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-rw-r--r--src/3rdparty/assimp/include/assimp/config.h410
1 files changed, 222 insertions, 188 deletions
diff --git a/src/3rdparty/assimp/include/assimp/config.h b/src/3rdparty/assimp/include/assimp/config.h
index 941f3c1cc..3db8a5697 100644
--- a/src/3rdparty/assimp/include/assimp/config.h
+++ b/src/3rdparty/assimp/include/assimp/config.h
@@ -3,12 +3,12 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, assimp 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
+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
@@ -25,16 +25,16 @@ conditions are met:
derived from this software without specific prior
written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+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
+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
+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
+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.
---------------------------------------------------------------------------
*/
@@ -42,11 +42,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file config.h
* @brief Defines constants for configurable properties for the library
*
- * Typically these properties are set via
+ * 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
+ * #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>
@@ -71,11 +71,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* process (i.e. IO time, importing, postprocessing, ..) and dumps
* these timings to the DefaultLogger. See the @link perf Performance
* Page@endlink for more information on this topic.
- *
+ *
* Property type: bool. Default value: false.
*/
#define AI_CONFIG_GLOB_MEASURE_TIME \
- "GLOB_MEASURE_TIME"
+ "GLOB_MEASURE_TIME"
// ---------------------------------------------------------------------------
@@ -87,7 +87,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// ---------------------------------------------------------------------------
#define AI_CONFIG_IMPORT_NO_SKELETON_MESHES \
- "IMPORT_NO_SKELETON_MESHES"
+ "IMPORT_NO_SKELETON_MESHES"
@@ -108,7 +108,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* Property type: int, default value: -1.
*/
#define AI_CONFIG_GLOB_MULTITHREADING \
- "GLOB_MULTITHREADING"
+ "GLOB_MULTITHREADING"
#endif
// ###########################################################################
@@ -127,12 +127,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// ---------------------------------------------------------------------------
#define AI_CONFIG_PP_SBBC_MAX_BONES \
- "PP_SBBC_MAX_BONES"
+ "PP_SBBC_MAX_BONES"
-// default limit for bone count
+// default limit for bone count
#if (!defined AI_SBBC_DEFAULT_MAX_BONES)
-# define AI_SBBC_DEFAULT_MAX_BONES 60
+# define AI_SBBC_DEFAULT_MAX_BONES 60
#endif
@@ -145,17 +145,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* Property type: float. Default value: 45 degrees
*/
#define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE \
- "PP_CT_MAX_SMOOTHING_ANGLE"
+ "PP_CT_MAX_SMOOTHING_ANGLE"
// ---------------------------------------------------------------------------
/** @brief Source UV channel for tangent space computation.
*
- * The specified channel must exist or an error will be raised.
+ * The specified channel must exist or an error will be raised.
* Property type: integer. Default value: 0
*/
// ---------------------------------------------------------------------------
#define AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX \
- "PP_CT_TEXTURE_CHANNEL_INDEX"
+ "PP_CT_TEXTURE_CHANNEL_INDEX"
// ---------------------------------------------------------------------------
/** @brief Specifies the maximum angle that may be between two face normals
@@ -163,14 +163,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* 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.
+ * 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"
+ "PP_GSN_MAX_SMOOTHING_ANGLE"
// ---------------------------------------------------------------------------
@@ -180,14 +180,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* 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.
+ * a default palette (from Quake 1) is used.
* Property type: string.
*/
-#define AI_CONFIG_IMPORT_MDL_COLORMAP \
- "IMPORT_MDL_COLORMAP"
+#define AI_CONFIG_IMPORT_MDL_COLORMAP \
+ "IMPORT_MDL_COLORMAP"
// ---------------------------------------------------------------------------
-/** @brief Configures the #aiProcess_RemoveRedundantMaterials step to
+/** @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.
@@ -196,61 +196,61 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* "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>
+ * 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
+ * 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"
+#define AI_CONFIG_PP_RRM_EXCLUDE_LIST \
+ "PP_RRM_EXCLUDE_LIST"
// ---------------------------------------------------------------------------
-/** @brief Configures the #aiProcess_PretransformVertices step to
+/** @brief Configures the #aiProcess_PreTransformVertices step to
* keep the scene hierarchy. Meshes are moved to worldspace, but
- * no optimization is performed (read: meshes with equal materials are not
+ * no optimization is performed (read: meshes with equal materials 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 intend to parse.
+ * important additional information which you intend to parse.
* For rendering, you can still render all meshes in the scene without
* any transformations.
* Property type: bool. Default value: false.
*/
-#define AI_CONFIG_PP_PTV_KEEP_HIERARCHY \
- "PP_PTV_KEEP_HIERARCHY"
+#define AI_CONFIG_PP_PTV_KEEP_HIERARCHY \
+ "PP_PTV_KEEP_HIERARCHY"
// ---------------------------------------------------------------------------
-/** @brief Configures the #aiProcess_PretransformVertices step to normalize
+/** @brief Configures the #aiProcess_PreTransformVertices step to normalize
* all vertex components into the [-1,1] range. That is, a bounding box
* for the whole scene is computed, the maximum component is taken and all
* meshes are scaled appropriately (uniformly of course!).
- * This might be useful if you don't know the spatial dimension of the input
+ * This might be useful if you don't know the spatial dimension of the input
* data*/
-#define AI_CONFIG_PP_PTV_NORMALIZE \
- "PP_PTV_NORMALIZE"
+#define AI_CONFIG_PP_PTV_NORMALIZE \
+ "PP_PTV_NORMALIZE"
// ---------------------------------------------------------------------------
-/** @brief Configures the #aiProcess_PretransformVertices step to use
+/** @brief Configures the #aiProcess_PreTransformVertices step to use
* a users defined matrix as the scene root node transformation before
- * transforming vertices.
+ * transforming vertices.
* Property type: bool. Default value: false.
*/
-#define AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION \
- "PP_PTV_ADD_ROOT_TRANSFORMATION"
+#define AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION \
+ "PP_PTV_ADD_ROOT_TRANSFORMATION"
// ---------------------------------------------------------------------------
-/** @brief Configures the #aiProcess_PretransformVertices step to use
+/** @brief Configures the #aiProcess_PreTransformVertices step to use
* a users defined matrix as the scene root node transformation before
* transforming vertices. This property correspond to the 'a1' component
* of the transformation matrix.
* Property type: aiMatrix4x4.
*/
-#define AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION \
- "PP_PTV_ROOT_TRANSFORMATION"
+#define AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION \
+ "PP_PTV_ROOT_TRANSFORMATION"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_FindDegenerates step to
@@ -263,7 +263,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* Property type: bool. Default value: false.
*/
#define AI_CONFIG_PP_FD_REMOVE \
- "PP_FD_REMOVE"
+ "PP_FD_REMOVE"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
@@ -274,17 +274,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* 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>
+ * 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
+ * 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"
+#define AI_CONFIG_PP_OG_EXCLUDE_LIST \
+ "PP_OG_EXCLUDE_LIST"
// ---------------------------------------------------------------------------
/** @brief Set the maximum number of triangles in a mesh.
@@ -294,12 +294,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
* Property type: integer.
*/
-#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
- "PP_SLM_TRIANGLE_LIMIT"
+#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
+# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
#endif
// ---------------------------------------------------------------------------
@@ -308,14 +308,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* 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.
+ * Property type: integer.
*/
#define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
- "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
+# define AI_SLM_DEFAULT_MAX_VERTICES 1000000
#endif
// ---------------------------------------------------------------------------
@@ -324,12 +324,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* 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"
+#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
+# define AI_LMW_MAX_WEIGHTS 0x4
#endif // !! AI_LMW_MAX_WEIGHTS
// ---------------------------------------------------------------------------
@@ -339,11 +339,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @note The default value is AI_DEBONE_THRESHOLD
* Property type: float.*/
#define AI_CONFIG_PP_DB_THRESHOLD \
- "PP_DB_THRESHOLD"
+ "PP_DB_THRESHOLD"
// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
#if (!defined AI_DEBONE_THRESHOLD)
-# define AI_DEBONE_THRESHOLD 1.0f
+# define AI_DEBONE_THRESHOLD 1.0f
#endif // !! AI_DEBONE_THRESHOLD
// ---------------------------------------------------------------------------
@@ -353,12 +353,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @note The default value is 0
* Property type: bool.*/
#define AI_CONFIG_PP_DB_ALL_OR_NONE \
- "PP_DB_ALL_OR_NONE"
+ "PP_DB_ALL_OR_NONE"
/** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property
*/
#ifndef PP_ICL_PTCACHE_SIZE
-# define PP_ICL_PTCACHE_SIZE 12
+# define PP_ICL_PTCACHE_SIZE 12
#endif
// ---------------------------------------------------------------------------
@@ -372,73 +372,73 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* performance improvements for most nVidia/AMD cards since 2002.
* Property type: integer.
*/
-#define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE"
+#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 using the #aiPrpcess_RemoveComponent step.
+ * that can be excluded from the import using the #aiProcess_RemoveComponent step.
*
* See the documentation to #aiProcess_RemoveComponent for more details.
*/
enum aiComponent
{
- /** Normal vectors */
+ /** Normal vectors */
#ifdef SWIG
- aiComponent_NORMALS = 0x2,
+ aiComponent_NORMALS = 0x2,
#else
- aiComponent_NORMALS = 0x2u,
+ aiComponent_NORMALS = 0x2u,
#endif
- /** Tangents and bitangents go always together ... */
+ /** Tangents and bitangents go always together ... */
#ifdef SWIG
- aiComponent_TANGENTS_AND_BITANGENTS = 0x4,
+ aiComponent_TANGENTS_AND_BITANGENTS = 0x4,
#else
- aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
+ aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
#endif
- /** ALL color sets
- * Use aiComponent_COLORn(N) to specify the N'th set */
- aiComponent_COLORS = 0x8,
+ /** 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,
+ /** 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 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 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 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::mLights).
+ * The corresponding scenegraph nodes are NOT removed.
+ * use the #aiProcess_OptimizeGraph step to do this */
+ aiComponent_LIGHTS = 0x100,
- /** Removes all cameras (aiScene::mCameras).
- * The corresponding scenegraph nodes are NOT removed.
- * use the #aiProcess_OptimizeGraph step to do this */
- aiComponent_CAMERAS = 0x200,
+ /** Removes all cameras (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 meshes (aiScene::mMeshes). */
+ aiComponent_MESHES = 0x400,
- /** Removes all materials. One default material will
- * be generated, so aiScene::mNumMaterials will be 1. */
- aiComponent_MATERIALS = 0x800,
+ /** 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. */
+ /** This value is not used. It is just there to force the
+ * compiler to map this enum to a 32 Bit integer. */
#ifndef SWIG
- _aiComponent_Force32Bit = 0x9fffffff
+ _aiComponent_Force32Bit = 0x9fffffff
#endif
};
@@ -460,8 +460,8 @@ enum aiComponent
* 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"
+#define AI_CONFIG_PP_RVC_FLAGS \
+ "PP_RVC_FLAGS"
// ---------------------------------------------------------------------------
/** @brief Input parameter to the #aiProcess_SortByPType step:
@@ -472,20 +472,20 @@ enum aiComponent
* 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"
+#define AI_CONFIG_PP_SBP_REMOVE \
+ "PP_SBP_REMOVE"
// ---------------------------------------------------------------------------
/** @brief Input parameter to the #aiProcess_FindInvalidData step:
* Specifies the floating-point accuracy for animation values. The step
* checks for animation tracks where all frame values are absolutely equal
* and removes them. This tweakable controls the epsilon for floating-point
- * comparisons - two keys are considered equal if the invariant
+ * comparisons - two keys are considered equal if the invariant
* abs(n0-n1)>epsilon holds true for all vector respectively quaternion
* components. The default value is 0.f - comparisons are exact then.
*/
-#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
- "PP_FID_ANIM_ACCURACY"
+#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
+ "PP_FID_ANIM_ACCURACY"
// TransformUVCoords evaluates UV scalings
@@ -505,22 +505,22 @@ enum aiComponent
* 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
+ * property, of course). By default all transformations are enabled
* (AI_UVTRAFO_ALL).
*/
-#define AI_CONFIG_PP_TUV_EVALUATE \
- "PP_TUV_EVALUATE"
+#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.
+ * 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 \
+#define AI_CONFIG_FAVOUR_SPEED \
"FAVOUR_SPEED"
@@ -538,7 +538,7 @@ enum aiComponent
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS \
- "IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS"
+ "IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read all materials present in the
@@ -550,7 +550,7 @@ enum aiComponent
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS \
- "IMPORT_FBX_READ_ALL_MATERIALS"
+ "IMPORT_FBX_READ_ALL_MATERIALS"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read materials.
@@ -559,7 +559,16 @@ enum aiComponent
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_MATERIALS \
- "IMPORT_FBX_READ_MATERIALS"
+ "IMPORT_FBX_READ_MATERIALS"
+
+// ---------------------------------------------------------------------------
+/** @brief Set whether the fbx importer will read embedded textures.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
+#define AI_CONFIG_IMPORT_FBX_READ_TEXTURES \
+ "IMPORT_FBX_READ_TEXTURES"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read cameras.
@@ -568,7 +577,7 @@ enum aiComponent
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_CAMERAS \
- "IMPORT_FBX_READ_CAMERAS"
+ "IMPORT_FBX_READ_CAMERAS"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read light sources.
@@ -577,7 +586,7 @@ enum aiComponent
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_LIGHTS \
- "IMPORT_FBX_READ_LIGHTS"
+ "IMPORT_FBX_READ_LIGHTS"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read animations.
@@ -586,7 +595,7 @@ enum aiComponent
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS \
- "IMPORT_FBX_READ_ANIMATIONS"
+ "IMPORT_FBX_READ_ANIMATIONS"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will act in strict mode in which only
@@ -598,7 +607,7 @@ enum aiComponent
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_STRICT_MODE \
- "IMPORT_FBX_STRICT_MODE"
+ "IMPORT_FBX_STRICT_MODE"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will preserve pivot points for
@@ -609,7 +618,7 @@ enum aiComponent
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS \
- "IMPORT_FBX_PRESERVE_PIVOTS"
+ "IMPORT_FBX_PRESERVE_PIVOTS"
// ---------------------------------------------------------------------------
/** @brief Specifies whether the importer will drop empty animation curves or
@@ -620,7 +629,7 @@ enum aiComponent
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES \
- "IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES"
+ "IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES"
@@ -637,35 +646,35 @@ enum aiComponent
* want to override the global setting).
* Property type: integer.
*/
-#define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME"
+#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"
+#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.
+ * "Backface cull" flag set in separate meshes.
*
* Property type: bool. Default value: true.
*/
-#define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
- "IMPORT_AC_SEPARATE_BFCULL"
+#define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
+ "IMPORT_AC_SEPARATE_BFCULL"
// ---------------------------------------------------------------------------
/** @brief Configures whether the AC loader evaluates subdivision surfaces (
* indicated by the presence of the 'subdiv' attribute in the file). By
- * default, Assimp performs the subdivision using the standard
+ * default, Assimp performs the subdivision using the standard
* Catmull-Clark algorithm
*
* * Property type: bool. Default value: true.
*/
-#define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \
- "IMPORT_AC_EVAL_SUBDIVISION"
+#define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \
+ "IMPORT_AC_EVAL_SUBDIVISION"
// ---------------------------------------------------------------------------
/** @brief Configures the UNREAL 3D loader to separate faces with different
@@ -674,10 +683,10 @@ enum aiComponent
* * Property type: bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \
- "UNREAL_HANDLE_FLAGS"
+ "UNREAL_HANDLE_FLAGS"
// ---------------------------------------------------------------------------
-/** @brief Configures the terragen import plugin to compute uv's for
+/** @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
@@ -687,63 +696,63 @@ enum aiComponent
* * Property type: bool. Default value: false.
*/
#define AI_CONFIG_IMPORT_TER_MAKE_UVS \
- "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.
- *
+ * basing on the smoothing groups loaded from the file.
+ *
* Some ASE files have carry invalid normals, other don't.
* * Property type: bool. Default value: true.
*/
-#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \
- "IMPORT_ASE_RECONSTRUCT_NORMALS"
+#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \
+ "IMPORT_ASE_RECONSTRUCT_NORMALS"
// ---------------------------------------------------------------------------
-/** @brief Configures the M3D loader to detect and process multi-part
+/** @brief Configures the M3D loader to detect and process multi-part
* Quake 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.
+ * combine all three files if one of them is loaded.
* Property type: bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \
- "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)
+ * 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"
+ "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
+ * 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
+ * <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.
+ * the shaders for all MD3s to be loaded reside. Assimp attempts to open
+ * <tt>IMPORT_MD3_SHADER_SRC/model_name.shader</tt> first, <tt>IMPORT_MD3_SHADER_SRC/file_name.shader</tt>
+ * is the fallback file. Note that IMPORT_MD3_SHADER_SRC should have a terminal (back)slash.
* Property type: String. Default value: n/a.
*/
#define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
- "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
@@ -752,27 +761,27 @@ enum aiComponent
* 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"
+#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: bool. Default value: false.
*/
-#define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
- "IMPORT_MD5_NO_ANIM_AUTOLOAD"
+#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
@@ -785,53 +794,54 @@ enum aiComponent
*
* @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"
+#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"
+#define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
+ "IMPORT_IRR_ANIM_FPS"
// ---------------------------------------------------------------------------
/** @brief Ogre Importer will try to find referenced materials from this file.
*
* Ogre meshes reference with material names, this does not tell Assimp the file
- * where it is located in. Assimp will try to find the source file in the following
+ * where it is located in. Assimp will try to find the source file in the following
* order: <material-name>.material, <mesh-filename-base>.material and
* lastly the material name defined by this config property.
* <br>
* Property type: String. Default value: Scene.material.
*/
-#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE \
- "IMPORT_OGRE_MATERIAL_FILE"
+#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE \
+ "IMPORT_OGRE_MATERIAL_FILE"
// ---------------------------------------------------------------------------
/** @brief Ogre Importer detect the texture usage from its filename.
*
* Ogre material texture units do not define texture type, the textures usage
- * depends on the used shader or Ogres fixed pipeline. If this config property
+ * depends on the used shader or Ogre's fixed pipeline. If this config property
* is true Assimp will try to detect the type from the textures filename postfix:
* _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map, _s, _spec,
- * _specular and _specularmap for specular map, _l, _light, _lightmap, _occ
+ * _specular and _specularmap for specular map, _l, _light, _lightmap, _occ
* and _occlusion for light map, _disp and _displacement for displacement map.
- * The matching is case insensitive. Post fix is taken between last "_" and last ".".
- * Default behavior is to detect type from lower cased texture unit name by
+ * The matching is case insensitive. Post fix is taken between the last
+ * underscore and the last period.
+ * Default behavior is to detect type from lower cased texture unit name by
* matching against: normalmap, specularmap, lightmap and displacementmap.
* For both cases if no match is found aiTextureType_DIFFUSE is used.
* <br>
* Property type: Bool. Default value: false.
*/
#define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME \
- "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"
+ "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"
/** @brief Specifies whether the IFC loader skips over IfcSpace elements.
*
@@ -841,9 +851,17 @@ enum aiComponent
*/
#define AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS "IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS"
+ /** @brief Specifies whether the Android JNI asset extraction is supported.
+ *
+ * Turn on this option if you want to manage assets in native
+ * Android application without having to keep the internal directory and asset
+ * manager pointer.
+ */
+ #define AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT "AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT"
+
// ---------------------------------------------------------------------------
-/** @brief Specifies whether the IFC loader skips over
+/** @brief Specifies whether the IFC loader skips over
* shape representations of type 'Curve2D'.
*
* A lot of files contain both a faceted mesh representation and a outline
@@ -858,7 +876,7 @@ enum aiComponent
* algorithm to triangulate wall and floor meshes.
*
* If this property is set to false, walls will be either triangulated by
- * #aiProcess_Triangulate or will be passed through as huge polygons with
+ * #aiProcess_Triangulate or will be passed through as huge polygons with
* faked holes (i.e. holes that are connected with the outer boundary using
* a dummy edge). It is highly recommended to set this property to true
* if you want triangulated data because #aiProcess_Triangulate is known to
@@ -868,6 +886,22 @@ enum aiComponent
*/
#define AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION "IMPORT_IFC_CUSTOM_TRIANGULATION"
+// ---------------------------------------------------------------------------
+/** @brief Specifies whether the Collada loader will ignore the provided up direction.
+ *
+ * If this property is set to true, the up direction provided in the file header will
+ * be ignored and the file will be loaded as is.
+ * Property type: Bool. Default value: false.
+ */
#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
+// ---------- All the Export defines ------------
+
+/** @brief Specifies the xfile use double for real values of float
+ *
+ * Property type: Bool. Default value: false.
+ */
+
+#define AI_CONFIG_EXPORT_XFILE_64BIT "EXPORT_XFILE_64BIT"
+
#endif // !! AI_CONFIG_H_INC