rust-assimp 0.0.23

A rust wrapper for assimp the open asset import library
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
//! Defines all the available importer properties.

use mesh::PrimitiveType;
use types::AiString;

/// Properties that can be used to refine the behaviour of the importer.
#[allow(non_camel_case_types)]
pub enum Property<'a> {
    /// 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.
    GLOB_MEASURE_TIME(bool),

    /// Maximum bone count per mesh for the SplitbyBoneCount step.
    ///
    /// Meshes are split until the maximum number of bones is reached. The default
    /// value is `SBBC_DEFAULT_MAX_BONES`, which may be altered at
    /// compile-time.
    ///
    /// Property data type: integer.
    PP_SBBC_MAX_BONES(i32),

    ///  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
    PP_CT_MAX_SMOOTHING_ANGLE(f32),

    ///  Source UV channel for tangent space computation.
    ///
    /// The specified channel must exist or an error will be raised.
    ///
    /// Property type: integer. Default value: 0
    PP_CT_TEXTURE_CHANNEL_INDEX(i32),

    ///  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 maximum value is 175.
    ///
    /// *Warning:* setting this option may cause a severe loss of performance.
    /// The performance is unaffected if the `FAVOUR_SPEED` flag is
    /// set but the output quality may be reduced.
    ///
    /// Property type: float. The default value is 175 degrees (all vertex
    /// normals are smoothed).
    PP_GSN_MAX_SMOOTHING_ANGLE(f32),

    ///  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.
    IMPORT_MDL_COLORMAP(&'a AiString),

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

    ///  Configures the Process::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.
    PP_PTV_KEEP_HIERARCHY(bool),

    /// Configures the Process::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
    PP_PTV_NORMALIZE(f32),

    ///  Configures the Process::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
    /// Process::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.
    ///
    /// Property type: bool. Default value: false.
    PP_FD_REMOVE(bool),

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

    /// 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.
    ///
    /// Property type: integer. The default value is `SLM_DEFAULT_MAX_TRIANGLES`
    PP_SLM_TRIANGLE_LIMIT(i32),

    /// 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.
    ///
    /// Property type: integer. The default value is `SLM_DEFAULT_MAX_VERTICES`
    PP_SLM_VERTEX_LIMIT(i32),

    ///  Set the maximum number of bones affecting a single vertex
    ///
    /// This is used by the Process::LimitBoneWeights PostProcess-Step.
    ///
    ///
    /// Property type: integer. The default value is `LBW_MAX_WEIGHTS`
    PP_LBW_MAX_WEIGHTS(i32),

    /// Lower the deboning threshold in order to remove more bones.
    ///
    /// This is used by the Process::Debone PostProcess-Step.
    ///
    /// Property type: float. The default value is `DEBONE_THRESHOLD`
    PP_DB_THRESHOLD(f32),

    /// Require all bones qualify for deboning before removing any
    ///
    /// This is used by the Process::Debone PostProcess-Step.
    ///
    /// The default value is 0
    ///
    /// Property type: bool.
    PP_DB_ALL_OR_NONE(bool),

    /// brief Set the size of the post-transform vertex cache to optimize the
    ///    vertices for. This configures the Process::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 is ICL_PTCACHE_SIZE. That results in slight
    /// performance improvements for most nVidia/AMD cards since 2002.
    ///
    /// Property type: integer.
    PP_ICL_PTCACHE_SIZE(i32),

    /// Input parameter to the `Process::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
    /// Component flags defined above in this header.
    ///
    /// 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 ...
    ///
    /// Propety type: array of Component's. Default: no components
    PP_RVC_FLAGS(&'a [Component]),

    /// Input parameter to the `Process::SortByPType` step.
    ///
    /// Specifies which primitive types are removed by the step.  A typical
    /// use would be to exclude all line and point meshes from the import.
    ///
    /// PropetyType: array of PrimitiveType. Default: no primitives are removed
    PP_SBP_REMOVE(&'a [PrimitiveType]),

    /// Input parameter to the Process::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.
    ///
    /// Property type: float. The default value is 0.0 - comparisons are exact
    /// then.
    PP_FID_ANIM_ACCURACY(f32),

    /// Input parameter to the Process::TransformUVCoords step:
    /// Specifies which UV transformations are evaluated.
    ///
    /// This is a bitwise combination of the TransformUV flags.
    ///
    /// Property type: array of TransformUV
    /// By default all transformations are enabled (TransformUV::All).
    PP_TUV_EVALUATE(&'a [TransformUV]),

    /// 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.
    ///
    /// Property type: bool. The default value is 0.
    FAVOUR_SPEED(bool),

    /// 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: This option applies to all importers.
    /// However, it is also possible to override the global setting
    /// for a specific loader. You can use the `IMPORT_<fmt>_KEYFRAME`
    /// options (where `<fmt>` is a placeholder for the file format for which
    /// you want to override the global setting).
    ///
    /// Property type: integer. The default value is 0.
    IMPORT_GLOBAL_KEYFRAME(i32),

    /// see `IMPORT_GLOBAL_KEYFRAME`
    IMPORT_MD3_KEYFRAME(i32),
    /// see `IMPORT_GLOBAL_KEYFRAME`
    IMPORT_MD2_KEYFRAME(i32),
    /// see `IMPORT_GLOBAL_KEYFRAME`
    IMPORT_MDL_KEYFRAME(i32),
    /// see `IMPORT_GLOBAL_KEYFRAME`
    IMPORT_MDC_KEYFRAME(i32),
    /// see `IMPORT_GLOBAL_KEYFRAME`
    IMPORT_SMD_KEYFRAME(i32),
    /// see `IMPORT_GLOBAL_KEYFRAME`
    IMPORT_UNREAL_KEYFRAME(i32),

    /// Configures the AC loader to collect all surfaces which have the
    /// "Backface cull" flag set in separate meshes.
    ///
    /// Property type: bool. Default value: true.
    IMPORT_AC_SEPARATE_BFCULL(bool),

    /// 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.
    IMPORT_AC_EVAL_SUBDIVISION(bool),

    /// 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.
    IMPORT_UNREAL_HANDLE_FLAGS(bool),

    ///  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.
    IMPORT_TER_MAKE_UVS(bool),

    ///  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.
    IMPORT_ASE_RECONSTRUCT_NORMALS(bool),

    /// 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.
    IMPORT_MD3_HANDLE_MULTIPART(bool),

    ///  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".
    IMPORT_MD3_SKIN_NAME(&'a AiString),

    ///  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.
    IMPORT_MD3_SHADER_SRC(&'a AiString),

    ///  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.
    IMPORT_LWO_ONE_LAYER_ONLY(i32),

    ///  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.
    IMPORT_MD5_NO_ANIM_AUTOLOAD(bool),

    ///  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>
    ///
    /// See also `IMPORT_LWS_ANIM_END` - end of the imported time range
    ///
    /// Property type: Integer. Default value: taken from file.
    IMPORT_LWS_ANIM_START(i32),
    /// See `IMPORT_LWS_ANIM_START` - end of the imported time range
    IMPORT_LWS_ANIM_END(i32),

    /// 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
    IMPORT_IRR_ANIM_FPS(i32),

    /// 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.
    ///
    /// Property type: String.  Default value: guessed.
    IMPORT_OGRE_MATERIAL_FILE(&'a AiString),

    /// 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.
    ///
    /// Property type: Bool. Default value: false.
    ///
    IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME(bool),

    /// 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.
    ///
    IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS(bool),

    /// 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.
    ///
    /// Property type: Bool. Default value: true.
    IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS(bool),

    /// 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
    /// Process::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 Process::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.
    IMPORT_IFC_CUSTOM_TRIANGULATION(bool),
}

/// Options for the `Process::TransformUVCoords` post processing step
#[derive(Copy, Clone, PartialEq, Eq, Debug)]
#[repr(C, u32)]
pub enum TransformUV {
    /// Scale UV coordinates
    Scaling = 0x1,

    /// Rotate UV coordinates
    Rotation = 0x2,

    /// Translate UV coordinates
    Translation = 0x4,

    /// Scale, rotate and translate
    ///
    /// * TransformUV::Scaling
    /// * TransformUV::Rotation
    /// * TransformUV::Translation
    All = 0x7,
}

// TODO(make this work)
// /// Remove a specific color channel 'n'
// #[inline(always)]
// fn component_colors_n(n: u{
// #define Component_COLORSn(n) (1u32 << (n+20u))
// }

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


/// Components of the `Scene` and `Mesh` data structures that can be excluded
/// from the import using the `Propcess_RemoveComponent` step.
///
/// See the documentation to `Process::RemoveComponent` for more details.
#[derive(Copy, Clone, PartialEq, Eq, Debug)]
#[repr(C, u32)]
pub enum Component {
    /// Normal vectors
    Normals = 0x2,

    /// Tangents and bitangents go always together ...
    TangentsAndBitangents = 0x4,

    //TODO make this work
    /// ALL color sets use Component_COLORn(N) to specify the N'th set
    Colors = 0x8,

    //TODO
    /// ALL texture UV sets Component_TEXCOORDn(N) to specify the N'th set
    Texcoords = 0x10,

    /// Removes all bone weights from all meshes.
    ///
    /// The scenegraph nodes corresponding to the bones are NOT removed.  Use
    /// the Process::OptimizeGraph step to do this
    Boneweights = 0x20,

    /// Removes all node animations
    ///
    /// The corresponding scenegraph nodes are NOT removed.  use the
    /// `Process::OptimizeGraph` step to do this
    Animations = 0x40,

    /// Removes all embedded textures (Scene::mTextures)
    Textures = 0x80,

    /// Removes all light sources (Scene::mLights).
    ///
    /// The corresponding scenegraph nodes are *not* removed. Use the
    /// Process::OptimizeGraph step to do this
    Lights = 0x100,

    /// Removes all cameras.
    ///
    /// The corresponding scenegraph nodes are *not* removed. Use the
    /// Process::OptimizeGraph step to remove them.
    Cameras = 0x200,

    /// Removes all meshes (Scene::mMeshes).
    Meshes = 0x400,

    /// Removes all materials.
    ///
    /// One default material will be generated, so `Scene::num_materials`
    /// will be 1.
    Materials = 0x800,
}

#[cfg(untrue)]
mod todo {
    pub const SBBC_DEFAULT_MAX_BONES : u32 = 60;

    pub const SLM_DEFAULT_MAX_TRIANGLES : u32 = 1000000;

    pub const SLM_DEFAULT_MAX_VERTICES : u32 = 1000000;

    // default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
    pub const LMW_MAX_WEIGHTS : u32 = 0x4;

    pub const DEBONE_THRESHOLD : f32 = 1.0;

    // Default value for the #PP_ICL_PTCACHE_SIZE property
    pub const ICL_PTCACHE_SIZE : u32 = 12;
}

// ###########################################################################
// LIBRARY SETTINGS
// General, global settings
// ###########################################################################

// # if 0 // not implemented yet
// ///  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.
// ///
// const GLOB_MULTITHREADING : &'static str = "GLOB_MULTITHREADING";
// #endif

// vim: et tw=78 sw=4: