rust-assimp 0.0.23

A rust wrapper for assimp the open asset import library
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///! Defines all the possible post processing steps.

/// Post processing steps that can be applied once a model is loaded
#[derive(Clone, Copy)]
#[repr(C, u32)]
pub enum Process {
    /// 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, `Property::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.
    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.
    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 `Process::ConvertToLeftHanded` 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 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 `Process::Triangulate` and `Process::SortByPType`
    ///  * 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, `Property::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 `Process::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.
    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.
    /// `Process::JoinIdenticalVertices` is *senseless* then.
    ///
    /// This flag may not be specified together with
    /// `Process::GenSmoothNormals`.
    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 `Process::GenNormals`.
    /// There's a configuration option,
    /// `Property::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.
    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
    /// `Property::PP_SLM_VERTEX_LIMIT` and `Property::PP_SLM_TRIANGLE_LIMIT`
    /// settings. 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.
    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 `Property::PP_PTV_NORMALIZE` 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 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`) ,
    /// but you can use the `Property::PP_LBW_MAX_WEIGHTS` 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.
    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 #GetErrorString()
    ///     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 `Scene::flags`
    ///
    /// This post-processing step is not time-consuming. Its 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]
    /// (http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf).
    ///
    /// If you intend to render huge models in hardware, this step might
    /// be of interest to you. The `Property::PP_ICL_PTCACHE_SIZE` 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
    /// `Process::PretransformVertices` and `Process::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
    /// `Property::PP_RRM_EXCLUDE_LIST` setting.
    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.
    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 `Mesh::primitive_types`. This is
    /// especially useful for real-time rendering where point and line
    /// primitives are often ignored or rendered separately.  You can use the
    /// `PP_SBP_REMOVE` 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 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 `Process::FindDegenerates` flag.
    ///
    ///    * Set `Property::PP_FD_REMOVE` option to `true`. 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 `Process::FindDegenerates` flag.
    ///
    ///    * Specify the `Process::SortByPType` flag. This moves line and
    ///      point primitives to separate meshes.
    ///
    ///    * Set the `Property::PP_SBP_REMOVE` option to
    ///        `PrimitiveType::Points | PrimitiveType::Lines`
    ///        to cause `Process::SortByPType` to reject point
    ///
    ///  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.
    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 `Process::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 `Property::PP_FID_ANIM_ACCURACY` 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 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.
    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.
    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.
    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 `Process::OptimizeGraph`, if possible. The flag is fully
    /// compatible with both `Process::SplitLargeMeshes and
    /// `Process::SortByPType`.
    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 `Property::PP_OG_EXCLUDE_LIST` 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 `Process::OptimizeMeshes` for
    /// best results.
    ///
    /// Note:
    /// Scenes with thousands of extremely small meshes packed in deeply
    /// nested nodes exist for almost all file formats.
    /// `Process::OptimizeMeshes` in combination with
    /// `Process::OptimizeGraph` 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:
    ///
    /// ```asciiart
    /// 0y|0y ---------- 1x|0y
    /// |                 |
    /// |                 |
    /// |                 |
    /// 0x|1y ---------- 1x|1y
    /// ```
    ///
    /// You'll probably want to consider this flag if you use Direct3D for
    /// rendering. The `Process::ConvertToLeftHanded` 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 CW.
    ///
    /// The default face winding order is counter clockwise (CCW).
    FlipWindingOrder  = 0x1000000,

    /// 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.
    SplitByBoneCount  = 0x2000000,

    /// 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 `Property::PP_DB_THRESHOLD` to control this.
    /// * Use `Property::PP_DB_ALL_OR_NONE` if you want bones removed if and
    ///   only if all bones within the scene qualify for removal.
    Debone  = 0x4000000,


    /// Shortcut flag for Direct3D-based applications.
    ///
    /// Supersedes the `Process::MakeLeftHanded` and `Process::FlipUVs` and
    /// `Process::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.
    ConvertToLeftHanded = 0x1800004,


    /// 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
    /// `Process::ConvertToLeftHanded` step. If you don't support UV
    /// transformations in your application apply the
    /// `Process::TransformUVCoords` step, too.
    ///
    /// *  Process::CalcTangentSpace
    /// *  Process::GenNormals
    /// *  Process::JoinIdenticalVertices
    /// *  Process::Triangulate
    /// *  Process::GenUVCoords
    /// *  Process::SortByPType
    Preset_TargetRealtime_Fast = 0x4802b,

    /// Default postprocess configuration optimizing the data for real-time
    /// rendering.
    ///
    /// Unlike `ProcessPreset_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
    /// `Process::ConvertToLeftHanded` step. If you don't support UV
    /// transformations in your application apply the `Process::TransformUVCoords`
    /// step, too.
    ///
    /// *  Process::CalcTangentSpace
    /// *  Process::GenSmoothNormals
    /// *  Process::JoinIdenticalVertices
    /// *  Process::ImproveCacheLocality
    /// *  Process::LimitBoneWeights
    /// *  Process::RemoveRedundantMaterials
    /// *  Process::SplitLargeMeshes
    /// *  Process::Triangulate
    /// *  Process::GenUVCoords
    /// *  Process::SortByPType
    /// *  Process::FindDegenerates
    /// *  Process::FindInvalidData
    Preset_TargetRealtime_Quality = 0x79acb,

    /// 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
    /// `Process::ConvertToLeftHanded` step. If you don't support UV
    /// transformations in your application, apply the
    /// `Process::TransformUVCoords` step, too.
    ///
    ///  *  ProcessPreset_TargetRealtime_Quality
    ///  *  Process::FindInstances
    ///  *  Process::ValidateDataStructure
    ///  *  Process::OptimizeMeshes
    ///  *  Process::Debone
    Preset_TargetRealtime_MaxQuality = 0x4379ecb,
}

#[cfg(test)]
mod test {
    use super::Process;
    pub const PROCESS_CONVERTTOLEFTHANDED_TEST : u32 =
                                Process::MakeLeftHanded   as u32 |
                                Process::FlipWindingOrder as u32 |
                                Process::FlipUVs          as u32 ;
    pub const PROCESSPRESET_TARGETREALTIME_FAST_TEST : u32 =
                                Process::CalcTangentSpace       as u32 |
                                Process::GenNormals             as u32 |
                                Process::JoinIdenticalVertices  as u32 |
                                Process::Triangulate            as u32 |
                                Process::GenUVCoords            as u32 |
                                Process::SortByPType            as u32 ;
    pub const PROCESSPRESET_TARGETREALTIME_QUALITY_TEST : u32 =
                                Process::CalcTangentSpace          as u32 |
                                Process::GenSmoothNormals          as u32 |
                                Process::JoinIdenticalVertices     as u32 |
                                Process::ImproveCacheLocality      as u32 |
                                Process::LimitBoneWeights          as u32 |
                                Process::RemoveRedundantMaterials  as u32 |
                                Process::SplitLargeMeshes          as u32 |
                                Process::Triangulate               as u32 |
                                Process::GenUVCoords               as u32 |
                                Process::SortByPType               as u32 |
                                Process::FindDegenerates           as u32 |
                                Process::FindInvalidData           as u32 ;
    pub const PROCESSPRESET_TARGETREALTIME_MAXQUALITY_TEST : u32 =
                            Process::Preset_TargetRealtime_Quality as u32 |
                            Process::FindInstances                 as u32 |
                            Process::ValidateDataStructure         as u32 |
                            Process::OptimizeMeshes                as u32 |
                            Process::Debone                        as u32 ;
    // Used to genearte the values used in the enum
    #[allow(deprecated)]
    #[test]
    fn test_show_consts() {
        assert!(Process::ConvertToLeftHanded as u32 ==
                   PROCESS_CONVERTTOLEFTHANDED_TEST);
        assert!(Process::Preset_TargetRealtime_MaxQuality as u32 ==
                   PROCESSPRESET_TARGETREALTIME_MAXQUALITY_TEST);
        assert!(Process::Preset_TargetRealtime_Quality as u32 ==
                   PROCESSPRESET_TARGETREALTIME_QUALITY_TEST);
        assert!(Process::Preset_TargetRealtime_Fast as u32 ==
                   PROCESSPRESET_TARGETREALTIME_FAST_TEST);
    }
}

// vim: et tw=78 sw=4: