1/*
2---------------------------------------------------------------------------
3Open Asset Import Library (assimp)
4---------------------------------------------------------------------------
5
6Copyright (c) 2006-2020, assimp team
7
8
9All rights reserved.
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11Redistribution and use of this software in source and binary forms,
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13conditions are met:
14
15* Redistributions of source code must retain the above
16 copyright notice, this list of conditions and the
17 following disclaimer.
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19* Redistributions in binary form must reproduce the above
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21 following disclaimer in the documentation and/or other
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26 derived from this software without specific prior
27 written permission of the assimp team.
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33OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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40---------------------------------------------------------------------------
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
107# if 0 // not implemented yet
108// ---------------------------------------------------------------------------
109/** @brief Set Assimp's multithreading policy.
110 *
111 * This setting is ignored if Assimp was built without boost.thread
112 * support (ASSIMP_BUILD_NO_THREADING, which is implied by ASSIMP_BUILD_BOOST_WORKAROUND).
113 * Possible values are: -1 to let Assimp decide what to do, 0 to disable
114 * multithreading entirely and any number larger than 0 to force a specific
115 * number of threads. Assimp is always free to ignore this settings, which is
116 * merely a hint. Usually, the default value (-1) will be fine. However, if
117 * Assimp is used concurrently from multiple user threads, it might be useful
118 * to limit each Importer instance to a specific number of cores.
119 *
120 * For more information, see the @link threading Threading page@endlink.
121 * Property type: int, default value: -1.
122 */
123#define AI_CONFIG_GLOB_MULTITHREADING \
124 "GLOB_MULTITHREADING"
125#endif
126
127// ###########################################################################
128// POST PROCESSING SETTINGS
129// Various stuff to fine-tune the behavior of a specific post processing step.
130// ###########################################################################
131
132
133// ---------------------------------------------------------------------------
134/** @brief Maximum bone count per mesh for the SplitbyBoneCount step.
135 *
136 * Meshes are split until the maximum number of bones is reached. The default
137 * value is AI_SBBC_DEFAULT_MAX_BONES, which may be altered at
138 * compile-time.
139 * Property data type: integer.
140 */
141// ---------------------------------------------------------------------------
142#define AI_CONFIG_PP_SBBC_MAX_BONES \
143 "PP_SBBC_MAX_BONES"
144
145
146// default limit for bone count
147#if (!defined AI_SBBC_DEFAULT_MAX_BONES)
148# define AI_SBBC_DEFAULT_MAX_BONES 60
149#endif
150
151
152// ---------------------------------------------------------------------------
153/** @brief Specifies the maximum angle that may be between two vertex tangents
154 * that their tangents and bi-tangents are smoothed.
155 *
156 * This applies to the CalcTangentSpace-Step. The angle is specified
157 * in degrees. The maximum value is 175.
158 * Property type: float. Default value: 45 degrees
159 */
160#define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE \
161 "PP_CT_MAX_SMOOTHING_ANGLE"
162
163// ---------------------------------------------------------------------------
164/** @brief Source UV channel for tangent space computation.
165 *
166 * The specified channel must exist or an error will be raised.
167 * Property type: integer. Default value: 0
168 */
169// ---------------------------------------------------------------------------
170#define AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX \
171 "PP_CT_TEXTURE_CHANNEL_INDEX"
172
173// ---------------------------------------------------------------------------
174/** @brief Specifies the maximum angle that may be between two face normals
175 * at the same vertex position that their are smoothed together.
176 *
177 * Sometimes referred to as 'crease angle'.
178 * This applies to the GenSmoothNormals-Step. The angle is specified
179 * in degrees, so 180 is PI. The default value is 175 degrees (all vertex
180 * normals are smoothed). The maximum value is 175, too. Property type: float.
181 * Warning: setting this option may cause a severe loss of performance. The
182 * performance is unaffected if the #AI_CONFIG_FAVOUR_SPEED flag is set but
183 * the output quality may be reduced.
184 */
185#define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE \
186 "PP_GSN_MAX_SMOOTHING_ANGLE"
187
188
189// ---------------------------------------------------------------------------
190/** @brief Sets the colormap (= palette) to be used to decode embedded
191 * textures in MDL (Quake or 3DGS) files.
192 *
193 * This must be a valid path to a file. The file is 768 (256*3) bytes
194 * large and contains RGB triplets for each of the 256 palette entries.
195 * The default value is colormap.lmp. If the file is not found,
196 * a default palette (from Quake 1) is used.
197 * Property type: string.
198 */
199#define AI_CONFIG_IMPORT_MDL_COLORMAP \
200 "IMPORT_MDL_COLORMAP"
201
202// ---------------------------------------------------------------------------
203/** @brief Configures the #aiProcess_RemoveRedundantMaterials step to
204 * keep materials matching a name in a given list.
205 *
206 * This is a list of 1 to n strings, ' ' serves as delimiter character.
207 * Identifiers containing whitespaces must be enclosed in *single*
208 * quotation marks. For example:<tt>
209 * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</tt>.
210 * If a material matches on of these names, it will not be modified or
211 * removed by the postprocessing step nor will other materials be replaced
212 * by a reference to it. <br>
213 * This option might be useful if you are using some magic material names
214 * to pass additional semantics through the content pipeline. This ensures
215 * they won't be optimized away, but a general optimization is still
216 * performed for materials not contained in the list.
217 * Property type: String. Default value: n/a
218 * @note Linefeeds, tabs or carriage returns are treated as whitespace.
219 * Material names are case sensitive.
220 */
221#define AI_CONFIG_PP_RRM_EXCLUDE_LIST \
222 "PP_RRM_EXCLUDE_LIST"
223
224// ---------------------------------------------------------------------------
225/** @brief Configures the #aiProcess_PreTransformVertices step to
226 * keep the scene hierarchy. Meshes are moved to worldspace, but
227 * no optimization is performed (read: meshes with equal materials are not
228 * joined. The total number of meshes won't change).
229 *
230 * This option could be of use for you if the scene hierarchy contains
231 * important additional information which you intend to parse.
232 * For rendering, you can still render all meshes in the scene without
233 * any transformations.
234 * Property type: bool. Default value: false.
235 */
236#define AI_CONFIG_PP_PTV_KEEP_HIERARCHY \
237 "PP_PTV_KEEP_HIERARCHY"
238
239// ---------------------------------------------------------------------------
240/** @brief Configures the #aiProcess_PreTransformVertices step to normalize
241 * all vertex components into the [-1,1] range. That is, a bounding box
242 * for the whole scene is computed, the maximum component is taken and all
243 * meshes are scaled appropriately (uniformly of course!).
244 * This might be useful if you don't know the spatial dimension of the input
245 * data*/
246#define AI_CONFIG_PP_PTV_NORMALIZE \
247 "PP_PTV_NORMALIZE"
248
249// ---------------------------------------------------------------------------
250/** @brief Configures the #aiProcess_PreTransformVertices step to use
251 * a users defined matrix as the scene root node transformation before
252 * transforming vertices.
253 * Property type: bool. Default value: false.
254 */
255#define AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION \
256 "PP_PTV_ADD_ROOT_TRANSFORMATION"
257
258// ---------------------------------------------------------------------------
259/** @brief Configures the #aiProcess_PreTransformVertices step to use
260 * a users defined matrix as the scene root node transformation before
261 * transforming vertices. This property correspond to the 'a1' component
262 * of the transformation matrix.
263 * Property type: aiMatrix4x4.
264 */
265#define AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION \
266 "PP_PTV_ROOT_TRANSFORMATION"
267
268// ---------------------------------------------------------------------------
269/** @brief Configures the #aiProcess_FindDegenerates step to
270 * remove degenerated primitives from the import - immediately.
271 *
272 * The default behaviour converts degenerated triangles to lines and
273 * degenerated lines to points. See the documentation to the
274 * #aiProcess_FindDegenerates step for a detailed example of the various ways
275 * to get rid of these lines and points if you don't want them.
276 * Property type: bool. Default value: false.
277 */
278#define AI_CONFIG_PP_FD_REMOVE \
279 "PP_FD_REMOVE"
280
281// ---------------------------------------------------------------------------
282/**
283 * @brief Configures the #aiProcess_FindDegenerates to check the area of a
284 * trinagle to be greates than e-6. If this is not the case the triangle will
285 * be removed if #AI_CONFIG_PP_FD_REMOVE is set to true.
286 */
287#define AI_CONFIG_PP_FD_CHECKAREA \
288 "PP_FD_CHECKAREA"
289
290// ---------------------------------------------------------------------------
291/** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
292 * matching a name in a given list.
293 *
294 * This is a list of 1 to n strings, ' ' serves as delimiter character.
295 * Identifiers containing whitespaces must be enclosed in *single*
296 * quotation marks. For example:<tt>
297 * "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>.
298 * If a node matches on of these names, it will not be modified or
299 * removed by the postprocessing step.<br>
300 * This option might be useful if you are using some magic node names
301 * to pass additional semantics through the content pipeline. This ensures
302 * they won't be optimized away, but a general optimization is still
303 * performed for nodes not contained in the list.
304 * Property type: String. Default value: n/a
305 * @note Linefeeds, tabs or carriage returns are treated as whitespace.
306 * Node names are case sensitive.
307 */
308#define AI_CONFIG_PP_OG_EXCLUDE_LIST \
309 "PP_OG_EXCLUDE_LIST"
310
311// ---------------------------------------------------------------------------
312/** @brief Set the maximum number of triangles in a mesh.
313 *
314 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
315 * whether a mesh must be split or not.
316 * @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
317 * Property type: integer.
318 */
319#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
320 "PP_SLM_TRIANGLE_LIMIT"
321
322// default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
323#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
324# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
325#endif
326
327// ---------------------------------------------------------------------------
328/** @brief Set the maximum number of vertices in a mesh.
329 *
330 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
331 * whether a mesh must be split or not.
332 * @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
333 * Property type: integer.
334 */
335#define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
336 "PP_SLM_VERTEX_LIMIT"
337
338// default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT
339#if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
340# define AI_SLM_DEFAULT_MAX_VERTICES 1000000
341#endif
342
343// ---------------------------------------------------------------------------
344/** @brief Set the maximum number of bones affecting a single vertex
345 *
346 * This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
347 * @note The default value is AI_LMW_MAX_WEIGHTS
348 * Property type: integer.*/
349#define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
350 "PP_LBW_MAX_WEIGHTS"
351
352// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
353#if (!defined AI_LMW_MAX_WEIGHTS)
354# define AI_LMW_MAX_WEIGHTS 0x4
355#endif // !! AI_LMW_MAX_WEIGHTS
356
357// ---------------------------------------------------------------------------
358/** @brief Lower the deboning threshold in order to remove more bones.
359 *
360 * This is used by the #aiProcess_Debone PostProcess-Step.
361 * @note The default value is AI_DEBONE_THRESHOLD
362 * Property type: float.*/
363#define AI_CONFIG_PP_DB_THRESHOLD \
364 "PP_DB_THRESHOLD"
365
366// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
367#if (!defined AI_DEBONE_THRESHOLD)
368# define AI_DEBONE_THRESHOLD 1.0f
369#endif // !! AI_DEBONE_THRESHOLD
370
371// ---------------------------------------------------------------------------
372/** @brief Require all bones qualify for deboning before removing any
373 *
374 * This is used by the #aiProcess_Debone PostProcess-Step.
375 * @note The default value is 0
376 * Property type: bool.*/
377#define AI_CONFIG_PP_DB_ALL_OR_NONE \
378 "PP_DB_ALL_OR_NONE"
379
380/** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property
381 */
382#ifndef PP_ICL_PTCACHE_SIZE
383# define PP_ICL_PTCACHE_SIZE 12
384#endif
385
386// ---------------------------------------------------------------------------
387/** @brief Set the size of the post-transform vertex cache to optimize the
388 * vertices for. This configures the #aiProcess_ImproveCacheLocality step.
389 *
390 * The size is given in vertices. Of course you can't know how the vertex
391 * format will exactly look like after the import returns, but you can still
392 * guess what your meshes will probably have.
393 * @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight
394 * performance improvements for most nVidia/AMD cards since 2002.
395 * Property type: integer.
396 */
397#define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE"
398
399// ---------------------------------------------------------------------------
400/** @brief Enumerates components of the aiScene and aiMesh data structures
401 * that can be excluded from the import using the #aiProcess_RemoveComponent step.
402 *
403 * See the documentation to #aiProcess_RemoveComponent for more details.
404 */
405enum aiComponent
406{
407 /** Normal vectors */
408#ifdef SWIG
409 aiComponent_NORMALS = 0x2,
410#else
411 aiComponent_NORMALS = 0x2u,
412#endif
413
414 /** Tangents and bitangents go always together ... */
415#ifdef SWIG
416 aiComponent_TANGENTS_AND_BITANGENTS = 0x4,
417#else
418 aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
419#endif
420
421 /** ALL color sets
422 * Use aiComponent_COLORn(N) to specify the N'th set */
423 aiComponent_COLORS = 0x8,
424
425 /** ALL texture UV sets
426 * aiComponent_TEXCOORDn(N) to specify the N'th set */
427 aiComponent_TEXCOORDS = 0x10,
428
429 /** Removes all bone weights from all meshes.
430 * The scenegraph nodes corresponding to the bones are NOT removed.
431 * use the #aiProcess_OptimizeGraph step to do this */
432 aiComponent_BONEWEIGHTS = 0x20,
433
434 /** Removes all node animations (aiScene::mAnimations).
435 * The corresponding scenegraph nodes are NOT removed.
436 * use the #aiProcess_OptimizeGraph step to do this */
437 aiComponent_ANIMATIONS = 0x40,
438
439 /** Removes all embedded textures (aiScene::mTextures) */
440 aiComponent_TEXTURES = 0x80,
441
442 /** Removes all light sources (aiScene::mLights).
443 * The corresponding scenegraph nodes are NOT removed.
444 * use the #aiProcess_OptimizeGraph step to do this */
445 aiComponent_LIGHTS = 0x100,
446
447 /** Removes all cameras (aiScene::mCameras).
448 * The corresponding scenegraph nodes are NOT removed.
449 * use the #aiProcess_OptimizeGraph step to do this */
450 aiComponent_CAMERAS = 0x200,
451
452 /** Removes all meshes (aiScene::mMeshes). */
453 aiComponent_MESHES = 0x400,
454
455 /** Removes all materials. One default material will
456 * be generated, so aiScene::mNumMaterials will be 1. */
457 aiComponent_MATERIALS = 0x800,
458
459
460 /** This value is not used. It is just there to force the
461 * compiler to map this enum to a 32 Bit integer. */
462#ifndef SWIG
463 _aiComponent_Force32Bit = 0x9fffffff
464#endif
465};
466
467// Remove a specific color channel 'n'
468#define aiComponent_COLORSn(n) (1u << (n+20u))
469
470// Remove a specific UV channel 'n'
471#define aiComponent_TEXCOORDSn(n) (1u << (n+25u))
472
473// ---------------------------------------------------------------------------
474/** @brief Input parameter to the #aiProcess_RemoveComponent step:
475 * Specifies the parts of the data structure to be removed.
476 *
477 * See the documentation to this step for further details. The property
478 * is expected to be an integer, a bitwise combination of the
479 * #aiComponent flags defined above in this header. The default
480 * value is 0. Important: if no valid mesh is remaining after the
481 * step has been executed (e.g you thought it was funny to specify ALL
482 * of the flags defined above) the import FAILS. Mainly because there is
483 * no data to work on anymore ...
484 */
485#define AI_CONFIG_PP_RVC_FLAGS \
486 "PP_RVC_FLAGS"
487
488// ---------------------------------------------------------------------------
489/** @brief Input parameter to the #aiProcess_SortByPType step:
490 * Specifies which primitive types are removed by the step.
491 *
492 * This is a bitwise combination of the aiPrimitiveType flags.
493 * Specifying all of them is illegal, of course. A typical use would
494 * be to exclude all line and point meshes from the import. This
495 * is an integer property, its default value is 0.
496 */
497#define AI_CONFIG_PP_SBP_REMOVE \
498 "PP_SBP_REMOVE"
499
500// ---------------------------------------------------------------------------
501/** @brief Input parameter to the #aiProcess_FindInvalidData step:
502 * Specifies the floating-point accuracy for animation values. The step
503 * checks for animation tracks where all frame values are absolutely equal
504 * and removes them. This tweakable controls the epsilon for floating-point
505 * comparisons - two keys are considered equal if the invariant
506 * abs(n0-n1)>epsilon holds true for all vector respectively quaternion
507 * components. The default value is 0.f - comparisons are exact then.
508 */
509#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
510 "PP_FID_ANIM_ACCURACY"
511
512// ---------------------------------------------------------------------------
513/** @brief Input parameter to the #aiProcess_FindInvalidData step:
514 * Set to true to ignore texture coordinates. This may be useful if you have
515 * to assign different kind of textures like one for the summer or one for the winter.
516 */
517#define AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS \
518 "PP_FID_IGNORE_TEXTURECOORDS"
519
520// TransformUVCoords evaluates UV scalings
521#define AI_UVTRAFO_SCALING 0x1
522
523// TransformUVCoords evaluates UV rotations
524#define AI_UVTRAFO_ROTATION 0x2
525
526// TransformUVCoords evaluates UV translation
527#define AI_UVTRAFO_TRANSLATION 0x4
528
529// Everything baked together -> default value
530#define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION)
531
532// ---------------------------------------------------------------------------
533/** @brief Input parameter to the #aiProcess_TransformUVCoords step:
534 * Specifies which UV transformations are evaluated.
535 *
536 * This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
537 * property, of course). By default all transformations are enabled
538 * (AI_UVTRAFO_ALL).
539 */
540#define AI_CONFIG_PP_TUV_EVALUATE \
541 "PP_TUV_EVALUATE"
542
543// ---------------------------------------------------------------------------
544/** @brief A hint to assimp to favour speed against import quality.
545 *
546 * Enabling this option may result in faster loading, but it needn't.
547 * It represents just a hint to loaders and post-processing steps to use
548 * faster code paths, if possible.
549 * This property is expected to be an integer, != 0 stands for true.
550 * The default value is 0.
551 */
552#define AI_CONFIG_FAVOUR_SPEED \
553 "FAVOUR_SPEED"
554
555
556// ###########################################################################
557// IMPORTER SETTINGS
558// Various stuff to fine-tune the behaviour of specific importer plugins.
559// ###########################################################################
560
561// ---------------------------------------------------------------------------
562/** @brief Importers which parse JSON may use this to obtain a pointer to a
563 * rapidjson::IRemoteSchemaDocumentProvider.
564 *
565 * The default value is nullptr
566 * Property type: void*
567 */
568#define AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER \
569 "IMPORT_SCHEMA_DOCUMENT_PROVIDER"
570
571// ---------------------------------------------------------------------------
572/** @brief Set whether the fbx importer will merge all geometry layers present
573 * in the source file or take only the first.
574 *
575 * The default value is true (1)
576 * Property type: bool
577 */
578#define AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS \
579 "IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS"
580
581// ---------------------------------------------------------------------------
582/** @brief Set whether the fbx importer will read all materials present in the
583 * source file or take only the referenced materials.
584 *
585 * This is void unless IMPORT_FBX_READ_MATERIALS=1.
586 *
587 * The default value is false (0)
588 * Property type: bool
589 */
590#define AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS \
591 "IMPORT_FBX_READ_ALL_MATERIALS"
592
593// ---------------------------------------------------------------------------
594/** @brief Set whether the fbx importer will read materials.
595 *
596 * The default value is true (1)
597 * Property type: bool
598 */
599#define AI_CONFIG_IMPORT_FBX_READ_MATERIALS \
600 "IMPORT_FBX_READ_MATERIALS"
601
602// ---------------------------------------------------------------------------
603/** @brief Set whether the fbx importer will read embedded textures.
604 *
605 * The default value is true (1)
606 * Property type: bool
607 */
608#define AI_CONFIG_IMPORT_FBX_READ_TEXTURES \
609 "IMPORT_FBX_READ_TEXTURES"
610
611// ---------------------------------------------------------------------------
612/** @brief Set whether the fbx importer will read cameras.
613 *
614 * The default value is true (1)
615 * Property type: bool
616 */
617#define AI_CONFIG_IMPORT_FBX_READ_CAMERAS \
618 "IMPORT_FBX_READ_CAMERAS"
619
620// ---------------------------------------------------------------------------
621/** @brief Set whether the fbx importer will read light sources.
622 *
623 * The default value is true (1)
624 * Property type: bool
625 */
626#define AI_CONFIG_IMPORT_FBX_READ_LIGHTS \
627 "IMPORT_FBX_READ_LIGHTS"
628
629// ---------------------------------------------------------------------------
630/** @brief Set whether the fbx importer will read animations.
631 *
632 * The default value is true (1)
633 * Property type: bool
634 */
635#define AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS \
636 "IMPORT_FBX_READ_ANIMATIONS"
637
638// ---------------------------------------------------------------------------
639/** @brief Set whether the fbx importer will read weights.
640 *
641 * The default value is true (1)
642 * Property type: bool
643 */
644#define AI_CONFIG_IMPORT_FBX_READ_WEIGHTS \
645 "IMPORT_FBX_READ_WEIGHTS"
646
647// ---------------------------------------------------------------------------
648/** @brief Set whether the fbx importer will act in strict mode in which only
649 * FBX 2013 is supported and any other sub formats are rejected. FBX 2013
650 * is the primary target for the importer, so this format is best
651 * supported and well-tested.
652 *
653 * The default value is false (0)
654 * Property type: bool
655 */
656#define AI_CONFIG_IMPORT_FBX_STRICT_MODE \
657 "IMPORT_FBX_STRICT_MODE"
658
659// ---------------------------------------------------------------------------
660/** @brief Set whether the fbx importer will preserve pivot points for
661 * transformations (as extra nodes). If set to false, pivots and offsets
662 * will be evaluated whenever possible.
663 *
664 * The default value is true (1)
665 * Property type: bool
666 */
667#define AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS \
668 "IMPORT_FBX_PRESERVE_PIVOTS"
669
670// ---------------------------------------------------------------------------
671/** @brief Specifies whether the importer will drop empty animation curves or
672 * animation curves which match the bind pose transformation over their
673 * entire defined range.
674 *
675 * The default value is true (1)
676 * Property type: bool
677 */
678#define AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES \
679 "IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES"
680
681// ---------------------------------------------------------------------------
682/** @brief Set whether the fbx importer will use the legacy embedded texture naming.
683 *
684 * The default value is false (0)
685 * Property type: bool
686 */
687#define AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING \
688 "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
689
690// ---------------------------------------------------------------------------
691/** @brief Set wether the importer shall not remove empty bones.
692 *
693 * Empty bone are often used to define connections for other models.
694 */
695#define AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES \
696 "AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES"
697
698
699// ---------------------------------------------------------------------------
700/** @brief Set wether the FBX importer shall convert the unit from cm to m.
701 */
702#define AI_CONFIG_FBX_CONVERT_TO_M \
703 "AI_CONFIG_FBX_CONVERT_TO_M"
704
705// ---------------------------------------------------------------------------
706/** @brief Will enable the skeleton structo to store bone data.
707 *
708 * This will decouple the bone coupling to the mesh. This feature is
709 * experimental.
710 */
711#define AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER \
712 "AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER"
713
714// ---------------------------------------------------------------------------
715/** @brief Set the vertex animation keyframe to be imported
716 *
717 * ASSIMP does not support vertex keyframes (only bone animation is supported).
718 * The library reads only one frame of models with vertex animations.
719 * By default this is the first frame.
720 * \note The default value is 0. This option applies to all importers.
721 * However, it is also possible to override the global setting
722 * for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
723 * options (where XXX is a placeholder for the file format for which you
724 * want to override the global setting).
725 * Property type: integer.
726 */
727#define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME"
728
729#define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME"
730#define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME"
731#define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME"
732#define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME"
733#define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
734#define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
735
736// ---------------------------------------------------------------------------
737/** @brief Set whether the MDL (HL1) importer will read animations.
738 *
739 * The default value is true (1)
740 * Property type: bool
741 */
742#define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS "IMPORT_MDL_HL1_READ_ANIMATIONS"
743
744// ---------------------------------------------------------------------------
745/** @brief Set whether the MDL (HL1) importer will read animation events.
746 * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
747 *
748 * The default value is true (1)
749 * Property type: bool
750 */
751#define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS "IMPORT_MDL_HL1_READ_ANIMATION_EVENTS"
752
753// ---------------------------------------------------------------------------
754/** @brief Set whether the MDL (HL1) importer will read blend controllers.
755 * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
756 *
757 * The default value is true (1)
758 * Property type: bool
759 */
760#define AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS "IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS"
761
762// ---------------------------------------------------------------------------
763/** @brief Set whether the MDL (HL1) importer will read sequence transition graph.
764 * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
765 *
766 * The default value is true (1)
767 * Property type: bool
768 */
769#define AI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS "IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS"
770
771// ---------------------------------------------------------------------------
772/** @brief Set whether the MDL (HL1) importer will read attachments info.
773 *
774 * The default value is true (1)
775 * Property type: bool
776 */
777#define AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTS "IMPORT_MDL_HL1_READ_ATTACHMENTS"
778
779// ---------------------------------------------------------------------------
780/** @brief Set whether the MDL (HL1) importer will read bone controllers info.
781 *
782 * The default value is true (1)
783 * Property type: bool
784 */
785#define AI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS "IMPORT_MDL_HL1_READ_BONE_CONTROLLERS"
786
787// ---------------------------------------------------------------------------
788/** @brief Set whether the MDL (HL1) importer will read hitboxes info.
789 *
790 * The default value is true (1)
791 * Property type: bool
792 */
793#define AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXES "IMPORT_MDL_HL1_READ_HITBOXES"
794
795// ---------------------------------------------------------------------------
796/** @brief Set whether the MDL (HL1) importer will read miscellaneous global model info.
797 *
798 * The default value is true (1)
799 * Property type: bool
800 */
801#define AI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO "IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO"
802
803// ---------------------------------------------------------------------------
804/** Smd load multiple animations
805 *
806 * Property type: bool. Default value: true.
807 */
808#define AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LIST "IMPORT_SMD_LOAD_ANIMATION_LIST"
809
810// ---------------------------------------------------------------------------
811/** @brief Configures the AC loader to collect all surfaces which have the
812 * "Backface cull" flag set in separate meshes.
813 *
814 * Property type: bool. Default value: true.
815 */
816#define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
817 "IMPORT_AC_SEPARATE_BFCULL"
818
819// ---------------------------------------------------------------------------
820/** @brief Configures whether the AC loader evaluates subdivision surfaces (
821 * indicated by the presence of the 'subdiv' attribute in the file). By
822 * default, Assimp performs the subdivision using the standard
823 * Catmull-Clark algorithm
824 *
825 * * Property type: bool. Default value: true.
826 */
827#define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \
828 "IMPORT_AC_EVAL_SUBDIVISION"
829
830// ---------------------------------------------------------------------------
831/** @brief Configures the UNREAL 3D loader to separate faces with different
832 * surface flags (e.g. two-sided vs. single-sided).
833 *
834 * * Property type: bool. Default value: true.
835 */
836#define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \
837 "UNREAL_HANDLE_FLAGS"
838
839// ---------------------------------------------------------------------------
840/** @brief Configures the terragen import plugin to compute uv's for
841 * terrains, if not given. Furthermore a default texture is assigned.
842 *
843 * UV coordinates for terrains are so simple to compute that you'll usually
844 * want to compute them on your own, if you need them. This option is intended
845 * for model viewers which want to offer an easy way to apply textures to
846 * terrains.
847 * * Property type: bool. Default value: false.
848 */
849#define AI_CONFIG_IMPORT_TER_MAKE_UVS \
850 "IMPORT_TER_MAKE_UVS"
851
852// ---------------------------------------------------------------------------
853/** @brief Configures the ASE loader to always reconstruct normal vectors
854 * basing on the smoothing groups loaded from the file.
855 *
856 * Some ASE files have carry invalid normals, other don't.
857 * * Property type: bool. Default value: true.
858 */
859#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \
860 "IMPORT_ASE_RECONSTRUCT_NORMALS"
861
862// ---------------------------------------------------------------------------
863/** @brief Configures the M3D loader to detect and process multi-part
864 * Quake player models.
865 *
866 * These models usually consist of 3 files, lower.md3, upper.md3 and
867 * head.md3. If this property is set to true, Assimp will try to load and
868 * combine all three files if one of them is loaded.
869 * Property type: bool. Default value: true.
870 */
871#define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \
872 "IMPORT_MD3_HANDLE_MULTIPART"
873
874// ---------------------------------------------------------------------------
875/** @brief Tells the MD3 loader which skin files to load.
876 *
877 * When loading MD3 files, Assimp checks whether a file
878 * [md3_file_name]_[skin_name].skin is existing. These files are used by
879 * Quake III to be able to assign different skins (e.g. red and blue team)
880 * to models. 'default', 'red', 'blue' are typical skin names.
881 * Property type: String. Default value: "default".
882 */
883#define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
884 "IMPORT_MD3_SKIN_NAME"
885
886// ---------------------------------------------------------------------------
887/** @brief Specify if to try load Quake 3 shader files. This also controls
888 * original surface name handling: when disabled it will be used unchanged.
889 *
890 * Property type: bool. Default value: true.
891 */
892#define AI_CONFIG_IMPORT_MD3_LOAD_SHADERS \
893 "IMPORT_MD3_LOAD_SHADERS"
894
895// ---------------------------------------------------------------------------
896/** @brief Specify the Quake 3 shader file to be used for a particular
897 * MD3 file. This can also be a search path.
898 *
899 * By default Assimp's behaviour is as follows: If a MD3 file
900 * <tt>any_path/models/any_q3_subdir/model_name/file_name.md3</tt> is
901 * loaded, the library tries to locate the corresponding shader file in
902 * <tt>any_path/scripts/model_name.shader</tt>. This property overrides this
903 * behaviour. It can either specify a full path to the shader to be loaded
904 * or alternatively the path (relative or absolute) to the directory where
905 * the shaders for all MD3s to be loaded reside. Assimp attempts to open
906 * <tt>IMPORT_MD3_SHADER_SRC/model_name.shader</tt> first, <tt>IMPORT_MD3_SHADER_SRC/file_name.shader</tt>
907 * is the fallback file. Note that IMPORT_MD3_SHADER_SRC should have a terminal (back)slash.
908 * Property type: String. Default value: n/a.
909 */
910#define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
911 "IMPORT_MD3_SHADER_SRC"
912
913// ---------------------------------------------------------------------------
914/** @brief Configures the LWO loader to load just one layer from the model.
915 *
916 * LWO files consist of layers and in some cases it could be useful to load
917 * only one of them. This property can be either a string - which specifies
918 * the name of the layer - or an integer - the index of the layer. If the
919 * property is not set the whole LWO model is loaded. Loading fails if the
920 * requested layer is not available. The layer index is zero-based and the
921 * layer name may not be empty.<br>
922 * Property type: Integer. Default value: all layers are loaded.
923 */
924#define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \
925 "IMPORT_LWO_ONE_LAYER_ONLY"
926
927// ---------------------------------------------------------------------------
928/** @brief Configures the MD5 loader to not load the MD5ANIM file for
929 * a MD5MESH file automatically.
930 *
931 * The default strategy is to look for a file with the same name but the
932 * MD5ANIM extension in the same directory. If it is found, it is loaded
933 * and combined with the MD5MESH file. This configuration option can be
934 * used to disable this behaviour.
935 *
936 * * Property type: bool. Default value: false.
937 */
938#define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
939 "IMPORT_MD5_NO_ANIM_AUTOLOAD"
940
941// ---------------------------------------------------------------------------
942/** @brief Defines the begin of the time range for which the LWS loader
943 * evaluates animations and computes aiNodeAnim's.
944 *
945 * Assimp provides full conversion of LightWave's envelope system, including
946 * pre and post conditions. The loader computes linearly subsampled animation
947 * chanels with the frame rate given in the LWS file. This property defines
948 * the start time. Note: animation channels are only generated if a node
949 * has at least one envelope with more tan one key assigned. This property.
950 * is given in frames, '0' is the first frame. By default, if this property
951 * is not set, the importer takes the animation start from the input LWS
952 * file ('FirstFrame' line)<br>
953 * Property type: Integer. Default value: taken from file.
954 *
955 * @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range
956 */
957#define AI_CONFIG_IMPORT_LWS_ANIM_START \
958 "IMPORT_LWS_ANIM_START"
959#define AI_CONFIG_IMPORT_LWS_ANIM_END \
960 "IMPORT_LWS_ANIM_END"
961
962// ---------------------------------------------------------------------------
963/** @brief Defines the output frame rate of the IRR loader.
964 *
965 * IRR animations are difficult to convert for Assimp and there will
966 * always be a loss of quality. This setting defines how many keys per second
967 * are returned by the converter.<br>
968 * Property type: integer. Default value: 100
969 */
970#define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
971 "IMPORT_IRR_ANIM_FPS"
972
973// ---------------------------------------------------------------------------
974/** @brief Ogre Importer will try to find referenced materials from this file.
975 *
976 * Ogre meshes reference with material names, this does not tell Assimp the file
977 * where it is located in. Assimp will try to find the source file in the following
978 * order: <material-name>.material, <mesh-filename-base>.material and
979 * lastly the material name defined by this config property.
980 * <br>
981 * Property type: String. Default value: Scene.material.
982 */
983#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE \
984 "IMPORT_OGRE_MATERIAL_FILE"
985
986// ---------------------------------------------------------------------------
987/** @brief Ogre Importer detect the texture usage from its filename.
988 *
989 * Ogre material texture units do not define texture type, the textures usage
990 * depends on the used shader or Ogre's fixed pipeline. If this config property
991 * is true Assimp will try to detect the type from the textures filename postfix:
992 * _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map, _s, _spec,
993 * _specular and _specularmap for specular map, _l, _light, _lightmap, _occ
994 * and _occlusion for light map, _disp and _displacement for displacement map.
995 * The matching is case insensitive. Post fix is taken between the last
996 * underscore and the last period.
997 * Default behavior is to detect type from lower cased texture unit name by
998 * matching against: normalmap, specularmap, lightmap and displacementmap.
999 * For both cases if no match is found aiTextureType_DIFFUSE is used.
1000 * <br>
1001 * Property type: Bool. Default value: false.
1002 */
1003#define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME \
1004 "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"
1005
1006 /** @brief Specifies whether the Android JNI asset extraction is supported.
1007 *
1008 * Turn on this option if you want to manage assets in native
1009 * Android application without having to keep the internal directory and asset
1010 * manager pointer.
1011 */
1012 #define AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT "AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT"
1013
1014// ---------------------------------------------------------------------------
1015/** @brief Specifies whether the IFC loader skips over IfcSpace elements.
1016 *
1017 * IfcSpace elements (and their geometric representations) are used to
1018 * represent, well, free space in a building storey.<br>
1019 * Property type: Bool. Default value: true.
1020 */
1021#define AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS "IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS"
1022
1023// ---------------------------------------------------------------------------
1024/** @brief Specifies whether the IFC loader will use its own, custom triangulation
1025 * algorithm to triangulate wall and floor meshes.
1026 *
1027 * If this property is set to false, walls will be either triangulated by
1028 * #aiProcess_Triangulate or will be passed through as huge polygons with
1029 * faked holes (i.e. holes that are connected with the outer boundary using
1030 * a dummy edge). It is highly recommended to set this property to true
1031 * if you want triangulated data because #aiProcess_Triangulate is known to
1032 * have problems with the kind of polygons that the IFC loader spits out for
1033 * complicated meshes.
1034 * Property type: Bool. Default value: true.
1035 */
1036#define AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION "IMPORT_IFC_CUSTOM_TRIANGULATION"
1037
1038// ---------------------------------------------------------------------------
1039/** @brief Set the tessellation conic angle for IFC smoothing curves.
1040 *
1041 * This is used by the IFC importer to determine the tessellation parameter
1042 * for smoothing curves.
1043 * @note The default value is AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE and the
1044 * accepted values are in range [5.0, 120.0].
1045 * Property type: Float.
1046 */
1047#define AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE "IMPORT_IFC_SMOOTHING_ANGLE"
1048
1049// default value for AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE
1050#if (!defined AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE)
1051# define AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE 10.0f
1052#endif
1053
1054// ---------------------------------------------------------------------------
1055/** @brief Set the tessellation for IFC cylindrical shapes.
1056 *
1057 * This is used by the IFC importer to determine the tessellation parameter
1058 * for cylindrical shapes, i.e. the number of segments used to approximate a circle.
1059 * @note The default value is AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION and the
1060 * accepted values are in range [3, 180].
1061 * Property type: Integer.
1062 */
1063#define AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION "IMPORT_IFC_CYLINDRICAL_TESSELLATION"
1064
1065// default value for AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION
1066#if (!defined AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION)
1067# define AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION 32
1068#endif
1069
1070// ---------------------------------------------------------------------------
1071/** @brief Specifies whether the Collada loader will ignore the provided up direction.
1072 *
1073 * If this property is set to true, the up direction provided in the file header will
1074 * be ignored and the file will be loaded as is.
1075 * Property type: Bool. Default value: false.
1076 */
1077#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
1078
1079// ---------------------------------------------------------------------------
1080/** @brief Specifies whether the Collada loader should use Collada names.
1081 *
1082 * If this property is set to true, the Collada names will be used as the node and
1083 * mesh names. The default is to use the id tag (resp. sid tag, if no id tag is present)
1084 * instead.
1085 * Property type: Bool. Default value: false.
1086 */
1087#define AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES "IMPORT_COLLADA_USE_COLLADA_NAMES"
1088
1089// ---------- All the Export defines ------------
1090
1091/** @brief Specifies the xfile use double for real values of float
1092 *
1093 * Property type: Bool. Default value: false.
1094 */
1095
1096#define AI_CONFIG_EXPORT_XFILE_64BIT "EXPORT_XFILE_64BIT"
1097
1098/** @brief Specifies whether the assimp export shall be able to export point clouds
1099 *
1100 * When this flag is not defined the render data has to contain valid faces.
1101 * Point clouds are only a collection of vertices which have nor spatial organization
1102 * by a face and the validation process will remove them. Enabling this feature will
1103 * switch off the flag and enable the functionality to export pure point clouds.
1104 */
1105#define AI_CONFIG_EXPORT_POINT_CLOUDS "EXPORT_POINT_CLOUDS"
1106
1107/**
1108 * @brief Specifies the blob name, assimp uses for exporting.
1109 *
1110 * Some formats require auxiliary files to be written, that need to be linked back into
1111 * the original file. For example, OBJ files export materials to a separate MTL file and
1112 * use the `mtllib` keyword to reference this file.
1113 *
1114 * When exporting blobs using #ExportToBlob, assimp does not know the name of the blob
1115 * file and thus outputs `mtllib $blobfile.mtl`, which might not be desired, since the
1116 * MTL file might be called differently.
1117 *
1118 * This property can be used to give the exporter a hint on how to use the magic
1119 * `$blobfile` keyword. If the exporter detects the keyword and is provided with a name
1120 * for the blob, it instead uses this name.
1121 */
1122#define AI_CONFIG_EXPORT_BLOB_NAME "EXPORT_BLOB_NAME"
1123
1124/**
1125 * @brief Specifies a gobal key factor for scale, float value
1126 */
1127#define AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY "GLOBAL_SCALE_FACTOR"
1128
1129#if (!defined AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT)
1130# define AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT 1.0f
1131#endif // !! AI_DEBONE_THRESHOLD
1132
1133#define AI_CONFIG_APP_SCALE_KEY "APP_SCALE_FACTOR"
1134
1135#if (!defined AI_CONFIG_APP_SCALE_KEY)
1136# define AI_CONFIG_APP_SCALE_KEY 1.0
1137#endif // AI_CONFIG_APP_SCALE_KEY
1138
1139
1140// ---------- All the Build/Compile-time defines ------------
1141
1142/** @brief Specifies if double precision is supported inside assimp
1143 *
1144 * Property type: Bool. Default value: undefined.
1145 */
1146
1147
1148
1149#endif // !! AI_CONFIG_H_INC
1150

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