268 lines
11 KiB
C
268 lines
11 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) 2006-2008, 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 Defines constants for configurable properties */
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#ifndef __AI_CONFIG_H_INC__
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#define __AI_CONFIG_H_INC__
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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 splitted or not.
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* \note The default value is AI_SLM_DEFAULT_MAX_VERTICES, defined in
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* the internal header file SplitLargeMeshes.h
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* Property type: integer.
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*/
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#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT "pp.slm.triangle_limit"
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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 splitted or not.
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* \note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES, defined in
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* the internal header file SplitLargeMeshes.h
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* Property type: integer.
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*/
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#define AI_CONFIG_PP_SLM_VERTEX_LIMIT "pp.slm.vertex_limit"
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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, defined in
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* the internal header file LimitBoneWeightsProcess.h
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* Property type: integer.
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*/
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#define AI_CONFIG_PP_LBW_MAX_WEIGHTS "pp.lbw.weights_limit"
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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<6D>.
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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
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* 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 "imp.global.kf"
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#define AI_CONFIG_IMPORT_MD3_KEYFRAME "imp.md3.kf"
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#define AI_CONFIG_IMPORT_MD2_KEYFRAME "imp.md2.kf"
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#define AI_CONFIG_IMPORT_MDL_KEYFRAME "imp.mdl.kf"
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#define AI_CONFIG_IMPORT_MDC_KEYFRAME "imp.mdc.kf"
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#define AI_CONFIG_IMPORT_MDR_KEYFRAME "imp.mdr.kf"
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#define AI_CONFIG_IMPORT_SMD_KEYFRAME "imp.smd.kf"
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// ---------------------------------------------------------------------------
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/** \brief Configures the 3DS loader to ignore pivot points in the file
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*
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* There are some faulty 3DS files which look only correctly with
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* pivot points disabled.
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* Property type: integer (0: false; !0: true). Default value: false.
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*/
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#define AI_CONFIG_IMPORT_3DS_IGNORE_PIVOT "imp.3ds.nopivot"
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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: integer (0: false; !0: true). Default value: true.
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*/
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#define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL "imp.ac.sepbfcull"
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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 "pp.ct.max_smoothing"
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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.
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*
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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
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* 175 degrees (all vertex normals are smoothed). The maximum value is 175
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* Property type: float. Warning: seting this option may cause a severe
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* loss of performance.
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*/
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#define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE "pp.gsn.max_smoothing"
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// ---------------------------------------------------------------------------
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/** \brief Specifies the minimum number of faces a node should have.
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* This is an input parameter to the OptimizeGraph-Step.
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*
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* Nodes whose referenced meshes have less faces than this value
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* are propably joined with neighbors with identical local matrices.
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* However, it is just a hint to the step.
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* Property type: integer
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*/
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#define AI_CONFIG_PP_OG_MIN_NUM_FACES "pp.og.min_faces"
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// ---------------------------------------------------------------------------
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/** \brief Specifies whether the OptimizeGraphProcess joins nodes even if
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* their local transformations are inequal.
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*
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* By default, nodes with different local transformations are never joined.
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* The intention is that all vertices should remain in their original
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* local coordinate space where they are correctly centered and aligned,
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* which does also allow for some significant culling improvements.
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*/
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#define AI_CONFIG_PP_OG_JOIN_INEQUAL_TRANSFORMS "pp.og.allow_diffwm"
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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 "imp.mdl.color_map"
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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 with the RemoveComponent step.
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*
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* See the documentation to #aiProcess_RemoveComment 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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aiComponent_NORMALS = 0x2u,
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//! Tangents and bitangents go always together ...
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aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
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//! ALL color sets
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//! Use aiComponent_COLORn(N) to specifiy 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 specifiy 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
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//! bones are removed
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aiComponent_BONEWEIGHTS = 0x20,
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//! Removes all bone animations (aiScene::mAnimations)
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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 scenegraph nodes corresponding to the
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//! light sources are removed.
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aiComponent_LIGHTS = 0x100,
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//! Removes all light sources (aiScene::mCameras)
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//! The scenegraph nodes corresponding to the
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//! cameras are removed.
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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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//! This makes no real sense without the aiComponent_TEXTURES flag.
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aiComponent_MATERIALS = 0x800
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};
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#define aiComponent_COLORSn(n) (1u << (n+20u))
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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 "pp.rvc.flags"
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// ---------------------------------------------------------------------------
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/** \brief Causes 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 "imp.speed_flag"
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#endif // !! AI_CONFIG_H_INC
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