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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (ASSIMP)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2008, ASSIMP Development Team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the following
- conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ---------------------------------------------------------------------------
- */
- /** @file aiConfig.h
- * @brief Defines constants for configurable properties for the library
- *
- * Typically these properties are set via
- * #Assimp::Importer::SetPropertyFloat,
- * #Assimp::Importer::SetPropertyInteger or
- * #Assimp::Importer::SetPropertyString,
- * depending on the data type of a property. All properties have a
- * default value. See the doc for the mentioned methods for more details.
- *
- * <br><br>
- * The corresponding functions for use with the plain-c API are:
- * #aiSetImportPropertyInteger,
- * #aiSetImportPropertyFloat,
- * #aiSetImportPropertyString
- */
- #ifndef INCLUDED_AI_CONFIG_H
- #define INCLUDED_AI_CONFIG_H
- // ###########################################################################
- // POST PROCESSING SETTINGS
- // Various stuff to fine-tune the behavior of a specific post processing step.
- // ###########################################################################
- // ---------------------------------------------------------------------------
- /** @brief Specifies the maximum angle that may be between two vertex tangents
- * that their tangents and bitangents are smoothed.
- *
- * This applies to the CalcTangentSpace-Step. The angle is specified
- * in degrees, so 180 is PI. The default value is
- * 45 degrees. The maximum value is 175.
- * Property type: float.
- */
- #define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE \
- "PP_CT_MAX_SMOOTHING_ANGLE"
- // ---------------------------------------------------------------------------
- /** @brief Specifies the maximum angle that may be between two face normals
- * at the same vertex position that their are smoothed together.
- *
- * Sometimes referred to as 'crease angle'.
- * This applies to the GenSmoothNormals-Step. The angle is specified
- * in degrees, so 180 is PI. The default value is 175 degrees (all vertex
- * normals are smoothed). The maximum value is 175, too. Property type: float.
- * Warning: setting this option may cause a severe loss of performance. The
- * performance is unaffected if the #AI_CONFIG_FAVOUR_SPEED flag is set but
- * the output quality may be reduced.
- */
- #define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE \
- "PP_GSN_MAX_SMOOTHING_ANGLE"
- // ---------------------------------------------------------------------------
- /** @brief Sets the colormap (= palette) to be used to decode embedded
- * textures in MDL (Quake or 3DGS) files.
- *
- * This must be a valid path to a file. The file is 768 (256*3) bytes
- * large and contains RGB triplets for each of the 256 palette entries.
- * The default value is colormap.lmp. If the file is not found,
- * a default palette (from Quake 1) is used.
- * Property type: string.
- */
- #define AI_CONFIG_IMPORT_MDL_COLORMAP \
- "IMPORT_MDL_COLORMAP"
- // ---------------------------------------------------------------------------
- /** @brief Configures the #aiProcess_RemoveRedundantMaterials step to
- * keep materials matching a name in a given list.
- *
- * This is a list of 1 to n strings, ' ' serves as delimiter character.
- * Identifiers containing whitespaces must be enclosed in *single*
- * quotation marks. For example:<tt>
- * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</tt>.
- * If a material matches on of these names, it will not be modified or
- * removed by the postprocessing step nor will other materials be replaced
- * by a reference to it. <br>
- * This option might be useful if you are using some magic material names
- * to pass additional semantics through the content pipeline. This ensures
- * they won't be optimized away, but a general optimization is still
- * performed for materials not contained in the list.
- * Property type: String. Default value: n/a
- * @note Linefeeds, tabs or carriage returns are treated as whitespace.
- * Material names are case sensitive.
- */
- #define AI_CONFIG_PP_RRM_EXCLUDE_LIST \
- "PP_RRM_EXCLUDE_LIST"
- // ---------------------------------------------------------------------------
- /** @brief Configures the #aiProcess_PretransformVertices step to
- * keep the scene hierarchy. Meshes are moved to worldspace, but
- * no optimization is performed (means: meshes are not joined. The total
- * number of meshes won't change).
- *
- * This option could be of use for you if the scene hierarchy contains
- * important additional information which you want to interpret.
- * For rendering, you can still render all meshes in the scene without
- * any transformations.
- * Property type: integer (0: false; !0: true). Default value: false.
- */
- #define AI_CONFIG_PP_PTV_KEEP_HIERARCHY \
- "PP_PTV_KEEP_HIERARCHY"
- // ---------------------------------------------------------------------------
- /** @brief Configures the #aiProcess_FindDegenerates step to
- * remove degenerated primitives from the import - immediately.
- *
- * The default behaviour converts degenerated triangles to lines and
- * degenerated lines to points. See the documentation to the
- * #aiProcess_FindDegenerates step for a detailed example of the various ways
- * to get rid of these lines and points if you don't want them.
- * Property type: integer (0: false; !0: true). Default value: false.
- */
- #define AI_CONFIG_PP_FD_REMOVE \
- "PP_FD_REMOVE"
- // ---------------------------------------------------------------------------
- /** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
- * matching a name in a given list.
- *
- * This is a list of 1 to n strings, ' ' serves as delimiter character.
- * Identifiers containing whitespaces must be enclosed in *single*
- * quotation marks. For example:<tt>
- * "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>.
- * If a node matches on of these names, it will not be modified or
- * removed by the postprocessing step.<br>
- * This option might be useful if you are using some magic node names
- * to pass additional semantics through the content pipeline. This ensures
- * they won't be optimized away, but a general optimization is still
- * performed for nodes not contained in the list.
- * Property type: String. Default value: n/a
- * @note Linefeeds, tabs or carriage returns are treated as whitespace.
- * Node names are case sensitive.
- */
- #define AI_CONFIG_PP_OG_EXCLUDE_LIST \
- "PP_OG_EXCLUDE_LIST"
- // ---------------------------------------------------------------------------
- /** @brief Set the maximum number of triangles in a mesh.
- *
- * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
- * whether a mesh must be split or not.
- * @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
- * Property type: integer.
- */
- #define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
- "PP_SLM_TRIANGLE_LIMIT"
- // default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
- #if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
- # define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
- #endif
- // ---------------------------------------------------------------------------
- /** @brief Set the maximum number of vertices in a mesh.
- *
- * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
- * whether a mesh must be split or not.
- * @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
- * Property type: integer.
- */
- #define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
- "PP_SLM_VERTEX_LIMIT"
- // default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT
- #if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
- # define AI_SLM_DEFAULT_MAX_VERTICES 1000000
- #endif
- // ---------------------------------------------------------------------------
- /** @brief Set the maximum number of bones affecting a single vertex
- *
- * This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
- * @note The default value is AI_LBW_MAX_WEIGHTS
- * Property type: integer.
- */
- #define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
- "PP_LBW_MAX_WEIGHTS"
- // default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
- #if (!defined AI_LMW_MAX_WEIGHTS)
- # define AI_LMW_MAX_WEIGHTS 0x4
- #endif // !! AI_LMW_MAX_WEIGHTS
- /** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property
- */
- #ifndef PP_ICL_PTCACHE_SIZE
- # define PP_ICL_PTCACHE_SIZE 12
- #endif
- // ---------------------------------------------------------------------------
- /** @brief Set the size of the post-transform vertex cache to optimize the
- * vertices for. This configures the #aiProcess_ImproveCacheLocality step.
- *
- * The size is given in vertices. Of course you can't know how the vertex
- * format will exactly look like after the import returns, but you can still
- * guess what your meshes will probably have.
- * @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight
- * performance improvements for most nVidia/AMD cards since 2002.
- * Property type: integer.
- */
- #define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE"
- // ---------------------------------------------------------------------------
- /** @brief Enumerates components of the aiScene and aiMesh data structures
- * that can be excluded from the import by using the RemoveComponent step.
- *
- * See the documentation to #aiProcess_RemoveComponent for more details.
- */
- enum aiComponent
- {
- /** Normal vectors
- */
- aiComponent_NORMALS = 0x2u,
- /** Tangents and bitangents go always together ...
- */
- aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
- /** ALL color sets
- * Use aiComponent_COLORn(N) to specify the N'th set
- */
- aiComponent_COLORS = 0x8,
- /** ALL texture UV sets
- * aiComponent_TEXCOORDn(N) to specify the N'th set
- */
- aiComponent_TEXCOORDS = 0x10,
- /** Removes all bone weights from all meshes.
- * The scenegraph nodes corresponding to the bones are NOT removed.
- * use the #aiProcess_OptimizeGraph step to do this
- */
- aiComponent_BONEWEIGHTS = 0x20,
- /** Removes all node animations (aiScene::mAnimations).
- * The corresponding scenegraph nodes are NOT removed.
- * use the #aiProcess_OptimizeGraph step to do this
- */
- aiComponent_ANIMATIONS = 0x40,
- /** Removes all embedded textures (aiScene::mTextures)
- */
- aiComponent_TEXTURES = 0x80,
- /** Removes all light sources (aiScene::mLights).
- * The corresponding scenegraph nodes are NOT removed.
- * use the #aiProcess_OptimizeGraph step to do this
- */
- aiComponent_LIGHTS = 0x100,
- /** Removes all light sources (aiScene::mCameras).
- * The corresponding scenegraph nodes are NOT removed.
- * use the #aiProcess_OptimizeGraph step to do this
- */
- aiComponent_CAMERAS = 0x200,
- /** Removes all meshes (aiScene::mMeshes).
- */
- aiComponent_MESHES = 0x400,
- /** Removes all materials. One default material will
- * be generated, so aiScene::mNumMaterials will be 1.
- */
- aiComponent_MATERIALS = 0x800,
- /** This value is not used. It is just there to force the
- * compiler to map this enum to a 32 Bit integer.
- */
- _aiComponent_Force32Bit = 0x9fffffff
- };
- // Remove a specific color channel 'n'
- #define aiComponent_COLORSn(n) (1u << (n+20u))
- // Remove a specific UV channel 'n'
- #define aiComponent_TEXCOORDSn(n) (1u << (n+25u))
- // ---------------------------------------------------------------------------
- /** @brief Input parameter to the #aiProcess_RemoveComponent step:
- * Specifies the parts of the data structure to be removed.
- *
- * See the documentation to this step for further details. The property
- * is expected to be an integer, a bitwise combination of the
- * #aiComponent flags defined above in this header. The default
- * value is 0. Important: if no valid mesh is remaining after the
- * step has been executed (e.g you thought it was funny to specify ALL
- * of the flags defined above) the import FAILS. Mainly because there is
- * no data to work on anymore ...
- */
- #define AI_CONFIG_PP_RVC_FLAGS \
- "PP_RVC_FLAGS"
- // ---------------------------------------------------------------------------
- /** @brief Input parameter to the #aiProcess_SortByPType step:
- * Specifies which primitive types are removed by the step.
- *
- * This is a bitwise combination of the aiPrimitiveType flags.
- * Specifying all of them is illegal, of course. A typical use would
- * be to exclude all line and point meshes from the import. This
- * is an integer property, its default value is 0.
- */
- #define AI_CONFIG_PP_SBP_REMOVE \
- "PP_SBP_REMOVE"
- // TransformUVCoords evaluates UV scalings
- #define AI_UVTRAFO_SCALING 0x1
- // TransformUVCoords evaluates UV rotations
- #define AI_UVTRAFO_ROTATION 0x2
- // TransformUVCoords evaluates UV translation
- #define AI_UVTRAFO_TRANSLATION 0x4
- // Everything baked together -> default value
- #define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION)
- // ---------------------------------------------------------------------------
- /** @brief Input parameter to the #aiProcess_TransformUVCoords step:
- * Specifies which UV transformations are evaluated.
- *
- * This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
- * property, of course). By default all transformations are enabled
- * (AI_UVTRAFO_ALL).
- */
- #define AI_CONFIG_PP_TUV_EVALUATE \
- "PP_TUV_EVALUATE"
- // ---------------------------------------------------------------------------
- /** @brief A hint to assimp to favour speed against import quality.
- *
- * Enabling this option may result in faster loading, but it needn't.
- * It represents just a hint to loaders and post-processing steps to use
- * faster code paths, if possible.
- * This property is expected to be an integer, != 0 stands for true.
- * The default value is 0.
- */
- #define AI_CONFIG_FAVOUR_SPEED \
- "FAVOUR_SPEED"
- // ###########################################################################
- // IMPORTER SETTINGS
- // Various stuff to fine-tune the behaviour of a specific importer plugin.
- // ###########################################################################
- // ---------------------------------------------------------------------------
- /** @brief Set the vertex animation keyframe to be imported
- *
- * ASSIMP does not support vertex keyframes (only bone animation is supported).
- * The library reads only one frame of models with vertex animations.
- * By default this is the first frame.
- * \note The default value is 0. This option applies to all importers.
- * However, it is also possible to override the global setting
- * for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
- * options (where XXX is a placeholder for the file format for which you
- * want to override the global setting).
- * Property type: integer.
- */
- #define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME"
- #define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME"
- #define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME"
- #define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME"
- #define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME"
- #define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
- #define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
- // ---------------------------------------------------------------------------
- /** @brief Configures the AC loader to collect all surfaces which have the
- * "Backface cull" flag set in separate meshes.
- *
- * Property type: integer (0: false; !0: true). Default value: true.
- */
- #define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
- "IMPORT_AC_SEPARATE_BFCULL"
- // ---------------------------------------------------------------------------
- /** @brief Configures the UNREAL 3D loader to separate faces with different
- * surface flags (e.g. two-sided vs. single-sided).
- *
- * Property type: integer (0: false; !0: true). Default value: true.
- */
- #define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \
- "UNREAL_HANDLE_FLAGS"
- // ---------------------------------------------------------------------------
- /** @brief Configures the terragen import plugin to compute uv's for
- * terrains, if not given. Furthermore a default texture is assigned.
- *
- * UV coordinates for terrains are so simple to compute that you'll usually
- * want to compute them on your own, if you need them. This option is intended
- * for model viewers which want to offer an easy way to apply textures to
- * terrains.
- * Property type: integer (0: false; !0: true). Default value: false.
- */
- #define AI_CONFIG_IMPORT_TER_MAKE_UVS \
- "IMPORT_TER_MAKE_UVS"
- // ---------------------------------------------------------------------------
- /** @brief Configures the ASE loader to always reconstruct normal vectors
- * basing on the smoothing groups loaded from the file.
- *
- * Many ASE files have invalid normals (they're not orthonormal).
- * Property type: integer (0: false; !0: true). Default value: true.
- */
- #define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \
- "IMPORT_ASE_RECONSTRUCT_NORMALS"
- // ---------------------------------------------------------------------------
- /** @brief Configures the M3D loader to process multi-part player models.
- *
- * These models usually consist of 3 files, lower.md3, upper.md3 and
- * head.md3. If this property is set to true, Assimp will try to load and
- * combine all three files if one of them is loaded.
- * Property type: integer (0: false; !0: true). Default value: true.
- */
- #define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \
- "IMPORT_MD3_HANDLE_MULTIPART"
- // ---------------------------------------------------------------------------
- /** @brief Tells the MD3 loader which skin files to load.
- *
- * When loading MD3 files, Assimp checks whether a file
- * <md3_file_name>_<skin_name>.skin is existing. These files are used by
- * Quake III to be able to assign different skins (e.g. red and blue team)
- * to models. 'default', 'red', 'blue' are typical skin names.
- * Property type: String. Default value: "default".
- */
- #define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
- "IMPORT_MD3_SKIN_NAME"
- // ---------------------------------------------------------------------------
- /** @brief Specify the Quake 3 shader file to be used for a particular
- * MD3 file. This can also be a search path.
- *
- * By default Assimp's behaviour is as follows: If a MD3 file
- * <tt><any_path>/models/<any_q3_subdir>/<model_name>/<file_name>.md3</tt> is
- * loaded, the library tries to locate the corresponding shader file in
- * <tt><any_path>/scripts/<model_name>.shader</tt>. This property overrides this
- * behaviour. It can either specify a full path to the shader to be loaded
- * or alternatively the path (relative or absolute) to the directory where
- * the shaders for all MD3s to be loaded reside. Assimp attempts to open
- * <tt><dir>/<model_name>.shader</tt> first, <tt><dir>/<file_name>.shader</tt>
- * is the fallback file. Note that <dir> should have a terminal (back)slash.
- * Property type: String. Default value: n/a.
- */
- #define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
- "IMPORT_MD3_SHADER_SRC"
- // ---------------------------------------------------------------------------
- /** @brief Configures the LWO loader to load just one layer from the model.
- *
- * LWO files consist of layers and in some cases it could be useful to load
- * only one of them. This property can be either a string - which specifies
- * the name of the layer - or an integer - the index of the layer. If the
- * property is not set the whole LWO model is loaded. Loading fails if the
- * requested layer is not available. The layer index is zero-based and the
- * layer name may not be empty.<br>
- * Property type: Integer. Default value: all layers are loaded.
- */
- #define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \
- "IMPORT_LWO_ONE_LAYER_ONLY"
- // ---------------------------------------------------------------------------
- /** @brief Configures the MD5 loader to not load the MD5ANIM file for
- * a MD5MESH file automatically.
- *
- * The default strategy is to look for a file with the same name but the
- * MD5ANIM extension in the same directory. If it is found, it is loaded
- * and combined with the MD5MESH file. This configuration option can be
- * used to disable this behaviour.
- *
- * Property type: integer (0: false; !0: true). Default value: false.
- */
- #define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
- "IMPORT_MD5_NO_ANIM_AUTOLOAD"
- // ---------------------------------------------------------------------------
- /** @brief Defines the begin of the time range for which the LWS loader
- * evaluates animations and computes aiNodeAnim's.
- *
- * Assimp provides full conversion of LightWave's envelope system, including
- * pre and post conditions. The loader computes linearly subsampled animation
- * chanels with the frame rate given in the LWS file. This property defines
- * the start time. Note: animation channels are only generated if a node
- * has at least one envelope with more tan one key assigned. This property.
- * is given in frames, '0' is the first frame. By default, if this property
- * is not set, the importer takes the animation start from the input LWS
- * file ('FirstFrame' line)<br>
- * Property type: Integer. Default value: taken from file.
- *
- * @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range
- */
- #define AI_CONFIG_IMPORT_LWS_ANIM_START \
- "IMPORT_LWS_ANIM_START"
- #define AI_CONFIG_IMPORT_LWS_ANIM_END \
- "IMPORT_LWS_ANIM_END"
- // ---------------------------------------------------------------------------
- /** @brief Defines the output frame rate of the IRR loader.
- *
- * IRR animations are difficult to convert for Assimp and there will
- * always be a loss of quality. This setting defines how many keys per second
- * are returned by the converter.<br>
- * Property type: integer. Default value: 100
- */
- #define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
- "IMPORT_IRR_ANIM_FPS"
- #endif // !! AI_CONFIG_H_INC
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