diff options
Diffstat (limited to 'src/mesh/assimp-master/include/assimp/postprocess.h')
-rw-r--r-- | src/mesh/assimp-master/include/assimp/postprocess.h | 708 |
1 files changed, 708 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/include/assimp/postprocess.h b/src/mesh/assimp-master/include/assimp/postprocess.h new file mode 100644 index 0000000..cdcbf05 --- /dev/null +++ b/src/mesh/assimp-master/include/assimp/postprocess.h @@ -0,0 +1,708 @@ +/* +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 |