本文对应postprocess.h头文件
导入示例
#include <assimp/Importer.hpp> // C++ importer interface
#include <assimp/scene.h> // Output data structure
#include <assimp/postprocess.h> // Post processing flags
bool DoTheImportThing( const std::string& pFile) {
// Create an instance of the Importer class
Assimp::Importer importer;
// And have it read the given file with some example postprocessing
// Usually - if speed is not the most important aspect for you - you'll
// probably to request more postprocessing than we do in this example.
const aiScene* scene = importer.ReadFile( pFile,
aiProcess_CalcTangentSpace |
aiProcess_Triangulate |
aiProcess_JoinIdenticalVertices |
aiProcess_SortByPType);
// If the import failed, report it
if (nullptr != scene) {
DoTheErrorLogging( importer.GetErrorString());
return false;
}
// Now we can access the file's contents.
DoTheSceneProcessing( scene);
// We're done. Everything will be cleaned up by the importer destructor
return true;
}
参数介绍
ASSIMP_API const C_STRUCT aiScene* aiImportFile(
const char* pFile,
unsigned int pFlags);
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 an importer property,
* <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.
* 重新计算网格切线,切线主要用于bump-mapped shaders
*/
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.
* 合并相同顶点
*/
aiProcess_JoinIdenticalVertices = 0x2,
aiProcess_MakeLeftHanded = 0x4,
/** <hr>Triangulates all faces of all meshes.
*
* 所有的面全部转为三角面
* 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).
* 去除部分数据
*
* The components to be removed are specified in a separate
* importer property, <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.(强制计算法线与切线) 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.
* 不能与aiProcess_GenSmoothNormals同时设置
*/
aiProcess_GenNormals = 0x20,
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>
* importer properties. 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.
* 去除除根节点外的所有node,会去除动画
*
* 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.(只有一个带有子节点的根节点,每个节点node只引用一个网格mesh,每个网格对应一种材质。) 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.
* 骨骼动画相关
*
* 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> 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,
/** <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.
* 验证导入的场景数据结构。这可以确保所有索引都有效,所有动画和骨骼都正确链接,所有材质参考都正确
*
* 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.
* 缓存相关
*
* 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>
* importer property can be used to fine-tune the cache optimization.
*/
aiProcess_ImproveCacheLocality = 0x800,
/** <hr>Searches for redundant/unreferenced materials and removes them.
* 移除冗余或未引用材质,与#aiProcess_PretransformVertices及#aiProcess_OptimizeMeshes合用最优
*
* 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> importer property.
*/
aiProcess_RemoveRedundantMaterials = 0x1000,
/** <hr>This step tries to determine which meshes have normal vectors
* that are facing inwards and inverts them.
* 翻转向内的法线(建议开启)
*
* 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.
* 此步骤将具有多个基本类型的网格拆分为同质子网格。PrimitiveType排序便于去除点线
*
* 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> 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,
/** <hr>This step searches all meshes for degenerate primitives and
* converts them to proper lines or points.
* 删除点线等其他图元
*
* 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> 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.
* </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> importer property to
* @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES
* @endcode to cause SortByPType to reject point
* and line meshes from the scene.
* </li>
* </ul>
*
* This step also removes very small triangles with a surface area smaller
* than 10^-6. If you rely on having these small triangles, or notice holes
* in your model, set the property <tt>#AI_CONFIG_PP_FD_CHECKAREA</tt> to
* false.
* @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.
* 移除错误数据
*
* 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,
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 post-processing step to reduce the number of meshes.
* 降低drawcall
*
* 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 post-processing 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> 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.(大多数简单的文件将被折叠单个节点,因此复杂的层次结构通常会完全丢失。) 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,
}
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