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assimp.pas
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assimp.pas
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(*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2010, ASSIMP Development 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 Development 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.
---------------------------------------------------------------------------
*)
Unit Assimp;
Interface
{$IFDEF WIN32}
Const AssimpLib = 'assimp32.dll';
{$ENDIF}
{$IFDEF WIN64}
Const AssimpLib = 'assimp64.dll';
{$ENDIF}
Type
TaiReturn = Integer;
PSingleArray = ^SingleArray;
SingleArray = Array[0..100000] Of Single;
PCardinalArray = ^CardinalArray;
CardinalArray = Array[0..1000] Of Cardinal;
aiMatrix3x3 = Packed Record
v:Array[0..8] Of Single;
End;
aiMatrix4x4 = Packed Record
v:Array[0..15] Of Single;
End;
aiQuaternion = Packed Record
w, x, y, z:Single;
End;
aiVector3D = Packed Record
x, y, z:Single;
End;
aiVector2D = Packed Record
x, y:Single;
End;
aiColor4D = Packed Record
// Red, green, blue and alpha color values
r, g, b, a:Single;
End;
Const
MAXLEN = 1024;
Type
// Represents a plane in a three-dimensional, euclidean space
aiPlane = Packed Record
//! Plane equation
a,b,c,d:Single;
End;
// Represents a ray
aiRay = Packed Record
//! Position and direction of the ray
pos, dir:aiVector3D;
End;
// Represents a color in Red-Green-Blue space.
aiColor3D = Packed Record
//! Red, green and blue color values
r, g, b:Single;
End; // !struct aiColor3D
(* Represents an UTF-8 string, zero byte terminated.
*
* The character set of an aiString is explicitly defined to be UTF-8. This Unicode
* transformation was chosen in the belief that most strings in 3d files are limited
* to the ASCII characters, thus the character set needed to be ASCII compatible.
*
* Most text file loaders provide proper Unicode input file handling, special unicode
* characters are correctly transcoded to UTF8 and are kept throughout the libraries'
* import pipeline.
*
* For most applications, it will be absolutely sufficient to interpret the
* aiString as ASCII data and work with it as one would work with a plain char*.
* Windows users in need of proper support for i.e asian characters can use the
* #MultiByteToWideChar(), #WideCharToMultiByte() WinAPI functionality to convert the
* UTF-8 strings to their working character set (i.e. MBCS, WideChar).
*
* We use this representation instead of std::string to be C-compatible. The
* (binary) length of such a string is limited to MAXLEN characters (including the
* the terminating zero).
*)
aiString = Packed Record
(* Binary length of the string excluding the terminal 0. This is NOT the
* logical length of strings containing UTF-8 multibyte sequences! It's
* the number of bytes from the beginning of the string to its end.*)
length:Integer;
// String buffer. Size limit is MAXLEN */
data:Array[0..Pred(MAXLEN)] Of Char;
End ; // !struct aiString
// --------------------------------------------------------------------------------
///** Describes an file format which Assimp can export to. Use #aiGetExportFormatCount() to
//* learn how many export formats the current Assimp build supports and #aiGetExportFormatDescription()
//* to retrieve a description of an export format option.
aiExportFormatDesc=packed record
/// a short string ID to uniquely identify the export format. Use this ID string to
/// specify which file format you want to export to when calling #aiExportScene().
/// Example: "dae" or "obj"
id:pchar;
/// A short description of the file format to present to users. Useful if you want
/// to allow the user to select an export format.
description:pchar;
/// Recommended file extension for the exported file in lower case.
fileExtension:pchar;
end;
PaiExportFormatDesc= ^aiExportFormatDesc;
const
AI_CONFIG_GLOB_MEASURE_TIME = 'GLOB_MEASURE_TIME';
/// <summary>
/// Sets Assimp's multithreading policy. This is ignored if Assimp is
/// built without boost.thread support. Possible values are: -1 to
/// let Assimp decide, 0 to disable multithreading, and nay number larger than 0
/// to force a specific number of threads. This is only a hint and may be
/// ignored by Assimp.
/// <para>Type: integer. Default: -1</para>
/// </summary>
AI_CONFIG_GLOB_MULTITHREADING = 'GLOB_MULTITHREADING';
/// <summary>
/// Specifies the maximum angle that may be between two vertex tangents that their tangents
/// and bitangents are smoothed during the step to calculate the tangent basis. The angle specified
/// is in degrees. The maximum value is 175 degrees.
/// <para>Type: float. Default: 45 degrees</para>
/// </summary>
AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE = 'PP_CT_MAX_SMOOTHING_ANGLE';
/// <summary>
/// Specifies the maximum angle that may be between two face normals at the same vertex position that
/// their normals will be smoothed together during the calculate smooth normals step. This is commonly
/// called the 'crease angle'. The angle is specified in degrees. Maximum value is 175 degrees (all vertices
/// smoothed).
/// <para>Type: float. Default: 175 degrees</para>
/// </summary>
AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE = 'PP_GSN_MAX_SMOOTHING_ANGLE';
/// <summary>
/// Sets the colormap(= palette) to be used to decode embedded textures in MDL (Quake or 3DG5) 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. If the file is not found, a default
/// palette (from Quake 1) is used.
/// <para>Type: string. Default: 'colormap.lmp'</para>
/// </summary>
AI_CONFIG_IMPORT_MDL_COLORMAP = 'IMPORT_MDL_COLORMAP';
/// <summary>
/// Configures the <see cref='PostProcessSteps.RemoveRedundantMaterials'/> step to
/// keep materials matching a name in a given list. This is a list of
/// 1 to n strings where whitespace ' ' serves as a delimiter character. Identifiers
/// containing whitespaces must be enclosed in *single* quotation marks. Tabs or
/// carriage returns are treated as whitespace.
/// <para>If a material matches one of these names, it will not be modified
/// or removed by the post processing step nor will other materials be replaced
/// by a reference to it.</para>
/// <para>Default: string. Default: ''</para>
/// </summary>
AI_CONFIG_PP_RRM_EXCLUDE_LIST = 'PP_RRM_EXCLUDE_LIST';
/// <summary>
/// Configures the <see cref='PostProcessSteps.PreTransformVertices'/> step
/// to keep the scene hierarchy. Meshes are moved to worldspace, but no optimization
/// is performed where meshes with the same materials are not joined.
/// <para>This option could be of used if you have a scene hierarchy that contains
/// important additional information which you intend to parse.</para>
/// <para>Type: bool. Default: false</para>
/// </summary>
AI_CONFIG_PP_PTV_KEEP_HIERARCHY = 'PP_PTV_KEEP_HIERARCHY';
/// <summary>
/// Configures the <see cref='PostProcessSteps.PreTransformVertices'/> step
/// to normalize all vertex components into the -1...1 range. That is, a bounding
/// box for the whole scene is computed where the maximum component is taken
/// and all meshes are scaled uniformly. This is useful if you don't know the spatial dimension
/// of the input data.
/// <para>Type: bool. Default: false</para>
/// </summary>
AI_CONFIG_PP_PTV_NORMALIZE = 'PP_PTV_NORMALIZE';
/// <summary>
/// Configures the <see cref='PostProcessSteps.FindDegenerates'/> step
/// to remove degenerated primitives from the import immediately.
/// <para>The default behavior converts degenerated triangles to lines and
/// degenerated lines to points.</para>
/// <para>Type: bool. Default: false</para>
/// </summary>
AI_CONFIG_PP_FD_REMOVE = 'PP_FD_REMOVE';
/// <summary>
/// Configures the <see cref='PostProcessSteps.OptimizeGraph'/> step
/// to preserve nodes matching a name in a given list. This is a list of 1 to n strings, whitespace ' ' serves as a delimter character.
/// Identifiers containing whitespaces must be enclosed in *single* quotation marks. Carriage returns
/// and tabs are treated as white space.
/// <para>If a node matches one of these names, it will not be modified or removed by the
/// postprocessing step.</para>
/// <para>Type: string. Default: ''</para>
/// </summary>
AI_CONFIG_PP_OG_EXCLUDE_LIST = 'PP_OG_EXCLUDE_LIST';
/// <summary>
/// Sets the maximum number of triangles a mesh can contain. This is used by the
/// <see cref='PostProcessSteps.SplitLargeMeshes'/> step to determine
/// whether a mesh must be split or not.
/// <para>Type: int. Default: AiDefines.AI_SLM_DEFAULT_MAX_TRIANGLES</para>
/// </summary>
AI_CONFIG_PP_SLM_TRIANGLE_LIMIT = 'PP_SLM_TRIANGLE_LIMIT';
/// <summary>
/// Sets the maximum number of vertices in a mesh. This is used by the
/// <see cref='PostProcessSteps.SplitLargeMeshes'/> step to determine
/// whether a mesh must be split or not.
/// <para>Type: integer. Default: AiDefines.AI_SLM_DEFAULT_MAX_VERTICES</para>
/// </summary>
AI_CONFIG_PP_SLM_VERTEX_LIMIT = 'PP_SLM_VERTEX_LIMIT';
/// <summary>
/// Sets the maximum number of bones that can affect a single vertex. This is used
/// by the <see cref='PostProcessSteps.LimitBoneWeights'/> step.
/// <para>Type: integer. Default: AiDefines.AI_LBW_MAX_WEIGHTS</para>
/// </summary>
AI_CONFIG_PP_LBW_MAX_WEIGHTS = 'PP_LBW_MAX_WEIGHTS';
/// <summary>
/// Sets the size of the post-transform vertex cache to optimize vertices for. This is
/// for the <see cref='PostProcessSteps.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. The default value *has* resulted in slight performance improvements
/// for most Nvidia/AMD cards since 2002.
/// <para>Type: integer. Default: AiDefines.PP_ICL_PTCACHE_SIZE</para>
/// </summary>
AI_CONFIG_PP_ICL_PTCACHE_SIZE = 'PP_ICL_PTCACHE_SIZE';
/// <summary>
/// Input parameter to the <see cref='PostProcessSteps.RemoveComponent'/> step.
/// It specifies the parts of the data structure to be removed.
/// <para>This is a bitwise combination of the <see cref='ExcludeComponent'/> flag. If no valid mesh is remaining after
/// the step is executed, the import FAILS.</para>
/// <para>Type: integer. Default: 0</para>
/// </summary>
AI_CONFIG_PP_RVC_FLAGS = 'PP_RVC_FLAGS';
/// <summary>
/// Input parameter to the <see cref='PostProcessSteps.SortByPrimitiveType'/> step.
/// It specifies which primitive types are to be removed by the step.
/// <para>This is a bitwise combination of the <see cref='PrimitiveType'/> flag.
/// Specifying ALL types is illegal.</para>
/// <para>Type: integer. Default: 0</para>
/// </summary>
AI_CONFIG_PP_SBP_REMOVE = 'PP_SBP_REMOVE';
/// <summary>
/// Input parameter to the <see cref='PostProcessSteps.FindInvalidData'/> step.
/// It specifies the floating point accuracy for animation values, specifically the epislon
/// during the comparison. The step checks for animation tracks where all frame values are absolutely equal
/// and removes them. Two floats are considered equal if the invariant <c>abs(n0-n1) > epislon</c> holds
/// true for all vector/quaternion components.
/// <para>Type: float. Default: 0.0f (comparisons are exact)</para>
/// </summary>
AI_CONFIG_PP_FID_ANIM_ACCURACY = 'PP_FID_ANIM_ACCURACY';
/// <summary>
/// Input parameter to the <see cref='PostProcessSteps.TransformUVCoords'/> step.
/// It specifies which UV transformations are to be evaluated.
/// <para>This is bitwise combination of the <see cref='UVTransformFlags'/> flag.</para>
/// <para>Type: integer. Default: AiDefines.AI_UV_TRAFO_ALL (All combinations)</para>
/// </summary>
AI_CONFIG_PP_TUV_EVALUATE = 'PP_TUV_EVALUATE';
/// <summary>
/// A hint to Assimp to favour speed against import quality. Enabling this option
/// may result in faster loading, or it may not. It is just a hint to loaders and post-processing
/// steps to use faster code paths if possible. A value not equal to zero stands
/// for true.
/// <para>Type: integer. Default: 0</para>
/// </summary>
AI_CONFIG_FAVOUR_SPEED = 'FAVOUR_SPEED';
/// <summary>
/// Maximum bone cone per mesh for the <see cref='PostProcessSteps.SplitByBoneCount'/> step. Meshes
/// are split until the max number of bones is reached.
/// <para>Type: integer. Default: 60</para>
/// </summary>
AI_CONFIG_PP_SBBC_MAX_BONES = 'PP_SBBC_MAX_BONES';
/// <summary>
/// Source UV channel for tangent space computation. The specified channel must exist or an error will be raised.
/// <para>Type: integer. Default: 0</para>
/// </summary>
AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX = 'AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX';
/// <summary>
/// Threshold used to determine if a bone is kept or removed during the <see cref='PostProcessSteps.Debone'/> step.
/// <para>Type: float. Default: 1.0f</para>
/// </summary>
AI_CONFIG_PP_DB_THRESHOLD = 'PP_DB_THRESHOLD';
/// <summary>
/// Require all bones to qualify for deboning before any are removed.
/// <para>Type: bool. Default: false</para>
/// </summary>
AI_CONFIG_PP_DB_ALL_OR_NONE = 'PP_DB_ALL_OR_NONE';
/// <summary>
/// Sets the vertex animation keyframe to be imported. Assimp does not support
/// vertex keyframes (only bone animation is supported). The libary reads only one frame of models
/// with vertex animations. By default this is the first frame.
/// <para>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 which
/// you want to override the global setting.</para>
/// <para>Type: integer. Default: 0</para>
/// </summary>
AI_CONFIG_IMPORT_GLOBAL_KEYFRAME = 'IMPORT_GLOBAL_KEYFRAME';
/// <summary>
/// See the documentation for <see cref='AiConfigs.AI_CONFIG_IMPORT_GLOBAL_KEYFRAME'/>.
/// </summary>
AI_CONFIG_IMPORT_MD3_KEYFRAME = 'IMPORT_MD3_KEYFRAME';
/// <summary>
/// See the documentation for <see cref='AiConfigs.AI_CONFIG_IMPORT_GLOBAL_KEYFRAME'/>.
/// </summary>
AI_CONFIG_IMPORT_MD2_KEYFRAME = 'IMPORT_MD3_KEYFRAME';
/// <summary>
/// See the documentation for <see cref='AiConfigs.AI_CONFIG_IMPORT_GLOBAL_KEYFRAME'/>.
/// </summary>
AI_CONFIG_IMPORT_MDL_KEYFRAME = 'IMPORT_MDL_KEYFRAME';
/// <summary>
/// See the documentation for <see cref='AiConfigs.AI_CONFIG_IMPORT_GLOBAL_KEYFRAME'/>.
/// </summary>
AI_CONFIG_IMPORT_MDC_KEYFRAME = 'IMPORT_MDC_KEYFRAME';
/// <summary>
/// See the documentation for <see cref='AiConfigs.AI_CONFIG_IMPORT_GLOBAL_KEYFRAME'/>.
/// </summary>
AI_CONFIG_IMPORT_SMD_KEYFRAME = 'IMPORT_SMD_KEYFRAME';
/// <summary>
/// See the documentation for <see cref='AiConfigs.AI_CONFIG_IMPORT_GLOBAL_KEYFRAME'/>.
/// </summary>
AI_CONFIG_IMPORT_UNREAL_KEYFRAME = 'IMPORT_UNREAL_KEYFRAME';
/// <summary>
/// Configures the AC loader to collect all surfaces which have the 'Backface cull' flag set in separate
/// meshes.
/// <para>Type: bool. Default: true</para>
/// </summary>
AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL = 'IMPORT_AC_SEPARATE_BFCULL';
/// <summary>
/// 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.
/// <para>Type: bool. Default: true</para>
/// </summary>
AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION = 'IMPORT_AC_EVAL_SUBDIVISION';
/// <summary>
/// Configures the UNREAL 3D loader to separate faces with different surface flags (e.g. two-sided vs single-sided).
/// <para>Type: bool. Default: true</para>
/// </summary>
AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS = 'UNREAL_HANDLE_FLAGS';
/// <summary>
/// Configures the terragen import plugin to compute UV's for terrains, if
/// they are not given. Furthermore, a default texture is assigned.
/// <para>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.</para>
/// <para>Type: bool. Default: false</para>
/// </summary>
AI_CONFIG_IMPORT_TER_MAKE_UVS = 'IMPORT_TER_MAKE_UVS';
/// <summary>
/// Configures the ASE loader to always reconstruct normal vectors basing on the smoothing groups
/// loaded from the file. Some ASE files carry invalid normals, others don't.
/// <para>Type: bool. Default: true</para>
/// </summary>
AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS = 'IMPORT_ASE_RECONSTRUCT_NORMALS';
/// <summary>
/// Configures the M3D loader to detect and process multi-part Quake player models. These models
/// usually consit of three files, lower.md3, upper.md3 and head.md3. If this propery is
/// set to true, Assimp will try to load and combine all three files if one of them is loaded.
/// <para>Type: bool. Default: true</para>
/// </summary>
AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART = 'IMPORT_MD3_HANDLE_MULTIPART';
/// <summary>
/// Tells the MD3 loader which skin files to load. When loading MD3 files, Assimp checks
/// whether a file named 'md3_file_name'_'skin_name'.skin exists. 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.
/// <para>Type: string. Default: 'default'</para>
/// </summary>
AI_CONFIG_IMPORT_MD3_SKIN_NAME = 'IMPORT_MD3_SKIN_NAME';
/// <summary>
/// Specifies the Quake 3 shader file to be used for a particular MD3 file. This can be a full path or
/// relative to where all MD3 shaders reside.
/// <para>Type: string. Default: ''</para>
/// </summary>
AI_CONFIG_IMPORT_MD3_SHADER_SRC = 'IMPORT_MD3_SHADER_SRC';
/// <summary>
/// Configures the LWO loader to load just one layer from the model.
/// <para>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 then the whole LWO model is loaded. Loading fails
/// if the requested layer is not vailable. The layer index is zero-based and the layer name may not be empty</para>
/// <para>Type: bool. Default: false (All layers are loaded)</para>
/// </summary>
AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY = 'IMPORT_LWO_ONE_LAYER_ONLY';
/// <summary>
/// Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file automatically.
/// <para>The default strategy is to look for a file with the same name but with 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 behavior.</para>
/// <para>Type: bool. Default: false</para>
/// </summary>
AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD = 'IMPORT_MD5_NO_ANIM_AUTOLOAD';
/// <summary>
/// Defines the beginning of the time range for which the LWS loader evaluates animations and computes
/// AiNodeAnim's.
/// <para>Assimp provides full conversion of Lightwave's envelope system, including pre and post
/// conditions. The loader computes linearly subsampled animation channels with the frame rate
/// given in the LWS file. This property defines the start time.</para>
/// <para>Animation channels are only generated if a node has at least one envelope with more than one key
/// assigned. This property is given in frames where '0' is the first. By default,
/// if this property is not set, the importer takes the animation start from the input LWS
/// file ('FirstFrame' line)</para>
/// <para>Type: integer. Default: taken from file</para>
/// </summary>
AI_CONFIG_IMPORT_LWS_ANIM_START = 'IMPORT_LWS_ANIM_START';
/// <summary>
/// Defines the ending of the time range for which the LWS loader evaluates animations and computes
/// AiNodeAnim's.
/// <para>Assimp provides full conversion of Lightwave's envelope system, including pre and post
/// conditions. The loader computes linearly subsampled animation channels with the frame rate
/// given in the LWS file. This property defines the end time.</para>
/// <para>Animation channels are only generated if a node has at least one envelope with more than one key
/// assigned. This property is given in frames where '0' is the first. By default,
/// if this property is not set, the importer takes the animation end from the input LWS
/// file.</para>
/// <para>Type: integer. Default: taken from file</para>
/// </summary>
AI_CONFIG_IMPORT_LWS_ANIM_END = 'IMPORT_LWS_ANIM_END';
/// <summary>
/// Defines the output frame rate of the IRR loader.
/// <para>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.</para>
/// <para>Type: integer. Default: 100</para>
/// </summary>
AI_CONFIG_IMPORT_IRR_ANIM_FPS = 'IMPORT_IRR_ANIM_FPS';
/// <summary>
/// The Ogre importer will try to load this MaterialFile. If a material file does not
/// exist with the same name as a material to load, the ogre importer will try to load this file
/// and searches for the material in it.
/// <para>Type: string. Default: ''</para>
/// </summary>
AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE = 'IMPORT_OGRE_MATERIAL_FILE';
/// <summary>
/// The Ogre importer will detect the texture usage from the filename. Normally a texture is loaded as a color map, if no target is specified
/// in the material file. If this is enabled, texture names ending with _n, _l, _s are used as normal maps, light maps, or specular maps.
/// <para>Type: Bool. Default: true.</para>
/// </summary>
AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME = 'IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME';
/// <summary>
/// Specifies whether the IFC loader skips over shape representations of type 'Curve2D'. A lot of files contain both a faceted mesh representation and a outline
/// with a presentation type of 'Curve2D'. Currently Assimp does not convert those, so turning this option off just clutters the log with errors.
/// <para>Type: Bool. Default: true.</para>
/// </summary>
AI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS = 'IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS';
/// <summary>
/// Specifies whether the IFC loader will use its own, custom triangulation algorithm to triangulate wall and floor meshes. If this is set to false,
/// walls will be either triangulated by the post process triangulation or will be passed through as huge polygons with faked holes (e.g. holes that are connected
/// with the outer boundary using a dummy edge). It is highly recommended to leave this property set to true as the default post process has some known
/// issues with these kind of polygons.
/// <para>Type: Bool. Default: true.</para>
/// </summary>
AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION = 'IMPORT_IFC_CUSTOM_TRIANGULATION';
Const
(* <hr>Calculates the tangents and bitangents for the imported meshes.
*
* Does nothing if a mesh does not have normals. You might want this post
* processing step to be executed if you plan to use tangent space calculations
* such as normal mapping applied to the meshes. There's a config setting;
* <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>; which allows you to specify
* a maximum smoothing angle for the algorithm. However; usually you'll
* want to leave it at the default value. Thanks.
*)
aiProcess_CalcTangentSpace = $1;
(* <hr>Identifies and joins identical vertex data sets within all
* imported meshes.
*
* After this step is run each mesh does contain only unique vertices anymore;
* so a vertex is possibly used by multiple faces. You usually want
* to use this post processing step. If your application deals with
* indexed geometry; this step is compulsory or you'll just waste rendering
* time. <b>If this flag is not specified</b>; no vertices are referenced by
* more than one face and <b>no index buffer is required</b> for rendering.
*)
aiProcess_JoinIdenticalVertices = $2;
(* <hr>Converts all the imported data to a left-handed coordinate space.
*
* By default the data is returned in a right-handed coordinate space which
* for example OpenGL prefers. In this space; +X points to the right;
* +Z points towards the viewer and and +Y points upwards. In the DirectX
* coordinate space +X points to the right; +Y points upwards and +Z points
* away from the viewer.
*
* You'll probably want to consider this flag if you use Direct3D for
* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
* setting and bundles all conversions typically required for D3D-based
* applications.
*)
aiProcess_MakeLeftHanded = $4;
(* <hr>Triangulates all faces of all meshes.
*
* By default the imported mesh data might contain faces with more than 3
* indices. For rendering you'll usually want all faces to be triangles.
* This post processing step splits up all higher faces to triangles.
* Line and point primitives are *not* modified!. If you want
* 'triangles only' with no other kinds of primitives; try the following
* solution:
* <ul>
* <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType </li>
* </li>Ignore all point and line meshes when you process assimp's output</li>
* </ul>
*)
aiProcess_Triangulate = $8;
(* <hr>Removes some parts of the data structure (animations; materials;
* light sources; cameras; textures; vertex components).
*
* The components to be removed are specified in a separate
* configuration option; <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful
* if you don't need all parts of the output structure. Especially vertex
* colors are rarely used today ... . Calling this step to remove unrequired
* stuff from the pipeline as early as possible results in an increased
* performance and a better optimized output data structure.
* This step is also useful if you want to force Assimp to recompute
* normals or tangents. The corresponding steps don't recompute them if
* they're already there (loaded from the source asset). By using this
* step you can make sure they are NOT there.
*
* This flag is a poor one; mainly because its purpose is usually
* misunderstood. Consider the following case: a 3d model has been exported
* from a CAD app; it has per-face vertex colors. Vertex positions can't be
* shared; thus the #aiProcess_JoinIdenticalVertices step fails to
* optimize the data. Just because these nasty; little vertex colors.
* Most apps don't even process them; so it's all for nothing. By using
* this step; unneeded components are excluded as early as possible
* thus opening more room for internal optimzations.
*)
aiProcess_RemoveComponent = $10;
(* <hr>Generates normals for all faces of all meshes.
*
* This is ignored if normals are already there at the time where this flag
* is evaluated. Model importers try to load them from the source file; so
* they're usually already there. Face normals are shared between all points
* of a single face; so a single point can have multiple normals; which in
* other words; enforces the library to duplicate vertices in some cases.
* #aiProcess_JoinIdenticalVertices is *senseless* then.
*
* This flag may not be specified together with #aiProcess_GenSmoothNormals.
*)
aiProcess_GenNormals = $20;
(* <hr>Generates smooth normals for all vertices in the mesh.
*
* This is ignored if normals are already there at the time where this flag
* is evaluated. Model importers try to load them from the source file; so
* they're usually already there.
*
* This flag may (of course) not be specified together with
* #aiProcess_GenNormals. There's a configuration option;
* <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> which allows you to specify
* an angle maximum for the normal smoothing algorithm. Normals exceeding
* this limit are not smoothed; resulting in a a 'hard' seam between two faces.
* Using a decent angle here (e.g. 80°) results in very good visual
* appearance.
*)
aiProcess_GenSmoothNormals = $40;
(* <hr>Splits large meshes into smaller submeshes
*
* This is quite useful for realtime rendering where the number of triangles
* which can be maximally processed in a single draw-call is usually limited
* by the video driver/hardware. The maximum vertex buffer is usually limited;
* too. Both requirements can be met with this step: you may specify both a
* triangle and vertex limit for a single mesh.
*
* The split limits can (and should!) be set through the
* <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt>
* settings. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
* <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
*
* Note that splitting is generally a time-consuming task; but not if there's
* nothing to split. The use of this step is recommended for most users.
*)
aiProcess_SplitLargeMeshes = $80;
(* <hr>Removes the node graph and pre-transforms all vertices with
* the local transformation matrices of their nodes. The output
* scene does still contain nodes; however; there is only a
* root node with children; each one referencing only one mesh;
* each mesh referencing one material. For rendering; you can
* simply render all meshes in order; you don't need to pay
* attention to local transformations and the node hierarchy.
* Animations are removed during this step.
* This step is intended for applications without a scenegraph.
* The step CAN cause some problems: if e.g. a mesh of the asset
* contains normals and another; using the same material index; does not;
* they will be brought together; but the first meshes's part of
* the normal list is zeroed. However; these artifacts are rare.
* @note The <tt>#AI_CONFIG_PP_PTV_NORMALIZE</tt> configuration property
* can be set to normalize the scene's spatial dimension to the -1...1
* range.
*)
aiProcess_PreTransformVertices = $100;
(* <hr>Limits the number of bones simultaneously affecting a single vertex
* to a maximum value.
*
* If any vertex is affected by more than that number of bones; the least
* important vertex weights are removed and the remaining vertex weights are
* renormalized so that the weights still sum up to 1.
* The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS</tt> in
* aiConfig.h); but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt> setting to
* supply your own limit to the post processing step.
*
* If you intend to perform the skinning in hardware; this post processing
* step might be of interest for you.
*)
aiProcess_LimitBoneWeights = $200;
(* <hr>Validates the imported scene data structure
* This makes sure that all indices are valid; all animations and
* bones are linked correctly; all material references are correct .. etc.
*
* It is recommended to capture Assimp's log output if you use this flag;
* so you can easily find ot what's actually wrong if a file fails the
* validation. The validator is quite rude and will find *all*
* inconsistencies in the data structure ... plugin developers are
* recommended to use it to debug their loaders. There are two types of
* validation failures:
* <ul>
* <li>Error: There's something wrong with the imported data. Further
* postprocessing is not possible and the data is not usable at all.
* The import fails. #Importer::GetErrorString() or #aiGetErrorString()
* carry the error message around.</li>
* <li>Warning: There are some minor issues (e.g. 1000000 animation
* keyframes with the same time); but further postprocessing and use
* of the data structure is still safe. Warning details are written
* to the log file; <tt>#AI_SCENE_FLAGS_VALIDATION_WARNING</tt> is set
* in #aiScene::mFlags</li>
* </ul>
*
* This post-processing step is not time-consuming. It's use is not
* compulsory; but recommended.
*)
aiProcess_ValidateDataStructure = $400;
(* <hr>Reorders triangles for better vertex cache locality.
*
* The step tries to improve the ACMR (average post-transform vertex cache
* miss ratio) for all meshes. The implementation runs in O(n) and is
* roughly based on the 'tipsify' algorithm (see <a href='
* http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf'>this
* paper</a>).
*
* If you intend to render huge models in hardware; this step might
* be of interest for you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>config
* setting can be used to fine-tune the cache optimization.
*)
aiProcess_ImproveCacheLocality = $800;
(* <hr>Searches for redundant/unreferenced materials and removes them.
*
* This is especially useful in combination with the
* #aiProcess_PretransformVertices and #aiProcess_OptimizeMeshes flags.
* Both join small meshes with equal characteristics; but they can't do
* their work if two meshes have different materials. Because several
* material settings are always lost during Assimp's import filters;
* (and because many exporters don't check for redundant materials); huge
* models often have materials which are are defined several times with
* exactly the same settings ..
*
* Several material settings not contributing to the final appearance of
* a surface are ignored in all comparisons ... the material name is
* one of them. So; if you're passing additional information through the
* content pipeline (probably using *magic* material names); don't
* specify this flag. Alternatively take a look at the
* <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> setting.
*)
aiProcess_RemoveRedundantMaterials = $1000;
(* <hr>This step tries to determine which meshes have normal vectors
* that are facing inwards. The algorithm is simple but effective:
* the bounding box of all vertices + their normals is compared against
* the volume of the bounding box of all vertices without their normals.
* This works well for most objects; problems might occur with planar
* surfaces. However; the step tries to filter such cases.
* The step inverts all in-facing normals. Generally it is recommended
* to enable this step; although the result is not always correct.
*)
aiProcess_FixInfacingNormals = $2000;
(* <hr>This step splits meshes with more than one primitive type in
* homogeneous submeshes.
*
* The step is executed after the triangulation step. After the step
* returns; just one bit is set in aiMesh::mPrimitiveTypes. This is
* especially useful for real-time rendering where point and line
* primitives are often ignored or rendered separately.
* You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> option to specify which
* primitive types you need. This can be used to easily exclude
* lines and points; which are rarely used; from the import.
*)
aiProcess_SortByPType = $8000;
(* <hr>This step searches all meshes for degenerated primitives and
* converts them to proper lines or points.
*
* A face is 'degenerated' if one or more of its points are identical.
* To have the degenerated stuff not only detected and collapsed but
* also removed; try one of the following procedures:
* <br><b>1.</b> (if you support lines&points for rendering but don't
* want the degenerates)</br>
* <ul>
* <li>Specify the #aiProcess_FindDegenerates flag.
* </li>
* <li>Set the <tt>AI_CONFIG_PP_FD_REMOVE</tt> option to 1. This will
* cause the step to remove degenerated triangles from the import
* as soon as they're detected. They won't pass any further
* pipeline steps.
* </li>
* </ul>
* <br><b>2.</b>(if you don't support lines&points at all ...)</br>
* <ul>
* <li>Specify the #aiProcess_FindDegenerates flag.
* </li>
* <li>Specify the #aiProcess_SortByPType flag. This moves line and
* point primitives to separate meshes.
* </li>
* <li>Set the <tt>AI_CONFIG_PP_SBP_REMOVE</tt> option to
* @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES
* @endcode to cause SortByPType to reject point
* and line meshes from the scene.
* </li>
* </ul>
* @note Degenerated polygons are not necessarily evil and that's why
* they're not removed by default. There are several file formats which
* don't support lines or points ... some exporters bypass the
* format specification and write them as degenerated triangle instead.
*)
aiProcess_FindDegenerates = $10000;
(* <hr>This step searches all meshes for invalid data; such as zeroed
* normal vectors or invalid UV coords and removes/fixes them. This is
* intended to get rid of some common exporter errors.
*
* This is especially useful for normals. If they are invalid; and
* the step recognizes this; they will be removed and can later
* be recomputed; i.e. by the #aiProcess_GenSmoothNormals flag.<br>
* The step will also remove meshes that are infinitely small and reduce
* animation tracks consisting of hundreds if redundant keys to a single
* key. The <tt>AI_CONFIG_PP_FID_ANIM_ACCURACY</tt> config property decides
* the accuracy of the check for duplicate animation tracks.
*)
aiProcess_FindInvalidData = $20000;
(* <hr>This step converts non-UV mappings (such as spherical or
* cylindrical mapping) to proper texture coordinate channels.
*
* Most applications will support UV mapping only; so you will
* probably want to specify this step in every case. Note tha Assimp is not
* always able to match the original mapping implementation of the
* 3d app which produced a model perfectly. It's always better to let the
* father app compute the UV channels; at least 3ds max; maja; blender;
* lightwave; modo; ... are able to achieve this.
*
* @note If this step is not requested; you'll need to process the
* <tt>#AI_MATKEY_MAPPING</tt> material property in order to display all assets
* properly.
*)
aiProcess_GenUVCoords = $40000;
(* <hr>This step applies per-texture UV transformations and bakes
* them to stand-alone vtexture coordinate channelss.
*
* UV transformations are specified per-texture - see the
* <tt>#AI_MATKEY_UVTRANSFORM</tt> material key for more information.
* This step processes all textures with
* transformed input UV coordinates and generates new (pretransformed) UV channel
* which replace the old channel. Most applications won't support UV
* transformations; so you will probably want to specify this step.
*
* @note UV transformations are usually implemented in realtime apps by
* transforming texture coordinates at vertex shader stage with a 3x3
* (homogenous) transformation matrix.
*)
aiProcess_TransformUVCoords = $80000;
(* <hr>This step searches for duplicate meshes and replaces duplicates
* with references to the first mesh.
*
* This step takes a while; don't use it if you have no time.
* Its main purpose is to workaround the limitation that many export
* file formats don't support instanced meshes; so exporters need to
* duplicate meshes. This step removes the duplicates again. Please
* note that Assimp does currently not support per-node material
* assignment to meshes; which means that identical meshes with
* differnent materials are currently *not* joined; although this is
* planned for future versions.
*)
aiProcess_FindInstances = $100000;
(* <hr>A postprocessing step to reduce the number of meshes.
*
* In fact; it will reduce the number of drawcalls.
*
* This is a very effective optimization and is recommended to be used
* together with #aiProcess_OptimizeGraph; if possible. The flag is fully
* compatible with both #aiProcess_SplitLargeMeshes and #aiProcess_SortByPType.
*)
aiProcess_OptimizeMeshes = $200000;
(* <hr>A postprocessing step to optimize the scene hierarchy.
*
* Nodes with no animations; bones; lights or cameras assigned are
* collapsed and joined.
*
* Node names can be lost during this step. If you use special 'tag nodes'
* to pass additional information through your content pipeline; use the
* <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> setting to specify a list of node
* names you want to be kept. Nodes matching one of the names in this list won't
* be touched or modified.
*
* Use this flag with caution. Most simple files will be collapsed to a
* single node; complex hierarchies are usually completely lost. That's not
* the right choice for editor environments; but probably a very effective
* optimization if you just want to get the model data; convert it to your
* own format and render it as fast as possible.
*
* This flag is designed to be used with #aiProcess_OptimizeMeshes for best
* results.
*
* @note 'crappy' scenes with thousands of extremely small meshes packed
* in deeply nested nodes exist for almost all file formats.
* #aiProcess_OptimizeMeshes in combination with #aiProcess_OptimizeGraph
* usually fixes them all and makes them renderable.
*)
aiProcess_OptimizeGraph = $400000;
(* <hr>This step flips all UV coordinates along the y-axis and adjusts
* material settings and bitangents accordingly.
* <br><b>Output UV coordinate system:</b>
* @code
* 0y|0y ---------- 1x|0y
* | |
* | |
* | |
* 0x|1y ---------- 1x|1y
* @endcode
*
* You'll probably want to consider this flag if you use Direct3D for
* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
* setting and bundles all conversions typically required for D3D-based
* applications.
*)
aiProcess_FlipUVs = $800000;
(* <hr>This step adjusts the output face winding order to be cw.
*
* The default face winding order is counter clockwise.
* <br><b>Output face order:</b>
* @code
* x2
*
* x0
* x1
* @endcode
*)
aiProcess_FlipWindingOrder = $1000000;
// aiProcess_GenEntityMeshes = 0x100000;
// aiProcess_OptimizeAnimations = 0x200000
// aiProcess_FixTexturePaths = 0x200000
(* @def aiProcessPreset_TargetRealtimeUse_Fast
* @brief Default postprocess configuration optimizing the data for real-time rendering.
*
* Applications would want to use this preset to load models on end-user PCs;
* maybe for direct use in game.
*
* If you're using DirectX; don't forget to combine this value with
* the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
* in your application apply the #aiProcess_TransformUVCoords step; too.
* @note Please take the time to read the doc to the steps enabled by this preset.
* Some of them offer further configurable properties, some of them might not be of
* use for you so it might be better to not specify them.
*)
{#define aiProcessPreset_TargetRealtime_Fast ( \
aiProcess_CalcTangentSpace | \
aiProcess_GenNormals | \
aiProcess_JoinIdenticalVertices | \
aiProcess_Triangulate | \
aiProcess_GenUVCoords | \
aiProcess_SortByPType | \
0 )
}
(** @def aiProcessPreset_TargetRealtime_Quality
* @brief Default postprocess configuration optimizing the data for real-time rendering.
*
* Unlike #aiProcessPreset_TargetRealtime_Fast, this configuration
* performs some extra optimizations to improve rendering speed and
* to minimize memory usage. It could be a good choice for a level editor
* environment where import speed is not so important.
*
* If you're using DirectX, don't forget to combine this value with
* the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
* in your application apply the #aiProcess_TransformUVCoords step, too.