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- /** @file Defines a post processing step to convert all data to a left-handed coordinate system.*/
- #ifndef AI_CONVERTTOLHPROCESS_H_INC
- #define AI_CONVERTTOLHPROCESS_H_INC
- #include "../include/aiTypes.h"
- #include "BaseProcess.h"
- struct aiMesh;
- struct aiBoneAnim;
- namespace Assimp
- {
- // ---------------------------------------------------------------------------
- /** The ConvertToLHProcess converts all imported data to a left-handed coordinate
- * system. This implies inverting the Z axis for all transformation matrices
- * invert the orientation of all faces, and adapting skinning and animation
- * data in a similar way.
- */
- class ConvertToLHProcess : public BaseProcess
- {
- friend class Importer;
- protected:
- /** Constructor to be privately used by Importer */
- ConvertToLHProcess();
- /** Destructor, private as well */
- ~ConvertToLHProcess();
- public:
- // -------------------------------------------------------------------
- /** Returns whether the processing step is present in the given flag field.
- * @param pFlags The processing flags the importer was called with. A bitwise
- * combination of #aiPostProcessSteps.
- * @return true if the process is present in this flag fields, false if not.
- */
- bool IsActive( unsigned int pFlags) const;
- // -------------------------------------------------------------------
- /** Executes the post processing step on the given imported data.
- * At the moment a process is not supposed to fail.
- * @param pScene The imported data to work at.
- */
- void Execute( aiScene* pScene);
- // -------------------------------------------------------------------
- /** Static helper function to convert a vector/matrix from DX coords to OGL coords.
- * @param poMatrix The matrix to convert.
- */
- static void ConvertToOGL( aiVector3D& poVector);
- static void ConvertToOGL( aiMatrix3x3& poMatrix);
- static void ConvertToOGL( aiMatrix4x4& poMatrix);
- // -------------------------------------------------------------------
- /** Static helper function to convert a vector/matrix from OGL coords back to DX coords.
- * @param poMatrix The matrix to convert.
- */
- static void ConvertToDX( aiVector3D& poVector);
- static void ConvertToDX( aiMatrix3x3& poMatrix);
- static void ConvertToDX( aiMatrix4x4& poMatrix);
- protected:
- // -------------------------------------------------------------------
- /** Converts a single mesh to left handed coordinates.
- * This simply means the order of all faces is inverted.
- * @param pMesh The mesh to convert.
- */
- void ProcessMesh( aiMesh* pMesh);
- // -------------------------------------------------------------------
- /** Converts the given animation to LH coordinates.
- * The rotation and translation keys are transformed, the scale keys
- * work in local space and can therefore be left untouched.
- * @param pAnim The bone animation to transform
- */
- void ProcessAnimation( aiBoneAnim* pAnim);
- public:
- /** The transformation matrix to convert from DirectX coordinates to OpenGL coordinates. */
- static const aiMatrix3x3 sToOGLTransform;
- /** The transformation matrix to convert from OpenGL coordinates to DirectX coordinates. */
- static const aiMatrix3x3 sToDXTransform;
- };
- } // end of namespace Assimp
- #endif // AI_CONVERTTOLHPROCESS_H_INC
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