1/*
2---------------------------------------------------------------------------
3Open Asset Import Library (assimp)
4---------------------------------------------------------------------------
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6Copyright (c) 2006-2025, assimp team
7
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16 following disclaimer.
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40*/
41
42/** @file config.h
43 * @brief Defines constants for configurable properties for the library
44 *
45 * Typically these properties are set via
46 * #Assimp::Importer::SetPropertyFloat,
47 * #Assimp::Importer::SetPropertyInteger or
48 * #Assimp::Importer::SetPropertyString,
49 * depending on the data type of a property. All properties have a
50 * default value. See the doc for the mentioned methods for more details.
51 *
52 * <br><br>
53 * The corresponding functions for use with the plain-c API are:
54 * #aiSetImportPropertyInteger,
55 * #aiSetImportPropertyFloat,
56 * #aiSetImportPropertyString
57 */
58#pragma once
59#ifndef AI_CONFIG_H_INC
60#define AI_CONFIG_H_INC
61
62// ignore build warinings of 3rd party submodule
63#if defined(__clang__)
64#pragma clang diagnostic ignored "-Winconsistent-missing-override"
65#pragma clang diagnostic ignored "-Wdeprecated-copy"
66#elif defined(__GNUC__)
67#pragma GCC diagnostic ignored "-Wsuggest-override"
68#if defined(__cplusplus)
69#pragma GCC diagnostic ignored "-Wreorder"
70#pragma GCC diagnostic ignored "-Wdeprecated-copy"
71#endif
72#endif
73
74// ###########################################################################
75// LIBRARY SETTINGS
76// General, global settings
77// ###########################################################################
78
79// ---------------------------------------------------------------------------
80/** @brief Enables time measurements.
81 *
82 * If enabled, measures the time needed for each part of the loading
83 * process (i.e. IO time, importing, postprocessing, ..) and dumps
84 * these timings to the DefaultLogger. See the @link perf Performance
85 * Page@endlink for more information on this topic.
86 *
87 * Property type: bool. Default value: false.
88 */
89#define AI_CONFIG_GLOB_MEASURE_TIME \
90 "GLOB_MEASURE_TIME"
91
92
93// ---------------------------------------------------------------------------
94/** @brief Global setting to disable generation of skeleton dummy meshes
95 *
96 * Skeleton dummy meshes are generated as a visualization aid in cases which
97 * the input data contains no geometry, but only animation data.
98 * Property data type: bool. Default value: false
99 */
100// ---------------------------------------------------------------------------
101#define AI_CONFIG_IMPORT_NO_SKELETON_MESHES \
102 "IMPORT_NO_SKELETON_MESHES"
103
104// ###########################################################################
105// POST PROCESSING SETTINGS
106// Various stuff to fine-tune the behavior of a specific post processing step.
107// ###########################################################################
108
109
110// ---------------------------------------------------------------------------
111/** @brief Maximum bone count per mesh for the SplitbyBoneCount step.
112 *
113 * Meshes are split until the maximum number of bones is reached. The default
114 * value is AI_SBBC_DEFAULT_MAX_BONES, which may be altered at
115 * compile-time.
116 * Property data type: integer.
117 */
118// ---------------------------------------------------------------------------
119#define AI_CONFIG_PP_SBBC_MAX_BONES \
120 "PP_SBBC_MAX_BONES"
121
122
123// default limit for bone count
124#if (!defined AI_SBBC_DEFAULT_MAX_BONES)
125# define AI_SBBC_DEFAULT_MAX_BONES 60
126#endif
127
128
129// ---------------------------------------------------------------------------
130/** @brief Specifies the maximum angle that may be between two vertex tangents
131 * that their tangents and bi-tangents are smoothed.
132 *
133 * This applies to the CalcTangentSpace-Step. The angle is specified
134 * in degrees. The maximum value is 175.
135 * Property type: float. Default value: 45 degrees
136 */
137#define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE \
138 "PP_CT_MAX_SMOOTHING_ANGLE"
139
140// ---------------------------------------------------------------------------
141/** @brief Source UV channel for tangent space computation.
142 *
143 * The specified channel must exist or an error will be raised.
144 * Property type: integer. Default value: 0
145 */
146// ---------------------------------------------------------------------------
147#define AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX \
148 "PP_CT_TEXTURE_CHANNEL_INDEX"
149
150// ---------------------------------------------------------------------------
151/** @brief Specifies the maximum angle that may be between two face normals
152 * at the same vertex position that their are smoothed together.
153 *
154 * Sometimes referred to as 'crease angle'.
155 * This applies to the GenSmoothNormals-Step. The angle is specified
156 * in degrees, so 180 is PI. The default value is 175 degrees (all vertex
157 * normals are smoothed). The maximum value is 175, too. Property type: float.
158 * Warning: setting this option may cause a severe loss of performance. The
159 * performance is unaffected if the #AI_CONFIG_FAVOUR_SPEED flag is set but
160 * the output quality may be reduced.
161 */
162#define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE \
163 "PP_GSN_MAX_SMOOTHING_ANGLE"
164
165
166// ---------------------------------------------------------------------------
167/** @brief Sets the colormap (= palette) to be used to decode embedded
168 * textures in MDL (Quake or 3DGS) files.
169 *
170 * This must be a valid path to a file. The file is 768 (256*3) bytes
171 * large and contains RGB triplets for each of the 256 palette entries.
172 * The default value is colormap.lmp. If the file is not found,
173 * a default palette (from Quake 1) is used.
174 * Property type: string.
175 */
176#define AI_CONFIG_IMPORT_MDL_COLORMAP \
177 "IMPORT_MDL_COLORMAP"
178
179// ---------------------------------------------------------------------------
180/** @brief Configures the #aiProcess_RemoveRedundantMaterials step to
181 * keep materials matching a name in a given list.
182 *
183 * This is a list of 1 to n strings, ' ' serves as delimiter character.
184 * Identifiers containing whitespaces must be enclosed in *single*
185 * quotation marks. For example:<tt>
186 * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</tt>.
187 * If a material matches on of these names, it will not be modified or
188 * removed by the postprocessing step nor will other materials be replaced
189 * by a reference to it. <br>
190 * This option might be useful if you are using some magic material names
191 * to pass additional semantics through the content pipeline. This ensures
192 * they won't be optimized away, but a general optimization is still
193 * performed for materials not contained in the list.
194 * Property type: String. Default value: n/a
195 * @note Linefeeds, tabs or carriage returns are treated as whitespace.
196 * Material names are case sensitive.
197 */
198#define AI_CONFIG_PP_RRM_EXCLUDE_LIST \
199 "PP_RRM_EXCLUDE_LIST"
200
201// ---------------------------------------------------------------------------
202/** @brief Configures the #aiProcess_PreTransformVertices step to
203 * keep the scene hierarchy. Meshes are moved to worldspace, but
204 * no optimization is performed (read: meshes with equal materials are not
205 * joined. The total number of meshes won't change).
206 *
207 * This option could be of use for you if the scene hierarchy contains
208 * important additional information which you intend to parse.
209 * For rendering, you can still render all meshes in the scene without
210 * any transformations.
211 * Property type: bool. Default value: false.
212 */
213#define AI_CONFIG_PP_PTV_KEEP_HIERARCHY \
214 "PP_PTV_KEEP_HIERARCHY"
215
216// ---------------------------------------------------------------------------
217/** @brief Configures the #aiProcess_PreTransformVertices step to normalize
218 * all vertex components into the [-1,1] range. That is, a bounding box
219 * for the whole scene is computed, the maximum component is taken and all
220 * meshes are scaled appropriately (uniformly of course!).
221 * This might be useful if you don't know the spatial dimension of the input
222 * data*/
223#define AI_CONFIG_PP_PTV_NORMALIZE \
224 "PP_PTV_NORMALIZE"
225
226// ---------------------------------------------------------------------------
227/** @brief Configures the #aiProcess_PreTransformVertices step to use
228 * a users defined matrix as the scene root node transformation before
229 * transforming vertices.
230 * Property type: bool. Default value: false.
231 */
232#define AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION \
233 "PP_PTV_ADD_ROOT_TRANSFORMATION"
234
235// ---------------------------------------------------------------------------
236/** @brief Configures the #aiProcess_PreTransformVertices step to use
237 * a users defined matrix as the scene root node transformation before
238 * transforming vertices. This property correspond to the 'a1' component
239 * of the transformation matrix.
240 * Property type: aiMatrix4x4.
241 */
242#define AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION \
243 "PP_PTV_ROOT_TRANSFORMATION"
244
245// ---------------------------------------------------------------------------
246/** @brief Set epsilon to check the identity of the matrix 4x4.
247 *
248 * This is used by aiMatrix4x4t<TReal>::IsIdentity(const TReal epsilon).
249 * @note The default value is 10e-3f for backward compatibility of legacy code.
250 * Property type: Float.
251 */
252#define AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON \
253 "CHECK_IDENTITY_MATRIX_EPSILON"
254// default value for AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON
255#if (!defined AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT)
256# define AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT 10e-3f
257#endif
258
259// ---------------------------------------------------------------------------
260/** @brief Configures the #aiProcess_FindDegenerates step to
261 * remove degenerated primitives from the import - immediately.
262 *
263 * The default behaviour converts degenerated triangles to lines and
264 * degenerated lines to points. See the documentation to the
265 * #aiProcess_FindDegenerates step for a detailed example of the various ways
266 * to get rid of these lines and points if you don't want them.
267 * Property type: bool. Default value: false.
268 */
269#define AI_CONFIG_PP_FD_REMOVE \
270 "PP_FD_REMOVE"
271
272// ---------------------------------------------------------------------------
273/**
274 * @brief Configures the #aiProcess_FindDegenerates to check the area of a
275 * triangle to be greater than e-6. If this is not the case the triangle will
276 * be removed if #AI_CONFIG_PP_FD_REMOVE is set to true.
277 */
278#define AI_CONFIG_PP_FD_CHECKAREA \
279 "PP_FD_CHECKAREA"
280
281// ---------------------------------------------------------------------------
282/** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
283 * matching a name in a given list.
284 *
285 * This is a list of 1 to n strings, ' ' serves as delimiter character.
286 * Identifiers containing whitespaces must be enclosed in *single*
287 * quotation marks. For example:<tt>
288 * "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>.
289 * If a node matches on of these names, it will not be modified or
290 * removed by the postprocessing step.<br>
291 * This option might be useful if you are using some magic node names
292 * to pass additional semantics through the content pipeline. This ensures
293 * they won't be optimized away, but a general optimization is still
294 * performed for nodes not contained in the list.
295 * Property type: String. Default value: n/a
296 * @note Linefeeds, tabs or carriage returns are treated as whitespace.
297 * Node names are case sensitive.
298 */
299#define AI_CONFIG_PP_OG_EXCLUDE_LIST \
300 "PP_OG_EXCLUDE_LIST"
301
302// ---------------------------------------------------------------------------
303/** @brief Set the maximum number of triangles in a mesh.
304 *
305 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
306 * whether a mesh must be split or not.
307 * @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
308 * Property type: integer.
309 */
310#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
311 "PP_SLM_TRIANGLE_LIMIT"
312
313// default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
314#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
315# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
316#endif
317
318// ---------------------------------------------------------------------------
319/** @brief Set the maximum number of vertices in a mesh.
320 *
321 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
322 * whether a mesh must be split or not.
323 * @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
324 * Property type: integer.
325 */
326#define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
327 "PP_SLM_VERTEX_LIMIT"
328
329// default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT
330#if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
331# define AI_SLM_DEFAULT_MAX_VERTICES 1000000
332#endif
333
334// ---------------------------------------------------------------------------
335/** @brief Set the maximum number of bones affecting a single vertex
336 *
337 * This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
338 * @note The default value is AI_LMW_MAX_WEIGHTS
339 * Property type: integer.*/
340#define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
341 "PP_LBW_MAX_WEIGHTS"
342
343// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
344#if (!defined AI_LMW_MAX_WEIGHTS)
345# define AI_LMW_MAX_WEIGHTS 0x4
346#endif // !! AI_LMW_MAX_WEIGHTS
347
348// ---------------------------------------------------------------------------
349/** @brief Lower the deboning threshold in order to remove more bones.
350 *
351 * This is used by the #aiProcess_Debone PostProcess-Step.
352 * @note The default value is AI_DEBONE_THRESHOLD
353 * Property type: float.*/
354#define AI_CONFIG_PP_DB_THRESHOLD \
355 "PP_DB_THRESHOLD"
356
357// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
358#if (!defined AI_DEBONE_THRESHOLD)
359# define AI_DEBONE_THRESHOLD 1.0f
360#endif // !! AI_DEBONE_THRESHOLD
361
362// ---------------------------------------------------------------------------
363/** @brief Require all bones qualify for deboning before removing any
364 *
365 * This is used by the #aiProcess_Debone PostProcess-Step.
366 * @note The default value is 0
367 * Property type: bool.*/
368#define AI_CONFIG_PP_DB_ALL_OR_NONE \
369 "PP_DB_ALL_OR_NONE"
370
371/** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property
372 */
373#ifndef PP_ICL_PTCACHE_SIZE
374# define PP_ICL_PTCACHE_SIZE 12
375#endif
376
377// ---------------------------------------------------------------------------
378/** @brief Set the size of the post-transform vertex cache to optimize the
379 * vertices for. This configures the #aiProcess_ImproveCacheLocality step.
380 *
381 * The size is given in vertices. Of course you can't know how the vertex
382 * format will exactly look like after the import returns, but you can still
383 * guess what your meshes will probably have.
384 * @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight
385 * performance improvements for most nVidia/AMD cards since 2002.
386 * Property type: integer.
387 */
388#define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE"
389
390// ---------------------------------------------------------------------------
391/** @brief Enumerates components of the aiScene and aiMesh data structures
392 * that can be excluded from the import using the #aiProcess_RemoveComponent step.
393 *
394 * See the documentation to #aiProcess_RemoveComponent for more details.
395 */
396enum aiComponent
397{
398 /** Normal vectors */
399#ifdef SWIG
400 aiComponent_NORMALS = 0x2,
401#else
402 aiComponent_NORMALS = 0x2u,
403#endif
404
405 /** Tangents and bitangents go always together ... */
406#ifdef SWIG
407 aiComponent_TANGENTS_AND_BITANGENTS = 0x4,
408#else
409 aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
410#endif
411
412 /** ALL color sets
413 * Use aiComponent_COLORn(N) to specify the N'th set */
414 aiComponent_COLORS = 0x8,
415
416 /** ALL texture UV sets
417 * aiComponent_TEXCOORDn(N) to specify the N'th set */
418 aiComponent_TEXCOORDS = 0x10,
419
420 /** Removes all bone weights from all meshes.
421 * The scenegraph nodes corresponding to the bones are NOT removed.
422 * use the #aiProcess_OptimizeGraph step to do this */
423 aiComponent_BONEWEIGHTS = 0x20,
424
425 /** Removes all node animations (aiScene::mAnimations).
426 * The corresponding scenegraph nodes are NOT removed.
427 * use the #aiProcess_OptimizeGraph step to do this */
428 aiComponent_ANIMATIONS = 0x40,
429
430 /** Removes all embedded textures (aiScene::mTextures) */
431 aiComponent_TEXTURES = 0x80,
432
433 /** Removes all light sources (aiScene::mLights).
434 * The corresponding scenegraph nodes are NOT removed.
435 * use the #aiProcess_OptimizeGraph step to do this */
436 aiComponent_LIGHTS = 0x100,
437
438 /** Removes all cameras (aiScene::mCameras).
439 * The corresponding scenegraph nodes are NOT removed.
440 * use the #aiProcess_OptimizeGraph step to do this */
441 aiComponent_CAMERAS = 0x200,
442
443 /** Removes all meshes (aiScene::mMeshes). */
444 aiComponent_MESHES = 0x400,
445
446 /** Removes all materials. One default material will
447 * be generated, so aiScene::mNumMaterials will be 1. */
448 aiComponent_MATERIALS = 0x800,
449
450
451 /** This value is not used. It is just there to force the
452 * compiler to map this enum to a 32 Bit integer. */
453#ifndef SWIG
454 _aiComponent_Force32Bit = 0x9fffffff
455#endif
456};
457
458// Remove a specific color channel 'n'
459#define aiComponent_COLORSn(n) (1u << (n+20u))
460
461// Remove a specific UV channel 'n'
462#define aiComponent_TEXCOORDSn(n) (1u << (n+25u))
463
464// ---------------------------------------------------------------------------
465/** @brief Input parameter to the #aiProcess_RemoveComponent step:
466 * Specifies the parts of the data structure to be removed.
467 *
468 * See the documentation to this step for further details. The property
469 * is expected to be an integer, a bitwise combination of the
470 * #aiComponent flags defined above in this header. The default
471 * value is 0. Important: if no valid mesh is remaining after the
472 * step has been executed (e.g you thought it was funny to specify ALL
473 * of the flags defined above) the import FAILS. Mainly because there is
474 * no data to work on anymore ...
475 */
476#define AI_CONFIG_PP_RVC_FLAGS \
477 "PP_RVC_FLAGS"
478
479// ---------------------------------------------------------------------------
480/** @brief Input parameter to the #aiProcess_SortByPType step:
481 * Specifies which primitive types are removed by the step.
482 *
483 * This is a bitwise combination of the aiPrimitiveType flags.
484 * Specifying all of them is illegal, of course. A typical use would
485 * be to exclude all line and point meshes from the import. This
486 * is an integer property, its default value is 0.
487 */
488#define AI_CONFIG_PP_SBP_REMOVE \
489 "PP_SBP_REMOVE"
490
491// ---------------------------------------------------------------------------
492/** @brief Input parameter to the #aiProcess_FindInvalidData step:
493 * Specifies the floating-point accuracy for animation values. The step
494 * checks for animation tracks where all frame values are absolutely equal
495 * and removes them. This tweakable controls the epsilon for floating-point
496 * comparisons - two keys are considered equal if the invariant
497 * abs(n0-n1)>epsilon holds true for all vector respectively quaternion
498 * components. The default value is 0.f - comparisons are exact then.
499 */
500#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
501 "PP_FID_ANIM_ACCURACY"
502
503// ---------------------------------------------------------------------------
504/** @brief Input parameter to the #aiProcess_FindInvalidData step:
505 * Set to true to ignore texture coordinates. This may be useful if you have
506 * to assign different kind of textures like one for the summer or one for the winter.
507 */
508#define AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS \
509 "PP_FID_IGNORE_TEXTURECOORDS"
510
511// TransformUVCoords evaluates UV scalings
512#define AI_UVTRAFO_SCALING 0x1
513
514// TransformUVCoords evaluates UV rotations
515#define AI_UVTRAFO_ROTATION 0x2
516
517// TransformUVCoords evaluates UV translation
518#define AI_UVTRAFO_TRANSLATION 0x4
519
520// Everything baked together -> default value
521#define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION)
522
523// ---------------------------------------------------------------------------
524/** @brief Input parameter to the #aiProcess_TransformUVCoords step:
525 * Specifies which UV transformations are evaluated.
526 *
527 * This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
528 * property, of course). By default all transformations are enabled
529 * (AI_UVTRAFO_ALL).
530 */
531#define AI_CONFIG_PP_TUV_EVALUATE \
532 "PP_TUV_EVALUATE"
533
534// ---------------------------------------------------------------------------
535/** @brief A hint to assimp to favour speed against import quality.
536 *
537 * Enabling this option may result in faster loading, but it needn't.
538 * It represents just a hint to loaders and post-processing steps to use
539 * faster code paths, if possible.
540 * This property is expected to be an integer, != 0 stands for true.
541 * The default value is 0.
542 */
543#define AI_CONFIG_FAVOUR_SPEED \
544 "FAVOUR_SPEED"
545
546
547// ###########################################################################
548// IMPORTER SETTINGS
549// Various stuff to fine-tune the behaviour of specific importer plugins.
550// ###########################################################################
551
552// ---------------------------------------------------------------------------
553/** @brief Importers which parse JSON may use this to obtain a pointer to a
554 * rapidjson::IRemoteSchemaDocumentProvider.
555 *
556 * The default value is nullptr
557 * Property type: void*
558 */
559#define AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER \
560 "IMPORT_SCHEMA_DOCUMENT_PROVIDER"
561
562// ---------------------------------------------------------------------------
563/** @brief Set whether the fbx importer will merge all geometry layers present
564 * in the source file or take only the first.
565 *
566 * The default value is true (1)
567 * Property type: bool
568 */
569#define AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS \
570 "IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS"
571
572// ---------------------------------------------------------------------------
573/** @brief Set whether the fbx importer will read all materials present in the
574 * source file or take only the referenced materials.
575 *
576 * This is void unless IMPORT_FBX_READ_MATERIALS=1.
577 *
578 * The default value is false (0)
579 * Property type: bool
580 */
581#define AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS \
582 "IMPORT_FBX_READ_ALL_MATERIALS"
583
584// ---------------------------------------------------------------------------
585/** @brief Set whether the fbx importer will read materials.
586 *
587 * The default value is true (1)
588 * Property type: bool
589 */
590#define AI_CONFIG_IMPORT_FBX_READ_MATERIALS \
591 "IMPORT_FBX_READ_MATERIALS"
592
593// ---------------------------------------------------------------------------
594/** @brief Set whether the fbx importer will read embedded textures.
595 *
596 * The default value is true (1)
597 * Property type: bool
598 */
599#define AI_CONFIG_IMPORT_FBX_READ_TEXTURES \
600 "IMPORT_FBX_READ_TEXTURES"
601
602// ---------------------------------------------------------------------------
603/** @brief Set whether the fbx importer will read cameras.
604 *
605 * The default value is true (1)
606 * Property type: bool
607 */
608#define AI_CONFIG_IMPORT_FBX_READ_CAMERAS \
609 "IMPORT_FBX_READ_CAMERAS"
610
611// ---------------------------------------------------------------------------
612/** @brief Set whether the fbx importer will read light sources.
613 *
614 * The default value is true (1)
615 * Property type: bool
616 */
617#define AI_CONFIG_IMPORT_FBX_READ_LIGHTS \
618 "IMPORT_FBX_READ_LIGHTS"
619
620// ---------------------------------------------------------------------------
621/** @brief Set whether the fbx importer will read animations.
622 *
623 * The default value is true (1)
624 * Property type: bool
625 */
626#define AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS \
627 "IMPORT_FBX_READ_ANIMATIONS"
628
629// ---------------------------------------------------------------------------
630/** @brief Set whether the fbx importer will read weights.
631 *
632 * The default value is true (1)
633 * Property type: bool
634 */
635#define AI_CONFIG_IMPORT_FBX_READ_WEIGHTS \
636 "IMPORT_FBX_READ_WEIGHTS"
637
638// ---------------------------------------------------------------------------
639/** @brief Set whether the fbx importer will act in strict mode in which only
640 * FBX 2013 is supported and any other sub formats are rejected. FBX 2013
641 * is the primary target for the importer, so this format is best
642 * supported and well-tested.
643 *
644 * The default value is false (0)
645 * Property type: bool
646 */
647#define AI_CONFIG_IMPORT_FBX_STRICT_MODE \
648 "IMPORT_FBX_STRICT_MODE"
649
650// ---------------------------------------------------------------------------
651/** @brief Set whether the fbx importer will preserve pivot points for
652 * transformations (as extra nodes). If set to false, pivots and offsets
653 * will be evaluated whenever possible.
654 *
655 * The default value is true (1)
656 * Property type: bool
657 */
658#define AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS \
659 "IMPORT_FBX_PRESERVE_PIVOTS"
660
661// ---------------------------------------------------------------------------
662/** @brief Specifies whether the importer will drop empty animation curves or
663 * animation curves which match the bind pose transformation over their
664 * entire defined range.
665 *
666 * The default value is true (1)
667 * Property type: bool
668 */
669#define AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES \
670 "IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES"
671
672// ---------------------------------------------------------------------------
673/** @brief Set whether the fbx importer will use the legacy embedded texture naming.
674 *
675 * The default value is false (0)
676 * Property type: bool
677 */
678#define AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING \
679 "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
680
681// ---------------------------------------------------------------------------
682/** @brief Set wether the importer shall not remove empty bones.
683 *
684 * Empty bone are often used to define connections for other models.
685 */
686#define AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES \
687 "AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES"
688
689
690// ---------------------------------------------------------------------------
691/** @brief Set wether the FBX importer shall convert the unit from cm to m.
692 */
693#define AI_CONFIG_FBX_CONVERT_TO_M \
694 "AI_CONFIG_FBX_CONVERT_TO_M"
695
696// ---------------------------------------------------------------------------
697/** @brief Set whether the FBX importer shall ignore the provided axis configuration
698 *
699 * If this property is set to true, the axis directions provided in the FBX file
700 * will be ignored and the file will be loaded as is.
701 *
702 * Set to true for Assimp 5.3.x and earlier behavior
703 * Equivalent to AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION
704 * Property type: Bool. Default value: false.
705 */
706#define AI_CONFIG_IMPORT_FBX_IGNORE_UP_DIRECTION \
707 "AI_CONFIG_IMPORT_FBX_IGNORE_UP_DIRECTION"
708
709// ---------------------------------------------------------------------------
710/** @brief Will enable the skeleton struct to store bone data.
711 *
712 * This will decouple the bone coupling to the mesh. This feature is
713 * experimental.
714 */
715#define AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER \
716 "AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER"
717
718// ---------------------------------------------------------------------------
719/** @brief Set the vertex animation keyframe to be imported
720 *
721 * ASSIMP does not support vertex keyframes (only bone animation is supported).
722 * The library reads only one frame of models with vertex animations.
723 * By default this is the first frame.
724 * \note The default value is 0. This option applies to all importers.
725 * However, it is also possible to override the global setting
726 * for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
727 * options (where XXX is a placeholder for the file format for which you
728 * want to override the global setting).
729 * Property type: integer.
730 */
731#define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME"
732
733#define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME"
734#define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME"
735#define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME"
736#define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME"
737#define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
738#define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
739
740// ---------------------------------------------------------------------------
741/** @brief Set whether the MDL (HL1) importer will read animations.
742 *
743 * The default value is true (1)
744 * Property type: bool
745 */
746#define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS "IMPORT_MDL_HL1_READ_ANIMATIONS"
747
748// ---------------------------------------------------------------------------
749/** @brief Set whether the MDL (HL1) importer will read animation events.
750 * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
751 *
752 * The default value is true (1)
753 * Property type: bool
754 */
755#define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS "IMPORT_MDL_HL1_READ_ANIMATION_EVENTS"
756
757// ---------------------------------------------------------------------------
758/** @brief Set whether you want to convert the HS1 coordinate system in a special way.
759 * The default value is true (S1)
760 * Property type: bool
761 */
762#define AI_CONFIG_IMPORT_MDL_HL1_TRANSFORM_COORD_SYSTEM "TRANSFORM COORDSYSTEM FOR HS! MODELS"
763// ---------------------------------------------------------------------------
764/** @brief Set whether the MDL (HL1) importer will read blend controllers.
765 * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
766 *
767 * The default value is true (1)
768 * Property type: bool
769 */
770#define AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS "IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS"
771
772// ---------------------------------------------------------------------------
773/** @brief Set whether the MDL (HL1) importer will read sequence transition graph.
774 * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
775 *
776 * The default value is true (1)
777 * Property type: bool
778 */
779#define AI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS "IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS"
780
781// ---------------------------------------------------------------------------
782/** @brief Set whether the MDL (HL1) importer will read attachments info.
783 *
784 * The default value is true (1)
785 * Property type: bool
786 */
787#define AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTS "IMPORT_MDL_HL1_READ_ATTACHMENTS"
788
789// ---------------------------------------------------------------------------
790/** @brief Set whether the MDL (HL1) importer will read bone controllers info.
791 *
792 * The default value is true (1)
793 * Property type: bool
794 */
795#define AI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS "IMPORT_MDL_HL1_READ_BONE_CONTROLLERS"
796
797// ---------------------------------------------------------------------------
798/** @brief Set whether the MDL (HL1) importer will read hitboxes info.
799 *
800 * The default value is true (1)
801 * Property type: bool
802 */
803#define AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXES "IMPORT_MDL_HL1_READ_HITBOXES"
804
805// ---------------------------------------------------------------------------
806/** @brief Set whether the MDL (HL1) importer will read miscellaneous global model info.
807 *
808 * The default value is true (1)
809 * Property type: bool
810 */
811#define AI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO "IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO"
812
813// ---------------------------------------------------------------------------
814/** Smd load multiple animations
815 *
816 * Property type: bool. Default value: true.
817 */
818#define AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LIST "IMPORT_SMD_LOAD_ANIMATION_LIST"
819
820// ---------------------------------------------------------------------------
821/** @brief Configures the AC loader to collect all surfaces which have the
822 * "Backface cull" flag set in separate meshes.
823 *
824 * Property type: bool. Default value: true.
825 */
826#define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
827 "IMPORT_AC_SEPARATE_BFCULL"
828
829// ---------------------------------------------------------------------------
830/** @brief Configures whether the AC loader evaluates subdivision surfaces (
831 * indicated by the presence of the 'subdiv' attribute in the file). By
832 * default, Assimp performs the subdivision using the standard
833 * Catmull-Clark algorithm
834 *
835 * * Property type: bool. Default value: true.
836 */
837#define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \
838 "IMPORT_AC_EVAL_SUBDIVISION"
839
840// ---------------------------------------------------------------------------
841/** @brief Configures the UNREAL 3D loader to separate faces with different
842 * surface flags (e.g. two-sided vs. single-sided).
843 *
844 * * Property type: bool. Default value: true.
845 */
846#define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \
847 "UNREAL_HANDLE_FLAGS"
848
849// ---------------------------------------------------------------------------
850/** @brief Configures the terragen import plugin to compute uv's for
851 * terrains, if not given. Furthermore a default texture is assigned.
852 *
853 * UV coordinates for terrains are so simple to compute that you'll usually
854 * want to compute them on your own, if you need them. This option is intended
855 * for model viewers which want to offer an easy way to apply textures to
856 * terrains.
857 * * Property type: bool. Default value: false.
858 */
859#define AI_CONFIG_IMPORT_TER_MAKE_UVS \
860 "IMPORT_TER_MAKE_UVS"
861
862// ---------------------------------------------------------------------------
863/** @brief Configures the ASE loader to always reconstruct normal vectors
864 * basing on the smoothing groups loaded from the file.
865 *
866 * Some ASE files have carry invalid normals, other don't.
867 * * Property type: bool. Default value: true.
868 */
869#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \
870 "IMPORT_ASE_RECONSTRUCT_NORMALS"
871
872// ---------------------------------------------------------------------------
873/** @brief Configures the M3D loader to detect and process multi-part
874 * Quake player models.
875 *
876 * These models usually consist of 3 files, lower.md3, upper.md3 and
877 * head.md3. If this property is set to true, Assimp will try to load and
878 * combine all three files if one of them is loaded.
879 * Property type: bool. Default value: true.
880 */
881#define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \
882 "IMPORT_MD3_HANDLE_MULTIPART"
883
884// ---------------------------------------------------------------------------
885/** @brief Tells the MD3 loader which skin files to load.
886 *
887 * When loading MD3 files, Assimp checks whether a file
888 * [md3_file_name]_[skin_name].skin is existing. These files are used by
889 * Quake III to be able to assign different skins (e.g. red and blue team)
890 * to models. 'default', 'red', 'blue' are typical skin names.
891 * Property type: String. Default value: "default".
892 */
893#define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
894 "IMPORT_MD3_SKIN_NAME"
895
896// ---------------------------------------------------------------------------
897/** @brief Specify if to try load Quake 3 shader files. This also controls
898 * original surface name handling: when disabled it will be used unchanged.
899 *
900 * Property type: bool. Default value: true.
901 */
902#define AI_CONFIG_IMPORT_MD3_LOAD_SHADERS \
903 "IMPORT_MD3_LOAD_SHADERS"
904
905// ---------------------------------------------------------------------------
906/** @brief Specify the Quake 3 shader file to be used for a particular
907 * MD3 file. This can also be a search path.
908 *
909 * By default Assimp's behaviour is as follows: If a MD3 file
910 * <tt>any_path/models/any_q3_subdir/model_name/file_name.md3</tt> is
911 * loaded, the library tries to locate the corresponding shader file in
912 * <tt>any_path/scripts/model_name.shader</tt>. This property overrides this
913 * behaviour. It can either specify a full path to the shader to be loaded
914 * or alternatively the path (relative or absolute) to the directory where
915 * the shaders for all MD3s to be loaded reside. Assimp attempts to open
916 * <tt>IMPORT_MD3_SHADER_SRC/model_name.shader</tt> first, <tt>IMPORT_MD3_SHADER_SRC/file_name.shader</tt>
917 * is the fallback file. Note that IMPORT_MD3_SHADER_SRC should have a terminal (back)slash.
918 * Property type: String. Default value: n/a.
919 */
920#define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
921 "IMPORT_MD3_SHADER_SRC"
922
923// ---------------------------------------------------------------------------
924/** @brief Configures the LWO loader to load just one layer from the model.
925 *
926 * LWO files consist of layers and in some cases it could be useful to load
927 * only one of them. This property can be either a string - which specifies
928 * the name of the layer - or an integer - the index of the layer. If the
929 * property is not set the whole LWO model is loaded. Loading fails if the
930 * requested layer is not available. The layer index is zero-based and the
931 * layer name may not be empty.<br>
932 * Property type: Integer. Default value: all layers are loaded.
933 */
934#define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \
935 "IMPORT_LWO_ONE_LAYER_ONLY"
936
937// ---------------------------------------------------------------------------
938/** @brief Configures the MD5 loader to not load the MD5ANIM file for
939 * a MD5MESH file automatically.
940 *
941 * The default strategy is to look for a file with the same name but the
942 * MD5ANIM extension in the same directory. If it is found, it is loaded
943 * and combined with the MD5MESH file. This configuration option can be
944 * used to disable this behaviour.
945 *
946 * * Property type: bool. Default value: false.
947 */
948#define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
949 "IMPORT_MD5_NO_ANIM_AUTOLOAD"
950
951// ---------------------------------------------------------------------------
952/** @brief Defines the begin of the time range for which the LWS loader
953 * evaluates animations and computes aiNodeAnim's.
954 *
955 * Assimp provides full conversion of LightWave's envelope system, including
956 * pre and post conditions. The loader computes linearly subsampled animation
957 * chanels with the frame rate given in the LWS file. This property defines
958 * the start time. Note: animation channels are only generated if a node
959 * has at least one envelope with more tan one key assigned. This property.
960 * is given in frames, '0' is the first frame. By default, if this property
961 * is not set, the importer takes the animation start from the input LWS
962 * file ('FirstFrame' line)<br>
963 * Property type: Integer. Default value: taken from file.
964 *
965 * @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range
966 */
967#define AI_CONFIG_IMPORT_LWS_ANIM_START \
968 "IMPORT_LWS_ANIM_START"
969#define AI_CONFIG_IMPORT_LWS_ANIM_END \
970 "IMPORT_LWS_ANIM_END"
971
972// ---------------------------------------------------------------------------
973/** @brief Defines the output frame rate of the IRR loader.
974 *
975 * IRR animations are difficult to convert for Assimp and there will
976 * always be a loss of quality. This setting defines how many keys per second
977 * are returned by the converter.<br>
978 * Property type: integer. Default value: 100
979 */
980#define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
981 "IMPORT_IRR_ANIM_FPS"
982
983// ---------------------------------------------------------------------------
984/** @brief Ogre Importer will try to find referenced materials from this file.
985 *
986 * Ogre meshes reference with material names, this does not tell Assimp the file
987 * where it is located in. Assimp will try to find the source file in the following
988 * order: <material-name>.material, <mesh-filename-base>.material and
989 * lastly the material name defined by this config property.
990 * <br>
991 * Property type: String. Default value: Scene.material.
992 */
993#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE \
994 "IMPORT_OGRE_MATERIAL_FILE"
995
996// ---------------------------------------------------------------------------
997/** @brief Ogre Importer detect the texture usage from its filename.
998 *
999 * Ogre material texture units do not define texture type, the textures usage
1000 * depends on the used shader or Ogre's fixed pipeline. If this config property
1001 * is true Assimp will try to detect the type from the textures filename postfix:
1002 * _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map, _s, _spec,
1003 * _specular and _specularmap for specular map, _l, _light, _lightmap, _occ
1004 * and _occlusion for light map, _disp and _displacement for displacement map.
1005 * The matching is case insensitive. Post fix is taken between the last
1006 * underscore and the last period.
1007 * Default behavior is to detect type from lower cased texture unit name by
1008 * matching against: normalmap, specularmap, lightmap and displacementmap.
1009 * For both cases if no match is found aiTextureType_DIFFUSE is used.
1010 * <br>
1011 * Property type: Bool. Default value: false.
1012 */
1013#define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME \
1014 "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"
1015
1016 /** @brief Specifies whether the Android JNI asset extraction is supported.
1017 *
1018 * Turn on this option if you want to manage assets in native
1019 * Android application without having to keep the internal directory and asset
1020 * manager pointer.
1021 */
1022 #define AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT "AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT"
1023
1024// ---------------------------------------------------------------------------
1025/** @brief Specifies whether the IFC loader skips over IfcSpace elements.
1026 *
1027 * IfcSpace elements (and their geometric representations) are used to
1028 * represent, well, free space in a building storey.<br>
1029 * Property type: Bool. Default value: true.
1030 */
1031#define AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS "IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS"
1032
1033// ---------------------------------------------------------------------------
1034/** @brief Specifies whether the IFC loader will use its own, custom triangulation
1035 * algorithm to triangulate wall and floor meshes.
1036 *
1037 * If this property is set to false, walls will be either triangulated by
1038 * #aiProcess_Triangulate or will be passed through as huge polygons with
1039 * faked holes (i.e. holes that are connected with the outer boundary using
1040 * a dummy edge). It is highly recommended to set this property to true
1041 * if you want triangulated data because #aiProcess_Triangulate is known to
1042 * have problems with the kind of polygons that the IFC loader spits out for
1043 * complicated meshes.
1044 * Property type: Bool. Default value: true.
1045 */
1046#define AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION "IMPORT_IFC_CUSTOM_TRIANGULATION"
1047
1048// ---------------------------------------------------------------------------
1049/** @brief Set the tessellation conic angle for IFC smoothing curves.
1050 *
1051 * This is used by the IFC importer to determine the tessellation parameter
1052 * for smoothing curves.
1053 * @note The default value is AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE and the
1054 * accepted values are in range [5.0, 120.0].
1055 * Property type: Float.
1056 */
1057#define AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE "IMPORT_IFC_SMOOTHING_ANGLE"
1058
1059// default value for AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE
1060#if (!defined AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE)
1061# define AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE 10.0f
1062#endif
1063
1064// ---------------------------------------------------------------------------
1065/** @brief Set the tessellation for IFC cylindrical shapes.
1066 *
1067 * This is used by the IFC importer to determine the tessellation parameter
1068 * for cylindrical shapes, i.e. the number of segments used to approximate a circle.
1069 * @note The default value is AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION and the
1070 * accepted values are in range [3, 180].
1071 * Property type: Integer.
1072 */
1073#define AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION "IMPORT_IFC_CYLINDRICAL_TESSELLATION"
1074
1075// default value for AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION
1076#if (!defined AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION)
1077# define AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION 32
1078#endif
1079
1080// ---------------------------------------------------------------------------
1081/** @brief Specifies whether the Collada loader will ignore the provided up direction.
1082 *
1083 * If this property is set to true, the up direction provided in the file header will
1084 * be ignored and the file will be loaded as is.
1085 * Property type: Bool. Default value: false.
1086 */
1087#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
1088
1089// ---------------------------------------------------------------------------
1090/** @brief Specifies whether the Collada loader will ignore the provided unit size.
1091 *
1092 * If this property is set to true, the unit size provided in the file header will
1093 * be ignored and the file will be loaded without scaling the assets.
1094 * Property type: Bool. Default value: false.
1095 */
1096#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UNIT_SIZE "IMPORT_COLLADA_IGNORE_UNIT_SIZE"
1097
1098// ---------------------------------------------------------------------------
1099/** @brief Specifies whether the Collada loader should use Collada names.
1100 *
1101 * If this property is set to true, the Collada names will be used as the node and
1102 * mesh names. The default is to use the id tag (resp. sid tag, if no id tag is present)
1103 * instead.
1104 * Property type: Bool. Default value: false.
1105 */
1106#define AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES "IMPORT_COLLADA_USE_COLLADA_NAMES"
1107
1108// ---------- All the Export defines ------------
1109
1110/** @brief Specifies the xfile use double for real values of float
1111 *
1112 * Property type: Bool. Default value: false.
1113 */
1114
1115#define AI_CONFIG_EXPORT_XFILE_64BIT "EXPORT_XFILE_64BIT"
1116
1117/** @brief Specifies whether the assimp export shall be able to export point clouds
1118 *
1119 * When this flag is not defined the render data has to contain valid faces.
1120 * Point clouds are only a collection of vertices which have nor spatial organization
1121 * by a face and the validation process will remove them. Enabling this feature will
1122 * switch off the flag and enable the functionality to export pure point clouds.
1123 *
1124 * Property type: Bool. Default value: false.
1125 */
1126#define AI_CONFIG_EXPORT_POINT_CLOUDS "EXPORT_POINT_CLOUDS"
1127
1128/** @brief Specifies whether to use the deprecated KHR_materials_pbrSpecularGlossiness extension
1129 *
1130 * When this flag is undefined any material with specularity will use the new KHR_materials_specular
1131 * extension. Enabling this flag will revert to the deprecated extension. Note that exporting
1132 * KHR_materials_pbrSpecularGlossiness with extensions other than KHR_materials_unlit is unsupported,
1133 * including the basic pbrMetallicRoughness spec.
1134 *
1135 * Property type: Bool. Default value: false.
1136 */
1137#define AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESS "USE_GLTF_PBR_SPECULAR_GLOSSINESS"
1138
1139/** @brief Specifies whether to apply a limit on the number of four bones per vertex in skinning
1140 *
1141 * When this flag is not defined, all bone weights and indices are limited to a
1142 * maximum of four bones for each vertex (attributes JOINT_0 and WEIGHT_0 only).
1143 * By enabling this flag, the number of bones per vertex is unlimited.
1144 * In both cases, indices and bone weights are sorted by weight in descending order.
1145 * In the case of the limit of up to four bones, a maximum of the four largest values are exported.
1146 * Weights are not normalized.
1147 * Property type: Bool. Default value: false.
1148 */
1149#define AI_CONFIG_EXPORT_GLTF_UNLIMITED_SKINNING_BONES_PER_VERTEX \
1150 "USE_UNLIMITED_BONES_PER VERTEX"
1151
1152/** @brief Specifies whether to write the value referenced to opacity in TransparencyFactor of each material.
1153 *
1154 * When this flag is not defined, the TransparencyFactor value of each meterial is 1.0.
1155 * By enabling this flag, the value is 1.0 - opacity;
1156
1157 * Property type: Bool. Default value: false.
1158 */
1159#define AI_CONFIG_EXPORT_FBX_TRANSPARENCY_FACTOR_REFER_TO_OPACITY \
1160 "EXPORT_FBX_TRANSPARENCY_FACTOR_REFER_TO_OPACITY"
1161
1162/**
1163 * @brief Specifies the blob name, assimp uses for exporting.
1164 *
1165 * Some formats require auxiliary files to be written, that need to be linked back into
1166 * the original file. For example, OBJ files export materials to a separate MTL file and
1167 * use the `mtllib` keyword to reference this file.
1168 *
1169 * When exporting blobs using #ExportToBlob, assimp does not know the name of the blob
1170 * file and thus outputs `mtllib $blobfile.mtl`, which might not be desired, since the
1171 * MTL file might be called differently.
1172 *
1173 * This property can be used to give the exporter a hint on how to use the magic
1174 * `$blobfile` keyword. If the exporter detects the keyword and is provided with a name
1175 * for the blob, it instead uses this name.
1176 */
1177#define AI_CONFIG_EXPORT_BLOB_NAME "EXPORT_BLOB_NAME"
1178
1179/**
1180 *
1181 * @brief Specifies a global key factor for scale, float value
1182 */
1183#define AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY "GLOBAL_SCALE_FACTOR"
1184
1185#if (!defined AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT)
1186# define AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT 1.0f
1187#endif // !! AI_DEBONE_THRESHOLD
1188
1189#define AI_CONFIG_APP_SCALE_KEY "APP_SCALE_FACTOR"
1190
1191#if (!defined AI_CONFIG_APP_SCALE_KEY)
1192# define AI_CONFIG_APP_SCALE_KEY 1.0
1193#endif // AI_CONFIG_APP_SCALE_KEY
1194
1195
1196// ---------- All the Build/Compile-time defines ------------
1197
1198/** @brief Specifies if double precision is supported inside assimp
1199 *
1200 * Property type: Bool. Default value: undefined.
1201 */
1202
1203
1204
1205#endif // !! AI_CONFIG_H_INC
1206

source code of qtquick3d/src/3rdparty/assimp/config.h