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Diffstat (limited to 'libs/assimp/port/PyAssimp/pyassimp/postprocess.py')
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diff --git a/libs/assimp/port/PyAssimp/pyassimp/postprocess.py b/libs/assimp/port/PyAssimp/pyassimp/postprocess.py new file mode 100644 index 0000000..0c55d67 --- /dev/null +++ b/libs/assimp/port/PyAssimp/pyassimp/postprocess.py @@ -0,0 +1,530 @@ +# <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 ) + + |