diff --git a/port/PyAssimp/pyassimp/postprocess.py b/port/PyAssimp/pyassimp/postprocess.py new file mode 100644 index 000000000..932c7c660 --- /dev/null +++ b/port/PyAssimp/pyassimp/postprocess.py @@ -0,0 +1,529 @@ +#
Calculates the tangents and bitangents for the imported meshes. +# +# Does nothing if a mesh does not have normals. You might want this post +# processing step to be executed if you plan to use tangent space calculations +# such as normal mapping applied to the meshes. There's a config setting, +# #AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE, which allows you to specify +# a maximum smoothing angle for the algorithm. However, usually you'll +# want to leave it at the default value. +# +aiProcess_CalcTangentSpace = 0x1 + +##
Identifies and joins identical vertex data sets within all +# imported meshes. +# +# After this step is run, each mesh contains unique vertices, +# so a vertex may be used by multiple faces. You usually want +# to use this post processing step. If your application deals with +# indexed geometry, this step is compulsory or you'll just waste rendering +# time. If this flag is not specified, no vertices are referenced by +# more than one face and no index buffer is required for rendering. +# +aiProcess_JoinIdenticalVertices = 0x2 + +##
Converts all the imported data to a left-handed coordinate space. +# +# By default the data is returned in a right-handed coordinate space (which +# OpenGL prefers). In this space, +X points to the right, +# +Z points towards the viewer, and +Y points upwards. In the DirectX +# coordinate space +X points to the right, +Y points upwards, and +Z points +# away from the viewer. +# +# 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_MakeLeftHanded = 0x4 + +##
Triangulates all faces of all meshes. +# +# By default the imported mesh data might contain faces with more than 3 +# indices. For rendering you'll usually want all faces to be triangles. +# This post processing step splits up faces with more than 3 indices into +# triangles. Line and point primitives are #not# modified! If you want +# 'triangles only' with no other kinds of primitives, try the following +# solution: +#