/*
Open Asset Import Library (assimp)
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*/

/** @file  FBXImportSettings.h
 *  @brief FBX importer runtime configuration
 */
#ifndef INCLUDED_AI_FBX_IMPORTSETTINGS_H
#define INCLUDED_AI_FBX_IMPORTSETTINGS_H

namespace Assimp {
namespace FBX {

/** FBX import settings, parts of which are publicly accessible via their corresponding AI_CONFIG constants */
struct ImportSettings {
    ImportSettings() :
            strictMode(true),
            readAllLayers(true),
            readAllMaterials(false),
            readMaterials(true),
            readTextures(true),
            readCameras(true),
            readLights(true),
            readAnimations(true),
            readWeights(true),
            useSkeleton(false),
            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;

    /** will convert all animation data into a skeleton (experimental)
     *  Default value is false.
     */
    bool useSkeleton;

    /** 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:
     *    <OriginalName>_$AssimpFbx$_<TransformName>
     *
     *  where <TransformName> 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 FBX
} // namespace Assimp

#endif
