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1 /*
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2 Open Asset Import Library (assimp)
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3 ----------------------------------------------------------------------
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4
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5 Copyright (c) 2006-2012, assimp team
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6 All rights reserved.
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7
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8 Redistribution and use of this software in source and binary forms,
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9 with or without modification, are permitted provided that the
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10 following conditions are met:
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11
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12 * Redistributions of source code must retain the above
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13 copyright notice, this list of conditions and the
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14 following disclaimer.
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15
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16 * Redistributions in binary form must reproduce the above
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17 copyright notice, this list of conditions and the
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18 following disclaimer in the documentation and/or other
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19 materials provided with the distribution.
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20
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21 * Neither the name of the assimp team, nor the names of its
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22 contributors may be used to endorse or promote products
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23 derived from this software without specific prior
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24 written permission of the assimp team.
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25
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26 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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27 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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28 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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29 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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30 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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31 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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32 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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33 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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34 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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35 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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36 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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37
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38 ----------------------------------------------------------------------
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39 */
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40
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41 /** @file postprocess.h
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42 * @brief Definitions for import post processing steps
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43 */
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44 #ifndef AI_POSTPROCESS_H_INC
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45 #define AI_POSTPROCESS_H_INC
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46
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47 #include "types.h"
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48
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49 #ifdef __cplusplus
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50 extern "C" {
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51 #endif
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52
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53 // -----------------------------------------------------------------------------------
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54 /** @enum aiPostProcessSteps
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55 * @brief Defines the flags for all possible post processing steps.
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56 *
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57 * @see Importer::ReadFile
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58 * @see aiImportFile
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59 * @see aiImportFileEx
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60 */
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61 // -----------------------------------------------------------------------------------
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62 enum aiPostProcessSteps
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63 {
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64
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65 // -------------------------------------------------------------------------
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66 /** <hr>Calculates the tangents and bitangents for the imported meshes.
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67 *
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68 * Does nothing if a mesh does not have normals. You might want this post
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69 * processing step to be executed if you plan to use tangent space calculations
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70 * such as normal mapping applied to the meshes. There's a config setting,
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71 * <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify
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72 * a maximum smoothing angle for the algorithm. However, usually you'll
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73 * want to leave it at the default value.
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74 */
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75 aiProcess_CalcTangentSpace = 0x1,
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76
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77 // -------------------------------------------------------------------------
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78 /** <hr>Identifies and joins identical vertex data sets within all
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79 * imported meshes.
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80 *
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81 * After this step is run, each mesh contains unique vertices,
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82 * so a vertex may be used by multiple faces. You usually want
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83 * to use this post processing step. If your application deals with
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84 * indexed geometry, this step is compulsory or you'll just waste rendering
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85 * time. <b>If this flag is not specified</b>, no vertices are referenced by
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86 * more than one face and <b>no index buffer is required</b> for rendering.
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87 */
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88 aiProcess_JoinIdenticalVertices = 0x2,
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89
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90 // -------------------------------------------------------------------------
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91 /** <hr>Converts all the imported data to a left-handed coordinate space.
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92 *
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93 * By default the data is returned in a right-handed coordinate space (which
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94 * OpenGL prefers). In this space, +X points to the right,
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95 * +Z points towards the viewer, and +Y points upwards. In the DirectX
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96 * coordinate space +X points to the right, +Y points upwards, and +Z points
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97 * away from the viewer.
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98 *
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99 * You'll probably want to consider this flag if you use Direct3D for
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100 * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
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101 * setting and bundles all conversions typically required for D3D-based
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102 * applications.
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103 */
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104 aiProcess_MakeLeftHanded = 0x4,
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105
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106 // -------------------------------------------------------------------------
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107 /** <hr>Triangulates all faces of all meshes.
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108 *
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109 * By default the imported mesh data might contain faces with more than 3
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110 * indices. For rendering you'll usually want all faces to be triangles.
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111 * This post processing step splits up faces with more than 3 indices into
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112 * triangles. Line and point primitives are *not* modified! If you want
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113 * 'triangles only' with no other kinds of primitives, try the following
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114 * solution:
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115 * <ul>
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116 * <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType </li>
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117 * </li>Ignore all point and line meshes when you process assimp's output</li>
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118 * </ul>
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119 */
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120 aiProcess_Triangulate = 0x8,
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121
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122 // -------------------------------------------------------------------------
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123 /** <hr>Removes some parts of the data structure (animations, materials,
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124 * light sources, cameras, textures, vertex components).
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125 *
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126 * The components to be removed are specified in a separate
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127 * configuration option, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful
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128 * if you don't need all parts of the output structure. Vertex colors
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129 * are rarely used today for example... Calling this step to remove unneeded
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130 * data from the pipeline as early as possible results in increased
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131 * performance and a more optimized output data structure.
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132 * This step is also useful if you want to force Assimp to recompute
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133 * normals or tangents. The corresponding steps don't recompute them if
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134 * they're already there (loaded from the source asset). By using this
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135 * step you can make sure they are NOT there.
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136 *
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137 * This flag is a poor one, mainly because its purpose is usually
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138 * misunderstood. Consider the following case: a 3D model has been exported
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139 * from a CAD app, and it has per-face vertex colors. Vertex positions can't be
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140 * shared, thus the #aiProcess_JoinIdenticalVertices step fails to
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141 * optimize the data because of these nasty little vertex colors.
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142 * Most apps don't even process them, so it's all for nothing. By using
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143 * this step, unneeded components are excluded as early as possible
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144 * thus opening more room for internal optimizations.
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145 */
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146 aiProcess_RemoveComponent = 0x10,
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147
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148 // -------------------------------------------------------------------------
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149 /** <hr>Generates normals for all faces of all meshes.
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150 *
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151 * This is ignored if normals are already there at the time this flag
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152 * is evaluated. Model importers try to load them from the source file, so
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153 * they're usually already there. Face normals are shared between all points
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154 * of a single face, so a single point can have multiple normals, which
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155 * forces the library to duplicate vertices in some cases.
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156 * #aiProcess_JoinIdenticalVertices is *senseless* then.
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157 *
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158 * This flag may not be specified together with #aiProcess_GenSmoothNormals.
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159 */
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160 aiProcess_GenNormals = 0x20,
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161
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162 // -------------------------------------------------------------------------
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163 /** <hr>Generates smooth normals for all vertices in the mesh.
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164 *
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165 * This is ignored if normals are already there at the time this flag
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166 * is evaluated. Model importers try to load them from the source file, so
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167 * they're usually already there.
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168 *
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169 * This flag may not be specified together with
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170 * #aiProcess_GenNormals. There's a configuration option,
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171 * <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> which allows you to specify
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172 * an angle maximum for the normal smoothing algorithm. Normals exceeding
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173 * this limit are not smoothed, resulting in a 'hard' seam between two faces.
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174 * Using a decent angle here (e.g. 80 degrees) results in very good visual
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175 * appearance.
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176 */
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177 aiProcess_GenSmoothNormals = 0x40,
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178
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179 // -------------------------------------------------------------------------
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180 /** <hr>Splits large meshes into smaller sub-meshes.
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181 *
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182 * This is quite useful for real-time rendering, where the number of triangles
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183 * which can be maximally processed in a single draw-call is limited
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184 * by the video driver/hardware. The maximum vertex buffer is usually limited
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185 * too. Both requirements can be met with this step: you may specify both a
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186 * triangle and vertex limit for a single mesh.
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187 *
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188 * The split limits can (and should!) be set through the
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189 * <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt>
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190 * settings. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
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191 * <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
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192 *
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193 * Note that splitting is generally a time-consuming task, but only if there's
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194 * something to split. The use of this step is recommended for most users.
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195 */
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196 aiProcess_SplitLargeMeshes = 0x80,
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197
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198 // -------------------------------------------------------------------------
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199 /** <hr>Removes the node graph and pre-transforms all vertices with
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200 * the local transformation matrices of their nodes.
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201 *
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202 * The output scene still contains nodes, however there is only a
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203 * root node with children, each one referencing only one mesh,
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204 * and each mesh referencing one material. For rendering, you can
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205 * simply render all meshes in order - you don't need to pay
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206 * attention to local transformations and the node hierarchy.
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207 * Animations are removed during this step.
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208 * This step is intended for applications without a scenegraph.
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209 * The step CAN cause some problems: if e.g. a mesh of the asset
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210 * contains normals and another, using the same material index, does not,
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211 * they will be brought together, but the first meshes's part of
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212 * the normal list is zeroed. However, these artifacts are rare.
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213 * @note The <tt>#AI_CONFIG_PP_PTV_NORMALIZE</tt> configuration property
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214 * can be set to normalize the scene's spatial dimension to the -1...1
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215 * range.
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216 */
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217 aiProcess_PreTransformVertices = 0x100,
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218
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219 // -------------------------------------------------------------------------
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220 /** <hr>Limits the number of bones simultaneously affecting a single vertex
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221 * to a maximum value.
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222 *
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223 * If any vertex is affected by more than the maximum number of bones, the least
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224 * important vertex weights are removed and the remaining vertex weights are
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225 * renormalized so that the weights still sum up to 1.
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226 * The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS</tt> in
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227 * config.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt> setting to
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228 * supply your own limit to the post processing step.
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229 *
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230 * If you intend to perform the skinning in hardware, this post processing
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231 * step might be of interest to you.
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232 */
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233 aiProcess_LimitBoneWeights = 0x200,
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234
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235 // -------------------------------------------------------------------------
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236 /** <hr>Validates the imported scene data structure.
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237 * This makes sure that all indices are valid, all animations and
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238 * bones are linked correctly, all material references are correct .. etc.
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239 *
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240 * It is recommended that you capture Assimp's log output if you use this flag,
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241 * so you can easily find out what's wrong if a file fails the
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242 * validation. The validator is quite strict and will find *all*
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243 * inconsistencies in the data structure... It is recommended that plugin
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244 * developers use it to debug their loaders. There are two types of
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245 * validation failures:
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246 * <ul>
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247 * <li>Error: There's something wrong with the imported data. Further
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248 * postprocessing is not possible and the data is not usable at all.
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249 * The import fails. #Importer::GetErrorString() or #aiGetErrorString()
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250 * carry the error message around.</li>
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251 * <li>Warning: There are some minor issues (e.g. 1000000 animation
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252 * keyframes with the same time), but further postprocessing and use
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253 * of the data structure is still safe. Warning details are written
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254 * to the log file, <tt>#AI_SCENE_FLAGS_VALIDATION_WARNING</tt> is set
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255 * in #aiScene::mFlags</li>
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256 * </ul>
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257 *
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258 * This post-processing step is not time-consuming. Its use is not
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259 * compulsory, but recommended.
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260 */
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261 aiProcess_ValidateDataStructure = 0x400,
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262
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263 // -------------------------------------------------------------------------
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264 /** <hr>Reorders triangles for better vertex cache locality.
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265 *
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266 * The step tries to improve the ACMR (average post-transform vertex cache
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267 * miss ratio) for all meshes. The implementation runs in O(n) and is
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268 * roughly based on the 'tipsify' algorithm (see <a href="
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269 * http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf">this
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270 * paper</a>).
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271 *
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272 * If you intend to render huge models in hardware, this step might
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273 * be of interest to you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>config
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274 * setting can be used to fine-tune the cache optimization.
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275 */
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276 aiProcess_ImproveCacheLocality = 0x800,
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277
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278 // -------------------------------------------------------------------------
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279 /** <hr>Searches for redundant/unreferenced materials and removes them.
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280 *
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281 * This is especially useful in combination with the
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282 * #aiProcess_PretransformVertices and #aiProcess_OptimizeMeshes flags.
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283 * Both join small meshes with equal characteristics, but they can't do
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284 * their work if two meshes have different materials. Because several
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285 * material settings are lost during Assimp's import filters,
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286 * (and because many exporters don't check for redundant materials), huge
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287 * models often have materials which are are defined several times with
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288 * exactly the same settings.
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289 *
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290 * Several material settings not contributing to the final appearance of
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291 * a surface are ignored in all comparisons (e.g. the material name).
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292 * So, if you're passing additional information through the
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293 * content pipeline (probably using *magic* material names), don't
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294 * specify this flag. Alternatively take a look at the
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295 * <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> setting.
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296 */
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297 aiProcess_RemoveRedundantMaterials = 0x1000,
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298
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299 // -------------------------------------------------------------------------
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300 /** <hr>This step tries to determine which meshes have normal vectors
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301 * that are facing inwards and inverts them.
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302 *
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303 * The algorithm is simple but effective:
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304 * the bounding box of all vertices + their normals is compared against
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305 * the volume of the bounding box of all vertices without their normals.
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306 * This works well for most objects, problems might occur with planar
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307 * surfaces. However, the step tries to filter such cases.
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308 * The step inverts all in-facing normals. Generally it is recommended
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309 * to enable this step, although the result is not always correct.
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310 */
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311 aiProcess_FixInfacingNormals = 0x2000,
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312
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313 // -------------------------------------------------------------------------
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314 /** <hr>This step splits meshes with more than one primitive type in
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315 * homogeneous sub-meshes.
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316 *
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317 * The step is executed after the triangulation step. After the step
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318 * returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
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319 * especially useful for real-time rendering where point and line
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320 * primitives are often ignored or rendered separately.
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321 * You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> option to specify which
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322 * primitive types you need. This can be used to easily exclude
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323 * lines and points, which are rarely used, from the import.
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324 */
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325 aiProcess_SortByPType = 0x8000,
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326
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327 // -------------------------------------------------------------------------
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328 /** <hr>This step searches all meshes for degenerate primitives and
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329 * converts them to proper lines or points.
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330 *
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331 * A face is 'degenerate' if one or more of its points are identical.
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332 * To have the degenerate stuff not only detected and collapsed but
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333 * removed, try one of the following procedures:
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334 * <br><b>1.</b> (if you support lines and points for rendering but don't
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335 * want the degenerates)</br>
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336 * <ul>
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337 * <li>Specify the #aiProcess_FindDegenerates flag.
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338 * </li>
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339 * <li>Set the <tt>AI_CONFIG_PP_FD_REMOVE</tt> option to 1. This will
|
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340 * cause the step to remove degenerate triangles from the import
|
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341 * as soon as they're detected. They won't pass any further
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342 * pipeline steps.
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343 * </li>
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344 * </ul>
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345 * <br><b>2.</b>(if you don't support lines and points at all)</br>
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346 * <ul>
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347 * <li>Specify the #aiProcess_FindDegenerates flag.
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348 * </li>
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349 * <li>Specify the #aiProcess_SortByPType flag. This moves line and
|
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350 * point primitives to separate meshes.
|
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351 * </li>
|
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352 * <li>Set the <tt>AI_CONFIG_PP_SBP_REMOVE</tt> option to
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353 * @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES
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354 * @endcode to cause SortByPType to reject point
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355 * and line meshes from the scene.
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356 * </li>
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357 * </ul>
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358 * @note Degenerate polygons are not necessarily evil and that's why
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359 * they're not removed by default. There are several file formats which
|
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360 * don't support lines or points, and some exporters bypass the
|
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361 * format specification and write them as degenerate triangles instead.
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362 */
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363 aiProcess_FindDegenerates = 0x10000,
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364
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365 // -------------------------------------------------------------------------
|
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366 /** <hr>This step searches all meshes for invalid data, such as zeroed
|
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367 * normal vectors or invalid UV coords and removes/fixes them. This is
|
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368 * intended to get rid of some common exporter errors.
|
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369 *
|
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370 * This is especially useful for normals. If they are invalid, and
|
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371 * the step recognizes this, they will be removed and can later
|
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372 * be recomputed, i.e. by the #aiProcess_GenSmoothNormals flag.<br>
|
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373 * The step will also remove meshes that are infinitely small and reduce
|
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374 * animation tracks consisting of hundreds if redundant keys to a single
|
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375 * key. The <tt>AI_CONFIG_PP_FID_ANIM_ACCURACY</tt> config property decides
|
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376 * the accuracy of the check for duplicate animation tracks.
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377 */
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378 aiProcess_FindInvalidData = 0x20000,
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379
|
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380 // -------------------------------------------------------------------------
|
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381 /** <hr>This step converts non-UV mappings (such as spherical or
|
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382 * cylindrical mapping) to proper texture coordinate channels.
|
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383 *
|
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384 * Most applications will support UV mapping only, so you will
|
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385 * probably want to specify this step in every case. Note that Assimp is not
|
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386 * always able to match the original mapping implementation of the
|
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387 * 3D app which produced a model perfectly. It's always better to let the
|
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388 * modelling app compute the UV channels - 3ds max, Maya, Blender,
|
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389 * LightWave, and Modo do this for example.
|
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390 *
|
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391 * @note If this step is not requested, you'll need to process the
|
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392 * <tt>#AI_MATKEY_MAPPING</tt> material property in order to display all assets
|
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393 * properly.
|
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394 */
|
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395 aiProcess_GenUVCoords = 0x40000,
|
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396
|
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397 // -------------------------------------------------------------------------
|
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398 /** <hr>This step applies per-texture UV transformations and bakes
|
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399 * them into stand-alone vtexture coordinate channels.
|
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400 *
|
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401 * UV transformations are specified per-texture - see the
|
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|
402 * <tt>#AI_MATKEY_UVTRANSFORM</tt> material key for more information.
|
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|
403 * This step processes all textures with
|
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|
404 * transformed input UV coordinates and generates a new (pre-transformed) UV channel
|
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|
405 * which replaces the old channel. Most applications won't support UV
|
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|
406 * transformations, so you will probably want to specify this step.
|
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|
407 *
|
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|
408 * @note UV transformations are usually implemented in real-time apps by
|
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|
409 * transforming texture coordinates at vertex shader stage with a 3x3
|
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|
410 * (homogenous) transformation matrix.
|
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|
411 */
|
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|
412 aiProcess_TransformUVCoords = 0x80000,
|
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|
413
|
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|
414 // -------------------------------------------------------------------------
|
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|
415 /** <hr>This step searches for duplicate meshes and replaces them
|
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|
416 * with references to the first mesh.
|
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|
417 *
|
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|
418 * This step takes a while, so don't use it if speed is a concern.
|
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|
419 * Its main purpose is to workaround the fact that many export
|
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|
420 * file formats don't support instanced meshes, so exporters need to
|
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|
421 * duplicate meshes. This step removes the duplicates again. Please
|
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|
422 * note that Assimp does not currently support per-node material
|
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|
423 * assignment to meshes, which means that identical meshes with
|
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|
424 * different materials are currently *not* joined, although this is
|
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|
425 * planned for future versions.
|
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|
426 */
|
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|
427 aiProcess_FindInstances = 0x100000,
|
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|
428
|
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|
429 // -------------------------------------------------------------------------
|
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|
430 /** <hr>A postprocessing step to reduce the number of meshes.
|
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|
431 *
|
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|
432 * This will, in fact, reduce the number of draw calls.
|
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|
433 *
|
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|
434 * This is a very effective optimization and is recommended to be used
|
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|
435 * together with #aiProcess_OptimizeGraph, if possible. The flag is fully
|
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|
436 * compatible with both #aiProcess_SplitLargeMeshes and #aiProcess_SortByPType.
|
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|
437 */
|
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|
438 aiProcess_OptimizeMeshes = 0x200000,
|
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|
439
|
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|
440
|
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|
441 // -------------------------------------------------------------------------
|
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|
442 /** <hr>A postprocessing step to optimize the scene hierarchy.
|
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|
443 *
|
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|
444 * Nodes without animations, bones, lights or cameras assigned are
|
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|
445 * collapsed and joined.
|
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|
446 *
|
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|
447 * Node names can be lost during this step. If you use special 'tag nodes'
|
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|
448 * to pass additional information through your content pipeline, use the
|
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|
449 * <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> setting to specify a list of node
|
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|
450 * names you want to be kept. Nodes matching one of the names in this list won't
|
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|
451 * be touched or modified.
|
nuclear@0
|
452 *
|
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|
453 * Use this flag with caution. Most simple files will be collapsed to a
|
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|
454 * single node, so complex hierarchies are usually completely lost. This is not
|
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|
455 * useful for editor environments, but probably a very effective
|
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|
456 * optimization if you just want to get the model data, convert it to your
|
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|
457 * own format, and render it as fast as possible.
|
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|
458 *
|
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|
459 * This flag is designed to be used with #aiProcess_OptimizeMeshes for best
|
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|
460 * results.
|
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|
461 *
|
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|
462 * @note 'Crappy' scenes with thousands of extremely small meshes packed
|
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|
463 * in deeply nested nodes exist for almost all file formats.
|
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|
464 * #aiProcess_OptimizeMeshes in combination with #aiProcess_OptimizeGraph
|
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|
465 * usually fixes them all and makes them renderable.
|
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|
466 */
|
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|
467 aiProcess_OptimizeGraph = 0x400000,
|
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|
468
|
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|
469 // -------------------------------------------------------------------------
|
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|
470 /** <hr>This step flips all UV coordinates along the y-axis and adjusts
|
nuclear@0
|
471 * material settings and bitangents accordingly.
|
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|
472 *
|
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|
473 * <b>Output UV coordinate system:</b>
|
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|
474 * @code
|
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|
475 * 0y|0y ---------- 1x|0y
|
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|
476 * | |
|
nuclear@0
|
477 * | |
|
nuclear@0
|
478 * | |
|
nuclear@0
|
479 * 0x|1y ---------- 1x|1y
|
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|
480 * @endcode
|
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|
481 *
|
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|
482 * You'll probably want to consider this flag if you use Direct3D for
|
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|
483 * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
|
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|
484 * setting and bundles all conversions typically required for D3D-based
|
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|
485 * applications.
|
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|
486 */
|
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|
487 aiProcess_FlipUVs = 0x800000,
|
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|
488
|
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|
489 // -------------------------------------------------------------------------
|
nuclear@0
|
490 /** <hr>This step adjusts the output face winding order to be CW.
|
nuclear@0
|
491 *
|
nuclear@0
|
492 * The default face winding order is counter clockwise (CCW).
|
nuclear@0
|
493 *
|
nuclear@0
|
494 * <b>Output face order:</b>
|
nuclear@0
|
495 * @code
|
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|
496 * x2
|
nuclear@0
|
497 *
|
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|
498 * x0
|
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|
499 * x1
|
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|
500 * @endcode
|
nuclear@0
|
501 */
|
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|
502 aiProcess_FlipWindingOrder = 0x1000000,
|
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|
503
|
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|
504 // -------------------------------------------------------------------------
|
nuclear@0
|
505 /** <hr>This step splits meshes with many bones into sub-meshes so that each
|
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|
506 * su-bmesh has fewer or as many bones as a given limit.
|
nuclear@0
|
507 */
|
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|
508 aiProcess_SplitByBoneCount = 0x2000000,
|
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|
509
|
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|
510 // -------------------------------------------------------------------------
|
nuclear@0
|
511 /** <hr>This step removes bones losslessly or according to some threshold.
|
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|
512 *
|
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|
513 * In some cases (i.e. formats that require it) exporters are forced to
|
nuclear@0
|
514 * assign dummy bone weights to otherwise static meshes assigned to
|
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|
515 * animated meshes. Full, weight-based skinning is expensive while
|
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|
516 * animating nodes is extremely cheap, so this step is offered to clean up
|
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|
517 * the data in that regard.
|
nuclear@0
|
518 *
|
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|
519 * Use <tt>#AI_CONFIG_PP_DB_THRESHOLD</tt> to control this.
|
nuclear@0
|
520 * Use <tt>#AI_CONFIG_PP_DB_ALL_OR_NONE</tt> if you want bones removed if and
|
nuclear@0
|
521 * only if all bones within the scene qualify for removal.
|
nuclear@0
|
522 */
|
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|
523 aiProcess_Debone = 0x4000000
|
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|
524
|
nuclear@0
|
525 // aiProcess_GenEntityMeshes = 0x100000,
|
nuclear@0
|
526 // aiProcess_OptimizeAnimations = 0x200000
|
nuclear@0
|
527 // aiProcess_FixTexturePaths = 0x200000
|
nuclear@0
|
528 };
|
nuclear@0
|
529
|
nuclear@0
|
530
|
nuclear@0
|
531 // ---------------------------------------------------------------------------------------
|
nuclear@0
|
532 /** @def aiProcess_ConvertToLeftHanded
|
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|
533 * @brief Shortcut flag for Direct3D-based applications.
|
nuclear@0
|
534 *
|
nuclear@0
|
535 * Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and
|
nuclear@0
|
536 * #aiProcess_FlipWindingOrder flags.
|
nuclear@0
|
537 * The output data matches Direct3D's conventions: left-handed geometry, upper-left
|
nuclear@0
|
538 * origin for UV coordinates and finally clockwise face order, suitable for CCW culling.
|
nuclear@0
|
539 *
|
nuclear@0
|
540 * @deprecated
|
nuclear@0
|
541 */
|
nuclear@0
|
542 #define aiProcess_ConvertToLeftHanded ( \
|
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|
543 aiProcess_MakeLeftHanded | \
|
nuclear@0
|
544 aiProcess_FlipUVs | \
|
nuclear@0
|
545 aiProcess_FlipWindingOrder | \
|
nuclear@0
|
546 0 )
|
nuclear@0
|
547
|
nuclear@0
|
548
|
nuclear@0
|
549 // ---------------------------------------------------------------------------------------
|
nuclear@0
|
550 /** @def aiProcessPreset_TargetRealtimeUse_Fast
|
nuclear@0
|
551 * @brief Default postprocess configuration optimizing the data for real-time rendering.
|
nuclear@0
|
552 *
|
nuclear@0
|
553 * Applications would want to use this preset to load models on end-user PCs,
|
nuclear@0
|
554 * maybe for direct use in game.
|
nuclear@0
|
555 *
|
nuclear@0
|
556 * If you're using DirectX, don't forget to combine this value with
|
nuclear@0
|
557 * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
|
nuclear@0
|
558 * in your application apply the #aiProcess_TransformUVCoords step, too.
|
nuclear@0
|
559 * @note Please take the time to read the docs for the steps enabled by this preset.
|
nuclear@0
|
560 * Some of them offer further configurable properties, while some of them might not be of
|
nuclear@0
|
561 * use for you so it might be better to not specify them.
|
nuclear@0
|
562 */
|
nuclear@0
|
563 #define aiProcessPreset_TargetRealtime_Fast ( \
|
nuclear@0
|
564 aiProcess_CalcTangentSpace | \
|
nuclear@0
|
565 aiProcess_GenNormals | \
|
nuclear@0
|
566 aiProcess_JoinIdenticalVertices | \
|
nuclear@0
|
567 aiProcess_Triangulate | \
|
nuclear@0
|
568 aiProcess_GenUVCoords | \
|
nuclear@0
|
569 aiProcess_SortByPType | \
|
nuclear@0
|
570 0 )
|
nuclear@0
|
571
|
nuclear@0
|
572 // ---------------------------------------------------------------------------------------
|
nuclear@0
|
573 /** @def aiProcessPreset_TargetRealtime_Quality
|
nuclear@0
|
574 * @brief Default postprocess configuration optimizing the data for real-time rendering.
|
nuclear@0
|
575 *
|
nuclear@0
|
576 * Unlike #aiProcessPreset_TargetRealtime_Fast, this configuration
|
nuclear@0
|
577 * performs some extra optimizations to improve rendering speed and
|
nuclear@0
|
578 * to minimize memory usage. It could be a good choice for a level editor
|
nuclear@0
|
579 * environment where import speed is not so important.
|
nuclear@0
|
580 *
|
nuclear@0
|
581 * If you're using DirectX, don't forget to combine this value with
|
nuclear@0
|
582 * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
|
nuclear@0
|
583 * in your application apply the #aiProcess_TransformUVCoords step, too.
|
nuclear@0
|
584 * @note Please take the time to read the docs for the steps enabled by this preset.
|
nuclear@0
|
585 * Some of them offer further configurable properties, while some of them might not be
|
nuclear@0
|
586 * of use for you so it might be better to not specify them.
|
nuclear@0
|
587 */
|
nuclear@0
|
588 #define aiProcessPreset_TargetRealtime_Quality ( \
|
nuclear@0
|
589 aiProcess_CalcTangentSpace | \
|
nuclear@0
|
590 aiProcess_GenSmoothNormals | \
|
nuclear@0
|
591 aiProcess_JoinIdenticalVertices | \
|
nuclear@0
|
592 aiProcess_ImproveCacheLocality | \
|
nuclear@0
|
593 aiProcess_LimitBoneWeights | \
|
nuclear@0
|
594 aiProcess_RemoveRedundantMaterials | \
|
nuclear@0
|
595 aiProcess_SplitLargeMeshes | \
|
nuclear@0
|
596 aiProcess_Triangulate | \
|
nuclear@0
|
597 aiProcess_GenUVCoords | \
|
nuclear@0
|
598 aiProcess_SortByPType | \
|
nuclear@0
|
599 aiProcess_FindDegenerates | \
|
nuclear@0
|
600 aiProcess_FindInvalidData | \
|
nuclear@0
|
601 0 )
|
nuclear@0
|
602
|
nuclear@0
|
603 // ---------------------------------------------------------------------------------------
|
nuclear@0
|
604 /** @def aiProcessPreset_TargetRealtime_MaxQuality
|
nuclear@0
|
605 * @brief Default postprocess configuration optimizing the data for real-time rendering.
|
nuclear@0
|
606 *
|
nuclear@0
|
607 * This preset enables almost every optimization step to achieve perfectly
|
nuclear@0
|
608 * optimized data. It's your choice for level editor environments where import speed
|
nuclear@0
|
609 * is not important.
|
nuclear@0
|
610 *
|
nuclear@0
|
611 * If you're using DirectX, don't forget to combine this value with
|
nuclear@0
|
612 * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
|
nuclear@0
|
613 * in your application, apply the #aiProcess_TransformUVCoords step, too.
|
nuclear@0
|
614 * @note Please take the time to read the docs for the steps enabled by this preset.
|
nuclear@0
|
615 * Some of them offer further configurable properties, while some of them might not be
|
nuclear@0
|
616 * of use for you so it might be better to not specify them.
|
nuclear@0
|
617 */
|
nuclear@0
|
618 #define aiProcessPreset_TargetRealtime_MaxQuality ( \
|
nuclear@0
|
619 aiProcessPreset_TargetRealtime_Quality | \
|
nuclear@0
|
620 aiProcess_FindInstances | \
|
nuclear@0
|
621 aiProcess_ValidateDataStructure | \
|
nuclear@0
|
622 aiProcess_OptimizeMeshes | \
|
nuclear@0
|
623 0 )
|
nuclear@0
|
624
|
nuclear@0
|
625
|
nuclear@0
|
626 #ifdef __cplusplus
|
nuclear@0
|
627 } // end of extern "C"
|
nuclear@0
|
628 #endif
|
nuclear@0
|
629
|
nuclear@0
|
630 #endif // AI_POSTPROCESS_H_INC |