Minor doc fixes.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@335 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
9fe1652c2b
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@ -70,6 +70,7 @@ public:
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{}
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};
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//! Represents data that is allocated on the heap, thus needs to be deleted
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template <typename T>
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struct THeapData : public Base
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{
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@ -84,6 +85,7 @@ public:
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T* data;
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};
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//! Represents static, by-value data not allocated on the heap
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template <typename T>
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struct TStaticData : public Base
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{
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@ -97,16 +99,19 @@ public:
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T data;
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};
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// some typedefs for cleaner code
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typedef unsigned int KeyType;
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typedef std::map<KeyType, Base*> PropertyMap;
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public:
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//! Destructor
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~SharedPostProcessInfo()
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{
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Clean();
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}
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//! Remove all stored properties from the table
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void Clean()
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{
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// invoke the virtual destructor for all stored properties
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@ -118,21 +123,22 @@ public:
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pmap.clear();
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}
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//! Add a heap property to the list
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template <typename T>
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inline void AddProperty( const char* name, T* in )
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{
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void AddProperty( const char* name, T* in ){
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AddProperty(name,(Base*)new THeapData<T>(in));
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}
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//! Add a static by-value property to the list
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template <typename T>
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inline void AddProperty( const char* name, T in )
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{
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void AddProperty( const char* name, T in ){
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AddProperty(name,(Base*)new TStaticData<T>(in));
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}
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//! Get a heap property
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template <typename T>
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inline bool GetProperty( const char* name, T*& out ) const
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bool GetProperty( const char* name, T*& out ) const
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{
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THeapData<T>* t;
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GetProperty(name,(Base*&)t);
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@ -145,8 +151,9 @@ public:
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return true;
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}
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//! Get a static, by-value property
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template <typename T>
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inline bool GetProperty( const char* name, T& out ) const
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bool GetProperty( const char* name, T& out ) const
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{
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TStaticData<T>* t;
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GetProperty(name,(Base*&)t);
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@ -155,23 +162,47 @@ public:
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return true;
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}
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inline void RemoveProperty( const char* name) {
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//! Remove a property of a specific type
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void RemoveProperty( const char* name) {
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SetGenericPropertyPtr<Base>(pmap,name,NULL);
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}
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private:
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inline void AddProperty( const char* name, Base* data) {
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//! Internal
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void AddProperty( const char* name, Base* data) {
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SetGenericPropertyPtr<Base>(pmap,name,data);
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}
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inline void GetProperty( const char* name, Base*& data) const {
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//! Internal
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void GetProperty( const char* name, Base*& data) const {
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data = GetGenericProperty<Base*>(pmap,name,NULL);
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}
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private:
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//! Map of all stored properties
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PropertyMap pmap;
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};
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#if 0
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// ---------------------------------------------------------------------------
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/** @brief Represents a dependency table for a postprocessing steps.
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*
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* For future use.
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*/
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struct PPDependencyTable
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{
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unsigned int execute_me_before_these;
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unsigned int execute_me_after_these;
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unsigned int only_if_these_are_not_specified;
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unsigned int mutually_exclusive_with;
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};
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#endif
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#define AI_SPP_SPATIAL_SORT "$Spat"
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// ---------------------------------------------------------------------------
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@ -53,7 +53,7 @@ extern "C" {
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/** Defines the flags for all possible post processing steps. */
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enum aiPostProcessSteps
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{
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/** Calculates the tangents and bitangents for the imported meshes. Does nothing
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/** <hr>Calculates the tangents and bitangents for the imported meshes. Does nothing
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* if a mesh does not have normals. You might want this post processing step to be
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* executed if you plan to use tangent space calculations such as normal mapping
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* applied to the meshes. There exists a configuration option,
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@ -62,13 +62,13 @@ enum aiPostProcessSteps
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*/
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aiProcess_CalcTangentSpace = 1,
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/** Identifies and joins identical vertex data sets within all imported meshes.
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/** <hr>Identifies and joins identical vertex data sets within all imported meshes.
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* After this step is run each mesh does contain only unique vertices anymore,
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* so a vertex is possibly used by multiple faces. You usually want
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* to use this post processing step.*/
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aiProcess_JoinIdenticalVertices = 2,
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/** Converts all the imported data to a left-handed coordinate space such as
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/** <hr>Converts all the imported data to a left-handed coordinate space such as
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* the DirectX coordinate system. By default the data is returned in a right-handed
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* coordinate space which for example OpenGL prefers. In this space, +X points to the
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* right, +Y points towards the viewer and and +Z points upwards. In the DirectX
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@ -77,7 +77,7 @@ enum aiPostProcessSteps
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*/
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aiProcess_ConvertToLeftHanded = 4,
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/** Triangulates all faces of all meshes. By default the imported mesh data might
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/** <hr>Triangulates all faces of all meshes. By default the imported mesh data might
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* contain faces with more than 3 indices. For rendering a mesh you usually need
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* all faces to be triangles. This post processing step splits up all higher faces
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* to triangles. This step won't modify line and point primitives. If you need
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@ -88,7 +88,7 @@ enum aiPostProcessSteps
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*/
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aiProcess_Triangulate = 8,
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/** Removes some parts of the data structure (animations, materials,
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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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@ -104,33 +104,36 @@ enum aiPostProcessSteps
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*/
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aiProcess_RemoveComponent = 0x10,
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/** Generates normals for all faces of all meshes. The normals are shared
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/** <hr>Generates normals for all faces of all meshes. The normals are shared
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* between the three vertices of a face. This is ignored
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* if normals are already existing. This flag may not be specified together
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* with aiProcess_GenSmoothNormals
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* with aiProcess_GenSmoothNormals.
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*/
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aiProcess_GenNormals = 0x20,
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/** Generates smooth normals for all vertices in the mesh. This is ignored
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/** <hr>Generates smooth normals for all vertices in the mesh. This is ignored
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* if normals are already existing. This flag may not be specified together
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* with aiProcess_GenNormals. There exists a configuration option,
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* with aiProcess_GenNormals. There's a configuration option,
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* #AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE that allows you to specify
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* an angle maximum for the step.
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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 a 'hard' seam between two faces.
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*/
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aiProcess_GenSmoothNormals = 0x40,
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/** Splits large meshes into submeshes
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* This is quite useful for realtime rendering where the number of vertices
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* is usually limited by the video driver.
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/** <hr>Splits large meshes into submeshes
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* This is quite useful for realtime rendering where the number of triangles
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* to be maximally rendered in one drawcall is usually limited by the video driver.
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* The maximum vertex buffer size suffers from limitations, too. Both
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* requirements are met with this step: you can specify both a triangle and vertex
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* limit for a single mesh.
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*
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* The split limits can be set through aiSetVertexSplitLimit() and
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* aiSetTriangleSplitLimit(). The default values for this are defined
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* in the internal SplitLargeMeshes.h header as AI_SLM_DEFAULT_MAX_VERTICES
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* and AI_SLM_DEFAULT_MAX_TRIANGLES.
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* The split limits can be set through the <tt>AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt>
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* and <tt>AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt> The default values are
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* <tt>AI_SLM_DEFAULT_MAX_VERTICES</tt> and <tt>AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
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*/
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aiProcess_SplitLargeMeshes = 0x80,
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/** Removes the node graph and pre-transforms all vertices with
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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. The output
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* scene does still contain nodes, however, there is only a
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* root node with children, each one referencing only one mesh,
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@ -146,7 +149,7 @@ enum aiPostProcessSteps
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*/
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aiProcess_PreTransformVertices = 0x100,
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/** Limits the number of bones simultaneously affecting a single vertex
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/** <hr>Limits the number of bones simultaneously affecting a single vertex
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* to a maximum value. If any vertex is affected by more than that number
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* of bones, the least important vertex weights are removed and the remaining
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* vertex weights are renormalized so that the weights still sum up to 1.
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@ -159,7 +162,7 @@ enum aiPostProcessSteps
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*/
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aiProcess_LimitBoneWeights = 0x200,
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/** Validates the aiScene data structure before it is returned.
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/** <hr>Validates the aiScene data structure before it is returned.
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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 are correct and so on ...
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* This is primarily intended for our internal debugging stuff,
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@ -168,7 +171,7 @@ enum aiPostProcessSteps
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*/
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aiProcess_ValidateDataStructure = 0x400,
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/** Reorders triangles for vertex cache locality and thus better performance.
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/** <hr>Reorders triangles for vertex cache locality and thus better performance.
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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 step runs in O(n) and is roughly
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* basing on the algorithm described in this paper:
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@ -176,7 +179,7 @@ enum aiPostProcessSteps
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*/
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aiProcess_ImproveCacheLocality = 0x800,
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/** Searches for redundant materials and removes them.
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/** <hr>Searches for redundant materials and removes them.
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*
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* This is especially useful in combination with the PretransformVertices
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* and OptimizeGraph steps. Both steps join small meshes, but they
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@ -184,7 +187,7 @@ enum aiPostProcessSteps
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*/
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aiProcess_RemoveRedundantMaterials = 0x1000,
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/** This step tries to determine which meshes have normal vectors
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/** <hr>This step tries to determine which meshes have normal vectors
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* that are facing inwards. 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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@ -196,7 +199,7 @@ enum aiPostProcessSteps
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aiProcess_FixInfacingNormals = 0x2000,
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/** This step splits meshes with more than one primitive type in
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/** <hr>This step splits meshes with more than one primitive type in
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* homogeneous submeshes.
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*
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* The step is executed after the triangulation step. After the step
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@ -209,28 +212,44 @@ enum aiPostProcessSteps
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*/
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aiProcess_SortByPType = 0x8000,
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/** This step searches all meshes for degenerated primitives and
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/** <hr>This step searches all meshes for degenerated primitives and
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* converts them to proper lines or points.
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*
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* A face is degenerated if one or more of its points are identical.
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* To have the degenerated not only detected and collapsed but also
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* removed use the following procedure:
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* To have the degenerated stuff not only detected and collapsed but
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* also removed, try one of the following procedures:
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* <br><b>1.</b> (if you support lines&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>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>Set the <tt>AI_CONFIG_PP_FD_REMOVE</tt> option to 1. This will
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* cause the step to remove degenerated triangles rom 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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* <li>Set the AI_CONFIG_PP_SBP_REMOVE option to aiPrimitiveType_POINTS
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* | aiPrimitiveType_LINES to cause SortByPType to reject point
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* </ul>
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* <br><b>2.</b>(if you don't support lines&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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*
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* @note Degenerated 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 ... some exporters bypass the
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* format specification and write them as degenerated triangle instead.
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*/
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aiProcess_FindDegenerates = 0x10000,
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/** This step searches all meshes for invalid data, such as zeroed
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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 removes them.
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*
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* This is especially useful for normals. If they are invalid, and
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@ -240,7 +259,7 @@ enum aiPostProcessSteps
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*/
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aiProcess_FindInvalidData = 0x20000,
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/** This step converts non-UV mappings (such as spherical or
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/** <hr>This step converts non-UV mappings (such as spherical or
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* cylindrical) to proper UV mapping channels.
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*
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* Most applications will support UV mapping only, so you will
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@ -248,7 +267,7 @@ enum aiPostProcessSteps
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*/
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aiProcess_GenUVCoords = 0x40000,
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/** This step pre-transforms UV coordinates by the UV transformations
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/** <hr>This step pre-transforms UV coordinates by the UV transformations
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* (such as scalings or rotations).
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*
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* UV transformations are specified per-texture - see the
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aiProcess_TransformUVCoords = 0x80000,
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/** This step searches for duplicate meshes and replaces duplicates
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/** <hr>This step searches for duplicate meshes and replaces duplicates
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* with references to the first mesh.
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*
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* todo ... add more doc
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