diff options
Diffstat (limited to 'src/mesh/assimp-master/port/PyAssimp/pyassimp/postprocess.py')
-rw-r--r-- | src/mesh/assimp-master/port/PyAssimp/pyassimp/postprocess.py | 530 |
1 files changed, 0 insertions, 530 deletions
diff --git a/src/mesh/assimp-master/port/PyAssimp/pyassimp/postprocess.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/postprocess.py deleted file mode 100644 index 0c55d67..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/pyassimp/postprocess.py +++ /dev/null @@ -1,530 +0,0 @@ -# <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 ) - - |