Initiual commit: AssetImporter source moved from ZFXCE repository to its own repository. PLease do not use the ZFXCE repo any more.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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include/aiPostProcess.h
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78
include/aiPostProcess.h
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/** @file Definitions for import post processing steps */
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#ifndef AI_POSTPROCESS_H_INC
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#define AI_POSTPROCESS_H_INC
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#ifdef __cplusplus
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extern "C" {
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#endif
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/** Defines the flags for all possible post processing steps. */
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enum aiPostProcessSteps
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{
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/** Calculates the binormals and tangents for the imported meshes. Does nothing
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* if a mesh does not have normals. You might want this post processing step to be
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* executed if you plan to use tangent space calculations such as normal mapping
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* applied to the meshes.
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*/
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aiProcess_CalcTangentSpace = 1,
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/** Identifies and joins identical vertex data sets within all imported meshes.
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* After this step is run each mesh does contain only unique vertices anymore,
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* so a vertex is possibly used by multiple faces. You propably always want
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* to use this post processing step.*/
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aiProcess_JoinIdenticalVertices = 2,
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/** Converts all the imported data to a left-handed coordinate space such as
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* the DirectX coordinate system. By default the data is returned in a right-handed
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* coordinate space which for example OpenGL preferres. In this space, +X points to the
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* right, +Y points upwards and +Z points to the viewer. In the DirectX coordinate space
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* +X points to the right, +Y points upwards and +Z points away from the viewer
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* into the screen.
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*/
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aiProcess_ConvertToLeftHanded = 4,
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/** Triangulates all faces of all meshes. By default the imported mesh data might
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* contain faces with more than 3 indices. For rendering a mesh you usually need
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* all faces to be triangles. This post processing step splits up all higher faces
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* to triangles.
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*/
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aiProcess_Triangulate = 8,
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/** Omits all normals found in the file. This can be used together
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* with either the aiProcess_GenNormals or the aiProcess_GenSmoothNormals
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* flag to force the recomputation of the normals.
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*/
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aiProcess_KillNormals = 0x10,
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/** Generates normals for all faces of all meshes. The normals are shared
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* between the three vertices of a face. This is ignored
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* if normals are already existing. This flag may not be specified together
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* with aiProcess_GenSmoothNormals
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*/
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aiProcess_GenNormals = 0x20,
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/** Generates smooth normals for all vertices in the mesh. This is ignored
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* if normals are already existing. This flag may not be specified together
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* with aiProcess_GenNormals
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*/
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aiProcess_GenSmoothNormals = 0x40,
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/** Splits large meshes into submeshes
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* This is quite useful for realtime rendering where the number of vertices
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* is usually limited by the video driver.
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*
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* A mesh is split if it consists of more than 1 * 10^6 vertices. This is defined
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* in the internal SplitLargeMeshes.h header as AI_SLM_MAX_VERTICES.
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*/
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aiProcess_SplitLargeMeshes = 0x80
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};
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#ifdef __cplusplus
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} // end of extern "C"
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#endif
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#endif // AI_POSTPROCESS_H_INC
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