1/*
2---------------------------------------------------------------------------
3Open Asset Import Library (assimp)
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7
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41*/
42
43/** @file config.h
44 * @brief Defines constants for configurable properties for the library
45 *
46 * Typically these properties are set via
47 * #Assimp::Importer::SetPropertyFloat,
48 * #Assimp::Importer::SetPropertyInteger or
49 * #Assimp::Importer::SetPropertyString,
50 * depending on the data type of a property. All properties have a
51 * default value. See the doc for the mentioned methods for more details.
52 *
53 * <br><br>
54 * The corresponding functions for use with the plain-c API are:
55 * #aiSetImportPropertyInteger,
56 * #aiSetImportPropertyFloat,
57 * #aiSetImportPropertyString
58 */
59#pragma once
60#ifndef AI_CONFIG_H_INC
61#define AI_CONFIG_H_INC
62
63
64// ###########################################################################
65// LIBRARY SETTINGS
66// General, global settings
67// ###########################################################################
68
69// ---------------------------------------------------------------------------
70/** @brief Enables time measurements.
71 *
72 * If enabled, measures the time needed for each part of the loading
73 * process (i.e. IO time, importing, postprocessing, ..) and dumps
74 * these timings to the DefaultLogger. See the @link perf Performance
75 * Page@endlink for more information on this topic.
76 *
77 * Property type: bool. Default value: false.
78 */
79#define AI_CONFIG_GLOB_MEASURE_TIME \
80 "GLOB_MEASURE_TIME"
81
82
83// ---------------------------------------------------------------------------
84/** @brief Global setting to disable generation of skeleton dummy meshes
85 *
86 * Skeleton dummy meshes are generated as a visualization aid in cases which
87 * the input data contains no geometry, but only animation data.
88 * Property data type: bool. Default value: false
89 */
90// ---------------------------------------------------------------------------
91#define AI_CONFIG_IMPORT_NO_SKELETON_MESHES \
92 "IMPORT_NO_SKELETON_MESHES"
93
94
95
96# if 0 // not implemented yet
97// ---------------------------------------------------------------------------
98/** @brief Set Assimp's multithreading policy.
99 *
100 * This setting is ignored if Assimp was built without boost.thread
101 * support (ASSIMP_BUILD_NO_THREADING, which is implied by ASSIMP_BUILD_BOOST_WORKAROUND).
102 * Possible values are: -1 to let Assimp decide what to do, 0 to disable
103 * multithreading entirely and any number larger than 0 to force a specific
104 * number of threads. Assimp is always free to ignore this settings, which is
105 * merely a hint. Usually, the default value (-1) will be fine. However, if
106 * Assimp is used concurrently from multiple user threads, it might be useful
107 * to limit each Importer instance to a specific number of cores.
108 *
109 * For more information, see the @link threading Threading page@endlink.
110 * Property type: int, default value: -1.
111 */
112#define AI_CONFIG_GLOB_MULTITHREADING \
113 "GLOB_MULTITHREADING"
114#endif
115
116// ###########################################################################
117// POST PROCESSING SETTINGS
118// Various stuff to fine-tune the behavior of a specific post processing step.
119// ###########################################################################
120
121
122// ---------------------------------------------------------------------------
123/** @brief Maximum bone count per mesh for the SplitbyBoneCount step.
124 *
125 * Meshes are split until the maximum number of bones is reached. The default
126 * value is AI_SBBC_DEFAULT_MAX_BONES, which may be altered at
127 * compile-time.
128 * Property data type: integer.
129 */
130// ---------------------------------------------------------------------------
131#define AI_CONFIG_PP_SBBC_MAX_BONES \
132 "PP_SBBC_MAX_BONES"
133
134
135// default limit for bone count
136#if (!defined AI_SBBC_DEFAULT_MAX_BONES)
137# define AI_SBBC_DEFAULT_MAX_BONES 60
138#endif
139
140
141// ---------------------------------------------------------------------------
142/** @brief Specifies the maximum angle that may be between two vertex tangents
143 * that their tangents and bi-tangents are smoothed.
144 *
145 * This applies to the CalcTangentSpace-Step. The angle is specified
146 * in degrees. The maximum value is 175.
147 * Property type: float. Default value: 45 degrees
148 */
149#define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE \
150 "PP_CT_MAX_SMOOTHING_ANGLE"
151
152// ---------------------------------------------------------------------------
153/** @brief Source UV channel for tangent space computation.
154 *
155 * The specified channel must exist or an error will be raised.
156 * Property type: integer. Default value: 0
157 */
158// ---------------------------------------------------------------------------
159#define AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX \
160 "PP_CT_TEXTURE_CHANNEL_INDEX"
161
162// ---------------------------------------------------------------------------
163/** @brief Specifies the maximum angle that may be between two face normals
164 * at the same vertex position that their are smoothed together.
165 *
166 * Sometimes referred to as 'crease angle'.
167 * This applies to the GenSmoothNormals-Step. The angle is specified
168 * in degrees, so 180 is PI. The default value is 175 degrees (all vertex
169 * normals are smoothed). The maximum value is 175, too. Property type: float.
170 * Warning: setting this option may cause a severe loss of performance. The
171 * performance is unaffected if the #AI_CONFIG_FAVOUR_SPEED flag is set but
172 * the output quality may be reduced.
173 */
174#define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE \
175 "PP_GSN_MAX_SMOOTHING_ANGLE"
176
177
178// ---------------------------------------------------------------------------
179/** @brief Sets the colormap (= palette) to be used to decode embedded
180 * textures in MDL (Quake or 3DGS) files.
181 *
182 * This must be a valid path to a file. The file is 768 (256*3) bytes
183 * large and contains RGB triplets for each of the 256 palette entries.
184 * The default value is colormap.lmp. If the file is not found,
185 * a default palette (from Quake 1) is used.
186 * Property type: string.
187 */
188#define AI_CONFIG_IMPORT_MDL_COLORMAP \
189 "IMPORT_MDL_COLORMAP"
190
191// ---------------------------------------------------------------------------
192/** @brief Configures the #aiProcess_RemoveRedundantMaterials step to
193 * keep materials matching a name in a given list.
194 *
195 * This is a list of 1 to n strings, ' ' serves as delimiter character.
196 * Identifiers containing whitespaces must be enclosed in *single*
197 * quotation marks. For example:<tt>
198 * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</tt>.
199 * If a material matches on of these names, it will not be modified or
200 * removed by the postprocessing step nor will other materials be replaced
201 * by a reference to it. <br>
202 * This option might be useful if you are using some magic material names
203 * to pass additional semantics through the content pipeline. This ensures
204 * they won't be optimized away, but a general optimization is still
205 * performed for materials not contained in the list.
206 * Property type: String. Default value: n/a
207 * @note Linefeeds, tabs or carriage returns are treated as whitespace.
208 * Material names are case sensitive.
209 */
210#define AI_CONFIG_PP_RRM_EXCLUDE_LIST \
211 "PP_RRM_EXCLUDE_LIST"
212
213// ---------------------------------------------------------------------------
214/** @brief Configures the #aiProcess_PreTransformVertices step to
215 * keep the scene hierarchy. Meshes are moved to worldspace, but
216 * no optimization is performed (read: meshes with equal materials are not
217 * joined. The total number of meshes won't change).
218 *
219 * This option could be of use for you if the scene hierarchy contains
220 * important additional information which you intend to parse.
221 * For rendering, you can still render all meshes in the scene without
222 * any transformations.
223 * Property type: bool. Default value: false.
224 */
225#define AI_CONFIG_PP_PTV_KEEP_HIERARCHY \
226 "PP_PTV_KEEP_HIERARCHY"
227
228// ---------------------------------------------------------------------------
229/** @brief Configures the #aiProcess_PreTransformVertices step to normalize
230 * all vertex components into the [-1,1] range. That is, a bounding box
231 * for the whole scene is computed, the maximum component is taken and all
232 * meshes are scaled appropriately (uniformly of course!).
233 * This might be useful if you don't know the spatial dimension of the input
234 * data*/
235#define AI_CONFIG_PP_PTV_NORMALIZE \
236 "PP_PTV_NORMALIZE"
237
238// ---------------------------------------------------------------------------
239/** @brief Configures the #aiProcess_PreTransformVertices step to use
240 * a users defined matrix as the scene root node transformation before
241 * transforming vertices.
242 * Property type: bool. Default value: false.
243 */
244#define AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION \
245 "PP_PTV_ADD_ROOT_TRANSFORMATION"
246
247// ---------------------------------------------------------------------------
248/** @brief Configures the #aiProcess_PreTransformVertices step to use
249 * a users defined matrix as the scene root node transformation before
250 * transforming vertices. This property correspond to the 'a1' component
251 * of the transformation matrix.
252 * Property type: aiMatrix4x4.
253 */
254#define AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION \
255 "PP_PTV_ROOT_TRANSFORMATION"
256
257// ---------------------------------------------------------------------------
258/** @brief Configures the #aiProcess_FindDegenerates step to
259 * remove degenerated primitives from the import - immediately.
260 *
261 * The default behaviour converts degenerated triangles to lines and
262 * degenerated lines to points. See the documentation to the
263 * #aiProcess_FindDegenerates step for a detailed example of the various ways
264 * to get rid of these lines and points if you don't want them.
265 * Property type: bool. Default value: false.
266 */
267#define AI_CONFIG_PP_FD_REMOVE \
268 "PP_FD_REMOVE"
269
270// ---------------------------------------------------------------------------
271/**
272 * @brief Configures the #aiProcess_FindDegenerates to check the area of a
273 * trinagle to be greates than e-6. If this is not the case the triangle will
274 * be removed if #AI_CONFIG_PP_FD_REMOVE is set to true.
275 */
276#define AI_CONFIG_PP_FD_CHECKAREA \
277 "PP_FD_CHECKAREA"
278
279// ---------------------------------------------------------------------------
280/** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
281 * matching a name in a given list.
282 *
283 * This is a list of 1 to n strings, ' ' serves as delimiter character.
284 * Identifiers containing whitespaces must be enclosed in *single*
285 * quotation marks. For example:<tt>
286 * "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>.
287 * If a node matches on of these names, it will not be modified or
288 * removed by the postprocessing step.<br>
289 * This option might be useful if you are using some magic node names
290 * to pass additional semantics through the content pipeline. This ensures
291 * they won't be optimized away, but a general optimization is still
292 * performed for nodes not contained in the list.
293 * Property type: String. Default value: n/a
294 * @note Linefeeds, tabs or carriage returns are treated as whitespace.
295 * Node names are case sensitive.
296 */
297#define AI_CONFIG_PP_OG_EXCLUDE_LIST \
298 "PP_OG_EXCLUDE_LIST"
299
300// ---------------------------------------------------------------------------
301/** @brief Set the maximum number of triangles in a mesh.
302 *
303 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
304 * whether a mesh must be split or not.
305 * @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
306 * Property type: integer.
307 */
308#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
309 "PP_SLM_TRIANGLE_LIMIT"
310
311// default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
312#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
313# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
314#endif
315
316// ---------------------------------------------------------------------------
317/** @brief Set the maximum number of vertices in a mesh.
318 *
319 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
320 * whether a mesh must be split or not.
321 * @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
322 * Property type: integer.
323 */
324#define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
325 "PP_SLM_VERTEX_LIMIT"
326
327// default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT
328#if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
329# define AI_SLM_DEFAULT_MAX_VERTICES 1000000
330#endif
331
332// ---------------------------------------------------------------------------
333/** @brief Set the maximum number of bones affecting a single vertex
334 *
335 * This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
336 * @note The default value is AI_LMW_MAX_WEIGHTS
337 * Property type: integer.*/
338#define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
339 "PP_LBW_MAX_WEIGHTS"
340
341// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
342#if (!defined AI_LMW_MAX_WEIGHTS)
343# define AI_LMW_MAX_WEIGHTS 0x4
344#endif // !! AI_LMW_MAX_WEIGHTS
345
346// ---------------------------------------------------------------------------
347/** @brief Lower the deboning threshold in order to remove more bones.
348 *
349 * This is used by the #aiProcess_Debone PostProcess-Step.
350 * @note The default value is AI_DEBONE_THRESHOLD
351 * Property type: float.*/
352#define AI_CONFIG_PP_DB_THRESHOLD \
353 "PP_DB_THRESHOLD"
354
355// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
356#if (!defined AI_DEBONE_THRESHOLD)
357# define AI_DEBONE_THRESHOLD 1.0f
358#endif // !! AI_DEBONE_THRESHOLD
359
360// ---------------------------------------------------------------------------
361/** @brief Require all bones qualify for deboning before removing any
362 *
363 * This is used by the #aiProcess_Debone PostProcess-Step.
364 * @note The default value is 0
365 * Property type: bool.*/
366#define AI_CONFIG_PP_DB_ALL_OR_NONE \
367 "PP_DB_ALL_OR_NONE"
368
369/** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property
370 */
371#ifndef PP_ICL_PTCACHE_SIZE
372# define PP_ICL_PTCACHE_SIZE 12
373#endif
374
375// ---------------------------------------------------------------------------
376/** @brief Set the size of the post-transform vertex cache to optimize the
377 * vertices for. This configures the #aiProcess_ImproveCacheLocality step.
378 *
379 * The size is given in vertices. Of course you can't know how the vertex
380 * format will exactly look like after the import returns, but you can still
381 * guess what your meshes will probably have.
382 * @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight
383 * performance improvements for most nVidia/AMD cards since 2002.
384 * Property type: integer.
385 */
386#define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE"
387
388// ---------------------------------------------------------------------------
389/** @brief Enumerates components of the aiScene and aiMesh data structures
390 * that can be excluded from the import using the #aiProcess_RemoveComponent step.
391 *
392 * See the documentation to #aiProcess_RemoveComponent for more details.
393 */
394enum aiComponent
395{
396 /** Normal vectors */
397#ifdef SWIG
398 aiComponent_NORMALS = 0x2,
399#else
400 aiComponent_NORMALS = 0x2u,
401#endif
402
403 /** Tangents and bitangents go always together ... */
404#ifdef SWIG
405 aiComponent_TANGENTS_AND_BITANGENTS = 0x4,
406#else
407 aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
408#endif
409
410 /** ALL color sets
411 * Use aiComponent_COLORn(N) to specify the N'th set */
412 aiComponent_COLORS = 0x8,
413
414 /** ALL texture UV sets
415 * aiComponent_TEXCOORDn(N) to specify the N'th set */
416 aiComponent_TEXCOORDS = 0x10,
417
418 /** Removes all bone weights from all meshes.
419 * The scenegraph nodes corresponding to the bones are NOT removed.
420 * use the #aiProcess_OptimizeGraph step to do this */
421 aiComponent_BONEWEIGHTS = 0x20,
422
423 /** Removes all node animations (aiScene::mAnimations).
424 * The corresponding scenegraph nodes are NOT removed.
425 * use the #aiProcess_OptimizeGraph step to do this */
426 aiComponent_ANIMATIONS = 0x40,
427
428 /** Removes all embedded textures (aiScene::mTextures) */
429 aiComponent_TEXTURES = 0x80,
430
431 /** Removes all light sources (aiScene::mLights).
432 * The corresponding scenegraph nodes are NOT removed.
433 * use the #aiProcess_OptimizeGraph step to do this */
434 aiComponent_LIGHTS = 0x100,
435
436 /** Removes all cameras (aiScene::mCameras).
437 * The corresponding scenegraph nodes are NOT removed.
438 * use the #aiProcess_OptimizeGraph step to do this */
439 aiComponent_CAMERAS = 0x200,
440
441 /** Removes all meshes (aiScene::mMeshes). */
442 aiComponent_MESHES = 0x400,
443
444 /** Removes all materials. One default material will
445 * be generated, so aiScene::mNumMaterials will be 1. */
446 aiComponent_MATERIALS = 0x800,
447
448
449 /** This value is not used. It is just there to force the
450 * compiler to map this enum to a 32 Bit integer. */
451#ifndef SWIG
452 _aiComponent_Force32Bit = 0x9fffffff
453#endif
454};
455
456// Remove a specific color channel 'n'
457#define aiComponent_COLORSn(n) (1u << (n+20u))
458
459// Remove a specific UV channel 'n'
460#define aiComponent_TEXCOORDSn(n) (1u << (n+25u))
461
462// ---------------------------------------------------------------------------
463/** @brief Input parameter to the #aiProcess_RemoveComponent step:
464 * Specifies the parts of the data structure to be removed.
465 *
466 * See the documentation to this step for further details. The property
467 * is expected to be an integer, a bitwise combination of the
468 * #aiComponent flags defined above in this header. The default
469 * value is 0. Important: if no valid mesh is remaining after the
470 * step has been executed (e.g you thought it was funny to specify ALL
471 * of the flags defined above) the import FAILS. Mainly because there is
472 * no data to work on anymore ...
473 */
474#define AI_CONFIG_PP_RVC_FLAGS \
475 "PP_RVC_FLAGS"
476
477// ---------------------------------------------------------------------------
478/** @brief Input parameter to the #aiProcess_SortByPType step:
479 * Specifies which primitive types are removed by the step.
480 *
481 * This is a bitwise combination of the aiPrimitiveType flags.
482 * Specifying all of them is illegal, of course. A typical use would
483 * be to exclude all line and point meshes from the import. This
484 * is an integer property, its default value is 0.
485 */
486#define AI_CONFIG_PP_SBP_REMOVE \
487 "PP_SBP_REMOVE"
488
489// ---------------------------------------------------------------------------
490/** @brief Input parameter to the #aiProcess_FindInvalidData step:
491 * Specifies the floating-point accuracy for animation values. The step
492 * checks for animation tracks where all frame values are absolutely equal
493 * and removes them. This tweakable controls the epsilon for floating-point
494 * comparisons - two keys are considered equal if the invariant
495 * abs(n0-n1)>epsilon holds true for all vector respectively quaternion
496 * components. The default value is 0.f - comparisons are exact then.
497 */
498#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
499 "PP_FID_ANIM_ACCURACY"
500
501// ---------------------------------------------------------------------------
502/** @brief Input parameter to the #aiProcess_FindInvalidData step:
503 * Set to true to ignore texture coordinates. This may be useful if you have
504 * to assign different kind of textures like one for the summer or one for the winter.
505 */
506#define AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS \
507 "PP_FID_IGNORE_TEXTURECOORDS"
508
509// TransformUVCoords evaluates UV scalings
510#define AI_UVTRAFO_SCALING 0x1
511
512// TransformUVCoords evaluates UV rotations
513#define AI_UVTRAFO_ROTATION 0x2
514
515// TransformUVCoords evaluates UV translation
516#define AI_UVTRAFO_TRANSLATION 0x4
517
518// Everything baked together -> default value
519#define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION)
520
521// ---------------------------------------------------------------------------
522/** @brief Input parameter to the #aiProcess_TransformUVCoords step:
523 * Specifies which UV transformations are evaluated.
524 *
525 * This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
526 * property, of course). By default all transformations are enabled
527 * (AI_UVTRAFO_ALL).
528 */
529#define AI_CONFIG_PP_TUV_EVALUATE \
530 "PP_TUV_EVALUATE"
531
532// ---------------------------------------------------------------------------
533/** @brief A hint to assimp to favour speed against import quality.
534 *
535 * Enabling this option may result in faster loading, but it needn't.
536 * It represents just a hint to loaders and post-processing steps to use
537 * faster code paths, if possible.
538 * This property is expected to be an integer, != 0 stands for true.
539 * The default value is 0.
540 */
541#define AI_CONFIG_FAVOUR_SPEED \
542 "FAVOUR_SPEED"
543
544
545// ###########################################################################
546// IMPORTER SETTINGS
547// Various stuff to fine-tune the behaviour of specific importer plugins.
548// ###########################################################################
549
550
551// ---------------------------------------------------------------------------
552/** @brief Set whether the fbx importer will merge all geometry layers present
553 * in the source file or take only the first.
554 *
555 * The default value is true (1)
556 * Property type: bool
557 */
558#define AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS \
559 "IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS"
560
561// ---------------------------------------------------------------------------
562/** @brief Set whether the fbx importer will read all materials present in the
563 * source file or take only the referenced materials.
564 *
565 * This is void unless IMPORT_FBX_READ_MATERIALS=1.
566 *
567 * The default value is false (0)
568 * Property type: bool
569 */
570#define AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS \
571 "IMPORT_FBX_READ_ALL_MATERIALS"
572
573// ---------------------------------------------------------------------------
574/** @brief Set whether the fbx importer will read materials.
575 *
576 * The default value is true (1)
577 * Property type: bool
578 */
579#define AI_CONFIG_IMPORT_FBX_READ_MATERIALS \
580 "IMPORT_FBX_READ_MATERIALS"
581
582// ---------------------------------------------------------------------------
583/** @brief Set whether the fbx importer will read embedded textures.
584 *
585 * The default value is true (1)
586 * Property type: bool
587 */
588#define AI_CONFIG_IMPORT_FBX_READ_TEXTURES \
589 "IMPORT_FBX_READ_TEXTURES"
590
591// ---------------------------------------------------------------------------
592/** @brief Set whether the fbx importer will read cameras.
593 *
594 * The default value is true (1)
595 * Property type: bool
596 */
597#define AI_CONFIG_IMPORT_FBX_READ_CAMERAS \
598 "IMPORT_FBX_READ_CAMERAS"
599
600// ---------------------------------------------------------------------------
601/** @brief Set whether the fbx importer will read light sources.
602 *
603 * The default value is true (1)
604 * Property type: bool
605 */
606#define AI_CONFIG_IMPORT_FBX_READ_LIGHTS \
607 "IMPORT_FBX_READ_LIGHTS"
608
609// ---------------------------------------------------------------------------
610/** @brief Set whether the fbx importer will read animations.
611 *
612 * The default value is true (1)
613 * Property type: bool
614 */
615#define AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS \
616 "IMPORT_FBX_READ_ANIMATIONS"
617
618// ---------------------------------------------------------------------------
619/** @brief Set whether the fbx importer will act in strict mode in which only
620 * FBX 2013 is supported and any other sub formats are rejected. FBX 2013
621 * is the primary target for the importer, so this format is best
622 * supported and well-tested.
623 *
624 * The default value is false (0)
625 * Property type: bool
626 */
627#define AI_CONFIG_IMPORT_FBX_STRICT_MODE \
628 "IMPORT_FBX_STRICT_MODE"
629
630// ---------------------------------------------------------------------------
631/** @brief Set whether the fbx importer will preserve pivot points for
632 * transformations (as extra nodes). If set to false, pivots and offsets
633 * will be evaluated whenever possible.
634 *
635 * The default value is true (1)
636 * Property type: bool
637 */
638#define AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS \
639 "IMPORT_FBX_PRESERVE_PIVOTS"
640
641// ---------------------------------------------------------------------------
642/** @brief Specifies whether the importer will drop empty animation curves or
643 * animation curves which match the bind pose transformation over their
644 * entire defined range.
645 *
646 * The default value is true (1)
647 * Property type: bool
648 */
649#define AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES \
650 "IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES"
651
652// ---------------------------------------------------------------------------
653/** @brief Set whether the fbx importer will use the legacy embedded texture naming.
654*
655* The default value is false (0)
656* Property type: bool
657*/
658#define AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING \
659 "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
660
661// ---------------------------------------------------------------------------
662/** @brief Set wether the importer shall not remove empty bones.
663 *
664 * Empty bone are often used to define connections for other models.
665 */
666#define AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES \
667 "AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES"
668
669
670// ---------------------------------------------------------------------------
671/** @brief Set wether the FBX importer shall convert the unit from cm to m.
672 */
673#define AI_CONFIG_FBX_CONVERT_TO_M \
674 "AI_CONFIG_FBX_CONVERT_TO_M"
675
676// ---------------------------------------------------------------------------
677/** @brief Set the vertex animation keyframe to be imported
678 *
679 * ASSIMP does not support vertex keyframes (only bone animation is supported).
680 * The library reads only one frame of models with vertex animations.
681 * By default this is the first frame.
682 * \note The default value is 0. This option applies to all importers.
683 * However, it is also possible to override the global setting
684 * for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
685 * options (where XXX is a placeholder for the file format for which you
686 * want to override the global setting).
687 * Property type: integer.
688 */
689#define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME"
690
691#define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME"
692#define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME"
693#define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME"
694#define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME"
695#define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
696#define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
697
698// ---------------------------------------------------------------------------
699/** Smd load multiple animations
700 *
701 * Property type: bool. Default value: true.
702 */
703#define AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LIST "IMPORT_SMD_LOAD_ANIMATION_LIST"
704
705// ---------------------------------------------------------------------------
706/** @brief Configures the AC loader to collect all surfaces which have the
707 * "Backface cull" flag set in separate meshes.
708 *
709 * Property type: bool. Default value: true.
710 */
711#define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
712 "IMPORT_AC_SEPARATE_BFCULL"
713
714// ---------------------------------------------------------------------------
715/** @brief Configures whether the AC loader evaluates subdivision surfaces (
716 * indicated by the presence of the 'subdiv' attribute in the file). By
717 * default, Assimp performs the subdivision using the standard
718 * Catmull-Clark algorithm
719 *
720 * * Property type: bool. Default value: true.
721 */
722#define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \
723 "IMPORT_AC_EVAL_SUBDIVISION"
724
725// ---------------------------------------------------------------------------
726/** @brief Configures the UNREAL 3D loader to separate faces with different
727 * surface flags (e.g. two-sided vs. single-sided).
728 *
729 * * Property type: bool. Default value: true.
730 */
731#define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \
732 "UNREAL_HANDLE_FLAGS"
733
734// ---------------------------------------------------------------------------
735/** @brief Configures the terragen import plugin to compute uv's for
736 * terrains, if not given. Furthermore a default texture is assigned.
737 *
738 * UV coordinates for terrains are so simple to compute that you'll usually
739 * want to compute them on your own, if you need them. This option is intended
740 * for model viewers which want to offer an easy way to apply textures to
741 * terrains.
742 * * Property type: bool. Default value: false.
743 */
744#define AI_CONFIG_IMPORT_TER_MAKE_UVS \
745 "IMPORT_TER_MAKE_UVS"
746
747// ---------------------------------------------------------------------------
748/** @brief Configures the ASE loader to always reconstruct normal vectors
749 * basing on the smoothing groups loaded from the file.
750 *
751 * Some ASE files have carry invalid normals, other don't.
752 * * Property type: bool. Default value: true.
753 */
754#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \
755 "IMPORT_ASE_RECONSTRUCT_NORMALS"
756
757// ---------------------------------------------------------------------------
758/** @brief Configures the M3D loader to detect and process multi-part
759 * Quake player models.
760 *
761 * These models usually consist of 3 files, lower.md3, upper.md3 and
762 * head.md3. If this property is set to true, Assimp will try to load and
763 * combine all three files if one of them is loaded.
764 * Property type: bool. Default value: true.
765 */
766#define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \
767 "IMPORT_MD3_HANDLE_MULTIPART"
768
769// ---------------------------------------------------------------------------
770/** @brief Tells the MD3 loader which skin files to load.
771 *
772 * When loading MD3 files, Assimp checks whether a file
773 * [md3_file_name]_[skin_name].skin is existing. These files are used by
774 * Quake III to be able to assign different skins (e.g. red and blue team)
775 * to models. 'default', 'red', 'blue' are typical skin names.
776 * Property type: String. Default value: "default".
777 */
778#define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
779 "IMPORT_MD3_SKIN_NAME"
780
781// ---------------------------------------------------------------------------
782/** @brief Specify the Quake 3 shader file to be used for a particular
783 * MD3 file. This can also be a search path.
784 *
785 * By default Assimp's behaviour is as follows: If a MD3 file
786 * <tt>any_path/models/any_q3_subdir/model_name/file_name.md3</tt> is
787 * loaded, the library tries to locate the corresponding shader file in
788 * <tt>any_path/scripts/model_name.shader</tt>. This property overrides this
789 * behaviour. It can either specify a full path to the shader to be loaded
790 * or alternatively the path (relative or absolute) to the directory where
791 * the shaders for all MD3s to be loaded reside. Assimp attempts to open
792 * <tt>IMPORT_MD3_SHADER_SRC/model_name.shader</tt> first, <tt>IMPORT_MD3_SHADER_SRC/file_name.shader</tt>
793 * is the fallback file. Note that IMPORT_MD3_SHADER_SRC should have a terminal (back)slash.
794 * Property type: String. Default value: n/a.
795 */
796#define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
797 "IMPORT_MD3_SHADER_SRC"
798
799// ---------------------------------------------------------------------------
800/** @brief Configures the LWO loader to load just one layer from the model.
801 *
802 * LWO files consist of layers and in some cases it could be useful to load
803 * only one of them. This property can be either a string - which specifies
804 * the name of the layer - or an integer - the index of the layer. If the
805 * property is not set the whole LWO model is loaded. Loading fails if the
806 * requested layer is not available. The layer index is zero-based and the
807 * layer name may not be empty.<br>
808 * Property type: Integer. Default value: all layers are loaded.
809 */
810#define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \
811 "IMPORT_LWO_ONE_LAYER_ONLY"
812
813// ---------------------------------------------------------------------------
814/** @brief Configures the MD5 loader to not load the MD5ANIM file for
815 * a MD5MESH file automatically.
816 *
817 * The default strategy is to look for a file with the same name but the
818 * MD5ANIM extension in the same directory. If it is found, it is loaded
819 * and combined with the MD5MESH file. This configuration option can be
820 * used to disable this behaviour.
821 *
822 * * Property type: bool. Default value: false.
823 */
824#define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
825 "IMPORT_MD5_NO_ANIM_AUTOLOAD"
826
827// ---------------------------------------------------------------------------
828/** @brief Defines the begin of the time range for which the LWS loader
829 * evaluates animations and computes aiNodeAnim's.
830 *
831 * Assimp provides full conversion of LightWave's envelope system, including
832 * pre and post conditions. The loader computes linearly subsampled animation
833 * chanels with the frame rate given in the LWS file. This property defines
834 * the start time. Note: animation channels are only generated if a node
835 * has at least one envelope with more tan one key assigned. This property.
836 * is given in frames, '0' is the first frame. By default, if this property
837 * is not set, the importer takes the animation start from the input LWS
838 * file ('FirstFrame' line)<br>
839 * Property type: Integer. Default value: taken from file.
840 *
841 * @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range
842 */
843#define AI_CONFIG_IMPORT_LWS_ANIM_START \
844 "IMPORT_LWS_ANIM_START"
845#define AI_CONFIG_IMPORT_LWS_ANIM_END \
846 "IMPORT_LWS_ANIM_END"
847
848// ---------------------------------------------------------------------------
849/** @brief Defines the output frame rate of the IRR loader.
850 *
851 * IRR animations are difficult to convert for Assimp and there will
852 * always be a loss of quality. This setting defines how many keys per second
853 * are returned by the converter.<br>
854 * Property type: integer. Default value: 100
855 */
856#define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
857 "IMPORT_IRR_ANIM_FPS"
858
859// ---------------------------------------------------------------------------
860/** @brief Ogre Importer will try to find referenced materials from this file.
861 *
862 * Ogre meshes reference with material names, this does not tell Assimp the file
863 * where it is located in. Assimp will try to find the source file in the following
864 * order: <material-name>.material, <mesh-filename-base>.material and
865 * lastly the material name defined by this config property.
866 * <br>
867 * Property type: String. Default value: Scene.material.
868 */
869#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE \
870 "IMPORT_OGRE_MATERIAL_FILE"
871
872// ---------------------------------------------------------------------------
873/** @brief Ogre Importer detect the texture usage from its filename.
874 *
875 * Ogre material texture units do not define texture type, the textures usage
876 * depends on the used shader or Ogre's fixed pipeline. If this config property
877 * is true Assimp will try to detect the type from the textures filename postfix:
878 * _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map, _s, _spec,
879 * _specular and _specularmap for specular map, _l, _light, _lightmap, _occ
880 * and _occlusion for light map, _disp and _displacement for displacement map.
881 * The matching is case insensitive. Post fix is taken between the last
882 * underscore and the last period.
883 * Default behavior is to detect type from lower cased texture unit name by
884 * matching against: normalmap, specularmap, lightmap and displacementmap.
885 * For both cases if no match is found aiTextureType_DIFFUSE is used.
886 * <br>
887 * Property type: Bool. Default value: false.
888 */
889#define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME \
890 "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"
891
892 /** @brief Specifies whether the Android JNI asset extraction is supported.
893 *
894 * Turn on this option if you want to manage assets in native
895 * Android application without having to keep the internal directory and asset
896 * manager pointer.
897 */
898 #define AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT "AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT"
899
900// ---------------------------------------------------------------------------
901/** @brief Specifies whether the IFC loader skips over IfcSpace elements.
902 *
903 * IfcSpace elements (and their geometric representations) are used to
904 * represent, well, free space in a building storey.<br>
905 * Property type: Bool. Default value: true.
906 */
907#define AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS "IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS"
908
909// ---------------------------------------------------------------------------
910/** @brief Specifies whether the IFC loader will use its own, custom triangulation
911 * algorithm to triangulate wall and floor meshes.
912 *
913 * If this property is set to false, walls will be either triangulated by
914 * #aiProcess_Triangulate or will be passed through as huge polygons with
915 * faked holes (i.e. holes that are connected with the outer boundary using
916 * a dummy edge). It is highly recommended to set this property to true
917 * if you want triangulated data because #aiProcess_Triangulate is known to
918 * have problems with the kind of polygons that the IFC loader spits out for
919 * complicated meshes.
920 * Property type: Bool. Default value: true.
921 */
922#define AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION "IMPORT_IFC_CUSTOM_TRIANGULATION"
923
924// ---------------------------------------------------------------------------
925/** @brief Set the tessellation conic angle for IFC smoothing curves.
926 *
927 * This is used by the IFC importer to determine the tessellation parameter
928 * for smoothing curves.
929 * @note The default value is AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE and the
930 * accepted values are in range [5.0, 120.0].
931 * Property type: Float.
932 */
933#define AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE "IMPORT_IFC_SMOOTHING_ANGLE"
934
935// default value for AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE
936#if (!defined AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE)
937# define AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE 10.0f
938#endif
939
940// ---------------------------------------------------------------------------
941/** @brief Set the tessellation for IFC cylindrical shapes.
942 *
943 * This is used by the IFC importer to determine the tessellation parameter
944 * for cylindrical shapes, i.e. the number of segments used to approximate a circle.
945 * @note The default value is AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION and the
946 * accepted values are in range [3, 180].
947 * Property type: Integer.
948 */
949#define AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION "IMPORT_IFC_CYLINDRICAL_TESSELLATION"
950
951// default value for AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION
952#if (!defined AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION)
953# define AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION 32
954#endif
955
956// ---------------------------------------------------------------------------
957/** @brief Specifies whether the Collada loader will ignore the provided up direction.
958 *
959 * If this property is set to true, the up direction provided in the file header will
960 * be ignored and the file will be loaded as is.
961 * Property type: Bool. Default value: false.
962 */
963#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
964
965// ---------------------------------------------------------------------------
966/** @brief Specifies whether the Collada loader should use Collada names as node names.
967 *
968 * If this property is set to true, the Collada names will be used as the
969 * node name. The default is to use the id tag (resp. sid tag, if no id tag is present)
970 * instead.
971 * Property type: Bool. Default value: false.
972 */
973#define AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES "IMPORT_COLLADA_USE_COLLADA_NAMES"
974
975// ---------- All the Export defines ------------
976
977/** @brief Specifies the xfile use double for real values of float
978 *
979 * Property type: Bool. Default value: false.
980 */
981
982#define AI_CONFIG_EXPORT_XFILE_64BIT "EXPORT_XFILE_64BIT"
983
984/**
985 *
986 */
987#define AI_CONFIG_EXPORT_POINT_CLOUDS "EXPORT_POINT_CLOUDS"
988
989/**
990 * @brief Specifies a gobal key factor for scale, float value
991 */
992#define AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY "GLOBAL_SCALE_FACTOR"
993
994#if (!defined AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT)
995# define AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT 1.0f
996#endif // !! AI_DEBONE_THRESHOLD
997
998#define AI_CONFIG_APP_SCALE_KEY "APP_SCALE_FACTOR"
999
1000#if (!defined AI_CONFIG_APP_SCALE_KEY)
1001# define AI_CONFIG_APP_SCALE_KEY 1.0
1002#endif // AI_CONFIG_APP_SCALE_KEY
1003
1004// ---------- All the Build/Compile-time defines ------------
1005
1006/** @brief Specifies if double precision is supported inside assimp
1007 *
1008 * Property type: Bool. Default value: undefined.
1009 */
1010
1011/* #undef ASSIMP_DOUBLE_PRECISION */
1012
1013#endif // !! AI_CONFIG_H_INC
1014

source code of qt3d/src/3rdparty/assimp/config.h