This file is indexed.

/usr/lib/python2.7/dist-packages/pyassimp/postprocess.py is in python-pyassimp 4.1.0~dfsg-3.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
# <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 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.
#
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.
#
aiProcess_JoinIdenticalVertices = 0x2

## <hr>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 #aiProcess_ConvertToLeftHanded flag supersedes this
# setting and bundles all conversions typically required for D3D-based
# applications.
#
aiProcess_MakeLeftHanded = 0x4

## <hr>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:
# <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).
#
# 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.
#
# 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.
#
aiProcess_GenNormals = 0x20

## <hr>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 
# #aiProcess_GenNormals. 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.
#
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 driverhardware. 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> 
# settings. 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.
#
# 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 <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.
#
# 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.
#
# 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.
#
# 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.
#
# 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.edugfxpubsSander_2007_%3ETRtipsy.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>config
# setting can be used to fine-tune the cache optimization.
#
aiProcess_ImproveCacheLocality = 0x800

## <hr>Searches for redundantunreferenced materials and removes them.
#
# 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> setting.
# 
aiProcess_RemoveRedundantMaterials = 0x1000

## <hr>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.
#
aiProcess_FixInfacingNormals = 0x2000

## <hr>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 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.
#
aiProcess_SortByPType = 0x8000

## <hr>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:
# <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> 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 #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> option to 
#       @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES
#       @endcode to cause SortByPType to reject point
#       and line meshes from the scene.
#   <li>
# <ul>
# @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 removesfixes 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 #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

## <hr>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
# <tt>#AI_MATKEY_MAPPING<tt> material property in order to display all assets
# properly.
#
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 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 #aiProcess_OptimizeGraph, if possible. The flag is fully
#  compatible with both #aiProcess_SplitLargeMeshes and #aiProcess_SortByPType.
#
aiProcess_OptimizeMeshes  = 0x200000


## <hr>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
#  <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.
#
#  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 #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

## <hr>This step flips all UV coordinates along the y-axis and adjusts
# material settings and bitangents accordingly.
#
# <b>Output UV coordinate system:<b>
# @code
# 0y|0y ---------- 1x|0y 
# |                 |
# |                 |
# |                 |
# 0x|1y ---------- 1x|1y
# @endcode
#
# You'll probably want to consider this flag if you use Direct3D for
# rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
# setting and bundles all conversions typically required for D3D-based
# applications.
#
aiProcess_FlipUVs = 0x800000

## <hr>This step adjusts the output face winding order to be CW.
#
# The default face winding order is counter clockwise (CCW).
#
# <b>Output face order:<b>
# @code
#       x2
#           
#                         x0
#  x1
# @endcode
#
aiProcess_FlipWindingOrder  = 0x1000000

## <hr>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. 
#
aiProcess_SplitByBoneCount  = 0x2000000

## <hr>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 <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.
#
aiProcess_Debone  = 0x4000000

aiProcess_GenEntityMeshes = 0x100000
aiProcess_OptimizeAnimations = 0x200000
aiProcess_FixTexturePaths = 0x200000

## @def aiProcess_ConvertToLeftHanded
 #  @brief Shortcut flag for Direct3D-based applications. 
 #
 #  Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and
 #  #aiProcess_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.
 #
 #  @deprecated 
 #
aiProcess_ConvertToLeftHanded = ( \
    aiProcess_MakeLeftHanded     | \
    aiProcess_FlipUVs            | \
    aiProcess_FlipWindingOrder   | \
    0 ) 


## @def aiProcessPreset_TargetRealtimeUse_Fast
 #  @brief 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 #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
 # in your application apply the #aiProcess_TransformUVCoords step, too.
 #  @note Please take the time to read the docs for the steps enabled by this preset. 
 #  Some of them offer further configurable properties, while some of them might not be of
 #  use for you so it might be better to not specify them.
 #
aiProcessPreset_TargetRealtime_Fast = ( \
    aiProcess_CalcTangentSpace      |  \
    aiProcess_GenNormals            |  \
    aiProcess_JoinIdenticalVertices |  \
    aiProcess_Triangulate           |  \
    aiProcess_GenUVCoords           |  \
    aiProcess_SortByPType           |  \
    0 )

 ## @def aiProcessPreset_TargetRealtime_Quality
  #  @brief Default postprocess configuration optimizing the data for real-time rendering.
  #
  #  Unlike #aiProcessPreset_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 #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
  #  in your application apply the #aiProcess_TransformUVCoords step, too.
  #  @note Please take the time to read the docs for the steps enabled by this preset. 
  #  Some of them offer further configurable properties, while some of them might not be
  #  of use for you so it might be better to not specify them.
  #
aiProcessPreset_TargetRealtime_Quality = ( \
    aiProcess_CalcTangentSpace              |  \
    aiProcess_GenSmoothNormals              |  \
    aiProcess_JoinIdenticalVertices         |  \
    aiProcess_ImproveCacheLocality          |  \
    aiProcess_LimitBoneWeights              |  \
    aiProcess_RemoveRedundantMaterials      |  \
    aiProcess_SplitLargeMeshes              |  \
    aiProcess_Triangulate                   |  \
    aiProcess_GenUVCoords                   |  \
    aiProcess_SortByPType                   |  \
    aiProcess_FindDegenerates               |  \
    aiProcess_FindInvalidData               |  \
    0 )

 ## @def aiProcessPreset_TargetRealtime_MaxQuality
  #  @brief 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 #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
  #  in your application, apply the #aiProcess_TransformUVCoords step, too.
  #  @note Please take the time to read the docs for the steps enabled by this preset. 
  #  Some of them offer further configurable properties, while some of them might not be
  #  of use for you so it might be better to not specify them.
  #
aiProcessPreset_TargetRealtime_MaxQuality = ( \
    aiProcessPreset_TargetRealtime_Quality   |  \
    aiProcess_FindInstances                  |  \
    aiProcess_ValidateDataStructure          |  \
    aiProcess_OptimizeMeshes                 |  \
    0 )