assimp/include/aiPostProcess.h

205 lines
8.8 KiB
C

/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
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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.
*/
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.
*/
aiProcess_Triangulate = 8,
/** Omits all normals found in the file. This can be used together
* with either the aiProcess_GenNormals or the aiProcess_GenSmoothNormals
* flag to force the recomputation of the normals.
*/
aiProcess_KillNormals = 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
*/
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,
};
// ---------------------------------------------------------------------------
/** \brief Set the maximum number of vertices in a mesh.
*
* This is used by the SplitLargeMeshes PostProcess-Step to determine
* whether a mesh must be splitted or not.
* \param pLimit Vertex limit.
* \note The default value is AI_SLM_DEFAULT_MAX_VERTICES, defined in
* the internal header file SplitLargeMeshes.h
*/
ASSIMP_API aiReturn aiSetVertexSplitLimit(unsigned int pLimit);
// ---------------------------------------------------------------------------
/** \brief Set the maximum number of triangles in a mesh.
*
* This is used by the SplitLargeMeshes PostProcess-Step to determine
* whether a mesh must be splitted or not.
* \param pLimit Triangle limit
* \note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES, defined in
* the internal header file SplitLargeMeshes.h
*/
ASSIMP_API aiReturn aiSetTriangleSplitLimit(unsigned int pLimit);
// ---------------------------------------------------------------------------
/** \brief Set the maximum number of bones affecting a single vertex
*
* This is used by the aiProcess_LimitBoneWeights PostProcess-Step.
* \param pLimit Bone limit
* \note The default value is AI_LMW_MAX_WEIGHTS, defined in
* the internal header file LimitBoneWeightsProcess.h
*/
ASSIMP_API aiReturn aiSetBoneWeightLimit(unsigned int pLimit);
#ifdef __cplusplus
} // end of extern "C"
#endif
#endif // AI_POSTPROCESS_H_INC