post_processing

package
v0.0.0-...-a60ced3 Latest Latest
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Published: Feb 24, 2024 License: Apache-2.0 Imports: 8 Imported by: 0

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Index

Constants

View Source
const (
	NotSet   = 0xffffffff
	DeadBeef = 0xdeadbeef
)

Variables

This section is empty.

Functions

This section is empty.

Types

type ArmaturePopulate

type ArmaturePopulate struct {
	iassimp.BasePostProcessing
}

func (ArmaturePopulate) Execute

func (a ArmaturePopulate) Execute(pScene *core.AiScene)

func (ArmaturePopulate) IsActive

func (a ArmaturePopulate) IsActive(pFlags int) bool

func (ArmaturePopulate) SetupProperties

func (a ArmaturePopulate) SetupProperties(ctx context.Context)

type CalcTangentsProcess

type CalcTangentsProcess struct {
	// contains filtered or unexported fields
}

func (CalcTangentsProcess) Execute

func (c CalcTangentsProcess) Execute(pScene *core.AiScene)

func (CalcTangentsProcess) IsActive

func (c CalcTangentsProcess) IsActive(pFlags int) bool

func (CalcTangentsProcess) SetupProperties

func (c CalcTangentsProcess) SetupProperties(ctx context.Context)

type ComputeUVMappingProcess

type ComputeUVMappingProcess struct {
}

type DeboneProcess

type DeboneProcess struct {
}

type DropFaceNormalsProcess

type DropFaceNormalsProcess struct {
}

func (*DropFaceNormalsProcess) Execute

func (post *DropFaceNormalsProcess) Execute(pScene *core.AiScene)

func (*DropFaceNormalsProcess) IsActive

func (post *DropFaceNormalsProcess) IsActive(pFlags int)

type FlipUVsProcess

type FlipUVsProcess struct {
}

func (*FlipUVsProcess) Execute

func (m *FlipUVsProcess) Execute(pScene *core.AiScene)

func (*FlipUVsProcess) IsActive

func (m *FlipUVsProcess) IsActive(pFlags int) bool

func (*FlipUVsProcess) ProcessMaterial

func (m *FlipUVsProcess) ProcessMaterial(mat *core.AiMaterial)

------------------------------------------------------------------------------------------------ Converts a single material

func (*FlipUVsProcess) ProcessMesh

func (m *FlipUVsProcess) ProcessMesh(pMesh *core.AiMesh)

------------------------------------------------------------------------------------------------ Converts a single mesh

func (*FlipUVsProcess) SetupProperties

func (m *FlipUVsProcess) SetupProperties(ctx context.Context)

type FlipWindingOrderProcess

type FlipWindingOrderProcess struct {
}

func (*FlipWindingOrderProcess) Execute

func (m *FlipWindingOrderProcess) Execute(pScene *core.AiScene)

func (*FlipWindingOrderProcess) IsActive

func (m *FlipWindingOrderProcess) IsActive(pFlags int) bool

func (*FlipWindingOrderProcess) ProcessMesh

func (m *FlipWindingOrderProcess) ProcessMesh(pMesh *core.AiMesh)

------------------------------------------------------------------------------------------------ Converts a single mesh

func (*FlipWindingOrderProcess) SetupProperties

func (m *FlipWindingOrderProcess) SetupProperties(ctx context.Context)

type LimitBoneWeightsProcess

type LimitBoneWeightsProcess struct {
}

func (LimitBoneWeightsProcess) Execute

func (l LimitBoneWeightsProcess) Execute(pScene *core.AiScene)

func (LimitBoneWeightsProcess) IsActive

func (l LimitBoneWeightsProcess) IsActive(pFlags int) bool

func (LimitBoneWeightsProcess) SetupProperties

func (l LimitBoneWeightsProcess) SetupProperties(ctx context.Context)

type MakeLeftHandedProcess

type MakeLeftHandedProcess struct {
}

func (*MakeLeftHandedProcess) Execute

func (m *MakeLeftHandedProcess) Execute(pScene *core.AiScene)

------------------------------------------------------------------------------------------------ Executes the post processing step on the given imported data.

func (*MakeLeftHandedProcess) IsActive

func (m *MakeLeftHandedProcess) IsActive(pFlags int) bool

------------------------------------------------------------------------------------------------ Returns whether the processing step is present in the given flag field.

func (*MakeLeftHandedProcess) ProcessAnimation

func (m *MakeLeftHandedProcess) ProcessAnimation(pAnim *core.AiNodeAnim)

------------------------------------------------------------------------------------------------ Converts the given animation to LH coordinates.

func (*MakeLeftHandedProcess) ProcessCamera

func (m *MakeLeftHandedProcess) ProcessCamera(pCam *core.AiCamera)

------------------------------------------------------------------------------------------------ Converts a single camera to left handed coordinates.

func (*MakeLeftHandedProcess) ProcessMaterial

func (m *MakeLeftHandedProcess) ProcessMaterial(mat *core.AiMaterial)

------------------------------------------------------------------------------------------------ Converts a single material to left handed coordinates.

func (*MakeLeftHandedProcess) ProcessMesh

func (m *MakeLeftHandedProcess) ProcessMesh(pMesh *core.AiMesh)

------------------------------------------------------------------------------------------------ Converts a single mesh to left handed coordinates.

func (*MakeLeftHandedProcess) ProcessNode

func (m *MakeLeftHandedProcess) ProcessNode(pNode *core.AiNode, pParentGlobalRotation *common.AiMatrix4x4)

------------------------------------------------------------------------------------------------ Recursively converts a node, all of its children and all of its meshes

func (*MakeLeftHandedProcess) SetupProperties

func (m *MakeLeftHandedProcess) SetupProperties(ctx context.Context)

type MakeVerboseFormatProcess

type MakeVerboseFormatProcess struct {
}

func (MakeVerboseFormatProcess) Execute

func (m MakeVerboseFormatProcess) Execute(pScene *core.AiScene)

func (MakeVerboseFormatProcess) IsActive

func (m MakeVerboseFormatProcess) IsActive(pFlags int) bool

func (MakeVerboseFormatProcess) SetupProperties

func (m MakeVerboseFormatProcess) SetupProperties(ctx context.Context)

type NGONEncoder

type NGONEncoder struct {
	LastNGONFirstIndex int
}

*

  • @brief Encode the current triangle, and make sure it is recognized as a triangle. *
  • This method will rotate indices in tri if needed in order to avoid tri to be considered
  • part of the previous ngon. This method is to be used whenever you want to emit a real triangle,
  • and make sure it is seen as a triangle. *
  • @param tri Triangle to encode.

func NewNGONEncoder

func NewNGONEncoder() *NGONEncoder

type OptimizeGraphProcess

type OptimizeGraphProcess struct {
}

func (OptimizeGraphProcess) Execute

func (o OptimizeGraphProcess) Execute(pScene *core.AiScene)

func (OptimizeGraphProcess) IsActive

func (o OptimizeGraphProcess) IsActive(pFlags int) bool

func (OptimizeGraphProcess) SetupProperties

func (o OptimizeGraphProcess) SetupProperties(ctx context.Context)

type OptimizeMeshesProcess

type OptimizeMeshesProcess struct {
	// contains filtered or unexported fields
}

func (OptimizeMeshesProcess) Execute

func (o OptimizeMeshesProcess) Execute(pScene *core.AiScene)

func (OptimizeMeshesProcess) IsActive

func (o OptimizeMeshesProcess) IsActive(pFlags int) bool

func (OptimizeMeshesProcess) SetupProperties

func (o OptimizeMeshesProcess) SetupProperties(ctx context.Context)

type PretransformVertices

type PretransformVertices struct {
}

func (PretransformVertices) Execute

func (p PretransformVertices) Execute(pScene *core.AiScene)

func (PretransformVertices) IsActive

func (p PretransformVertices) IsActive(pFlags int) bool

func (PretransformVertices) SetupProperties

func (p PretransformVertices) SetupProperties(ctx context.Context)

type RemoveRedundantMatsProcess

type RemoveRedundantMatsProcess struct {
}

func (RemoveRedundantMatsProcess) Execute

func (r RemoveRedundantMatsProcess) Execute(pScene *core.AiScene)

func (RemoveRedundantMatsProcess) IsActive

func (r RemoveRedundantMatsProcess) IsActive(pFlags int) bool

func (RemoveRedundantMatsProcess) SetupProperties

func (r RemoveRedundantMatsProcess) SetupProperties(ctx context.Context)

type RemoveVCProcess

type RemoveVCProcess struct {
}

func (RemoveVCProcess) Execute

func (r RemoveVCProcess) Execute(pScene *core.AiScene)

func (RemoveVCProcess) IsActive

func (r RemoveVCProcess) IsActive(pFlags int) bool

func (RemoveVCProcess) SetupProperties

func (r RemoveVCProcess) SetupProperties(ctx context.Context)

type ScaleProcess

type ScaleProcess struct {
}

func (ScaleProcess) Execute

func (s ScaleProcess) Execute(pScene *core.AiScene)

func (ScaleProcess) IsActive

func (s ScaleProcess) IsActive(pFlags int) bool

func (ScaleProcess) SetupProperties

func (s ScaleProcess) SetupProperties(ctx context.Context)

type SortByPTypeProcess

type SortByPTypeProcess struct {
}

func (SortByPTypeProcess) Execute

func (s SortByPTypeProcess) Execute(pScene *core.AiScene)

func (SortByPTypeProcess) IsActive

func (s SortByPTypeProcess) IsActive(pFlags int) bool

func (SortByPTypeProcess) SetupProperties

func (s SortByPTypeProcess) SetupProperties(ctx context.Context)

type SplitByBoneCountProcess

type SplitByBoneCountProcess struct {
}

func (SplitByBoneCountProcess) Execute

func (s SplitByBoneCountProcess) Execute(pScene *core.AiScene)

func (SplitByBoneCountProcess) IsActive

func (s SplitByBoneCountProcess) IsActive(pFlags int) bool

func (SplitByBoneCountProcess) SetupProperties

func (s SplitByBoneCountProcess) SetupProperties(ctx context.Context)

type SplitLargeMeshesProcessTriangle

type SplitLargeMeshesProcessTriangle struct {
}

func (SplitLargeMeshesProcessTriangle) Execute

func (s SplitLargeMeshesProcessTriangle) Execute(pScene *core.AiScene)

func (SplitLargeMeshesProcessTriangle) IsActive

func (s SplitLargeMeshesProcessTriangle) IsActive(pFlags int) bool

func (SplitLargeMeshesProcessTriangle) SetupProperties

func (s SplitLargeMeshesProcessTriangle) SetupProperties(ctx context.Context)

type TextureTransformStep

type TextureTransformStep struct {
}

func (TextureTransformStep) Execute

func (t TextureTransformStep) Execute(pScene *core.AiScene)

func (TextureTransformStep) IsActive

func (t TextureTransformStep) IsActive(pFlags int) bool

func (TextureTransformStep) SetupProperties

func (t TextureTransformStep) SetupProperties(ctx context.Context)

type TriangulateProcess

type TriangulateProcess struct {
}

func NewTriangulateProcess

func NewTriangulateProcess() *TriangulateProcess

func (*TriangulateProcess) Execute

func (t *TriangulateProcess) Execute(pScene *core.AiScene)

func (*TriangulateProcess) IsActive

func (t *TriangulateProcess) IsActive(pFlags int) bool

func (*TriangulateProcess) SetupProperties

func (t *TriangulateProcess) SetupProperties(ctx context.Context)

func (*TriangulateProcess) TriangulateMesh

func (t *TriangulateProcess) TriangulateMesh(pMesh *core.AiMesh) bool

type ValidateDSProcess

type ValidateDSProcess struct {
}

func (ValidateDSProcess) Execute

func (v ValidateDSProcess) Execute(pScene *core.AiScene)

func (ValidateDSProcess) IsActive

func (v ValidateDSProcess) IsActive(pFlags int) bool

func (ValidateDSProcess) SetupProperties

func (v ValidateDSProcess) SetupProperties(ctx context.Context)

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