598 lines
26 KiB
D
598 lines
26 KiB
D
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2009, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/**
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* Definitions for import post processing steps.
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*/
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module assimp.postprocess;
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extern ( C ) {
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/**
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* Defines the flags for all possible post processing steps.
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*
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* See: <code>aiImportFile</code>, <code>aiImportFileEx</code>
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*/
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enum aiPostProcessSteps {
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/**
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* 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
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* calculations such as normal mapping applied to the meshes. There is a
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* config setting, <code>AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</code>,
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* which allows you to specify a maximum smoothing angle for the
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* algorithm. However, usually you will want to use the default value.
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*/
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CalcTangentSpace = 0x1,
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/**
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* Identifies and joins identical vertex data sets within all imported
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* meshes.
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*
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* After this step is run each mesh does contain only unique vertices
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* anymore, so a vertex is possibly used by multiple faces. You usually
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* want to use this post processing step. If your application deals with
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* indexed geometry, this step is compulsory or you will just waste
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* rendering time. <em>If this flag is not specified</em>, no vertices
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* are referenced by more than one face and <em>no index buffer is
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* required</em> for rendering.
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*/
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JoinIdenticalVertices = 0x2,
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/**
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* 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
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* which for example OpenGL prefers. In this space, +X points to the
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* right, +Z points towards the viewer and and +Y points upwards. In the
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* DirectX coordinate space +X points to the right, +Y points upwards and
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* +Z points away from the viewer.
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*
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* You will probably want to consider this flag if you use Direct3D for
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* rendering. The <code>ConvertToLeftHanded</code> 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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MakeLeftHanded = 0x4,
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/**
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* 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 all higher faces to triangles.
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* Line and point primitives are <em>not</em> modified!.
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*
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* If you want »triangles only« with no other kinds of primitives,
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* specify both <code>Triangulate</code> and <code>SortByPType</code> and
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* ignore all point and line meshes when you process Assimp's output.
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*/
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Triangulate = 0x8,
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/**
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* Removes some parts of the data structure (animations, materials, light
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* sources, cameras, textures, vertex components).
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*
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* The components to be removed are specified in a separate configuration
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* option, <code>AI_CONFIG_PP_RVC_FLAGS</code>. This is quite useful if
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* you don't need all parts of the output structure. Especially vertex
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* colors are rarely used today.
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*
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* Calling this step to remove unrequired stuff from the pipeline as
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* early as possible results in an increased performance and a better
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* optimized output data structure.
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*
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* This step is also useful if you want to force Assimp to recompute
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* normals or tangents since the corresponding steps don't recompute them
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* if they have already been loaded from the source asset.
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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, it has per-face vertex colors. Because of the vertex
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* colors (which are not even used by most apps),
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* <code>JoinIdenticalVertices</code> cannot join vertices at the same
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* position. By using this step, unneeded components are excluded as
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* early as possible thus opening more room for internal optimzations.
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*/
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RemoveComponent = 0x10,
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/**
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* 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 where this
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* flag is evaluated. Model importers try to load them from the source
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* file, so they are usually already there. Face normals are shared
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* between all points of a single face, so a single point can have
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* multiple normals, which, in other words, enforces the library to
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* duplicate vertices in some cases. <code>JoinIdenticalVertices</code>
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* is <em>useless</em> then.
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*
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* This flag may not be specified together with
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* <code>GenSmoothNormals</code>.
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*/
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GenNormals = 0x20,
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/**
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* 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 where this
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* flag is evaluated. Model importers try to load them from the source file, so
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* they are usually already there.
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*
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* There is a configuration option,
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* <code>AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</code> which allows you to
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* specify an angle maximum for the normal smoothing algorithm. Normals
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* exceeding this limit are not smoothed, resulting in a »hard« seam
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* between two faces. Using a decent angle here (e.g. 80°) results in
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* very good visual appearance.
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*/
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GenSmoothNormals = 0x40,
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/**
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* Splits large meshes into smaller submeshes.
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*
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* This is quite useful for realtime rendering where the number of triangles
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* which can be maximally processed in a single draw-call is usually limited
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* by the video driver/hardware. 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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* <code>AI_CONFIG_PP_SLM_VERTEX_LIMIT</code> and
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* <code>AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</code> settings. The default
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* values are <code>AI_SLM_DEFAULT_MAX_VERTICES</code> and
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* <code>AI_SLM_DEFAULT_MAX_TRIANGLES</code>.
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*
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* Note that splitting is generally a time-consuming task, but not if
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* there's nothing to split. The use of this step is recommended for most
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* users.
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*/
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SplitLargeMeshes = 0x80,
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/**
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* Removes the node graph and pre-transforms all vertices with the local
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* transformation matrices of their nodes.
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*
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* The output scene does still contain nodes, however, there is only a
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* root node with children, each one referencing only one mesh, each
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* mesh referencing one material. For rendering, you can simply render
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* all meshes in order, you don't need to pay attention to local
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* transformations and the node hierarchy. Animations are removed during
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* this step.
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*
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* This step is intended for applications that have no scenegraph.
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*
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* The step <em>can</em> 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 the
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* normal list is zeroed. However, these artifacts are rare.
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*
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* Note: The <code>AI_CONFIG_PP_PTV_NORMALIZE</code> configuration
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* property can be set to normalize the scene's spatial dimension
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* to the -1...1 range.
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*/
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PreTransformVertices = 0x100,
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/**
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* Limits the number of bones simultaneously affecting a single vertex to
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* a maximum value.
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*
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* If any vertex is affected by more than that number of bones, the least
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* important vertex weights are removed and the remaining vertex weights
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* are renormalized so that the weights still sum up to 1.
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*
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* The default bone weight limit is 4 (<code>AI_LMW_MAX_WEIGHTS</code>),
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* but you can use the <code>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</code> setting
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* to 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 for you.
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*/
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LimitBoneWeights = 0x200,
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/**
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* Validates the imported scene data structure.
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*
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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 to capture Assimp's log output if you use this flag,
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* so you can easily find ot what's actually wrong if a file fails the
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* validation. The validator is quite rude and will find <em>all</em>
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* inconsistencies in the data structure.
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*
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* Plugin developers are recommended to use it to debug their loaders.
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*
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* There are two types of 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, see <code>aiGetErrorString()</code> for the
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* error message.</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, <code>AI_SCENE_FLAGS_VALIDATION_WARNING</code> is
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* set in <code>aiScene::mFlags</code></li>
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* </ul>
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*
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* This post-processing step is not time-consuming. It's use is not
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* compulsory, but recommended.
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*/
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ValidateDataStructure = 0x400,
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/**
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* 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
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* <tt>http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf</tt>).
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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 for you. The <code>AI_CONFIG_PP_ICL_PTCACHE_SIZE</code>
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* config setting can be used to fine-tune the cache optimization.
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*/
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ImproveCacheLocality = 0x800,
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/**
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* Searches for redundant/unreferenced materials and removes them.
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*
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* This is especially useful in combination with the
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* <code>PretransformVertices</code> and <code>OptimizeMeshes</code>
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* flags. Both join small meshes with equal characteristics, but they
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* can't do their work if two meshes have different materials. Because
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* several material settings are always lost during Assimp's import
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* filters, (and because many exporters don't check for redundant
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* materials), huge models often have materials which are are defined
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* several times with 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; the material name is one of
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* them. So, if you are 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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* <code>AI_CONFIG_PP_RRM_EXCLUDE_LIST</code> setting.
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*/
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RemoveRedundantMaterials = 0x1000,
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/**
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* This step tries to determine which meshes have normal vectors that are
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* acing inwards.
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*
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* The algorithm is simple but effective: The bounding box of all
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* vertices and their normals is compared against the volume of the
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* bounding box of all vertices without their normals. This works well
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* for most objects, problems might occur with planar surfaces. However,
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* the step tries to filter such cases.
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*
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* The step inverts all in-facing normals. Generally it is recommended to
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* enable this step, although the result is not always correct.
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*/
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FixInfacingNormals = 0x2000,
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/**
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* 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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* returns, just one bit is set in <code>aiMesh.mPrimitiveTypes</code>.
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* This is 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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*
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* You can use the <code>AI_CONFIG_PP_SBP_REMOVE</code> option to
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* specify which primitive types you need. This can be used to easily
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* exclude lines and points, which are rarely used, from the import.
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*/
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SortByPType = 0x8000,
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/**
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* This step searches all meshes for degenerated primitives and converts
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* 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 stuff not only detected and collapsed but also
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* removed, try one of the following procedures:
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*
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* <b>1.</b> (if you support lines and points for rendering but don't
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* want the degenerates)
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* <ul>
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* <li>Specify the <code>FindDegenerates</code> flag.</li>
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* <li>Set the <code>AI_CONFIG_PP_FD_REMOVE</code> option to 1. This will
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* cause the step to remove degenerated 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.</li>
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* </ul>
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*
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* <b>2.</b>(if you don't support lines and points at all ...)
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* <ul>
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* <li>Specify the <code>FindDegenerates</code> flag.</li>
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* <li>Specify the <code>SortByPType</code> flag. This moves line and
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* point primitives to separate meshes.</li>
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* <li>Set the <code>AI_CONFIG_PP_SBP_REMOVE</codet> option to
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* <code>aiPrimitiveType_POINTS | aiPrimitiveType_LINES</code>
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* to cause SortByPType to reject point and line meshes from the
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* scene.</li>
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* </ul>
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*
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* Note: Degenerated polygons are not necessarily bad and that's why
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* they're not removed by default. There are several file formats
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* which don't support lines or points. Some exporters bypass the
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* format specification and write them as degenerated triangle
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* instead.
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*/
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FindDegenerates = 0x10000,
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/**
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* This step searches all meshes for invalid data, such as zeroed normal
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* vectors or invalid UV coords and removes/fixes them. This is intended
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* 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 the
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* step recognizes this, they will be removed and can later be
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* recomputed, e.g. by the <code>GenSmoothNormals</code> step.
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*
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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 <code>AI_CONFIG_PP_FID_ANIM_ACCURACY</code> config property
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* decides the accuracy of the check for duplicate animation tracks.
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*/
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FindInvalidData = 0x20000,
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/**
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* This step converts non-UV mappings (such as spherical or cylindrical
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* mapping) to proper texture coordinate channels.
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*
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* Most applications will support UV mapping only, so you will probably
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* want to specify this step in every case. Note tha Assimp is not always
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* able to match the original mapping implementation of the 3d app which
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* produced a model perfectly. It's always better to let the father app
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* compute the UV channels, at least 3ds max, maja, blender, lightwave,
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* modo, ... are able to achieve this.
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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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* <code>AI_MATKEY_MAPPING</code> material property in order to
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* display all assets properly.
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*/
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GenUVCoords = 0x40000,
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/**
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* This step applies per-texture UV transformations and bakes them to
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* stand-alone vtexture coordinate channelss.
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*
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* UV transformations are specified per-texture – see the
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* <code>AI_MATKEY_UVTRANSFORM</code> material key for more information.
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* This step processes all textures with transformed input UV coordinates
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* and generates new (pretransformed) UV channel which replace the old
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* channel. Most applications won't support UV transformations, so you
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* will probably want to specify this step.
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*
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* Note: UV transformations are usually implemented in realtime 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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TransformUVCoords = 0x80000,
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/**
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* This step searches for duplicate meshes and replaces duplicates with
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* references to the first mesh.
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*
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* This step takes a while, don't use it if you have no time. Its main
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* purpose is to workaround the limitation that many export file formats
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* don't support instanced meshes, so exporters need to duplicate meshes.
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* This step removes the duplicates again. Please note that Assimp does
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* currently not support per-node material assignment to meshes, which
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* means that identical meshes with differnent materials are currently
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* <em>not</em> joined, although this is planned for future versions.
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*/
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FindInstances = 0x100000,
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/**
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* A postprocessing step to reduce the number of meshes.
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*
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* In fact, it will reduce the number of drawcalls.
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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 <code>OptimizeGraph</code>, if possible. The flag is
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* fully compatible with both <code>SplitLargeMeshes</code> and
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* <code>SortByPType</code>.
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*/
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OptimizeMeshes = 0x200000,
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/**
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* A postprocessing step to optimize the scene hierarchy.
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*
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* Nodes with no 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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* <code>AI_CONFIG_PP_OG_EXCLUDE_LIST</code> setting to specify a list of
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* node names you want to be kept. Nodes matching one of the names in
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* this list won't 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, complex hierarchies are usually completely lost. That's
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* note the right choice for editor environments, but probably a very
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* effective optimization if you just want to get the model data, convert
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* it to your 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 <code>OptimizeMeshes</code> for
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* best 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.
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* <code>OptimizeMeshes</code> in combination with
|
||
* <code>OptimizeGraph</code> usually fixes them all and makes them
|
||
* renderable.
|
||
*/
|
||
OptimizeGraph = 0x400000,
|
||
|
||
/** This step flips all UV coordinates along the y-axis and adjusts
|
||
* material settings and bitangents accordingly.
|
||
*
|
||
* Output UV coordinate system:
|
||
* <pre> 0y|0y ---------- 1x|0y
|
||
* | |
|
||
* | |
|
||
* | |
|
||
* 0x|1y ---------- 1x|1y</pre>
|
||
* You'll probably want to consider this flag if you use Direct3D for
|
||
* rendering. The <code>AI_PROCESS_CONVERT_TO_LEFT_HANDED</code> flag
|
||
* supersedes this setting and bundles all conversions typically required
|
||
* for D3D-based applications.
|
||
*/
|
||
FlipUVs = 0x800000,
|
||
|
||
/**
|
||
* This step adjusts the output face winding order to be clockwise.
|
||
*
|
||
* The default face winding order is counter clockwise.
|
||
*
|
||
* Output face order:
|
||
* <pre> x2
|
||
*
|
||
* x0
|
||
* x1</pre>
|
||
*/
|
||
FlipWindingOrder = 0x1000000
|
||
}
|
||
|
||
/**
|
||
* Abbrevation for convenience.
|
||
*/
|
||
alias aiPostProcessSteps aiProcess;
|
||
|
||
/**
|
||
* Shortcut flag for Direct3D-based applications.
|
||
*
|
||
* Combines the <code>MakeLeftHanded</code>, <code>FlipUVs</code> and
|
||
* <code>FlipWindingOrder</code> flags. The output data matches Direct3D's
|
||
* conventions: left-handed geometry, upper-left origin for UV coordinates
|
||
* and clockwise face order, suitable for CCW culling.
|
||
*/
|
||
const aiPostProcessSteps AI_PROCESS_CONVERT_TO_LEFT_HANDED =
|
||
aiProcess.MakeLeftHanded |
|
||
aiProcess.FlipUVs |
|
||
aiProcess.FlipWindingOrder;
|
||
|
||
/**
|
||
* 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 <code>ConvertToLeftHanded</code> step. If you don't support UV
|
||
* transformations in your application, apply the
|
||
* <code>TransformUVCoords</code> step, too.
|
||
*
|
||
* Note: Please take the time to read the doc for the steps enabled by this
|
||
* preset. Some of them offer further configurable properties, some of
|
||
* them might not be of use for you so it might be better to not specify
|
||
* them.
|
||
*/
|
||
const aiPostProcessSteps AI_PROCESS_PRESET_TARGET_REALTIME_FAST =
|
||
aiProcess.CalcTangentSpace |
|
||
aiProcess.GenNormals |
|
||
aiProcess.JoinIdenticalVertices |
|
||
aiProcess.Triangulate |
|
||
aiProcess.GenUVCoords |
|
||
aiProcess.SortByPType;
|
||
|
||
/**
|
||
* Default postprocess configuration optimizing the data for real-time
|
||
* rendering.
|
||
*
|
||
* Unlike <code>AI_PROCESS_PRESET_TARGET_REALTIME_FAST</code>, 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 <code>ConvertToLeftHanded</code> step. If you don't support UV
|
||
* transformations in your application, apply the
|
||
* <code>TransformUVCoords</code> step, too.
|
||
*
|
||
* Note: Please take the time to read the doc for the steps enabled by this
|
||
* preset. Some of them offer further configurable properties, some of
|
||
* them might not be of use for you so it might be better to not specify
|
||
* them.
|
||
*/
|
||
const aiPostProcessSteps AI_PROCESS_PRESET_TARGET_REALTIME_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;
|
||
|
||
/**
|
||
* 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 <code>ConvertToLeftHanded</code> step. If you don't support UV
|
||
* transformations in your application, apply the
|
||
* <code>TransformUVCoords</code> step, too.
|
||
*
|
||
* Note: Please take the time to read the doc for the steps enabled by this
|
||
* preset. Some of them offer further configurable properties, some of
|
||
* them might not be of use for you so it might be better to not specify
|
||
* them.
|
||
*/
|
||
const aiPostProcessSteps AI_PROCESS_PRESET_TARGET_REALTIME_MAX_QUALITY =
|
||
AI_PROCESS_PRESET_TARGET_REALTIME_QUALITY |
|
||
aiProcess.FindInstances |
|
||
aiProcess.ValidateDataStructure |
|
||
aiProcess.OptimizeMeshes;
|
||
}
|