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Open Asset Import Library (assimp)
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/** @file config.h
 *  @brief Defines constants for configurable properties for the library
 *
 *  Typically these properties are set via
 *  #Assimp::Importer::SetPropertyFloat,
 *  #Assimp::Importer::SetPropertyInteger or
 *  #Assimp::Importer::SetPropertyString,
 *  depending on the data type of a property. All properties have a
 *  default value. See the doc for the mentioned methods for more details.
 *
 *  <br><br>
 *  The corresponding functions for use with the plain-c API are:
 *  #aiSetImportPropertyInteger,
 *  #aiSetImportPropertyFloat,
 *  #aiSetImportPropertyString
 */
#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"

// ###########################################################################
// POST PROCESSING SETTINGS
// Various stuff to fine-tune the behavior of a specific post processing step.
// ###########################################################################

// ---------------------------------------------------------------------------
/** @brief Maximum bone count per mesh for the SplitbyBoneCount step.
 *
 * Meshes are split until the maximum number of bones is reached. The default
 * value is AI_SBBC_DEFAULT_MAX_BONES, which may be altered at
 * compile-time.
 * Property data type: integer.
 */
// ---------------------------------------------------------------------------
#define AI_CONFIG_PP_SBBC_MAX_BONES \
    "PP_SBBC_MAX_BONES"

// default limit for bone count
#if (!defined AI_SBBC_DEFAULT_MAX_BONES)
#   define AI_SBBC_DEFAULT_MAX_BONES        60
#endif

// ---------------------------------------------------------------------------
/** @brief  Specifies the maximum angle that may be between two vertex tangents
 *         that their tangents and bi-tangents are smoothed.
 *
 * This applies to the CalcTangentSpace-Step. The angle is specified
 * in degrees. The maximum value is 175.
 * Property type: float. Default value: 45 degrees
 */
#define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE \
    "PP_CT_MAX_SMOOTHING_ANGLE"

// ---------------------------------------------------------------------------
/** @brief Source UV channel for tangent space computation.
 *
 * The specified channel must exist or an error will be raised.
 * Property type: integer. Default value: 0
 */
// ---------------------------------------------------------------------------
#define AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX \
    "PP_CT_TEXTURE_CHANNEL_INDEX"

// ---------------------------------------------------------------------------
/** @brief  Specifies the maximum angle that may be between two face normals
 *          at the same vertex position that their are smoothed together.
 *
 * Sometimes referred to as 'crease angle'.
 * This applies to the GenSmoothNormals-Step. The angle is specified
 * in degrees, so 180 is PI. The default value is 175 degrees (all vertex
 * normals are smoothed). The maximum value is 175, too. Property type: float.
 * Warning: setting this option may cause a severe loss of performance. The
 * performance is unaffected if the #AI_CONFIG_FAVOUR_SPEED flag is set but
 * the output quality may be reduced.
 */
#define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE \
    "PP_GSN_MAX_SMOOTHING_ANGLE"

// ---------------------------------------------------------------------------
/** @brief Sets the colormap (= palette) to be used to decode embedded
 *         textures in MDL (Quake or 3DGS) files.
 *
 * This must be a valid path to a file. The file is 768 (256*3) bytes
 * large and contains RGB triplets for each of the 256 palette entries.
 * The default value is colormap.lmp. If the file is not found,
 * a default palette (from Quake 1) is used.
 * Property type: string.
 */
#define AI_CONFIG_IMPORT_MDL_COLORMAP       \
    "IMPORT_MDL_COLORMAP"

// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_RemoveRedundantMaterials step to
 *  keep materials matching a name in a given list.
 *
 * This is a list of 1 to n strings, ' ' serves as delimiter character.
 * Identifiers containing whitespaces must be enclosed in *single*
 * quotation marks. For example:<tt>
 * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</tt>.
 * If a material matches on of these names, it will not be modified or
 * removed by the postprocessing step nor will other materials be replaced
 * by a reference to it. <br>
 * This option might be useful if you are using some magic material names
 * to pass additional semantics through the content pipeline. This ensures
 * they won't be optimized away, but a general optimization is still
 * performed for materials not contained in the list.
 * Property type: String. Default value: n/a
 * @note Linefeeds, tabs or carriage returns are treated as whitespace.
 *   Material names are case sensitive.
 */
#define AI_CONFIG_PP_RRM_EXCLUDE_LIST   \
    "PP_RRM_EXCLUDE_LIST"

// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PreTransformVertices step to
 *  keep the scene hierarchy. Meshes are moved to worldspace, but
 *  no optimization is performed (read: meshes with equal materials are not
 *  joined. The total number of meshes won't change).
 *
 * This option could be of use for you if the scene hierarchy contains
 * important additional information which you intend to parse.
 * For rendering, you can still render all meshes in the scene without
 * any transformations.
 * Property type: bool. Default value: false.
 */
#define AI_CONFIG_PP_PTV_KEEP_HIERARCHY     \
    "PP_PTV_KEEP_HIERARCHY"

// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PreTransformVertices step to normalize
 *  all vertex components into the [-1,1] range. That is, a bounding box
 *  for the whole scene is computed, the maximum component is taken and all
 *  meshes are scaled appropriately (uniformly of course!).
 *  This might be useful if you don't know the spatial dimension of the input
 *  data*/
#define AI_CONFIG_PP_PTV_NORMALIZE  \
    "PP_PTV_NORMALIZE"

// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PreTransformVertices step to use
 *  a users defined matrix as the scene root node transformation before
 *  transforming vertices.
 *  Property type: bool. Default value: false.
 */
#define AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION    \
    "PP_PTV_ADD_ROOT_TRANSFORMATION"

// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PreTransformVertices step to use
 *  a users defined matrix as the scene root node transformation before
 *  transforming vertices. This property correspond to the 'a1' component
 *  of the transformation matrix.
 *  Property type: aiMatrix4x4.
 */
#define AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION    \
    "PP_PTV_ROOT_TRANSFORMATION"

// ---------------------------------------------------------------------------
/** @brief Set epsilon to check the identity of the matrix 4x4.
 *
 * This is used by aiMatrix4x4t<TReal>::IsIdentity(const TReal epsilon).
 * @note The default value is 10e-3f for backward compatibility of legacy code.
 * Property type: Float.
 */
#define AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON \
    "CHECK_IDENTITY_MATRIX_EPSILON"

// default value for AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON
#if (!defined AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT)
#   define AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT 10e-3f
#endif

// ---------------------------------------------------------------------------
/** @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
 *  triangle to be greater than e-6. If this is not the case the triangle will
 *  be removed if #AI_CONFIG_PP_FD_REMOVE is set to true.
 */
#define AI_CONFIG_PP_FD_CHECKAREA \
    "PP_FD_CHECKAREA"

// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
 * matching a name in a given list.
 *
 * This is a list of 1 to n strings, ' ' serves as delimiter character.
 * Identifiers containing whitespaces must be enclosed in *single*
 * quotation marks. For example:<tt>
 * "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>.
 * If a node matches on of these names, it will not be modified or
 * removed by the postprocessing step.<br>
 * This option might be useful if you are using some magic node names
 * to pass additional semantics through the content pipeline. This ensures
 * they won't be optimized away, but a general optimization is still
 * performed for nodes not contained in the list.
 * Property type: String. Default value: n/a
 * @note Linefeeds, tabs or carriage returns are treated as whitespace.
 *   Node names are case sensitive.
 */
#define AI_CONFIG_PP_OG_EXCLUDE_LIST    \
    "PP_OG_EXCLUDE_LIST"

// ---------------------------------------------------------------------------
/** @brief  Set the maximum number of triangles in a mesh.
 *
 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
 * whether a mesh must be split or not.
 * @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
 * Property type: integer.
 */
#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
    "PP_SLM_TRIANGLE_LIMIT"

// default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
#   define AI_SLM_DEFAULT_MAX_TRIANGLES     1000000
#endif

// ---------------------------------------------------------------------------
/** @brief  Set the maximum number of vertices in a mesh.
 *
 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
 * whether a mesh must be split or not.
 * @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
 * Property type: integer.
 */
#define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
    "PP_SLM_VERTEX_LIMIT"

// default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT
#if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
#   define AI_SLM_DEFAULT_MAX_VERTICES      1000000
#endif

// ---------------------------------------------------------------------------
/** @brief Set the maximum number of bones affecting a single vertex
 *
 * This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
 * @note The default value is AI_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 Importers which parse JSON may use this to obtain a pointer to a
 * rapidjson::IRemoteSchemaDocumentProvider.
 *
 * The default value is nullptr
 * Property type: void*
 */
#define AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER \
    "IMPORT_SCHEMA_DOCUMENT_PROVIDER"

// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will merge all geometry layers present
 *    in the source file or take only the first.
 *
 * The default value is true (1)
 * Property type: bool
 */
#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 read weights.
 *
 * The default value is true (1)
 * Property type: bool
 */
#define AI_CONFIG_IMPORT_FBX_READ_WEIGHTS \
    "IMPORT_FBX_READ_WEIGHTS"

// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will act in strict mode in which only
 *    FBX 2013 is supported and any other sub formats are rejected. FBX 2013
 *    is the primary target for the importer, so this format is best
 *    supported and well-tested.
 *
 * The default value is false (0)
 * Property type: bool
 */
#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  Will enable the skeleton struct to store bone data.
 *
 *  This will decouple the bone coupling to the mesh. This feature is
 *  experimental.
 */
#define AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER \
    "AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER"

// ---------------------------------------------------------------------------
/** @brief  Set the vertex animation keyframe to be imported
 *
 * ASSIMP does not support vertex keyframes (only bone animation is supported).
 * The library reads only one frame of models with vertex animations.
 * By default this is the first frame.
 * \note The default value is 0. This option applies to all importers.
 *   However, it is also possible to override the global setting
 *   for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
 *   options (where XXX is a placeholder for the file format for which you
 *   want to override the global setting).
 * Property type: integer.
 */
#define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME    "IMPORT_GLOBAL_KEYFRAME"

#define AI_CONFIG_IMPORT_MD3_KEYFRAME       "IMPORT_MD3_KEYFRAME"
#define AI_CONFIG_IMPORT_MD2_KEYFRAME       "IMPORT_MD2_KEYFRAME"
#define AI_CONFIG_IMPORT_MDL_KEYFRAME       "IMPORT_MDL_KEYFRAME"
#define AI_CONFIG_IMPORT_MDC_KEYFRAME       "IMPORT_MDC_KEYFRAME"
#define AI_CONFIG_IMPORT_SMD_KEYFRAME       "IMPORT_SMD_KEYFRAME"
#define AI_CONFIG_IMPORT_UNREAL_KEYFRAME    "IMPORT_UNREAL_KEYFRAME"

// ---------------------------------------------------------------------------
/** @brief Set whether the MDL (HL1) importer will read animations.
 *
 * The default value is true (1)
 * Property type: bool
 */
#define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS "IMPORT_MDL_HL1_READ_ANIMATIONS"

// ---------------------------------------------------------------------------
/** @brief Set whether the MDL (HL1) importer will read animation events.
 * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
 *
 * The default value is true (1)
 * Property type: bool
 */
#define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS "IMPORT_MDL_HL1_READ_ANIMATION_EVENTS"

// ---------------------------------------------------------------------------
/** @brief Set whether you want to convert the HS1 coordinate system in a special way.
 * The default value is true (S1)
 * Property type: bool
 */
#define AI_CONFIG_IMPORT_MDL_HL1_TRANSFORM_COORD_SYSTEM "TRANSFORM COORDSYSTEM FOR HS! MODELS"
// ---------------------------------------------------------------------------
/** @brief Set whether the MDL (HL1) importer will read blend controllers.
 * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
 *
 * The default value is true (1)
 * Property type: bool
 */
#define AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS "IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS"

// ---------------------------------------------------------------------------
/** @brief Set whether the MDL (HL1) importer will read sequence transition graph.
 * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
 *
 * The default value is true (1)
 * Property type: bool
 */
#define AI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS "IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS"

// ---------------------------------------------------------------------------
/** @brief Set whether the MDL (HL1) importer will read attachments info.
 *
 * The default value is true (1)
 * Property type: bool
 */
#define AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTS "IMPORT_MDL_HL1_READ_ATTACHMENTS"

// ---------------------------------------------------------------------------
/** @brief Set whether the MDL (HL1) importer will read bone controllers info.
 *
 * The default value is true (1)
 * Property type: bool
 */
#define AI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS "IMPORT_MDL_HL1_READ_BONE_CONTROLLERS"

// ---------------------------------------------------------------------------
/** @brief Set whether the MDL (HL1) importer will read hitboxes info.
 *
 * The default value is true (1)
 * Property type: bool
 */
#define AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXES "IMPORT_MDL_HL1_READ_HITBOXES"

// ---------------------------------------------------------------------------
/** @brief Set whether the MDL (HL1) importer will read miscellaneous global model info.
 *
 * The default value is true (1)
 * Property type: bool
 */
#define AI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO "IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO"

// ---------------------------------------------------------------------------
/** Smd load multiple animations
 *
 *  Property type: bool. Default value: true.
 */
#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 if to try load Quake 3 shader files. This also controls
 *  original surface name handling: when disabled it will be used unchanged.
 *
 * Property type: bool. Default value: true.
 */
#define AI_CONFIG_IMPORT_MD3_LOAD_SHADERS \
    "IMPORT_MD3_LOAD_SHADERS"

// ---------------------------------------------------------------------------
/** @brief  Specify the Quake 3 shader file to be used for a particular
 *  MD3 file. This can also be a search path.
 *
 * By default Assimp's behaviour is as follows: If a MD3 file
 * <tt>any_path/models/any_q3_subdir/model_name/file_name.md3</tt> is
 * loaded, the library tries to locate the corresponding shader file in
 * <tt>any_path/scripts/model_name.shader</tt>. This property overrides this
 * behaviour. It can either specify a full path to the shader to be loaded
 * or alternatively the path (relative or absolute) to the directory where
 * the shaders for all MD3s to be loaded reside. Assimp attempts to open
 * <tt>IMPORT_MD3_SHADER_SRC/model_name.shader</tt> first, <tt>IMPORT_MD3_SHADER_SRC/file_name.shader</tt>
 * is the fallback file. Note that IMPORT_MD3_SHADER_SRC should have a terminal (back)slash.
 * Property type: String. Default value: n/a.
 */
#define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
    "IMPORT_MD3_SHADER_SRC"

// ---------------------------------------------------------------------------
/** @brief  Configures the LWO loader to load just one layer from the model.
 *
 * LWO files consist of layers and in some cases it could be useful to load
 * only one of them. This property can be either a string - which specifies
 * the name of the layer - or an integer - the index of the layer. If the
 * property is not set the whole LWO model is loaded. Loading fails if the
 * requested layer is not available. The layer index is zero-based and the
 * layer name may not be empty.<br>
 * Property type: Integer. Default value: all layers are loaded.
 */
#define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY         \
    "IMPORT_LWO_ONE_LAYER_ONLY"

// ---------------------------------------------------------------------------
/** @brief  Configures the MD5 loader to not load the MD5ANIM file for
 *  a MD5MESH file automatically.
 *
 * The default strategy is to look for a file with the same name but the
 * MD5ANIM extension in the same directory. If it is found, it is loaded
 * and combined with the MD5MESH file. This configuration option can be
 * used to disable this behaviour.
 *
 * * Property type: bool. Default value: false.
 */
#define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD           \
    "IMPORT_MD5_NO_ANIM_AUTOLOAD"

// ---------------------------------------------------------------------------
/** @brief Defines the begin of the time range for which the LWS loader
 *    evaluates animations and computes aiNodeAnim's.
 *
 * Assimp provides full conversion of LightWave's envelope system, including
 * pre and post conditions. The loader computes linearly subsampled animation
 * chanels with the frame rate given in the LWS file. This property defines
 * the start time. Note: animation channels are only generated if a node
 * has at least one envelope with more tan one key assigned. This property.
 * is given in frames, '0' is the first frame. By default, if this property
 * is not set, the importer takes the animation start from the input LWS
 * file ('FirstFrame' line)<br>
 * Property type: Integer. Default value: taken from file.
 *
 * @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range
 */
#define AI_CONFIG_IMPORT_LWS_ANIM_START         \
    "IMPORT_LWS_ANIM_START"
#define AI_CONFIG_IMPORT_LWS_ANIM_END           \
    "IMPORT_LWS_ANIM_END"

// ---------------------------------------------------------------------------
/** @brief Defines the output frame rate of the IRR loader.
 *
 * IRR animations are difficult to convert for Assimp and there will
 * always be a loss of quality. This setting defines how many keys per second
 * are returned by the converter.<br>
 * Property type: integer. Default value: 100
 */
#define AI_CONFIG_IMPORT_IRR_ANIM_FPS               \
    "IMPORT_IRR_ANIM_FPS"

// ---------------------------------------------------------------------------
/** @brief Ogre Importer will try to find referenced materials from this file.
 *
 * Ogre meshes reference with material names, this does not tell Assimp the file
 * where it is located in. Assimp will try to find the source file in the following
 * order: <material-name>.material, <mesh-filename-base>.material and
 * lastly the material name defined by this config property.
 * <br>
 * Property type: String. Default value: Scene.material.
 */
#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE \
    "IMPORT_OGRE_MATERIAL_FILE"

// ---------------------------------------------------------------------------
/** @brief Ogre Importer detect the texture usage from its filename.
 *
 * Ogre material texture units do not define texture type, the textures usage
 * depends on the used shader or Ogre's fixed pipeline. If this config property
 * is true Assimp will try to detect the type from the textures filename postfix:
 * _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map, _s, _spec,
 * _specular and _specularmap for specular map, _l, _light, _lightmap, _occ
 * and _occlusion for light map, _disp and _displacement for displacement map.
 * The matching is case insensitive. Post fix is taken between the last
 * underscore and the last period.
 * Default behavior is to detect type from lower cased texture unit name by
 * matching against: normalmap, specularmap, lightmap and displacementmap.
 * For both cases if no match is found aiTextureType_DIFFUSE is used.
 * <br>
 * Property type: Bool. Default value: false.
 */
#define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME \
    "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"

 /** @brief Specifies whether the 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.<br>
 * 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 will ignore the provided unit size.
 *
 * If this property is set to true, the unit size provided in the file header will
 * be ignored and the file will be loaded without scaling the assets.
 * Property type: Bool. Default value: false.
 */
#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UNIT_SIZE "IMPORT_COLLADA_IGNORE_UNIT_SIZE"

// ---------------------------------------------------------------------------
/** @brief Specifies whether the Collada loader should use Collada names.
 *
 * If this property is set to true, the Collada names will be used as the node and
 * mesh names. The default is to use the id tag (resp. sid tag, if no id tag is present)
 * instead.
 * Property type: Bool. Default value: false.
 */
#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.
 *
 * Property type: Bool. Default value: false.
 */
#define AI_CONFIG_EXPORT_POINT_CLOUDS "EXPORT_POINT_CLOUDS"

/** @brief Specifies whether to use the deprecated KHR_materials_pbrSpecularGlossiness extension
 * 
 * When this flag is undefined any material with specularity will use the new KHR_materials_specular
 * extension. Enabling this flag will revert to the deprecated extension. Note that exporting
 * KHR_materials_pbrSpecularGlossiness with extensions other than KHR_materials_unlit is unsupported,
 * including the basic pbrMetallicRoughness spec.
 *
 * Property type: Bool. Default value: false.
 */
#define AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESS "USE_GLTF_PBR_SPECULAR_GLOSSINESS"

/** @brief Specifies whether to apply a limit on the number of four bones per vertex in skinning
 *
 * When this flag is not defined, all bone weights and indices are limited to a
 * maximum of four bones for each vertex (attributes JOINT_0 and WEIGHT_0 only).
 * By enabling this flag, the number of bones per vertex is unlimited.
 * In both cases, indices and bone weights are sorted by weight in descending order.
 * In the case of the limit of up to four bones, a maximum of the four largest values are exported.
 * Weights are not normalized.
 * Property type: Bool. Default value: false.
 */
#define AI_CONFIG_EXPORT_GLTF_UNLIMITED_SKINNING_BONES_PER_VERTEX \
        "USE_UNLIMITED_BONES_PER VERTEX"

/** @brief Specifies whether to write the value referenced to opacity in TransparencyFactor of each material. 
 *
 * When this flag is not defined, the TransparencyFactor value of each meterial is 1.0.
 * By enabling this flag, the value is 1.0 - opacity;

 * Property type: Bool. Default value: false.
 */
#define AI_CONFIG_EXPORT_FBX_TRANSPARENCY_FACTOR_REFER_TO_OPACITY \
        "EXPORT_FBX_TRANSPARENCY_FACTOR_REFER_TO_OPACITY"

/**
 * @brief Specifies the blob name, assimp uses for exporting.
 * 
 * Some formats require auxiliary files to be written, that need to be linked back into 
 * the original file. For example, OBJ files export materials to a separate MTL file and
 * use the `mtllib` keyword to reference this file.
 * 
 * When exporting blobs using #ExportToBlob, assimp does not know the name of the blob
 * file and thus outputs `mtllib $blobfile.mtl`, which might not be desired, since the 
 * MTL file might be called differently. 
 * 
 * This property can be used to give the exporter a hint on how to use the magic 
 * `$blobfile` keyword. If the exporter detects the keyword and is provided with a name
 * for the blob, it instead uses this name.
 */
#define AI_CONFIG_EXPORT_BLOB_NAME "EXPORT_BLOB_NAME"

/**
 *  @brief  Specifies a global key factor for scale, float value
 */
#define AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY "GLOBAL_SCALE_FACTOR"

#if (!defined AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT)
#   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
