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authorsanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
committersanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
commit058f98a63658dc1a2579826ba167fd61bed1e21f (patch)
treebcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/port/PyAssimp/pyassimp/postprocess.py
parent2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff)
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+# <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 a config setting,
+# <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
+# configuration option, <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 configuration option,
+# <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 driverhardware. 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>
+# settings. 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.
+#
+# The output scene still contains nodes, however there is only a
+# root node with children, each one referencing only one mesh,
+# and each mesh referencing one material. For rendering, you can
+# simply render all meshes in order - you don't need to pay
+# attention to local transformations and the node hierarchy.
+# Animations are removed during this step.
+# This step is intended for applications 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> setting 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.edugfxpubsSander_2007_%3ETRtipsy.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>config
+# setting can be used to fine-tune the cache optimization.
+#
+aiProcess_ImproveCacheLocality = 0x800
+
+## <hr>Searches for redundantunreferenced 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> setting.
+#
+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
+
+## <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> option 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> option 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> option to
+# @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES
+# @endcode to cause SortByPType to reject point
+# and line meshes from the scene.
+# <li>
+# <ul>
+# @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 removesfixes 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
+# (homogenous) 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 postprocessing 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 postprocessing 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> setting 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
+# su-bmesh 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
+
+aiProcess_GenEntityMeshes = 0x100000
+aiProcess_OptimizeAnimations = 0x200000
+aiProcess_FixTexturePaths = 0x200000
+aiProcess_EmbedTextures = 0x10000000,
+
+## @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
+ #
+aiProcess_ConvertToLeftHanded = ( \
+ aiProcess_MakeLeftHanded | \
+ aiProcess_FlipUVs | \
+ aiProcess_FlipWindingOrder | \
+ 0 )
+
+
+## @def aiProcessPreset_TargetRealtimeUse_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.
+ #
+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.
+ #
+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.
+ #
+aiProcessPreset_TargetRealtime_MaxQuality = ( \
+ aiProcessPreset_TargetRealtime_Quality | \
+ aiProcess_FindInstances | \
+ aiProcess_ValidateDataStructure | \
+ aiProcess_OptimizeMeshes | \
+ 0 )
+
+