1 /* 2 Open Asset Import Library (assimp) 3 ---------------------------------------------------------------------- 4 5 Copyright (c) 2006-2012, assimp team 6 All rights reserved. 7 8 Redistribution and use of this software in source and binary forms, 9 with or without modification, are permitted provided that the 10 following conditions are met: 11 12 * Redistributions of source code must retain the above 13 copyright notice, this list of conditions and the 14 following disclaimer. 15 16 * Redistributions in binary form must reproduce the above 17 copyright notice, this list of conditions and the 18 following disclaimer in the documentation and/or other 19 materials provided with the distribution. 20 21 * Neither the name of the assimp team, nor the names of its 22 contributors may be used to endorse or promote products 23 derived from this software without specific prior 24 written permission of the assimp team. 25 26 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 27 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 28 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 29 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 30 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 31 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 32 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 33 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 34 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 35 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 36 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 37 38 ---------------------------------------------------------------------- 39 */ 40 41 /** @file aiPostProcess.h 42 * @brief Definitions for import post processing steps 43 */ 44 #ifndef AI_POSTPROCESS_H_INC 45 #define AI_POSTPROCESS_H_INC 46 47 #include "types.h" 48 49 #ifdef __cplusplus 50 extern "C" { 51 #endif 52 53 // ----------------------------------------------------------------------------------- 54 /** @enum aiPostProcessSteps 55 * @brief Defines the flags for all possible post processing steps. 56 * 57 * @see Importer::ReadFile 58 * @see aiImportFile 59 * @see aiImportFileEx 60 */ 61 // ----------------------------------------------------------------------------------- 62 enum aiPostProcessSteps 63 { 64 65 // ------------------------------------------------------------------------- 66 /** <hr>Calculates the tangents and bitangents for the imported meshes. 67 * 68 * Does nothing if a mesh does not have normals. You might want this post 69 * processing step to be executed if you plan to use tangent space calculations 70 * such as normal mapping applied to the meshes. There's a config setting, 71 * <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify 72 * a maximum smoothing angle for the algorithm. However, usually you'll 73 * want to leave it at the default value. Thanks. 74 */ 75 aiProcess_CalcTangentSpace = 0x1, 76 77 // ------------------------------------------------------------------------- 78 /** <hr>Identifies and joins identical vertex data sets within all 79 * imported meshes. 80 * 81 * After this step is run each mesh does contain only unique vertices anymore, 82 * so a vertex is possibly used by multiple faces. You usually want 83 * to use this post processing step. If your application deals with 84 * indexed geometry, this step is compulsory or you'll just waste rendering 85 * time. <b>If this flag is not specified</b>, no vertices are referenced by 86 * more than one face and <b>no index buffer is required</b> for rendering. 87 */ 88 aiProcess_JoinIdenticalVertices = 0x2, 89 90 // ------------------------------------------------------------------------- 91 /** <hr>Converts all the imported data to a left-handed coordinate space. 92 * 93 * By default the data is returned in a right-handed coordinate space which 94 * for example OpenGL prefers. In this space, +X points to the right, 95 * +Z points towards the viewer and and +Y points upwards. In the DirectX 96 * coordinate space +X points to the right, +Y points upwards and +Z points 97 * away from the viewer. 98 * 99 * You'll probably want to consider this flag if you use Direct3D for 100 * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this 101 * setting and bundles all conversions typically required for D3D-based 102 * applications. 103 */ 104 aiProcess_MakeLeftHanded = 0x4, 105 106 // ------------------------------------------------------------------------- 107 /** <hr>Triangulates all faces of all meshes. 108 * 109 * By default the imported mesh data might contain faces with more than 3 110 * indices. For rendering you'll usually want all faces to be triangles. 111 * This post processing step splits up all higher faces to triangles. 112 * Line and point primitives are *not* modified!. If you want 113 * 'triangles only' with no other kinds of primitives, try the following 114 * solution: 115 * <ul> 116 * <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType </li> 117 * </li>Ignore all point and line meshes when you process assimp's output</li> 118 * </ul> 119 */ 120 aiProcess_Triangulate = 0x8, 121 122 // ------------------------------------------------------------------------- 123 /** <hr>Removes some parts of the data structure (animations, materials, 124 * light sources, cameras, textures, vertex components). 125 * 126 * The components to be removed are specified in a separate 127 * configuration option, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful 128 * if you don't need all parts of the output structure. Especially vertex 129 * colors are rarely used today ... . Calling this step to remove unrequired 130 * stuff from the pipeline as early as possible results in an increased 131 * performance and a better optimized output data structure. 132 * This step is also useful if you want to force Assimp to recompute 133 * normals or tangents. The corresponding steps don't recompute them if 134 * they're already there (loaded from the source asset). By using this 135 * step you can make sure they are NOT there. 136 * 137 * This flag is a poor one, mainly because its purpose is usually 138 * misunderstood. Consider the following case: a 3d model has been exported 139 * from a CAD app, it has per-face vertex colors. Vertex positions can't be 140 * shared, thus the #aiProcess_JoinIdenticalVertices step fails to 141 * optimize the data. Just because these nasty, little vertex colors. 142 * Most apps don't even process them, so it's all for nothing. By using 143 * this step, unneeded components are excluded as early as possible 144 * thus opening more room for internal optimzations. 145 */ 146 aiProcess_RemoveComponent = 0x10, 147 148 // ------------------------------------------------------------------------- 149 /** <hr>Generates normals for all faces of all meshes. 150 * 151 * This is ignored if normals are already there at the time where this flag 152 * is evaluated. Model importers try to load them from the source file, so 153 * they're usually already there. Face normals are shared between all points 154 * of a single face, so a single point can have multiple normals, which in 155 * other words, enforces the library to duplicate vertices in some cases. 156 * #aiProcess_JoinIdenticalVertices is *senseless* then. 157 * 158 * This flag may not be specified together with #aiProcess_GenSmoothNormals. 159 */ 160 aiProcess_GenNormals = 0x20, 161 162 // ------------------------------------------------------------------------- 163 /** <hr>Generates smooth normals for all vertices in the mesh. 164 * 165 * This is ignored if normals are already there at the time where this flag 166 * is evaluated. Model importers try to load them from the source file, so 167 * they're usually already there. 168 * 169 * This flag may (of course) not be specified together with 170 * #aiProcess_GenNormals. There's a configuration option, 171 * <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> which allows you to specify 172 * an angle maximum for the normal smoothing algorithm. Normals exceeding 173 * this limit are not smoothed, resulting in a a 'hard' seam between two faces. 174 * Using a decent angle here (e.g. 80�) results in very good visual 175 * appearance. 176 */ 177 aiProcess_GenSmoothNormals = 0x40, 178 179 // ------------------------------------------------------------------------- 180 /** <hr>Splits large meshes into smaller submeshes 181 * 182 * This is quite useful for realtime rendering where the number of triangles 183 * which can be maximally processed in a single draw-call is usually limited 184 * by the video driver/hardware. The maximum vertex buffer is usually limited, 185 * too. Both requirements can be met with this step: you may specify both a 186 * triangle and vertex limit for a single mesh. 187 * 188 * The split limits can (and should!) be set through the 189 * <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt> 190 * settings. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and 191 * <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>. 192 * 193 * Note that splitting is generally a time-consuming task, but not if there's 194 * nothing to split. The use of this step is recommended for most users. 195 */ 196 aiProcess_SplitLargeMeshes = 0x80, 197 198 // ------------------------------------------------------------------------- 199 /** <hr>Removes the node graph and pre-transforms all vertices with 200 * the local transformation matrices of their nodes. The output 201 * scene does still contain nodes, however, there is only a 202 * root node with children, each one referencing only one mesh, 203 * each mesh referencing one material. For rendering, you can 204 * simply render all meshes in order, you don't need to pay 205 * attention to local transformations and the node hierarchy. 206 * Animations are removed during this step. 207 * This step is intended for applications without a scenegraph. 208 * The step CAN cause some problems: if e.g. a mesh of the asset 209 * contains normals and another, using the same material index, does not, 210 * they will be brought together, but the first meshes's part of 211 * the normal list is zeroed. However, these artifacts are rare. 212 * @note The <tt>#AI_CONFIG_PP_PTV_NORMALIZE</tt> configuration property 213 * can be set to normalize the scene's spatial dimension to the -1...1 214 * range. 215 */ 216 aiProcess_PreTransformVertices = 0x100, 217 218 // ------------------------------------------------------------------------- 219 /** <hr>Limits the number of bones simultaneously affecting a single vertex 220 * to a maximum value. 221 * 222 * If any vertex is affected by more than that number of bones, the least 223 * important vertex weights are removed and the remaining vertex weights are 224 * renormalized so that the weights still sum up to 1. 225 * The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS</tt> in 226 * config.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt> setting to 227 * supply your own limit to the post processing step. 228 * 229 * If you intend to perform the skinning in hardware, this post processing 230 * step might be of interest for you. 231 */ 232 aiProcess_LimitBoneWeights = 0x200, 233 234 // ------------------------------------------------------------------------- 235 /** <hr>Validates the imported scene data structure 236 * This makes sure that all indices are valid, all animations and 237 * bones are linked correctly, all material references are correct .. etc. 238 * 239 * It is recommended to capture Assimp's log output if you use this flag, 240 * so you can easily find ot what's actually wrong if a file fails the 241 * validation. The validator is quite rude and will find *all* 242 * inconsistencies in the data structure ... plugin developers are 243 * recommended to use it to debug their loaders. There are two types of 244 * validation failures: 245 * <ul> 246 * <li>Error: There's something wrong with the imported data. Further 247 * postprocessing is not possible and the data is not usable at all. 248 * The import fails. #Importer::GetErrorString() or #aiGetErrorString() 249 * carry the error message around.</li> 250 * <li>Warning: There are some minor issues (e.g. 1000000 animation 251 * keyframes with the same time), but further postprocessing and use 252 * of the data structure is still safe. Warning details are written 253 * to the log file, <tt>#AI_SCENE_FLAGS_VALIDATION_WARNING</tt> is set 254 * in #aiScene::mFlags</li> 255 * </ul> 256 * 257 * This post-processing step is not time-consuming. It's use is not 258 * compulsory, but recommended. 259 */ 260 aiProcess_ValidateDataStructure = 0x400, 261 262 // ------------------------------------------------------------------------- 263 /** <hr>Reorders triangles for better vertex cache locality. 264 * 265 * The step tries to improve the ACMR (average post-transform vertex cache 266 * miss ratio) for all meshes. The implementation runs in O(n) and is 267 * roughly based on the 'tipsify' algorithm (see <a href=" 268 * http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf">this 269 * paper</a>). 270 * 271 * If you intend to render huge models in hardware, this step might 272 * be of interest for you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>config 273 * setting can be used to fine-tune the cache optimization. 274 */ 275 aiProcess_ImproveCacheLocality = 0x800, 276 277 // ------------------------------------------------------------------------- 278 /** <hr>Searches for redundant/unreferenced materials and removes them. 279 * 280 * This is especially useful in combination with the 281 * #aiProcess_PretransformVertices and #aiProcess_OptimizeMeshes flags. 282 * Both join small meshes with equal characteristics, but they can't do 283 * their work if two meshes have different materials. Because several 284 * material settings are always lost during Assimp's import filters, 285 * (and because many exporters don't check for redundant materials), huge 286 * models often have materials which are are defined several times with 287 * exactly the same settings .. 288 * 289 * Several material settings not contributing to the final appearance of 290 * a surface are ignored in all comparisons ... the material name is 291 * one of them. So, if you're passing additional information through the 292 * content pipeline (probably using *magic* material names), don't 293 * specify this flag. Alternatively take a look at the 294 * <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> setting. 295 */ 296 aiProcess_RemoveRedundantMaterials = 0x1000, 297 298 // ------------------------------------------------------------------------- 299 /** <hr>This step tries to determine which meshes have normal vectors 300 * that are facing inwards. The algorithm is simple but effective: 301 * the bounding box of all vertices + their normals is compared against 302 * the volume of the bounding box of all vertices without their normals. 303 * This works well for most objects, problems might occur with planar 304 * surfaces. However, the step tries to filter such cases. 305 * The step inverts all in-facing normals. Generally it is recommended 306 * to enable this step, although the result is not always correct. 307 */ 308 aiProcess_FixInfacingNormals = 0x2000, 309 310 // ------------------------------------------------------------------------- 311 /** <hr>This step splits meshes with more than one primitive type in 312 * homogeneous submeshes. 313 * 314 * The step is executed after the triangulation step. After the step 315 * returns, just one bit is set in aiMesh::mPrimitiveTypes. This is 316 * especially useful for real-time rendering where point and line 317 * primitives are often ignored or rendered separately. 318 * You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> option to specify which 319 * primitive types you need. This can be used to easily exclude 320 * lines and points, which are rarely used, from the import. 321 */ 322 aiProcess_SortByPType = 0x8000, 323 324 // ------------------------------------------------------------------------- 325 /** <hr>This step searches all meshes for degenerated primitives and 326 * converts them to proper lines or points. 327 * 328 * A face is 'degenerated' if one or more of its points are identical. 329 * To have the degenerated stuff not only detected and collapsed but 330 * also removed, try one of the following procedures: 331 * <br><b>1.</b> (if you support lines&points for rendering but don't 332 * want the degenerates)</br> 333 * <ul> 334 * <li>Specify the #aiProcess_FindDegenerates flag. 335 * </li> 336 * <li>Set the <tt>AI_CONFIG_PP_FD_REMOVE</tt> option to 1. This will 337 * cause the step to remove degenerated triangles from the import 338 * as soon as they're detected. They won't pass any further 339 * pipeline steps. 340 * </li> 341 * </ul> 342 * <br><b>2.</b>(if you don't support lines&points at all ...)</br> 343 * <ul> 344 * <li>Specify the #aiProcess_FindDegenerates flag. 345 * </li> 346 * <li>Specify the #aiProcess_SortByPType flag. This moves line and 347 * point primitives to separate meshes. 348 * </li> 349 * <li>Set the <tt>AI_CONFIG_PP_SBP_REMOVE</tt> option to 350 * @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES 351 * @endcode to cause SortByPType to reject point 352 * and line meshes from the scene. 353 * </li> 354 * </ul> 355 * @note Degenerated polygons are not necessarily evil and that's why 356 * they're not removed by default. There are several file formats which 357 * don't support lines or points ... some exporters bypass the 358 * format specification and write them as degenerated triangle instead. 359 */ 360 aiProcess_FindDegenerates = 0x10000, 361 362 // ------------------------------------------------------------------------- 363 /** <hr>This step searches all meshes for invalid data, such as zeroed 364 * normal vectors or invalid UV coords and removes/fixes them. This is 365 * intended to get rid of some common exporter errors. 366 * 367 * This is especially useful for normals. If they are invalid, and 368 * the step recognizes this, they will be removed and can later 369 * be recomputed, i.e. by the #aiProcess_GenSmoothNormals flag.<br> 370 * The step will also remove meshes that are infinitely small and reduce 371 * animation tracks consisting of hundreds if redundant keys to a single 372 * key. The <tt>AI_CONFIG_PP_FID_ANIM_ACCURACY</tt> config property decides 373 * the accuracy of the check for duplicate animation tracks. 374 */ 375 aiProcess_FindInvalidData = 0x20000, 376 377 // ------------------------------------------------------------------------- 378 /** <hr>This step converts non-UV mappings (such as spherical or 379 * cylindrical mapping) to proper texture coordinate channels. 380 * 381 * Most applications will support UV mapping only, so you will 382 * probably want to specify this step in every case. Note tha Assimp is not 383 * always able to match the original mapping implementation of the 384 * 3d app which produced a model perfectly. It's always better to let the 385 * father app compute the UV channels, at least 3ds max, maja, blender, 386 * lightwave, modo, ... are able to achieve this. 387 * 388 * @note If this step is not requested, you'll need to process the 389 * <tt>#AI_MATKEY_MAPPING</tt> material property in order to display all assets 390 * properly. 391 */ 392 aiProcess_GenUVCoords = 0x40000, 393 394 // ------------------------------------------------------------------------- 395 /** <hr>This step applies per-texture UV transformations and bakes 396 * them to stand-alone vtexture coordinate channelss. 397 * 398 * UV transformations are specified per-texture - see the 399 * <tt>#AI_MATKEY_UVTRANSFORM</tt> material key for more information. 400 * This step processes all textures with 401 * transformed input UV coordinates and generates new (pretransformed) UV channel 402 * which replace the old channel. Most applications won't support UV 403 * transformations, so you will probably want to specify this step. 404 * 405 * @note UV transformations are usually implemented in realtime apps by 406 * transforming texture coordinates at vertex shader stage with a 3x3 407 * (homogenous) transformation matrix. 408 */ 409 aiProcess_TransformUVCoords = 0x80000, 410 411 // ------------------------------------------------------------------------- 412 /** <hr>This step searches for duplicate meshes and replaces duplicates 413 * with references to the first mesh. 414 * 415 * This step takes a while, don't use it if you have no time. 416 * Its main purpose is to workaround the limitation that many export 417 * file formats don't support instanced meshes, so exporters need to 418 * duplicate meshes. This step removes the duplicates again. Please 419 * note that Assimp does currently not support per-node material 420 * assignment to meshes, which means that identical meshes with 421 * differnent materials are currently *not* joined, although this is 422 * planned for future versions. 423 */ 424 aiProcess_FindInstances = 0x100000, 425 426 // ------------------------------------------------------------------------- 427 /** <hr>A postprocessing step to reduce the number of meshes. 428 * 429 * In fact, it will reduce the number of drawcalls. 430 * 431 * This is a very effective optimization and is recommended to be used 432 * together with #aiProcess_OptimizeGraph, if possible. The flag is fully 433 * compatible with both #aiProcess_SplitLargeMeshes and #aiProcess_SortByPType. 434 */ 435 aiProcess_OptimizeMeshes = 0x200000, 436 437 438 // ------------------------------------------------------------------------- 439 /** <hr>A postprocessing step to optimize the scene hierarchy. 440 * 441 * Nodes with no animations, bones, lights or cameras assigned are 442 * collapsed and joined. 443 * 444 * Node names can be lost during this step. If you use special 'tag nodes' 445 * to pass additional information through your content pipeline, use the 446 * <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> setting to specify a list of node 447 * names you want to be kept. Nodes matching one of the names in this list won't 448 * be touched or modified. 449 * 450 * Use this flag with caution. Most simple files will be collapsed to a 451 * single node, complex hierarchies are usually completely lost. That's not 452 * the right choice for editor environments, but probably a very effective 453 * optimization if you just want to get the model data, convert it to your 454 * own format and render it as fast as possible. 455 * 456 * This flag is designed to be used with #aiProcess_OptimizeMeshes for best 457 * results. 458 * 459 * @note 'crappy' scenes with thousands of extremely small meshes packed 460 * in deeply nested nodes exist for almost all file formats. 461 * #aiProcess_OptimizeMeshes in combination with #aiProcess_OptimizeGraph 462 * usually fixes them all and makes them renderable. 463 */ 464 aiProcess_OptimizeGraph = 0x400000, 465 466 // ------------------------------------------------------------------------- 467 /** <hr>This step flips all UV coordinates along the y-axis and adjusts 468 * material settings and bitangents accordingly. 469 * <br><b>Output UV coordinate system:</b> 470 * @code 471 * 0y|0y ---------- 1x|0y 472 * | | 473 * | | 474 * | | 475 * 0x|1y ---------- 1x|1y 476 * @endcode 477 * 478 * You'll probably want to consider this flag if you use Direct3D for 479 * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this 480 * setting and bundles all conversions typically required for D3D-based 481 * applications. 482 */ 483 aiProcess_FlipUVs = 0x800000, 484 485 // ------------------------------------------------------------------------- 486 /** <hr>This step adjusts the output face winding order to be cw. 487 * 488 * The default face winding order is counter clockwise. 489 * <br><b>Output face order:</b> 490 * @code 491 * x2 492 * 493 * x0 494 * x1 495 * @endcode 496 */ 497 aiProcess_FlipWindingOrder = 0x1000000, 498 499 // ------------------------------------------------------------------------- 500 /** <hr>This step splits meshes with many bones into submeshes so that each 501 * submesh has fewer or as many bones as a given limit. 502 */ 503 aiProcess_SplitByBoneCount = 0x2000000, 504 505 // ------------------------------------------------------------------------- 506 /** <hr>This step removes bones losslessly or according to some threshold. 507 * In some cases (i.e. format that require it) exporters are forced to 508 * assign dummy bone weights to otherwise static meshes assigned to 509 * animated meshes. Since full, weight-based skinning is expensive but 510 * animating nodes is extremely cheap, this step is offered to cleanup 511 * the data in that regard. 512 * 513 * Use <tt>#AI_CONFIG_PP_DB_THRESHOLD</tt> to control this. 514 * Use <tt>#AI_CONFIG_PP_DB_ALL_OR_NONE</tt> if you want bones removed if and 515 * only if all bones within the scene qualify for removal. 516 */ 517 aiProcess_Debone = 0x4000000 518 519 // aiProcess_GenEntityMeshes = 0x100000, 520 // aiProcess_OptimizeAnimations = 0x200000 521 // aiProcess_FixTexturePaths = 0x200000 522 }; 523 524 525 // --------------------------------------------------------------------------------------- 526 /** @def aiProcess_ConvertToLeftHanded 527 * @brief Shortcut flag for Direct3D-based applications. 528 * 529 * Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and 530 * #aiProcess_FlipWindingOrder flags. 531 * The output data matches Direct3D's conventions: left-handed geometry, upper-left 532 * origin for UV coordinates and finally clockwise face order, suitable for CCW culling. 533 * 534 * @deprecated 535 */ 536 #define aiProcess_ConvertToLeftHanded ( \ 537 aiProcess_MakeLeftHanded | \ 538 aiProcess_FlipUVs | \ 539 aiProcess_FlipWindingOrder | \ 540 0 ) 541 542 543 // --------------------------------------------------------------------------------------- 544 /** @def aiProcessPreset_TargetRealtimeUse_Fast 545 * @brief Default postprocess configuration optimizing the data for real-time rendering. 546 * 547 * Applications would want to use this preset to load models on end-user PCs, 548 * maybe for direct use in game. 549 * 550 * If you're using DirectX, don't forget to combine this value with 551 * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations 552 * in your application apply the #aiProcess_TransformUVCoords step, too. 553 * @note Please take the time to read the doc to the steps enabled by this preset. 554 * Some of them offer further configurable properties, some of them might not be of 555 * use for you so it might be better to not specify them. 556 */ 557 #define aiProcessPreset_TargetRealtime_Fast ( \ 558 aiProcess_CalcTangentSpace | \ 559 aiProcess_GenNormals | \ 560 aiProcess_JoinIdenticalVertices | \ 561 aiProcess_Triangulate | \ 562 aiProcess_GenUVCoords | \ 563 aiProcess_SortByPType | \ 564 0 ) 565 566 // --------------------------------------------------------------------------------------- 567 /** @def aiProcessPreset_TargetRealtime_Quality 568 * @brief Default postprocess configuration optimizing the data for real-time rendering. 569 * 570 * Unlike #aiProcessPreset_TargetRealtime_Fast, this configuration 571 * performs some extra optimizations to improve rendering speed and 572 * to minimize memory usage. It could be a good choice for a level editor 573 * environment where import speed is not so important. 574 * 575 * If you're using DirectX, don't forget to combine this value with 576 * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations 577 * in your application apply the #aiProcess_TransformUVCoords step, too. 578 * @note Please take the time to read the doc for the steps enabled by this preset. 579 * Some of them offer further configurable properties, some of them might not be of 580 * use for you so it might be better to not specify them. 581 */ 582 #define aiProcessPreset_TargetRealtime_Quality ( \ 583 aiProcess_CalcTangentSpace | \ 584 aiProcess_GenSmoothNormals | \ 585 aiProcess_JoinIdenticalVertices | \ 586 aiProcess_ImproveCacheLocality | \ 587 aiProcess_LimitBoneWeights | \ 588 aiProcess_RemoveRedundantMaterials | \ 589 aiProcess_SplitLargeMeshes | \ 590 aiProcess_Triangulate | \ 591 aiProcess_GenUVCoords | \ 592 aiProcess_SortByPType | \ 593 aiProcess_FindDegenerates | \ 594 aiProcess_FindInvalidData | \ 595 0 ) 596 597 // --------------------------------------------------------------------------------------- 598 /** @def aiProcessPreset_TargetRealtime_MaxQuality 599 * @brief Default postprocess configuration optimizing the data for real-time rendering. 600 * 601 * This preset enables almost every optimization step to achieve perfectly 602 * optimized data. It's your choice for level editor environments where import speed 603 * is not important. 604 * 605 * If you're using DirectX, don't forget to combine this value with 606 * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations 607 * in your application, apply the #aiProcess_TransformUVCoords step, too. 608 * @note Please take the time to read the doc for the steps enabled by this preset. 609 * Some of them offer further configurable properties, some of them might not be of 610 * use for you so it might be better to not specify them. 611 */ 612 #define aiProcessPreset_TargetRealtime_MaxQuality ( \ 613 aiProcessPreset_TargetRealtime_Quality | \ 614 aiProcess_FindInstances | \ 615 aiProcess_ValidateDataStructure | \ 616 aiProcess_OptimizeMeshes | \ 617 aiProcess_Debone | \ 618 0 ) 619 620 621 #ifdef __cplusplus 622 } // end of extern "C" 623 #endif 624 625 #endif // AI_POSTPROCESS_H_INC 626