![]() |
|
|||
File indexing completed on 2025-02-21 09:30:08
0001 /* 0002 --------------------------------------------------------------------------- 0003 Open Asset Import Library (assimp) 0004 --------------------------------------------------------------------------- 0005 0006 Copyright (c) 2006-2024, 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 Will enable the skeleton struct to store bone data. 0681 * 0682 * This will decouple the bone coupling to the mesh. This feature is 0683 * experimental. 0684 */ 0685 #define AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER \ 0686 "AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER" 0687 0688 // --------------------------------------------------------------------------- 0689 /** @brief Set the vertex animation keyframe to be imported 0690 * 0691 * ASSIMP does not support vertex keyframes (only bone animation is supported). 0692 * The library reads only one frame of models with vertex animations. 0693 * By default this is the first frame. 0694 * \note The default value is 0. This option applies to all importers. 0695 * However, it is also possible to override the global setting 0696 * for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME 0697 * options (where XXX is a placeholder for the file format for which you 0698 * want to override the global setting). 0699 * Property type: integer. 0700 */ 0701 #define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME" 0702 0703 #define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME" 0704 #define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME" 0705 #define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME" 0706 #define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME" 0707 #define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME" 0708 #define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME" 0709 0710 // --------------------------------------------------------------------------- 0711 /** @brief Set whether the MDL (HL1) importer will read animations. 0712 * 0713 * The default value is true (1) 0714 * Property type: bool 0715 */ 0716 #define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS "IMPORT_MDL_HL1_READ_ANIMATIONS" 0717 0718 // --------------------------------------------------------------------------- 0719 /** @brief Set whether the MDL (HL1) importer will read animation events. 0720 * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true. 0721 * 0722 * The default value is true (1) 0723 * Property type: bool 0724 */ 0725 #define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS "IMPORT_MDL_HL1_READ_ANIMATION_EVENTS" 0726 0727 // --------------------------------------------------------------------------- 0728 /** @brief Set whether you want to convert the HS1 coordinate system in a special way. 0729 * The default value is true (S1) 0730 * Property type: bool 0731 */ 0732 #define AI_CONFIG_IMPORT_MDL_HL1_TRANSFORM_COORD_SYSTEM "TRANSFORM COORDSYSTEM FOR HS! MODELS" 0733 // --------------------------------------------------------------------------- 0734 /** @brief Set whether the MDL (HL1) importer will read blend controllers. 0735 * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true. 0736 * 0737 * The default value is true (1) 0738 * Property type: bool 0739 */ 0740 #define AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS "IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS" 0741 0742 // --------------------------------------------------------------------------- 0743 /** @brief Set whether the MDL (HL1) importer will read sequence transition graph. 0744 * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true. 0745 * 0746 * The default value is true (1) 0747 * Property type: bool 0748 */ 0749 #define AI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS "IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS" 0750 0751 // --------------------------------------------------------------------------- 0752 /** @brief Set whether the MDL (HL1) importer will read attachments info. 0753 * 0754 * The default value is true (1) 0755 * Property type: bool 0756 */ 0757 #define AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTS "IMPORT_MDL_HL1_READ_ATTACHMENTS" 0758 0759 // --------------------------------------------------------------------------- 0760 /** @brief Set whether the MDL (HL1) importer will read bone controllers info. 0761 * 0762 * The default value is true (1) 0763 * Property type: bool 0764 */ 0765 #define AI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS "IMPORT_MDL_HL1_READ_BONE_CONTROLLERS" 0766 0767 // --------------------------------------------------------------------------- 0768 /** @brief Set whether the MDL (HL1) importer will read hitboxes info. 0769 * 0770 * The default value is true (1) 0771 * Property type: bool 0772 */ 0773 #define AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXES "IMPORT_MDL_HL1_READ_HITBOXES" 0774 0775 // --------------------------------------------------------------------------- 0776 /** @brief Set whether the MDL (HL1) importer will read miscellaneous global model info. 0777 * 0778 * The default value is true (1) 0779 * Property type: bool 0780 */ 0781 #define AI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO "IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO" 0782 0783 // --------------------------------------------------------------------------- 0784 /** Smd load multiple animations 0785 * 0786 * Property type: bool. Default value: true. 0787 */ 0788 #define AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LIST "IMPORT_SMD_LOAD_ANIMATION_LIST" 0789 0790 // --------------------------------------------------------------------------- 0791 /** @brief Configures the AC loader to collect all surfaces which have the 0792 * "Backface cull" flag set in separate meshes. 0793 * 0794 * Property type: bool. Default value: true. 0795 */ 0796 #define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \ 0797 "IMPORT_AC_SEPARATE_BFCULL" 0798 0799 // --------------------------------------------------------------------------- 0800 /** @brief Configures whether the AC loader evaluates subdivision surfaces ( 0801 * indicated by the presence of the 'subdiv' attribute in the file). By 0802 * default, Assimp performs the subdivision using the standard 0803 * Catmull-Clark algorithm 0804 * 0805 * * Property type: bool. Default value: true. 0806 */ 0807 #define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \ 0808 "IMPORT_AC_EVAL_SUBDIVISION" 0809 0810 // --------------------------------------------------------------------------- 0811 /** @brief Configures the UNREAL 3D loader to separate faces with different 0812 * surface flags (e.g. two-sided vs. single-sided). 0813 * 0814 * * Property type: bool. Default value: true. 0815 */ 0816 #define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \ 0817 "UNREAL_HANDLE_FLAGS" 0818 0819 // --------------------------------------------------------------------------- 0820 /** @brief Configures the terragen import plugin to compute uv's for 0821 * terrains, if not given. Furthermore a default texture is assigned. 0822 * 0823 * UV coordinates for terrains are so simple to compute that you'll usually 0824 * want to compute them on your own, if you need them. This option is intended 0825 * for model viewers which want to offer an easy way to apply textures to 0826 * terrains. 0827 * * Property type: bool. Default value: false. 0828 */ 0829 #define AI_CONFIG_IMPORT_TER_MAKE_UVS \ 0830 "IMPORT_TER_MAKE_UVS" 0831 0832 // --------------------------------------------------------------------------- 0833 /** @brief Configures the ASE loader to always reconstruct normal vectors 0834 * basing on the smoothing groups loaded from the file. 0835 * 0836 * Some ASE files have carry invalid normals, other don't. 0837 * * Property type: bool. Default value: true. 0838 */ 0839 #define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \ 0840 "IMPORT_ASE_RECONSTRUCT_NORMALS" 0841 0842 // --------------------------------------------------------------------------- 0843 /** @brief Configures the M3D loader to detect and process multi-part 0844 * Quake player models. 0845 * 0846 * These models usually consist of 3 files, lower.md3, upper.md3 and 0847 * head.md3. If this property is set to true, Assimp will try to load and 0848 * combine all three files if one of them is loaded. 0849 * Property type: bool. Default value: true. 0850 */ 0851 #define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \ 0852 "IMPORT_MD3_HANDLE_MULTIPART" 0853 0854 // --------------------------------------------------------------------------- 0855 /** @brief Tells the MD3 loader which skin files to load. 0856 * 0857 * When loading MD3 files, Assimp checks whether a file 0858 * [md3_file_name]_[skin_name].skin is existing. These files are used by 0859 * Quake III to be able to assign different skins (e.g. red and blue team) 0860 * to models. 'default', 'red', 'blue' are typical skin names. 0861 * Property type: String. Default value: "default". 0862 */ 0863 #define AI_CONFIG_IMPORT_MD3_SKIN_NAME \ 0864 "IMPORT_MD3_SKIN_NAME" 0865 0866 // --------------------------------------------------------------------------- 0867 /** @brief Specify if to try load Quake 3 shader files. This also controls 0868 * original surface name handling: when disabled it will be used unchanged. 0869 * 0870 * Property type: bool. Default value: true. 0871 */ 0872 #define AI_CONFIG_IMPORT_MD3_LOAD_SHADERS \ 0873 "IMPORT_MD3_LOAD_SHADERS" 0874 0875 // --------------------------------------------------------------------------- 0876 /** @brief Specify the Quake 3 shader file to be used for a particular 0877 * MD3 file. This can also be a search path. 0878 * 0879 * By default Assimp's behaviour is as follows: If a MD3 file 0880 * <tt>any_path/models/any_q3_subdir/model_name/file_name.md3</tt> is 0881 * loaded, the library tries to locate the corresponding shader file in 0882 * <tt>any_path/scripts/model_name.shader</tt>. This property overrides this 0883 * behaviour. It can either specify a full path to the shader to be loaded 0884 * or alternatively the path (relative or absolute) to the directory where 0885 * the shaders for all MD3s to be loaded reside. Assimp attempts to open 0886 * <tt>IMPORT_MD3_SHADER_SRC/model_name.shader</tt> first, <tt>IMPORT_MD3_SHADER_SRC/file_name.shader</tt> 0887 * is the fallback file. Note that IMPORT_MD3_SHADER_SRC should have a terminal (back)slash. 0888 * Property type: String. Default value: n/a. 0889 */ 0890 #define AI_CONFIG_IMPORT_MD3_SHADER_SRC \ 0891 "IMPORT_MD3_SHADER_SRC" 0892 0893 // --------------------------------------------------------------------------- 0894 /** @brief Configures the LWO loader to load just one layer from the model. 0895 * 0896 * LWO files consist of layers and in some cases it could be useful to load 0897 * only one of them. This property can be either a string - which specifies 0898 * the name of the layer - or an integer - the index of the layer. If the 0899 * property is not set the whole LWO model is loaded. Loading fails if the 0900 * requested layer is not available. The layer index is zero-based and the 0901 * layer name may not be empty.<br> 0902 * Property type: Integer. Default value: all layers are loaded. 0903 */ 0904 #define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \ 0905 "IMPORT_LWO_ONE_LAYER_ONLY" 0906 0907 // --------------------------------------------------------------------------- 0908 /** @brief Configures the MD5 loader to not load the MD5ANIM file for 0909 * a MD5MESH file automatically. 0910 * 0911 * The default strategy is to look for a file with the same name but the 0912 * MD5ANIM extension in the same directory. If it is found, it is loaded 0913 * and combined with the MD5MESH file. This configuration option can be 0914 * used to disable this behaviour. 0915 * 0916 * * Property type: bool. Default value: false. 0917 */ 0918 #define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \ 0919 "IMPORT_MD5_NO_ANIM_AUTOLOAD" 0920 0921 // --------------------------------------------------------------------------- 0922 /** @brief Defines the begin of the time range for which the LWS loader 0923 * evaluates animations and computes aiNodeAnim's. 0924 * 0925 * Assimp provides full conversion of LightWave's envelope system, including 0926 * pre and post conditions. The loader computes linearly subsampled animation 0927 * chanels with the frame rate given in the LWS file. This property defines 0928 * the start time. Note: animation channels are only generated if a node 0929 * has at least one envelope with more tan one key assigned. This property. 0930 * is given in frames, '0' is the first frame. By default, if this property 0931 * is not set, the importer takes the animation start from the input LWS 0932 * file ('FirstFrame' line)<br> 0933 * Property type: Integer. Default value: taken from file. 0934 * 0935 * @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range 0936 */ 0937 #define AI_CONFIG_IMPORT_LWS_ANIM_START \ 0938 "IMPORT_LWS_ANIM_START" 0939 #define AI_CONFIG_IMPORT_LWS_ANIM_END \ 0940 "IMPORT_LWS_ANIM_END" 0941 0942 // --------------------------------------------------------------------------- 0943 /** @brief Defines the output frame rate of the IRR loader. 0944 * 0945 * IRR animations are difficult to convert for Assimp and there will 0946 * always be a loss of quality. This setting defines how many keys per second 0947 * are returned by the converter.<br> 0948 * Property type: integer. Default value: 100 0949 */ 0950 #define AI_CONFIG_IMPORT_IRR_ANIM_FPS \ 0951 "IMPORT_IRR_ANIM_FPS" 0952 0953 // --------------------------------------------------------------------------- 0954 /** @brief Ogre Importer will try to find referenced materials from this file. 0955 * 0956 * Ogre meshes reference with material names, this does not tell Assimp the file 0957 * where it is located in. Assimp will try to find the source file in the following 0958 * order: <material-name>.material, <mesh-filename-base>.material and 0959 * lastly the material name defined by this config property. 0960 * <br> 0961 * Property type: String. Default value: Scene.material. 0962 */ 0963 #define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE \ 0964 "IMPORT_OGRE_MATERIAL_FILE" 0965 0966 // --------------------------------------------------------------------------- 0967 /** @brief Ogre Importer detect the texture usage from its filename. 0968 * 0969 * Ogre material texture units do not define texture type, the textures usage 0970 * depends on the used shader or Ogre's fixed pipeline. If this config property 0971 * is true Assimp will try to detect the type from the textures filename postfix: 0972 * _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map, _s, _spec, 0973 * _specular and _specularmap for specular map, _l, _light, _lightmap, _occ 0974 * and _occlusion for light map, _disp and _displacement for displacement map. 0975 * The matching is case insensitive. Post fix is taken between the last 0976 * underscore and the last period. 0977 * Default behavior is to detect type from lower cased texture unit name by 0978 * matching against: normalmap, specularmap, lightmap and displacementmap. 0979 * For both cases if no match is found aiTextureType_DIFFUSE is used. 0980 * <br> 0981 * Property type: Bool. Default value: false. 0982 */ 0983 #define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME \ 0984 "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME" 0985 0986 /** @brief Specifies whether the Android JNI asset extraction is supported. 0987 * 0988 * Turn on this option if you want to manage assets in native 0989 * Android application without having to keep the internal directory and asset 0990 * manager pointer. 0991 */ 0992 #define AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT "AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT" 0993 0994 // --------------------------------------------------------------------------- 0995 /** @brief Specifies whether the IFC loader skips over IfcSpace elements. 0996 * 0997 * IfcSpace elements (and their geometric representations) are used to 0998 * represent, well, free space in a building storey.<br> 0999 * Property type: Bool. Default value: true. 1000 */ 1001 #define AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS "IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS" 1002 1003 // --------------------------------------------------------------------------- 1004 /** @brief Specifies whether the IFC loader will use its own, custom triangulation 1005 * algorithm to triangulate wall and floor meshes. 1006 * 1007 * If this property is set to false, walls will be either triangulated by 1008 * #aiProcess_Triangulate or will be passed through as huge polygons with 1009 * faked holes (i.e. holes that are connected with the outer boundary using 1010 * a dummy edge). It is highly recommended to set this property to true 1011 * if you want triangulated data because #aiProcess_Triangulate is known to 1012 * have problems with the kind of polygons that the IFC loader spits out for 1013 * complicated meshes. 1014 * Property type: Bool. Default value: true. 1015 */ 1016 #define AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION "IMPORT_IFC_CUSTOM_TRIANGULATION" 1017 1018 // --------------------------------------------------------------------------- 1019 /** @brief Set the tessellation conic angle for IFC smoothing curves. 1020 * 1021 * This is used by the IFC importer to determine the tessellation parameter 1022 * for smoothing curves. 1023 * @note The default value is AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE and the 1024 * accepted values are in range [5.0, 120.0]. 1025 * Property type: Float. 1026 */ 1027 #define AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE "IMPORT_IFC_SMOOTHING_ANGLE" 1028 1029 // default value for AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE 1030 #if (!defined AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE) 1031 # define AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE 10.0f 1032 #endif 1033 1034 // --------------------------------------------------------------------------- 1035 /** @brief Set the tessellation for IFC cylindrical shapes. 1036 * 1037 * This is used by the IFC importer to determine the tessellation parameter 1038 * for cylindrical shapes, i.e. the number of segments used to approximate a circle. 1039 * @note The default value is AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION and the 1040 * accepted values are in range [3, 180]. 1041 * Property type: Integer. 1042 */ 1043 #define AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION "IMPORT_IFC_CYLINDRICAL_TESSELLATION" 1044 1045 // default value for AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION 1046 #if (!defined AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION) 1047 # define AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION 32 1048 #endif 1049 1050 // --------------------------------------------------------------------------- 1051 /** @brief Specifies whether the Collada loader will ignore the provided up direction. 1052 * 1053 * If this property is set to true, the up direction provided in the file header will 1054 * be ignored and the file will be loaded as is. 1055 * Property type: Bool. Default value: false. 1056 */ 1057 #define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION" 1058 1059 // --------------------------------------------------------------------------- 1060 /** @brief Specifies whether the Collada loader will ignore the provided unit size. 1061 * 1062 * If this property is set to true, the unit size provided in the file header will 1063 * be ignored and the file will be loaded without scaling the assets. 1064 * Property type: Bool. Default value: false. 1065 */ 1066 #define AI_CONFIG_IMPORT_COLLADA_IGNORE_UNIT_SIZE "IMPORT_COLLADA_IGNORE_UNIT_SIZE" 1067 1068 // --------------------------------------------------------------------------- 1069 /** @brief Specifies whether the Collada loader should use Collada names. 1070 * 1071 * If this property is set to true, the Collada names will be used as the node and 1072 * mesh names. The default is to use the id tag (resp. sid tag, if no id tag is present) 1073 * instead. 1074 * Property type: Bool. Default value: false. 1075 */ 1076 #define AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES "IMPORT_COLLADA_USE_COLLADA_NAMES" 1077 1078 // ---------- All the Export defines ------------ 1079 1080 /** @brief Specifies the xfile use double for real values of float 1081 * 1082 * Property type: Bool. Default value: false. 1083 */ 1084 1085 #define AI_CONFIG_EXPORT_XFILE_64BIT "EXPORT_XFILE_64BIT" 1086 1087 /** @brief Specifies whether the assimp export shall be able to export point clouds 1088 * 1089 * When this flag is not defined the render data has to contain valid faces. 1090 * Point clouds are only a collection of vertices which have nor spatial organization 1091 * by a face and the validation process will remove them. Enabling this feature will 1092 * switch off the flag and enable the functionality to export pure point clouds. 1093 * 1094 * Property type: Bool. Default value: false. 1095 */ 1096 #define AI_CONFIG_EXPORT_POINT_CLOUDS "EXPORT_POINT_CLOUDS" 1097 1098 /** @brief Specifies whether to use the deprecated KHR_materials_pbrSpecularGlossiness extension 1099 * 1100 * When this flag is undefined any material with specularity will use the new KHR_materials_specular 1101 * extension. Enabling this flag will revert to the deprecated extension. Note that exporting 1102 * KHR_materials_pbrSpecularGlossiness with extensions other than KHR_materials_unlit is unsupported, 1103 * including the basic pbrMetallicRoughness spec. 1104 * 1105 * Property type: Bool. Default value: false. 1106 */ 1107 #define AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESS "USE_GLTF_PBR_SPECULAR_GLOSSINESS" 1108 1109 /** @brief Specifies whether to apply a limit on the number of four bones per vertex in skinning 1110 * 1111 * When this flag is not defined, all bone weights and indices are limited to a 1112 * maximum of four bones for each vertex (attributes JOINT_0 and WEIGHT_0 only). 1113 * By enabling this flag, the number of bones per vertex is unlimited. 1114 * In both cases, indices and bone weights are sorted by weight in descending order. 1115 * In the case of the limit of up to four bones, a maximum of the four largest values are exported. 1116 * Weights are not normalized. 1117 * Property type: Bool. Default value: false. 1118 */ 1119 #define AI_CONFIG_EXPORT_GLTF_UNLIMITED_SKINNING_BONES_PER_VERTEX \ 1120 "USE_UNLIMITED_BONES_PER VERTEX" 1121 1122 /** @brief Specifies whether to write the value referenced to opacity in TransparencyFactor of each material. 1123 * 1124 * When this flag is not defined, the TransparencyFactor value of each meterial is 1.0. 1125 * By enabling this flag, the value is 1.0 - opacity; 1126 1127 * Property type: Bool. Default value: false. 1128 */ 1129 #define AI_CONFIG_EXPORT_FBX_TRANSPARENCY_FACTOR_REFER_TO_OPACITY \ 1130 "EXPORT_FBX_TRANSPARENCY_FACTOR_REFER_TO_OPACITY" 1131 1132 /** 1133 * @brief Specifies the blob name, assimp uses for exporting. 1134 * 1135 * Some formats require auxiliary files to be written, that need to be linked back into 1136 * the original file. For example, OBJ files export materials to a separate MTL file and 1137 * use the `mtllib` keyword to reference this file. 1138 * 1139 * When exporting blobs using #ExportToBlob, assimp does not know the name of the blob 1140 * file and thus outputs `mtllib $blobfile.mtl`, which might not be desired, since the 1141 * MTL file might be called differently. 1142 * 1143 * This property can be used to give the exporter a hint on how to use the magic 1144 * `$blobfile` keyword. If the exporter detects the keyword and is provided with a name 1145 * for the blob, it instead uses this name. 1146 */ 1147 #define AI_CONFIG_EXPORT_BLOB_NAME "EXPORT_BLOB_NAME" 1148 1149 /** 1150 * @brief Specifies a global key factor for scale, float value 1151 */ 1152 #define AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY "GLOBAL_SCALE_FACTOR" 1153 1154 #if (!defined AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT) 1155 # define AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT 1.0f 1156 #endif // !! AI_DEBONE_THRESHOLD 1157 1158 #define AI_CONFIG_APP_SCALE_KEY "APP_SCALE_FACTOR" 1159 1160 #if (!defined AI_CONFIG_APP_SCALE_KEY) 1161 # define AI_CONFIG_APP_SCALE_KEY 1.0 1162 #endif // AI_CONFIG_APP_SCALE_KEY 1163 1164 1165 // ---------- All the Build/Compile-time defines ------------ 1166 1167 /** @brief Specifies if double precision is supported inside assimp 1168 * 1169 * Property type: Bool. Default value: undefined. 1170 */ 1171 1172 /* #undef ASSIMP_DOUBLE_PRECISION */ 1173 1174 #endif // !! AI_CONFIG_H_INC
[ Source navigation ] | [ Diff markup ] | [ Identifier search ] | [ general search ] |
This page was automatically generated by the 2.3.7 LXR engine. The LXR team |
![]() ![]() |