Merge branch 'master' into issue_1689

pull/1690/head
Kim Kulling 2018-01-10 17:14:47 +01:00 committed by GitHub
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@ -533,8 +533,9 @@ assimp::Importer::ReadFile(), aiImportFile() or aiImportFileEx() - see the @link
for further information on how to use the library.
By default, all 3D data is provided in a right-handed coordinate system such as OpenGL uses. In
this coordinate system, +X points to the right, -Z points away from the viewer into the screen and
+Y points upwards. Several modeling packages such as 3D Studio Max use this coordinate system as well (or a rotated variant of it).
this coordinate system, +X points to the right, +Y points upwards and +Z points out of the screen
towards the viewer. Several modeling packages such as 3D Studio Max use this coordinate system as well
(or a rotated variant of it).
By contrast, some other environments use left-handed coordinate systems, a prominent example being
DirectX. If you need the imported data to be in a left-handed coordinate system, supply the
#aiProcess_MakeLeftHanded flag to the ReadFile() function call.
@ -552,7 +553,7 @@ although our built-in triangulation (#aiProcess_Triangulate postprocessing step)
The output UV coordinate system has its origin in the lower-left corner:
@code
0y|1y ---------- 1x|1y
0x|1y ---------- 1x|1y
| |
| |
| |
@ -568,8 +569,7 @@ X2 Y2 Z2 T2
X3 Y3 Z3 T3
0 0 0 1
@endcode
... with (X1, X2, X3) being the X base vector, (Y1, Y2, Y3) being the Y base vector, (Z1, Z2, Z3)
with (X1, X2, X3) being the X base vector, (Y1, Y2, Y3) being the Y base vector, (Z1, Z2, Z3)
being the Z base vector and (T1, T2, T3) being the translation part. If you want to use these matrices
in DirectX functions, you have to transpose them.
@ -664,7 +664,7 @@ See the @link materials Material System Page. @endlink
@section bones Bones
A mesh may have a set of bones in the form of aiBone structures.. Bones are a means to deform a mesh
A mesh may have a set of bones in the form of aiBone objects. Bones are a means to deform a mesh
according to the movement of a skeleton. Each bone has a name and a set of vertices on which it has influence.
Its offset matrix declares the transformation needed to transform from mesh space to the local space of this bone.