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/*
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*/
package jassimp.importing;
/**
*
* @author GBarbieri
*/
public 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's an
* importer property,
* #AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE, 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),
// -------------------------------------------------------------------------
/**
*
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. If this flag
* is not specified, no vertices are referenced by more than one face
* and no index buffer is required for rendering.
*/
aiProcess_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
* 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),
// -------------------------------------------------------------------------
/**
*
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:
*
* - Specify both #aiProcess_Triangulate and #aiProcess_SortByPType
* - Ignore all point and line meshes when you process assimp's
* output
*
*/
aiProcess_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 importer
* property, #AI_CONFIG_PP_RVC_FLAGS. 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),
// -------------------------------------------------------------------------
/**
*
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),
// -------------------------------------------------------------------------
/**
*
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,
* #AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE 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),
// -------------------------------------------------------------------------
/**
*
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
* #AI_CONFIG_PP_SLM_VERTEX_LIMIT and
* #AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
* importer properties. The default values are
* #AI_SLM_DEFAULT_MAX_VERTICES and
* #AI_SLM_DEFAULT_MAX_TRIANGLES.
*
* 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),
// -------------------------------------------------------------------------
/**
*
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 #AI_CONFIG_PP_PTV_NORMALIZE configuration property can
* be set to normalize the scene's spatial dimension to the -1...1 range.
*/
aiProcess_PreTransformVertices(0x100),
// -------------------------------------------------------------------------
/**
*
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 #AI_LMW_MAX_WEIGHTS
* in config.h), but you can use the #AI_CONFIG_PP_LBW_MAX_WEIGHTS
* 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),
// -------------------------------------------------------------------------
/**
*
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:
*
* - 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.
* - 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, #AI_SCENE_FLAGS_VALIDATION_WARNING is set in
* #aiScene::mFlags
*
*
* This post-processing step is not time-consuming. Its use is not
* compulsory, but recommended.
*/
aiProcess_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 this
* paper).
*
* If you intend to render huge models in hardware, this step might be of
* interest to you. The #AI_CONFIG_PP_ICL_PTCACHE_SIZE
* importer property can be used to fine-tune the cache optimization.
*/
aiProcess_ImproveCacheLocality(0x800),
// -------------------------------------------------------------------------
/**
*
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
* #AI_CONFIG_PP_RRM_EXCLUDE_LIST importer property.
*/
aiProcess_RemoveRedundantMaterials(0x1000),
// -------------------------------------------------------------------------
/**
*
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 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
* #AI_CONFIG_PP_SBP_REMOVE 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),
// -------------------------------------------------------------------------
/**
*
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:
*
1. (if you support lines and points for rendering but don't
* want the degenerates)
*
* - Specify the #aiProcess_FindDegenerates flag.
*
* - Set the #AI_CONFIG_PP_FD_REMOVE 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.
*
*
*
2.(if you don't support lines and points at all)
*
* - Specify the #aiProcess_FindDegenerates flag.
*
* - Specify the #aiProcess_SortByPType flag. This moves line and point
* primitives to separate meshes.
*
* - Set the #AI_CONFIG_PP_SBP_REMOVE importer property to
* @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES
* @endcode to cause SortByPType to reject point
* and line meshes from the scene.
*
*
* @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),
// -------------------------------------------------------------------------
/**
*
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.
* 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 AI_CONFIG_PP_FID_ANIM_ACCURACY config property decides
* the accuracy of the check for duplicate animation tracks.
*/
aiProcess_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 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
* #AI_MATKEY_MAPPING material property in order to display all
* assets properly.
*/
aiProcess_GenUVCoords(0x40000),
// -------------------------------------------------------------------------
/**
*
This step applies per-texture UV transformations and bakes them into
* stand-alone vtexture coordinate channels.
*
* UV transformations are specified per-texture - see the
* #AI_MATKEY_UVTRANSFORM 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),
// -------------------------------------------------------------------------
/**
*
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),
// -------------------------------------------------------------------------
/**
*
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),
// -------------------------------------------------------------------------
/**
*
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
* #AI_CONFIG_PP_OG_EXCLUDE_LIST 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);
public int value;
private AiPostProcessSteps(int value) {
this.value = value;
}
}
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