393 lines
16 KiB
C
393 lines
16 KiB
C
/*
|
|
---------------------------------------------------------------------------
|
|
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 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
|