aiConfig.h 23 KB

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  1. /*
  2. ---------------------------------------------------------------------------
  3. Open Asset Import Library (ASSIMP)
  4. ---------------------------------------------------------------------------
  5. Copyright (c) 2006-2008, ASSIMP Development Team
  6. All rights reserved.
  7. Redistribution and use of this software in source and binary forms,
  8. with or without modification, are permitted provided that the following
  9. conditions are met:
  10. * Redistributions of source code must retain the above
  11. copyright notice, this list of conditions and the
  12. following disclaimer.
  13. * Redistributions in binary form must reproduce the above
  14. copyright notice, this list of conditions and the
  15. following disclaimer in the documentation and/or other
  16. materials provided with the distribution.
  17. * Neither the name of the ASSIMP team, nor the names of its
  18. contributors may be used to endorse or promote products
  19. derived from this software without specific prior
  20. written permission of the ASSIMP Development Team.
  21. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  22. "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
  23. LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  24. A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  25. OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  26. SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
  27. LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  28. DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  29. THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  30. (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  31. OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  32. ---------------------------------------------------------------------------
  33. */
  34. /** @file aiConfig.h
  35. * @brief Defines constants for configurable properties for the library
  36. *
  37. * Typically these properties are set via
  38. * #Assimp::Importer::SetPropertyFloat,
  39. * #Assimp::Importer::SetPropertyInteger or
  40. * #Assimp::Importer::SetPropertyString,
  41. * depending on the data type of a property. All properties have a
  42. * default value. See the doc for the mentioned methods for more details.
  43. *
  44. * <br><br>
  45. * The corresponding functions for use with the plain-c API are:
  46. * #aiSetImportPropertyInteger,
  47. * #aiSetImportPropertyFloat,
  48. * #aiSetImportPropertyString
  49. */
  50. #ifndef INCLUDED_AI_CONFIG_H
  51. #define INCLUDED_AI_CONFIG_H
  52. // ###########################################################################
  53. // POST PROCESSING SETTINGS
  54. // Various stuff to fine-tune the behavior of a specific post processing step.
  55. // ###########################################################################
  56. // ---------------------------------------------------------------------------
  57. /** @brief Specifies the maximum angle that may be between two vertex tangents
  58. * that their tangents and bitangents are smoothed.
  59. *
  60. * This applies to the CalcTangentSpace-Step. The angle is specified
  61. * in degrees, so 180 is PI. The default value is
  62. * 45 degrees. The maximum value is 175.
  63. * Property type: float.
  64. */
  65. #define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE \
  66. "PP_CT_MAX_SMOOTHING_ANGLE"
  67. // ---------------------------------------------------------------------------
  68. /** @brief Specifies the maximum angle that may be between two face normals
  69. * at the same vertex position that their are smoothed together.
  70. *
  71. * Sometimes referred to as 'crease angle'.
  72. * This applies to the GenSmoothNormals-Step. The angle is specified
  73. * in degrees, so 180 is PI. The default value is 175 degrees (all vertex
  74. * normals are smoothed). The maximum value is 175, too. Property type: float.
  75. * Warning: setting this option may cause a severe loss of performance. The
  76. * performance is unaffected if the #AI_CONFIG_FAVOUR_SPEED flag is set but
  77. * the output quality may be reduced.
  78. */
  79. #define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE \
  80. "PP_GSN_MAX_SMOOTHING_ANGLE"
  81. // ---------------------------------------------------------------------------
  82. /** @brief Sets the colormap (= palette) to be used to decode embedded
  83. * textures in MDL (Quake or 3DGS) files.
  84. *
  85. * This must be a valid path to a file. The file is 768 (256*3) bytes
  86. * large and contains RGB triplets for each of the 256 palette entries.
  87. * The default value is colormap.lmp. If the file is not found,
  88. * a default palette (from Quake 1) is used.
  89. * Property type: string.
  90. */
  91. #define AI_CONFIG_IMPORT_MDL_COLORMAP \
  92. "IMPORT_MDL_COLORMAP"
  93. // ---------------------------------------------------------------------------
  94. /** @brief Configures the #aiProcess_RemoveRedundantMaterials step to
  95. * keep materials matching a name in a given list.
  96. *
  97. * This is a list of 1 to n strings, ' ' serves as delimiter character.
  98. * Identifiers containing whitespaces must be enclosed in *single*
  99. * quotation marks. For example:<tt>
  100. * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</tt>.
  101. * If a material matches on of these names, it will not be modified or
  102. * removed by the postprocessing step nor will other materials be replaced
  103. * by a reference to it. <br>
  104. * This option might be useful if you are using some magic material names
  105. * to pass additional semantics through the content pipeline. This ensures
  106. * they won't be optimized away, but a general optimization is still
  107. * performed for materials not contained in the list.
  108. * Property type: String. Default value: n/a
  109. * @note Linefeeds, tabs or carriage returns are treated as whitespace.
  110. * Material names are case sensitive.
  111. */
  112. #define AI_CONFIG_PP_RRM_EXCLUDE_LIST \
  113. "PP_RRM_EXCLUDE_LIST"
  114. // ---------------------------------------------------------------------------
  115. /** @brief Configures the #aiProcess_PretransformVertices step to
  116. * keep the scene hierarchy. Meshes are moved to worldspace, but
  117. * no optimization is performed (means: meshes are not joined. The total
  118. * number of meshes won't change).
  119. *
  120. * This option could be of use for you if the scene hierarchy contains
  121. * important additional information which you want to interpret.
  122. * For rendering, you can still render all meshes in the scene without
  123. * any transformations.
  124. * Property type: integer (0: false; !0: true). Default value: false.
  125. */
  126. #define AI_CONFIG_PP_PTV_KEEP_HIERARCHY \
  127. "PP_PTV_KEEP_HIERARCHY"
  128. // ---------------------------------------------------------------------------
  129. /** @brief Configures the #aiProcess_FindDegenerates step to
  130. * remove degenerated primitives from the import - immediately.
  131. *
  132. * The default behaviour converts degenerated triangles to lines and
  133. * degenerated lines to points. See the documentation to the
  134. * #aiProcess_FindDegenerates step for a detailed example of the various ways
  135. * to get rid of these lines and points if you don't want them.
  136. * Property type: integer (0: false; !0: true). Default value: false.
  137. */
  138. #define AI_CONFIG_PP_FD_REMOVE \
  139. "PP_FD_REMOVE"
  140. // ---------------------------------------------------------------------------
  141. /** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
  142. * matching a name in a given list.
  143. *
  144. * This is a list of 1 to n strings, ' ' serves as delimiter character.
  145. * Identifiers containing whitespaces must be enclosed in *single*
  146. * quotation marks. For example:<tt>
  147. * "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>.
  148. * If a node matches on of these names, it will not be modified or
  149. * removed by the postprocessing step.<br>
  150. * This option might be useful if you are using some magic node names
  151. * to pass additional semantics through the content pipeline. This ensures
  152. * they won't be optimized away, but a general optimization is still
  153. * performed for nodes not contained in the list.
  154. * Property type: String. Default value: n/a
  155. * @note Linefeeds, tabs or carriage returns are treated as whitespace.
  156. * Node names are case sensitive.
  157. */
  158. #define AI_CONFIG_PP_OG_EXCLUDE_LIST \
  159. "PP_OG_EXCLUDE_LIST"
  160. // ---------------------------------------------------------------------------
  161. /** @brief Set the maximum number of triangles in a mesh.
  162. *
  163. * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
  164. * whether a mesh must be split or not.
  165. * @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
  166. * Property type: integer.
  167. */
  168. #define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
  169. "PP_SLM_TRIANGLE_LIMIT"
  170. // default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
  171. #if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
  172. # define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
  173. #endif
  174. // ---------------------------------------------------------------------------
  175. /** @brief Set the maximum number of vertices in a mesh.
  176. *
  177. * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
  178. * whether a mesh must be split or not.
  179. * @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
  180. * Property type: integer.
  181. */
  182. #define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
  183. "PP_SLM_VERTEX_LIMIT"
  184. // default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT
  185. #if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
  186. # define AI_SLM_DEFAULT_MAX_VERTICES 1000000
  187. #endif
  188. // ---------------------------------------------------------------------------
  189. /** @brief Set the maximum number of bones affecting a single vertex
  190. *
  191. * This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
  192. * @note The default value is AI_LBW_MAX_WEIGHTS
  193. * Property type: integer.
  194. */
  195. #define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
  196. "PP_LBW_MAX_WEIGHTS"
  197. // default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
  198. #if (!defined AI_LMW_MAX_WEIGHTS)
  199. # define AI_LMW_MAX_WEIGHTS 0x4
  200. #endif // !! AI_LMW_MAX_WEIGHTS
  201. /** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property
  202. */
  203. #ifndef PP_ICL_PTCACHE_SIZE
  204. # define PP_ICL_PTCACHE_SIZE 12
  205. #endif
  206. // ---------------------------------------------------------------------------
  207. /** @brief Set the size of the post-transform vertex cache to optimize the
  208. * vertices for. This configures the #aiProcess_ImproveCacheLocality step.
  209. *
  210. * The size is given in vertices. Of course you can't know how the vertex
  211. * format will exactly look like after the import returns, but you can still
  212. * guess what your meshes will probably have.
  213. * @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight
  214. * performance improvements for most nVidia/AMD cards since 2002.
  215. * Property type: integer.
  216. */
  217. #define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE"
  218. // ---------------------------------------------------------------------------
  219. /** @brief Enumerates components of the aiScene and aiMesh data structures
  220. * that can be excluded from the import by using the RemoveComponent step.
  221. *
  222. * See the documentation to #aiProcess_RemoveComponent for more details.
  223. */
  224. enum aiComponent
  225. {
  226. /** Normal vectors
  227. */
  228. aiComponent_NORMALS = 0x2u,
  229. /** Tangents and bitangents go always together ...
  230. */
  231. aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
  232. /** ALL color sets
  233. * Use aiComponent_COLORn(N) to specify the N'th set
  234. */
  235. aiComponent_COLORS = 0x8,
  236. /** ALL texture UV sets
  237. * aiComponent_TEXCOORDn(N) to specify the N'th set
  238. */
  239. aiComponent_TEXCOORDS = 0x10,
  240. /** Removes all bone weights from all meshes.
  241. * The scenegraph nodes corresponding to the bones are NOT removed.
  242. * use the #aiProcess_OptimizeGraph step to do this
  243. */
  244. aiComponent_BONEWEIGHTS = 0x20,
  245. /** Removes all node animations (aiScene::mAnimations).
  246. * The corresponding scenegraph nodes are NOT removed.
  247. * use the #aiProcess_OptimizeGraph step to do this
  248. */
  249. aiComponent_ANIMATIONS = 0x40,
  250. /** Removes all embedded textures (aiScene::mTextures)
  251. */
  252. aiComponent_TEXTURES = 0x80,
  253. /** Removes all light sources (aiScene::mLights).
  254. * The corresponding scenegraph nodes are NOT removed.
  255. * use the #aiProcess_OptimizeGraph step to do this
  256. */
  257. aiComponent_LIGHTS = 0x100,
  258. /** Removes all light sources (aiScene::mCameras).
  259. * The corresponding scenegraph nodes are NOT removed.
  260. * use the #aiProcess_OptimizeGraph step to do this
  261. */
  262. aiComponent_CAMERAS = 0x200,
  263. /** Removes all meshes (aiScene::mMeshes).
  264. */
  265. aiComponent_MESHES = 0x400,
  266. /** Removes all materials. One default material will
  267. * be generated, so aiScene::mNumMaterials will be 1.
  268. */
  269. aiComponent_MATERIALS = 0x800,
  270. /** This value is not used. It is just there to force the
  271. * compiler to map this enum to a 32 Bit integer.
  272. */
  273. _aiComponent_Force32Bit = 0x9fffffff
  274. };
  275. // Remove a specific color channel 'n'
  276. #define aiComponent_COLORSn(n) (1u << (n+20u))
  277. // Remove a specific UV channel 'n'
  278. #define aiComponent_TEXCOORDSn(n) (1u << (n+25u))
  279. // ---------------------------------------------------------------------------
  280. /** @brief Input parameter to the #aiProcess_RemoveComponent step:
  281. * Specifies the parts of the data structure to be removed.
  282. *
  283. * See the documentation to this step for further details. The property
  284. * is expected to be an integer, a bitwise combination of the
  285. * #aiComponent flags defined above in this header. The default
  286. * value is 0. Important: if no valid mesh is remaining after the
  287. * step has been executed (e.g you thought it was funny to specify ALL
  288. * of the flags defined above) the import FAILS. Mainly because there is
  289. * no data to work on anymore ...
  290. */
  291. #define AI_CONFIG_PP_RVC_FLAGS \
  292. "PP_RVC_FLAGS"
  293. // ---------------------------------------------------------------------------
  294. /** @brief Input parameter to the #aiProcess_SortByPType step:
  295. * Specifies which primitive types are removed by the step.
  296. *
  297. * This is a bitwise combination of the aiPrimitiveType flags.
  298. * Specifying all of them is illegal, of course. A typical use would
  299. * be to exclude all line and point meshes from the import. This
  300. * is an integer property, its default value is 0.
  301. */
  302. #define AI_CONFIG_PP_SBP_REMOVE \
  303. "PP_SBP_REMOVE"
  304. // TransformUVCoords evaluates UV scalings
  305. #define AI_UVTRAFO_SCALING 0x1
  306. // TransformUVCoords evaluates UV rotations
  307. #define AI_UVTRAFO_ROTATION 0x2
  308. // TransformUVCoords evaluates UV translation
  309. #define AI_UVTRAFO_TRANSLATION 0x4
  310. // Everything baked together -> default value
  311. #define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION)
  312. // ---------------------------------------------------------------------------
  313. /** @brief Input parameter to the #aiProcess_TransformUVCoords step:
  314. * Specifies which UV transformations are evaluated.
  315. *
  316. * This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
  317. * property, of course). By default all transformations are enabled
  318. * (AI_UVTRAFO_ALL).
  319. */
  320. #define AI_CONFIG_PP_TUV_EVALUATE \
  321. "PP_TUV_EVALUATE"
  322. // ---------------------------------------------------------------------------
  323. /** @brief A hint to assimp to favour speed against import quality.
  324. *
  325. * Enabling this option may result in faster loading, but it needn't.
  326. * It represents just a hint to loaders and post-processing steps to use
  327. * faster code paths, if possible.
  328. * This property is expected to be an integer, != 0 stands for true.
  329. * The default value is 0.
  330. */
  331. #define AI_CONFIG_FAVOUR_SPEED \
  332. "FAVOUR_SPEED"
  333. // ###########################################################################
  334. // IMPORTER SETTINGS
  335. // Various stuff to fine-tune the behaviour of a specific importer plugin.
  336. // ###########################################################################
  337. // ---------------------------------------------------------------------------
  338. /** @brief Set the vertex animation keyframe to be imported
  339. *
  340. * ASSIMP does not support vertex keyframes (only bone animation is supported).
  341. * The library reads only one frame of models with vertex animations.
  342. * By default this is the first frame.
  343. * \note The default value is 0. This option applies to all importers.
  344. * However, it is also possible to override the global setting
  345. * for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
  346. * options (where XXX is a placeholder for the file format for which you
  347. * want to override the global setting).
  348. * Property type: integer.
  349. */
  350. #define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME"
  351. #define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME"
  352. #define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME"
  353. #define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME"
  354. #define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME"
  355. #define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
  356. #define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
  357. // ---------------------------------------------------------------------------
  358. /** @brief Configures the AC loader to collect all surfaces which have the
  359. * "Backface cull" flag set in separate meshes.
  360. *
  361. * Property type: integer (0: false; !0: true). Default value: true.
  362. */
  363. #define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
  364. "IMPORT_AC_SEPARATE_BFCULL"
  365. // ---------------------------------------------------------------------------
  366. /** @brief Configures the UNREAL 3D loader to separate faces with different
  367. * surface flags (e.g. two-sided vs. single-sided).
  368. *
  369. * Property type: integer (0: false; !0: true). Default value: true.
  370. */
  371. #define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \
  372. "UNREAL_HANDLE_FLAGS"
  373. // ---------------------------------------------------------------------------
  374. /** @brief Configures the terragen import plugin to compute uv's for
  375. * terrains, if not given. Furthermore a default texture is assigned.
  376. *
  377. * UV coordinates for terrains are so simple to compute that you'll usually
  378. * want to compute them on your own, if you need them. This option is intended
  379. * for model viewers which want to offer an easy way to apply textures to
  380. * terrains.
  381. * Property type: integer (0: false; !0: true). Default value: false.
  382. */
  383. #define AI_CONFIG_IMPORT_TER_MAKE_UVS \
  384. "IMPORT_TER_MAKE_UVS"
  385. // ---------------------------------------------------------------------------
  386. /** @brief Configures the ASE loader to always reconstruct normal vectors
  387. * basing on the smoothing groups loaded from the file.
  388. *
  389. * Many ASE files have invalid normals (they're not orthonormal).
  390. * Property type: integer (0: false; !0: true). Default value: true.
  391. */
  392. #define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \
  393. "IMPORT_ASE_RECONSTRUCT_NORMALS"
  394. // ---------------------------------------------------------------------------
  395. /** @brief Configures the M3D loader to process multi-part player models.
  396. *
  397. * These models usually consist of 3 files, lower.md3, upper.md3 and
  398. * head.md3. If this property is set to true, Assimp will try to load and
  399. * combine all three files if one of them is loaded.
  400. * Property type: integer (0: false; !0: true). Default value: true.
  401. */
  402. #define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \
  403. "IMPORT_MD3_HANDLE_MULTIPART"
  404. // ---------------------------------------------------------------------------
  405. /** @brief Tells the MD3 loader which skin files to load.
  406. *
  407. * When loading MD3 files, Assimp checks whether a file
  408. * <md3_file_name>_<skin_name>.skin is existing. These files are used by
  409. * Quake III to be able to assign different skins (e.g. red and blue team)
  410. * to models. 'default', 'red', 'blue' are typical skin names.
  411. * Property type: String. Default value: "default".
  412. */
  413. #define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
  414. "IMPORT_MD3_SKIN_NAME"
  415. // ---------------------------------------------------------------------------
  416. /** @brief Specify the Quake 3 shader file to be used for a particular
  417. * MD3 file. This can also be a search path.
  418. *
  419. * By default Assimp's behaviour is as follows: If a MD3 file
  420. * <tt><any_path>/models/<any_q3_subdir>/<model_name>/<file_name>.md3</tt> is
  421. * loaded, the library tries to locate the corresponding shader file in
  422. * <tt><any_path>/scripts/<model_name>.shader</tt>. This property overrides this
  423. * behaviour. It can either specify a full path to the shader to be loaded
  424. * or alternatively the path (relative or absolute) to the directory where
  425. * the shaders for all MD3s to be loaded reside. Assimp attempts to open
  426. * <tt><dir>/<model_name>.shader</tt> first, <tt><dir>/<file_name>.shader</tt>
  427. * is the fallback file. Note that <dir> should have a terminal (back)slash.
  428. * Property type: String. Default value: n/a.
  429. */
  430. #define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
  431. "IMPORT_MD3_SHADER_SRC"
  432. // ---------------------------------------------------------------------------
  433. /** @brief Configures the LWO loader to load just one layer from the model.
  434. *
  435. * LWO files consist of layers and in some cases it could be useful to load
  436. * only one of them. This property can be either a string - which specifies
  437. * the name of the layer - or an integer - the index of the layer. If the
  438. * property is not set the whole LWO model is loaded. Loading fails if the
  439. * requested layer is not available. The layer index is zero-based and the
  440. * layer name may not be empty.<br>
  441. * Property type: Integer. Default value: all layers are loaded.
  442. */
  443. #define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \
  444. "IMPORT_LWO_ONE_LAYER_ONLY"
  445. // ---------------------------------------------------------------------------
  446. /** @brief Configures the MD5 loader to not load the MD5ANIM file for
  447. * a MD5MESH file automatically.
  448. *
  449. * The default strategy is to look for a file with the same name but the
  450. * MD5ANIM extension in the same directory. If it is found, it is loaded
  451. * and combined with the MD5MESH file. This configuration option can be
  452. * used to disable this behaviour.
  453. *
  454. * Property type: integer (0: false; !0: true). Default value: false.
  455. */
  456. #define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
  457. "IMPORT_MD5_NO_ANIM_AUTOLOAD"
  458. // ---------------------------------------------------------------------------
  459. /** @brief Defines the begin of the time range for which the LWS loader
  460. * evaluates animations and computes aiNodeAnim's.
  461. *
  462. * Assimp provides full conversion of LightWave's envelope system, including
  463. * pre and post conditions. The loader computes linearly subsampled animation
  464. * chanels with the frame rate given in the LWS file. This property defines
  465. * the start time. Note: animation channels are only generated if a node
  466. * has at least one envelope with more tan one key assigned. This property.
  467. * is given in frames, '0' is the first frame. By default, if this property
  468. * is not set, the importer takes the animation start from the input LWS
  469. * file ('FirstFrame' line)<br>
  470. * Property type: Integer. Default value: taken from file.
  471. *
  472. * @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range
  473. */
  474. #define AI_CONFIG_IMPORT_LWS_ANIM_START \
  475. "IMPORT_LWS_ANIM_START"
  476. #define AI_CONFIG_IMPORT_LWS_ANIM_END \
  477. "IMPORT_LWS_ANIM_END"
  478. // ---------------------------------------------------------------------------
  479. /** @brief Defines the output frame rate of the IRR loader.
  480. *
  481. * IRR animations are difficult to convert for Assimp and there will
  482. * always be a loss of quality. This setting defines how many keys per second
  483. * are returned by the converter.<br>
  484. * Property type: integer. Default value: 100
  485. */
  486. #define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
  487. "IMPORT_IRR_ANIM_FPS"
  488. #endif // !! AI_CONFIG_H_INC