/*************************************************************************/ /* FBXImportSettings.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ /* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2019, 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 FBXImportSettings.h * @brief FBX importer runtime configuration */ #ifndef FBX_IMPORT_SETTINGS_H #define FBX_IMPORT_SETTINGS_H namespace FBXDocParser { /** FBX import settings, parts of which are publicly accessible via their corresponding AI_CONFIG constants */ struct ImportSettings { ImportSettings() : strictMode(true), readAllLayers(true), readAllMaterials(true), readMaterials(true), readTextures(true), readCameras(true), readLights(true), readAnimations(true), readWeights(true), preservePivots(true), optimizeEmptyAnimationCurves(true), useLegacyEmbeddedTextureNaming(false), removeEmptyBones(true), convertToMeters(false) { // empty } /** enable strict mode: * - only accept fbx 2012, 2013 files * - on the slightest error, give up. * * Basically, strict mode means that the fbx file will actually * be validated. Strict mode is off by default. */ bool strictMode; /** specifies whether all geometry layers are read and scanned for * usable data channels. The FBX spec indicates that many readers * will only read the first channel and that this is in some way * the recommended way- in reality, however, it happens a lot that * vertex data is spread among multiple layers. The default * value for this option is true.*/ bool readAllLayers; /** specifies whether all materials are read, or only those that * are referenced by at least one mesh. Reading all materials * may make FBX reading a lot slower since all objects * need to be processed . * This bit is ignored unless readMaterials=true*/ bool readAllMaterials; /** import materials (true) or skip them and assign a default * material. The default value is true.*/ bool readMaterials; /** import embedded textures? Default value is true.*/ bool readTextures; /** import cameras? Default value is true.*/ bool readCameras; /** import light sources? Default value is true.*/ bool readLights; /** import animations (i.e. animation curves, the node * skeleton is always imported). Default value is true. */ bool readAnimations; /** read bones (vertex weights and deform info). * Default value is true. */ bool readWeights; /** preserve transformation pivots and offsets. Since these can * not directly be represented in assimp, additional dummy * nodes will be generated. Note that settings this to false * can make animation import a lot slower. The default value * is true. * * The naming scheme for the generated nodes is: * _$AssimpFbx$_ * * where is one of * RotationPivot * RotationOffset * PreRotation * PostRotation * ScalingPivot * ScalingOffset * Translation * Scaling * Rotation **/ bool preservePivots; /** do not import animation curves that specify a constant * values matching the corresponding node transformation. * The default value is true. */ bool optimizeEmptyAnimationCurves; /** use legacy naming for embedded textures eg: (*0, *1, *2) */ bool useLegacyEmbeddedTextureNaming; /** Empty bones shall be removed */ bool removeEmptyBones; /** Set to true to perform a conversion from cm to meter after the import */ bool convertToMeters; }; } // namespace FBXDocParser #endif // FBX_IMPORT_SETTINGS_H