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authorPaul Lemire <paul.lemire@kdab.com>2014-03-24 08:13:42 +0100
committerSean Harmer <sean.harmer@kdab.com>2014-03-25 10:15:49 +0100
commit40bf98aeaf22bbeb50fdb2b227c3b9926b7c5eae (patch)
tree8a41a63dc4498d20148518aa3ce49dcabad8ddce /src/3rdparty/assimp/include/assimp/postprocess.h
parentcdb819b2293409046639899a52ee852107b39cd0 (diff)
Updated Assimp library to the latest version 1270
SVNRevision 1270 assimp--3.0.1270-source-only.zip Change-Id: I332efb5fd0d086f24aca0a5fe9d396d549e531fa Reviewed-by: Sean Harmer <sean.harmer@kdab.com> Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, 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
+ */
+#ifndef AI_POSTPROCESS_H_INC
+#define AI_POSTPROCESS_H_INC
+
+#include "types.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// -----------------------------------------------------------------------------------
+/** @enum aiPostProcessSteps
+ * @brief Defines the flags for all possible post processing steps.
+ *
+ * @see Importer::ReadFile
+ * @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 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 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>
+ * 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.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>config
+ * setting 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> 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 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
+ * (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
+};
+
+
+// ---------------------------------------------------------------------------------------
+/** @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_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.
+ */
+#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 | \
+ aiProcess_Debone | \
+ 0 )
+
+
+#ifdef __cplusplus
+} // end of extern "C"
+#endif
+
+#endif // AI_POSTPROCESS_H_INC \ No newline at end of file