ConvertToLHProcess.h 5.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139
  1. /*
  2. Open Asset Import Library (ASSIMP)
  3. ----------------------------------------------------------------------
  4. Copyright (c) 2006-2008, ASSIMP Development Team
  5. All rights reserved.
  6. Redistribution and use of this software in source and binary forms,
  7. with or without modification, are permitted provided that the
  8. following conditions are met:
  9. * Redistributions of source code must retain the above
  10. copyright notice, this list of conditions and the
  11. following disclaimer.
  12. * Redistributions in binary form must reproduce the above
  13. copyright notice, this list of conditions and the
  14. following disclaimer in the documentation and/or other
  15. materials provided with the distribution.
  16. * Neither the name of the ASSIMP team, nor the names of its
  17. contributors may be used to endorse or promote products
  18. derived from this software without specific prior
  19. written permission of the ASSIMP Development Team.
  20. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  21. "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
  22. LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  23. A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  24. OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  25. SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
  26. LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  27. DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  28. THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  29. (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  30. OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  31. ----------------------------------------------------------------------
  32. */
  33. /** @file Defines a post processing step to convert all data to a left-handed coordinate system.*/
  34. #ifndef AI_CONVERTTOLHPROCESS_H_INC
  35. #define AI_CONVERTTOLHPROCESS_H_INC
  36. #include "../include/aiTypes.h"
  37. #include "BaseProcess.h"
  38. struct aiMesh;
  39. struct aiNodeAnim;
  40. namespace Assimp
  41. {
  42. // ---------------------------------------------------------------------------
  43. /** The ConvertToLHProcess converts all imported data to a left-handed coordinate
  44. * system. This implies inverting the Z axis for all transformation matrices
  45. * invert the orientation of all faces, and adapting skinning and animation
  46. * data in a similar way.
  47. */
  48. class ASSIMP_API ConvertToLHProcess : public BaseProcess
  49. {
  50. friend class Importer;
  51. protected:
  52. /** Constructor to be privately used by Importer */
  53. ConvertToLHProcess();
  54. /** Destructor, private as well */
  55. ~ConvertToLHProcess();
  56. public:
  57. // -------------------------------------------------------------------
  58. /** Returns whether the processing step is present in the given flag field.
  59. * @param pFlags The processing flags the importer was called with. A bitwise
  60. * combination of #aiPostProcessSteps.
  61. * @return true if the process is present in this flag fields, false if not.
  62. */
  63. bool IsActive( unsigned int pFlags) const;
  64. // -------------------------------------------------------------------
  65. /** Executes the post processing step on the given imported data.
  66. * At the moment a process is not supposed to fail.
  67. * @param pScene The imported data to work at.
  68. */
  69. void Execute( aiScene* pScene);
  70. // -------------------------------------------------------------------
  71. /** Static helper function to convert a vector/matrix from DX coords to OGL coords.
  72. * @param poMatrix The matrix to convert.
  73. */
  74. static void ConvertToOGL( aiVector3D& poVector);
  75. static void ConvertToOGL( aiMatrix3x3& poMatrix);
  76. static void ConvertToOGL( aiMatrix4x4& poMatrix);
  77. // -------------------------------------------------------------------
  78. /** Static helper function to convert a vector/matrix from OGL coords back to DX coords.
  79. * @param poMatrix The matrix to convert.
  80. */
  81. static void ConvertToDX( aiVector3D& poVector);
  82. static void ConvertToDX( aiMatrix3x3& poMatrix);
  83. static void ConvertToDX( aiMatrix4x4& poMatrix);
  84. protected:
  85. // -------------------------------------------------------------------
  86. /** Converts a single mesh to left handed coordinates.
  87. * This simply means the order of all faces is inverted.
  88. * @param pMesh The mesh to convert.
  89. */
  90. void ProcessMesh( aiMesh* pMesh);
  91. // -------------------------------------------------------------------
  92. /** Converts a single material to left handed coordinates.
  93. * This simply means all UV offsets are inverted.
  94. * @param mat The material to convert.
  95. */
  96. void ProcessMaterial (aiMaterial* mat);
  97. // -------------------------------------------------------------------
  98. /** Converts the given animation to LH coordinates.
  99. * The rotation and translation keys are transformed, the scale keys
  100. * work in local space and can therefore be left untouched.
  101. * @param pAnim The bone animation to transform
  102. */
  103. void ProcessAnimation( aiNodeAnim* pAnim);
  104. //! true if the transformation matrix for the OGL-to-DX is
  105. //! directly used to transform all vertices.
  106. mutable bool bTransformVertices;
  107. public:
  108. /** The transformation matrix to convert from DirectX coordinates to OpenGL coordinates. */
  109. static const aiMatrix3x3 sToOGLTransform;
  110. /** The transformation matrix to convert from OpenGL coordinates to DirectX coordinates. */
  111. static const aiMatrix3x3 sToDXTransform;
  112. };
  113. } // end of namespace Assimp
  114. #endif // AI_CONVERTTOLHPROCESS_H_INC