237 lines
10 KiB
C
237 lines
10 KiB
C
/*
|
|
Open Asset Import Library (ASSIMP)
|
|
----------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2008, ASSIMP Development Team
|
|
All rights reserved.
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
with or without modification, are permitted provided that the
|
|
following conditions are met:
|
|
|
|
* Redistributions of source code must retain the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer.
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer in the documentation and/or other
|
|
materials provided with the distribution.
|
|
|
|
* Neither the name of the ASSIMP team, nor the names of its
|
|
contributors may be used to endorse or promote products
|
|
derived from this software without specific prior
|
|
written permission of the ASSIMP Development Team.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
----------------------------------------------------------------------
|
|
*/
|
|
|
|
/** @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,
|
|
|
|
/** This step tries to determine which meshes have normal vectors
|
|
* that are facing inwards. The algorithm is simple but effective:
|
|
* the bounding box of all vertices + their normals is compared against
|
|
* the volume of the bounding box of all vertices without their normals.
|
|
* This works well for most objects, problems might occur with planar
|
|
* surfaces. However, the step tries to filter such cases.
|
|
* The step inverts all infacing normals. Generally it is recommended
|
|
* to enable this step, although the result is not always correct.
|
|
*/
|
|
aiProcess_FixInfacingNormals = 0x2000,
|
|
|
|
/** This step performs some optimizations on the node graph.
|
|
*
|
|
* It is incompatible to the PreTransformVertices-Step. Some configuration
|
|
* options exist, see aiConfig.h for more details.
|
|
* Generally, two actions are available:<br>
|
|
* 1. Remove animation nodes and data from the scene. This allows other
|
|
* steps for further optimizations.<br>
|
|
* 2. Combine very small meshes to larger ones. Only if the meshes
|
|
* are used by the same node or by nodes on the same hierarchy (with
|
|
* equal local transformations). Unlike PreTransformVertices, the
|
|
* OptimizeGraph-step doesn't transform vertices from one space
|
|
* another.<br>
|
|
* 3. Remove hierarchy levels<br>
|
|
*
|
|
* It is recommended to have this step run with the default configuration.
|
|
*/
|
|
aiProcess_OptimizeGraph = 0x4000
|
|
};
|
|
|
|
|
|
/** @def AI_POSTPROCESS_DEFAULT_REALTIME_FASTEST
|
|
* @brief Default postprocess configuration targeted at realtime applications
|
|
* which need to load models as fast as possible.
|
|
*
|
|
* If you're using DirectX, don't forget to combine this value with
|
|
* the #aiProcess_ConvertToLeftHanded step.
|
|
*/
|
|
#define AI_POSTPROCESS_DEFAULT_REALTIME_FASTEST \
|
|
aiProcess_CalcTangentSpace | \
|
|
aiProcess_GenNormals | \
|
|
aiProcess_JoinIdenticalVertices | \
|
|
aiProcess_Triangulate
|
|
|
|
|
|
/** @def AI_POSTPROCESS_DEFAULT_REALTIME_FASTEST
|
|
* @brief Default postprocess configuration targeted at realtime applications.
|
|
* Unlike AI_POSTPROCESS_DEFAULT_REALTIME_FASTEST, this configuration
|
|
* performs some extra optimizations.
|
|
*
|
|
* If you're using DirectX, don't forget to combine this value with
|
|
* the #aiProcess_ConvertToLeftHanded step.
|
|
*/
|
|
#define AI_POSTPROCESS_DEFAULT_REALTIME \
|
|
aiProcess_CalcTangentSpace | \
|
|
aiProcess_GenSmoothNormals | \
|
|
aiProcess_JoinIdenticalVertices | \
|
|
aiProcess_ImproveCacheLocality | \
|
|
aiProcess_LimitBoneWeights | \
|
|
aiProcess_RemoveRedundantMaterials | \
|
|
aiProcess_SplitLargeMeshes | \
|
|
aiProcess_OptimizeGraph | \
|
|
aiProcess_Triangulate
|
|
|
|
|
|
#ifdef __cplusplus
|
|
} // end of extern "C"
|
|
#endif
|
|
|
|
#endif // AI_POSTPROCESS_H_INC
|