLUDE_LIST"
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// ---------------------------------------------------------------------------
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/** @brief Set the maximum number of triangles in a mesh.
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*
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* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
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* whether a mesh must be split or not.
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* @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
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* Property type: integer.
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*/
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#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
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"PP_SLM_TRIANGLE_LIMIT"
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// default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
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#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
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# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
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#endif
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// ---------------------------------------------------------------------------
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/** @brief Set the maximum number of vertices in a mesh.
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*
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* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
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* whether a mesh must be split or not.
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* @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
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* Property type: integer.
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*/
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#define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
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"PP_SLM_VERTEX_LIMIT"
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// default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT
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#if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
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# define AI_SLM_DEFAULT_MAX_VERTICES 1000000
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#endif
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// ---------------------------------------------------------------------------
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/** @brief Set the maximum number of bones affecting a single vertex
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*
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* This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
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* @note The default value is AI_LBW_MAX_WEIGHTS
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* Property type: integer.*/
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#define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
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"PP_LBW_MAX_WEIGHTS"
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// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
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#if (!defined AI_LMW_MAX_WEIGHTS)
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# define AI_LMW_MAX_WEIGHTS 0x4
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#endif // !! AI_LMW_MAX_WEIGHTS
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// ---------------------------------------------------------------------------
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/** @brief Set the deboning threshold higher to remove more bones
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*
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* This is used by the #aiProcess_Debone PostProcess-Step.
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* @note The default value is AI_DEBONE_THRESHOLD
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* Property type: float.*/
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#define AI_CONFIG_PP_DB_THRESHOLD \
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"PP_DB_THRESHOLD"
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// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
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#if (!defined AI_DEBONE_THRESHOLD)
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# define AI_DEBONE_THRESHOLD 1.0f
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#endif // !! AI_DEBONE_THRESHOLD
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// ---------------------------------------------------------------------------
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/** @brief Require all bones qualify for deboning before removing any
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*
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* This is used by the #aiProcess_Debone PostProcess-Step.
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* @note The default value is 0
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* Property type: bool.*/
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#define AI_CONFIG_PP_DB_ALL_OR_NONE \
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"PP_DB_ALL_OR_NONE"
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/** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property
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*/
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#ifndef PP_ICL_PTCACHE_SIZE
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# define PP_ICL_PTCACHE_SIZE 12
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#endif
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// ---------------------------------------------------------------------------
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/** @brief Set the size of the post-transform vertex cache to optimize the
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* vertices for. This configures the #aiProcess_ImproveCacheLocality step.
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*
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* The size is given in vertices. Of course you can't know how the vertex
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* format will exactly look like after the import returns, but you can still
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* guess what your meshes will probably have.
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* @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight
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* performance improvements for most nVidia/AMD cards since 2002.
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* Property type: integer.
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*/
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#define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE"
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// ---------------------------------------------------------------------------
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/** @brief Enumerates components of the aiScene and aiMesh data structures
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* that can be excluded from the import using the #aiPrpcess_RemoveComponent step.
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*
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* See the documentation to #aiProcess_RemoveComponent for more details.
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*/
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enum aiComponent
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{
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/** Normal vectors */
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#ifdef SWIG
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aiComponent_NORMALS = 0x2,
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#else
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aiComponent_NORMALS = 0x2u,
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#endif
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/** Tangents and bitangents go always together ... */
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#ifdef SWIG
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aiComponent_TANGENTS_AND_BITANGENTS = 0x4,
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#else
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aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
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#endif
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/** ALL color sets
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* Use aiComponent_COLORn(N) to specify the N'th set */
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aiComponent_COLORS = 0x8,
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/** ALL texture UV sets
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* aiComponent_TEXCOORDn(N) to specify the N'th set */
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aiComponent_TEXCOORDS = 0x10,
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/** Removes all bone weights from all meshes.
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* The scenegraph nodes corresponding to the bones are NOT removed.
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* use the #aiProcess_OptimizeGraph step to do this */
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aiComponent_BONEWEIGHTS = 0x20,
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/** Removes all node animations (aiScene::mAnimations).
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* The corresponding scenegraph nodes are NOT removed.
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* use the #aiProcess_OptimizeGraph step to do this */
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aiComponent_ANIMATIONS = 0x40,
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/** Removes all embedded textures (aiScene::mTextures) */
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aiComponent_TEXTURES = 0x80,
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/** Removes all light sources (aiScene::mLights).
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* The corresponding scenegraph nodes are NOT removed.
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* use the #aiProcess_OptimizeGraph step to do this */
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aiComponent_LIGHTS = 0x100,
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/** Removes all light sources (aiScene::mCameras).
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* The corresponding scenegraph nodes are NOT removed.
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* use the #aiProcess_OptimizeGraph step to do this */
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aiComponent_CAMERAS = 0x200,
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/** Removes all meshes (aiScene::mMeshes). */
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aiComponent_MESHES = 0x400,
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/** Removes all materials. One default material will
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* be generated, so aiScene::mNumMaterials will be 1. */
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aiComponent_MATERIALS = 0x800,
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/** This value is not used. It is just there to force the
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* compiler to map this enum to a 32 Bit integer. */
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#ifndef SWIG
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_aiComponent_Force32Bit = 0x9fffffff
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#endif
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};
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// Remove a specific color channel 'n'
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#define aiComponent_COLORSn(n) (1u << (n+20u))
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// Remove a specific UV channel 'n'
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#define aiComponent_TEXCOORDSn(n) (1u << (n+25u))
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// ---------------------------------------------------------------------------
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/** @brief Input parameter to the #aiProcess_RemoveComponent step:
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* Specifies the parts of the data structure to be removed.
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*
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* See the documentation to this step for further details. The property
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* is expected to be an integer, a bitwise combination of the
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* #aiComponent flags defined above in this header. The default
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* value is 0. Important: if no valid mesh is remaining after the
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* step has been executed (e.g you thought it was funny to specify ALL
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* of the flags defined above) the import FAILS. Mainly because there is
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* no data to work on anymore ...
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*/
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#define AI_CONFIG_PP_RVC_FLAGS \
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"PP_RVC_FLAGS"
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// ---------------------------------------------------------------------------
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/** @brief Input parameter to the #aiProcess_SortByPType step:
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* Specifies which primitive types are removed by the step.
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*
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* This is a bitwise combination of the aiPrimitiveType flags.
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* Specifying all of them is illegal, of course. A typical use would
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* be to exclude all line and point meshes from the import. This
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* is an integer property, its default value is 0.
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*/
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#define AI_CONFIG_PP_SBP_REMOVE \
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"PP_SBP_REMOVE"
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// ---------------------------------------------------------------------------
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/** @brief Input parameter to the #aiProcess_FindInvalidData step:
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* Specifies the floating-point accuracy for animation values. The step
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* checks for animation tracks where all frame values are absolutely equal
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* and removes them. This tweakable controls the epsilon for floating-point
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* comparisons - two keys are considered equal if the invariant
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* abs(n0-n1)>epsilon holds true for all vector respectively quaternion
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* components. The default value is 0.f - comparisons are exact then.
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*/
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#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
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"PP_FID_ANIM_ACCURACY"
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// TransformUVCoords evaluates UV scalings
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#define AI_UVTRAFO_SCALING 0x1
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// TransformUVCoords evaluates UV rotations
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#define AI_UVTRAFO_ROTATION 0x2
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// TransformUVCoords evaluates UV translation
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#define AI_UVTRAFO_TRANSLATION 0x4
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// Everything baked together -> default value
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#define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION)
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// ---------------------------------------------------------------------------
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/** @brief Input parameter to the #aiProcess_TransformUVCoords step:
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* Specifies which UV transformations are evaluated.
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*
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* This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
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* property, of course). By default all transformations are enabled
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* (AI_UVTRAFO_ALL).
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*/
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#define AI_CONFIG_PP_TUV_EVALUATE \
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"PP_TUV_EVALUATE"
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// ---------------------------------------------------------------------------
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/** @brief A hint to assimp to favour speed against import quality.
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*
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* Enabling this option may result in faster loading, but it needn't.
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* It represents just a hint to loaders and post-processing steps to use
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* faster code paths, if possible.
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|
* This property is expected to be an integer, != 0 stands for true.
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* The default value is 0.
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|
*/
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#define AI_CONFIG_FAVOUR_SPEED \
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"FAVOUR_SPEED"
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// ###########################################################################
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// IMPORTER SETTINGS
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// Various stuff to fine-tune the behaviour of specific importer plugins.
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// ###########################################################################
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// ---------------------------------------------------------------------------
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/** @brief Set the vertex animation keyframe to be imported
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*
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* ASSIMP does not support vertex keyframes (only bone animation is supported).
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* The library reads only one frame of models with vertex animations.
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|
* By default this is the first frame.
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* \note The default value is 0. This option applies to all importers.
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* However, it is also possible to override the global setting
|
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* for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
|
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* options (where XXX is a placeholder for the file format for which you
|
|
* want to override the global setting).
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* Property type: integer.
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|
*/
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#define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME"
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#define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME"
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#define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME"
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#define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME"
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#define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME"
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#define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
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#define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
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|
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|
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// ---------------------------------------------------------------------------
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/** @brief Configures the AC loader to collect all surfaces which have the
|
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* "Backface cull" flag set in separate meshes.
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|
*
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* Property type: bool. Default value: true.
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|
*/
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|
#define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
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"IMPORT_AC_SEPARATE_BFCULL"
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|
|
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// ---------------------------------------------------------------------------
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/** @brief Configures whether the AC loader evaluates subdivision surfaces (
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|
* indicated by the presence of the 'subdiv' attribute in the file). By
|
|
* default, Assimp performs the subdivision using the standard
|
|
* Catmull-Clark algorithm
|
|
*
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* * Property type: bool. Default value: true.
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|
*/
|
|
#define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \
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"IMPORT_AC_EVAL_SUBDIVISION"
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|
|
|
// ---------------------------------------------------------------------------
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|
/** @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 \
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|
"UNREAL_HANDLE_FLAGS"
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|
|
|
// ---------------------------------------------------------------------------
|
|
/** @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.
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|
*/
|
|
#define AI_CONFIG_IMPORT_TER_MAKE_UVS \
|
|
"IMPORT_TER_MAKE_UVS"
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|
|
|
// ---------------------------------------------------------------------------
|
|
/** @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 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><dir>/<model_name>.shader</tt> first, <tt><dir>/<file_name>.shader</tt>
|
|
* is the fallback file. Note that <dir> 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"
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** Ogre Importer will try to load this Materialfile
|
|
* Ogre Mehs contain only the MaterialName, not the MaterialFile. 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.
|
|
*/
|
|
#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE "IMPORT_OGRE_MATERIAL_FILE"
|
|
|
|
|
|
#endif // !! AI_CONFIG_H_INC
|