assimp/include/aiConfig.h

393 lines
16 KiB
C

/*
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Open Asset Import Library (ASSIMP)
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Copyright (c) 2006-2008, ASSIMP Development Team
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*/
/** @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 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.
*/
#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