626 lines
29 KiB
C
626 lines
29 KiB
C
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2012, assimp 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
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following 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 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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/** @file aiPostProcess.h
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* @brief Definitions for import post processing steps
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*/
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#ifndef AI_POSTPROCESS_H_INC
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#define AI_POSTPROCESS_H_INC
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#include "aiTypes.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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// -----------------------------------------------------------------------------------
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/** @enum aiPostProcessSteps
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* @brief Defines the flags for all possible post processing steps.
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*
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* @see Importer::ReadFile
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* @see aiImportFile
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* @see aiImportFileEx
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*/
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// -----------------------------------------------------------------------------------
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enum aiPostProcessSteps
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{
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// -------------------------------------------------------------------------
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/** <hr>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 calculations
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* such as normal mapping applied to the meshes. There's a config setting,
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* <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify
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* a maximum smoothing angle for the algorithm. However, usually you'll
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* want to leave it at the default value. Thanks.
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*/
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aiProcess_CalcTangentSpace = 0x1,
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// -------------------------------------------------------------------------
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/** <hr>Identifies and joins identical vertex data sets within all
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* imported meshes.
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*
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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. If your application deals with
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* indexed geometry, this step is compulsory or you'll just waste rendering
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* time. <b>If this flag is not specified</b>, no vertices are referenced by
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* more than one face and <b>no index buffer is required</b> for rendering.
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*/
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aiProcess_JoinIdenticalVertices = 0x2,
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// -------------------------------------------------------------------------
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/** <hr>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 which
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* for example OpenGL prefers. In this space, +X points to the right,
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* +Z points towards the viewer and and +Y points upwards. In the DirectX
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* coordinate space +X points to the right, +Y points upwards and +Z points
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* away from the viewer.
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*
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* You'll probably want to consider this flag if you use Direct3D for
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* rendering. The #aiProcess_ConvertToLeftHanded 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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aiProcess_MakeLeftHanded = 0x4,
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// -------------------------------------------------------------------------
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/** <hr>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 *not* modified!. If you want
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* 'triangles only' with no other kinds of primitives, try the following
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* solution:
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* <ul>
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* <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType </li>
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* </li>Ignore all point and line meshes when you process assimp's output</li>
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* </ul>
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*/
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aiProcess_Triangulate = 0x8,
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// -------------------------------------------------------------------------
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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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* configuration option, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful
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* if you don't need all parts of the output structure. Especially vertex
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* colors are rarely used today ... . Calling this step to remove unrequired
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* stuff from the pipeline as early as possible results in an increased
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* performance and a better optimized output data structure.
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* This step is also useful if you want to force Assimp to recompute
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* normals or tangents. The corresponding steps don't recompute them if
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* they're already there (loaded from the source asset). By using this
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* step you can make sure they are NOT there.
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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. Vertex positions can't be
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* shared, thus the #aiProcess_JoinIdenticalVertices step fails to
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* optimize the data. Just because these nasty, little vertex colors.
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* Most apps don't even process them, so it's all for nothing. By using
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* this step, unneeded components are excluded as early as possible
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* thus opening more room for internal optimzations.
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*/
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aiProcess_RemoveComponent = 0x10,
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// -------------------------------------------------------------------------
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/** <hr>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 flag
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* is evaluated. Model importers try to load them from the source file, so
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* they're usually already there. Face normals are shared between all points
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* of a single face, so a single point can have multiple normals, which in
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* other words, enforces the library to duplicate vertices in some cases.
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* #aiProcess_JoinIdenticalVertices is *senseless* then.
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*
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* This flag may not be specified together with #aiProcess_GenSmoothNormals.
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*/
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aiProcess_GenNormals = 0x20,
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// -------------------------------------------------------------------------
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/** <hr>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 flag
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* is evaluated. Model importers try to load them from the source file, so
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* they're usually already there.
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*
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* This flag may (of course) not be specified together with
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* #aiProcess_GenNormals. There's a configuration option,
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* <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> which allows you to specify
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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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* Using a decent angle here (e.g. 80<38>) results in very good visual
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* appearance.
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*/
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aiProcess_GenSmoothNormals = 0x40,
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// -------------------------------------------------------------------------
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/** <hr>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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* <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt>
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* settings. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
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* <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
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*
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* Note that splitting is generally a time-consuming task, but not if there's
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* nothing to split. The use of this step is recommended for most users.
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*/
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aiProcess_SplitLargeMeshes = 0x80,
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// -------------------------------------------------------------------------
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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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* each mesh referencing one material. For rendering, you can
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* simply render all meshes in order, you don't need to pay
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* attention to local transformations and the node hierarchy.
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* Animations are removed during this step.
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* This step is intended for applications without a scenegraph.
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* The step CAN 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
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* the normal list is zeroed. However, these artifacts are rare.
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* @note The <tt>#AI_CONFIG_PP_PTV_NORMALIZE</tt> configuration property
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* can be set to normalize the scene's spatial dimension to the -1...1
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* range.
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*/
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aiProcess_PreTransformVertices = 0x100,
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// -------------------------------------------------------------------------
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/** <hr>Limits the number of bones simultaneously affecting a single vertex
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* to 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 are
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* renormalized so that the weights still sum up to 1.
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* The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS</tt> in
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* aiConfig.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt> setting to
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* 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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aiProcess_LimitBoneWeights = 0x200,
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// -------------------------------------------------------------------------
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/** <hr>Validates the imported scene data structure
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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 *all*
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* inconsistencies in the data structure ... plugin developers are
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* recommended to use it to debug their loaders. There are two types of
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* 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. #Importer::GetErrorString() or #aiGetErrorString()
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* carry the error message around.</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, <tt>#AI_SCENE_FLAGS_VALIDATION_WARNING</tt> is set
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* in #aiScene::mFlags</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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aiProcess_ValidateDataStructure = 0x400,
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// -------------------------------------------------------------------------
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/** <hr>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 <a href="
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* http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf">this
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* paper</a>).
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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 <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>config
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* setting can be used to fine-tune the cache optimization.
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*/
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aiProcess_ImproveCacheLocality = 0x800,
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// -------------------------------------------------------------------------
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/** <hr>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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* #aiProcess_PretransformVertices and #aiProcess_OptimizeMeshes flags.
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* Both join small meshes with equal characteristics, but they can't do
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* their work if two meshes have different materials. Because several
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* material settings are always lost during Assimp's import filters,
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* (and because many exporters don't check for redundant materials), huge
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* models often have materials which are are defined several times with
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* 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
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* one of them. So, if you're 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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* <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> setting.
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*/
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aiProcess_RemoveRedundantMaterials = 0x1000,
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// -------------------------------------------------------------------------
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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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* This works well for most objects, problems might occur with planar
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* surfaces. However, the step tries to filter such cases.
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* The step inverts all in-facing normals. Generally it is recommended
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* to enable this step, although the result is not always correct.
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*/
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aiProcess_FixInfacingNormals = 0x2000,
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// -------------------------------------------------------------------------
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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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* returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
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* 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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* You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> option to specify which
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* primitive types you need. This can be used to easily exclude
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* lines and points, which are rarely used, from the import.
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*/
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aiProcess_SortByPType = 0x8000,
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// -------------------------------------------------------------------------
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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 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>
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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 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.
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* </li>
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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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* @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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// -------------------------------------------------------------------------
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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/fixes them. This is
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* intended 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
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* the step recognizes this, they will be removed and can later
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* be recomputed, i.e. by the #aiProcess_GenSmoothNormals flag.<br>
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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 <tt>AI_CONFIG_PP_FID_ANIM_ACCURACY</tt> config property decides
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* the accuracy of the check for duplicate animation tracks.
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*/
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aiProcess_FindInvalidData = 0x20000,
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// -------------------------------------------------------------------------
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/** <hr>This step converts non-UV mappings (such as spherical or
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* cylindrical mapping) to proper texture coordinate channels.
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*
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* Most applications will support UV mapping only, so you will
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* probably want to specify this step in every case. Note tha Assimp is not
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* always able to match the original mapping implementation of the
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* 3d app which produced a model perfectly. It's always better to let the
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* father app compute the UV channels, at least 3ds max, maja, blender,
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* lightwave, 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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* <tt>#AI_MATKEY_MAPPING</tt> material property in order to display all assets
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* properly.
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*/
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aiProcess_GenUVCoords = 0x40000,
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// -------------------------------------------------------------------------
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/** <hr>This step applies per-texture UV transformations and bakes
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* them to 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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* <tt>#AI_MATKEY_UVTRANSFORM</tt> material key for more information.
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* This step processes all textures with
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* transformed input UV coordinates and generates new (pretransformed) UV channel
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* which replace the old channel. Most applications won't support UV
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* transformations, so you 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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aiProcess_TransformUVCoords = 0x80000,
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// -------------------------------------------------------------------------
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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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* This step takes a while, don't use it if you have no time.
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* Its main purpose is to workaround the limitation that many export
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* file formats don't support instanced meshes, so exporters need to
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* duplicate meshes. This step removes the duplicates again. Please
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* note that Assimp does currently not support per-node material
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* assignment to meshes, which means that identical meshes with
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* differnent materials are currently *not* joined, although this is
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* planned for future versions.
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*/
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aiProcess_FindInstances = 0x100000,
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// -------------------------------------------------------------------------
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/** <hr>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 #aiProcess_OptimizeGraph, if possible. The flag is fully
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* compatible with both #aiProcess_SplitLargeMeshes and #aiProcess_SortByPType.
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*/
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aiProcess_OptimizeMeshes = 0x200000,
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// -------------------------------------------------------------------------
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/** <hr>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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* <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> setting to specify a list of node
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* names you want to be kept. Nodes matching one of the names in this list won't
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* be touched or modified.
|
||
*
|
||
* Use this flag with caution. Most simple files will be collapsed to a
|
||
* single node, complex hierarchies are usually completely lost. That's not
|
||
* the right choice for editor environments, but probably a very effective
|
||
* optimization if you just want to get the model data, convert it to your
|
||
* own format and render it as fast as possible.
|
||
*
|
||
* This flag is designed to be used with #aiProcess_OptimizeMeshes for best
|
||
* results.
|
||
*
|
||
* @note 'crappy' scenes with thousands of extremely small meshes packed
|
||
* in deeply nested nodes exist for almost all file formats.
|
||
* #aiProcess_OptimizeMeshes in combination with #aiProcess_OptimizeGraph
|
||
* usually fixes them all and makes them renderable.
|
||
*/
|
||
aiProcess_OptimizeGraph = 0x400000,
|
||
|
||
// -------------------------------------------------------------------------
|
||
/** <hr>This step flips all UV coordinates along the y-axis and adjusts
|
||
* material settings and bitangents accordingly.
|
||
* <br><b>Output UV coordinate system:</b>
|
||
* @code
|
||
* 0y|0y ---------- 1x|0y
|
||
* | |
|
||
* | |
|
||
* | |
|
||
* 0x|1y ---------- 1x|1y
|
||
* @endcode
|
||
*
|
||
* You'll probably want to consider this flag if you use Direct3D for
|
||
* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
|
||
* setting and bundles all conversions typically required for D3D-based
|
||
* applications.
|
||
*/
|
||
aiProcess_FlipUVs = 0x800000,
|
||
|
||
// -------------------------------------------------------------------------
|
||
/** <hr>This step adjusts the output face winding order to be cw.
|
||
*
|
||
* The default face winding order is counter clockwise.
|
||
* <br><b>Output face order:</b>
|
||
* @code
|
||
* x2
|
||
*
|
||
* x0
|
||
* x1
|
||
* @endcode
|
||
*/
|
||
aiProcess_FlipWindingOrder = 0x1000000,
|
||
|
||
// -------------------------------------------------------------------------
|
||
/** <hr>This step splits meshes with many bones into submeshes so that each
|
||
* submesh has fewer or as many bones as a given limit.
|
||
*/
|
||
aiProcess_SplitByBoneCount = 0x2000000,
|
||
|
||
// -------------------------------------------------------------------------
|
||
/** <hr>This step removes bones losslessly or according to some threshold.
|
||
* In some cases (i.e. format that require it) exporters are forced to
|
||
* assign dummy bone weights to otherwise static meshes assigned to
|
||
* animated meshes. Since full, weight-based skinning is expensive but
|
||
* animating nodes is extremely cheap, this step is offered to cleanup
|
||
* the data in that regard.
|
||
*
|
||
* Use <tt>#AI_CONFIG_PP_DB_THRESHOLD</tt> to control this.
|
||
* Use <tt>#AI_CONFIG_PP_DB_ALL_OR_NONE</tt> if you want bones removed if and
|
||
* only if all bones within the scene qualify for removal.
|
||
*/
|
||
aiProcess_Debone = 0x4000000
|
||
|
||
// aiProcess_GenEntityMeshes = 0x100000,
|
||
// aiProcess_OptimizeAnimations = 0x200000
|
||
// aiProcess_FixTexturePaths = 0x200000
|
||
};
|
||
|
||
|
||
// ---------------------------------------------------------------------------------------
|
||
/** @def aiProcess_ConvertToLeftHanded
|
||
* @brief Shortcut flag for Direct3D-based applications.
|
||
*
|
||
* Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and
|
||
* #aiProcess_FlipWindingOrder flags.
|
||
* The output data matches Direct3D's conventions: left-handed geometry, upper-left
|
||
* origin for UV coordinates and finally clockwise face order, suitable for CCW culling.
|
||
*
|
||
* @deprecated
|
||
*/
|
||
#define aiProcess_ConvertToLeftHanded ( \
|
||
aiProcess_MakeLeftHanded | \
|
||
aiProcess_FlipUVs | \
|
||
aiProcess_FlipWindingOrder | \
|
||
0 )
|
||
|
||
|
||
// ---------------------------------------------------------------------------------------
|
||
/** @def aiProcessPreset_TargetRealtimeUse_Fast
|
||
* @brief 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 #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
|
||
* in your application apply the #aiProcess_TransformUVCoords step, too.
|
||
* @note Please take the time to read the doc to 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.
|
||
*/
|
||
#define aiProcessPreset_TargetRealtime_Fast ( \
|
||
aiProcess_CalcTangentSpace | \
|
||
aiProcess_GenNormals | \
|
||
aiProcess_JoinIdenticalVertices | \
|
||
aiProcess_Triangulate | \
|
||
aiProcess_GenUVCoords | \
|
||
aiProcess_SortByPType | \
|
||
0 )
|
||
|
||
// ---------------------------------------------------------------------------------------
|
||
/** @def aiProcessPreset_TargetRealtime_Quality
|
||
* @brief Default postprocess configuration optimizing the data for real-time rendering.
|
||
*
|
||
* Unlike #aiProcessPreset_TargetRealtime_Fast, 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 #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
|
||
* in your application apply the #aiProcess_TransformUVCoords 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.
|
||
*/
|
||
#define aiProcessPreset_TargetRealtime_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 | \
|
||
0 )
|
||
|
||
// ---------------------------------------------------------------------------------------
|
||
/** @def aiProcessPreset_TargetRealtime_MaxQuality
|
||
* @brief 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 #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
|
||
* in your application, apply the #aiProcess_TransformUVCoords 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.
|
||
*/
|
||
#define aiProcessPreset_TargetRealtime_MaxQuality ( \
|
||
aiProcessPreset_TargetRealtime_Quality | \
|
||
aiProcess_FindInstances | \
|
||
aiProcess_ValidateDataStructure | \
|
||
aiProcess_OptimizeMeshes | \
|
||
aiProcess_Debone | \
|
||
0 )
|
||
|
||
|
||
#ifdef __cplusplus
|
||
} // end of extern "C"
|
||
#endif
|
||
|
||
#endif // AI_POSTPROCESS_H_INC
|