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  1. /*
  2. ---------------------------------------------------------------------------
  3. Open Asset Import Library (ASSIMP)
  4. ---------------------------------------------------------------------------
  5. Copyright (c) 2006-2009, 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. /**
  35. * Defines constants for configurable properties for the library.
  36. *
  37. * These are set via <code>aiSetImportPropertyInteger()</code>,
  38. * <code>aiSetImportPropertyFloat()</code> and
  39. * <code>aiSetImportPropertyString()</code>.
  40. */
  41. module assimp.config;
  42. extern ( C ) {
  43. /*
  44. * Library settings.
  45. *
  46. * General, global settings.
  47. */
  48. /**
  49. * Enables time measurements.
  50. *
  51. * If enabled, measures the time needed for each part of the loading
  52. * process (i.e. IO time, importing, postprocessing, ..) and dumps these
  53. * timings to the DefaultLogger. See the performance page in the main
  54. * Assimp docs information on this topic.
  55. *
  56. * Property type: bool. Default value: false.
  57. */
  58. const char* AI_CONFIG_GLOB_MEASURE_TIME = "GLOB_MEASURE_TIME";
  59. version( none ) { // not implemented yet
  60. /**
  61. * Set Assimp's multithreading policy.
  62. *
  63. * This setting is ignored if Assimp was built without boost.thread support
  64. * (<code>ASSIMP_BUILD_NO_THREADING</code>, which is implied by
  65. * <code>ASSIMP_BUILD_BOOST_WORKAROUND</code>).
  66. *
  67. * Possible values are: -1 to let Assimp decide what to do, 0 to disable
  68. * multithreading entirely and any number larger than 0 to force a specific
  69. * number of threads. Assimp is always free to ignore this settings, which
  70. * is merely a hint. Usually, the default value (-1) will be fine. However,
  71. * if Assimp is used concurrently from multiple user threads, it might be
  72. * useful to limit each Importer instance to a specific number of cores.
  73. *
  74. * For more information, see the threading page in the main Assimp docs.
  75. *
  76. * Property type: int, default value: -1.
  77. */
  78. const char* AI_CONFIG_GLOB_MULTITHREADING = "GLOB_MULTITHREADING";
  79. }
  80. /*
  81. * Post processing settings.
  82. *
  83. * Various options to fine-tune the behavior of a specific post processing step.
  84. */
  85. /**
  86. * Specifies the maximum angle that may be between two vertex tangents that
  87. * their tangents and bitangents are smoothed.
  88. *
  89. * This applies to the <code>CalcTangentSpace</code> step. The angle is
  90. * specified in degrees, so 180 corresponds to PI radians.
  91. *
  92. * The default value is 45, the maximum value is 175.
  93. *
  94. * Property type: float.
  95. */
  96. const char* AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE = "PP_CT_MAX_SMOOTHING_ANGLE";
  97. /**
  98. * Specifies the maximum angle that may be between two face normals at the
  99. * same vertex position that their are smoothed together. Sometimes referred
  100. * to as 'crease angle'.
  101. *
  102. * This applies to the <code>GenSmoothNormals</code> step. The angle is
  103. * specified in degrees, so 180 corresponds to PI radians.
  104. *
  105. * The default value is 175 degrees (all vertex normals are smoothed), the
  106. * maximum value is 175, too.
  107. *
  108. * Property type: float.
  109. *
  110. * Warning:
  111. * Setting this option may cause a severe loss of performance. The
  112. * performance is unaffected if the <code>AI_CONFIG_FAVOUR_SPEED</code>
  113. * flag is set but the output quality may be reduced.
  114. */
  115. const char* AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE = "PP_GSN_MAX_SMOOTHING_ANGLE";
  116. /**
  117. * Sets the colormap (= palette) to be used to decode embedded textures in
  118. * MDL (Quake or 3DGS) files.
  119. *
  120. * This must be a valid path to a file. The file is 768 (256*3) bytes large
  121. * and contains RGB triplets for each of the 256 palette entries. The
  122. * default value is colormap.lmp. If the file is not found, a default
  123. * palette (from Quake 1) is used.
  124. *
  125. * Property type: string.
  126. */
  127. const char* AI_CONFIG_IMPORT_MDL_COLORMAP = "IMPORT_MDL_COLORMAP";
  128. /**
  129. * Configures the <code>RemoveRedundantMaterials</code> step to keep
  130. * materials matching a name in a given list.
  131. *
  132. * This is a list of 1 to n strings, ' ' serves as delimiter character.
  133. * Identifiers containing whitespaces must be enclosed in <em>single</em>
  134. * quotation marks. For example: <code>
  135. * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</code>.
  136. * Linefeeds, tabs or carriage returns are treated as whitespace.
  137. *
  138. * If a material matches on of these names, it will not be modified or
  139. * removed by the postprocessing step nor will other materials be replaced
  140. * by a reference to it.
  141. *
  142. * This option might be useful if you are using some magic material names
  143. * to pass additional semantics through the content pipeline. This ensures
  144. * they won't be optimized away, but a general optimization is still
  145. * performed for materials not contained in the list.
  146. *
  147. * Default value: n/a
  148. *
  149. * Property type: string.
  150. *
  151. * Note: Material names are case sensitive.
  152. */
  153. const char* AI_CONFIG_PP_RRM_EXCLUDE_LIST = "PP_RRM_EXCLUDE_LIST";
  154. /**
  155. * Configures the <code>PretransformVertices</code> step to keep the scene
  156. * hierarchy. Meshes are moved to worldspace, but no optimization is
  157. * performed (meshes with equal materials are not joined, the total number
  158. * of meshes will not change).
  159. *
  160. * This option could be of use for you if the scene hierarchy contains
  161. * important additional information which you intend to parse.
  162. * For rendering, you can still render all meshes in the scene without
  163. * any transformations.
  164. *
  165. * Default value: false.
  166. *
  167. * Property type: bool.
  168. */
  169. const char* AI_CONFIG_PP_PTV_KEEP_HIERARCHY = "PP_PTV_KEEP_HIERARCHY";
  170. /**
  171. * Configures the <code>PretransformVertices</code> step to normalize all
  172. * vertex components into the -1...1 range. That is, a bounding box for the
  173. * whole scene is computed, the maximum component is taken and all meshes
  174. * are scaled appropriately (uniformly of course!).
  175. *
  176. * This might be useful if you don't know the spatial dimension of the input
  177. * data.
  178. */
  179. const char* AI_CONFIG_PP_PTV_NORMALIZE = "PP_PTV_NORMALIZE";
  180. /**
  181. * Configures the <code>FindDegenerates</code> step to remove degenerated
  182. * primitives from the import – immediately.
  183. *
  184. * The default behaviour converts degenerated triangles to lines and
  185. * degenerated lines to points. See the documentation to the
  186. * <code>FindDegenerates</code> step for a detailed example of the various
  187. * ways to get rid of these lines and points if you don't want them.
  188. *
  189. * Default value: false.
  190. *
  191. * Property type: bool.
  192. */
  193. const char* AI_CONFIG_PP_FD_REMOVE = "PP_FD_REMOVE";
  194. /**
  195. * Configures the <code>OptimizeGraph</code> step to preserve nodes matching
  196. * a name in a given list.
  197. *
  198. * This is a list of 1 to n strings, ' ' serves as delimiter character.
  199. * Identifiers containing whitespaces must be enclosed in <em>single</em>
  200. * quotation marks. For example: <code>
  201. * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</code>.
  202. * Linefeeds, tabs or carriage returns are treated as whitespace.
  203. *
  204. * If a node matches on of these names, it will not be modified or
  205. * removed by the postprocessing step.
  206. *
  207. * This option might be useful if you are using some magic node names
  208. * to pass additional semantics through the content pipeline. This ensures
  209. * they won't be optimized away, but a general optimization is still
  210. * performed for nodes not contained in the list.
  211. *
  212. * Default value: n/a
  213. *
  214. * Property type: string.
  215. *
  216. * Note: Node names are case sensitive.
  217. */
  218. const char* AI_CONFIG_PP_OG_EXCLUDE_LIST = "PP_OG_EXCLUDE_LIST";
  219. /**
  220. * Sets the maximum number of triangles in a mesh.
  221. *
  222. * This is used by the <code>SplitLargeMeshes</code> step to determine
  223. * whether a mesh must be split or not.
  224. *
  225. * Default value: AI_SLM_DEFAULT_MAX_TRIANGLES.
  226. *
  227. * Property type: integer.
  228. */
  229. const char* AI_CONFIG_PP_SLM_TRIANGLE_LIMIT = "PP_SLM_TRIANGLE_LIMIT";
  230. /**
  231. * The default value for the AI_CONFIG_PP_SLM_TRIANGLE_LIMIT setting.
  232. */
  233. const AI_SLM_DEFAULT_MAX_TRIANGLES = 1000000;
  234. /**
  235. * Sets the maximum number of vertices in a mesh.
  236. *
  237. * This is used by the <code>SplitLargeMeshes</code> step to determine
  238. * whether a mesh must be split or not.
  239. *
  240. * Default value: AI_SLM_DEFAULT_MAX_VERTICES
  241. *
  242. * Property type: integer.
  243. */
  244. const char* AI_CONFIG_PP_SLM_VERTEX_LIMIT = "PP_SLM_VERTEX_LIMIT";
  245. /**
  246. * The default value for the AI_CONFIG_PP_SLM_VERTEX_LIMIT setting.
  247. */
  248. const AI_SLM_DEFAULT_MAX_VERTICES = 1000000;
  249. /**
  250. * Sets the maximum number of bones affecting a single vertex.
  251. *
  252. * This is used by the <code>LimitBoneWeights</code> step.
  253. *
  254. * Default value: AI_LBW_MAX_WEIGHTS
  255. *
  256. * Property type: integer.
  257. */
  258. const char* AI_CONFIG_PP_LBW_MAX_WEIGHTS = "PP_LBW_MAX_WEIGHTS";
  259. /**
  260. * The default value for the AI_CONFIG_PP_LBW_MAX_WEIGHTS setting.
  261. */
  262. const AI_LMW_MAX_WEIGHTS = 0x4;
  263. /**
  264. * Sets the size of the post-transform vertex cache to optimize the
  265. * vertices for. This configures the <code>ImproveCacheLocality</code> step.
  266. *
  267. * The size is given in vertices. Of course you can't know how the vertex
  268. * format will exactly look like after the import returns, but you can still
  269. * guess what your meshes will probably have.
  270. *
  271. * The default value results in slight performance improvements for most
  272. * nVidia/AMD cards since 2002.
  273. *
  274. * Default value: PP_ICL_PTCACHE_SIZE
  275. *
  276. * Property type: integer.
  277. */
  278. const char* AI_CONFIG_PP_ICL_PTCACHE_SIZE = "PP_ICL_PTCACHE_SIZE";
  279. /**
  280. * The default value for the AI_CONFIG_PP_ICL_PTCACHE_SIZE config option.
  281. */
  282. const PP_ICL_PTCACHE_SIZE = 12;
  283. /**
  284. * Components of the <code>aiScene</code> and <code>aiMesh</code> data
  285. * structures that can be excluded from the import by using the
  286. * <code>RemoveComponent</code> step.
  287. *
  288. * See the documentation to <code>RemoveComponent</code> for more details.
  289. */
  290. enum aiComponent : uint {
  291. /**
  292. * Normal vectors.
  293. */
  294. NORMALS = 0x2,
  295. /**
  296. * Tangents and bitangents.
  297. */
  298. TANGENTS_AND_BITANGENTS = 0x4,
  299. /**
  300. * <em>All</em> color sets.
  301. *
  302. * Use aiComponent_COLORSn( N ) to specify the N'th set.
  303. */
  304. COLORS = 0x8,
  305. /**
  306. * <em>All</em> texture UV coordinate sets.
  307. *
  308. * Use aiComponent_TEXCOORDn( N ) to specify the N'th set.
  309. */
  310. TEXCOORDS = 0x10,
  311. /**
  312. * Bone weights from all meshes.
  313. *
  314. * The corresponding scenegraph nodes are <em>not</em> removed. Use the
  315. * <code>OptimizeGraph</code> step to do this.
  316. */
  317. BONEWEIGHTS = 0x20,
  318. /**
  319. * Node animations (<code>aiScene.mAnimations</code>).
  320. *
  321. * The corresponding scenegraph nodes are <em>not</em> removed. Use the
  322. * <code>OptimizeGraph</code> step to do this.
  323. */
  324. ANIMATIONS = 0x40,
  325. /**
  326. * Embedded textures (<code>aiScene.mTextures</code>).
  327. */
  328. TEXTURES = 0x80,
  329. /**
  330. * Light sources (<code>aiScene.mLights</code>).
  331. *
  332. * The corresponding scenegraph nodes are <em>not</em> removed. Use the
  333. * <code>OptimizeGraph</code> step to do this.
  334. */
  335. LIGHTS = 0x100,
  336. /**
  337. * Cameras (<code>aiScene.mCameras</code>).
  338. *
  339. * The corresponding scenegraph nodes are <em>not</em> removed. Use the
  340. * <code>OptimizeGraph</code> step to do this.
  341. */
  342. CAMERAS = 0x200,
  343. /**
  344. * Meshes (<code>aiScene.mMeshes</code>).
  345. */
  346. MESHES = 0x400,
  347. /** Materials.
  348. *
  349. * One default material will be generated, so
  350. * <code>aiScene.mNumMaterials</code> will be 1.
  351. */
  352. MATERIALS = 0x800
  353. }
  354. /**
  355. * Specifies a certain color channel to remove.
  356. */
  357. uint aiComponent_COLORSn( uint n ) { return 1u << ( n + 20u ); }
  358. /**
  359. * Specifies a certain UV coordinate channel to remove.
  360. */
  361. uint aiComponent_TEXCOORDSn( uint n ) { return 1u << ( n + 25u ); }
  362. /**
  363. * Input parameter to the <code>RemoveComponent</code> step:
  364. * Specifies the parts of the data structure to be removed.
  365. *
  366. * See the documentation to this step for further details.
  367. *
  368. * Default value: 0
  369. *
  370. * Property type: integer (bitwise combination of <code>aiComponent</code>
  371. * flags).
  372. *
  373. * Note: If no valid mesh is remaining after the step has been executed, the
  374. * import <em>fails</em>, because there is no data to work on anymore.
  375. */
  376. const char* AI_CONFIG_PP_RVC_FLAGS = "PP_RVC_FLAGS";
  377. /**
  378. * Input parameter to the <code>SortByPType</code> step:
  379. * Specifies which primitive types are removed by the step.
  380. *
  381. * This is a bitwise combination of the <code>aiPrimitiveType</code> flags.
  382. * Specifying all of them is illegal, of course. A typical use would be to
  383. * exclude all line and point meshes from the import.
  384. *
  385. * Default value: 0
  386. *
  387. * Property type: integer.
  388. */
  389. const char* AI_CONFIG_PP_SBP_REMOVE = "PP_SBP_REMOVE";
  390. /**
  391. * Input parameter to the <code>FindInvalidData</code> step:
  392. * Specifies the floating-point accuracy for animation values.
  393. *
  394. * The step checks for animation tracks where all frame values are
  395. * absolutely equal and removes them. This tweakable controls the epsilon
  396. * for floating-point comparisons – two keys are considered equal if the
  397. * invariant abs(n0-n1) > epsilon holds true for all vector respectively
  398. * quaternion components.
  399. *
  400. * Default value: 0 (exact comparison).
  401. *
  402. * Property type: float.
  403. */
  404. const char* AI_CONFIG_PP_FID_ANIM_ACCURACY = "PP_FID_ANIM_ACCURACY";
  405. /**
  406. * The <code>TransformUVCoords</code> step evaluates UV scalings.
  407. */
  408. const AI_UVTRAFO_SCALING = 0x1;
  409. /**
  410. * The <code>TransformUVCoords</code> step evaluates UV rotations.
  411. */
  412. const AI_UVTRAFO_ROTATION = 0x2;
  413. /**
  414. * The <code>TransformUVCoords</code> step evaluates UV translation.
  415. */
  416. const AI_UVTRAFO_TRANSLATION = 0x4;
  417. /**
  418. * The <code>TransformUVCoords</code> step evaluates all UV translations.
  419. */
  420. const AI_UVTRAFO_ALL =
  421. AI_UVTRAFO_SCALING
  422. | AI_UVTRAFO_ROTATION
  423. | AI_UVTRAFO_TRANSLATION;
  424. /**
  425. * Input parameter to the <code>TransformUVCoords</code> step: Specifies
  426. * which UV transformations are evaluated.
  427. *
  428. * Default value: AI_UVTRAFO_ALL.
  429. *
  430. * Property type: integer (bitwise combination of the
  431. * <code>AI_UVTRAFO_XXX<code> flag).
  432. */
  433. const char* AI_CONFIG_PP_TUV_EVALUATE = "PP_TUV_EVALUATE";
  434. /**
  435. * A hint to assimp to favour speed against import quality.
  436. *
  437. * Enabling this option may result in faster loading, but it needn't.
  438. * It represents just a hint to loaders and post-processing steps to use
  439. * faster code paths, if possible.
  440. *
  441. * Default value: false.
  442. *
  443. * Property type: bool.
  444. */
  445. const char* AI_CONFIG_FAVOUR_SPEED = "FAVOUR_SPEED";
  446. /*
  447. * Importer settings.
  448. *
  449. * Various stuff to fine-tune the behaviour of specific importer plugins.
  450. */
  451. /**
  452. * Set the vertex animation keyframe to be imported.
  453. *
  454. * Assimp does not support vertex keyframes (only bone animation is
  455. * supported). The library reads only one frame of models with vertex
  456. * animations.
  457. *
  458. * Default value: 0 (first frame).
  459. *
  460. * Property type: integer.
  461. *
  462. * Note: This option applies to all importers. However, it is also possible
  463. * to override the global setting for a specific loader. You can use the
  464. * AI_CONFIG_IMPORT_XXX_KEYFRAME options (where XXX is a placeholder for
  465. * the file format for which you want to override the global setting).
  466. */
  467. const char* AI_CONFIG_IMPORT_GLOBAL_KEYFRAME = "IMPORT_GLOBAL_KEYFRAME";
  468. const char* AI_CONFIG_IMPORT_MD3_KEYFRAME = "IMPORT_MD3_KEYFRAME";
  469. const char* AI_CONFIG_IMPORT_MD2_KEYFRAME = "IMPORT_MD2_KEYFRAME";
  470. const char* AI_CONFIG_IMPORT_MDL_KEYFRAME = "IMPORT_MDL_KEYFRAME";
  471. const char* AI_CONFIG_IMPORT_MDC_KEYFRAME = "IMPORT_MDC_KEYFRAME";
  472. const char* AI_CONFIG_IMPORT_SMD_KEYFRAME = "IMPORT_SMD_KEYFRAME";
  473. const char* AI_CONFIG_IMPORT_UNREAL_KEYFRAME = "IMPORT_UNREAL_KEYFRAME";
  474. /**
  475. * Configures the AC loader to collect all surfaces which have the
  476. * "Backface cull" flag set in separate meshes.
  477. *
  478. * Default value: true.
  479. *
  480. * Property type: bool.
  481. */
  482. const char* AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL = "IMPORT_AC_SEPARATE_BFCULL";
  483. /**
  484. * Configures the UNREAL 3D loader to separate faces with different surface
  485. * flags (e.g. two-sided vs. single-sided).
  486. *
  487. * Default value: true.
  488. *
  489. * Property type: bool.
  490. */
  491. const char* AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS = "UNREAL_HANDLE_FLAGS";
  492. /**
  493. * Configures the terragen import plugin to compute uv's for terrains, if
  494. * not given. Furthermore, a default texture is assigned.
  495. *
  496. * UV coordinates for terrains are so simple to compute that you'll usually
  497. * want to compute them on your own, if you need them. This option is intended
  498. * for model viewers which want to offer an easy way to apply textures to
  499. * terrains.
  500. *
  501. * Default value: false.
  502. *
  503. * Property type: bool.
  504. */
  505. const char* AI_CONFIG_IMPORT_TER_MAKE_UVS = "IMPORT_TER_MAKE_UVS";
  506. /**
  507. * Configures the ASE loader to always reconstruct normal vectors basing on
  508. * the smoothing groups loaded from the file.
  509. *
  510. * Many ASE files have invalid normals (they're not orthonormal).
  511. *
  512. * Default value: true.
  513. *
  514. * Property type: bool.
  515. */
  516. const char* AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS = "IMPORT_ASE_RECONSTRUCT_NORMALS";
  517. /**
  518. * Configures the M3D loader to detect and process multi-part Quake player
  519. * models.
  520. *
  521. * These models usually consist of three files, <code>lower.md3</code>,
  522. * <code>upper.md3</code> and <code>head.md3</code>. If this property is set
  523. * to true, Assimp will try to load and combine all three files if one of
  524. * them is loaded.
  525. *
  526. * Default value: true.
  527. *
  528. * Property type: bool.
  529. */
  530. const char* AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART = "IMPORT_MD3_HANDLE_MULTIPART";
  531. /**
  532. * Tells the MD3 loader which skin files to load.
  533. *
  534. * When loading MD3 files, Assimp checks whether a file
  535. * <code><md3_file_name>_<skin_name>.skin</code> is existing. These files
  536. * are used by Quake 3 to be able to assign different skins (e.g. red and
  537. * blue team) to models. 'default', 'red', 'blue' are typical skin names.
  538. *
  539. * Default value: "default".
  540. *
  541. * Property type: string.
  542. */
  543. const char* AI_CONFIG_IMPORT_MD3_SKIN_NAME = "IMPORT_MD3_SKIN_NAME";
  544. /**
  545. * Specify the Quake 3 shader file to be used for a particular MD3 file.
  546. * This can also be a search path.
  547. *
  548. * By default Assimp's behaviour is as follows: If a MD3 file
  549. * <code>[any_path]/models/[any_q3_subdir]/[model_name]/[file_name].md3</code>
  550. * is loaded, the library tries to locate the corresponding shader file in
  551. * <code>[any_path]/scripts/[model_name].shader</code>. This property
  552. * overrides this behaviour. It can either specify a full path to the shader
  553. * to be loaded or alternatively the path (relative or absolute) to the
  554. * directory where the shaders for all MD3s to be loaded reside. Assimp
  555. * attempts to open <code>[dir]/[model_name].shader</code> first,
  556. * <code>[dir]/[file_name].shader</code> is the fallback file. Note that
  557. * <code>[dir]</code> should have a terminal (back)slash.
  558. *
  559. * Default value: n/a.
  560. *
  561. * Property type: string.
  562. */
  563. const char* AI_CONFIG_IMPORT_MD3_SHADER_SRC = "IMPORT_MD3_SHADER_SRC";
  564. /**
  565. * Configures the LWO loader to load just one layer from the model.
  566. *
  567. * LWO files consist of layers and in some cases it could be useful to load
  568. * only one of them. This property can be either a string – which specifies
  569. * the name of the layer – or an integer – the index of the layer. If the
  570. * property is not set the whole LWO model is loaded. Loading fails if the
  571. * requested layer is not available. The layer index is zero-based and the
  572. * layer name may not be empty.
  573. *
  574. * Default value: all layers are loaded.
  575. *
  576. * Property type: integer/string.
  577. */
  578. const char* AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY = "IMPORT_LWO_ONE_LAYER_ONLY";
  579. /**
  580. * Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file
  581. * automatically.
  582. *
  583. * The default strategy is to look for a file with the same name but the
  584. * MD5ANIM extension in the same directory. If it is found, it is loaded
  585. * and combined with the MD5MESH file. This configuration option can be
  586. * used to disable this behaviour.
  587. *
  588. * Default value: false.
  589. *
  590. * Property type: bool.
  591. */
  592. const char* AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD = "IMPORT_MD5_NO_ANIM_AUTOLOAD";
  593. /**
  594. * Defines the begin of the time range for which the LWS loader evaluates
  595. * animations and computes <code>aiNodeAnim</code>s.
  596. *
  597. * Assimp provides full conversion of LightWave's envelope system, including
  598. * pre and post conditions. The loader computes linearly subsampled animation
  599. * chanels with the frame rate given in the LWS file. This property defines
  600. * the start time. Note: animation channels are only generated if a node
  601. * has at least one envelope with more tan one key assigned. This property.
  602. * is given in frames, '0' is the first frame. By default, if this property
  603. * is not set, the importer takes the animation start from the input LWS
  604. * file ('FirstFrame' line).
  605. *
  606. * Default value: read from file.
  607. *
  608. * Property type: integer.
  609. *
  610. * See: <code>AI_CONFIG_IMPORT_LWS_ANIM_END</code> – end of the imported
  611. * time range
  612. */
  613. const char* AI_CONFIG_IMPORT_LWS_ANIM_START = "IMPORT_LWS_ANIM_START";
  614. const char* AI_CONFIG_IMPORT_LWS_ANIM_END = "IMPORT_LWS_ANIM_END";
  615. /**
  616. * Defines the output frame rate of the IRR loader.
  617. *
  618. * IRR animations are difficult to convert for Assimp and there will always
  619. * be a loss of quality. This setting defines how many keys per second are
  620. * returned by the converter.
  621. *
  622. * Default value: 100.
  623. *
  624. * Property type: integer.
  625. */
  626. const char* AI_CONFIG_IMPORT_IRR_ANIM_FPS = "IMPORT_IRR_ANIM_FPS";
  627. /**
  628. * Ogre Importer will try to load this material file.
  629. *
  630. * Ogre Mehs contain only the material name, not the material file. If there
  631. * is no material file with the same name as the material, Ogre Importer
  632. * will try to load this file and search the material in it.
  633. *
  634. * Property type: string. Default value: "Scene.material".
  635. */
  636. const char* AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE = "IMPORT_OGRE_MATERIAL_FILE";
  637. }