aiConfig.h 25 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 (read: meshes with equal materials are not
  118. * joined. The total 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 intend to parse.
  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_PretransformVertices step to normalize
  130. * all vertex components into the -1...1 range. That is, a bounding box
  131. * for the whole scene is computed, the maximum component is taken and all
  132. * meshes are scaled appropriately (uniformly of course!).
  133. * This might be useful if you don't know the spatial dimension of the input
  134. * data*/
  135. #define AI_CONFIG_PP_PTV_NORMALIZE \
  136. "PP_PTV_NORMALIZE"
  137. // ---------------------------------------------------------------------------
  138. /** @brief Configures the #aiProcess_FindDegenerates step to
  139. * remove degenerated primitives from the import - immediately.
  140. *
  141. * The default behaviour converts degenerated triangles to lines and
  142. * degenerated lines to points. See the documentation to the
  143. * #aiProcess_FindDegenerates step for a detailed example of the various ways
  144. * to get rid of these lines and points if you don't want them.
  145. * Property type: integer (0: false; !0: true). Default value: false.
  146. */
  147. #define AI_CONFIG_PP_FD_REMOVE \
  148. "PP_FD_REMOVE"
  149. // ---------------------------------------------------------------------------
  150. /** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
  151. * matching a name in a given list.
  152. *
  153. * This is a list of 1 to n strings, ' ' serves as delimiter character.
  154. * Identifiers containing whitespaces must be enclosed in *single*
  155. * quotation marks. For example:<tt>
  156. * "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>.
  157. * If a node matches on of these names, it will not be modified or
  158. * removed by the postprocessing step.<br>
  159. * This option might be useful if you are using some magic node names
  160. * to pass additional semantics through the content pipeline. This ensures
  161. * they won't be optimized away, but a general optimization is still
  162. * performed for nodes not contained in the list.
  163. * Property type: String. Default value: n/a
  164. * @note Linefeeds, tabs or carriage returns are treated as whitespace.
  165. * Node names are case sensitive.
  166. */
  167. #define AI_CONFIG_PP_OG_EXCLUDE_LIST \
  168. "PP_OG_EXCLUDE_LIST"
  169. // ---------------------------------------------------------------------------
  170. /** @brief Set the maximum number of triangles in a mesh.
  171. *
  172. * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
  173. * whether a mesh must be split or not.
  174. * @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
  175. * Property type: integer.
  176. */
  177. #define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
  178. "PP_SLM_TRIANGLE_LIMIT"
  179. // default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
  180. #if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
  181. # define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
  182. #endif
  183. // ---------------------------------------------------------------------------
  184. /** @brief Set the maximum number of vertices in a mesh.
  185. *
  186. * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
  187. * whether a mesh must be split or not.
  188. * @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
  189. * Property type: integer.
  190. */
  191. #define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
  192. "PP_SLM_VERTEX_LIMIT"
  193. // default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT
  194. #if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
  195. # define AI_SLM_DEFAULT_MAX_VERTICES 1000000
  196. #endif
  197. // ---------------------------------------------------------------------------
  198. /** @brief Set the maximum number of bones affecting a single vertex
  199. *
  200. * This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
  201. * @note The default value is AI_LBW_MAX_WEIGHTS
  202. * Property type: integer.*/
  203. #define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
  204. "PP_LBW_MAX_WEIGHTS"
  205. // default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
  206. #if (!defined AI_LMW_MAX_WEIGHTS)
  207. # define AI_LMW_MAX_WEIGHTS 0x4
  208. #endif // !! AI_LMW_MAX_WEIGHTS
  209. /** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property
  210. */
  211. #ifndef PP_ICL_PTCACHE_SIZE
  212. # define PP_ICL_PTCACHE_SIZE 12
  213. #endif
  214. // ---------------------------------------------------------------------------
  215. /** @brief Set the size of the post-transform vertex cache to optimize the
  216. * vertices for. This configures the #aiProcess_ImproveCacheLocality step.
  217. *
  218. * The size is given in vertices. Of course you can't know how the vertex
  219. * format will exactly look like after the import returns, but you can still
  220. * guess what your meshes will probably have.
  221. * @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight
  222. * performance improvements for most nVidia/AMD cards since 2002.
  223. * Property type: integer.
  224. */
  225. #define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE"
  226. // ---------------------------------------------------------------------------
  227. /** @brief Enumerates components of the aiScene and aiMesh data structures
  228. * that can be excluded from the import using the #aiPrpcess_RemoveComponent step.
  229. *
  230. * See the documentation to #aiProcess_RemoveComponent for more details.
  231. */
  232. enum aiComponent
  233. {
  234. /** Normal vectors */
  235. aiComponent_NORMALS = 0x2u,
  236. /** Tangents and bitangents go always together ... */
  237. aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
  238. /** ALL color sets
  239. * Use aiComponent_COLORn(N) to specify the N'th set */
  240. aiComponent_COLORS = 0x8,
  241. /** ALL texture UV sets
  242. * aiComponent_TEXCOORDn(N) to specify the N'th set */
  243. aiComponent_TEXCOORDS = 0x10,
  244. /** Removes all bone weights from all meshes.
  245. * The scenegraph nodes corresponding to the bones are NOT removed.
  246. * use the #aiProcess_OptimizeGraph step to do this */
  247. aiComponent_BONEWEIGHTS = 0x20,
  248. /** Removes all node animations (aiScene::mAnimations).
  249. * The corresponding scenegraph nodes are NOT removed.
  250. * use the #aiProcess_OptimizeGraph step to do this */
  251. aiComponent_ANIMATIONS = 0x40,
  252. /** Removes all embedded textures (aiScene::mTextures) */
  253. aiComponent_TEXTURES = 0x80,
  254. /** Removes all light sources (aiScene::mLights).
  255. * The corresponding scenegraph nodes are NOT removed.
  256. * use the #aiProcess_OptimizeGraph step to do this */
  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. aiComponent_CAMERAS = 0x200,
  262. /** Removes all meshes (aiScene::mMeshes). */
  263. aiComponent_MESHES = 0x400,
  264. /** Removes all materials. One default material will
  265. * be generated, so aiScene::mNumMaterials will be 1. */
  266. aiComponent_MATERIALS = 0x800,
  267. /** This value is not used. It is just there to force the
  268. * compiler to map this enum to a 32 Bit integer. */
  269. _aiComponent_Force32Bit = 0x9fffffff
  270. };
  271. // Remove a specific color channel 'n'
  272. #define aiComponent_COLORSn(n) (1u << (n+20u))
  273. // Remove a specific UV channel 'n'
  274. #define aiComponent_TEXCOORDSn(n) (1u << (n+25u))
  275. // ---------------------------------------------------------------------------
  276. /** @brief Input parameter to the #aiProcess_RemoveComponent step:
  277. * Specifies the parts of the data structure to be removed.
  278. *
  279. * See the documentation to this step for further details. The property
  280. * is expected to be an integer, a bitwise combination of the
  281. * #aiComponent flags defined above in this header. The default
  282. * value is 0. Important: if no valid mesh is remaining after the
  283. * step has been executed (e.g you thought it was funny to specify ALL
  284. * of the flags defined above) the import FAILS. Mainly because there is
  285. * no data to work on anymore ...
  286. */
  287. #define AI_CONFIG_PP_RVC_FLAGS \
  288. "PP_RVC_FLAGS"
  289. // ---------------------------------------------------------------------------
  290. /** @brief Input parameter to the #aiProcess_SortByPType step:
  291. * Specifies which primitive types are removed by the step.
  292. *
  293. * This is a bitwise combination of the aiPrimitiveType flags.
  294. * Specifying all of them is illegal, of course. A typical use would
  295. * be to exclude all line and point meshes from the import. This
  296. * is an integer property, its default value is 0.
  297. */
  298. #define AI_CONFIG_PP_SBP_REMOVE \
  299. "PP_SBP_REMOVE"
  300. // ---------------------------------------------------------------------------
  301. /** @brief Input parameter to the #aiProcess_FindInvalidData step:
  302. * Specifies the floating-point accuracy for animation values. The step
  303. * checks for animation tracks where all frame values are absolutely equal
  304. * and removes them. This tweakable controls the epsilon for floating-point
  305. * comparisons - two keys are considered equal if the invariant
  306. * abs(n0-n1)>epsilon holds true for all vector respectively quaternion
  307. * components. The default value is 0.f - comparisons are exact then.
  308. */
  309. #define AI_CONFIG_PP_FID_ANIM_ACCURACY \
  310. "PP_FID_ANIM_ACCURACY"
  311. // TransformUVCoords evaluates UV scalings
  312. #define AI_UVTRAFO_SCALING 0x1
  313. // TransformUVCoords evaluates UV rotations
  314. #define AI_UVTRAFO_ROTATION 0x2
  315. // TransformUVCoords evaluates UV translation
  316. #define AI_UVTRAFO_TRANSLATION 0x4
  317. // Everything baked together -> default value
  318. #define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION)
  319. // ---------------------------------------------------------------------------
  320. /** @brief Input parameter to the #aiProcess_TransformUVCoords step:
  321. * Specifies which UV transformations are evaluated.
  322. *
  323. * This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
  324. * property, of course). By default all transformations are enabled
  325. * (AI_UVTRAFO_ALL).
  326. */
  327. #define AI_CONFIG_PP_TUV_EVALUATE \
  328. "PP_TUV_EVALUATE"
  329. // ---------------------------------------------------------------------------
  330. /** @brief A hint to assimp to favour speed against import quality.
  331. *
  332. * Enabling this option may result in faster loading, but it needn't.
  333. * It represents just a hint to loaders and post-processing steps to use
  334. * faster code paths, if possible.
  335. * This property is expected to be an integer, != 0 stands for true.
  336. * The default value is 0.
  337. */
  338. #define AI_CONFIG_FAVOUR_SPEED \
  339. "FAVOUR_SPEED"
  340. // ###########################################################################
  341. // IMPORTER SETTINGS
  342. // Various stuff to fine-tune the behaviour of a specific importer plugin.
  343. // ###########################################################################
  344. // ---------------------------------------------------------------------------
  345. /** @brief Set the vertex animation keyframe to be imported
  346. *
  347. * ASSIMP does not support vertex keyframes (only bone animation is supported).
  348. * The library reads only one frame of models with vertex animations.
  349. * By default this is the first frame.
  350. * \note The default value is 0. This option applies to all importers.
  351. * However, it is also possible to override the global setting
  352. * for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
  353. * options (where XXX is a placeholder for the file format for which you
  354. * want to override the global setting).
  355. * Property type: integer.
  356. */
  357. #define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME"
  358. #define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME"
  359. #define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME"
  360. #define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME"
  361. #define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME"
  362. #define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
  363. #define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
  364. // ---------------------------------------------------------------------------
  365. /** @brief Configures the AC loader to collect all surfaces which have the
  366. * "Backface cull" flag set in separate meshes.
  367. *
  368. * Property type: integer (0: false; !0: true). Default value: true.
  369. */
  370. #define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
  371. "IMPORT_AC_SEPARATE_BFCULL"
  372. // ---------------------------------------------------------------------------
  373. /** @brief Configures whether the AC loader evaluates subdivision surfaces (
  374. * indicated by the presence of the 'subdiv' attribute in the file). By
  375. * default, Assimp performs the subdivision using the standard
  376. * Catmull-Clark algorithm
  377. *
  378. * Property type: integer (0: false; !0: true). Default value: true.
  379. */
  380. #define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \
  381. "IMPORT_AC_EVAL_SUBDIVISION"
  382. // ---------------------------------------------------------------------------
  383. /** @brief Configures the UNREAL 3D loader to separate faces with different
  384. * surface flags (e.g. two-sided vs. single-sided).
  385. *
  386. * Property type: integer (0: false; !0: true). Default value: true.
  387. */
  388. #define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \
  389. "UNREAL_HANDLE_FLAGS"
  390. // ---------------------------------------------------------------------------
  391. /** @brief Configures the terragen import plugin to compute uv's for
  392. * terrains, if not given. Furthermore a default texture is assigned.
  393. *
  394. * UV coordinates for terrains are so simple to compute that you'll usually
  395. * want to compute them on your own, if you need them. This option is intended
  396. * for model viewers which want to offer an easy way to apply textures to
  397. * terrains.
  398. * Property type: integer (0: false; !0: true). Default value: false.
  399. */
  400. #define AI_CONFIG_IMPORT_TER_MAKE_UVS \
  401. "IMPORT_TER_MAKE_UVS"
  402. // ---------------------------------------------------------------------------
  403. /** @brief Configures the ASE loader to always reconstruct normal vectors
  404. * basing on the smoothing groups loaded from the file.
  405. *
  406. * Many ASE files have invalid normals (they're not orthonormal).
  407. * Property type: integer (0: false; !0: true). Default value: true.
  408. */
  409. #define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \
  410. "IMPORT_ASE_RECONSTRUCT_NORMALS"
  411. // ---------------------------------------------------------------------------
  412. /** @brief Configures the M3D loader to process multi-part player models.
  413. *
  414. * These models usually consist of 3 files, lower.md3, upper.md3 and
  415. * head.md3. If this property is set to true, Assimp will try to load and
  416. * combine all three files if one of them is loaded.
  417. * Property type: integer (0: false; !0: true). Default value: true.
  418. */
  419. #define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \
  420. "IMPORT_MD3_HANDLE_MULTIPART"
  421. // ---------------------------------------------------------------------------
  422. /** @brief Tells the MD3 loader which skin files to load.
  423. *
  424. * When loading MD3 files, Assimp checks whether a file
  425. * <md3_file_name>_<skin_name>.skin is existing. These files are used by
  426. * Quake III to be able to assign different skins (e.g. red and blue team)
  427. * to models. 'default', 'red', 'blue' are typical skin names.
  428. * Property type: String. Default value: "default".
  429. */
  430. #define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
  431. "IMPORT_MD3_SKIN_NAME"
  432. // ---------------------------------------------------------------------------
  433. /** @brief Specify the Quake 3 shader file to be used for a particular
  434. * MD3 file. This can also be a search path.
  435. *
  436. * By default Assimp's behaviour is as follows: If a MD3 file
  437. * <tt><any_path>/models/<any_q3_subdir>/<model_name>/<file_name>.md3</tt> is
  438. * loaded, the library tries to locate the corresponding shader file in
  439. * <tt><any_path>/scripts/<model_name>.shader</tt>. This property overrides this
  440. * behaviour. It can either specify a full path to the shader to be loaded
  441. * or alternatively the path (relative or absolute) to the directory where
  442. * the shaders for all MD3s to be loaded reside. Assimp attempts to open
  443. * <tt><dir>/<model_name>.shader</tt> first, <tt><dir>/<file_name>.shader</tt>
  444. * is the fallback file. Note that <dir> should have a terminal (back)slash.
  445. * Property type: String. Default value: n/a.
  446. */
  447. #define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
  448. "IMPORT_MD3_SHADER_SRC"
  449. // ---------------------------------------------------------------------------
  450. /** @brief Configures the LWO loader to load just one layer from the model.
  451. *
  452. * LWO files consist of layers and in some cases it could be useful to load
  453. * only one of them. This property can be either a string - which specifies
  454. * the name of the layer - or an integer - the index of the layer. If the
  455. * property is not set the whole LWO model is loaded. Loading fails if the
  456. * requested layer is not available. The layer index is zero-based and the
  457. * layer name may not be empty.<br>
  458. * Property type: Integer. Default value: all layers are loaded.
  459. */
  460. #define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \
  461. "IMPORT_LWO_ONE_LAYER_ONLY"
  462. // ---------------------------------------------------------------------------
  463. /** @brief Configures the MD5 loader to not load the MD5ANIM file for
  464. * a MD5MESH file automatically.
  465. *
  466. * The default strategy is to look for a file with the same name but the
  467. * MD5ANIM extension in the same directory. If it is found, it is loaded
  468. * and combined with the MD5MESH file. This configuration option can be
  469. * used to disable this behaviour.
  470. *
  471. * Property type: integer (0: false; !0: true). Default value: false.
  472. */
  473. #define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
  474. "IMPORT_MD5_NO_ANIM_AUTOLOAD"
  475. // ---------------------------------------------------------------------------
  476. /** @brief Defines the begin of the time range for which the LWS loader
  477. * evaluates animations and computes aiNodeAnim's.
  478. *
  479. * Assimp provides full conversion of LightWave's envelope system, including
  480. * pre and post conditions. The loader computes linearly subsampled animation
  481. * chanels with the frame rate given in the LWS file. This property defines
  482. * the start time. Note: animation channels are only generated if a node
  483. * has at least one envelope with more tan one key assigned. This property.
  484. * is given in frames, '0' is the first frame. By default, if this property
  485. * is not set, the importer takes the animation start from the input LWS
  486. * file ('FirstFrame' line)<br>
  487. * Property type: Integer. Default value: taken from file.
  488. *
  489. * @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range
  490. */
  491. #define AI_CONFIG_IMPORT_LWS_ANIM_START \
  492. "IMPORT_LWS_ANIM_START"
  493. #define AI_CONFIG_IMPORT_LWS_ANIM_END \
  494. "IMPORT_LWS_ANIM_END"
  495. // ---------------------------------------------------------------------------
  496. /** @brief Defines the output frame rate of the IRR loader.
  497. *
  498. * IRR animations are difficult to convert for Assimp and there will
  499. * always be a loss of quality. This setting defines how many keys per second
  500. * are returned by the converter.<br>
  501. * Property type: integer. Default value: 100
  502. */
  503. #define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
  504. "IMPORT_IRR_ANIM_FPS"
  505. // ---------------------------------------------------------------------------
  506. /** Ogre Importer will try to load this Materialfile
  507. * Ogre Mehs contain only the MaterialName, not the MaterialFile. If there
  508. * is no material file with the same name as the material, Ogre Importer will
  509. * try to load this file and search the material in it.
  510. */
  511. #define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE "IMPORT_OGRE_MATERIAL_FILE"
  512. #endif // !! AI_CONFIG_H_INC