2012-11-10 16:01:55 +00:00
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# <hr>Calculates the tangents and bitangents for the imported meshes.
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#
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# Does nothing if a mesh does not have normals. You might want this post
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# processing step to be executed if you plan to use tangent space calculations
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# such as normal mapping applied to the meshes. There's a config setting,
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# <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE<tt>, which allows you to specify
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# a maximum smoothing angle for the algorithm. However, usually you'll
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# want to leave it at the default value.
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#
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aiProcess_CalcTangentSpace = 0x1
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## <hr>Identifies and joins identical vertex data sets within all
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# imported meshes.
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#
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# After this step is run, each mesh contains unique vertices,
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# so a vertex may be used by multiple faces. You usually want
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# to use this post processing step. If your application deals with
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# indexed geometry, this step is compulsory or you'll just waste rendering
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# time. <b>If this flag is not specified<b>, no vertices are referenced by
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# more than one face and <b>no index buffer is required<b> for rendering.
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#
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aiProcess_JoinIdenticalVertices = 0x2
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## <hr>Converts all the imported data to a left-handed coordinate space.
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#
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# By default the data is returned in a right-handed coordinate space (which
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# OpenGL prefers). In this space, +X points to the right,
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# +Z points towards the viewer, and +Y points upwards. In the DirectX
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# coordinate space +X points to the right, +Y points upwards, and +Z points
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# away from the viewer.
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#
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# You'll probably want to consider this flag if you use Direct3D for
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# rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
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# setting and bundles all conversions typically required for D3D-based
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# applications.
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#
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aiProcess_MakeLeftHanded = 0x4
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## <hr>Triangulates all faces of all meshes.
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#
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# By default the imported mesh data might contain faces with more than 3
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# indices. For rendering you'll usually want all faces to be triangles.
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# This post processing step splits up faces with more than 3 indices into
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# triangles. Line and point primitives are #not# modified! If you want
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# 'triangles only' with no other kinds of primitives, try the following
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# solution:
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# <ul>
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# <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType <li>
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# <li>Ignore all point and line meshes when you process assimp's output<li>
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# <ul>
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#
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aiProcess_Triangulate = 0x8
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## <hr>Removes some parts of the data structure (animations, materials,
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# light sources, cameras, textures, vertex components).
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#
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# The components to be removed are specified in a separate
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# configuration option, <tt>#AI_CONFIG_PP_RVC_FLAGS<tt>. This is quite useful
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# if you don't need all parts of the output structure. Vertex colors
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# are rarely used today for example... Calling this step to remove unneeded
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# data from the pipeline as early as possible results in increased
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# performance and a more optimized output data structure.
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# This step is also useful if you want to force Assimp to recompute
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# normals or tangents. The corresponding steps don't recompute them if
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# they're already there (loaded from the source asset). By using this
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# step you can make sure they are NOT there.
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#
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# This flag is a poor one, mainly because its purpose is usually
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# misunderstood. Consider the following case: a 3D model has been exported
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# from a CAD app, and it has per-face vertex colors. Vertex positions can't be
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# shared, thus the #aiProcess_JoinIdenticalVertices step fails to
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# optimize the data because of these nasty little vertex colors.
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# Most apps don't even process them, so it's all for nothing. By using
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# this step, unneeded components are excluded as early as possible
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# thus opening more room for internal optimizations.
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#
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aiProcess_RemoveComponent = 0x10
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## <hr>Generates normals for all faces of all meshes.
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#
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# This is ignored if normals are already there at the time this flag
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# is evaluated. Model importers try to load them from the source file, so
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# they're usually already there. Face normals are shared between all points
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# of a single face, so a single point can have multiple normals, which
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# forces the library to duplicate vertices in some cases.
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# #aiProcess_JoinIdenticalVertices is #senseless# then.
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#
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# This flag may not be specified together with #aiProcess_GenSmoothNormals.
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#
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aiProcess_GenNormals = 0x20
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## <hr>Generates smooth normals for all vertices in the mesh.
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#
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# This is ignored if normals are already there at the time this flag
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# is evaluated. Model importers try to load them from the source file, so
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# they're usually already there.
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#
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# This flag may not be specified together with
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# #aiProcess_GenNormals. There's a configuration option,
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# <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE<tt> which allows you to specify
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# an angle maximum for the normal smoothing algorithm. Normals exceeding
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# this limit are not smoothed, resulting in a 'hard' seam between two faces.
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# Using a decent angle here (e.g. 80 degrees) results in very good visual
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# appearance.
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#
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aiProcess_GenSmoothNormals = 0x40
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## <hr>Splits large meshes into smaller sub-meshes.
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#
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# This is quite useful for real-time rendering, where the number of triangles
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# which can be maximally processed in a single draw-call is limited
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# by the video driverhardware. The maximum vertex buffer is usually limited
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# too. Both requirements can be met with this step: you may specify both a
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# triangle and vertex limit for a single mesh.
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#
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# The split limits can (and should!) be set through the
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# <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT<tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT<tt>
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# settings. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES<tt> and
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# <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES<tt>.
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#
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# Note that splitting is generally a time-consuming task, but only if there's
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# something to split. The use of this step is recommended for most users.
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#
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aiProcess_SplitLargeMeshes = 0x80
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## <hr>Removes the node graph and pre-transforms all vertices with
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# the local transformation matrices of their nodes.
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#
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# The output scene still contains nodes, however there is only a
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# root node with children, each one referencing only one mesh,
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# and each mesh referencing one material. For rendering, you can
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# simply render all meshes in order - you don't need to pay
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# attention to local transformations and the node hierarchy.
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# Animations are removed during this step.
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# This step is intended for applications without a scenegraph.
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# The step CAN cause some problems: if e.g. a mesh of the asset
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# contains normals and another, using the same material index, does not,
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# they will be brought together, but the first meshes's part of
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# the normal list is zeroed. However, these artifacts are rare.
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# @note The <tt>#AI_CONFIG_PP_PTV_NORMALIZE<tt> configuration property
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# can be set to normalize the scene's spatial dimension to the -1...1
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# range.
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#
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aiProcess_PreTransformVertices = 0x100
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## <hr>Limits the number of bones simultaneously affecting a single vertex
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# to a maximum value.
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#
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# If any vertex is affected by more than the maximum number of bones, the least
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# important vertex weights are removed and the remaining vertex weights are
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# renormalized so that the weights still sum up to 1.
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# The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS<tt> in
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# config.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS<tt> setting to
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# supply your own limit to the post processing step.
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#
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# If you intend to perform the skinning in hardware, this post processing
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# step might be of interest to you.
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#
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aiProcess_LimitBoneWeights = 0x200
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## <hr>Validates the imported scene data structure.
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# This makes sure that all indices are valid, all animations and
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# bones are linked correctly, all material references are correct .. etc.
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#
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# It is recommended that you capture Assimp's log output if you use this flag,
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# so you can easily find out what's wrong if a file fails the
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# validation. The validator is quite strict and will find #all#
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# inconsistencies in the data structure... It is recommended that plugin
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# developers use it to debug their loaders. There are two types of
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# validation failures:
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# <ul>
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# <li>Error: There's something wrong with the imported data. Further
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# postprocessing is not possible and the data is not usable at all.
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# The import fails. #Importer::GetErrorString() or #aiGetErrorString()
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# carry the error message around.<li>
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# <li>Warning: There are some minor issues (e.g. 1000000 animation
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# keyframes with the same time), but further postprocessing and use
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# of the data structure is still safe. Warning details are written
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# to the log file, <tt>#AI_SCENE_FLAGS_VALIDATION_WARNING<tt> is set
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# in #aiScene::mFlags<li>
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# <ul>
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#
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# This post-processing step is not time-consuming. Its use is not
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# compulsory, but recommended.
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#
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aiProcess_ValidateDataStructure = 0x400
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## <hr>Reorders triangles for better vertex cache locality.
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#
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# The step tries to improve the ACMR (average post-transform vertex cache
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# miss ratio) for all meshes. The implementation runs in O(n) and is
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# roughly based on the 'tipsify' algorithm (see <a href="
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# http:www.cs.princeton.edugfxpubsSander_2007_%3ETRtipsy.pdf">this
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# paper<a>).
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#
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# If you intend to render huge models in hardware, this step might
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# be of interest to you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE<tt>config
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# setting can be used to fine-tune the cache optimization.
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#
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aiProcess_ImproveCacheLocality = 0x800
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## <hr>Searches for redundantunreferenced materials and removes them.
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#
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# This is especially useful in combination with the
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# #aiProcess_PretransformVertices and #aiProcess_OptimizeMeshes flags.
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# Both join small meshes with equal characteristics, but they can't do
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# their work if two meshes have different materials. Because several
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# material settings are lost during Assimp's import filters,
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# (and because many exporters don't check for redundant materials), huge
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# models often have materials which are are defined several times with
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# exactly the same settings.
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#
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# Several material settings not contributing to the final appearance of
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# a surface are ignored in all comparisons (e.g. the material name).
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# So, if you're passing additional information through the
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# content pipeline (probably using #magic# material names), don't
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# specify this flag. Alternatively take a look at the
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# <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST<tt> setting.
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#
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aiProcess_RemoveRedundantMaterials = 0x1000
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## <hr>This step tries to determine which meshes have normal vectors
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# that are facing inwards and inverts them.
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#
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# The algorithm is simple but effective:
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# the bounding box of all vertices + their normals is compared against
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# the volume of the bounding box of all vertices without their normals.
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# This works well for most objects, problems might occur with planar
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# surfaces. However, the step tries to filter such cases.
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# The step inverts all in-facing normals. Generally it is recommended
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# to enable this step, although the result is not always correct.
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#
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aiProcess_FixInfacingNormals = 0x2000
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## <hr>This step splits meshes with more than one primitive type in
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# homogeneous sub-meshes.
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#
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# The step is executed after the triangulation step. After the step
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# returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
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# especially useful for real-time rendering where point and line
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# primitives are often ignored or rendered separately.
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# You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE<tt> option to specify which
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# primitive types you need. This can be used to easily exclude
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# lines and points, which are rarely used, from the import.
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#
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aiProcess_SortByPType = 0x8000
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## <hr>This step searches all meshes for degenerate primitives and
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# converts them to proper lines or points.
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#
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# A face is 'degenerate' if one or more of its points are identical.
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# To have the degenerate stuff not only detected and collapsed but
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# removed, try one of the following procedures:
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# <br><b>1.<b> (if you support lines and points for rendering but don't
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# want the degenerates)<br>
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# <ul>
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# <li>Specify the #aiProcess_FindDegenerates flag.
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# <li>
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# <li>Set the <tt>AI_CONFIG_PP_FD_REMOVE<tt> option to 1. This will
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# cause the step to remove degenerate triangles from the import
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# as soon as they're detected. They won't pass any further
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# pipeline steps.
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# <li>
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# <ul>
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# <br><b>2.<b>(if you don't support lines and points at all)<br>
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# <ul>
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# <li>Specify the #aiProcess_FindDegenerates flag.
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# <li>
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# <li>Specify the #aiProcess_SortByPType flag. This moves line and
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# point primitives to separate meshes.
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# <li>
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# <li>Set the <tt>AI_CONFIG_PP_SBP_REMOVE<tt> option to
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# @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES
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# @endcode to cause SortByPType to reject point
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# and line meshes from the scene.
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# <li>
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# <ul>
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# @note Degenerate polygons are not necessarily evil and that's why
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# they're not removed by default. There are several file formats which
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# don't support lines or points, and some exporters bypass the
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# format specification and write them as degenerate triangles instead.
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#
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aiProcess_FindDegenerates = 0x10000
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## <hr>This step searches all meshes for invalid data, such as zeroed
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# normal vectors or invalid UV coords and removesfixes them. This is
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# intended to get rid of some common exporter errors.
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#
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# This is especially useful for normals. If they are invalid, and
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# the step recognizes this, they will be removed and can later
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# be recomputed, i.e. by the #aiProcess_GenSmoothNormals flag.<br>
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# The step will also remove meshes that are infinitely small and reduce
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# animation tracks consisting of hundreds if redundant keys to a single
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# key. The <tt>AI_CONFIG_PP_FID_ANIM_ACCURACY<tt> config property decides
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# the accuracy of the check for duplicate animation tracks.
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#
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aiProcess_FindInvalidData = 0x20000
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## <hr>This step converts non-UV mappings (such as spherical or
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# cylindrical mapping) to proper texture coordinate channels.
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#
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# Most applications will support UV mapping only, so you will
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# probably want to specify this step in every case. Note that Assimp is not
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# always able to match the original mapping implementation of the
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# 3D app which produced a model perfectly. It's always better to let the
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# modelling app compute the UV channels - 3ds max, Maya, Blender,
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# LightWave, and Modo do this for example.
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#
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# @note If this step is not requested, you'll need to process the
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# <tt>#AI_MATKEY_MAPPING<tt> material property in order to display all assets
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# properly.
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#
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aiProcess_GenUVCoords = 0x40000
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## <hr>This step applies per-texture UV transformations and bakes
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# them into stand-alone vtexture coordinate channels.
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#
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# UV transformations are specified per-texture - see the
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# <tt>#AI_MATKEY_UVTRANSFORM<tt> material key for more information.
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# This step processes all textures with
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# transformed input UV coordinates and generates a new (pre-transformed) UV channel
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# which replaces the old channel. Most applications won't support UV
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# transformations, so you will probably want to specify this step.
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#
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# @note UV transformations are usually implemented in real-time apps by
|
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# transforming texture coordinates at vertex shader stage with a 3x3
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# (homogenous) transformation matrix.
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#
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aiProcess_TransformUVCoords = 0x80000
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## <hr>This step searches for duplicate meshes and replaces them
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# with references to the first mesh.
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#
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# This step takes a while, so don't use it if speed is a concern.
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# Its main purpose is to workaround the fact that many export
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# file formats don't support instanced meshes, so exporters need to
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# duplicate meshes. This step removes the duplicates again. Please
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# note that Assimp does not currently support per-node material
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# assignment to meshes, which means that identical meshes with
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# different materials are currently #not# joined, although this is
|
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# planned for future versions.
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#
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aiProcess_FindInstances = 0x100000
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## <hr>A postprocessing step to reduce the number of meshes.
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#
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# This will, in fact, reduce the number of draw calls.
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#
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# This is a very effective optimization and is recommended to be used
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# together with #aiProcess_OptimizeGraph, if possible. The flag is fully
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# compatible with both #aiProcess_SplitLargeMeshes and #aiProcess_SortByPType.
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#
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aiProcess_OptimizeMeshes = 0x200000
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## <hr>A postprocessing step to optimize the scene hierarchy.
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#
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# Nodes without animations, bones, lights or cameras assigned are
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# collapsed and joined.
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#
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# Node names can be lost during this step. If you use special 'tag nodes'
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# to pass additional information through your content pipeline, use the
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# <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST<tt> setting to specify a list of node
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# names you want to be kept. Nodes matching one of the names in this list won't
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# be touched or modified.
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#
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# Use this flag with caution. Most simple files will be collapsed to a
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# single node, so complex hierarchies are usually completely lost. This is not
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# useful for editor environments, but probably a very effective
|
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# optimization if you just want to get the model data, convert it to your
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# own format, and render it as fast as possible.
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#
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# This flag is designed to be used with #aiProcess_OptimizeMeshes for best
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|
# results.
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#
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|
# @note 'Crappy' scenes with thousands of extremely small meshes packed
|
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|
|
# in deeply nested nodes exist for almost all file formats.
|
|
|
|
# #aiProcess_OptimizeMeshes in combination with #aiProcess_OptimizeGraph
|
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|
|
# usually fixes them all and makes them renderable.
|
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|
|
#
|
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|
|
aiProcess_OptimizeGraph = 0x400000
|
|
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|
|
|
|
|
## <hr>This step flips all UV coordinates along the y-axis and adjusts
|
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|
|
# material settings and bitangents accordingly.
|
|
|
|
#
|
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|
|
# <b>Output UV coordinate system:<b>
|
|
|
|
# @code
|
|
|
|
# 0y|0y ---------- 1x|0y
|
|
|
|
# | |
|
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|
|
# | |
|
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|
|
# | |
|
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|
|
# 0x|1y ---------- 1x|1y
|
|
|
|
# @endcode
|
|
|
|
#
|
|
|
|
# You'll probably want to consider this flag if you use Direct3D for
|
|
|
|
# rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
|
|
|
|
# setting and bundles all conversions typically required for D3D-based
|
|
|
|
# applications.
|
|
|
|
#
|
|
|
|
aiProcess_FlipUVs = 0x800000
|
|
|
|
|
|
|
|
## <hr>This step adjusts the output face winding order to be CW.
|
|
|
|
#
|
|
|
|
# The default face winding order is counter clockwise (CCW).
|
|
|
|
#
|
|
|
|
# <b>Output face order:<b>
|
|
|
|
# @code
|
|
|
|
# x2
|
|
|
|
#
|
|
|
|
# x0
|
|
|
|
# x1
|
|
|
|
# @endcode
|
|
|
|
#
|
|
|
|
aiProcess_FlipWindingOrder = 0x1000000
|
|
|
|
|
|
|
|
## <hr>This step splits meshes with many bones into sub-meshes so that each
|
|
|
|
# su-bmesh has fewer or as many bones as a given limit.
|
|
|
|
#
|
|
|
|
aiProcess_SplitByBoneCount = 0x2000000
|
|
|
|
|
|
|
|
## <hr>This step removes bones losslessly or according to some threshold.
|
|
|
|
#
|
|
|
|
# In some cases (i.e. formats that require it) exporters are forced to
|
|
|
|
# assign dummy bone weights to otherwise static meshes assigned to
|
|
|
|
# animated meshes. Full, weight-based skinning is expensive while
|
|
|
|
# animating nodes is extremely cheap, so this step is offered to clean up
|
|
|
|
# the data in that regard.
|
|
|
|
#
|
|
|
|
# Use <tt>#AI_CONFIG_PP_DB_THRESHOLD<tt> to control this.
|
|
|
|
# Use <tt>#AI_CONFIG_PP_DB_ALL_OR_NONE<tt> if you want bones removed if and
|
|
|
|
# only if all bones within the scene qualify for removal.
|
|
|
|
#
|
|
|
|
aiProcess_Debone = 0x4000000
|
|
|
|
|
|
|
|
aiProcess_GenEntityMeshes = 0x100000
|
|
|
|
aiProcess_OptimizeAnimations = 0x200000
|
|
|
|
aiProcess_FixTexturePaths = 0x200000
|
2019-03-29 21:41:01 +00:00
|
|
|
aiProcess_EmbedTextures = 0x10000000,
|
2012-11-10 16:01:55 +00:00
|
|
|
|
|
|
|
## @def aiProcess_ConvertToLeftHanded
|
|
|
|
# @brief Shortcut flag for Direct3D-based applications.
|
|
|
|
#
|
|
|
|
# Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and
|
|
|
|
# #aiProcess_FlipWindingOrder flags.
|
|
|
|
# The output data matches Direct3D's conventions: left-handed geometry, upper-left
|
|
|
|
# origin for UV coordinates and finally clockwise face order, suitable for CCW culling.
|
|
|
|
#
|
|
|
|
# @deprecated
|
|
|
|
#
|
|
|
|
aiProcess_ConvertToLeftHanded = ( \
|
|
|
|
aiProcess_MakeLeftHanded | \
|
|
|
|
aiProcess_FlipUVs | \
|
|
|
|
aiProcess_FlipWindingOrder | \
|
|
|
|
0 )
|
|
|
|
|
|
|
|
|
|
|
|
## @def aiProcessPreset_TargetRealtimeUse_Fast
|
|
|
|
# @brief Default postprocess configuration optimizing the data for real-time rendering.
|
|
|
|
#
|
|
|
|
# Applications would want to use this preset to load models on end-user PCs,
|
|
|
|
# maybe for direct use in game.
|
|
|
|
#
|
|
|
|
# If you're using DirectX, don't forget to combine this value with
|
|
|
|
# the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
|
|
|
|
# in your application apply the #aiProcess_TransformUVCoords step, too.
|
|
|
|
# @note Please take the time to read the docs for the steps enabled by this preset.
|
|
|
|
# Some of them offer further configurable properties, while some of them might not be of
|
|
|
|
# use for you so it might be better to not specify them.
|
|
|
|
#
|
|
|
|
aiProcessPreset_TargetRealtime_Fast = ( \
|
|
|
|
aiProcess_CalcTangentSpace | \
|
|
|
|
aiProcess_GenNormals | \
|
|
|
|
aiProcess_JoinIdenticalVertices | \
|
|
|
|
aiProcess_Triangulate | \
|
|
|
|
aiProcess_GenUVCoords | \
|
|
|
|
aiProcess_SortByPType | \
|
|
|
|
0 )
|
|
|
|
|
|
|
|
## @def aiProcessPreset_TargetRealtime_Quality
|
|
|
|
# @brief Default postprocess configuration optimizing the data for real-time rendering.
|
|
|
|
#
|
|
|
|
# Unlike #aiProcessPreset_TargetRealtime_Fast, this configuration
|
|
|
|
# performs some extra optimizations to improve rendering speed and
|
|
|
|
# to minimize memory usage. It could be a good choice for a level editor
|
|
|
|
# environment where import speed is not so important.
|
|
|
|
#
|
|
|
|
# If you're using DirectX, don't forget to combine this value with
|
|
|
|
# the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
|
|
|
|
# in your application apply the #aiProcess_TransformUVCoords step, too.
|
|
|
|
# @note Please take the time to read the docs for the steps enabled by this preset.
|
|
|
|
# Some of them offer further configurable properties, while some of them might not be
|
|
|
|
# of use for you so it might be better to not specify them.
|
|
|
|
#
|
|
|
|
aiProcessPreset_TargetRealtime_Quality = ( \
|
|
|
|
aiProcess_CalcTangentSpace | \
|
|
|
|
aiProcess_GenSmoothNormals | \
|
|
|
|
aiProcess_JoinIdenticalVertices | \
|
|
|
|
aiProcess_ImproveCacheLocality | \
|
|
|
|
aiProcess_LimitBoneWeights | \
|
|
|
|
aiProcess_RemoveRedundantMaterials | \
|
|
|
|
aiProcess_SplitLargeMeshes | \
|
|
|
|
aiProcess_Triangulate | \
|
|
|
|
aiProcess_GenUVCoords | \
|
|
|
|
aiProcess_SortByPType | \
|
|
|
|
aiProcess_FindDegenerates | \
|
|
|
|
aiProcess_FindInvalidData | \
|
|
|
|
0 )
|
|
|
|
|
|
|
|
## @def aiProcessPreset_TargetRealtime_MaxQuality
|
|
|
|
# @brief Default postprocess configuration optimizing the data for real-time rendering.
|
|
|
|
#
|
|
|
|
# This preset enables almost every optimization step to achieve perfectly
|
|
|
|
# optimized data. It's your choice for level editor environments where import speed
|
|
|
|
# is not important.
|
|
|
|
#
|
|
|
|
# If you're using DirectX, don't forget to combine this value with
|
|
|
|
# the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
|
|
|
|
# in your application, apply the #aiProcess_TransformUVCoords step, too.
|
|
|
|
# @note Please take the time to read the docs for the steps enabled by this preset.
|
|
|
|
# Some of them offer further configurable properties, while some of them might not be
|
|
|
|
# of use for you so it might be better to not specify them.
|
|
|
|
#
|
|
|
|
aiProcessPreset_TargetRealtime_MaxQuality = ( \
|
|
|
|
aiProcessPreset_TargetRealtime_Quality | \
|
|
|
|
aiProcess_FindInstances | \
|
|
|
|
aiProcess_ValidateDataStructure | \
|
|
|
|
aiProcess_OptimizeMeshes | \
|
|
|
|
0 )
|
|
|
|
|
|
|
|
|