diff --git a/Nuake/Thirdparty/assimp_p5.lua b/Nuake/Thirdparty/assimp_p5.lua
index f248eb33..daa36834 100644
--- a/Nuake/Thirdparty/assimp_p5.lua
+++ b/Nuake/Thirdparty/assimp_p5.lua
@@ -27,7 +27,7 @@ project 'assimp'
}
files {
- 'build/assimp',
+ 'build/assimp/**',
-- Thirdparty
'assimp/contrib/unzip/**',
'assimp/contrib/irrXML/**',
diff --git a/Nuake/Thirdparty/build/assimp/config.h b/Nuake/Thirdparty/build/assimp/config.h
index 787237da..625801d4 100644
--- a/Nuake/Thirdparty/build/assimp/config.h
+++ b/Nuake/Thirdparty/build/assimp/config.h
@@ -59,32 +59,32 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_CONFIG_H_INC
#define AI_CONFIG_H_INC
- // ###########################################################################
- // LIBRARY SETTINGS
- // General, global settings
- // ###########################################################################
+// ###########################################################################
+// 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.
- */
+// ---------------------------------------------------------------------------
+/** @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
- */
- // ---------------------------------------------------------------------------
+// ---------------------------------------------------------------------------
+/** @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"
@@ -101,7 +101,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* compile-time.
* Property data type: integer.
*/
- // ---------------------------------------------------------------------------
+// ---------------------------------------------------------------------------
#define AI_CONFIG_PP_SBBC_MAX_BONES \
"PP_SBBC_MAX_BONES"
@@ -121,13 +121,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#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
- */
- // ---------------------------------------------------------------------------
+// ---------------------------------------------------------------------------
+/** @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"
@@ -146,96 +146,96 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#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.
- */
+// ---------------------------------------------------------------------------
+/** @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:
- * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'".
- * 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.
- * 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.
- */
+// ---------------------------------------------------------------------------
+/** @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:
+ * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'".
+ * 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.
+ * 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.
- */
+// ---------------------------------------------------------------------------
+/** @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*/
+// ---------------------------------------------------------------------------
+/** @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.
- */
+// ---------------------------------------------------------------------------
+/** @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.
- */
+// ---------------------------------------------------------------------------
+/** @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 Set epsilon to check the identity of the matrix 4x4.
- *
- * This is used by aiMatrix4x4t::IsIdentity(const TReal epsilon).
- * @note The default value is 10e-3f for backward compatibility of legacy code.
- * Property type: Float.
- */
+// ---------------------------------------------------------------------------
+/** @brief Set epsilon to check the identity of the matrix 4x4.
+ *
+ * This is used by aiMatrix4x4t::IsIdentity(const TReal epsilon).
+ * @note The default value is 10e-3f for backward compatibility of legacy code.
+ * Property type: Float.
+ */
#define AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON \
"CHECK_IDENTITY_MATRIX_EPSILON"
- // default value for AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON
+// default value for AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON
#if (!defined AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT)
# define AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT 10e-3f
#endif
@@ -253,48 +253,48 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_CONFIG_PP_FD_REMOVE \
"PP_FD_REMOVE"
- // ---------------------------------------------------------------------------
- /**
- * @brief Configures the #aiProcess_FindDegenerates to check the area of a
- * triangle to be greater than e-6. If this is not the case the triangle will
- * be removed if #AI_CONFIG_PP_FD_REMOVE is set to true.
- */
+// ---------------------------------------------------------------------------
+/**
+ * @brief Configures the #aiProcess_FindDegenerates to check the area of a
+ * triangle to be greater than e-6. If this is not the case the triangle will
+ * be removed if #AI_CONFIG_PP_FD_REMOVE is set to true.
+ */
#define AI_CONFIG_PP_FD_CHECKAREA \
"PP_FD_CHECKAREA"
- // ---------------------------------------------------------------------------
- /** @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:
- * "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'".
- * If a node matches on of these names, it will not be modified or
- * removed by the postprocessing step.
- * 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.
- */
+// ---------------------------------------------------------------------------
+/** @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:
+ * "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'".
+ * If a node matches on of these names, it will not be modified or
+ * removed by the postprocessing step.
+ * 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.
- */
+// ---------------------------------------------------------------------------
+/** @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
+// default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
#endif
@@ -310,7 +310,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
"PP_SLM_VERTEX_LIMIT"
- // default value for AI_CONFIG_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
@@ -324,7 +324,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
"PP_LBW_MAX_WEIGHTS"
- // default value for AI_CONFIG_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
@@ -338,7 +338,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_CONFIG_PP_DB_THRESHOLD \
"PP_DB_THRESHOLD"
- // default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
+// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
#if (!defined AI_DEBONE_THRESHOLD)
# define AI_DEBONE_THRESHOLD 1.0f
#endif // !! AI_DEBONE_THRESHOLD
@@ -352,31 +352,31 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#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
- */
+/** @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.
- */
+// ---------------------------------------------------------------------------
+/** @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.
- */
+// ---------------------------------------------------------------------------
+/** @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 */
@@ -460,39 +460,39 @@ enum aiComponent
#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.
- */
+// ---------------------------------------------------------------------------
+/** @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.
- */
+// ---------------------------------------------------------------------------
+/** @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"
- // ---------------------------------------------------------------------------
- /** @brief Input parameter to the #aiProcess_FindInvalidData step:
- * Set to true to ignore texture coordinates. This may be useful if you have
- * to assign different kind of textures like one for the summer or one for the winter.
- */
+// ---------------------------------------------------------------------------
+/** @brief Input parameter to the #aiProcess_FindInvalidData step:
+ * Set to true to ignore texture coordinates. This may be useful if you have
+ * to assign different kind of textures like one for the summer or one for the winter.
+ */
#define AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS \
"PP_FID_IGNORE_TEXTURECOORDS"
- // TransformUVCoords evaluates UV scalings
+// TransformUVCoords evaluates UV scalings
#define AI_UVTRAFO_SCALING 0x1
// TransformUVCoords evaluates UV rotations
@@ -515,202 +515,202 @@ enum aiComponent
#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.
- */
+// ---------------------------------------------------------------------------
+/** @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.
- // ###########################################################################
+// ###########################################################################
+// IMPORTER SETTINGS
+// Various stuff to fine-tune the behaviour of specific importer plugins.
+// ###########################################################################
- // ---------------------------------------------------------------------------
- /** @brief Importers which parse JSON may use this to obtain a pointer to a
- * rapidjson::IRemoteSchemaDocumentProvider.
- *
- * The default value is nullptr
- * Property type: void*
- */
+// ---------------------------------------------------------------------------
+/** @brief Importers which parse JSON may use this to obtain a pointer to a
+ * rapidjson::IRemoteSchemaDocumentProvider.
+ *
+ * The default value is nullptr
+ * Property type: void*
+ */
#define AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER \
"IMPORT_SCHEMA_DOCUMENT_PROVIDER"
- // ---------------------------------------------------------------------------
- /** @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
- */
+// ---------------------------------------------------------------------------
+/** @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
- */
+// ---------------------------------------------------------------------------
+/** @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
- */
+// ---------------------------------------------------------------------------
+/** @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
- */
+// ---------------------------------------------------------------------------
+/** @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
- */
+// ---------------------------------------------------------------------------
+/** @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
- */
+// ---------------------------------------------------------------------------
+/** @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
- */
+// ---------------------------------------------------------------------------
+/** @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 read weights.
- *
- * The default value is true (1)
- * Property type: bool
- */
+// ---------------------------------------------------------------------------
+/** @brief Set whether the fbx importer will read weights.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
#define AI_CONFIG_IMPORT_FBX_READ_WEIGHTS \
"IMPORT_FBX_READ_WEIGHTS"
- // ---------------------------------------------------------------------------
- /** @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
- */
+// ---------------------------------------------------------------------------
+/** @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
- */
+// ---------------------------------------------------------------------------
+/** @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
- */
+// ---------------------------------------------------------------------------
+/** @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 whether the fbx importer will use the legacy embedded texture naming.
- *
- * The default value is false (0)
- * Property type: bool
- */
+// ---------------------------------------------------------------------------
+/** @brief Set whether the fbx importer will use the legacy embedded texture naming.
+ *
+ * The default value is false (0)
+ * Property type: bool
+ */
#define AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING \
"AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
- // ---------------------------------------------------------------------------
- /** @brief Set wether the importer shall not remove empty bones.
- *
- * Empty bone are often used to define connections for other models.
- */
+// ---------------------------------------------------------------------------
+/** @brief Set wether the importer shall not remove empty bones.
+ *
+ * Empty bone are often used to define connections for other models.
+ */
#define AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES \
"AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES"
- // ---------------------------------------------------------------------------
- /** @brief Set wether the FBX importer shall convert the unit from cm to m.
- */
+// ---------------------------------------------------------------------------
+/** @brief Set wether the FBX importer shall convert the unit from cm to m.
+ */
#define AI_CONFIG_FBX_CONVERT_TO_M \
"AI_CONFIG_FBX_CONVERT_TO_M"
- // ---------------------------------------------------------------------------
- /** @brief Set whether the FBX importer shall ignore the provided axis configuration
- *
- * If this property is set to true, the axis directions provided in the FBX file
- * will be ignored and the file will be loaded as is.
- *
- * Set to true for Assimp 5.3.x and earlier behavior
- * Equivalent to AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION
- * Property type: Bool. Default value: false.
- */
+// ---------------------------------------------------------------------------
+/** @brief Set whether the FBX importer shall ignore the provided axis configuration
+ *
+ * If this property is set to true, the axis directions provided in the FBX file
+ * will be ignored and the file will be loaded as is.
+ *
+ * Set to true for Assimp 5.3.x and earlier behavior
+ * Equivalent to AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION
+ * Property type: Bool. Default value: false.
+ */
#define AI_CONFIG_IMPORT_FBX_IGNORE_UP_DIRECTION \
"AI_CONFIG_IMPORT_FBX_IGNORE_UP_DIRECTION"
- // ---------------------------------------------------------------------------
- /** @brief Will enable the skeleton struct to store bone data.
- *
- * This will decouple the bone coupling to the mesh. This feature is
- * experimental.
- */
+// ---------------------------------------------------------------------------
+/** @brief Will enable the skeleton struct to store bone data.
+ *
+ * This will decouple the bone coupling to the mesh. This feature is
+ * experimental.
+ */
#define AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER \
"AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER"
- // ---------------------------------------------------------------------------
- /** @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.
- */
+// ---------------------------------------------------------------------------
+/** @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"
@@ -720,326 +720,326 @@ enum aiComponent
#define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
#define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
- // ---------------------------------------------------------------------------
- /** @brief Set whether the MDL (HL1) importer will read animations.
- *
- * The default value is true (1)
- * Property type: bool
- */
+// ---------------------------------------------------------------------------
+/** @brief Set whether the MDL (HL1) importer will read animations.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
#define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS "IMPORT_MDL_HL1_READ_ANIMATIONS"
- // ---------------------------------------------------------------------------
- /** @brief Set whether the MDL (HL1) importer will read animation events.
- * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
- *
- * The default value is true (1)
- * Property type: bool
- */
+// ---------------------------------------------------------------------------
+/** @brief Set whether the MDL (HL1) importer will read animation events.
+ * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
#define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS "IMPORT_MDL_HL1_READ_ANIMATION_EVENTS"
- // ---------------------------------------------------------------------------
- /** @brief Set whether you want to convert the HS1 coordinate system in a special way.
- * The default value is true (S1)
- * Property type: bool
- */
+// ---------------------------------------------------------------------------
+/** @brief Set whether you want to convert the HS1 coordinate system in a special way.
+ * The default value is true (S1)
+ * Property type: bool
+ */
#define AI_CONFIG_IMPORT_MDL_HL1_TRANSFORM_COORD_SYSTEM "TRANSFORM COORDSYSTEM FOR HS! MODELS"
- // ---------------------------------------------------------------------------
- /** @brief Set whether the MDL (HL1) importer will read blend controllers.
- * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
- *
- * The default value is true (1)
- * Property type: bool
- */
+// ---------------------------------------------------------------------------
+/** @brief Set whether the MDL (HL1) importer will read blend controllers.
+ * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
#define AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS "IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS"
- // ---------------------------------------------------------------------------
- /** @brief Set whether the MDL (HL1) importer will read sequence transition graph.
- * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
- *
- * The default value is true (1)
- * Property type: bool
- */
+// ---------------------------------------------------------------------------
+/** @brief Set whether the MDL (HL1) importer will read sequence transition graph.
+ * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
#define AI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS "IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS"
- // ---------------------------------------------------------------------------
- /** @brief Set whether the MDL (HL1) importer will read attachments info.
- *
- * The default value is true (1)
- * Property type: bool
- */
+// ---------------------------------------------------------------------------
+/** @brief Set whether the MDL (HL1) importer will read attachments info.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
#define AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTS "IMPORT_MDL_HL1_READ_ATTACHMENTS"
- // ---------------------------------------------------------------------------
- /** @brief Set whether the MDL (HL1) importer will read bone controllers info.
- *
- * The default value is true (1)
- * Property type: bool
- */
+// ---------------------------------------------------------------------------
+/** @brief Set whether the MDL (HL1) importer will read bone controllers info.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
#define AI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS "IMPORT_MDL_HL1_READ_BONE_CONTROLLERS"
- // ---------------------------------------------------------------------------
- /** @brief Set whether the MDL (HL1) importer will read hitboxes info.
- *
- * The default value is true (1)
- * Property type: bool
- */
+// ---------------------------------------------------------------------------
+/** @brief Set whether the MDL (HL1) importer will read hitboxes info.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
#define AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXES "IMPORT_MDL_HL1_READ_HITBOXES"
- // ---------------------------------------------------------------------------
- /** @brief Set whether the MDL (HL1) importer will read miscellaneous global model info.
- *
- * The default value is true (1)
- * Property type: bool
- */
+// ---------------------------------------------------------------------------
+/** @brief Set whether the MDL (HL1) importer will read miscellaneous global model info.
+ *
+ * The default value is true (1)
+ * Property type: bool
+ */
#define AI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO "IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO"
- // ---------------------------------------------------------------------------
- /** Smd load multiple animations
- *
- * Property type: bool. Default value: true.
- */
+// ---------------------------------------------------------------------------
+/** Smd load multiple animations
+ *
+ * Property type: bool. Default value: true.
+ */
#define AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LIST "IMPORT_SMD_LOAD_ANIMATION_LIST"
- // ---------------------------------------------------------------------------
- /** @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.
- */
+// ---------------------------------------------------------------------------
+/** @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.
- */
+// ---------------------------------------------------------------------------
+/** @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.
- */
+// ---------------------------------------------------------------------------
+/** @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.
- */
+// ---------------------------------------------------------------------------
+/** @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.
- */
+// ---------------------------------------------------------------------------
+/** @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.
- */
+// ---------------------------------------------------------------------------
+/** @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".
- */
+// ---------------------------------------------------------------------------
+/** @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 if to try load Quake 3 shader files. This also controls
- * original surface name handling: when disabled it will be used unchanged.
- *
- * Property type: bool. Default value: true.
- */
+// ---------------------------------------------------------------------------
+/** @brief Specify if to try load Quake 3 shader files. This also controls
+ * original surface name handling: when disabled it will be used unchanged.
+ *
+ * Property type: bool. Default value: true.
+ */
#define AI_CONFIG_IMPORT_MD3_LOAD_SHADERS \
"IMPORT_MD3_LOAD_SHADERS"
- // ---------------------------------------------------------------------------
- /** @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
- * any_path/models/any_q3_subdir/model_name/file_name.md3 is
- * loaded, the library tries to locate the corresponding shader file in
- * any_path/scripts/model_name.shader. 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
- * IMPORT_MD3_SHADER_SRC/model_name.shader first, IMPORT_MD3_SHADER_SRC/file_name.shader
- * is the fallback file. Note that IMPORT_MD3_SHADER_SRC should have a terminal (back)slash.
- * Property type: String. Default value: n/a.
- */
+// ---------------------------------------------------------------------------
+/** @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
+ * any_path/models/any_q3_subdir/model_name/file_name.md3 is
+ * loaded, the library tries to locate the corresponding shader file in
+ * any_path/scripts/model_name.shader. 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
+ * IMPORT_MD3_SHADER_SRC/model_name.shader first, IMPORT_MD3_SHADER_SRC/file_name.shader
+ * 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.
- * Property type: Integer. Default value: all layers are loaded.
- */
+// ---------------------------------------------------------------------------
+/** @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.
+ * 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.
- */
+// ---------------------------------------------------------------------------
+/** @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)
- * Property type: Integer. Default value: taken from file.
- *
- * @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range
- */
+// ---------------------------------------------------------------------------
+/** @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)
+ * 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.
- * Property type: integer. Default value: 100
- */
+// ---------------------------------------------------------------------------
+/** @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.
+ * 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, .material and
- * lastly the material name defined by this config property.
- *
- * Property type: String. Default value: Scene.material.
- */
+// ---------------------------------------------------------------------------
+/** @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, .material and
+ * lastly the material name defined by this config property.
+ *
+ * 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.
- *
- * Property type: Bool. Default value: false.
- */
+// ---------------------------------------------------------------------------
+/** @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.
+ *
+ * Property type: Bool. Default value: false.
+ */
#define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME \
"IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"
- /** @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 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 IfcSpace elements.
- *
- * IfcSpace elements (and their geometric representations) are used to
- * represent, well, free space in a building storey.
- * Property type: Bool. Default value: true.
- */
+// ---------------------------------------------------------------------------
+/** @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.
+ * 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 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.
- */
+// ---------------------------------------------------------------------------
+/** @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 Set the tessellation conic angle for IFC smoothing curves.
- *
- * This is used by the IFC importer to determine the tessellation parameter
- * for smoothing curves.
- * @note The default value is AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE and the
- * accepted values are in range [5.0, 120.0].
- * Property type: Float.
- */
+// ---------------------------------------------------------------------------
+/** @brief Set the tessellation conic angle for IFC smoothing curves.
+ *
+ * This is used by the IFC importer to determine the tessellation parameter
+ * for smoothing curves.
+ * @note The default value is AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE and the
+ * accepted values are in range [5.0, 120.0].
+ * Property type: Float.
+ */
#define AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE "IMPORT_IFC_SMOOTHING_ANGLE"
- // default value for AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE
+// default value for AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE
#if (!defined AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE)
# define AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE 10.0f
#endif
@@ -1055,7 +1055,7 @@ enum aiComponent
*/
#define AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION "IMPORT_IFC_CYLINDRICAL_TESSELLATION"
- // default value for AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION
+// default value for AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION
#if (!defined AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION)
# define AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION 32
#endif
@@ -1069,99 +1069,99 @@ enum aiComponent
*/
#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
- // ---------------------------------------------------------------------------
- /** @brief Specifies whether the Collada loader will ignore the provided unit size.
- *
- * If this property is set to true, the unit size provided in the file header will
- * be ignored and the file will be loaded without scaling the assets.
- * Property type: Bool. Default value: false.
- */
+// ---------------------------------------------------------------------------
+/** @brief Specifies whether the Collada loader will ignore the provided unit size.
+ *
+ * If this property is set to true, the unit size provided in the file header will
+ * be ignored and the file will be loaded without scaling the assets.
+ * Property type: Bool. Default value: false.
+ */
#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UNIT_SIZE "IMPORT_COLLADA_IGNORE_UNIT_SIZE"
- // ---------------------------------------------------------------------------
- /** @brief Specifies whether the Collada loader should use Collada names.
- *
- * If this property is set to true, the Collada names will be used as the node and
- * mesh names. The default is to use the id tag (resp. sid tag, if no id tag is present)
- * instead.
- * Property type: Bool. Default value: false.
- */
+// ---------------------------------------------------------------------------
+/** @brief Specifies whether the Collada loader should use Collada names.
+ *
+ * If this property is set to true, the Collada names will be used as the node and
+ * mesh names. The default is to use the id tag (resp. sid tag, if no id tag is present)
+ * instead.
+ * Property type: Bool. Default value: false.
+ */
#define AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES "IMPORT_COLLADA_USE_COLLADA_NAMES"
- // ---------- All the Export defines ------------
+// ---------- All the Export defines ------------
- /** @brief Specifies the xfile use double for real values of float
- *
- * Property type: Bool. Default value: false.
- */
+/** @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"
- /** @brief Specifies whether the assimp export shall be able to export point clouds
- *
- * When this flag is not defined the render data has to contain valid faces.
- * Point clouds are only a collection of vertices which have nor spatial organization
- * by a face and the validation process will remove them. Enabling this feature will
- * switch off the flag and enable the functionality to export pure point clouds.
- *
- * Property type: Bool. Default value: false.
- */
+/** @brief Specifies whether the assimp export shall be able to export point clouds
+ *
+ * When this flag is not defined the render data has to contain valid faces.
+ * Point clouds are only a collection of vertices which have nor spatial organization
+ * by a face and the validation process will remove them. Enabling this feature will
+ * switch off the flag and enable the functionality to export pure point clouds.
+ *
+ * Property type: Bool. Default value: false.
+ */
#define AI_CONFIG_EXPORT_POINT_CLOUDS "EXPORT_POINT_CLOUDS"
- /** @brief Specifies whether to use the deprecated KHR_materials_pbrSpecularGlossiness extension
- *
- * When this flag is undefined any material with specularity will use the new KHR_materials_specular
- * extension. Enabling this flag will revert to the deprecated extension. Note that exporting
- * KHR_materials_pbrSpecularGlossiness with extensions other than KHR_materials_unlit is unsupported,
- * including the basic pbrMetallicRoughness spec.
- *
- * Property type: Bool. Default value: false.
- */
+/** @brief Specifies whether to use the deprecated KHR_materials_pbrSpecularGlossiness extension
+ *
+ * When this flag is undefined any material with specularity will use the new KHR_materials_specular
+ * extension. Enabling this flag will revert to the deprecated extension. Note that exporting
+ * KHR_materials_pbrSpecularGlossiness with extensions other than KHR_materials_unlit is unsupported,
+ * including the basic pbrMetallicRoughness spec.
+ *
+ * Property type: Bool. Default value: false.
+ */
#define AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESS "USE_GLTF_PBR_SPECULAR_GLOSSINESS"
- /** @brief Specifies whether to apply a limit on the number of four bones per vertex in skinning
- *
- * When this flag is not defined, all bone weights and indices are limited to a
- * maximum of four bones for each vertex (attributes JOINT_0 and WEIGHT_0 only).
- * By enabling this flag, the number of bones per vertex is unlimited.
- * In both cases, indices and bone weights are sorted by weight in descending order.
- * In the case of the limit of up to four bones, a maximum of the four largest values are exported.
- * Weights are not normalized.
- * Property type: Bool. Default value: false.
- */
+/** @brief Specifies whether to apply a limit on the number of four bones per vertex in skinning
+ *
+ * When this flag is not defined, all bone weights and indices are limited to a
+ * maximum of four bones for each vertex (attributes JOINT_0 and WEIGHT_0 only).
+ * By enabling this flag, the number of bones per vertex is unlimited.
+ * In both cases, indices and bone weights are sorted by weight in descending order.
+ * In the case of the limit of up to four bones, a maximum of the four largest values are exported.
+ * Weights are not normalized.
+ * Property type: Bool. Default value: false.
+ */
#define AI_CONFIG_EXPORT_GLTF_UNLIMITED_SKINNING_BONES_PER_VERTEX \
"USE_UNLIMITED_BONES_PER VERTEX"
- /** @brief Specifies whether to write the value referenced to opacity in TransparencyFactor of each material.
- *
- * When this flag is not defined, the TransparencyFactor value of each meterial is 1.0.
- * By enabling this flag, the value is 1.0 - opacity;
+/** @brief Specifies whether to write the value referenced to opacity in TransparencyFactor of each material.
+ *
+ * When this flag is not defined, the TransparencyFactor value of each meterial is 1.0.
+ * By enabling this flag, the value is 1.0 - opacity;
- * Property type: Bool. Default value: false.
- */
+ * Property type: Bool. Default value: false.
+ */
#define AI_CONFIG_EXPORT_FBX_TRANSPARENCY_FACTOR_REFER_TO_OPACITY \
"EXPORT_FBX_TRANSPARENCY_FACTOR_REFER_TO_OPACITY"
- /**
- * @brief Specifies the blob name, assimp uses for exporting.
- *
- * Some formats require auxiliary files to be written, that need to be linked back into
- * the original file. For example, OBJ files export materials to a separate MTL file and
- * use the `mtllib` keyword to reference this file.
- *
- * When exporting blobs using #ExportToBlob, assimp does not know the name of the blob
- * file and thus outputs `mtllib $blobfile.mtl`, which might not be desired, since the
- * MTL file might be called differently.
- *
- * This property can be used to give the exporter a hint on how to use the magic
- * `$blobfile` keyword. If the exporter detects the keyword and is provided with a name
- * for the blob, it instead uses this name.
- */
+/**
+ * @brief Specifies the blob name, assimp uses for exporting.
+ *
+ * Some formats require auxiliary files to be written, that need to be linked back into
+ * the original file. For example, OBJ files export materials to a separate MTL file and
+ * use the `mtllib` keyword to reference this file.
+ *
+ * When exporting blobs using #ExportToBlob, assimp does not know the name of the blob
+ * file and thus outputs `mtllib $blobfile.mtl`, which might not be desired, since the
+ * MTL file might be called differently.
+ *
+ * This property can be used to give the exporter a hint on how to use the magic
+ * `$blobfile` keyword. If the exporter detects the keyword and is provided with a name
+ * for the blob, it instead uses this name.
+ */
#define AI_CONFIG_EXPORT_BLOB_NAME "EXPORT_BLOB_NAME"
- /**
- * @brief Specifies a global key factor for scale, float value
- */
+/**
+ * @brief Specifies a global key factor for scale, float value
+ */
#define AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY "GLOBAL_SCALE_FACTOR"
#if (!defined AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT)
@@ -1175,11 +1175,13 @@ enum aiComponent
#endif // AI_CONFIG_APP_SCALE_KEY
- // ---------- All the Build/Compile-time defines ------------
+// ---------- All the Build/Compile-time defines ------------
- /** @brief Specifies if double precision is supported inside assimp
- *
- * Property type: Bool. Default value: undefined.
- */
+/** @brief Specifies if double precision is supported inside assimp
+ *
+ * Property type: Bool. Default value: undefined.
+ */
-#endif // !! AI_CONFIG_H_INC
\ No newline at end of file
+/* #undef ASSIMP_DOUBLE_PRECISION */
+
+#endif // !! AI_CONFIG_H_INC