add missing constants (#6116)

Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
This commit is contained in:
mnml_
2025-05-11 21:11:54 +02:00
committed by GitHub
parent 536cd59807
commit b9bfac0418

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@@ -40,17 +40,7 @@ aiProcess_MakeLeftHanded = 0x4
#
# 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
# This post processing stepaiProcess_ForceGenNormals
## <hr>Removes some parts of the data structure (animations, materials,
# light sources, cameras, textures, vertex components).
#
@@ -441,6 +431,46 @@ aiProcess_SplitByBoneCount = 0x2000000
#
aiProcess_Debone = 0x4000000
## <hr>This step will perform a global scale of the model.
#
# Some importers are providing a mechanism to define a scaling unit for the
# model. This post processing step can be used to do so. You need to get the
# global scaling from your importer settings like in FBX. Use the flag
# AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY from the global property table to configure this.
#
# Use <tt>#AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY</tt> to setup the global scaling factor.
#
aiProcess_GlobalScale = 0x8000000
## <hr>A postprocessing step to embed of textures.
#
# This will remove external data dependencies for textures.
# If a texture's file does not exist at the specified path
# (due, for instance, to an absolute path generated on another system),
# it will check if a file with the same name exists at the root folder
# of the imported model. And if so, it uses that.
#
aiProcess_EmbedTextures = 0x10000000
##
#
aiProcess_ForceGenNormals = 0x20000000
## <hr>Drops normals for all faces of all meshes.
#
# This is ignored if no normals are present.
# 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 process gives sense back to aiProcess_JoinIdenticalVertices
#
aiProcess_DropNormals = 0x40000000,
##
#
aiProcess_GenBoundingBoxes = 0x80000000
aiProcess_GenEntityMeshes = 0x100000
aiProcess_OptimizeAnimations = 0x200000
aiProcess_FixTexturePaths = 0x200000