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0001 /*
0002 ---------------------------------------------------------------------------
0003 Open Asset Import Library (assimp)
0004 ---------------------------------------------------------------------------
0005 
0006 Copyright (c) 2006-2025, assimp team
0007 
0008 All rights reserved.
0009 
0010 Redistribution and use of this software in source and binary forms,
0011 with or without modification, are permitted provided that the following
0012 conditions are met:
0013 
0014 * Redistributions of source code must retain the above
0015   copyright notice, this list of conditions and the
0016   following disclaimer.
0017 
0018 * Redistributions in binary form must reproduce the above
0019   copyright notice, this list of conditions and the
0020   following disclaimer in the documentation and/or other
0021   materials provided with the distribution.
0022 
0023 * Neither the name of the assimp team, nor the names of its
0024   contributors may be used to endorse or promote products
0025   derived from this software without specific prior
0026   written permission of the assimp team.
0027 
0028 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
0029 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
0030 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
0031 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
0032 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
0033 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
0034 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
0035 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
0036 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
0037 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
0038 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
0039 ---------------------------------------------------------------------------
0040 */
0041 
0042 /** @file config.h
0043  *  @brief Defines constants for configurable properties for the library
0044  *
0045  *  Typically these properties are set via
0046  *  #Assimp::Importer::SetPropertyFloat,
0047  *  #Assimp::Importer::SetPropertyInteger or
0048  *  #Assimp::Importer::SetPropertyString,
0049  *  depending on the data type of a property. All properties have a
0050  *  default value. See the doc for the mentioned methods for more details.
0051  *
0052  *  <br><br>
0053  *  The corresponding functions for use with the plain-c API are:
0054  *  #aiSetImportPropertyInteger,
0055  *  #aiSetImportPropertyFloat,
0056  *  #aiSetImportPropertyString
0057  */
0058 #pragma once
0059 #ifndef AI_CONFIG_H_INC
0060 #define AI_CONFIG_H_INC
0061 
0062 // ###########################################################################
0063 // LIBRARY SETTINGS
0064 // General, global settings
0065 // ###########################################################################
0066 
0067 // ---------------------------------------------------------------------------
0068 /** @brief Enables time measurements.
0069  *
0070  *  If enabled, measures the time needed for each part of the loading
0071  *  process (i.e. IO time, importing, postprocessing, ..) and dumps
0072  *  these timings to the DefaultLogger. See the @link perf Performance
0073  *  Page@endlink for more information on this topic.
0074  *
0075  * Property type: bool. Default value: false.
0076  */
0077 #define AI_CONFIG_GLOB_MEASURE_TIME  \
0078     "GLOB_MEASURE_TIME"
0079 
0080 // ---------------------------------------------------------------------------
0081 /** @brief Global setting to disable generation of skeleton dummy meshes
0082  *
0083  * Skeleton dummy meshes are generated as a visualization aid in cases which
0084  * the input data contains no geometry, but only animation data.
0085  * Property data type: bool. Default value: false
0086  */
0087 // ---------------------------------------------------------------------------
0088 #define AI_CONFIG_IMPORT_NO_SKELETON_MESHES \
0089     "IMPORT_NO_SKELETON_MESHES"
0090 
0091 // ###########################################################################
0092 // POST PROCESSING SETTINGS
0093 // Various stuff to fine-tune the behavior of a specific post processing step.
0094 // ###########################################################################
0095 
0096 // ---------------------------------------------------------------------------
0097 /** @brief Maximum bone count per mesh for the SplitbyBoneCount step.
0098  *
0099  * Meshes are split until the maximum number of bones is reached. The default
0100  * value is AI_SBBC_DEFAULT_MAX_BONES, which may be altered at
0101  * compile-time.
0102  * Property data type: integer.
0103  */
0104 // ---------------------------------------------------------------------------
0105 #define AI_CONFIG_PP_SBBC_MAX_BONES \
0106     "PP_SBBC_MAX_BONES"
0107 
0108 // default limit for bone count
0109 #if (!defined AI_SBBC_DEFAULT_MAX_BONES)
0110 #   define AI_SBBC_DEFAULT_MAX_BONES        60
0111 #endif
0112 
0113 // ---------------------------------------------------------------------------
0114 /** @brief  Specifies the maximum angle that may be between two vertex tangents
0115  *         that their tangents and bi-tangents are smoothed.
0116  *
0117  * This applies to the CalcTangentSpace-Step. The angle is specified
0118  * in degrees. The maximum value is 175.
0119  * Property type: float. Default value: 45 degrees
0120  */
0121 #define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE \
0122     "PP_CT_MAX_SMOOTHING_ANGLE"
0123 
0124 // ---------------------------------------------------------------------------
0125 /** @brief Source UV channel for tangent space computation.
0126  *
0127  * The specified channel must exist or an error will be raised.
0128  * Property type: integer. Default value: 0
0129  */
0130 // ---------------------------------------------------------------------------
0131 #define AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX \
0132     "PP_CT_TEXTURE_CHANNEL_INDEX"
0133 
0134 // ---------------------------------------------------------------------------
0135 /** @brief  Specifies the maximum angle that may be between two face normals
0136  *          at the same vertex position that their are smoothed together.
0137  *
0138  * Sometimes referred to as 'crease angle'.
0139  * This applies to the GenSmoothNormals-Step. The angle is specified
0140  * in degrees, so 180 is PI. The default value is 175 degrees (all vertex
0141  * normals are smoothed). The maximum value is 175, too. Property type: float.
0142  * Warning: setting this option may cause a severe loss of performance. The
0143  * performance is unaffected if the #AI_CONFIG_FAVOUR_SPEED flag is set but
0144  * the output quality may be reduced.
0145  */
0146 #define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE \
0147     "PP_GSN_MAX_SMOOTHING_ANGLE"
0148 
0149 // ---------------------------------------------------------------------------
0150 /** @brief Sets the colormap (= palette) to be used to decode embedded
0151  *         textures in MDL (Quake or 3DGS) files.
0152  *
0153  * This must be a valid path to a file. The file is 768 (256*3) bytes
0154  * large and contains RGB triplets for each of the 256 palette entries.
0155  * The default value is colormap.lmp. If the file is not found,
0156  * a default palette (from Quake 1) is used.
0157  * Property type: string.
0158  */
0159 #define AI_CONFIG_IMPORT_MDL_COLORMAP       \
0160     "IMPORT_MDL_COLORMAP"
0161 
0162 // ---------------------------------------------------------------------------
0163 /** @brief Configures the #aiProcess_RemoveRedundantMaterials step to
0164  *  keep materials matching a name in a given list.
0165  *
0166  * This is a list of 1 to n strings, ' ' serves as delimiter character.
0167  * Identifiers containing whitespaces must be enclosed in *single*
0168  * quotation marks. For example:<tt>
0169  * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</tt>.
0170  * If a material matches on of these names, it will not be modified or
0171  * removed by the postprocessing step nor will other materials be replaced
0172  * by a reference to it. <br>
0173  * This option might be useful if you are using some magic material names
0174  * to pass additional semantics through the content pipeline. This ensures
0175  * they won't be optimized away, but a general optimization is still
0176  * performed for materials not contained in the list.
0177  * Property type: String. Default value: n/a
0178  * @note Linefeeds, tabs or carriage returns are treated as whitespace.
0179  *   Material names are case sensitive.
0180  */
0181 #define AI_CONFIG_PP_RRM_EXCLUDE_LIST   \
0182     "PP_RRM_EXCLUDE_LIST"
0183 
0184 // ---------------------------------------------------------------------------
0185 /** @brief Configures the #aiProcess_PreTransformVertices step to
0186  *  keep the scene hierarchy. Meshes are moved to worldspace, but
0187  *  no optimization is performed (read: meshes with equal materials are not
0188  *  joined. The total number of meshes won't change).
0189  *
0190  * This option could be of use for you if the scene hierarchy contains
0191  * important additional information which you intend to parse.
0192  * For rendering, you can still render all meshes in the scene without
0193  * any transformations.
0194  * Property type: bool. Default value: false.
0195  */
0196 #define AI_CONFIG_PP_PTV_KEEP_HIERARCHY     \
0197     "PP_PTV_KEEP_HIERARCHY"
0198 
0199 // ---------------------------------------------------------------------------
0200 /** @brief Configures the #aiProcess_PreTransformVertices step to normalize
0201  *  all vertex components into the [-1,1] range. That is, a bounding box
0202  *  for the whole scene is computed, the maximum component is taken and all
0203  *  meshes are scaled appropriately (uniformly of course!).
0204  *  This might be useful if you don't know the spatial dimension of the input
0205  *  data*/
0206 #define AI_CONFIG_PP_PTV_NORMALIZE  \
0207     "PP_PTV_NORMALIZE"
0208 
0209 // ---------------------------------------------------------------------------
0210 /** @brief Configures the #aiProcess_PreTransformVertices step to use
0211  *  a users defined matrix as the scene root node transformation before
0212  *  transforming vertices.
0213  *  Property type: bool. Default value: false.
0214  */
0215 #define AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION    \
0216     "PP_PTV_ADD_ROOT_TRANSFORMATION"
0217 
0218 // ---------------------------------------------------------------------------
0219 /** @brief Configures the #aiProcess_PreTransformVertices step to use
0220  *  a users defined matrix as the scene root node transformation before
0221  *  transforming vertices. This property correspond to the 'a1' component
0222  *  of the transformation matrix.
0223  *  Property type: aiMatrix4x4.
0224  */
0225 #define AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION    \
0226     "PP_PTV_ROOT_TRANSFORMATION"
0227 
0228 // ---------------------------------------------------------------------------
0229 /** @brief Set epsilon to check the identity of the matrix 4x4.
0230  *
0231  * This is used by aiMatrix4x4t<TReal>::IsIdentity(const TReal epsilon).
0232  * @note The default value is 10e-3f for backward compatibility of legacy code.
0233  * Property type: Float.
0234  */
0235 #define AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON \
0236     "CHECK_IDENTITY_MATRIX_EPSILON"
0237 
0238 // default value for AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON
0239 #if (!defined AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT)
0240 #   define AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT 10e-3f
0241 #endif
0242 
0243 // ---------------------------------------------------------------------------
0244 /** @brief Configures the #aiProcess_FindDegenerates step to
0245  *  remove degenerated primitives from the import - immediately.
0246  *
0247  * The default behaviour converts degenerated triangles to lines and
0248  * degenerated lines to points. See the documentation to the
0249  * #aiProcess_FindDegenerates step for a detailed example of the various ways
0250  * to get rid of these lines and points if you don't want them.
0251  * Property type: bool. Default value: false.
0252  */
0253 #define AI_CONFIG_PP_FD_REMOVE \
0254     "PP_FD_REMOVE"
0255 
0256 // ---------------------------------------------------------------------------
0257 /**
0258  *  @brief  Configures the #aiProcess_FindDegenerates to check the area of a
0259  *  triangle to be greater than e-6. If this is not the case the triangle will
0260  *  be removed if #AI_CONFIG_PP_FD_REMOVE is set to true.
0261  */
0262 #define AI_CONFIG_PP_FD_CHECKAREA \
0263     "PP_FD_CHECKAREA"
0264 
0265 // ---------------------------------------------------------------------------
0266 /** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
0267  * matching a name in a given list.
0268  *
0269  * This is a list of 1 to n strings, ' ' serves as delimiter character.
0270  * Identifiers containing whitespaces must be enclosed in *single*
0271  * quotation marks. For example:<tt>
0272  * "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>.
0273  * If a node matches on of these names, it will not be modified or
0274  * removed by the postprocessing step.<br>
0275  * This option might be useful if you are using some magic node names
0276  * to pass additional semantics through the content pipeline. This ensures
0277  * they won't be optimized away, but a general optimization is still
0278  * performed for nodes not contained in the list.
0279  * Property type: String. Default value: n/a
0280  * @note Linefeeds, tabs or carriage returns are treated as whitespace.
0281  *   Node names are case sensitive.
0282  */
0283 #define AI_CONFIG_PP_OG_EXCLUDE_LIST    \
0284     "PP_OG_EXCLUDE_LIST"
0285 
0286 // ---------------------------------------------------------------------------
0287 /** @brief  Set the maximum number of triangles in a mesh.
0288  *
0289  * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
0290  * whether a mesh must be split or not.
0291  * @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
0292  * Property type: integer.
0293  */
0294 #define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
0295     "PP_SLM_TRIANGLE_LIMIT"
0296 
0297 // default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
0298 #if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
0299 #   define AI_SLM_DEFAULT_MAX_TRIANGLES     1000000
0300 #endif
0301 
0302 // ---------------------------------------------------------------------------
0303 /** @brief  Set the maximum number of vertices in a mesh.
0304  *
0305  * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
0306  * whether a mesh must be split or not.
0307  * @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
0308  * Property type: integer.
0309  */
0310 #define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
0311     "PP_SLM_VERTEX_LIMIT"
0312 
0313 // default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT
0314 #if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
0315 #   define AI_SLM_DEFAULT_MAX_VERTICES      1000000
0316 #endif
0317 
0318 // ---------------------------------------------------------------------------
0319 /** @brief Set the maximum number of bones affecting a single vertex
0320  *
0321  * This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
0322  * @note The default value is AI_LMW_MAX_WEIGHTS
0323  * Property type: integer.*/
0324 #define AI_CONFIG_PP_LBW_MAX_WEIGHTS    \
0325     "PP_LBW_MAX_WEIGHTS"
0326 
0327 // default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
0328 #if (!defined AI_LMW_MAX_WEIGHTS)
0329 #   define AI_LMW_MAX_WEIGHTS   0x4
0330 #endif // !! AI_LMW_MAX_WEIGHTS
0331 
0332 // ---------------------------------------------------------------------------
0333 /** @brief Lower the deboning threshold in order to remove more bones.
0334  *
0335  * This is used by the #aiProcess_Debone PostProcess-Step.
0336  * @note The default value is AI_DEBONE_THRESHOLD
0337  * Property type: float.*/
0338 #define AI_CONFIG_PP_DB_THRESHOLD \
0339     "PP_DB_THRESHOLD"
0340 
0341 // default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
0342 #if (!defined AI_DEBONE_THRESHOLD)
0343 #   define AI_DEBONE_THRESHOLD  1.0f
0344 #endif // !! AI_DEBONE_THRESHOLD
0345 
0346 // ---------------------------------------------------------------------------
0347 /** @brief Require all bones qualify for deboning before removing any
0348  *
0349  * This is used by the #aiProcess_Debone PostProcess-Step.
0350  * @note The default value is 0
0351  * Property type: bool.*/
0352 #define AI_CONFIG_PP_DB_ALL_OR_NONE \
0353     "PP_DB_ALL_OR_NONE"
0354 
0355 /** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property
0356  */
0357 #ifndef PP_ICL_PTCACHE_SIZE
0358 #   define PP_ICL_PTCACHE_SIZE 12
0359 #endif
0360 
0361 // ---------------------------------------------------------------------------
0362 /** @brief Set the size of the post-transform vertex cache to optimize the
0363  *    vertices for. This configures the #aiProcess_ImproveCacheLocality step.
0364  *
0365  * The size is given in vertices. Of course you can't know how the vertex
0366  * format will exactly look like after the import returns, but you can still
0367  * guess what your meshes will probably have.
0368  * @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight
0369  * performance improvements for most nVidia/AMD cards since 2002.
0370  * Property type: integer.
0371  */
0372 #define AI_CONFIG_PP_ICL_PTCACHE_SIZE   "PP_ICL_PTCACHE_SIZE"
0373 
0374 // ---------------------------------------------------------------------------
0375 /** @brief Enumerates components of the aiScene and aiMesh data structures
0376  *  that can be excluded from the import using the #aiProcess_RemoveComponent step.
0377  *
0378  *  See the documentation to #aiProcess_RemoveComponent for more details.
0379  */
0380 enum aiComponent
0381 {
0382     /** Normal vectors */
0383 #ifdef SWIG
0384     aiComponent_NORMALS = 0x2,
0385 #else
0386     aiComponent_NORMALS = 0x2u,
0387 #endif
0388 
0389     /** Tangents and bitangents go always together ... */
0390 #ifdef SWIG
0391     aiComponent_TANGENTS_AND_BITANGENTS = 0x4,
0392 #else
0393     aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
0394 #endif
0395 
0396     /** ALL color sets
0397      * Use aiComponent_COLORn(N) to specify the N'th set */
0398     aiComponent_COLORS = 0x8,
0399 
0400     /** ALL texture UV sets
0401      * aiComponent_TEXCOORDn(N) to specify the N'th set  */
0402     aiComponent_TEXCOORDS = 0x10,
0403 
0404     /** Removes all bone weights from all meshes.
0405      * The scenegraph nodes corresponding to the bones are NOT removed.
0406      * use the #aiProcess_OptimizeGraph step to do this */
0407     aiComponent_BONEWEIGHTS = 0x20,
0408 
0409     /** Removes all node animations (aiScene::mAnimations).
0410      * The corresponding scenegraph nodes are NOT removed.
0411      * use the #aiProcess_OptimizeGraph step to do this */
0412     aiComponent_ANIMATIONS = 0x40,
0413 
0414     /** Removes all embedded textures (aiScene::mTextures) */
0415     aiComponent_TEXTURES = 0x80,
0416 
0417     /** Removes all light sources (aiScene::mLights).
0418      * The corresponding scenegraph nodes are NOT removed.
0419      * use the #aiProcess_OptimizeGraph step to do this */
0420     aiComponent_LIGHTS = 0x100,
0421 
0422     /** Removes all cameras (aiScene::mCameras).
0423      * The corresponding scenegraph nodes are NOT removed.
0424      * use the #aiProcess_OptimizeGraph step to do this */
0425     aiComponent_CAMERAS = 0x200,
0426 
0427     /** Removes all meshes (aiScene::mMeshes). */
0428     aiComponent_MESHES = 0x400,
0429 
0430     /** Removes all materials. One default material will
0431      * be generated, so aiScene::mNumMaterials will be 1. */
0432     aiComponent_MATERIALS = 0x800,
0433 
0434 
0435     /** This value is not used. It is just there to force the
0436      *  compiler to map this enum to a 32 Bit integer. */
0437 #ifndef SWIG
0438     _aiComponent_Force32Bit = 0x9fffffff
0439 #endif
0440 };
0441 
0442 // Remove a specific color channel 'n'
0443 #define aiComponent_COLORSn(n) (1u << (n+20u))
0444 
0445 // Remove a specific UV channel 'n'
0446 #define aiComponent_TEXCOORDSn(n) (1u << (n+25u))
0447 
0448 // ---------------------------------------------------------------------------
0449 /** @brief Input parameter to the #aiProcess_RemoveComponent step:
0450  *  Specifies the parts of the data structure to be removed.
0451  *
0452  * See the documentation to this step for further details. The property
0453  * is expected to be an integer, a bitwise combination of the
0454  * #aiComponent flags defined above in this header. The default
0455  * value is 0. Important: if no valid mesh is remaining after the
0456  * step has been executed (e.g you thought it was funny to specify ALL
0457  * of the flags defined above) the import FAILS. Mainly because there is
0458  * no data to work on anymore ...
0459  */
0460 #define AI_CONFIG_PP_RVC_FLAGS              \
0461     "PP_RVC_FLAGS"
0462 
0463 // ---------------------------------------------------------------------------
0464 /** @brief Input parameter to the #aiProcess_SortByPType step:
0465  *  Specifies which primitive types are removed by the step.
0466  *
0467  *  This is a bitwise combination of the aiPrimitiveType flags.
0468  *  Specifying all of them is illegal, of course. A typical use would
0469  *  be to exclude all line and point meshes from the import. This
0470  *  is an integer property, its default value is 0.
0471  */
0472 #define AI_CONFIG_PP_SBP_REMOVE             \
0473     "PP_SBP_REMOVE"
0474 
0475 // ---------------------------------------------------------------------------
0476 /** @brief Input parameter to the #aiProcess_FindInvalidData step:
0477  *  Specifies the floating-point accuracy for animation values. The step
0478  *  checks for animation tracks where all frame values are absolutely equal
0479  *  and removes them. This tweakable controls the epsilon for floating-point
0480  *  comparisons - two keys are considered equal if the invariant
0481  *  abs(n0-n1)>epsilon holds true for all vector respectively quaternion
0482  *  components. The default value is 0.f - comparisons are exact then.
0483  */
0484 #define AI_CONFIG_PP_FID_ANIM_ACCURACY              \
0485     "PP_FID_ANIM_ACCURACY"
0486 
0487 // ---------------------------------------------------------------------------
0488 /** @brief Input parameter to the #aiProcess_FindInvalidData step:
0489  *  Set to true to ignore texture coordinates. This may be useful if you have
0490  *  to assign different kind of textures like one for the summer or one for the winter.
0491  */
0492 #define AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS        \
0493     "PP_FID_IGNORE_TEXTURECOORDS"
0494 
0495 // TransformUVCoords evaluates UV scalings
0496 #define AI_UVTRAFO_SCALING 0x1
0497 
0498 // TransformUVCoords evaluates UV rotations
0499 #define AI_UVTRAFO_ROTATION 0x2
0500 
0501 // TransformUVCoords evaluates UV translation
0502 #define AI_UVTRAFO_TRANSLATION 0x4
0503 
0504 // Everything baked together -> default value
0505 #define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION)
0506 
0507 // ---------------------------------------------------------------------------
0508 /** @brief Input parameter to the #aiProcess_TransformUVCoords step:
0509  *  Specifies which UV transformations are evaluated.
0510  *
0511  *  This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
0512  *  property, of course). By default all transformations are enabled
0513  * (AI_UVTRAFO_ALL).
0514  */
0515 #define AI_CONFIG_PP_TUV_EVALUATE               \
0516     "PP_TUV_EVALUATE"
0517 
0518 // ---------------------------------------------------------------------------
0519 /** @brief A hint to assimp to favour speed against import quality.
0520  *
0521  * Enabling this option may result in faster loading, but it needn't.
0522  * It represents just a hint to loaders and post-processing steps to use
0523  * faster code paths, if possible.
0524  * This property is expected to be an integer, != 0 stands for true.
0525  * The default value is 0.
0526  */
0527 #define AI_CONFIG_FAVOUR_SPEED              \
0528  "FAVOUR_SPEED"
0529 
0530 // ###########################################################################
0531 // IMPORTER SETTINGS
0532 // Various stuff to fine-tune the behaviour of specific importer plugins.
0533 // ###########################################################################
0534 
0535 // ---------------------------------------------------------------------------
0536 /** @brief Importers which parse JSON may use this to obtain a pointer to a
0537  * rapidjson::IRemoteSchemaDocumentProvider.
0538  *
0539  * The default value is nullptr
0540  * Property type: void*
0541  */
0542 #define AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER \
0543     "IMPORT_SCHEMA_DOCUMENT_PROVIDER"
0544 
0545 // ---------------------------------------------------------------------------
0546 /** @brief Set whether the fbx importer will merge all geometry layers present
0547  *    in the source file or take only the first.
0548  *
0549  * The default value is true (1)
0550  * Property type: bool
0551  */
0552 #define AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS \
0553     "IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS"
0554 
0555 // ---------------------------------------------------------------------------
0556 /** @brief Set whether the fbx importer will read all materials present in the
0557  *    source file or take only the referenced materials.
0558  *
0559  * This is void unless IMPORT_FBX_READ_MATERIALS=1.
0560  *
0561  * The default value is false (0)
0562  * Property type: bool
0563  */
0564 #define AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS \
0565     "IMPORT_FBX_READ_ALL_MATERIALS"
0566 
0567 // ---------------------------------------------------------------------------
0568 /** @brief Set whether the fbx importer will read materials.
0569  *
0570  * The default value is true (1)
0571  * Property type: bool
0572  */
0573 #define AI_CONFIG_IMPORT_FBX_READ_MATERIALS \
0574     "IMPORT_FBX_READ_MATERIALS"
0575 
0576 // ---------------------------------------------------------------------------
0577 /** @brief Set whether the fbx importer will read embedded textures.
0578  *
0579  * The default value is true (1)
0580  * Property type: bool
0581  */
0582 #define AI_CONFIG_IMPORT_FBX_READ_TEXTURES \
0583     "IMPORT_FBX_READ_TEXTURES"
0584 
0585 // ---------------------------------------------------------------------------
0586 /** @brief Set whether the fbx importer will read cameras.
0587  *
0588  * The default value is true (1)
0589  * Property type: bool
0590  */
0591 #define AI_CONFIG_IMPORT_FBX_READ_CAMERAS \
0592     "IMPORT_FBX_READ_CAMERAS"
0593 
0594 // ---------------------------------------------------------------------------
0595 /** @brief Set whether the fbx importer will read light sources.
0596  *
0597  * The default value is true (1)
0598  * Property type: bool
0599  */
0600 #define AI_CONFIG_IMPORT_FBX_READ_LIGHTS \
0601     "IMPORT_FBX_READ_LIGHTS"
0602 
0603 // ---------------------------------------------------------------------------
0604 /** @brief Set whether the fbx importer will read animations.
0605  *
0606  * The default value is true (1)
0607  * Property type: bool
0608  */
0609 #define AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS \
0610     "IMPORT_FBX_READ_ANIMATIONS"
0611 
0612 // ---------------------------------------------------------------------------
0613 /** @brief Set whether the fbx importer will read weights.
0614  *
0615  * The default value is true (1)
0616  * Property type: bool
0617  */
0618 #define AI_CONFIG_IMPORT_FBX_READ_WEIGHTS \
0619     "IMPORT_FBX_READ_WEIGHTS"
0620 
0621 // ---------------------------------------------------------------------------
0622 /** @brief Set whether the fbx importer will act in strict mode in which only
0623  *    FBX 2013 is supported and any other sub formats are rejected. FBX 2013
0624  *    is the primary target for the importer, so this format is best
0625  *    supported and well-tested.
0626  *
0627  * The default value is false (0)
0628  * Property type: bool
0629  */
0630 #define AI_CONFIG_IMPORT_FBX_STRICT_MODE \
0631     "IMPORT_FBX_STRICT_MODE"
0632 
0633 // ---------------------------------------------------------------------------
0634 /** @brief Set whether the fbx importer will preserve pivot points for
0635  *    transformations (as extra nodes). If set to false, pivots and offsets
0636  *    will be evaluated whenever possible.
0637  *
0638  * The default value is true (1)
0639  * Property type: bool
0640  */
0641 #define AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS \
0642     "IMPORT_FBX_PRESERVE_PIVOTS"
0643 
0644 // ---------------------------------------------------------------------------
0645 /** @brief Specifies whether the importer will drop empty animation curves or
0646  *    animation curves which match the bind pose transformation over their
0647  *    entire defined range.
0648  *
0649  * The default value is true (1)
0650  * Property type: bool
0651  */
0652 #define AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES \
0653     "IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES"
0654 
0655 // ---------------------------------------------------------------------------
0656 /** @brief Set whether the fbx importer will use the legacy embedded texture naming.
0657  *
0658  * The default value is false (0)
0659  * Property type: bool
0660  */
0661 #define AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING \
0662     "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
0663 
0664 // ---------------------------------------------------------------------------
0665 /** @brief  Set wether the importer shall not remove empty bones.
0666  *
0667  *  Empty bone are often used to define connections for other models.
0668  */
0669 #define AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES \
0670     "AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES"
0671 
0672 
0673 // ---------------------------------------------------------------------------
0674 /** @brief  Set wether the FBX importer shall convert the unit from cm to m.
0675  */
0676 #define AI_CONFIG_FBX_CONVERT_TO_M \
0677     "AI_CONFIG_FBX_CONVERT_TO_M"
0678 
0679 // ---------------------------------------------------------------------------
0680 /** @brief  Set whether the FBX importer shall ignore the provided axis configuration
0681  *
0682  * If this property is set to true, the axis directions provided in the FBX file
0683  * will be ignored and the file will be loaded as is.
0684  *
0685  * Set to true for Assimp 5.3.x and earlier behavior
0686  * Equivalent to AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION
0687  * Property type: Bool. Default value: false.
0688  */
0689 #define AI_CONFIG_IMPORT_FBX_IGNORE_UP_DIRECTION \
0690     "AI_CONFIG_IMPORT_FBX_IGNORE_UP_DIRECTION"
0691 
0692 // ---------------------------------------------------------------------------
0693 /** @brief  Will enable the skeleton struct to store bone data.
0694  *
0695  *  This will decouple the bone coupling to the mesh. This feature is
0696  *  experimental.
0697  */
0698 #define AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER \
0699     "AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER"
0700 
0701 // ---------------------------------------------------------------------------
0702 /** @brief  Set the vertex animation keyframe to be imported
0703  *
0704  * ASSIMP does not support vertex keyframes (only bone animation is supported).
0705  * The library reads only one frame of models with vertex animations.
0706  * By default this is the first frame.
0707  * \note The default value is 0. This option applies to all importers.
0708  *   However, it is also possible to override the global setting
0709  *   for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
0710  *   options (where XXX is a placeholder for the file format for which you
0711  *   want to override the global setting).
0712  * Property type: integer.
0713  */
0714 #define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME    "IMPORT_GLOBAL_KEYFRAME"
0715 
0716 #define AI_CONFIG_IMPORT_MD3_KEYFRAME       "IMPORT_MD3_KEYFRAME"
0717 #define AI_CONFIG_IMPORT_MD2_KEYFRAME       "IMPORT_MD2_KEYFRAME"
0718 #define AI_CONFIG_IMPORT_MDL_KEYFRAME       "IMPORT_MDL_KEYFRAME"
0719 #define AI_CONFIG_IMPORT_MDC_KEYFRAME       "IMPORT_MDC_KEYFRAME"
0720 #define AI_CONFIG_IMPORT_SMD_KEYFRAME       "IMPORT_SMD_KEYFRAME"
0721 #define AI_CONFIG_IMPORT_UNREAL_KEYFRAME    "IMPORT_UNREAL_KEYFRAME"
0722 
0723 // ---------------------------------------------------------------------------
0724 /** @brief Set whether the MDL (HL1) importer will read animations.
0725  *
0726  * The default value is true (1)
0727  * Property type: bool
0728  */
0729 #define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS "IMPORT_MDL_HL1_READ_ANIMATIONS"
0730 
0731 // ---------------------------------------------------------------------------
0732 /** @brief Set whether the MDL (HL1) importer will read animation events.
0733  * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
0734  *
0735  * The default value is true (1)
0736  * Property type: bool
0737  */
0738 #define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS "IMPORT_MDL_HL1_READ_ANIMATION_EVENTS"
0739 
0740 // ---------------------------------------------------------------------------
0741 /** @brief Set whether you want to convert the HS1 coordinate system in a special way.
0742  * The default value is true (S1)
0743  * Property type: bool
0744  */
0745 #define AI_CONFIG_IMPORT_MDL_HL1_TRANSFORM_COORD_SYSTEM "TRANSFORM COORDSYSTEM FOR HS! MODELS"
0746 // ---------------------------------------------------------------------------
0747 /** @brief Set whether the MDL (HL1) importer will read blend controllers.
0748  * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
0749  *
0750  * The default value is true (1)
0751  * Property type: bool
0752  */
0753 #define AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS "IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS"
0754 
0755 // ---------------------------------------------------------------------------
0756 /** @brief Set whether the MDL (HL1) importer will read sequence transition graph.
0757  * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
0758  *
0759  * The default value is true (1)
0760  * Property type: bool
0761  */
0762 #define AI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS "IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS"
0763 
0764 // ---------------------------------------------------------------------------
0765 /** @brief Set whether the MDL (HL1) importer will read attachments info.
0766  *
0767  * The default value is true (1)
0768  * Property type: bool
0769  */
0770 #define AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTS "IMPORT_MDL_HL1_READ_ATTACHMENTS"
0771 
0772 // ---------------------------------------------------------------------------
0773 /** @brief Set whether the MDL (HL1) importer will read bone controllers info.
0774  *
0775  * The default value is true (1)
0776  * Property type: bool
0777  */
0778 #define AI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS "IMPORT_MDL_HL1_READ_BONE_CONTROLLERS"
0779 
0780 // ---------------------------------------------------------------------------
0781 /** @brief Set whether the MDL (HL1) importer will read hitboxes info.
0782  *
0783  * The default value is true (1)
0784  * Property type: bool
0785  */
0786 #define AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXES "IMPORT_MDL_HL1_READ_HITBOXES"
0787 
0788 // ---------------------------------------------------------------------------
0789 /** @brief Set whether the MDL (HL1) importer will read miscellaneous global model info.
0790  *
0791  * The default value is true (1)
0792  * Property type: bool
0793  */
0794 #define AI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO "IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO"
0795 
0796 // ---------------------------------------------------------------------------
0797 /** Smd load multiple animations
0798  *
0799  *  Property type: bool. Default value: true.
0800  */
0801 #define AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LIST "IMPORT_SMD_LOAD_ANIMATION_LIST"
0802 
0803 // ---------------------------------------------------------------------------
0804 /** @brief  Configures the AC loader to collect all surfaces which have the
0805  *    "Backface cull" flag set in separate meshes.
0806  *
0807  *  Property type: bool. Default value: true.
0808  */
0809 #define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
0810     "IMPORT_AC_SEPARATE_BFCULL"
0811 
0812 // ---------------------------------------------------------------------------
0813 /** @brief  Configures whether the AC loader evaluates subdivision surfaces (
0814  *  indicated by the presence of the 'subdiv' attribute in the file). By
0815  *  default, Assimp performs the subdivision using the standard
0816  *  Catmull-Clark algorithm
0817  *
0818  * * Property type: bool. Default value: true.
0819  */
0820 #define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION    \
0821     "IMPORT_AC_EVAL_SUBDIVISION"
0822 
0823 // ---------------------------------------------------------------------------
0824 /** @brief  Configures the UNREAL 3D loader to separate faces with different
0825  *    surface flags (e.g. two-sided vs. single-sided).
0826  *
0827  * * Property type: bool. Default value: true.
0828  */
0829 #define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \
0830     "UNREAL_HANDLE_FLAGS"
0831 
0832 // ---------------------------------------------------------------------------
0833 /** @brief Configures the terragen import plugin to compute uv's for
0834  *  terrains, if not given. Furthermore a default texture is assigned.
0835  *
0836  * UV coordinates for terrains are so simple to compute that you'll usually
0837  * want to compute them on your own, if you need them. This option is intended
0838  * for model viewers which want to offer an easy way to apply textures to
0839  * terrains.
0840  * * Property type: bool. Default value: false.
0841  */
0842 #define AI_CONFIG_IMPORT_TER_MAKE_UVS \
0843     "IMPORT_TER_MAKE_UVS"
0844 
0845 // ---------------------------------------------------------------------------
0846 /** @brief  Configures the ASE loader to always reconstruct normal vectors
0847  *  basing on the smoothing groups loaded from the file.
0848  *
0849  * Some ASE files have carry invalid normals, other don't.
0850  * * Property type: bool. Default value: true.
0851  */
0852 #define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS    \
0853     "IMPORT_ASE_RECONSTRUCT_NORMALS"
0854 
0855 // ---------------------------------------------------------------------------
0856 /** @brief  Configures the M3D loader to detect and process multi-part
0857  *    Quake player models.
0858  *
0859  * These models usually consist of 3 files, lower.md3, upper.md3 and
0860  * head.md3. If this property is set to true, Assimp will try to load and
0861  * combine all three files if one of them is loaded.
0862  * Property type: bool. Default value: true.
0863  */
0864 #define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \
0865     "IMPORT_MD3_HANDLE_MULTIPART"
0866 
0867 // ---------------------------------------------------------------------------
0868 /** @brief  Tells the MD3 loader which skin files to load.
0869  *
0870  * When loading MD3 files, Assimp checks whether a file
0871  * [md3_file_name]_[skin_name].skin is existing. These files are used by
0872  * Quake III to be able to assign different skins (e.g. red and blue team)
0873  * to models. 'default', 'red', 'blue' are typical skin names.
0874  * Property type: String. Default value: "default".
0875  */
0876 #define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
0877     "IMPORT_MD3_SKIN_NAME"
0878 
0879 // ---------------------------------------------------------------------------
0880 /** @brief  Specify if to try load Quake 3 shader files. This also controls
0881  *  original surface name handling: when disabled it will be used unchanged.
0882  *
0883  * Property type: bool. Default value: true.
0884  */
0885 #define AI_CONFIG_IMPORT_MD3_LOAD_SHADERS \
0886     "IMPORT_MD3_LOAD_SHADERS"
0887 
0888 // ---------------------------------------------------------------------------
0889 /** @brief  Specify the Quake 3 shader file to be used for a particular
0890  *  MD3 file. This can also be a search path.
0891  *
0892  * By default Assimp's behaviour is as follows: If a MD3 file
0893  * <tt>any_path/models/any_q3_subdir/model_name/file_name.md3</tt> is
0894  * loaded, the library tries to locate the corresponding shader file in
0895  * <tt>any_path/scripts/model_name.shader</tt>. This property overrides this
0896  * behaviour. It can either specify a full path to the shader to be loaded
0897  * or alternatively the path (relative or absolute) to the directory where
0898  * the shaders for all MD3s to be loaded reside. Assimp attempts to open
0899  * <tt>IMPORT_MD3_SHADER_SRC/model_name.shader</tt> first, <tt>IMPORT_MD3_SHADER_SRC/file_name.shader</tt>
0900  * is the fallback file. Note that IMPORT_MD3_SHADER_SRC should have a terminal (back)slash.
0901  * Property type: String. Default value: n/a.
0902  */
0903 #define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
0904     "IMPORT_MD3_SHADER_SRC"
0905 
0906 // ---------------------------------------------------------------------------
0907 /** @brief  Configures the LWO loader to load just one layer from the model.
0908  *
0909  * LWO files consist of layers and in some cases it could be useful to load
0910  * only one of them. This property can be either a string - which specifies
0911  * the name of the layer - or an integer - the index of the layer. If the
0912  * property is not set the whole LWO model is loaded. Loading fails if the
0913  * requested layer is not available. The layer index is zero-based and the
0914  * layer name may not be empty.<br>
0915  * Property type: Integer. Default value: all layers are loaded.
0916  */
0917 #define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY         \
0918     "IMPORT_LWO_ONE_LAYER_ONLY"
0919 
0920 // ---------------------------------------------------------------------------
0921 /** @brief  Configures the MD5 loader to not load the MD5ANIM file for
0922  *  a MD5MESH file automatically.
0923  *
0924  * The default strategy is to look for a file with the same name but the
0925  * MD5ANIM extension in the same directory. If it is found, it is loaded
0926  * and combined with the MD5MESH file. This configuration option can be
0927  * used to disable this behaviour.
0928  *
0929  * * Property type: bool. Default value: false.
0930  */
0931 #define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD           \
0932     "IMPORT_MD5_NO_ANIM_AUTOLOAD"
0933 
0934 // ---------------------------------------------------------------------------
0935 /** @brief Defines the begin of the time range for which the LWS loader
0936  *    evaluates animations and computes aiNodeAnim's.
0937  *
0938  * Assimp provides full conversion of LightWave's envelope system, including
0939  * pre and post conditions. The loader computes linearly subsampled animation
0940  * chanels with the frame rate given in the LWS file. This property defines
0941  * the start time. Note: animation channels are only generated if a node
0942  * has at least one envelope with more tan one key assigned. This property.
0943  * is given in frames, '0' is the first frame. By default, if this property
0944  * is not set, the importer takes the animation start from the input LWS
0945  * file ('FirstFrame' line)<br>
0946  * Property type: Integer. Default value: taken from file.
0947  *
0948  * @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range
0949  */
0950 #define AI_CONFIG_IMPORT_LWS_ANIM_START         \
0951     "IMPORT_LWS_ANIM_START"
0952 #define AI_CONFIG_IMPORT_LWS_ANIM_END           \
0953     "IMPORT_LWS_ANIM_END"
0954 
0955 // ---------------------------------------------------------------------------
0956 /** @brief Defines the output frame rate of the IRR loader.
0957  *
0958  * IRR animations are difficult to convert for Assimp and there will
0959  * always be a loss of quality. This setting defines how many keys per second
0960  * are returned by the converter.<br>
0961  * Property type: integer. Default value: 100
0962  */
0963 #define AI_CONFIG_IMPORT_IRR_ANIM_FPS               \
0964     "IMPORT_IRR_ANIM_FPS"
0965 
0966 // ---------------------------------------------------------------------------
0967 /** @brief Ogre Importer will try to find referenced materials from this file.
0968  *
0969  * Ogre meshes reference with material names, this does not tell Assimp the file
0970  * where it is located in. Assimp will try to find the source file in the following
0971  * order: <material-name>.material, <mesh-filename-base>.material and
0972  * lastly the material name defined by this config property.
0973  * <br>
0974  * Property type: String. Default value: Scene.material.
0975  */
0976 #define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE \
0977     "IMPORT_OGRE_MATERIAL_FILE"
0978 
0979 // ---------------------------------------------------------------------------
0980 /** @brief Ogre Importer detect the texture usage from its filename.
0981  *
0982  * Ogre material texture units do not define texture type, the textures usage
0983  * depends on the used shader or Ogre's fixed pipeline. If this config property
0984  * is true Assimp will try to detect the type from the textures filename postfix:
0985  * _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map, _s, _spec,
0986  * _specular and _specularmap for specular map, _l, _light, _lightmap, _occ
0987  * and _occlusion for light map, _disp and _displacement for displacement map.
0988  * The matching is case insensitive. Post fix is taken between the last
0989  * underscore and the last period.
0990  * Default behavior is to detect type from lower cased texture unit name by
0991  * matching against: normalmap, specularmap, lightmap and displacementmap.
0992  * For both cases if no match is found aiTextureType_DIFFUSE is used.
0993  * <br>
0994  * Property type: Bool. Default value: false.
0995  */
0996 #define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME \
0997     "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"
0998 
0999  /** @brief Specifies whether the Android JNI asset extraction is supported.
1000   *
1001   * Turn on this option if you want to manage assets in native
1002   * Android application without having to keep the internal directory and asset
1003   * manager pointer.
1004   */
1005  #define AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT "AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT"
1006 
1007 // ---------------------------------------------------------------------------
1008 /** @brief Specifies whether the IFC loader skips over IfcSpace elements.
1009  *
1010  * IfcSpace elements (and their geometric representations) are used to
1011  * represent, well, free space in a building storey.<br>
1012  * Property type: Bool. Default value: true.
1013  */
1014 #define AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS "IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS"
1015 
1016 // ---------------------------------------------------------------------------
1017 /** @brief Specifies whether the IFC loader will use its own, custom triangulation
1018  *   algorithm to triangulate wall and floor meshes.
1019  *
1020  * If this property is set to false, walls will be either triangulated by
1021  * #aiProcess_Triangulate or will be passed through as huge polygons with
1022  * faked holes (i.e. holes that are connected with the outer boundary using
1023  * a dummy edge). It is highly recommended to set this property to true
1024  * if you want triangulated data because #aiProcess_Triangulate is known to
1025  * have problems with the kind of polygons that the IFC loader spits out for
1026  * complicated meshes.
1027  * Property type: Bool. Default value: true.
1028  */
1029 #define AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION "IMPORT_IFC_CUSTOM_TRIANGULATION"
1030 
1031 // ---------------------------------------------------------------------------
1032 /** @brief  Set the tessellation conic angle for IFC smoothing curves.
1033  *
1034  * This is used by the IFC importer to determine the tessellation parameter
1035  * for smoothing curves.
1036  * @note The default value is AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE and the
1037  * accepted values are in range [5.0, 120.0].
1038  * Property type: Float.
1039  */
1040 #define AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE "IMPORT_IFC_SMOOTHING_ANGLE"
1041 
1042 // default value for AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE
1043 #if (!defined AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE)
1044 #   define AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE 10.0f
1045 #endif
1046 
1047 // ---------------------------------------------------------------------------
1048 /** @brief  Set the tessellation for IFC cylindrical shapes.
1049  *
1050  * This is used by the IFC importer to determine the tessellation parameter
1051  * for cylindrical shapes, i.e. the number of segments used to approximate a circle.
1052  * @note The default value is AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION and the
1053  * accepted values are in range [3, 180].
1054  * Property type: Integer.
1055  */
1056 #define AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION "IMPORT_IFC_CYLINDRICAL_TESSELLATION"
1057 
1058 // default value for AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION
1059 #if (!defined AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION)
1060 #   define AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION 32
1061 #endif
1062 
1063 // ---------------------------------------------------------------------------
1064 /** @brief Specifies whether the Collada loader will ignore the provided up direction.
1065  *
1066  * If this property is set to true, the up direction provided in the file header will
1067  * be ignored and the file will be loaded as is.
1068  * Property type: Bool. Default value: false.
1069  */
1070 #define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
1071 
1072 // ---------------------------------------------------------------------------
1073 /** @brief Specifies whether the Collada loader will ignore the provided unit size.
1074  *
1075  * If this property is set to true, the unit size provided in the file header will
1076  * be ignored and the file will be loaded without scaling the assets.
1077  * Property type: Bool. Default value: false.
1078  */
1079 #define AI_CONFIG_IMPORT_COLLADA_IGNORE_UNIT_SIZE "IMPORT_COLLADA_IGNORE_UNIT_SIZE"
1080 
1081 // ---------------------------------------------------------------------------
1082 /** @brief Specifies whether the Collada loader should use Collada names.
1083  *
1084  * If this property is set to true, the Collada names will be used as the node and
1085  * mesh names. The default is to use the id tag (resp. sid tag, if no id tag is present)
1086  * instead.
1087  * Property type: Bool. Default value: false.
1088  */
1089 #define AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES "IMPORT_COLLADA_USE_COLLADA_NAMES"
1090 
1091 // ---------- All the Export defines ------------
1092 
1093 /** @brief Specifies the xfile use double for real values of float
1094  *
1095  * Property type: Bool. Default value: false.
1096  */
1097 
1098 #define AI_CONFIG_EXPORT_XFILE_64BIT "EXPORT_XFILE_64BIT"
1099 
1100 /** @brief Specifies whether the assimp export shall be able to export point clouds
1101  *
1102  *  When this flag is not defined the render data has to contain valid faces.
1103  *  Point clouds are only a collection of vertices which have nor spatial organization
1104  *  by a face and the validation process will remove them. Enabling this feature will
1105  *  switch off the flag and enable the functionality to export pure point clouds.
1106  *
1107  * Property type: Bool. Default value: false.
1108  */
1109 #define AI_CONFIG_EXPORT_POINT_CLOUDS "EXPORT_POINT_CLOUDS"
1110 
1111 /** @brief Specifies whether to use the deprecated KHR_materials_pbrSpecularGlossiness extension
1112  * 
1113  * When this flag is undefined any material with specularity will use the new KHR_materials_specular
1114  * extension. Enabling this flag will revert to the deprecated extension. Note that exporting
1115  * KHR_materials_pbrSpecularGlossiness with extensions other than KHR_materials_unlit is unsupported,
1116  * including the basic pbrMetallicRoughness spec.
1117  *
1118  * Property type: Bool. Default value: false.
1119  */
1120 #define AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESS "USE_GLTF_PBR_SPECULAR_GLOSSINESS"
1121 
1122 /** @brief Specifies whether to apply a limit on the number of four bones per vertex in skinning
1123  *
1124  * When this flag is not defined, all bone weights and indices are limited to a
1125  * maximum of four bones for each vertex (attributes JOINT_0 and WEIGHT_0 only).
1126  * By enabling this flag, the number of bones per vertex is unlimited.
1127  * In both cases, indices and bone weights are sorted by weight in descending order.
1128  * In the case of the limit of up to four bones, a maximum of the four largest values are exported.
1129  * Weights are not normalized.
1130  * Property type: Bool. Default value: false.
1131  */
1132 #define AI_CONFIG_EXPORT_GLTF_UNLIMITED_SKINNING_BONES_PER_VERTEX \
1133         "USE_UNLIMITED_BONES_PER VERTEX"
1134 
1135 /** @brief Specifies whether to write the value referenced to opacity in TransparencyFactor of each material. 
1136  *
1137  * When this flag is not defined, the TransparencyFactor value of each meterial is 1.0.
1138  * By enabling this flag, the value is 1.0 - opacity;
1139 
1140  * Property type: Bool. Default value: false.
1141  */
1142 #define AI_CONFIG_EXPORT_FBX_TRANSPARENCY_FACTOR_REFER_TO_OPACITY \
1143         "EXPORT_FBX_TRANSPARENCY_FACTOR_REFER_TO_OPACITY"
1144 
1145 /**
1146  * @brief Specifies the blob name, assimp uses for exporting.
1147  * 
1148  * Some formats require auxiliary files to be written, that need to be linked back into 
1149  * the original file. For example, OBJ files export materials to a separate MTL file and
1150  * use the `mtllib` keyword to reference this file.
1151  * 
1152  * When exporting blobs using #ExportToBlob, assimp does not know the name of the blob
1153  * file and thus outputs `mtllib $blobfile.mtl`, which might not be desired, since the 
1154  * MTL file might be called differently. 
1155  * 
1156  * This property can be used to give the exporter a hint on how to use the magic 
1157  * `$blobfile` keyword. If the exporter detects the keyword and is provided with a name
1158  * for the blob, it instead uses this name.
1159  */
1160 #define AI_CONFIG_EXPORT_BLOB_NAME "EXPORT_BLOB_NAME"
1161 
1162 /**
1163  *  @brief  Specifies a global key factor for scale, float value
1164  */
1165 #define AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY "GLOBAL_SCALE_FACTOR"
1166 
1167 #if (!defined AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT)
1168 #   define AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT  1.0f
1169 #endif // !! AI_DEBONE_THRESHOLD
1170 
1171 #define AI_CONFIG_APP_SCALE_KEY "APP_SCALE_FACTOR"
1172 
1173 #if (!defined AI_CONFIG_APP_SCALE_KEY)
1174 #   define AI_CONFIG_APP_SCALE_KEY 1.0
1175 #endif // AI_CONFIG_APP_SCALE_KEY
1176 
1177 
1178 // ---------- All the Build/Compile-time defines ------------
1179 
1180 /** @brief Specifies if double precision is supported inside assimp
1181  *
1182  * Property type: Bool. Default value: undefined.
1183  */
1184 
1185 /* #undef ASSIMP_DOUBLE_PRECISION */
1186 
1187 #endif // !! AI_CONFIG_H_INC