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authorsanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
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tree52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/include/assimp/postprocess.h
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-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2022, assimp 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 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 postprocess.h
- * @brief Definitions for import post processing steps
- */
-#pragma once
-#ifndef AI_POSTPROCESS_H_INC
-#define AI_POSTPROCESS_H_INC
-
-#include <assimp/types.h>
-
-#ifdef __GNUC__
-# pragma GCC system_header
-#endif
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// -----------------------------------------------------------------------------------
-/** @enum aiPostProcessSteps
- * @brief Defines the flags for all possible post processing steps.
- *
- * @note Some steps are influenced by properties set on the Assimp::Importer itself
- *
- * @see Assimp::Importer::ReadFile()
- * @see Assimp::Importer::SetPropertyInteger()
- * @see aiImportFile
- * @see aiImportFileEx
- */
-// -----------------------------------------------------------------------------------
-enum aiPostProcessSteps
-{
-
- // -------------------------------------------------------------------------
- /** <hr>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. There's an importer property,
- * <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify
- * a maximum smoothing angle for the algorithm. However, usually you'll
- * want to leave it at the default value.
- */
- aiProcess_CalcTangentSpace = 0x1,
-
- // -------------------------------------------------------------------------
- /** <hr>Identifies and joins identical vertex data sets within all
- * imported meshes.
- *
- * After this step is run, each mesh contains unique vertices,
- * so a vertex may be used by multiple faces. You usually want
- * to use this post processing step. If your application deals with
- * indexed geometry, this step is compulsory or you'll just waste rendering
- * time. <b>If this flag is not specified</b>, no vertices are referenced by
- * more than one face and <b>no index buffer is required</b> for rendering.
- */
- aiProcess_JoinIdenticalVertices = 0x2,
-
- // -------------------------------------------------------------------------
- /** <hr>Converts all the imported data to a left-handed coordinate space.
- *
- * By default the data is returned in a right-handed coordinate space (which
- * OpenGL prefers). In this space, +X points to the right,
- * +Z points towards the viewer, and +Y points upwards. In the DirectX
- * coordinate space +X points to the right, +Y points upwards, and +Z points
- * away from the viewer.
- *
- * You'll probably want to consider this flag if you use Direct3D for
- * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
- * setting and bundles all conversions typically required for D3D-based
- * applications.
- */
- aiProcess_MakeLeftHanded = 0x4,
-
- // -------------------------------------------------------------------------
- /** <hr>Triangulates all faces of all meshes.
- *
- * By default the imported mesh data might contain faces with more than 3
- * indices. For rendering you'll usually want all faces to be triangles.
- * This post processing step splits up faces with more than 3 indices into
- * triangles. Line and point primitives are *not* modified! If you want
- * 'triangles only' with no other kinds of primitives, try the following
- * solution:
- * <ul>
- * <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType </li>
- * <li>Ignore all point and line meshes when you process assimp's output</li>
- * </ul>
- */
- aiProcess_Triangulate = 0x8,
-
- // -------------------------------------------------------------------------
- /** <hr>Removes some parts of the data structure (animations, materials,
- * light sources, cameras, textures, vertex components).
- *
- * The components to be removed are specified in a separate
- * importer property, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful
- * if you don't need all parts of the output structure. Vertex colors
- * are rarely used today for example... Calling this step to remove unneeded
- * data from the pipeline as early as possible results in increased
- * performance and a more optimized output data structure.
- * This step is also useful if you want to force Assimp to recompute
- * normals or tangents. The corresponding steps don't recompute them if
- * they're already there (loaded from the source asset). By using this
- * step you can make sure they are NOT there.
- *
- * This flag is a poor one, mainly because its purpose is usually
- * misunderstood. Consider the following case: a 3D model has been exported
- * from a CAD app, and it has per-face vertex colors. Vertex positions can't be
- * shared, thus the #aiProcess_JoinIdenticalVertices step fails to
- * optimize the data because of these nasty little vertex colors.
- * Most apps don't even process them, so it's all for nothing. By using
- * this step, unneeded components are excluded as early as possible
- * thus opening more room for internal optimizations.
- */
- aiProcess_RemoveComponent = 0x10,
-
- // -------------------------------------------------------------------------
- /** <hr>Generates normals for all faces of all meshes.
- *
- * This is ignored if normals are already there at the time this flag
- * is evaluated. Model importers try to load them from the source file, so
- * they're usually already there. Face normals are shared between all points
- * of a single face, so a single point can have multiple normals, which
- * forces the library to duplicate vertices in some cases.
- * #aiProcess_JoinIdenticalVertices is *senseless* then.
- *
- * This flag may not be specified together with #aiProcess_GenSmoothNormals.
- */
- aiProcess_GenNormals = 0x20,
-
- // -------------------------------------------------------------------------
- /** <hr>Generates smooth normals for all vertices in the mesh.
- *
- * This is ignored if normals are already there at the time this flag
- * is evaluated. Model importers try to load them from the source file, so
- * they're usually already there.
- *
- * This flag may not be specified together with
- * #aiProcess_GenNormals. There's a importer property,
- * <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> which allows you to specify
- * an angle maximum for the normal smoothing algorithm. Normals exceeding
- * this limit are not smoothed, resulting in a 'hard' seam between two faces.
- * Using a decent angle here (e.g. 80 degrees) results in very good visual
- * appearance.
- */
- aiProcess_GenSmoothNormals = 0x40,
-
- // -------------------------------------------------------------------------
- /** <hr>Splits large meshes into smaller sub-meshes.
- *
- * This is quite useful for real-time rendering, where the number of triangles
- * which can be maximally processed in a single draw-call is limited
- * by the video driver/hardware. The maximum vertex buffer is usually limited
- * too. Both requirements can be met with this step: you may specify both a
- * triangle and vertex limit for a single mesh.
- *
- * The split limits can (and should!) be set through the
- * <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt>
- * importer properties. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
- * <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
- *
- * Note that splitting is generally a time-consuming task, but only if there's
- * something to split. The use of this step is recommended for most users.
- */
- aiProcess_SplitLargeMeshes = 0x80,
-
- // -------------------------------------------------------------------------
- /** <hr>Removes the node graph and pre-transforms all vertices with
- * the local transformation matrices of their nodes.
- *
- * If the resulting scene can be reduced to a single mesh, with a single
- * material, no lights, and no cameras, then the output scene will contain
- * only a root node (with no children) that references the single mesh.
- * Otherwise, the output scene will be reduced to a root node with a single
- * level of child nodes, each one referencing one mesh, and each mesh
- * referencing one material.
- *
- * In either case, 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 without a 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 is zeroed. However, these artifacts are rare.
- * @note The <tt>#AI_CONFIG_PP_PTV_NORMALIZE</tt> configuration property
- * can be set to normalize the scene's spatial dimension to the -1...1
- * range.
- */
- aiProcess_PreTransformVertices = 0x100,
-
- // -------------------------------------------------------------------------
- /** <hr>Limits the number of bones simultaneously affecting a single vertex
- * to a maximum value.
- *
- * If any vertex is affected by more than the maximum 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 <tt>#AI_LMW_MAX_WEIGHTS</tt> in
- * config.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt> importer
- * property 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 to you.
- */
- aiProcess_LimitBoneWeights = 0x200,
-
- // -------------------------------------------------------------------------
- /** <hr>Validates the imported scene data structure.
- * This makes sure that all indices are valid, all animations and
- * bones are linked correctly, all material references are correct .. etc.
- *
- * It is recommended that you capture Assimp's log output if you use this flag,
- * so you can easily find out what's wrong if a file fails the
- * validation. The validator is quite strict and will find *all*
- * inconsistencies in the data structure... It is recommended that plugin
- * developers use it to debug their loaders. There are two types of
- * validation failures:
- * <ul>
- * <li>Error: There's something wrong with the imported data. Further
- * postprocessing is not possible and the data is not usable at all.
- * The import fails. #Importer::GetErrorString() or #aiGetErrorString()
- * carry the error message around.</li>
- * <li>Warning: There are some minor issues (e.g. 1000000 animation
- * keyframes with the same time), but further postprocessing and use
- * of the data structure is still safe. Warning details are written
- * to the log file, <tt>#AI_SCENE_FLAGS_VALIDATION_WARNING</tt> is set
- * in #aiScene::mFlags</li>
- * </ul>
- *
- * This post-processing step is not time-consuming. Its use is not
- * compulsory, but recommended.
- */
- aiProcess_ValidateDataStructure = 0x400,
-
- // -------------------------------------------------------------------------
- /** <hr>Reorders triangles for better vertex cache locality.
- *
- * The step tries to improve the ACMR (average post-transform vertex cache
- * miss ratio) for all meshes. The implementation runs in O(n) and is
- * roughly based on the 'tipsify' algorithm (see <a href="
- * http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf">this
- * paper</a>).
- *
- * If you intend to render huge models in hardware, this step might
- * be of interest to you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>
- * importer property can be used to fine-tune the cache optimization.
- */
- aiProcess_ImproveCacheLocality = 0x800,
-
- // -------------------------------------------------------------------------
- /** <hr>Searches for redundant/unreferenced materials and removes them.
- *
- * This is especially useful in combination with the
- * #aiProcess_PreTransformVertices and #aiProcess_OptimizeMeshes flags.
- * Both join small meshes with equal characteristics, but they can't do
- * their work if two meshes have different materials. Because several
- * material settings are lost during Assimp's import filters,
- * (and because many exporters don't check for redundant materials), huge
- * models often have materials which are are defined several times with
- * exactly the same settings.
- *
- * Several material settings not contributing to the final appearance of
- * a surface are ignored in all comparisons (e.g. the material name).
- * So, if you're passing additional information through the
- * content pipeline (probably using *magic* material names), don't
- * specify this flag. Alternatively take a look at the
- * <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> importer property.
- */
- aiProcess_RemoveRedundantMaterials = 0x1000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step tries to determine which meshes have normal vectors
- * that are facing inwards and inverts them.
- *
- * 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 in-facing normals. Generally it is recommended
- * to enable this step, although the result is not always correct.
- */
- aiProcess_FixInfacingNormals = 0x2000,
-
-
-
- // -------------------------------------------------------------------------
- /**
- * This step generically populates aiBone->mArmature and aiBone->mNode generically
- * The point of these is it saves you later having to calculate these elements
- * This is useful when handling rest information or skin information
- * If you have multiple armatures on your models we strongly recommend enabling this
- * Instead of writing your own multi-root, multi-armature lookups we have done the
- * hard work for you :)
- */
- aiProcess_PopulateArmatureData = 0x4000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step splits meshes with more than one primitive type in
- * homogeneous sub-meshes.
- *
- * The step is executed after the triangulation step. After the step
- * returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
- * especially useful for real-time rendering where point and line
- * primitives are often ignored or rendered separately.
- * You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> importer property to
- * specify which primitive types you need. This can be used to easily
- * exclude lines and points, which are rarely used, from the import.
- */
- aiProcess_SortByPType = 0x8000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step searches all meshes for degenerate primitives and
- * converts them to proper lines or points.
- *
- * A face is 'degenerate' if one or more of its points are identical.
- * To have the degenerate stuff not only detected and collapsed but
- * removed, try one of the following procedures:
- * <br><b>1.</b> (if you support lines and points for rendering but don't
- * want the degenerates)<br>
- * <ul>
- * <li>Specify the #aiProcess_FindDegenerates flag.
- * </li>
- * <li>Set the <tt>#AI_CONFIG_PP_FD_REMOVE</tt> importer property to
- * 1. This will cause the step to remove degenerate triangles from the
- * import as soon as they're detected. They won't pass any further
- * pipeline steps.
- * </li>
- * </ul>
- * <br><b>2.</b>(if you don't support lines and points at all)<br>
- * <ul>
- * <li>Specify the #aiProcess_FindDegenerates flag.
- * </li>
- * <li>Specify the #aiProcess_SortByPType flag. This moves line and
- * point primitives to separate meshes.
- * </li>
- * <li>Set the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> importer property to
- * @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES
- * @endcode to cause SortByPType to reject point
- * and line meshes from the scene.
- * </li>
- * </ul>
- *
- * This step also removes very small triangles with a surface area smaller
- * than 10^-6. If you rely on having these small triangles, or notice holes
- * in your model, set the property <tt>#AI_CONFIG_PP_FD_CHECKAREA</tt> to
- * false.
- * @note Degenerate polygons are not necessarily evil and that's why
- * they're not removed by default. There are several file formats which
- * don't support lines or points, and some exporters bypass the
- * format specification and write them as degenerate triangles instead.
- */
- aiProcess_FindDegenerates = 0x10000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step searches all meshes for invalid data, such as zeroed
- * normal vectors or invalid UV coords and removes/fixes them. This is
- * intended to get rid of some common exporter errors.
- *
- * This is especially useful for normals. If they are invalid, and
- * the step recognizes this, they will be removed and can later
- * be recomputed, i.e. by the #aiProcess_GenSmoothNormals flag.<br>
- * The step will also remove meshes that are infinitely small and reduce
- * animation tracks consisting of hundreds if redundant keys to a single
- * key. The <tt>AI_CONFIG_PP_FID_ANIM_ACCURACY</tt> config property decides
- * the accuracy of the check for duplicate animation tracks.
- */
- aiProcess_FindInvalidData = 0x20000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step converts non-UV mappings (such as spherical or
- * cylindrical mapping) to proper texture coordinate channels.
- *
- * Most applications will support UV mapping only, so you will
- * probably want to specify this step in every case. Note that Assimp is not
- * always able to match the original mapping implementation of the
- * 3D app which produced a model perfectly. It's always better to let the
- * modelling app compute the UV channels - 3ds max, Maya, Blender,
- * LightWave, and Modo do this for example.
- *
- * @note If this step is not requested, you'll need to process the
- * <tt>#AI_MATKEY_MAPPING</tt> material property in order to display all assets
- * properly.
- */
- aiProcess_GenUVCoords = 0x40000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step applies per-texture UV transformations and bakes
- * them into stand-alone vtexture coordinate channels.
- *
- * UV transformations are specified per-texture - see the
- * <tt>#AI_MATKEY_UVTRANSFORM</tt> material key for more information.
- * This step processes all textures with
- * transformed input UV coordinates and generates a new (pre-transformed) UV channel
- * which replaces the old channel. Most applications won't support UV
- * transformations, so you will probably want to specify this step.
- *
- * @note UV transformations are usually implemented in real-time apps by
- * transforming texture coordinates at vertex shader stage with a 3x3
- * (homogeneous) transformation matrix.
- */
- aiProcess_TransformUVCoords = 0x80000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step searches for duplicate meshes and replaces them
- * with references to the first mesh.
- *
- * This step takes a while, so don't use it if speed is a concern.
- * Its main purpose is to workaround the fact that many export
- * file formats don't support instanced meshes, so exporters need to
- * duplicate meshes. This step removes the duplicates again. Please
- * note that Assimp does not currently support per-node material
- * assignment to meshes, which means that identical meshes with
- * different materials are currently *not* joined, although this is
- * planned for future versions.
- */
- aiProcess_FindInstances = 0x100000,
-
- // -------------------------------------------------------------------------
- /** <hr>A post-processing step to reduce the number of meshes.
- *
- * This will, in fact, reduce the number of draw calls.
- *
- * This is a very effective optimization and is recommended to be used
- * together with #aiProcess_OptimizeGraph, if possible. The flag is fully
- * compatible with both #aiProcess_SplitLargeMeshes and #aiProcess_SortByPType.
- */
- aiProcess_OptimizeMeshes = 0x200000,
-
-
- // -------------------------------------------------------------------------
- /** <hr>A post-processing step to optimize the scene hierarchy.
- *
- * Nodes without animations, bones, lights or cameras assigned are
- * collapsed and joined.
- *
- * Node names can be lost during this step. If you use special 'tag nodes'
- * to pass additional information through your content pipeline, use the
- * <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> importer property to specify a
- * list of node names you want to be kept. Nodes matching one of the names
- * in this list won't be touched or modified.
- *
- * Use this flag with caution. Most simple files will be collapsed to a
- * single node, so complex hierarchies are usually completely lost. This is not
- * useful for editor environments, but probably a very effective
- * optimization if you just want to get the model data, convert it to your
- * own format, and render it as fast as possible.
- *
- * This flag is designed to be used with #aiProcess_OptimizeMeshes for best
- * results.
- *
- * @note 'Crappy' scenes with thousands of extremely small meshes packed
- * in deeply nested nodes exist for almost all file formats.
- * #aiProcess_OptimizeMeshes in combination with #aiProcess_OptimizeGraph
- * usually fixes them all and makes them renderable.
- */
- aiProcess_OptimizeGraph = 0x400000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step flips all UV coordinates along the y-axis and adjusts
- * material settings and bitangents accordingly.
- *
- * <b>Output UV coordinate system:</b>
- * @code
- * 0y|0y ---------- 1x|0y
- * | |
- * | |
- * | |
- * 0x|1y ---------- 1x|1y
- * @endcode
- *
- * You'll probably want to consider this flag if you use Direct3D for
- * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
- * setting and bundles all conversions typically required for D3D-based
- * applications.
- */
- aiProcess_FlipUVs = 0x800000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step adjusts the output face winding order to be CW.
- *
- * The default face winding order is counter clockwise (CCW).
- *
- * <b>Output face order:</b>
- * @code
- * x2
- *
- * x0
- * x1
- * @endcode
- */
- aiProcess_FlipWindingOrder = 0x1000000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step splits meshes with many bones into sub-meshes so that each
- * sub-mesh has fewer or as many bones as a given limit.
- */
- aiProcess_SplitByBoneCount = 0x2000000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step removes bones losslessly or according to some threshold.
- *
- * In some cases (i.e. formats that require it) exporters are forced to
- * assign dummy bone weights to otherwise static meshes assigned to
- * animated meshes. Full, weight-based skinning is expensive while
- * animating nodes is extremely cheap, so this step is offered to clean up
- * the data in that regard.
- *
- * Use <tt>#AI_CONFIG_PP_DB_THRESHOLD</tt> to control this.
- * Use <tt>#AI_CONFIG_PP_DB_ALL_OR_NONE</tt> if you want bones removed if and
- * only if all bones within the scene qualify for removal.
- */
- aiProcess_Debone = 0x4000000,
-
-
-
- // -------------------------------------------------------------------------
- /** <hr>This step will perform a global scale of the model.
- *
- * Some importers are providing a mechanism to define a scaling unit for the
- * model. This post processing step can be used to do so. You need to get the
- * global scaling from your importer settings like in FBX. Use the flag
- * AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY from the global property table to configure this.
- *
- * Use <tt>#AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY</tt> to setup the global scaling factor.
- */
- aiProcess_GlobalScale = 0x8000000,
-
- // -------------------------------------------------------------------------
- /** <hr>A postprocessing step to embed of textures.
- *
- * This will remove external data dependencies for textures.
- * If a texture's file does not exist at the specified path
- * (due, for instance, to an absolute path generated on another system),
- * it will check if a file with the same name exists at the root folder
- * of the imported model. And if so, it uses that.
- */
- aiProcess_EmbedTextures = 0x10000000,
-
- // aiProcess_GenEntityMeshes = 0x100000,
- // aiProcess_OptimizeAnimations = 0x200000
- // aiProcess_FixTexturePaths = 0x200000
-
-
- aiProcess_ForceGenNormals = 0x20000000,
-
- // -------------------------------------------------------------------------
- /** <hr>Drops normals for all faces of all meshes.
- *
- * This is ignored if no normals are present.
- * Face normals are shared between all points of a single face,
- * so a single point can have multiple normals, which
- * forces the library to duplicate vertices in some cases.
- * #aiProcess_JoinIdenticalVertices is *senseless* then.
- * This process gives sense back to aiProcess_JoinIdenticalVertices
- */
- aiProcess_DropNormals = 0x40000000,
-
- // -------------------------------------------------------------------------
- /**
- */
- aiProcess_GenBoundingBoxes = 0x80000000
-};
-
-
-// ---------------------------------------------------------------------------------------
-/** @def aiProcess_ConvertToLeftHanded
- * @brief Shortcut flag for Direct3D-based applications.
- *
- * Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and
- * #aiProcess_FlipWindingOrder flags.
- * The output data matches Direct3D's conventions: left-handed geometry, upper-left
- * origin for UV coordinates and finally clockwise face order, suitable for CCW culling.
- *
- * @deprecated
- */
-#define aiProcess_ConvertToLeftHanded ( \
- aiProcess_MakeLeftHanded | \
- aiProcess_FlipUVs | \
- aiProcess_FlipWindingOrder | \
- 0 )
-
-
-// ---------------------------------------------------------------------------------------
-/** @def aiProcessPreset_TargetRealtime_Fast
- * @brief Default postprocess configuration optimizing the data for real-time rendering.
- *
- * Applications would want to use this preset to load models on end-user PCs,
- * maybe for direct use in game.
- *
- * If you're using DirectX, don't forget to combine this value with
- * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
- * in your application apply the #aiProcess_TransformUVCoords step, too.
- * @note Please take the time to read the docs for the steps enabled by this preset.
- * Some of them offer further configurable properties, while some of them might not be of
- * use for you so it might be better to not specify them.
- */
-#define aiProcessPreset_TargetRealtime_Fast ( \
- aiProcess_CalcTangentSpace | \
- aiProcess_GenNormals | \
- aiProcess_JoinIdenticalVertices | \
- aiProcess_Triangulate | \
- aiProcess_GenUVCoords | \
- aiProcess_SortByPType | \
- 0 )
-
- // ---------------------------------------------------------------------------------------
- /** @def aiProcessPreset_TargetRealtime_Quality
- * @brief Default postprocess configuration optimizing the data for real-time rendering.
- *
- * Unlike #aiProcessPreset_TargetRealtime_Fast, this configuration
- * performs some extra optimizations to improve rendering speed and
- * to minimize memory usage. It could be a good choice for a level editor
- * environment where import speed is not so important.
- *
- * If you're using DirectX, don't forget to combine this value with
- * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
- * in your application apply the #aiProcess_TransformUVCoords step, too.
- * @note Please take the time to read the docs for the steps enabled by this preset.
- * Some of them offer further configurable properties, while some of them might not be
- * of use for you so it might be better to not specify them.
- */
-#define aiProcessPreset_TargetRealtime_Quality ( \
- aiProcess_CalcTangentSpace | \
- aiProcess_GenSmoothNormals | \
- aiProcess_JoinIdenticalVertices | \
- aiProcess_ImproveCacheLocality | \
- aiProcess_LimitBoneWeights | \
- aiProcess_RemoveRedundantMaterials | \
- aiProcess_SplitLargeMeshes | \
- aiProcess_Triangulate | \
- aiProcess_GenUVCoords | \
- aiProcess_SortByPType | \
- aiProcess_FindDegenerates | \
- aiProcess_FindInvalidData | \
- 0 )
-
- // ---------------------------------------------------------------------------------------
- /** @def aiProcessPreset_TargetRealtime_MaxQuality
- * @brief Default postprocess configuration optimizing the data for real-time rendering.
- *
- * This preset enables almost every optimization step to achieve perfectly
- * optimized data. It's your choice for level editor environments where import speed
- * is not important.
- *
- * If you're using DirectX, don't forget to combine this value with
- * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
- * in your application, apply the #aiProcess_TransformUVCoords step, too.
- * @note Please take the time to read the docs for the steps enabled by this preset.
- * Some of them offer further configurable properties, while some of them might not be
- * of use for you so it might be better to not specify them.
- */
-#define aiProcessPreset_TargetRealtime_MaxQuality ( \
- aiProcessPreset_TargetRealtime_Quality | \
- aiProcess_FindInstances | \
- aiProcess_ValidateDataStructure | \
- aiProcess_OptimizeMeshes | \
- 0 )
-
-
-#ifdef __cplusplus
-} // end of extern "C"
-#endif
-
-#endif // AI_POSTPROCESS_H_INC