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+/*
+---------------------------------------------------------------------------
+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;
+}