From 9d8a9ea826ac733e7076d567ef2a6b5200de68c4 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Fri, 6 Mar 2020 13:31:52 +0100 Subject: assimp: Clean and document buildsystem, prepare for unbundling - Improve the SCsub to allow unbundling and remove unnecessary code. - Move files around to match upstream source. - Re-sync with upstream commit 308db73d0b3c2d1870cd3e465eaa283692a4cf23 to ensure we don't have local modifications. - Doesn't actually build against current version 5.0.1 due to the lack of the new ArmaturePopulate API that Gordon authored. We'll have to wait for a public release with that API (5.1?) to enable unbundling. --- SConstruct | 1 + modules/assimp/SCsub | 170 +- platform/server/detect.py | 4 + platform/x11/detect.py | 5 +- thirdparty/README.md | 13 +- thirdparty/assimp/assimp/config.h | 1003 ----------- thirdparty/assimp/code/revision.h | 28 - thirdparty/assimp/contrib/utf8cpp/doc/ReleaseNotes | 12 - thirdparty/assimp/contrib/utf8cpp/doc/utf8cpp.html | 1789 -------------------- thirdparty/assimp/include/assimp/config.h | 1018 +++++++++++ thirdparty/assimp/revision.h | 28 + 11 files changed, 1149 insertions(+), 2922 deletions(-) delete mode 100644 thirdparty/assimp/assimp/config.h delete mode 100644 thirdparty/assimp/code/revision.h delete mode 100644 thirdparty/assimp/contrib/utf8cpp/doc/ReleaseNotes delete mode 100644 thirdparty/assimp/contrib/utf8cpp/doc/utf8cpp.html create mode 100644 thirdparty/assimp/include/assimp/config.h create mode 100644 thirdparty/assimp/revision.h diff --git a/SConstruct b/SConstruct index 436dd48800..4ebc33f593 100644 --- a/SConstruct +++ b/SConstruct @@ -136,6 +136,7 @@ opts.Add(BoolVariable('no_editor_splash', "Don't use the custom splash screen fo opts.Add('system_certs_path', "Use this path as SSL certificates default for editor (for package maintainers)", '') # Thirdparty libraries +#opts.Add(BoolVariable('builtin_assimp', "Use the built-in Assimp library", True)) opts.Add(BoolVariable('builtin_bullet', "Use the built-in Bullet library", True)) opts.Add(BoolVariable('builtin_certs', "Bundle default SSL certificates to be used if you don't specify an override in the project settings", True)) opts.Add(BoolVariable('builtin_enet', "Use the built-in ENet library", True)) diff --git a/modules/assimp/SCsub b/modules/assimp/SCsub index 5e66b50de3..90cdd7f5fc 100644 --- a/modules/assimp/SCsub +++ b/modules/assimp/SCsub @@ -4,97 +4,91 @@ Import('env') Import('env_modules') env_assimp = env_modules.Clone() -env_assimp.Prepend(CPPPATH=['#thirdparty/assimp']) -env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/include']) -env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/code/Importer/IFC']) -env_assimp.Prepend(CPPPATH=['#thirdparty/misc']) -env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/code']) -env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/common']) -env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/contrib/irrXML/']) -env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/contrib/unzip/']) -env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/code/Importer/STEPParser']) -env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/']) -env_assimp.Prepend(CPPPATH=['#thirdparty/zlib/']) -env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/contrib/openddlparser/include']) -env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/contrib/rapidjson/include']) -env_assimp.Prepend(CPPPATH=['.']) -#env_assimp.Append(CPPDEFINES=['ASSIMP_DOUBLE_PRECISION']) # TODO default to what godot is compiled with for future double support -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_BOOST_WORKAROUND']) -env_assimp.Append(CPPDEFINES=['OPENDDLPARSER_BUILD']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_OWN_ZLIB']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_EXPORT']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_X_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_AMF_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_3DS_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_MD3_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_MD5_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_MDL_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_MD2_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_PLY_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_ASE_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_OBJ_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_HMP_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_SMD_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_MDC_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_MD5_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_STL_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_LWO_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_DXF_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_NFF_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_RAW_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_SIB_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_OFF_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_AC_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_BVH_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_IRRMESH_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_IRR_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_Q3D_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_B3D_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_COLLADA_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_TERRAGEN_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_CSM_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_3D_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_LWS_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_OGRE_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_OPENGEX_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_MS3D_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_COB_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_BLEND_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_Q3BSP_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_NDO_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_STEP_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_IFC_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_XGL_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_ASSBIN_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_C4D_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_3MF_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_X3D_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_GLTF_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_GLTF2_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_SINGLETHREADED']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_M3D_IMPORTER']) -env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_MMD_IMPORTER']) +# Force bundled version for now, there's no released version of Assimp with +# support for ArmaturePopulate which we use from their master branch. +if True: # env['builtin_assimp']: + thirdparty_dir = "#thirdparty/assimp" -if(env['platform'] == 'windows'): - env_assimp.Append(CPPDEFINES=['PLATFORM_WINDOWS']) - env_assimp.Append(CPPDEFINES=[('PLATFORM', 'WINDOWS')]) -elif(env['platform'] == 'x11'): - env_assimp.Append(CPPDEFINES=['PLATFORM_LINUX']) - env_assimp.Append(CPPDEFINES=[('PLATFORM', 'LINUX')]) -elif(env['platform'] == 'osx'): - env_assimp.Append(CPPDEFINES=['PLATFORM_DARWIN']) - env_assimp.Append(CPPDEFINES=[('PLATFORM', 'DARWIN')]) + env_assimp.Prepend(CPPPATH=['#thirdparty/assimp']) + env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/code']) + env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/include']) + + #env_assimp.Append(CPPDEFINES=['ASSIMP_DOUBLE_PRECISION']) # TODO default to what godot is compiled with for future double support + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_SINGLETHREADED']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_BOOST_WORKAROUND']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_OWN_ZLIB']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_EXPORT']) + + # Importers we don't need + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_3D_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_3DS_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_3MF_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_AC_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_AMF_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_ASE_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_ASSBIN_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_B3D_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_BLEND_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_BVH_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_C4D_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_COB_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_COLLADA_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_CSM_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_DXF_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_GLTF2_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_GLTF_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_HMP_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_IFC_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_IRR_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_IRRMESH_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_LWO_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_LWS_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_M3D_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_MD2_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_MD3_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_MD5_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_MD5_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_MDC_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_MDL_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_MMD_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_MS3D_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_NDO_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_NFF_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_OBJ_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_OFF_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_OGRE_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_OPENGEX_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_PLY_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_Q3BSP_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_Q3D_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_RAW_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_SIB_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_SMD_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_STEP_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_STL_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_TERRAGEN_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_X3D_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_XGL_IMPORTER']) + env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_X_IMPORTER']) + + if(env['platform'] == 'windows'): + env_assimp.Append(CPPDEFINES=['PLATFORM_WINDOWS']) + env_assimp.Append(CPPDEFINES=[('PLATFORM', 'WINDOWS')]) + elif(env['platform'] == 'x11'): + env_assimp.Append(CPPDEFINES=['PLATFORM_LINUX']) + env_assimp.Append(CPPDEFINES=[('PLATFORM', 'LINUX')]) + elif(env['platform'] == 'osx'): + env_assimp.Append(CPPDEFINES=['PLATFORM_DARWIN']) + env_assimp.Append(CPPDEFINES=[('PLATFORM', 'DARWIN')]) -env_thirdparty = env_assimp.Clone() -env_thirdparty.disable_warnings() -env_thirdparty.add_source_files(env.modules_sources, Glob('#thirdparty/assimp/code/Common/*.cpp')) -env_thirdparty.add_source_files(env.modules_sources, Glob('#thirdparty/assimp/code/PostProcessing/*.cpp')) -env_thirdparty.add_source_files(env.modules_sources, Glob('#thirdparty/assimp/code/Material/*.cpp')) -env_thirdparty.add_source_files(env.modules_sources, Glob('#thirdparty/assimp/code/FBX/*.cpp')) -env_thirdparty.add_source_files(env.modules_sources, Glob('#thirdparty/assimp/code/MMD/*.cpp')) -env_thirdparty.add_source_files(env.modules_sources, Glob('#thirdparty/assimp/code/glTF/*.cpp')) -env_thirdparty.add_source_files(env.modules_sources, Glob('#thirdparty/assimp/code/glTF2/*.cpp')) + env_thirdparty = env_assimp.Clone() + env_thirdparty.disable_warnings() + env_thirdparty.add_source_files(env.modules_sources, Glob('#thirdparty/assimp/code/CApi/*.cpp')) + env_thirdparty.add_source_files(env.modules_sources, Glob('#thirdparty/assimp/code/Common/*.cpp')) + env_thirdparty.add_source_files(env.modules_sources, Glob('#thirdparty/assimp/code/PostProcessing/*.cpp')) + env_thirdparty.add_source_files(env.modules_sources, Glob('#thirdparty/assimp/code/Material/*.cpp')) + env_thirdparty.add_source_files(env.modules_sources, Glob('#thirdparty/assimp/code/FBX/*.cpp')) # Godot's own source files env_assimp.add_source_files(env.modules_sources, "*.cpp") diff --git a/platform/server/detect.py b/platform/server/detect.py index ef94dc436c..db9ba8d036 100644 --- a/platform/server/detect.py +++ b/platform/server/detect.py @@ -163,6 +163,10 @@ def configure(env): sys.exit(255) env.ParseConfig('pkg-config bullet --cflags --libs') + if False: # not env['builtin_assimp']: + # FIXME: Add min version check + env.ParseConfig('pkg-config assimp --cflags --libs') + if not env['builtin_enet']: env.ParseConfig('pkg-config libenet --cflags --libs') diff --git a/platform/x11/detect.py b/platform/x11/detect.py index 8952aa5e82..9a9ab86068 100644 --- a/platform/x11/detect.py +++ b/platform/x11/detect.py @@ -1,7 +1,6 @@ import os import platform import sys -from methods import using_gcc, using_clang def is_active(): @@ -226,6 +225,10 @@ def configure(env): sys.exit(255) env.ParseConfig('pkg-config bullet --cflags --libs') + if False: # not env['builtin_assimp']: + # FIXME: Add min version check + env.ParseConfig('pkg-config assimp --cflags --libs') + if not env['builtin_enet']: env.ParseConfig('pkg-config libenet --cflags --libs') diff --git a/thirdparty/README.md b/thirdparty/README.md index 2099bd773f..8fc15692ef 100644 --- a/thirdparty/README.md +++ b/thirdparty/README.md @@ -9,9 +9,20 @@ Subcategories (`###` level) where needed are separated by a single empty line. ## assimp - Upstream: http://github.com/assimp/assimp -- Version: git (308db73d0b3c2d1870cd3e465eaa283692a4cf23) +- Version: git (308db73d0b3c2d1870cd3e465eaa283692a4cf23, 2019) - License: BSD-3-Clause +Files extracted from upstream source: + +- Run `cmake .` in root folder to generate files +- `code/{CApi,Common,FBX,Material,PostProcessing}/` +- `contrib/utf8cpp/source/` +- `include/` +- `revision.h` +- `CREDITS` and `LICENSE` files +- `rm -f code/Common/ZipArchiveIOSystem.cpp include/assimp/ZipArchiveIOSystem.h + include/assimp/irrXMLWrapper.h` + ## basis_universal diff --git a/thirdparty/assimp/assimp/config.h b/thirdparty/assimp/assimp/config.h deleted file mode 100644 index d0e4817349..0000000000 --- a/thirdparty/assimp/assimp/config.h +++ /dev/null @@ -1,1003 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2018, 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. - * - *

- * The corresponding functions for use with the plain-c API are: - * #aiSetImportPropertyInteger, - * #aiSetImportPropertyFloat, - * #aiSetImportPropertyString - */ -#pragma once -#ifndef AI_CONFIG_H_INC -#define AI_CONFIG_H_INC - -// ########################################################################### -// 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: - * "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. - */ -#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_FindDegenerates to check the area of a - * trinagle to be greates 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. - */ -#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_LMW_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_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" - -// --------------------------------------------------------------------------- -/** @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 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 FBX 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. - */ -#define AI_CONFIG_FBX_CONVERT_TO_M \ - "AI_CONFIG_FBX_CONVERT_TO_M" - -// --------------------------------------------------------------------------- -/** @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" - -// --------------------------------------------------------------------------- -/** 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. - */ -#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 - * 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. - */ -#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)
- * 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 - */ -#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. - */ -#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. - */ -#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 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. - */ -#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. - */ -#define AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE "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 - -// --------------------------------------------------------------------------- -/** @brief Set the tessellation for IFC cylindrical shapes. - * - * This is used by the IFC importer to determine the tessellation parameter - * for cylindrical shapes, i.e. the number of segments used to approximate a circle. - * @note The default value is AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION and the - * accepted values are in range [3, 180]. - * Property type: Integer. - */ -#define AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION "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 - -// --------------------------------------------------------------------------- -/** @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" - -// --------------------------------------------------------------------------- -/** @brief Specifies whether the Collada loader should use Collada names as node names. - * - * If this property is set to true, the Collada names will be used as the - * node name. 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 ------------ - -/** @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" - -/** - * - */ -#define AI_CONFIG_EXPORT_POINT_CLOUDS "EXPORT_POINT_CLOUDS" - -/** - * @brief Specifies a gobal key factor for scale, float value - */ -#define AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY "GLOBAL_SCALE_FACTOR" - -#if (!defined AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT) -#define AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT 1.0f -#endif // !! AI_DEBONE_THRESHOLD - -#define AI_CONFIG_APP_SCALE_KEY "APP_SCALE_FACTOR" - -#if (!defined AI_CONFIG_APP_SCALE_KEY) -# define AI_CONFIG_APP_SCALE_KEY 1.0 -#endif // AI_CONFIG_APP_SCALE_KEY - - -// ---------- All the Build/Compile-time defines ------------ - -/** @brief Specifies if double precision is supported inside assimp - * - * Property type: Bool. Default value: undefined. - */ - -/* #cmakedefine ASSIMP_DOUBLE_PRECISION 1 */ - -#endif // !! AI_CONFIG_H_INC - diff --git a/thirdparty/assimp/code/revision.h b/thirdparty/assimp/code/revision.h deleted file mode 100644 index 66eb875303..0000000000 --- a/thirdparty/assimp/code/revision.h +++ /dev/null @@ -1,28 +0,0 @@ -#ifndef ASSIMP_REVISION_H_INC -#define ASSIMP_REVISION_H_INC - -#define GitVersion 0x308db73d -#define GitBranch "master" - -#define VER_MAJOR 5 -#define VER_MINOR 0 -#define VER_PATCH 0 -#define VER_BUILD 0 - -#define STR_HELP(x) #x -#define STR(x) STR_HELP(x) - -#define VER_FILEVERSION VER_MAJOR,VER_MINOR,VER_PATCH,VER_BUILD -#if (GitVersion == 0) -#define VER_FILEVERSION_STR STR(VER_MAJOR) "." STR(VER_MINOR) "." STR(VER_PATCH) "." STR(VER_BUILD) -#else -#define VER_FILEVERSION_STR STR(VER_MAJOR) "." STR(VER_MINOR) "." STR(VER_PATCH) "." STR(VER_BUILD) " (Commit 308db73d)" -#endif - -#ifdef NDEBUG -#define VER_ORIGINAL_FILENAME_STR "assimp.dll" -#else -#define VER_ORIGINAL_FILENAME_STR "assimp.dll" -#endif // NDEBUG - -#endif // ASSIMP_REVISION_H_INC diff --git a/thirdparty/assimp/contrib/utf8cpp/doc/ReleaseNotes b/thirdparty/assimp/contrib/utf8cpp/doc/ReleaseNotes deleted file mode 100644 index 364411a23d..0000000000 --- a/thirdparty/assimp/contrib/utf8cpp/doc/ReleaseNotes +++ /dev/null @@ -1,12 +0,0 @@ -utf8 cpp library -Release 2.3.4 - -A minor bug fix release. Thanks to all who reported bugs. - -Note: Version 2.3.3 contained a regression, and therefore was removed. - -Changes from version 2.3.2 -- Bug fix [39]: checked.h Line 273 and unchecked.h Line 182 have an extra ';' -- Bug fix [36]: replace_invalid() only works with back_inserter - -Files included in the release: utf8.h, core.h, checked.h, unchecked.h, utf8cpp.html, ReleaseNotes diff --git a/thirdparty/assimp/contrib/utf8cpp/doc/utf8cpp.html b/thirdparty/assimp/contrib/utf8cpp/doc/utf8cpp.html deleted file mode 100644 index 6f2aacbe7b..0000000000 --- a/thirdparty/assimp/contrib/utf8cpp/doc/utf8cpp.html +++ /dev/null @@ -1,1789 +0,0 @@ - - - - - - - - - UTF8-CPP: UTF-8 with C++ in a Portable Way - - - - -

- UTF8-CPP: UTF-8 with C++ in a Portable Way -

-

- The Sourceforge project page -

- -

- Introduction -

-

- Many C++ developers miss an easy and portable way of handling Unicode encoded - strings. The original C++ Standard (known as C++98 or C++03) is Unicode agnostic. - C++11 provides some support for Unicode on core language and library level: - u8, u, and U character and string literals, char16_t and char32_t character types, - u16string and u32string library classes, and codecvt support for conversions - between Unicode encoding forms. - In the meantime, developers use third party libraries like ICU, OS specific capabilities, or simply - roll out their own solutions. -

-

- In order to easily handle UTF-8 encoded Unicode strings, I came up with a small - generic library. For anybody used to work with STL algorithms and iterators, it should be - easy and natural to use. The code is freely available for any purpose - check out - the license at the beginning of the utf8.h file. If you run into - bugs or performance issues, please let me know and I'll do my best to address them. -

-

- The purpose of this article is not to offer an introduction to Unicode in general, - and UTF-8 in particular. If you are not familiar with Unicode, be sure to check out - Unicode Home Page or some other source of - information for Unicode. Also, it is not my aim to advocate the use of UTF-8 - encoded strings in C++ programs; if you want to handle UTF-8 encoded strings from - C++, I am sure you have good reasons for it. -

-

- Examples of use -

-

- Introductionary Sample -

-

- To illustrate the use of the library, let's start with a small but complete program - that opens a file containing UTF-8 encoded text, reads it line by line, checks each line - for invalid UTF-8 byte sequences, and converts it to UTF-16 encoding and back to UTF-8: -

-
-#include <fstream>
-#include <iostream>
-#include <string>
-#include <vector>
-#include "utf8.h"
-using namespace std;
-int main(int argc, char** argv)
-{
-    if (argc != 2) {
-        cout << "\nUsage: docsample filename\n";
-        return 0;
-    }
-
-    const char* test_file_path = argv[1];
-    // Open the test file (contains UTF-8 encoded text)
-    ifstream fs8(test_file_path);
-    if (!fs8.is_open()) {
-    cout << "Could not open " << test_file_path << endl;
-    return 0;
-    }
-
-    unsigned line_count = 1;
-    string line;
-    // Play with all the lines in the file
-    while (getline(fs8, line)) {
-       // check for invalid utf-8 (for a simple yes/no check, there is also utf8::is_valid function)
-        string::iterator end_it = utf8::find_invalid(line.begin(), line.end());
-        if (end_it != line.end()) {
-            cout << "Invalid UTF-8 encoding detected at line " << line_count << "\n";
-            cout << "This part is fine: " << string(line.begin(), end_it) << "\n";
-        }
-
-        // Get the line length (at least for the valid part)
-        int length = utf8::distance(line.begin(), end_it);
-        cout << "Length of line " << line_count << " is " << length <<  "\n";
-
-        // Convert it to utf-16
-        vector<unsigned short> utf16line;
-        utf8::utf8to16(line.begin(), end_it, back_inserter(utf16line));
-
-        // And back to utf-8
-        string utf8line; 
-        utf8::utf16to8(utf16line.begin(), utf16line.end(), back_inserter(utf8line));
-
-        // Confirm that the conversion went OK:
-        if (utf8line != string(line.begin(), end_it))
-            cout << "Error in UTF-16 conversion at line: " << line_count << "\n";        
-
-        line_count++;
-    }
-    return 0;
-}
-
-

- In the previous code sample, for each line we performed - a detection of invalid UTF-8 sequences with find_invalid; the number - of characters (more precisely - the number of Unicode code points, including the end - of line and even BOM if there is one) in each line was - determined with a use of utf8::distance; finally, we have converted - each line to UTF-16 encoding with utf8to16 and back to UTF-8 with - utf16to8. -

-

Checking if a file contains valid UTF-8 text

-

-Here is a function that checks whether the content of a file is valid UTF-8 encoded text without -reading the content into the memory: -

-
    
-bool valid_utf8_file(iconst char* file_name)
-{
-    ifstream ifs(file_name);
-    if (!ifs)
-        return false; // even better, throw here
-
-    istreambuf_iterator<char> it(ifs.rdbuf());
-    istreambuf_iterator<char> eos;
-
-    return utf8::is_valid(it, eos);
-}
-
-

-Because the function utf8::is_valid() works with input iterators, we were able -to pass an istreambuf_iterator to it and read the content of the file directly -without loading it to the memory first.

-

-Note that other functions that take input iterator arguments can be used in a similar way. For -instance, to read the content of a UTF-8 encoded text file and convert the text to UTF-16, just -do something like: -

-
-    utf8::utf8to16(it, eos, back_inserter(u16string));
-
-

Ensure that a string contains valid UTF-8 text

-

-If we have some text that "probably" contains UTF-8 encoded text and we want to -replace any invalid UTF-8 sequence with a replacement character, something like -the following function may be used: -

-
-void fix_utf8_string(std::string& str)
-{
-    std::string temp;
-    utf8::replace_invalid(str.begin(), str.end(), back_inserter(temp));
-    str = temp;
-}
-
-

The function will replace any invalid UTF-8 sequence with a Unicode replacement character. -There is an overloaded function that enables the caller to supply their own replacement character. -

-

- Reference -

-

- Functions From utf8 Namespace -

-

- utf8::append -

-

- Available in version 1.0 and later. -

-

- Encodes a 32 bit code point as a UTF-8 sequence of octets and appends the sequence - to a UTF-8 string. -

-
-template <typename octet_iterator>
-octet_iterator append(uint32_t cp, octet_iterator result);
-   
-
-

- octet_iterator: an output iterator.
- cp: a 32 bit integer representing a code point to append to the - sequence.
- result: an output iterator to the place in the sequence where to - append the code point.
- Return value: an iterator pointing to the place - after the newly appended sequence. -

-

- Example of use: -

-
-unsigned char u[5] = {0,0,0,0,0};
-unsigned char* end = append(0x0448, u);
-assert (u[0] == 0xd1 && u[1] == 0x88 && u[2] == 0 && u[3] == 0 && u[4] == 0);
-
-

- Note that append does not allocate any memory - it is the burden of - the caller to make sure there is enough memory allocated for the operation. To make - things more interesting, append can add anywhere between 1 and 4 - octets to the sequence. In practice, you would most often want to use - std::back_inserter to ensure that the necessary memory is allocated. -

-

- In case of an invalid code point, a utf8::invalid_code_point exception - is thrown. -

-

- utf8::next -

-

- Available in version 1.0 and later. -

-

- Given the iterator to the beginning of the UTF-8 sequence, it returns the code - point and moves the iterator to the next position. -

-
-template <typename octet_iterator> 
-uint32_t next(octet_iterator& it, octet_iterator end);
-   
-
-

- octet_iterator: an input iterator.
- it: a reference to an iterator pointing to the beginning of an UTF-8 - encoded code point. After the function returns, it is incremented to point to the - beginning of the next code point.
- end: end of the UTF-8 sequence to be processed. If it - gets equal to end during the extraction of a code point, an - utf8::not_enough_room exception is thrown.
- Return value: the 32 bit representation of the - processed UTF-8 code point. -

-

- Example of use: -

-
-char* twochars = "\xe6\x97\xa5\xd1\x88";
-char* w = twochars;
-int cp = next(w, twochars + 6);
-assert (cp == 0x65e5);
-assert (w == twochars + 3);
-
-

- This function is typically used to iterate through a UTF-8 encoded string. -

-

- In case of an invalid UTF-8 seqence, a utf8::invalid_utf8 exception is - thrown. -

-

- utf8::peek_next -

-

- Available in version 2.1 and later. -

-

- Given the iterator to the beginning of the UTF-8 sequence, it returns the code - point for the following sequence without changing the value of the iterator. -

-
-template <typename octet_iterator> 
-uint32_t peek_next(octet_iterator it, octet_iterator end);
-   
-
-

- octet_iterator: an input iterator.
- it: an iterator pointing to the beginning of an UTF-8 - encoded code point.
- end: end of the UTF-8 sequence to be processed. If it - gets equal to end during the extraction of a code point, an - utf8::not_enough_room exception is thrown.
- Return value: the 32 bit representation of the - processed UTF-8 code point. -

-

- Example of use: -

-
-char* twochars = "\xe6\x97\xa5\xd1\x88";
-char* w = twochars;
-int cp = peek_next(w, twochars + 6);
-assert (cp == 0x65e5);
-assert (w == twochars);
-
-

- In case of an invalid UTF-8 seqence, a utf8::invalid_utf8 exception is - thrown. -

-

- utf8::prior -

-

- Available in version 1.02 and later. -

-

- Given a reference to an iterator pointing to an octet in a UTF-8 sequence, it - decreases the iterator until it hits the beginning of the previous UTF-8 encoded - code point and returns the 32 bits representation of the code point. -

-
-template <typename octet_iterator> 
-uint32_t prior(octet_iterator& it, octet_iterator start);
-   
-
-

- octet_iterator: a bidirectional iterator.
- it: a reference pointing to an octet within a UTF-8 encoded string. - After the function returns, it is decremented to point to the beginning of the - previous code point.
- start: an iterator to the beginning of the sequence where the search - for the beginning of a code point is performed. It is a - safety measure to prevent passing the beginning of the string in the search for a - UTF-8 lead octet.
- Return value: the 32 bit representation of the - previous code point. -

-

- Example of use: -

-
-char* twochars = "\xe6\x97\xa5\xd1\x88";
-unsigned char* w = twochars + 3;
-int cp = prior (w, twochars);
-assert (cp == 0x65e5);
-assert (w == twochars);
-
-

- This function has two purposes: one is two iterate backwards through a UTF-8 - encoded string. Note that it is usually a better idea to iterate forward instead, - since utf8::next is faster. The second purpose is to find a beginning - of a UTF-8 sequence if we have a random position within a string. Note that in that - case utf8::prior may not detect an invalid UTF-8 sequence in some scenarios: - for instance if there are superfluous trail octets, it will just skip them. -

-

- it will typically point to the beginning of - a code point, and start will point to the - beginning of the string to ensure we don't go backwards too far. it is - decreased until it points to a lead UTF-8 octet, and then the UTF-8 sequence - beginning with that octet is decoded to a 32 bit representation and returned. -

-

- In case start is reached before a UTF-8 lead octet is hit, or if an - invalid UTF-8 sequence is started by the lead octet, an invalid_utf8 - exception is thrown. -

-

In case start equals it, a not_enough_room - exception is thrown. -

- utf8::previous -

-

- Deprecated in version 1.02 and later. -

-

- Given a reference to an iterator pointing to an octet in a UTF-8 seqence, it - decreases the iterator until it hits the beginning of the previous UTF-8 encoded - code point and returns the 32 bits representation of the code point. -

-
-template <typename octet_iterator> 
-uint32_t previous(octet_iterator& it, octet_iterator pass_start);
-   
-
-

- octet_iterator: a random access iterator.
- it: a reference pointing to an octet within a UTF-8 encoded string. - After the function returns, it is decremented to point to the beginning of the - previous code point.
- pass_start: an iterator to the point in the sequence where the search - for the beginning of a code point is aborted if no result was reached. It is a - safety measure to prevent passing the beginning of the string in the search for a - UTF-8 lead octet.
- Return value: the 32 bit representation of the - previous code point. -

-

- Example of use: -

-
-char* twochars = "\xe6\x97\xa5\xd1\x88";
-unsigned char* w = twochars + 3;
-int cp = previous (w, twochars - 1);
-assert (cp == 0x65e5);
-assert (w == twochars);
-
-

- utf8::previous is deprecated, and utf8::prior should - be used instead, although the existing code can continue using this function. - The problem is the parameter pass_start that points to the position - just before the beginning of the sequence. Standard containers don't have the - concept of "pass start" and the function can not be used with their iterators. -

-

- it will typically point to the beginning of - a code point, and pass_start will point to the octet just before the - beginning of the string to ensure we don't go backwards too far. it is - decreased until it points to a lead UTF-8 octet, and then the UTF-8 sequence - beginning with that octet is decoded to a 32 bit representation and returned. -

-

- In case pass_start is reached before a UTF-8 lead octet is hit, or if an - invalid UTF-8 sequence is started by the lead octet, an invalid_utf8 - exception is thrown -

-

- utf8::advance -

-

- Available in version 1.0 and later. -

-

- Advances an iterator by the specified number of code points within an UTF-8 - sequence. -

-
-template <typename octet_iterator, typename distance_type> 
-void advance (octet_iterator& it, distance_type n, octet_iterator end);
-   
-
-

- octet_iterator: an input iterator.
- distance_type: an integral type convertible to octet_iterator's difference type.
- it: a reference to an iterator pointing to the beginning of an UTF-8 - encoded code point. After the function returns, it is incremented to point to the - nth following code point.
- n: a positive integer that shows how many code points we want to - advance.
- end: end of the UTF-8 sequence to be processed. If it - gets equal to end during the extraction of a code point, an - utf8::not_enough_room exception is thrown.
-

-

- Example of use: -

-
-char* twochars = "\xe6\x97\xa5\xd1\x88";
-unsigned char* w = twochars;
-advance (w, 2, twochars + 6);
-assert (w == twochars + 5);
-
-

- This function works only "forward". In case of a negative n, there is - no effect. -

-

- In case of an invalid code point, a utf8::invalid_code_point exception - is thrown. -

-

- utf8::distance -

-

- Available in version 1.0 and later. -

-

- Given the iterators to two UTF-8 encoded code points in a seqence, returns the - number of code points between them. -

-
-template <typename octet_iterator> 
-typename std::iterator_traits<octet_iterator>::difference_type distance (octet_iterator first, octet_iterator last);
-   
-
-

- octet_iterator: an input iterator.
- first: an iterator to a beginning of a UTF-8 encoded code point.
- last: an iterator to a "post-end" of the last UTF-8 encoded code - point in the sequence we are trying to determine the length. It can be the - beginning of a new code point, or not.
- Return value the distance between the iterators, - in code points. -

-

- Example of use: -

-
-char* twochars = "\xe6\x97\xa5\xd1\x88";
-size_t dist = utf8::distance(twochars, twochars + 5);
-assert (dist == 2);
-
-

- This function is used to find the length (in code points) of a UTF-8 encoded - string. The reason it is called distance, rather than, say, - length is mainly because developers are used that length is an - O(1) function. Computing the length of an UTF-8 string is a linear operation, and - it looked better to model it after std::distance algorithm. -

-

- In case of an invalid UTF-8 seqence, a utf8::invalid_utf8 exception is - thrown. If last does not point to the past-of-end of a UTF-8 seqence, - a utf8::not_enough_room exception is thrown. -

-

- utf8::utf16to8 -

-

- Available in version 1.0 and later. -

-

- Converts a UTF-16 encoded string to UTF-8. -

-
-template <typename u16bit_iterator, typename octet_iterator>
-octet_iterator utf16to8 (u16bit_iterator start, u16bit_iterator end, octet_iterator result);
-   
-
-

- u16bit_iterator: an input iterator.
- octet_iterator: an output iterator.
- start: an iterator pointing to the beginning of the UTF-16 encoded - string to convert.
- end: an iterator pointing to pass-the-end of the UTF-16 encoded - string to convert.
- result: an output iterator to the place in the UTF-8 string where to - append the result of conversion.
- Return value: An iterator pointing to the place - after the appended UTF-8 string. -

-

- Example of use: -

-
-unsigned short utf16string[] = {0x41, 0x0448, 0x65e5, 0xd834, 0xdd1e};
-vector<unsigned char> utf8result;
-utf16to8(utf16string, utf16string + 5, back_inserter(utf8result));
-assert (utf8result.size() == 10);    
-
-

- In case of invalid UTF-16 sequence, a utf8::invalid_utf16 exception is - thrown. -

-

- utf8::utf8to16 -

-

- Available in version 1.0 and later. -

-

- Converts an UTF-8 encoded string to UTF-16 -

-
-template <typename u16bit_iterator, typename octet_iterator>
-u16bit_iterator utf8to16 (octet_iterator start, octet_iterator end, u16bit_iterator result);
-   
-
-

- octet_iterator: an input iterator.
- u16bit_iterator: an output iterator.
- start: an iterator pointing to the beginning of the UTF-8 encoded - string to convert. < br /> end: an iterator pointing to - pass-the-end of the UTF-8 encoded string to convert.
- result: an output iterator to the place in the UTF-16 string where to - append the result of conversion.
- Return value: An iterator pointing to the place - after the appended UTF-16 string. -

-

- Example of use: -

-
-char utf8_with_surrogates[] = "\xe6\x97\xa5\xd1\x88\xf0\x9d\x84\x9e";
-vector <unsigned short> utf16result;
-utf8to16(utf8_with_surrogates, utf8_with_surrogates + 9, back_inserter(utf16result));
-assert (utf16result.size() == 4);
-assert (utf16result[2] == 0xd834);
-assert (utf16result[3] == 0xdd1e);
-
-

- In case of an invalid UTF-8 seqence, a utf8::invalid_utf8 exception is - thrown. If end does not point to the past-of-end of a UTF-8 seqence, a - utf8::not_enough_room exception is thrown. -

-

- utf8::utf32to8 -

-

- Available in version 1.0 and later. -

-

- Converts a UTF-32 encoded string to UTF-8. -

-
-template <typename octet_iterator, typename u32bit_iterator>
-octet_iterator utf32to8 (u32bit_iterator start, u32bit_iterator end, octet_iterator result);
-   
-
-

- octet_iterator: an output iterator.
- u32bit_iterator: an input iterator.
- start: an iterator pointing to the beginning of the UTF-32 encoded - string to convert.
- end: an iterator pointing to pass-the-end of the UTF-32 encoded - string to convert.
- result: an output iterator to the place in the UTF-8 string where to - append the result of conversion.
- Return value: An iterator pointing to the place - after the appended UTF-8 string. -

-

- Example of use: -

-
-int utf32string[] = {0x448, 0x65E5, 0x10346, 0};
-vector<unsigned char> utf8result;
-utf32to8(utf32string, utf32string + 3, back_inserter(utf8result));
-assert (utf8result.size() == 9);
-
-

- In case of invalid UTF-32 string, a utf8::invalid_code_point exception - is thrown. -

-

- utf8::utf8to32 -

-

- Available in version 1.0 and later. -

-

- Converts a UTF-8 encoded string to UTF-32. -

-
-template <typename octet_iterator, typename u32bit_iterator>
-u32bit_iterator utf8to32 (octet_iterator start, octet_iterator end, u32bit_iterator result);
-   
-
-

- octet_iterator: an input iterator.
- u32bit_iterator: an output iterator.
- start: an iterator pointing to the beginning of the UTF-8 encoded - string to convert.
- end: an iterator pointing to pass-the-end of the UTF-8 encoded string - to convert.
- result: an output iterator to the place in the UTF-32 string where to - append the result of conversion.
- Return value: An iterator pointing to the place - after the appended UTF-32 string. -

-

- Example of use: -

-
-char* twochars = "\xe6\x97\xa5\xd1\x88";
-vector<int> utf32result;
-utf8to32(twochars, twochars + 5, back_inserter(utf32result));
-assert (utf32result.size() == 2);
-
-

- In case of an invalid UTF-8 seqence, a utf8::invalid_utf8 exception is - thrown. If end does not point to the past-of-end of a UTF-8 seqence, a - utf8::not_enough_room exception is thrown. -

-

- utf8::find_invalid -

-

- Available in version 1.0 and later. -

-

- Detects an invalid sequence within a UTF-8 string. -

-
-template <typename octet_iterator> 
-octet_iterator find_invalid(octet_iterator start, octet_iterator end);
-
-

- octet_iterator: an input iterator.
- start: an iterator pointing to the beginning of the UTF-8 string to - test for validity.
- end: an iterator pointing to pass-the-end of the UTF-8 string to test - for validity.
- Return value: an iterator pointing to the first - invalid octet in the UTF-8 string. In case none were found, equals - end. -

-

- Example of use: -

-
-char utf_invalid[] = "\xe6\x97\xa5\xd1\x88\xfa";
-char* invalid = find_invalid(utf_invalid, utf_invalid + 6);
-assert (invalid == utf_invalid + 5);
-
-

- This function is typically used to make sure a UTF-8 string is valid before - processing it with other functions. It is especially important to call it if before - doing any of the unchecked operations on it. -

-

- utf8::is_valid -

-

- Available in version 1.0 and later. -

-

- Checks whether a sequence of octets is a valid UTF-8 string. -

-
-template <typename octet_iterator> 
-bool is_valid(octet_iterator start, octet_iterator end);
-   
-
-

- octet_iterator: an input iterator.
- start: an iterator pointing to the beginning of the UTF-8 string to - test for validity.
- end: an iterator pointing to pass-the-end of the UTF-8 string to test - for validity.
- Return value: true if the sequence - is a valid UTF-8 string; false if not. -

- Example of use: -
-char utf_invalid[] = "\xe6\x97\xa5\xd1\x88\xfa";
-bool bvalid = is_valid(utf_invalid, utf_invalid + 6);
-assert (bvalid == false);
-
-

- is_valid is a shorthand for find_invalid(start, end) == - end;. You may want to use it to make sure that a byte seqence is a valid - UTF-8 string without the need to know where it fails if it is not valid. -

-

- utf8::replace_invalid -

-

- Available in version 2.0 and later. -

-

- Replaces all invalid UTF-8 sequences within a string with a replacement marker. -

-
-template <typename octet_iterator, typename output_iterator>
-output_iterator replace_invalid(octet_iterator start, octet_iterator end, output_iterator out, uint32_t replacement);
-template <typename octet_iterator, typename output_iterator>
-output_iterator replace_invalid(octet_iterator start, octet_iterator end, output_iterator out);
-   
-
-

- octet_iterator: an input iterator.
- output_iterator: an output iterator.
- start: an iterator pointing to the beginning of the UTF-8 string to - look for invalid UTF-8 sequences.
- end: an iterator pointing to pass-the-end of the UTF-8 string to look - for invalid UTF-8 sequences.
- out: An output iterator to the range where the result of replacement - is stored.
- replacement: A Unicode code point for the replacement marker. The - version without this parameter assumes the value 0xfffd
- Return value: An iterator pointing to the place - after the UTF-8 string with replaced invalid sequences. -

-

- Example of use: -

-
-char invalid_sequence[] = "a\x80\xe0\xa0\xc0\xaf\xed\xa0\x80z";
-vector<char> replace_invalid_result;
-replace_invalid (invalid_sequence, invalid_sequence + sizeof(invalid_sequence), back_inserter(replace_invalid_result), '?');
-bvalid = is_valid(replace_invalid_result.begin(), replace_invalid_result.end());
-assert (bvalid);
-char* fixed_invalid_sequence = "a????z";
-assert (std::equal(replace_invalid_result.begin(), replace_invalid_result.end(), fixed_invalid_sequence));
-
-

- replace_invalid does not perform in-place replacement of invalid - sequences. Rather, it produces a copy of the original string with the invalid - sequences replaced with a replacement marker. Therefore, out must not - be in the [start, end] range. -

-

- If end does not point to the past-of-end of a UTF-8 sequence, a - utf8::not_enough_room exception is thrown. -

-

- utf8::starts_with_bom -

-

- Available in version 2.3 and later. Relaces deprecated is_bom() function. -

-

- Checks whether an octet sequence starts with a UTF-8 byte order mark (BOM) -

-
-template <typename octet_iterator> 
-bool starts_with_bom (octet_iterator it, octet_iterator end);
-
-

- octet_iterator: an input iterator.
- it: beginning of the octet sequence to check
- end: pass-end of the sequence to check
- Return value: true if the sequence - starts with a UTF-8 byte order mark; false if not. -

-

- Example of use: -

-
-unsigned char byte_order_mark[] = {0xef, 0xbb, 0xbf};
-bool bbom = starts_with_bom(byte_order_mark, byte_order_mark + sizeof(byte_order_mark));
-assert (bbom == true);
-
-

- The typical use of this function is to check the first three bytes of a file. If - they form the UTF-8 BOM, we want to skip them before processing the actual UTF-8 - encoded text. -

-

- utf8::is_bom -

-

- Available in version 1.0 and later. Deprecated in version 2.3. starts_with_bom() should be used - instead. -

-

- Checks whether a sequence of three octets is a UTF-8 byte order mark (BOM) -

-
-template <typename octet_iterator> 
-bool is_bom (octet_iterator it);  // Deprecated
-
-

- octet_iterator: an input iterator.
- it: beginning of the 3-octet sequence to check
- Return value: true if the sequence - is UTF-8 byte order mark; false if not. -

-

- Example of use: -

-
-unsigned char byte_order_mark[] = {0xef, 0xbb, 0xbf};
-bool bbom = is_bom(byte_order_mark);
-assert (bbom == true);
-
-

- The typical use of this function is to check the first three bytes of a file. If - they form the UTF-8 BOM, we want to skip them before processing the actual UTF-8 - encoded text. -

-

- If a sequence is - shorter than three bytes, an invalid iterator will be dereferenced. Therefore, this function is deprecated - in favor of starts_with_bom()that takes the end of sequence as an argument. -

-

- Types From utf8 Namespace -

-

utf8::exception -

-

- Available in version 2.3 and later. -

-

- Base class for the exceptions thrown by UTF CPP library functions. -

-
-class exception : public std::exception {};
-
-

- Example of use: -

-
-try {
-  code_that_uses_utf_cpp_library();
-}
-catch(const utf8::exception& utfcpp_ex) {
-  cerr << utfcpp_ex.what();
-}
-
- -

utf8::invalid_code_point -

-

- Available in version 1.0 and later. -

-

- Thrown by UTF8 CPP functions such as advance and next if an UTF-8 sequence represents and invalid code point. -

- -
-class invalid_code_point : public exception {
-public: 
-    uint32_t code_point() const;
-};
-
-
-

- Member function code_point() can be used to determine the invalid code point that - caused the exception to be thrown. -

-

utf8::invalid_utf8 -

-

- Available in version 1.0 and later. -

-

- Thrown by UTF8 CPP functions such as next and prior if an invalid UTF-8 sequence - is detected during decoding. -

- -
-class invalid_utf8 : public exception {
-public: 
-    uint8_t utf8_octet() const;
-};
-
- -

- Member function utf8_octet() can be used to determine the beginning of the byte - sequence that caused the exception to be thrown. -

- -

utf8::invalid_utf16 -

-

- Available in version 1.0 and later. -

-

- Thrown by UTF8 CPP function utf16to8 if an invalid UTF-16 sequence - is detected during decoding. -

- -
-class invalid_utf16 : public exception {
-public: 
-    uint16_t utf16_word() const;
-};
-
- -

- Member function utf16_word() can be used to determine the UTF-16 code unit - that caused the exception to be thrown. -

-

utf8::not_enough_room -

-

- Available in version 1.0 and later. -

-

- Thrown by UTF8 CPP functions such as next if the end of the decoded UTF-8 sequence - was reached before the code point was decoded. -

- -
-class not_enough_room : public exception {};
-
-

- utf8::iterator -

-

- Available in version 2.0 and later. -

-

- Adapts the underlying octet iterator to iterate over the sequence of code points, - rather than raw octets. -

-
-template <typename octet_iterator>
-class iterator;
-
- -
Member functions
-
-
iterator();
the deafult constructor; the underlying octet_iterator is - constructed with its default constructor. -
explicit iterator (const octet_iterator& octet_it, - const octet_iterator& range_start, - const octet_iterator& range_end);
a constructor - that initializes the underlying octet_iterator with octet_it - and sets the range in which the iterator is considered valid. -
octet_iterator base () const;
returns the - underlying octet_iterator. -
uint32_t operator * () const;
decodes the utf-8 sequence - the underlying octet_iterator is pointing to and returns the code point. -
bool operator == (const iterator& rhs) - const;
returns true - if the two underlaying iterators are equal. -
bool operator != (const iterator& rhs) - const;
returns true - if the two underlaying iterators are not equal. -
iterator& operator ++ ();
the prefix increment - moves - the iterator to the next UTF-8 encoded code point. -
iterator operator ++ (int);
- the postfix increment - moves the iterator to the next UTF-8 encoded code point and returns the current one. -
iterator& operator -- ();
the prefix decrement - moves - the iterator to the previous UTF-8 encoded code point. -
iterator operator -- (int);
- the postfix decrement - moves the iterator to the previous UTF-8 encoded code point and returns the current one. -
-

- Example of use: -

-
-char* threechars = "\xf0\x90\x8d\x86\xe6\x97\xa5\xd1\x88";
-utf8::iterator<char*> it(threechars, threechars, threechars + 9);
-utf8::iterator<char*> it2 = it;
-assert (it2 == it);
-assert (*it == 0x10346);
-assert (*(++it) == 0x65e5);
-assert ((*it++) == 0x65e5);
-assert (*it == 0x0448);
-assert (it != it2);
-utf8::iterator<char*> endit (threechars + 9, threechars, threechars + 9);  
-assert (++it == endit);
-assert (*(--it) == 0x0448);
-assert ((*it--) == 0x0448);
-assert (*it == 0x65e5);
-assert (--it == utf8::iterator<char*>(threechars, threechars, threechars + 9));
-assert (*it == 0x10346);
-
-

- The purpose of utf8::iterator adapter is to enable easy iteration as well as the use of STL - algorithms with UTF-8 encoded strings. Increment and decrement operators are implemented in terms of - utf8::next() and utf8::prior() functions. -

-

- Note that utf8::iterator adapter is a checked iterator. It operates on the range specified in - the constructor; any attempt to go out of that range will result in an exception. Even the comparison operators - require both iterator object to be constructed against the same range - otherwise an exception is thrown. Typically, - the range will be determined by sequence container functions begin and end, i.e.: -

-
-std::string s = "example";
-utf8::iterator i (s.begin(), s.begin(), s.end());
-
-

- Functions From utf8::unchecked Namespace -

-

- utf8::unchecked::append -

-

- Available in version 1.0 and later. -

-

- Encodes a 32 bit code point as a UTF-8 sequence of octets and appends the sequence - to a UTF-8 string. -

-
-template <typename octet_iterator>
-octet_iterator append(uint32_t cp, octet_iterator result);
-   
-
-

- cp: A 32 bit integer representing a code point to append to the - sequence.
- result: An output iterator to the place in the sequence where to - append the code point.
- Return value: An iterator pointing to the place - after the newly appended sequence. -

-

- Example of use: -

-
-unsigned char u[5] = {0,0,0,0,0};
-unsigned char* end = unchecked::append(0x0448, u);
-assert (u[0] == 0xd1 && u[1] == 0x88 && u[2] == 0 && u[3] == 0 && u[4] == 0);
-
-

- This is a faster but less safe version of utf8::append. It does not - check for validity of the supplied code point, and may produce an invalid UTF-8 - sequence. -

-

- utf8::unchecked::next -

-

- Available in version 1.0 and later. -

-

- Given the iterator to the beginning of a UTF-8 sequence, it returns the code point - and moves the iterator to the next position. -

-
-template <typename octet_iterator>
-uint32_t next(octet_iterator& it);
-   
-
-

- it: a reference to an iterator pointing to the beginning of an UTF-8 - encoded code point. After the function returns, it is incremented to point to the - beginning of the next code point.
- Return value: the 32 bit representation of the - processed UTF-8 code point. -

-

- Example of use: -

-
-char* twochars = "\xe6\x97\xa5\xd1\x88";
-char* w = twochars;
-int cp = unchecked::next(w);
-assert (cp == 0x65e5);
-assert (w == twochars + 3);
-
-

- This is a faster but less safe version of utf8::next. It does not - check for validity of the supplied UTF-8 sequence. -

-

- utf8::unchecked::peek_next -

-

- Available in version 2.1 and later. -

-

- Given the iterator to the beginning of a UTF-8 sequence, it returns the code point. -

-
-template <typename octet_iterator>
-uint32_t peek_next(octet_iterator it);
-   
-
-

- it: an iterator pointing to the beginning of an UTF-8 - encoded code point.
- Return value: the 32 bit representation of the - processed UTF-8 code point. -

-

- Example of use: -

-
-char* twochars = "\xe6\x97\xa5\xd1\x88";
-char* w = twochars;
-int cp = unchecked::peek_next(w);
-assert (cp == 0x65e5);
-assert (w == twochars);
-
-

- This is a faster but less safe version of utf8::peek_next. It does not - check for validity of the supplied UTF-8 sequence. -

-

- utf8::unchecked::prior -

-

- Available in version 1.02 and later. -

-

- Given a reference to an iterator pointing to an octet in a UTF-8 seqence, it - decreases the iterator until it hits the beginning of the previous UTF-8 encoded - code point and returns the 32 bits representation of the code point. -

-
-template <typename octet_iterator>
-uint32_t prior(octet_iterator& it);
-   
-
-

- it: a reference pointing to an octet within a UTF-8 encoded string. - After the function returns, it is decremented to point to the beginning of the - previous code point.
- Return value: the 32 bit representation of the - previous code point. -

-

- Example of use: -

-
-char* twochars = "\xe6\x97\xa5\xd1\x88";
-char* w = twochars + 3;
-int cp = unchecked::prior (w);
-assert (cp == 0x65e5);
-assert (w == twochars);
-
-

- This is a faster but less safe version of utf8::prior. It does not - check for validity of the supplied UTF-8 sequence and offers no boundary checking. -

-

- utf8::unchecked::previous (deprecated, see utf8::unchecked::prior) -

-

- Deprecated in version 1.02 and later. -

-

- Given a reference to an iterator pointing to an octet in a UTF-8 seqence, it - decreases the iterator until it hits the beginning of the previous UTF-8 encoded - code point and returns the 32 bits representation of the code point. -

-
-template <typename octet_iterator>
-uint32_t previous(octet_iterator& it);
-   
-
-

- it: a reference pointing to an octet within a UTF-8 encoded string. - After the function returns, it is decremented to point to the beginning of the - previous code point.
- Return value: the 32 bit representation of the - previous code point. -

-

- Example of use: -

-
-char* twochars = "\xe6\x97\xa5\xd1\x88";
-char* w = twochars + 3;
-int cp = unchecked::previous (w);
-assert (cp == 0x65e5);
-assert (w == twochars);
-
-

- The reason this function is deprecated is just the consistency with the "checked" - versions, where prior should be used instead of previous. - In fact, unchecked::previous behaves exactly the same as - unchecked::prior -

-

- This is a faster but less safe version of utf8::previous. It does not - check for validity of the supplied UTF-8 sequence and offers no boundary checking. -

-

- utf8::unchecked::advance -

-

- Available in version 1.0 and later. -

-

- Advances an iterator by the specified number of code points within an UTF-8 - sequence. -

-
-template <typename octet_iterator, typename distance_type>
-void advance (octet_iterator& it, distance_type n);
-   
-
-

- it: a reference to an iterator pointing to the beginning of an UTF-8 - encoded code point. After the function returns, it is incremented to point to the - nth following code point.
- n: a positive integer that shows how many code points we want to - advance.
-

-

- Example of use: -

-
-char* twochars = "\xe6\x97\xa5\xd1\x88";
-char* w = twochars;
-unchecked::advance (w, 2);
-assert (w == twochars + 5);
-
-

- This function works only "forward". In case of a negative n, there is - no effect. -

-

- This is a faster but less safe version of utf8::advance. It does not - check for validity of the supplied UTF-8 sequence and offers no boundary checking. -

-

- utf8::unchecked::distance -

-

- Available in version 1.0 and later. -

-

- Given the iterators to two UTF-8 encoded code points in a seqence, returns the - number of code points between them. -

-
-template <typename octet_iterator>
-typename std::iterator_traits<octet_iterator>::difference_type distance (octet_iterator first, octet_iterator last);
-
-

- first: an iterator to a beginning of a UTF-8 encoded code point.
- last: an iterator to a "post-end" of the last UTF-8 encoded code - point in the sequence we are trying to determine the length. It can be the - beginning of a new code point, or not.
- Return value the distance between the iterators, - in code points. -

-

- Example of use: -

-
-char* twochars = "\xe6\x97\xa5\xd1\x88";
-size_t dist = utf8::unchecked::distance(twochars, twochars + 5);
-assert (dist == 2);
-
-

- This is a faster but less safe version of utf8::distance. It does not - check for validity of the supplied UTF-8 sequence. -

-

- utf8::unchecked::utf16to8 -

-

- Available in version 1.0 and later. -

-

- Converts a UTF-16 encoded string to UTF-8. -

-
-template <typename u16bit_iterator, typename octet_iterator>
-octet_iterator utf16to8 (u16bit_iterator start, u16bit_iterator end, octet_iterator result);
-   
-
-

- start: an iterator pointing to the beginning of the UTF-16 encoded - string to convert.
- end: an iterator pointing to pass-the-end of the UTF-16 encoded - string to convert.
- result: an output iterator to the place in the UTF-8 string where to - append the result of conversion.
- Return value: An iterator pointing to the place - after the appended UTF-8 string. -

-

- Example of use: -

-
-unsigned short utf16string[] = {0x41, 0x0448, 0x65e5, 0xd834, 0xdd1e};
-vector<unsigned char> utf8result;
-unchecked::utf16to8(utf16string, utf16string + 5, back_inserter(utf8result));
-assert (utf8result.size() == 10);    
-
-

- This is a faster but less safe version of utf8::utf16to8. It does not - check for validity of the supplied UTF-16 sequence. -

-

- utf8::unchecked::utf8to16 -

-

- Available in version 1.0 and later. -

-

- Converts an UTF-8 encoded string to UTF-16 -

-
-template <typename u16bit_iterator, typename octet_iterator>
-u16bit_iterator utf8to16 (octet_iterator start, octet_iterator end, u16bit_iterator result);
-   
-
-

- start: an iterator pointing to the beginning of the UTF-8 encoded - string to convert. < br /> end: an iterator pointing to - pass-the-end of the UTF-8 encoded string to convert.
- result: an output iterator to the place in the UTF-16 string where to - append the result of conversion.
- Return value: An iterator pointing to the place - after the appended UTF-16 string. -

-

- Example of use: -

-
-char utf8_with_surrogates[] = "\xe6\x97\xa5\xd1\x88\xf0\x9d\x84\x9e";
-vector <unsigned short> utf16result;
-unchecked::utf8to16(utf8_with_surrogates, utf8_with_surrogates + 9, back_inserter(utf16result));
-assert (utf16result.size() == 4);
-assert (utf16result[2] == 0xd834);
-assert (utf16result[3] == 0xdd1e);
-
-

- This is a faster but less safe version of utf8::utf8to16. It does not - check for validity of the supplied UTF-8 sequence. -

-

- utf8::unchecked::utf32to8 -

-

- Available in version 1.0 and later. -

-

- Converts a UTF-32 encoded string to UTF-8. -

-
-template <typename octet_iterator, typename u32bit_iterator>
-octet_iterator utf32to8 (u32bit_iterator start, u32bit_iterator end, octet_iterator result);
-   
-
-

- start: an iterator pointing to the beginning of the UTF-32 encoded - string to convert.
- end: an iterator pointing to pass-the-end of the UTF-32 encoded - string to convert.
- result: an output iterator to the place in the UTF-8 string where to - append the result of conversion.
- Return value: An iterator pointing to the place - after the appended UTF-8 string. -

-

- Example of use: -

-
-int utf32string[] = {0x448, 0x65e5, 0x10346, 0};
-vector<unsigned char> utf8result;
-utf32to8(utf32string, utf32string + 3, back_inserter(utf8result));
-assert (utf8result.size() == 9);
-
-

- This is a faster but less safe version of utf8::utf32to8. It does not - check for validity of the supplied UTF-32 sequence. -

-

- utf8::unchecked::utf8to32 -

-

- Available in version 1.0 and later. -

-

- Converts a UTF-8 encoded string to UTF-32. -

-
-template <typename octet_iterator, typename u32bit_iterator>
-u32bit_iterator utf8to32 (octet_iterator start, octet_iterator end, u32bit_iterator result);
-   
-
-

- start: an iterator pointing to the beginning of the UTF-8 encoded - string to convert.
- end: an iterator pointing to pass-the-end of the UTF-8 encoded string - to convert.
- result: an output iterator to the place in the UTF-32 string where to - append the result of conversion.
- Return value: An iterator pointing to the place - after the appended UTF-32 string. -

-

- Example of use: -

-
-char* twochars = "\xe6\x97\xa5\xd1\x88";
-vector<int> utf32result;
-unchecked::utf8to32(twochars, twochars + 5, back_inserter(utf32result));
-assert (utf32result.size() == 2);
-
-

- This is a faster but less safe version of utf8::utf8to32. It does not - check for validity of the supplied UTF-8 sequence. -

-

- Types From utf8::unchecked Namespace -

-

- utf8::iterator -

-

- Available in version 2.0 and later. -

-

- Adapts the underlying octet iterator to iterate over the sequence of code points, - rather than raw octets. -

-
-template <typename octet_iterator>
-class iterator;
-
- -
Member functions
-
-
iterator();
the deafult constructor; the underlying octet_iterator is - constructed with its default constructor. -
explicit iterator (const octet_iterator& octet_it); -
a constructor - that initializes the underlying octet_iterator with octet_it -
octet_iterator base () const;
returns the - underlying octet_iterator. -
uint32_t operator * () const;
decodes the utf-8 sequence - the underlying octet_iterator is pointing to and returns the code point. -
bool operator == (const iterator& rhs) - const;
returns true - if the two underlaying iterators are equal. -
bool operator != (const iterator& rhs) - const;
returns true - if the two underlaying iterators are not equal. -
iterator& operator ++ ();
the prefix increment - moves - the iterator to the next UTF-8 encoded code point. -
iterator operator ++ (int);
- the postfix increment - moves the iterator to the next UTF-8 encoded code point and returns the current one. -
iterator& operator -- ();
the prefix decrement - moves - the iterator to the previous UTF-8 encoded code point. -
iterator operator -- (int);
- the postfix decrement - moves the iterator to the previous UTF-8 encoded code point and returns the current one. -
-

- Example of use: -

-
-char* threechars = "\xf0\x90\x8d\x86\xe6\x97\xa5\xd1\x88";
-utf8::unchecked::iterator<char*> un_it(threechars);
-utf8::unchecked::iterator<char*> un_it2 = un_it;
-assert (un_it2 == un_it);
-assert (*un_it == 0x10346);
-assert (*(++un_it) == 0x65e5);
-assert ((*un_it++) == 0x65e5);
-assert (*un_it == 0x0448);
-assert (un_it != un_it2);
-utf8::::unchecked::iterator<char*> un_endit (threechars + 9);  
-assert (++un_it == un_endit);
-assert (*(--un_it) == 0x0448);
-assert ((*un_it--) == 0x0448);
-assert (*un_it == 0x65e5);
-assert (--un_it == utf8::unchecked::iterator<char*>(threechars));
-assert (*un_it == 0x10346);
-
-

- This is an unchecked version of utf8::iterator. It is faster in many cases, but offers - no validity or range checks. -

-

- Points of interest -

-

- Design goals and decisions -

-

- The library was designed to be: -

-
    -
  1. - Generic: for better or worse, there are many C++ string classes out there, and - the library should work with as many of them as possible. -
  2. -
  3. - Portable: the library should be portable both accross different platforms and - compilers. The only non-portable code is a small section that declares unsigned - integers of different sizes: three typedefs. They can be changed by the users of - the library if they don't match their platform. The default setting should work - for Windows (both 32 and 64 bit), and most 32 bit and 64 bit Unix derivatives. -
  4. -
  5. - Lightweight: follow the "pay only for what you use" guideline. -
  6. -
  7. - Unintrusive: avoid forcing any particular design or even programming style on the - user. This is a library, not a framework. -
  8. -
-

- Alternatives -

-

- In case you want to look into other means of working with UTF-8 strings from C++, - here is the list of solutions I am aware of: -

-
    -
  1. - ICU Library. It is very powerful, - complete, feature-rich, mature, and widely used. Also big, intrusive, - non-generic, and doesn't play well with the Standard Library. I definitelly - recommend looking at ICU even if you don't plan to use it. -
  2. -
  3. - C++11 language and library features. Still far from complete, and not widely - supported by compiler vendors. -
  4. -
  5. - Glib::ustring. - A class specifically made to work with UTF-8 strings, and also feel like - std::string. If you prefer to have yet another string class in your - code, it may be worth a look. Be aware of the licensing issues, though. -
  6. -
  7. - Platform dependent solutions: Windows and POSIX have functions to convert strings - from one encoding to another. That is only a subset of what my library offers, - but if that is all you need it may be good enough. -
  8. -
- -
    -
  1. - The Unicode Consortium. -
  2. -
  3. - ICU Library. -
  4. -
  5. - UTF-8 at Wikipedia -
  6. -
  7. - UTF-8 and Unicode FAQ for - Unix/Linux -
  8. -
- - diff --git a/thirdparty/assimp/include/assimp/config.h b/thirdparty/assimp/include/assimp/config.h new file mode 100644 index 0000000000..48d61941ad --- /dev/null +++ b/thirdparty/assimp/include/assimp/config.h @@ -0,0 +1,1018 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2018, 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. + * + *

+ * The corresponding functions for use with the plain-c API are: + * #aiSetImportPropertyInteger, + * #aiSetImportPropertyFloat, + * #aiSetImportPropertyString + */ +#pragma once +#ifndef AI_CONFIG_H_INC +#define AI_CONFIG_H_INC + + +// ########################################################################### +// 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: + * "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. + */ +#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_FindDegenerates to check the area of a + * trinagle to be greates 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. + */ +#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_LMW_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" + +// --------------------------------------------------------------------------- +/** @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 +#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 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. + */ +#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. + */ +#define AI_CONFIG_FBX_CONVERT_TO_M \ + "AI_CONFIG_FBX_CONVERT_TO_M" + +// --------------------------------------------------------------------------- +/** @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" + +// --------------------------------------------------------------------------- +/** 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. + */ +#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 + * 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. + */ +#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)
+ * 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 + */ +#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. + */ +#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. + */ +#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 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. + */ +#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. + */ +#define AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE "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 + +// --------------------------------------------------------------------------- +/** @brief Set the tessellation for IFC cylindrical shapes. + * + * This is used by the IFC importer to determine the tessellation parameter + * for cylindrical shapes, i.e. the number of segments used to approximate a circle. + * @note The default value is AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION and the + * accepted values are in range [3, 180]. + * Property type: Integer. + */ +#define AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION "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 + +// --------------------------------------------------------------------------- +/** @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" + +// --------------------------------------------------------------------------- +/** @brief Specifies whether the Collada loader should use Collada names as node names. + * + * If this property is set to true, the Collada names will be used as the + * node name. 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 ------------ + +/** @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. + */ +#define AI_CONFIG_EXPORT_POINT_CLOUDS "EXPORT_POINT_CLOUDS" + +/** + * @brief Specifies a gobal key factor for scale, float value + */ +#define AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY "GLOBAL_SCALE_FACTOR" + +#if (!defined AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT) +# define AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT 1.0f +#endif // !! AI_DEBONE_THRESHOLD + +#define AI_CONFIG_APP_SCALE_KEY "APP_SCALE_FACTOR" + +#if (!defined AI_CONFIG_APP_SCALE_KEY) +# define AI_CONFIG_APP_SCALE_KEY 1.0 +#endif // AI_CONFIG_APP_SCALE_KEY + + +// ---------- All the Build/Compile-time defines ------------ + +/** @brief Specifies if double precision is supported inside assimp + * + * Property type: Bool. Default value: undefined. + */ + +/* #undef ASSIMP_DOUBLE_PRECISION */ + +#endif // !! AI_CONFIG_H_INC diff --git a/thirdparty/assimp/revision.h b/thirdparty/assimp/revision.h new file mode 100644 index 0000000000..66eb875303 --- /dev/null +++ b/thirdparty/assimp/revision.h @@ -0,0 +1,28 @@ +#ifndef ASSIMP_REVISION_H_INC +#define ASSIMP_REVISION_H_INC + +#define GitVersion 0x308db73d +#define GitBranch "master" + +#define VER_MAJOR 5 +#define VER_MINOR 0 +#define VER_PATCH 0 +#define VER_BUILD 0 + +#define STR_HELP(x) #x +#define STR(x) STR_HELP(x) + +#define VER_FILEVERSION VER_MAJOR,VER_MINOR,VER_PATCH,VER_BUILD +#if (GitVersion == 0) +#define VER_FILEVERSION_STR STR(VER_MAJOR) "." STR(VER_MINOR) "." STR(VER_PATCH) "." STR(VER_BUILD) +#else +#define VER_FILEVERSION_STR STR(VER_MAJOR) "." STR(VER_MINOR) "." STR(VER_PATCH) "." STR(VER_BUILD) " (Commit 308db73d)" +#endif + +#ifdef NDEBUG +#define VER_ORIGINAL_FILENAME_STR "assimp.dll" +#else +#define VER_ORIGINAL_FILENAME_STR "assimp.dll" +#endif // NDEBUG + +#endif // ASSIMP_REVISION_H_INC -- cgit v1.2.3