miniassimp

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author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 28 Jan 2019 18:19:26 +0200
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1 /*
2 Open Asset Import Library (assimp)
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41 */
43 /** @file postprocess.h
44 * @brief Definitions for import post processing steps
45 */
46 #pragma once
47 #ifndef AI_POSTPROCESS_H_INC
48 #define AI_POSTPROCESS_H_INC
50 #include "types.h"
52 #ifdef __cplusplus
53 extern "C" {
54 #endif
56 // -----------------------------------------------------------------------------------
57 /** @enum aiPostProcessSteps
58 * @brief Defines the flags for all possible post processing steps.
59 *
60 * @note Some steps are influenced by properties set on the Assimp::Importer itself
61 *
62 * @see Assimp::Importer::ReadFile()
63 * @see Assimp::Importer::SetPropertyInteger()
64 * @see aiImportFile
65 * @see aiImportFileEx
66 */
67 // -----------------------------------------------------------------------------------
68 enum aiPostProcessSteps
69 {
71 // -------------------------------------------------------------------------
72 /** <hr>Calculates the tangents and bitangents for the imported meshes.
73 *
74 * Does nothing if a mesh does not have normals. You might want this post
75 * processing step to be executed if you plan to use tangent space calculations
76 * such as normal mapping applied to the meshes. There's an importer property,
77 * <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify
78 * a maximum smoothing angle for the algorithm. However, usually you'll
79 * want to leave it at the default value.
80 */
81 aiProcess_CalcTangentSpace = 0x1,
83 // -------------------------------------------------------------------------
84 /** <hr>Identifies and joins identical vertex data sets within all
85 * imported meshes.
86 *
87 * After this step is run, each mesh contains unique vertices,
88 * so a vertex may be used by multiple faces. You usually want
89 * to use this post processing step. If your application deals with
90 * indexed geometry, this step is compulsory or you'll just waste rendering
91 * time. <b>If this flag is not specified</b>, no vertices are referenced by
92 * more than one face and <b>no index buffer is required</b> for rendering.
93 */
94 aiProcess_JoinIdenticalVertices = 0x2,
96 // -------------------------------------------------------------------------
97 /** <hr>Converts all the imported data to a left-handed coordinate space.
98 *
99 * By default the data is returned in a right-handed coordinate space (which
100 * OpenGL prefers). In this space, +X points to the right,
101 * +Z points towards the viewer, and +Y points upwards. In the DirectX
102 * coordinate space +X points to the right, +Y points upwards, and +Z points
103 * away from the viewer.
104 *
105 * You'll probably want to consider this flag if you use Direct3D for
106 * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
107 * setting and bundles all conversions typically required for D3D-based
108 * applications.
109 */
110 aiProcess_MakeLeftHanded = 0x4,
112 // -------------------------------------------------------------------------
113 /** <hr>Triangulates all faces of all meshes.
114 *
115 * By default the imported mesh data might contain faces with more than 3
116 * indices. For rendering you'll usually want all faces to be triangles.
117 * This post processing step splits up faces with more than 3 indices into
118 * triangles. Line and point primitives are *not* modified! If you want
119 * 'triangles only' with no other kinds of primitives, try the following
120 * solution:
121 * <ul>
122 * <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType </li>
123 * <li>Ignore all point and line meshes when you process assimp's output</li>
124 * </ul>
125 */
126 aiProcess_Triangulate = 0x8,
128 // -------------------------------------------------------------------------
129 /** <hr>Removes some parts of the data structure (animations, materials,
130 * light sources, cameras, textures, vertex components).
131 *
132 * The components to be removed are specified in a separate
133 * importer property, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful
134 * if you don't need all parts of the output structure. Vertex colors
135 * are rarely used today for example... Calling this step to remove unneeded
136 * data from the pipeline as early as possible results in increased
137 * performance and a more optimized output data structure.
138 * This step is also useful if you want to force Assimp to recompute
139 * normals or tangents. The corresponding steps don't recompute them if
140 * they're already there (loaded from the source asset). By using this
141 * step you can make sure they are NOT there.
142 *
143 * This flag is a poor one, mainly because its purpose is usually
144 * misunderstood. Consider the following case: a 3D model has been exported
145 * from a CAD app, and it has per-face vertex colors. Vertex positions can't be
146 * shared, thus the #aiProcess_JoinIdenticalVertices step fails to
147 * optimize the data because of these nasty little vertex colors.
148 * Most apps don't even process them, so it's all for nothing. By using
149 * this step, unneeded components are excluded as early as possible
150 * thus opening more room for internal optimizations.
151 */
152 aiProcess_RemoveComponent = 0x10,
154 // -------------------------------------------------------------------------
155 /** <hr>Generates normals for all faces of all meshes.
156 *
157 * This is ignored if normals are already there at the time this flag
158 * is evaluated. Model importers try to load them from the source file, so
159 * they're usually already there. Face normals are shared between all points
160 * of a single face, so a single point can have multiple normals, which
161 * forces the library to duplicate vertices in some cases.
162 * #aiProcess_JoinIdenticalVertices is *senseless* then.
163 *
164 * This flag may not be specified together with #aiProcess_GenSmoothNormals.
165 */
166 aiProcess_GenNormals = 0x20,
168 // -------------------------------------------------------------------------
169 /** <hr>Generates smooth normals for all vertices in the mesh.
170 *
171 * This is ignored if normals are already there at the time this flag
172 * is evaluated. Model importers try to load them from the source file, so
173 * they're usually already there.
174 *
175 * This flag may not be specified together with
176 * #aiProcess_GenNormals. There's a importer property,
177 * <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> which allows you to specify
178 * an angle maximum for the normal smoothing algorithm. Normals exceeding
179 * this limit are not smoothed, resulting in a 'hard' seam between two faces.
180 * Using a decent angle here (e.g. 80 degrees) results in very good visual
181 * appearance.
182 */
183 aiProcess_GenSmoothNormals = 0x40,
185 // -------------------------------------------------------------------------
186 /** <hr>Splits large meshes into smaller sub-meshes.
187 *
188 * This is quite useful for real-time rendering, where the number of triangles
189 * which can be maximally processed in a single draw-call is limited
190 * by the video driver/hardware. The maximum vertex buffer is usually limited
191 * too. Both requirements can be met with this step: you may specify both a
192 * triangle and vertex limit for a single mesh.
193 *
194 * The split limits can (and should!) be set through the
195 * <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt>
196 * importer properties. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
197 * <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
198 *
199 * Note that splitting is generally a time-consuming task, but only if there's
200 * something to split. The use of this step is recommended for most users.
201 */
202 aiProcess_SplitLargeMeshes = 0x80,
204 // -------------------------------------------------------------------------
205 /** <hr>Removes the node graph and pre-transforms all vertices with
206 * the local transformation matrices of their nodes.
207 *
208 * The output scene still contains nodes, however there is only a
209 * root node with children, each one referencing only one mesh,
210 * and each mesh referencing one material. For rendering, you can
211 * simply render all meshes in order - you don't need to pay
212 * attention to local transformations and the node hierarchy.
213 * Animations are removed during this step.
214 * This step is intended for applications without a scenegraph.
215 * The step CAN cause some problems: if e.g. a mesh of the asset
216 * contains normals and another, using the same material index, does not,
217 * they will be brought together, but the first meshes's part of
218 * the normal list is zeroed. However, these artifacts are rare.
219 * @note The <tt>#AI_CONFIG_PP_PTV_NORMALIZE</tt> configuration property
220 * can be set to normalize the scene's spatial dimension to the -1...1
221 * range.
222 */
223 aiProcess_PreTransformVertices = 0x100,
225 // -------------------------------------------------------------------------
226 /** <hr>Limits the number of bones simultaneously affecting a single vertex
227 * to a maximum value.
228 *
229 * If any vertex is affected by more than the maximum number of bones, the least
230 * important vertex weights are removed and the remaining vertex weights are
231 * renormalized so that the weights still sum up to 1.
232 * The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS</tt> in
233 * config.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt> importer
234 * property to supply your own limit to the post processing step.
235 *
236 * If you intend to perform the skinning in hardware, this post processing
237 * step might be of interest to you.
238 */
239 aiProcess_LimitBoneWeights = 0x200,
241 // -------------------------------------------------------------------------
242 /** <hr>Validates the imported scene data structure.
243 * This makes sure that all indices are valid, all animations and
244 * bones are linked correctly, all material references are correct .. etc.
245 *
246 * It is recommended that you capture Assimp's log output if you use this flag,
247 * so you can easily find out what's wrong if a file fails the
248 * validation. The validator is quite strict and will find *all*
249 * inconsistencies in the data structure... It is recommended that plugin
250 * developers use it to debug their loaders. There are two types of
251 * validation failures:
252 * <ul>
253 * <li>Error: There's something wrong with the imported data. Further
254 * postprocessing is not possible and the data is not usable at all.
255 * The import fails. #Importer::GetErrorString() or #aiGetErrorString()
256 * carry the error message around.</li>
257 * <li>Warning: There are some minor issues (e.g. 1000000 animation
258 * keyframes with the same time), but further postprocessing and use
259 * of the data structure is still safe. Warning details are written
260 * to the log file, <tt>#AI_SCENE_FLAGS_VALIDATION_WARNING</tt> is set
261 * in #aiScene::mFlags</li>
262 * </ul>
263 *
264 * This post-processing step is not time-consuming. Its use is not
265 * compulsory, but recommended.
266 */
267 aiProcess_ValidateDataStructure = 0x400,
269 // -------------------------------------------------------------------------
270 /** <hr>Reorders triangles for better vertex cache locality.
271 *
272 * The step tries to improve the ACMR (average post-transform vertex cache
273 * miss ratio) for all meshes. The implementation runs in O(n) and is
274 * roughly based on the 'tipsify' algorithm (see <a href="
275 * http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf">this
276 * paper</a>).
277 *
278 * If you intend to render huge models in hardware, this step might
279 * be of interest to you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>
280 * importer property can be used to fine-tune the cache optimization.
281 */
282 aiProcess_ImproveCacheLocality = 0x800,
284 // -------------------------------------------------------------------------
285 /** <hr>Searches for redundant/unreferenced materials and removes them.
286 *
287 * This is especially useful in combination with the
288 * #aiProcess_PreTransformVertices and #aiProcess_OptimizeMeshes flags.
289 * Both join small meshes with equal characteristics, but they can't do
290 * their work if two meshes have different materials. Because several
291 * material settings are lost during Assimp's import filters,
292 * (and because many exporters don't check for redundant materials), huge
293 * models often have materials which are are defined several times with
294 * exactly the same settings.
295 *
296 * Several material settings not contributing to the final appearance of
297 * a surface are ignored in all comparisons (e.g. the material name).
298 * So, if you're passing additional information through the
299 * content pipeline (probably using *magic* material names), don't
300 * specify this flag. Alternatively take a look at the
301 * <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> importer property.
302 */
303 aiProcess_RemoveRedundantMaterials = 0x1000,
305 // -------------------------------------------------------------------------
306 /** <hr>This step tries to determine which meshes have normal vectors
307 * that are facing inwards and inverts them.
308 *
309 * The algorithm is simple but effective:
310 * the bounding box of all vertices + their normals is compared against
311 * the volume of the bounding box of all vertices without their normals.
312 * This works well for most objects, problems might occur with planar
313 * surfaces. However, the step tries to filter such cases.
314 * The step inverts all in-facing normals. Generally it is recommended
315 * to enable this step, although the result is not always correct.
316 */
317 aiProcess_FixInfacingNormals = 0x2000,
319 // -------------------------------------------------------------------------
320 /** <hr>This step splits meshes with more than one primitive type in
321 * homogeneous sub-meshes.
322 *
323 * The step is executed after the triangulation step. After the step
324 * returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
325 * especially useful for real-time rendering where point and line
326 * primitives are often ignored or rendered separately.
327 * You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> importer property to
328 * specify which primitive types you need. This can be used to easily
329 * exclude lines and points, which are rarely used, from the import.
330 */
331 aiProcess_SortByPType = 0x8000,
333 // -------------------------------------------------------------------------
334 /** <hr>This step searches all meshes for degenerate primitives and
335 * converts them to proper lines or points.
336 *
337 * A face is 'degenerate' if one or more of its points are identical.
338 * To have the degenerate stuff not only detected and collapsed but
339 * removed, try one of the following procedures:
340 * <br><b>1.</b> (if you support lines and points for rendering but don't
341 * want the degenerates)<br>
342 * <ul>
343 * <li>Specify the #aiProcess_FindDegenerates flag.
344 * </li>
345 * <li>Set the <tt>#AI_CONFIG_PP_FD_REMOVE</tt> importer property to
346 * 1. This will cause the step to remove degenerate triangles from the
347 * import as soon as they're detected. They won't pass any further
348 * pipeline steps.
349 * </li>
350 * </ul>
351 * <br><b>2.</b>(if you don't support lines and points at all)<br>
352 * <ul>
353 * <li>Specify the #aiProcess_FindDegenerates flag.
354 * </li>
355 * <li>Specify the #aiProcess_SortByPType flag. This moves line and
356 * point primitives to separate meshes.
357 * </li>
358 * <li>Set the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> importer property to
359 * @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES
360 * @endcode to cause SortByPType to reject point
361 * and line meshes from the scene.
362 * </li>
363 * </ul>
364 *
365 * This step also removes very small triangles with a surface area smaller
366 * than 10^-6. If you rely on having these small triangles, or notice holes
367 * in your model, set the property <tt>#AI_CONFIG_PP_FD_CHECKAREA</tt> to
368 * false.
369 * @note Degenerate polygons are not necessarily evil and that's why
370 * they're not removed by default. There are several file formats which
371 * don't support lines or points, and some exporters bypass the
372 * format specification and write them as degenerate triangles instead.
373 */
374 aiProcess_FindDegenerates = 0x10000,
376 // -------------------------------------------------------------------------
377 /** <hr>This step searches all meshes for invalid data, such as zeroed
378 * normal vectors or invalid UV coords and removes/fixes them. This is
379 * intended to get rid of some common exporter errors.
380 *
381 * This is especially useful for normals. If they are invalid, and
382 * the step recognizes this, they will be removed and can later
383 * be recomputed, i.e. by the #aiProcess_GenSmoothNormals flag.<br>
384 * The step will also remove meshes that are infinitely small and reduce
385 * animation tracks consisting of hundreds if redundant keys to a single
386 * key. The <tt>AI_CONFIG_PP_FID_ANIM_ACCURACY</tt> config property decides
387 * the accuracy of the check for duplicate animation tracks.
388 */
389 aiProcess_FindInvalidData = 0x20000,
391 // -------------------------------------------------------------------------
392 /** <hr>This step converts non-UV mappings (such as spherical or
393 * cylindrical mapping) to proper texture coordinate channels.
394 *
395 * Most applications will support UV mapping only, so you will
396 * probably want to specify this step in every case. Note that Assimp is not
397 * always able to match the original mapping implementation of the
398 * 3D app which produced a model perfectly. It's always better to let the
399 * modelling app compute the UV channels - 3ds max, Maya, Blender,
400 * LightWave, and Modo do this for example.
401 *
402 * @note If this step is not requested, you'll need to process the
403 * <tt>#AI_MATKEY_MAPPING</tt> material property in order to display all assets
404 * properly.
405 */
406 aiProcess_GenUVCoords = 0x40000,
408 // -------------------------------------------------------------------------
409 /** <hr>This step applies per-texture UV transformations and bakes
410 * them into stand-alone vtexture coordinate channels.
411 *
412 * UV transformations are specified per-texture - see the
413 * <tt>#AI_MATKEY_UVTRANSFORM</tt> material key for more information.
414 * This step processes all textures with
415 * transformed input UV coordinates and generates a new (pre-transformed) UV channel
416 * which replaces the old channel. Most applications won't support UV
417 * transformations, so you will probably want to specify this step.
418 *
419 * @note UV transformations are usually implemented in real-time apps by
420 * transforming texture coordinates at vertex shader stage with a 3x3
421 * (homogenous) transformation matrix.
422 */
423 aiProcess_TransformUVCoords = 0x80000,
425 // -------------------------------------------------------------------------
426 /** <hr>This step searches for duplicate meshes and replaces them
427 * with references to the first mesh.
428 *
429 * This step takes a while, so don't use it if speed is a concern.
430 * Its main purpose is to workaround the fact that many export
431 * file formats don't support instanced meshes, so exporters need to
432 * duplicate meshes. This step removes the duplicates again. Please
433 * note that Assimp does not currently support per-node material
434 * assignment to meshes, which means that identical meshes with
435 * different materials are currently *not* joined, although this is
436 * planned for future versions.
437 */
438 aiProcess_FindInstances = 0x100000,
440 // -------------------------------------------------------------------------
441 /** <hr>A postprocessing step to reduce the number of meshes.
442 *
443 * This will, in fact, reduce the number of draw calls.
444 *
445 * This is a very effective optimization and is recommended to be used
446 * together with #aiProcess_OptimizeGraph, if possible. The flag is fully
447 * compatible with both #aiProcess_SplitLargeMeshes and #aiProcess_SortByPType.
448 */
449 aiProcess_OptimizeMeshes = 0x200000,
452 // -------------------------------------------------------------------------
453 /** <hr>A postprocessing step to optimize the scene hierarchy.
454 *
455 * Nodes without animations, bones, lights or cameras assigned are
456 * collapsed and joined.
457 *
458 * Node names can be lost during this step. If you use special 'tag nodes'
459 * to pass additional information through your content pipeline, use the
460 * <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> importer property to specify a
461 * list of node names you want to be kept. Nodes matching one of the names
462 * in this list won't be touched or modified.
463 *
464 * Use this flag with caution. Most simple files will be collapsed to a
465 * single node, so complex hierarchies are usually completely lost. This is not
466 * useful for editor environments, but probably a very effective
467 * optimization if you just want to get the model data, convert it to your
468 * own format, and render it as fast as possible.
469 *
470 * This flag is designed to be used with #aiProcess_OptimizeMeshes for best
471 * results.
472 *
473 * @note 'Crappy' scenes with thousands of extremely small meshes packed
474 * in deeply nested nodes exist for almost all file formats.
475 * #aiProcess_OptimizeMeshes in combination with #aiProcess_OptimizeGraph
476 * usually fixes them all and makes them renderable.
477 */
478 aiProcess_OptimizeGraph = 0x400000,
480 // -------------------------------------------------------------------------
481 /** <hr>This step flips all UV coordinates along the y-axis and adjusts
482 * material settings and bitangents accordingly.
483 *
484 * <b>Output UV coordinate system:</b>
485 * @code
486 * 0y|0y ---------- 1x|0y
487 * | |
488 * | |
489 * | |
490 * 0x|1y ---------- 1x|1y
491 * @endcode
492 *
493 * You'll probably want to consider this flag if you use Direct3D for
494 * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
495 * setting and bundles all conversions typically required for D3D-based
496 * applications.
497 */
498 aiProcess_FlipUVs = 0x800000,
500 // -------------------------------------------------------------------------
501 /** <hr>This step adjusts the output face winding order to be CW.
502 *
503 * The default face winding order is counter clockwise (CCW).
504 *
505 * <b>Output face order:</b>
506 * @code
507 * x2
508 *
509 * x0
510 * x1
511 * @endcode
512 */
513 aiProcess_FlipWindingOrder = 0x1000000,
515 // -------------------------------------------------------------------------
516 /** <hr>This step splits meshes with many bones into sub-meshes so that each
517 * su-bmesh has fewer or as many bones as a given limit.
518 */
519 aiProcess_SplitByBoneCount = 0x2000000,
521 // -------------------------------------------------------------------------
522 /** <hr>This step removes bones losslessly or according to some threshold.
523 *
524 * In some cases (i.e. formats that require it) exporters are forced to
525 * assign dummy bone weights to otherwise static meshes assigned to
526 * animated meshes. Full, weight-based skinning is expensive while
527 * animating nodes is extremely cheap, so this step is offered to clean up
528 * the data in that regard.
529 *
530 * Use <tt>#AI_CONFIG_PP_DB_THRESHOLD</tt> to control this.
531 * Use <tt>#AI_CONFIG_PP_DB_ALL_OR_NONE</tt> if you want bones removed if and
532 * only if all bones within the scene qualify for removal.
533 */
534 aiProcess_Debone = 0x4000000,
536 // -------------------------------------------------------------------------
537 /** <hr>This step will perform a global scale of the model.
538 *
539 * Some importers are providing a mechanism to define a scaling unit for the
540 * model. This post processing step can be used to do so. You need to get the
541 * global scaling from your importer settings like in FBX. Use the flag
542 * AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY from the global property table to configure this.
543 *
544 * Use <tt>#AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY</tt> to setup the global scaing factor.
545 */
546 aiProcess_GlobalScale = 0x8000000,
548 // -------------------------------------------------------------------------
549 /** <hr>A postprocessing step to embed of textures.
550 *
551 * This will remove external data dependencies for textures.
552 * If a texture's file does not exist at the specified path
553 * (due, for instance, to an absolute path generated on another system),
554 * it will check if a file with the same name exists at the root folder
555 * of the imported model. And if so, it uses that.
556 */
557 aiProcess_EmbedTextures = 0x10000000,
559 // aiProcess_GenEntityMeshes = 0x100000,
560 // aiProcess_OptimizeAnimations = 0x200000
561 // aiProcess_FixTexturePaths = 0x200000
564 aiProcess_ForceGenNormals = 0x20000000,
566 // -------------------------------------------------------------------------
567 /** <hr>Drops normals for all faces of all meshes.
568 *
569 * This is ignored if no normals are present.
570 * Face normals are shared between all points of a single face,
571 * so a single point can have multiple normals, which
572 * forces the library to duplicate vertices in some cases.
573 * #aiProcess_JoinIdenticalVertices is *senseless* then.
574 * This process gives sense back to aiProcess_JoinIdenticalVertices
575 */
576 aiProcess_DropNormals = 0x40000000,
577 };
580 // ---------------------------------------------------------------------------------------
581 /** @def aiProcess_ConvertToLeftHanded
582 * @brief Shortcut flag for Direct3D-based applications.
583 *
584 * Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and
585 * #aiProcess_FlipWindingOrder flags.
586 * The output data matches Direct3D's conventions: left-handed geometry, upper-left
587 * origin for UV coordinates and finally clockwise face order, suitable for CCW culling.
588 *
589 * @deprecated
590 */
591 #define aiProcess_ConvertToLeftHanded ( \
592 aiProcess_MakeLeftHanded | \
593 aiProcess_FlipUVs | \
594 aiProcess_FlipWindingOrder | \
595 0 )
598 // ---------------------------------------------------------------------------------------
599 /** @def aiProcessPreset_TargetRealtime_Fast
600 * @brief Default postprocess configuration optimizing the data for real-time rendering.
601 *
602 * Applications would want to use this preset to load models on end-user PCs,
603 * maybe for direct use in game.
604 *
605 * If you're using DirectX, don't forget to combine this value with
606 * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
607 * in your application apply the #aiProcess_TransformUVCoords step, too.
608 * @note Please take the time to read the docs for the steps enabled by this preset.
609 * Some of them offer further configurable properties, while some of them might not be of
610 * use for you so it might be better to not specify them.
611 */
612 #define aiProcessPreset_TargetRealtime_Fast ( \
613 aiProcess_CalcTangentSpace | \
614 aiProcess_GenNormals | \
615 aiProcess_JoinIdenticalVertices | \
616 aiProcess_Triangulate | \
617 aiProcess_GenUVCoords | \
618 aiProcess_SortByPType | \
619 0 )
621 // ---------------------------------------------------------------------------------------
622 /** @def aiProcessPreset_TargetRealtime_Quality
623 * @brief Default postprocess configuration optimizing the data for real-time rendering.
624 *
625 * Unlike #aiProcessPreset_TargetRealtime_Fast, this configuration
626 * performs some extra optimizations to improve rendering speed and
627 * to minimize memory usage. It could be a good choice for a level editor
628 * environment where import speed is not so important.
629 *
630 * If you're using DirectX, don't forget to combine this value with
631 * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
632 * in your application apply the #aiProcess_TransformUVCoords step, too.
633 * @note Please take the time to read the docs for the steps enabled by this preset.
634 * Some of them offer further configurable properties, while some of them might not be
635 * of use for you so it might be better to not specify them.
636 */
637 #define aiProcessPreset_TargetRealtime_Quality ( \
638 aiProcess_CalcTangentSpace | \
639 aiProcess_GenSmoothNormals | \
640 aiProcess_JoinIdenticalVertices | \
641 aiProcess_ImproveCacheLocality | \
642 aiProcess_LimitBoneWeights | \
643 aiProcess_RemoveRedundantMaterials | \
644 aiProcess_SplitLargeMeshes | \
645 aiProcess_Triangulate | \
646 aiProcess_GenUVCoords | \
647 aiProcess_SortByPType | \
648 aiProcess_FindDegenerates | \
649 aiProcess_FindInvalidData | \
650 0 )
652 // ---------------------------------------------------------------------------------------
653 /** @def aiProcessPreset_TargetRealtime_MaxQuality
654 * @brief Default postprocess configuration optimizing the data for real-time rendering.
655 *
656 * This preset enables almost every optimization step to achieve perfectly
657 * optimized data. It's your choice for level editor environments where import speed
658 * is not important.
659 *
660 * If you're using DirectX, don't forget to combine this value with
661 * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
662 * in your application, apply the #aiProcess_TransformUVCoords step, too.
663 * @note Please take the time to read the docs for the steps enabled by this preset.
664 * Some of them offer further configurable properties, while some of them might not be
665 * of use for you so it might be better to not specify them.
666 */
667 #define aiProcessPreset_TargetRealtime_MaxQuality ( \
668 aiProcessPreset_TargetRealtime_Quality | \
669 aiProcess_FindInstances | \
670 aiProcess_ValidateDataStructure | \
671 aiProcess_OptimizeMeshes | \
672 0 )
675 #ifdef __cplusplus
676 } // end of extern "C"
677 #endif
679 #endif // AI_POSTPROCESS_H_INC