/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
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Copyright (c) 2006-2012, assimp team

All rights reserved.

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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
 */
#ifndef INCLUDED_AI_CONFIG_H
#define INCLUDED_AI_CONFIG_H


// ###########################################################################
// 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"

# if 0 // not implemented yet
// ---------------------------------------------------------------------------
/** @brief Set Assimp's multithreading policy.
 *
 * This setting is ignored if Assimp was built without boost.thread
 * support (ASSIMP_BUILD_NO_THREADING, which is implied by ASSIMP_BUILD_BOOST_WORKAROUND).
 * Possible values are: -1 to let Assimp decide what to do, 0 to disable
 * multithreading entirely and any number larger than 0 to force a specific
 * number of threads. Assimp is always free to ignore this settings, which is
 * merely a hint. Usually, the default value (-1) will be fine. However, if
 * Assimp is used concurrently from multiple user threads, it might be useful
 * to limit each Importer instance to a specific number of cores.
 *
 * For more information, see the @link threading Threading page@endlink.
 * Property type: int, default value: -1.
 */
#define AI_CONFIG_GLOB_MULTITHREADING  \
	"GLOB_MULTITHREADING"
#endif

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


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


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


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

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

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

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

// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_RemoveRedundantMaterials step to 
 *  keep materials matching a name in a given list.
 *
 * This is a list of 1 to n strings, ' ' serves as delimiter character.
 * Identifiers containing whitespaces must be enclosed in *single*
 * quotation marks. For example:<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_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_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_LBW_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 #aiPrpcess_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 light sources (aiScene::mCameras).
	 * The corresponding scenegraph nodes are NOT removed.
	 * use the #aiProcess_OptimizeGraph step to do this */
	aiComponent_CAMERAS = 0x200,

	/** Removes all meshes (aiScene::mMeshes). */
	aiComponent_MESHES = 0x400,

	/** Removes all materials. One default material will
	 * be generated, so aiScene::mNumMaterials will be 1. */
	aiComponent_MATERIALS = 0x800,


	/** This value is not used. It is just there to force the
	 *  compiler to map this enum to a 32 Bit integer. */
#ifndef SWIG
	_aiComponent_Force32Bit = 0x9fffffff
#endif
};

// Remove a specific color channel 'n'
#define aiComponent_COLORSn(n) (1u << (n+20u))

// Remove a specific UV channel 'n'
#define aiComponent_TEXCOORDSn(n) (1u << (n+25u))

// ---------------------------------------------------------------------------
/** @brief Input parameter to the #aiProcess_RemoveComponent step:
 *  Specifies the parts of the data structure to be removed.
 *
 * See the documentation to this step for further details. The property
 * is expected to be an integer, a bitwise combination of the
 * #aiComponent flags defined above in this header. The default
 * value is 0. Important: if no valid mesh is remaining after the
 * step has been executed (e.g you thought it was funny to specify ALL
 * of the flags defined above) the import FAILS. Mainly because there is
 * no data to work on anymore ...
 */
#define AI_CONFIG_PP_RVC_FLAGS				\
	"PP_RVC_FLAGS"

// ---------------------------------------------------------------------------
/** @brief Input parameter to the #aiProcess_SortByPType step:
 *  Specifies which primitive types are removed by the step.
 *
 *  This is a bitwise combination of the aiPrimitiveType flags.
 *  Specifying all of them is illegal, of course. A typical use would
 *  be to exclude all line and point meshes from the import. This
 *  is an integer property, its default value is 0.
 */
#define AI_CONFIG_PP_SBP_REMOVE				\
	"PP_SBP_REMOVE"

// ---------------------------------------------------------------------------
/** @brief Input parameter to the #aiProcess_FindInvalidData step:
 *  Specifies the floating-point accuracy for animation values. The step
 *  checks for animation tracks where all frame values are absolutely equal
 *  and removes them. This tweakable controls the epsilon for floating-point
 *  comparisons - two keys are considered equal if the invariant 
 *  abs(n0-n1)>epsilon holds true for all vector respectively quaternion
 *  components. The default value is 0.f - comparisons are exact then.
 */
#define AI_CONFIG_PP_FID_ANIM_ACCURACY				\
	"PP_FID_ANIM_ACCURACY"


// TransformUVCoords evaluates UV scalings
#define AI_UVTRAFO_SCALING 0x1

// TransformUVCoords evaluates UV rotations
#define AI_UVTRAFO_ROTATION 0x2

// TransformUVCoords evaluates UV translation
#define AI_UVTRAFO_TRANSLATION 0x4

// Everything baked together -> default value
#define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION)

// ---------------------------------------------------------------------------
/** @brief Input parameter to the #aiProcess_TransformUVCoords step:
 *  Specifies which UV transformations are evaluated.
 *
 *  This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
 *  property, of course). By default all transformations are enabled 
 * (AI_UVTRAFO_ALL).
 */
#define AI_CONFIG_PP_TUV_EVALUATE				\
	"PP_TUV_EVALUATE"

// ---------------------------------------------------------------------------
/** @brief A hint to assimp to favour speed against import quality.
 *
 * Enabling this option may result in faster loading, but it needn't.
 * It represents just a hint to loaders and post-processing steps to use
 * faster code paths, if possible. 
 * This property is expected to be an integer, != 0 stands for true.
 * The default value is 0.
 */
#define AI_CONFIG_FAVOUR_SPEED				\
 "FAVOUR_SPEED"


// ###########################################################################
// IMPORTER SETTINGS
// Various stuff to fine-tune the behaviour of specific importer plugins.
// ###########################################################################


// ---------------------------------------------------------------------------
/** @brief  Set 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  Configures the AC loader to collect all surfaces which have the
 *    "Backface cull" flag set in separate meshes. 
 *
 *  Property type: bool. Default value: true.
 */
#define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL	\
	"IMPORT_AC_SEPARATE_BFCULL"

// ---------------------------------------------------------------------------
/** @brief  Configures whether the AC loader evaluates subdivision surfaces (
 *  indicated by the presence of the 'subdiv' attribute in the file). By
 *  default, Assimp performs the subdivision using the standard 
 *  Catmull-Clark algorithm
 *
 * * Property type: bool. Default value: true.
 */
#define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION	\
	"IMPORT_AC_EVAL_SUBDIVISION"

// ---------------------------------------------------------------------------
/** @brief  Configures the UNREAL 3D loader to separate faces with different
 *    surface flags (e.g. two-sided vs. single-sided).
 *
 * * Property type: bool. Default value: true.
 */
#define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \
	"UNREAL_HANDLE_FLAGS"

// ---------------------------------------------------------------------------
/** @brief Configures the terragen import plugin to compute uv's for 
 *  terrains, if not given. Furthermore a default texture is assigned.
 *
 * UV coordinates for terrains are so simple to compute that you'll usually
 * want to compute them on your own, if you need them. This option is intended
 * for model viewers which want to offer an easy way to apply textures to
 * terrains.
 * * Property type: bool. Default value: false.
 */
#define AI_CONFIG_IMPORT_TER_MAKE_UVS \
	"IMPORT_TER_MAKE_UVS"

// ---------------------------------------------------------------------------
/** @brief  Configures the ASE loader to always reconstruct normal vectors
 *	basing on the smoothing groups loaded from the file.
 * 
 * Some ASE files have carry invalid normals, other don't.
 * * Property type: bool. Default value: true.
 */
#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS	\
	"IMPORT_ASE_RECONSTRUCT_NORMALS"

// ---------------------------------------------------------------------------
/** @brief  Configures the M3D loader to detect and process multi-part 
 *    Quake player models.
 *
 * These models usually consist of 3 files, lower.md3, upper.md3 and
 * head.md3. If this property is set to true, Assimp will try to load and
 * combine all three files if one of them is loaded. 
 * Property type: bool. Default value: true.
 */
#define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \
	"IMPORT_MD3_HANDLE_MULTIPART"

// ---------------------------------------------------------------------------
/** @brief  Tells the MD3 loader which skin files to load.
 *
 * When loading MD3 files, Assimp checks whether a file 
 * <md3_file_name>_<skin_name>.skin is existing. These files are used by
 * Quake III to be able to assign different skins (e.g. red and blue team) 
 * to models. 'default', 'red', 'blue' are typical skin names.
 * Property type: String. Default value: "default".
 */
#define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
	"IMPORT_MD3_SKIN_NAME"

// ---------------------------------------------------------------------------
/** @brief  Specify the Quake 3 shader file to be used for a particular
 *  MD3 file. This can also be a search path.
 *
 * By default Assimp's behaviour is as follows: If a MD3 file 
 * <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><dir>/<model_name>.shader</tt> first, <tt><dir>/<file_name>.shader</tt> 
 * is the fallback file. Note that <dir> 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 load this Materialfile.
 *
 * Ogre Meshes contain only the MaterialName, not the MaterialFile. If there 
 * is no material file with the same name as the material, Ogre Importer will 
 * try to load this file and search the material in it.
 * <br>
 * Property type: String. Default value: guessed.
 */
#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE "IMPORT_OGRE_MATERIAL_FILE"


// ---------------------------------------------------------------------------
/** @brief Ogre Importer detect the texture usage from its filename
 *
 * Normally, a texture is loaded as a colormap, if no target is specified in the
 * materialfile. Is this switch is enabled, texture names ending with _n, _l, _s
 * are used as normalmaps, lightmaps or specularmaps. 
 * <br>
 * Property type: Bool. Default value: false.
 */
#define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"



// ---------------------------------------------------------------------------
/** @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 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 doesn't convert those,
 * so turning this option off just clutters the log with errors.<br>
 * Property type: Bool. Default value: true.
 */
#define AI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS "IMPORT_IFC_SKIP_CURVE_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"

#endif // !! AI_CONFIG_H_INC
