189 lines
8.0 KiB
C
189 lines
8.0 KiB
C
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, 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
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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 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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/** @file Definitions for import post processing steps */
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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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/** Defines the flags for all possible post processing steps. */
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enum aiPostProcessSteps
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{
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/** Calculates the tangents and bitangents for the imported meshes. Does nothing
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* if a mesh does not have normals. You might want this post processing step to be
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* executed if you plan to use tangent space calculations such as normal mapping
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* applied to the meshes.
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*/
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aiProcess_CalcTangentSpace = 1,
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/** Identifies and joins identical vertex data sets within all imported meshes.
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* 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 propably always want
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* to use this post processing step.*/
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aiProcess_JoinIdenticalVertices = 2,
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/** Converts all the imported data to a left-handed coordinate space such as
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* the DirectX coordinate system. By default the data is returned in a right-handed
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* coordinate space which for example OpenGL prefers. In this space, +X points to the
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* right, +Y points towards the viewer and and +Z points upwards. In the DirectX
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* 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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aiProcess_ConvertToLeftHanded = 4,
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/** Triangulates all faces of all meshes. By default the imported mesh data might
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* contain faces with more than 3 indices. For rendering a mesh you usually need
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* all faces to be triangles. This post processing step splits up all higher faces
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* to triangles.
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*/
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aiProcess_Triangulate = 8,
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/** Omits all normals found in the file. This can be used together
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* with either the aiProcess_GenNormals or the aiProcess_GenSmoothNormals
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* flag to force the recomputation of the normals.
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*/
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aiProcess_KillNormals = 0x10,
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/** Generates normals for all faces of all meshes. The normals are shared
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* between the three vertices of a face. This is ignored
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* if normals are already existing. This flag may not be specified together
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* with aiProcess_GenSmoothNormals
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*/
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aiProcess_GenNormals = 0x20,
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/** Generates smooth normals for all vertices in the mesh. This is ignored
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* if normals are already existing. This flag may not be specified together
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* with aiProcess_GenNormals
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*/
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aiProcess_GenSmoothNormals = 0x40,
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/** Splits large meshes into submeshes
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* This is quite useful for realtime rendering where the number of vertices
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* is usually limited by the video driver.
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*
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* The split limits can be set through aiSetVertexSplitLimit() and
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* aiSetTriangleSplitLimit(). The default values for this are defined
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* in the internal SplitLargeMeshes.h header as AI_SLM_DEFAULT_MAX_VERTICES
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* and AI_SLM_DEFAULT_MAX_TRIANGLES.
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*/
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aiProcess_SplitLargeMeshes = 0x80,
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/** Removes the node graph and pretransforms 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 childs, 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 that have no 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 will be zeroed.
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*/
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aiProcess_PreTransformVertices = 0x100,
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/** Limits the number of bones simultaneously affecting a single vertex
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* to a maximum value. If any vertex is affected by more than that number
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* of bones, the least important vertex weights are removed and the remaining
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* vertex weights are renormalized so that the weights still sum up to 1.
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* The default bone weight limit is 4 (defined as AI_LMW_MAX_WEIGHTS in
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* LimitBoneWeightsProcess.h), but you can use the aiSetBoneWeightLimit
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* function 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 step
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* might be of interest for you.
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*/
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aiProcess_LimitBoneWeights = 0x200,
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/** Validates the aiScene data structure before it is returned.
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* This makes sure that all indices are valid, all animations and
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* bones are linked correctly, all material are correct and so on ...
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* This is primarily intended for our internal debugging stuff,
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* however, it could be of interest for applications like editors
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* where stability is more important than loading performance.
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*/
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aiProcess_ValidateDataStructure = 0x400
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};
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// ---------------------------------------------------------------------------
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/** \brief Set the maximum number of vertices in a mesh.
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*
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* This is used by the SplitLargeMeshes PostProcess-Step to determine
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* whether a mesh must be splitted or not.
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* \param pLimit Vertex limit.
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* \note The default value is AI_SLM_DEFAULT_MAX_VERTICES, defined in
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* the internal header file SplitLargeMeshes.h
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*/
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ASSIMP_API aiReturn aiSetVertexSplitLimit(unsigned int pLimit);
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// ---------------------------------------------------------------------------
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/** \brief Set the maximum number of triangles in a mesh.
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*
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* This is used by the SplitLargeMeshes PostProcess-Step to determine
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* whether a mesh must be splitted or not.
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* \param pLimit Triangle limit
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* \note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES, defined in
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* the internal header file SplitLargeMeshes.h
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*/
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ASSIMP_API aiReturn aiSetTriangleSplitLimit(unsigned int pLimit);
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// ---------------------------------------------------------------------------
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/** \brief Set the maximum number of bones affecting a single vertex
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*
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* This is used by the aiProcess_LimitBoneWeights PostProcess-Step.
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* \param pLimit Bone limit
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* \note The default value is AI_LMW_MAX_WEIGHTS, defined in
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* the internal header file LimitBoneWeightsProcess.h
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*/
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ASSIMP_API aiReturn aiSetBoneWeightLimit(unsigned int pLimit);
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#ifdef __cplusplus
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} // end of extern "C"
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#endif
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#endif // AI_POSTPROCESS_H_INC
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