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

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