165 lines
5.5 KiB
C++
165 lines
5.5 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2024, assimp 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
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following 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 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 FBXImportSettings.h
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* @brief FBX importer runtime configuration
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*/
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#ifndef INCLUDED_AI_FBX_IMPORTSETTINGS_H
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#define INCLUDED_AI_FBX_IMPORTSETTINGS_H
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namespace Assimp {
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namespace FBX {
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/** FBX import settings, parts of which are publicly accessible via their corresponding AI_CONFIG constants */
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struct ImportSettings {
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ImportSettings() :
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strictMode(true),
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readAllLayers(true),
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readAllMaterials(false),
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readMaterials(true),
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readTextures(true),
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readCameras(true),
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readLights(true),
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readAnimations(true),
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readWeights(true),
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useSkeleton(false),
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preservePivots(true),
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optimizeEmptyAnimationCurves(true),
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useLegacyEmbeddedTextureNaming(false),
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removeEmptyBones(true),
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convertToMeters(false) {
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// empty
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}
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/** enable strict mode:
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* - only accept fbx 2012, 2013 files
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* - on the slightest error, give up.
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*
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* Basically, strict mode means that the fbx file will actually
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* be validated. Strict mode is off by default. */
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bool strictMode;
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/** specifies whether all geometry layers are read and scanned for
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* usable data channels. The FBX spec indicates that many readers
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* will only read the first channel and that this is in some way
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* the recommended way- in reality, however, it happens a lot that
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* vertex data is spread among multiple layers. The default
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* value for this option is true.*/
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bool readAllLayers;
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/** specifies whether all materials are read, or only those that
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* are referenced by at least one mesh. Reading all materials
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* may make FBX reading a lot slower since all objects
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* need to be processed .
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* This bit is ignored unless readMaterials=true*/
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bool readAllMaterials;
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/** import materials (true) or skip them and assign a default
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* material. The default value is true.*/
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bool readMaterials;
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/** import embedded textures? Default value is true.*/
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bool readTextures;
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/** import cameras? Default value is true.*/
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bool readCameras;
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/** import light sources? Default value is true.*/
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bool readLights;
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/** import animations (i.e. animation curves, the node
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* skeleton is always imported). Default value is true. */
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bool readAnimations;
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/** read bones (vertex weights and deform info).
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* Default value is true. */
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bool readWeights;
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/** will convert all animation data into a skeleton (experimental)
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* Default value is false.
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*/
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bool useSkeleton;
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/** preserve transformation pivots and offsets. Since these can
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* not directly be represented in assimp, additional dummy
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* nodes will be generated. Note that settings this to false
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* can make animation import a lot slower. The default value
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* is true.
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*
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* The naming scheme for the generated nodes is:
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* <OriginalName>_$AssimpFbx$_<TransformName>
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*
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* where <TransformName> is one of
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* RotationPivot
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* RotationOffset
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* PreRotation
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* PostRotation
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* ScalingPivot
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* ScalingOffset
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* Translation
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* Scaling
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* Rotation
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**/
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bool preservePivots;
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/** do not import animation curves that specify a constant
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* values matching the corresponding node transformation.
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* The default value is true. */
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bool optimizeEmptyAnimationCurves;
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/** use legacy naming for embedded textures eg: (*0, *1, *2)
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*/
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bool useLegacyEmbeddedTextureNaming;
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/** Empty bones shall be removed
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*/
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bool removeEmptyBones;
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/** Set to true to perform a conversion from cm to meter after the import
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*/
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bool convertToMeters;
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};
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} // namespace FBX
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} // namespace Assimp
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#endif
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