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@@ -80,60 +80,52 @@ namespace FBXDocParser {
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/** FBX import settings, parts of which are publicly accessible via their corresponding AI_CONFIG constants */
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struct ImportSettings {
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- ImportSettings() :
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- strictMode(true), readAllLayers(true), readAllMaterials(true), readMaterials(true), readTextures(true), readCameras(true), readLights(true), readAnimations(true), readWeights(true), preservePivots(true), optimizeEmptyAnimationCurves(true), useLegacyEmbeddedTextureNaming(false), removeEmptyBones(true), convertToMeters(false) {
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- // empty
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- }
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-
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/** enable strict mode:
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* - only accept fbx 2012, 2013 files
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* - on the slightest error, give up.
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*
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* Basically, strict mode means that the fbx file will actually
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- * be validated. Strict mode is off by default. */
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- bool strictMode;
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+ * be validated.*/
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+ bool strictMode = true;
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/** specifies whether all geometry layers are read and scanned for
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* usable data channels. The FBX spec indicates that many readers
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* will only read the first channel and that this is in some way
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* the recommended way- in reality, however, it happens a lot that
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- * vertex data is spread among multiple layers. The default
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- * value for this option is true.*/
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- bool readAllLayers;
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+ * vertex data is spread among multiple layers.*/
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+ bool readAllLayers = true;
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/** specifies whether all materials are read, or only those that
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* are referenced by at least one mesh. Reading all materials
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* may make FBX reading a lot slower since all objects
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- * need to be processed .
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- * This bit is ignored unless readMaterials=true*/
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- bool readAllMaterials;
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+ * need to be processed.
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+ * This bit is ignored unless readMaterials=true.*/
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+ bool readAllMaterials = true;
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/** import materials (true) or skip them and assign a default
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- * material. The default value is true.*/
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- bool readMaterials;
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+ * material.*/
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+ bool readMaterials = true;
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- /** import embedded textures? Default value is true.*/
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- bool readTextures;
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+ /** import embedded textures?*/
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+ bool readTextures = true;
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- /** import cameras? Default value is true.*/
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- bool readCameras;
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+ /** import cameras?*/
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+ bool readCameras = true;
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- /** import light sources? Default value is true.*/
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- bool readLights;
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+ /** import light sources?*/
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+ bool readLights = true;
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/** import animations (i.e. animation curves, the node
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- * skeleton is always imported). Default value is true. */
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- bool readAnimations;
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+ * skeleton is always imported).*/
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+ bool readAnimations = true;
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- /** read bones (vertex weights and deform info).
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- * Default value is true. */
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- bool readWeights;
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+ /** read bones (vertex weights and deform info).*/
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+ bool readWeights = true;
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/** preserve transformation pivots and offsets. Since these can
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* not directly be represented in assimp, additional dummy
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* nodes will be generated. Note that settings this to false
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- * can make animation import a lot slower. The default value
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- * is true.
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+ * can make animation import a lot slower.
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*
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* The naming scheme for the generated nodes is:
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* <OriginalName>_$AssimpFbx$_<TransformName>
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@@ -149,24 +141,21 @@ struct ImportSettings {
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* Scaling
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* Rotation
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**/
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- bool preservePivots;
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+ bool preservePivots = true;
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/** do not import animation curves that specify a constant
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- * values matching the corresponding node transformation.
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- * The default value is true. */
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- bool optimizeEmptyAnimationCurves;
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+ * values matching the corresponding node transformation.*/
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+ bool optimizeEmptyAnimationCurves = true;
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- /** use legacy naming for embedded textures eg: (*0, *1, *2)
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- */
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- bool useLegacyEmbeddedTextureNaming;
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+ /** use legacy naming for embedded textures eg: (*0, *1, *2).*/
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+ bool useLegacyEmbeddedTextureNaming = false;
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- /** Empty bones shall be removed
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- */
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- bool removeEmptyBones;
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+ /** Empty bones shall be removed.*/
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+ bool removeEmptyBones = true;
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- /** Set to true to perform a conversion from cm to meter after the import
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- */
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- bool convertToMeters;
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+ /** Set to true to perform a conversion from cm to meter after
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+ * the import.*/
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+ bool convertToMeters = false;
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};
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} // namespace FBXDocParser
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