908 lines
37 KiB
C
908 lines
37 KiB
C
|
/*
|
||
|
---------------------------------------------------------------------------
|
||
|
Open Asset Import Library (assimp)
|
||
|
---------------------------------------------------------------------------
|
||
|
|
||
|
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
|
||
|
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 #aiProcess_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 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.
|
||
|
*
|
||
|
* 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>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"
|
||
|
|
||
|
// ---------------------------------------------------------------------------
|
||
|
/** @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 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
|
||
|
* and _occlusion for light map, _disp and _displacement for displacement map.
|
||
|
* 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"
|
||
|
|
||
|
/** @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 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
|
||
|
* 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"
|
||
|
|
||
|
// ---------------------------------------------------------------------------
|
||
|
/** @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
|