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/** @file Definitions for import post processing steps */
#ifndef AI_POSTPROCESS_H_INC
#define AI_POSTPROCESS_H_INC
#include "aiTypes.h"
#ifdef __cplusplus
extern "C" {
#endif
/** Defines the flags for all possible post processing steps. */
enum aiPostProcessSteps
{
/** 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 exists a configuration option,
* #AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE that allows you to specify
* an angle maximum for the step.
*/
aiProcess_CalcTangentSpace = 1,
/** Identifies and joins identical vertex data sets within all imported meshes.
* After this step is run each mesh does contain only unique vertices anymore,
* so a vertex is possibly used by multiple faces. You propably always want
* to use this post processing step.*/
aiProcess_JoinIdenticalVertices = 2,
/** Converts all the imported data to a left-handed coordinate space such as
* the DirectX coordinate system. By default the data is returned in a right-handed
* coordinate space which for example OpenGL prefers. In this space, +X points to the
* right, +Y points towards the viewer and and +Z points upwards. In the DirectX
* coordinate space +X points to the right, +Y points upwards and +Z points
* away from the viewer.
*/
aiProcess_ConvertToLeftHanded = 4,
/** Triangulates all faces of all meshes. By default the imported mesh data might
* contain faces with more than 3 indices. For rendering a mesh you usually need
* all faces to be triangles. This post processing step splits up all higher faces
* to triangles. This step won't modify line and point primitives. If you need
* only triangles, do the following:
* 1. Specify both the aiProcess_Triangulate and the aiProcess_SortByPType
* step.
* 2. Ignore all point and line meshes when you process assimp's output data.
*/
aiProcess_Triangulate = 8,
/** Removes some parts of the data structure (animations, materials,
* light sources, cameras, textures, vertex components).
*
* The components to be removed are specified in a separate
* configuration option, #AI_CONFIG_PP_RVC_FLAGS. This is quite useful
* if you don't need all parts of the output structure. Especially vertex
* colors are rarely used today ... . Calling this step to exclude unrequired
* stuff from the pipeline as early as possible results in an increased
* performance and a better optimized output data structure.
* This step is also useful if you want to force Assimp to recompute
* normals or tangents. The corresponding steps don't recompute them if
* they're already there ( loaded from the source asset). By using this
* step you can make sure they are NOT there.
*/
aiProcess_RemoveComponent = 0x10,
/** Generates normals for all faces of all meshes. The normals are shared
* between the three vertices of a face. This is ignored
* if normals are already existing. This flag may not be specified together
* with aiProcess_GenSmoothNormals
*/
aiProcess_GenNormals = 0x20,
/** Generates smooth normals for all vertices in the mesh. This is ignored
* if normals are already existing. This flag may not be specified together
* with aiProcess_GenNormals. There exists a configuration option,
* #AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE that allows you to specify
* an angle maximum for the step.
*/
aiProcess_GenSmoothNormals = 0x40,
/** Splits large meshes into submeshes
* This is quite useful for realtime rendering where the number of vertices
* is usually limited by the video driver.
*
* The split limits can be set through aiSetVertexSplitLimit() and
* aiSetTriangleSplitLimit(). The default values for this are defined
* in the internal SplitLargeMeshes.h header as AI_SLM_DEFAULT_MAX_VERTICES
* and AI_SLM_DEFAULT_MAX_TRIANGLES.
*/
aiProcess_SplitLargeMeshes = 0x80,
/** Removes the node graph and pretransforms all vertices with
* the local transformation matrices of their nodes. The output
* scene does still contain nodes, however, there is only a
* root node with childs, each one referencing only one mesh,
* each mesh referencing one material. For rendering, you can
* simply render all meshes in order, you don't need to pay
* attention to local transformations and the node hierarchy.
* Animations are removed during this step.
* This step is intended for applications that have no scenegraph.
* The step CAN cause some problems: if e.g. a mesh of the asset
* contains normals and another, using the same material index, does not,
* they will be brought together, but the first meshes's part of
* the normal list will be zeroed.
*/
aiProcess_PreTransformVertices = 0x100,
/** Limits the number of bones simultaneously affecting a single vertex
* to a maximum value. If any vertex is affected by more than that number
* of bones, the least important vertex weights are removed and the remaining
* vertex weights are renormalized so that the weights still sum up to 1.
* The default bone weight limit is 4 (defined as AI_LMW_MAX_WEIGHTS in
* LimitBoneWeightsProcess.h), but you can use the aiSetBoneWeightLimit
* function to supply your own limit to the post processing step.
*
* If you intend to perform the skinning in hardware, this post processing step
* might be of interest for you.
*/
aiProcess_LimitBoneWeights = 0x200,
/** Validates the aiScene data structure before it is returned.
* This makes sure that all indices are valid, all animations and
* bones are linked correctly, all material are correct and so on ...
* This is primarily intended for our internal debugging stuff,
* however, it could be of interest for applications like editors
* where stability is more important than loading performance.
*/
aiProcess_ValidateDataStructure = 0x400,
/** Reorders triangles for vertex cache locality and thus better performance.
* The step tries to improve the ACMR (average post-transform vertex cache
* miss ratio) for all meshes. The step runs in O(n) and is roughly
* basing on the algorithm described in this paper:
* http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf
*/
aiProcess_ImproveCacheLocality = 0x800,
/** Searches for redundant materials and removes them.
*
* This is especially useful in combination with the PretransformVertices
* and OptimizeGraph steps. Both steps join small meshes, but they
* can't do that if two meshes have different materials.
*/
aiProcess_RemoveRedundantMaterials = 0x1000,
/** This step tries to determine which meshes have normal vectors
* that are facing inwards. The algorithm is simple but effective:
* the bounding box of all vertices + their normals is compared against
* the volume of the bounding box of all vertices without their normals.
* This works well for most objects, problems might occur with planar
* surfaces. However, the step tries to filter such cases.
* The step inverts all infacing normals. Generally it is recommended
* to enable this step, although the result is not always correct.
*/
aiProcess_FixInfacingNormals = 0x2000,
/** This step performs some optimizations on the node graph.
*
* It is incompatible to the PreTransformVertices-Step. Some configuration
* options exist, see aiConfig.h for more details.
* Generally, two actions are available:
* 1. Remove animation nodes and data from the scene. This allows other
* steps for further optimizations.
* 2. Combine very small meshes to larger ones. Only if the meshes
* are used by the same node or by nodes on the same hierarchy (with
* equal local transformations). Unlike PreTransformVertices, the
* OptimizeGraph-step doesn't transform vertices from one space
* another (at least with the default configuration).
*
* It is recommended to have this step run with the default configuration.
*/
aiProcess_OptimizeGraph = 0x4000,
/** This step splits meshes with more than one primitive type in
* homogenous submeshes.
*
* The step is executed after the triangulation step. After the step
* returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
* especially useful for real-time rendering where point and line
* primitives are often ignored or rendered separately.
* You can use the AI_CONFIG_PP_SBP_REMOVE option to specify which
* primitive types you need. This can be used to easily exclude
* lines and points, which are rarely used, from the import.
*/
aiProcess_SortByPType = 0x8000,
/** This step searches all meshes for degenerated primitives and
* converts them to proper lines or points.
*
* A face is degenerated if one or more of its faces are identical.
*/
aiProcess_FindDegenerates = 0x10000,
/** This step searches all meshes for invalid data, such as zeroed
* normal vectors or invalid UV coords and removes them.
*
* This is especially useful for normals. If they are invalid, and
* the step recognizes this, they will be removed and can later
* be computed by one of the other steps.
* The step will also remove meshes that are infinitely small.
*/
aiProcess_FindInvalidData = 0x20000,
/** This step converts non-UV mappings (such as spherical or
* cylindrical) to proper UV mapping channels.
*
* Most applications will support UV mapping only, so you will
* propably want to specify this step in every case.
*/
aiProcess_GenUVCoords = 0x40000,
/** This step pretransforms UV coordinates by the UV transformations
* (such as scalings or rotations).
*
* UV transformations are specified per-texture - see the
* AI_MATKEY_UVTRANSFORM key for more information on this topic.
* This step finds all textures with transformed input UV
* coordinates and generates a new, transformed, UV channel for it.
* Most applications won't support UV transformations, so you will
* propably want to specify this step in every case.
*/
aiProcess_TransformUVCoords = 0x80000
};
/** @def AI_POSTPROCESS_DEFAULT_REALTIME_FASTEST
* @brief Default postprocess configuration targeted at realtime applications
* which need to load models as fast as possible.
*
* If you're using DirectX, don't forget to combine this value with
* the #aiProcess_ConvertToLeftHanded step.
*/
#define AI_POSTPROCESS_DEFAULT_REALTIME_FASTEST \
aiProcess_CalcTangentSpace | \
aiProcess_GenNormals | \
aiProcess_JoinIdenticalVertices | \
aiProcess_Triangulate | \
aiProcess_GenUVCoords
/** @def AI_POSTPROCESS_DEFAULT_REALTIME
* @brief Default postprocess configuration targeted at realtime applications.
* Unlike AI_POSTPROCESS_DEFAULT_REALTIME_FASTEST, this configuration
* performs some extra optimizations.
*
* If you're using DirectX, don't forget to combine this value with
* the #aiProcess_ConvertToLeftHanded step.
*/
#define AI_POSTPROCESS_DEFAULT_REALTIME \
aiProcess_CalcTangentSpace | \
aiProcess_GenSmoothNormals | \
aiProcess_JoinIdenticalVertices | \
aiProcess_ImproveCacheLocality | \
aiProcess_LimitBoneWeights | \
aiProcess_RemoveRedundantMaterials | \
aiProcess_SplitLargeMeshes | \
aiProcess_OptimizeGraph | \
aiProcess_Triangulate | \
aiProcess_GenUVCoords
#ifdef __cplusplus
} // end of extern "C"
#endif
#endif // AI_POSTPROCESS_H_INC