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author | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
commit | 8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch) | |
tree | 52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/port/dAssimp/assimp/postprocess.d | |
parent | db81b925d776103326128bf629cbdda576a223e7 (diff) |
delete src/mesh/assimp-master
Diffstat (limited to 'src/mesh/assimp-master/port/dAssimp/assimp/postprocess.d')
-rw-r--r-- | src/mesh/assimp-master/port/dAssimp/assimp/postprocess.d | 597 |
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diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/postprocess.d b/src/mesh/assimp-master/port/dAssimp/assimp/postprocess.d deleted file mode 100644 index 343bb36..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/postprocess.d +++ /dev/null @@ -1,597 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - - * Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * Definitions for import post processing steps. - */ -module assimp.postprocess; - -extern ( C ) { - /** - * Defines the flags for all possible post processing steps. - * - * See: <code>aiImportFile</code>, <code>aiImportFileEx</code> - */ - enum aiPostProcessSteps { - /** - * Calculates the tangents and bitangents for the imported meshes. - * - * Does nothing if a mesh does not have normals. You might want this post - * processing step to be executed if you plan to use tangent space - * calculations such as normal mapping applied to the meshes. There is a - * config setting, <code>AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</code>, - * which allows you to specify a maximum smoothing angle for the - * algorithm. However, usually you will want to use the default value. - */ - CalcTangentSpace = 0x1, - - /** - * Identifies and joins identical vertex data sets within all imported - * meshes. - * - * After this step is run each mesh does contain only unique vertices - * anymore, so a vertex is possibly used by multiple faces. You usually - * want to use this post processing step. If your application deals with - * indexed geometry, this step is compulsory or you will just waste - * rendering time. <em>If this flag is not specified</em>, no vertices - * are referenced by more than one face and <em>no index buffer is - * required</em> for rendering. - */ - JoinIdenticalVertices = 0x2, - - /** - * Converts all the imported data to a left-handed coordinate space. - * - * By default the data is returned in a right-handed coordinate space - * which for example OpenGL prefers. In this space, +X points to the - * right, +Z points towards the viewer and 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 will probably want to consider this flag if you use Direct3D for - * rendering. The <code>ConvertToLeftHanded</code> flag supersedes this - * setting and bundles all conversions typically required for D3D-based - * applications. - */ - MakeLeftHanded = 0x4, - - /** - * 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 all higher faces to triangles. - * Line and point primitives are <em>not</em> modified!. - * - * If you want »triangles only« with no other kinds of primitives, - * specify both <code>Triangulate</code> and <code>SortByPType</code> and - * ignore all point and line meshes when you process Assimp's output. - */ - Triangulate = 0x8, - - /** - * 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, <code>AI_CONFIG_PP_RVC_FLAGS</code>. This is quite useful if - * you don't need all parts of the output structure. Especially vertex - * colors are rarely used today. - * - * Calling this step to remove unrequired stuff from the pipeline as - * early as possible results in an increased performance and a better - * optimized output data structure. - * - * This step is also useful if you want to force Assimp to recompute - * normals or tangents since the corresponding steps don't recompute them - * if they have already been loaded from the source asset. - * - * 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, it has per-face vertex colors. Because of the vertex - * colors (which are not even used by most apps), - * <code>JoinIdenticalVertices</code> cannot join vertices at the same - * position. By using this step, unneeded components are excluded as - * early as possible thus opening more room for internal optimzations. - */ - RemoveComponent = 0x10, - - /** - * Generates normals for all faces of all meshes. - * - * This is ignored if normals are already there at the time where this - * flag is evaluated. Model importers try to load them from the source - * file, so they are usually already there. Face normals are shared - * between all points of a single face, so a single point can have - * multiple normals, which, in other words, enforces the library to - * duplicate vertices in some cases. <code>JoinIdenticalVertices</code> - * is <em>useless</em> then. - * - * This flag may not be specified together with - * <code>GenSmoothNormals</code>. - */ - GenNormals = 0x20, - - /** - * Generates smooth normals for all vertices in the mesh. - * - * This is ignored if normals are already there at the time where this - * flag is evaluated. Model importers try to load them from the source file, so - * they are usually already there. - * - * There is a configuration option, - * <code>AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</code> 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°) results in - * very good visual appearance. - */ - GenSmoothNormals = 0x40, - - /** - * Splits large meshes into smaller submeshes. - * - * This is quite useful for realtime rendering where the number of triangles - * which can be maximally processed in a single draw-call is usually 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 - * <code>AI_CONFIG_PP_SLM_VERTEX_LIMIT</code> and - * <code>AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</code> settings. The default - * values are <code>AI_SLM_DEFAULT_MAX_VERTICES</code> and - * <code>AI_SLM_DEFAULT_MAX_TRIANGLES</code>. - * - * Note that splitting is generally a time-consuming task, but not if - * there's nothing to split. The use of this step is recommended for most - * users. - */ - SplitLargeMeshes = 0x80, - - /** - * Removes the node graph and pre-transforms all vertices with the local - * transformation matrices of their nodes. - * - * The output scene does still contain nodes, however, there is only a - * root node with children, each one referencing only one mesh, each - * mesh referencing one material. For rendering, you can simply render - * all meshes in order, you don't need to pay attention to local - * transformations and the node hierarchy. Animations are removed during - * this step. - * - * This step is intended for applications that have no scenegraph. - * - * The step <em>can</em> 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 <code>AI_CONFIG_PP_PTV_NORMALIZE</code> configuration - * property can be set to normalize the scene's spatial dimension - * to the -1...1 range. - */ - PreTransformVertices = 0x100, - - /** - * Limits the number of bones simultaneously affecting a single vertex to - * a maximum value. - * - * If any vertex is affected by more than that number of bones, the least - * important vertex weights are removed and the remaining vertex weights - * are renormalized so that the weights still sum up to 1. - * - * The default bone weight limit is 4 (<code>AI_LMW_MAX_WEIGHTS</code>), - * but you can use the <code>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</code> 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 for you. - */ - LimitBoneWeights = 0x200, - - /** - * 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 to capture Assimp's log output if you use this flag, - * so you can easily find ot what's actually wrong if a file fails the - * validation. The validator is quite rude and will find <em>all</em> - * inconsistencies in the data structure. - * - * Plugin developers are recommended to 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, see <code>aiGetErrorString()</code> for the - * error message.</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, <code>AI_SCENE_FLAGS_VALIDATION_WARNING</code> is - * set in <code>aiScene::mFlags</code></li> - * </ul> - * - * This post-processing step is not time-consuming. It's use is not - * compulsory, but recommended. - */ - ValidateDataStructure = 0x400, - - /** - * 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 - * <tt>http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf</tt>). - * - * If you intend to render huge models in hardware, this step might - * be of interest for you. The <code>AI_CONFIG_PP_ICL_PTCACHE_SIZE</code> - * config setting can be used to fine-tune the cache optimization. - */ - ImproveCacheLocality = 0x800, - - /** - * Searches for redundant/unreferenced materials and removes them. - * - * This is especially useful in combination with the - * <code>PretransformVertices</code> and <code>OptimizeMeshes</code> - * 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 always 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; the material name is one of - * them. So, if you are passing additional information through the - * content pipeline (probably using »magic« material names), don't - * specify this flag. Alternatively take a look at the - * <code>AI_CONFIG_PP_RRM_EXCLUDE_LIST</code> setting. - */ - RemoveRedundantMaterials = 0x1000, - - /** - * This step tries to determine which meshes have normal vectors that are - * acing inwards. - * - * The algorithm is simple but effective: The bounding box of all - * vertices and 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. - */ - FixInfacingNormals = 0x2000, - - /** - * This step splits meshes with more than one primitive type in - * homogeneous submeshes. - * - * The step is executed after the triangulation step. After the step - * returns, just one bit is set in <code>aiMesh.mPrimitiveTypes</code>. - * This is especially useful for real-time rendering where point and line - * primitives are often ignored or rendered separately. - * - * You can use the <code>AI_CONFIG_PP_SBP_REMOVE</code> 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. - */ - SortByPType = 0x8000, - - /** - * This step searches all meshes for degenerated primitives and converts - * them to proper lines or points. - * - * A face is »degenerated« if one or more of its points are identical. - * To have the degenerated stuff not only detected and collapsed but also - * removed, try one of the following procedures: - * - * <b>1.</b> (if you support lines and points for rendering but don't - * want the degenerates) - * <ul> - * <li>Specify the <code>FindDegenerates</code> flag.</li> - * <li>Set the <code>AI_CONFIG_PP_FD_REMOVE</code> option to 1. This will - * cause the step to remove degenerated triangles from the import - * as soon as they're detected. They won't pass any further - * pipeline steps.</li> - * </ul> - * - * <b>2.</b>(if you don't support lines and points at all ...) - * <ul> - * <li>Specify the <code>FindDegenerates</code> flag.</li> - * <li>Specify the <code>SortByPType</code> flag. This moves line and - * point primitives to separate meshes.</li> - * <li>Set the <code>AI_CONFIG_PP_SBP_REMOVE</codet> option to - * <code>aiPrimitiveType_POINTS | aiPrimitiveType_LINES</code> - * to cause SortByPType to reject point and line meshes from the - * scene.</li> - * </ul> - * - * Note: Degenerated polygons are not necessarily bad and that's why - * they're not removed by default. There are several file formats - * which don't support lines or points. Some exporters bypass the - * format specification and write them as degenerated triangle - * instead. - */ - FindDegenerates = 0x10000, - - /** - * 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, e.g. by the <code>GenSmoothNormals</code> step. - * - * 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 <code>AI_CONFIG_PP_FID_ANIM_ACCURACY</code> config property - * decides the accuracy of the check for duplicate animation tracks. - */ - FindInvalidData = 0x20000, - - /** - * 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 tha 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 father app - * compute the UV channels, at least 3ds max, maja, blender, lightwave, - * modo, ... are able to achieve this. - * - * Note: If this step is not requested, you'll need to process the - * <code>AI_MATKEY_MAPPING</code> material property in order to - * display all assets properly. - */ - GenUVCoords = 0x40000, - - /** - * This step applies per-texture UV transformations and bakes them to - * stand-alone vtexture coordinate channelss. - * - * UV transformations are specified per-texture – see the - * <code>AI_MATKEY_UVTRANSFORM</code> material key for more information. - * This step processes all textures with transformed input UV coordinates - * and generates new (pretransformed) UV channel which replace 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 realtime apps by - * transforming texture coordinates at vertex shader stage with a 3x3 - * (homogenous) transformation matrix. - */ - TransformUVCoords = 0x80000, - - /** - * This step searches for duplicate meshes and replaces duplicates with - * references to the first mesh. - * - * This step takes a while, don't use it if you have no time. Its main - * purpose is to workaround the limitation 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 - * currently not support per-node material assignment to meshes, which - * means that identical meshes with differnent materials are currently - * <em>not</em> joined, although this is planned for future versions. - */ - FindInstances = 0x100000, - - /** - * A postprocessing step to reduce the number of meshes. - * - * In fact, it will reduce the number of drawcalls. - * - * This is a very effective optimization and is recommended to be used - * together with <code>OptimizeGraph</code>, if possible. The flag is - * fully compatible with both <code>SplitLargeMeshes</code> and - * <code>SortByPType</code>. - */ - OptimizeMeshes = 0x200000, - - /** - * A postprocessing step to optimize the scene hierarchy. - * - * Nodes with no 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 - * <code>AI_CONFIG_PP_OG_EXCLUDE_LIST</code> 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, complex hierarchies are usually completely lost. That's - * note the right choice 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 <code>OptimizeMeshes</code> for - * best results. - * - * Note: »Crappy« scenes with thousands of extremely small meshes packed - * in deeply nested nodes exist for almost all file formats. - * <code>OptimizeMeshes</code> in combination with - * <code>OptimizeGraph</code> usually fixes them all and makes them - * renderable. - */ - OptimizeGraph = 0x400000, - - /** This step flips all UV coordinates along the y-axis and adjusts - * material settings and bitangents accordingly. - * - * Output UV coordinate system: - * <pre> 0y|0y ---------- 1x|0y - * | | - * | | - * | | - * 0x|1y ---------- 1x|1y</pre> - * You'll probably want to consider this flag if you use Direct3D for - * rendering. The <code>AI_PROCESS_CONVERT_TO_LEFT_HANDED</code> flag - * supersedes this setting and bundles all conversions typically required - * for D3D-based applications. - */ - FlipUVs = 0x800000, - - /** - * This step adjusts the output face winding order to be clockwise. - * - * The default face winding order is counter clockwise. - * - * Output face order: - * <pre> x2 - * - * x0 - * x1</pre> - */ - FlipWindingOrder = 0x1000000 - } - - /** - * Abbrevation for convenience. - */ - alias aiPostProcessSteps aiProcess; - - /** - * Shortcut flag for Direct3D-based applications. - * - * Combines the <code>MakeLeftHanded</code>, <code>FlipUVs</code> and - * <code>FlipWindingOrder</code> flags. The output data matches Direct3D's - * conventions: left-handed geometry, upper-left origin for UV coordinates - * and clockwise face order, suitable for CCW culling. - */ - const aiPostProcessSteps AI_PROCESS_CONVERT_TO_LEFT_HANDED = - aiProcess.MakeLeftHanded | - aiProcess.FlipUVs | - aiProcess.FlipWindingOrder; - - /** - * 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 <code>ConvertToLeftHanded</code> step. If you don't support UV - * transformations in your application, apply the - * <code>TransformUVCoords</code> step, too. - * - * Note: Please take the time to read the doc for the steps enabled by this - * preset. Some of them offer further configurable properties, some of - * them might not be of use for you so it might be better to not specify - * them. - */ - const aiPostProcessSteps AI_PROCESS_PRESET_TARGET_REALTIME_FAST = - aiProcess.CalcTangentSpace | - aiProcess.GenNormals | - aiProcess.JoinIdenticalVertices | - aiProcess.Triangulate | - aiProcess.GenUVCoords | - aiProcess.SortByPType; - - /** - * Default postprocess configuration optimizing the data for real-time - * rendering. - * - * Unlike <code>AI_PROCESS_PRESET_TARGET_REALTIME_FAST</code>, 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 <code>ConvertToLeftHanded</code> step. If you don't support UV - * transformations in your application, apply the - * <code>TransformUVCoords</code> step, too. - * - * Note: Please take the time to read the doc for the steps enabled by this - * preset. Some of them offer further configurable properties, some of - * them might not be of use for you so it might be better to not specify - * them. - */ - const aiPostProcessSteps AI_PROCESS_PRESET_TARGET_REALTIME_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; - - /** - * 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 <code>ConvertToLeftHanded</code> step. If you don't support UV - * transformations in your application, apply the - * <code>TransformUVCoords</code> step, too. - * - * Note: Please take the time to read the doc for the steps enabled by this - * preset. Some of them offer further configurable properties, some of - * them might not be of use for you so it might be better to not specify - * them. - */ - const aiPostProcessSteps AI_PROCESS_PRESET_TARGET_REALTIME_MAX_QUALITY = - AI_PROCESS_PRESET_TARGET_REALTIME_QUALITY | - aiProcess.FindInstances | - aiProcess.ValidateDataStructure | - aiProcess.OptimizeMeshes; -} |