content: /*
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  Open Asset Import Library - Java Binding (jassimp)
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  */
  package jassimp;
  
  import java.util.Set;
  
  /**
   * Enumerates the post processing steps supported by assimp.
   */
  public enum AiPostProcessSteps {
  
      /**
       * Calculates the tangents and bitangents for the imported meshes.
       * <p>
       * 
       * 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, <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.
       */
      CALC_TANGENT_SPACE(0x1),
  
  
      /**
       * Identifies and joins identical vertex data sets within all imported
       * meshes.<p>
       * 
       * 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.
       */
      JOIN_IDENTICAL_VERTICES(0x2),
  
  
      /**
       * Converts all the imported data to a left-handed coordinate space.<p>
       * 
       * 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.<p>
       * 
       * You'll probably want to consider this flag if you use Direct3D for
       * rendering. The #ConvertToLeftHanded flag supersedes this
       * setting and bundles all conversions typically required for D3D-based
       * applications.
       */
      MAKE_LEFT_HANDED(0x4),
  
  
      /**
       * Triangulates all faces of all meshes.<p>
       * 
       * 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 #Triangulate and #SortByPType
       *   <li>Ignore all point and line meshes when you process assimp's output
       * </ul>
       */
      TRIANGULATE(0x8),
  
  
      /**
       * Removes some parts of the data structure (animations, materials, light
       * sources, cameras, textures, vertex components).<p>
       * 
       * The components to be removed are specified in a separate configuration
       * option, <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. 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.
       * <p>
       * 
       * 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 #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.
       */
      REMOVE_COMPONENT(0x10),
  
  
      /**
       * Generates normals for all faces of all meshes.<p>
       * 
       * 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.
       * #JoinIdenticalVertices is *senseless* then.<p>
       * 
       * This flag may not be specified together with {@link #GEN_SMOOTH_NORMALS}.
       */
      GEN_NORMALS(0x20),
  
  
      /**
       * Generates smooth normals for all vertices in the mesh.<p>
       * 
       * 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.<p>
       * 
       * This flag may not be specified together with {@link #GEN_NORMALS}
       * There's a configuration option,
       * <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> 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.
       */
      GEN_SMOOTH_NORMALS(0x40),
  
  
      /**
       * Splits large meshes into smaller sub-meshes.<p>
       * 
       * 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.<p>
       * 
       * 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> settings. The default values
       * are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
       * <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.<p>
       * 
       * 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.
       */
      SPLIT_LARGE_MESHES(0x80),
  
  
      /**
       * Removes the node graph and pre-transforms all vertices with the local
       * transformation matrices of their nodes.<p>
       * 
       * 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.<p>
       * 
       * <b>Note:</b> 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.
       */
      PRE_TRANSFORM_VERTICES(0x100),
  
  
      /**
       * Limits the number of bones simultaneously affecting a single vertex to a
       * maximum value.<p>
       * 
       * 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>
       * setting to supply your own limit to the post processing step.<p>
       * 
       * If you intend to perform the skinning in hardware, this post processing
       * step might be of interest to you.
       */
      LIMIT_BONE_WEIGHTS(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.<p>
       * 
       * 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.
       */
      VALIDATE_DATA_STRUCTURE(0x400),
  
  
      /**
       * Reorders triangles for better vertex cache locality.<p>
       * 
       * 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>).<p>
       * 
       * 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>config
       * setting can be used to fine-tune the cache optimization.
       */
      IMPROVE_CACHE_LOCALITY(0x800),
  
  
      /**
       * Searches for redundant/unreferenced materials and removes them.<p>
       * 
       * This is especially useful in combination with the
       * #PretransformVertices and #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.<p>
       * 
       * 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>
       * setting.
       */
      REMOVE_REDUNDANT_MATERIALS(0x1000),
  
  
      /**
       * This step tries to determine which meshes have normal vectors that are
       * facing inwards and inverts them.<p>
       * 
       * 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.
       */
      FIX_INFACING_NORMALS(0x2000),
  
  
      /**
       * This step splits meshes with more than one primitive type in homogeneous
       * sub-meshes.<p>
       * 
       * 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> 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.
       */
      SORT_BY_PTYPE(0x8000),
  
  
      /**
       * This step searches all meshes for degenerate primitives and converts them
       * to proper lines or points.<p>
       * 
       * 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 #FindDegenerates flag.</li>
       * <li>Set the <tt>AI_CONFIG_PP_FD_REMOVE</tt> option 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 #FindDegenerates flag.
       *   <li>Specify the #SortByPType flag. This moves line and point 
       *       primitives to separate meshes.
       *   <li>Set the <tt>AI_CONFIG_PP_SBP_REMOVE</tt> option to
       *       <code>aiPrimitiveType_POINTS | aiPrimitiveType_LINES</code>
       *       to cause SortByPType to reject point and line meshes from the 
       *       scene.
       * </ul>
       * <b>Note:</b> Degenerated 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.
       */
      FIND_DEGENERATES(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.<p>
       * 
       * 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 {@link #GEN_SMOOTH_NORMALS} flag.<p>
       * 
       * 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.
       */
      FIND_INVALID_DATA(0x20000),
  
  
      /**
       * This step converts non-UV mappings (such as spherical or cylindrical
       * mapping) to proper texture coordinate channels.<p>
       * 
       * 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.<p>
       * 
       * <b>Note:</b> If this step is not requested, you'll need to process the
       * <tt>MATKEY_MAPPING</tt> material property in order to display all 
       * assets properly.
       */
      GEN_UV_COORDS(0x40000),
  
  
      /**
       * This step applies per-texture UV transformations and bakes them into
       * stand-alone vtexture coordinate channels.<p>
       * 
       * UV transformations are specified per-texture - see the
       * <tt>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.<p>
       * 
       * <b>Note:</b> UV transformations are usually implemented in real-time 
       * apps by transforming texture coordinates at vertex shader stage with a 
       * 3x3 (homogenous) transformation matrix.
       */
      TRANSFORM_UV_COORDS(0x80000),
  
  
      /**
       * This step searches for duplicate meshes and replaces them with references
       * to the first mesh.<p>
       * 
       * 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.
       */
      FIND_INSTANCES(0x100000),
  
  
      /**
       * A postprocessing step to reduce the number of meshes.<p>
       * 
       * This will, in fact, reduce the number of draw calls.<p>
       * 
       * This is a very effective optimization and is recommended to be used
       * together with #OptimizeGraph, if possible. The flag is fully
       * compatible with both {@link #SPLIT_LARGE_MESHES} and 
       * {@link #SORT_BY_PTYPE}.
       */
      OPTIMIZE_MESHES(0x200000),
  
  
      /**
       * A postprocessing step to optimize the scene hierarchy.<p>
       * 
       * Nodes without animations, bones, lights or cameras assigned are collapsed
       * and joined.<p>
       * 
       * 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> 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.<p>
       * 
       * 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.<p>
       * 
       * This flag is designed to be used with #OptimizeMeshes for best
       * results.<p>
       * 
       * <b>Note:</b> 'Crappy' scenes with thousands of extremely small meshes 
       * packed in deeply nested nodes exist for almost all file formats.
       * {@link #OPTIMIZE_MESHES} in combination with {@link #OPTIMIZE_GRAPH}
       * usually fixes them all and makes them renderable.
       */
      OPTIMIZE_GRAPH(0x400000),
  
  
      /**
       * This step flips all UV coordinates along the y-axis and adjusts material
       * settings and bitangents accordingly.<p>
       * 
       * <b>Output UV coordinate system:</b><br>
       * <code><pre>
       * 0y|0y ---------- 1x|0y 
       *   |                | 
       *   |                |
       *   |                | 
       * 0x|1y ---------- 1x|1y
       * </pre></code>
       * <p>
       *          
       * You'll probably want to consider this flag if you use Direct3D for 
       * rendering. The {@link #MAKE_LEFT_HANDED} flag supersedes this setting 
       * and bundles all conversions typically required for D3D-based 
       * applications.
       */
      FLIP_UVS(0x800000),
  
  
      /**
       * This step adjusts the output face winding order to be CW.<p>
       * 
       * The default face winding order is counter clockwise (CCW).
       * 
       * <b>Output face order:</b>
       * 
       * <code><pre>
       *        x2
       * 
       *                      x0 
       *  x1
       * </pre></code>
       */
      FLIP_WINDING_ORDER(0x1000000),
  
  
      /**
       * This step splits meshes with many bones into sub-meshes so that each
       * sub-mesh has fewer or as many bones as a given limit.<p>
       */
      SPLIT_BY_BONE_COUNT(0x2000000),
  
  
      /**
       * This step removes bones losslessly or according to some threshold.<p>
       * 
       * 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.<p>
       * 
       * Use <tt>#AI_CONFIG_PP_DB_THRESHOLD</tt> to control this. Use
       * <tt>#AI_CONFIG_PP_DB_ALL_OR_NONE</tt> if you want bones removed if and
       * only if all bones within the scene qualify for removal.
       */
      DEBONE(0x4000000);
  
      
      /**
       * Utility method for converting to c/c++ based integer enums from java 
       * enums.<p>
       * 
       * This method is intended to be used from JNI and my change based on
       * implementation needs.
       * 
       * @param set the set to convert
       * @return an integer based enum value (as defined by assimp) 
       */
      static long toRawValue(Set<AiPostProcessSteps> set) {
          long rawValue = 0L;
          
          for (AiPostProcessSteps step : set) {
              rawValue |= step.m_rawValue;
          }
          
          return rawValue;
      }
      
      
      /**
       * Constructor.
       * 
       * @param rawValue maps java enum to c/c++ integer enum values
       */
      private AiPostProcessSteps(long rawValue) {
          m_rawValue = rawValue;
      }
  
      
      /**
       * The mapped c/c++ integer enum value.
       */
      private final long m_rawValue;
  }
  