summaryrefslogtreecommitdiffstats
path: root/src/3rdparty/assimp/include/assimp/config.h
blob: 941f3c1cc962f6ae7e2fc1b69b967142ebafdf3d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------

Copyright (c) 2006-2012, 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 
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 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 config.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


// ###########################################################################
// LIBRARY SETTINGS
// General, global settings
// ###########################################################################

// ---------------------------------------------------------------------------
/** @brief Enables time measurements.
 *
 *  If enabled, measures the time needed for each part of the loading
 *  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"


// ---------------------------------------------------------------------------
/** @brief Global setting to disable generation of skeleton dummy meshes
 *
 * Skeleton dummy meshes are generated as a visualization aid in cases which
 * the input data contains no geometry, but only animation data.
 * Property data type: bool. Default value: false
 */
// ---------------------------------------------------------------------------
#define AI_CONFIG_IMPORT_NO_SKELETON_MESHES \
	"IMPORT_NO_SKELETON_MESHES"



# if 0 // not implemented yet
// ---------------------------------------------------------------------------
/** @brief Set Assimp's multithreading policy.
 *
 * This setting is ignored if Assimp was built without boost.thread
 * support (ASSIMP_BUILD_NO_THREADING, which is implied by ASSIMP_BUILD_BOOST_WORKAROUND).
 * Possible values are: -1 to let Assimp decide what to do, 0 to disable
 * multithreading entirely and any number larger than 0 to force a specific
 * number of threads. Assimp is always free to ignore this settings, which is
 * merely a hint. Usually, the default value (-1) will be fine. However, if
 * Assimp is used concurrently from multiple user threads, it might be useful
 * to limit each Importer instance to a specific number of cores.
 *
 * For more information, see the @link threading Threading page@endlink.
 * Property type: int, default value: -1.
 */
#define AI_CONFIG_GLOB_MULTITHREADING  \
	"GLOB_MULTITHREADING"
#endif

// ###########################################################################
// POST PROCESSING SETTINGS
// Various stuff to fine-tune the behavior of a specific post processing step.
// ###########################################################################


// ---------------------------------------------------------------------------
/** @brief Maximum bone count per mesh for the SplitbyBoneCount step.
 *
 * Meshes are split until the maximum number of bones is reached. The default
 * value is AI_SBBC_DEFAULT_MAX_BONES, which may be altered at
 * compile-time.
 * Property data type: integer.
 */
// ---------------------------------------------------------------------------
#define AI_CONFIG_PP_SBBC_MAX_BONES \
	"PP_SBBC_MAX_BONES"


// default limit for bone count 
#if (!defined AI_SBBC_DEFAULT_MAX_BONES)
#	define AI_SBBC_DEFAULT_MAX_BONES		60
#endif


// ---------------------------------------------------------------------------
/** @brief  Specifies the maximum angle that may be between two vertex tangents
 *         that their tangents and bi-tangents are smoothed.
 *
 * This applies to the CalcTangentSpace-Step. The angle is specified
 * in degrees. The maximum value is 175.
 * Property type: float. Default value: 45 degrees
 */
#define AI_CONFIG_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. 
 * Property type: integer. Default value: 0
 */
// ---------------------------------------------------------------------------
#define AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX \
	"PP_CT_TEXTURE_CHANNEL_INDEX"

// ---------------------------------------------------------------------------
/** @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 (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. 
 * 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"

// ---------------------------------------------------------------------------
/** @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 
 *  data*/
#define AI_CONFIG_PP_PTV_NORMALIZE	\
	"PP_PTV_NORMALIZE"

// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PretransformVertices step to use
 *  a users defined matrix as the scene root node transformation before
 *  transforming vertices. 
 *  Property type: bool. Default value: false.
 */
#define AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION	\
	"PP_PTV_ADD_ROOT_TRANSFORMATION"

// ---------------------------------------------------------------------------
/** @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"

// ---------------------------------------------------------------------------
/** @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: bool. 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 Lower the deboning threshold in order to remove more bones.
 *
 * This is used by the #aiProcess_Debone PostProcess-Step.
 * @note The default value is AI_DEBONE_THRESHOLD
 * Property type: float.*/
#define AI_CONFIG_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
#endif // !! AI_DEBONE_THRESHOLD

// ---------------------------------------------------------------------------
/** @brief Require all bones qualify for deboning before removing any
 *
 * This is used by the #aiProcess_Debone PostProcess-Step.
 * @note The default value is 0
 * Property type: bool.*/
#define AI_CONFIG_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
#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 using the #aiPrpcess_RemoveComponent step.
 *
 *  See the documentation to #aiProcess_RemoveComponent for more details.
 */
enum aiComponent
{
	/** Normal vectors */
#ifdef SWIG
	aiComponent_NORMALS = 0x2,
#else
	aiComponent_NORMALS = 0x2u,
#endif

	/** Tangents and bitangents go always together ... */
#ifdef SWIG
	aiComponent_TANGENTS_AND_BITANGENTS = 0x4,
#else
	aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
#endif

	/** 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 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 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. */
#ifndef SWIG
	_aiComponent_Force32Bit = 0x9fffffff
#endif
};

// 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"

// ---------------------------------------------------------------------------
/** @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 
 *  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"


// 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 specific importer plugins.
// ###########################################################################


// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will merge all geometry layers present
 *    in the source file or take only the first.
 *
 * The default value is true (1)
 * Property type: bool
 */
#define AI_CONFIG_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
 *    source file or take only the referenced materials.
 *
 * This is void unless IMPORT_FBX_READ_MATERIALS=1.
 *
 * The default value is false (0)
 * Property type: bool
 */
#define AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS \
	"IMPORT_FBX_READ_ALL_MATERIALS"

// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read materials.
 *
 * The default value is true (1)
 * Property type: bool
 */
#define AI_CONFIG_IMPORT_FBX_READ_MATERIALS \
	"IMPORT_FBX_READ_MATERIALS"

// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read cameras.
 *
 * The default value is true (1)
 * Property type: bool
 */
#define AI_CONFIG_IMPORT_FBX_READ_CAMERAS \
	"IMPORT_FBX_READ_CAMERAS"

// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read light sources.
 *
 * The default value is true (1)
 * Property type: bool
 */
#define AI_CONFIG_IMPORT_FBX_READ_LIGHTS \
	"IMPORT_FBX_READ_LIGHTS"

// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read animations.
 *
 * The default value is true (1)
 * Property type: bool
 */
#define AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS \
	"IMPORT_FBX_READ_ANIMATIONS"

// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will act in strict mode in which only
 *    FBX 2013 is supported and any other sub formats are rejected. FBX 2013
 *    is the primary target for the importer, so this format is best
 *    supported and well-tested.
 *
 * The default value is false (0)
 * Property type: bool
 */
#define AI_CONFIG_IMPORT_FBX_STRICT_MODE \
	"IMPORT_FBX_STRICT_MODE"

// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will preserve pivot points for
 *    transformations (as extra nodes). If set to false, pivots and offsets
 *    will be evaluated whenever possible.
 *
 * The default value is true (1)
 * Property type: bool
 */
#define AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS \
	"IMPORT_FBX_PRESERVE_PIVOTS"

// ---------------------------------------------------------------------------
/** @brief Specifies whether the importer will drop empty animation curves or
 *    animation curves which match the bind pose transformation over their
 *    entire defined range.
 *
 * The default value is true (1)
 * Property type: bool
 */
#define AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES \
	"IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES"



// ---------------------------------------------------------------------------
/** @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: bool. Default value: true.
 */
#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 
 *  Catmull-Clark algorithm
 *
 * * Property type: bool. Default value: true.
 */
#define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION	\
	"IMPORT_AC_EVAL_SUBDIVISION"

// ---------------------------------------------------------------------------
/** @brief  Configures the UNREAL 3D loader to separate faces with different
 *    surface flags (e.g. two-sided vs. single-sided).
 *
 * * Property type: bool. 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: bool. 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.
 * 
 * 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"

// ---------------------------------------------------------------------------
/** @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. 
 * Property type: bool. 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: bool. 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"

// ---------------------------------------------------------------------------
/** @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 
 * 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"

// ---------------------------------------------------------------------------
/** @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
 * 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 
 * 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 
 * 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"

/** @brief Specifies whether the IFC loader skips over IfcSpace elements.
 *
 * IfcSpace elements (and their geometric representations) are used to
 * represent, well, free space in a building storey.<br>
 * Property type: Bool. Default value: true.
 */
#define AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS "IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS"


// ---------------------------------------------------------------------------
/** @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
 * with a presentation type of 'Curve2D'. Currently Assimp doesn't convert those,
 * so turning this option off just clutters the log with errors.<br>
 * Property type: Bool. Default value: true.
 */
#define AI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS "IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS"

// ---------------------------------------------------------------------------
/** @brief Specifies whether the IFC loader will use its own, custom triangulation
 *   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 
 * 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
 * have problems with the kind of polygons that the IFC loader spits out for
 * complicated meshes.
 * Property type: Bool. Default value: true.
 */
#define AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION "IMPORT_IFC_CUSTOM_TRIANGULATION"

#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"

#endif // !! AI_CONFIG_H_INC