Merge pull request #1697 from ombre5733/patch-1
Fix typos and ease description of coordinate framepull/1690/head^2
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923f2b6e45
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doc/dox.h
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doc/dox.h
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@ -533,8 +533,9 @@ assimp::Importer::ReadFile(), aiImportFile() or aiImportFileEx() - see the @link
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for further information on how to use the library.
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for further information on how to use the library.
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By default, all 3D data is provided in a right-handed coordinate system such as OpenGL uses. In
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By default, all 3D data is provided in a right-handed coordinate system such as OpenGL uses. In
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this coordinate system, +X points to the right, -Z points away from the viewer into the screen and
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this coordinate system, +X points to the right, +Y points upwards and +Z points out of the screen
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+Y points upwards. Several modeling packages such as 3D Studio Max use this coordinate system as well (or a rotated variant of it).
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towards the viewer. Several modeling packages such as 3D Studio Max use this coordinate system as well
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(or a rotated variant of it).
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By contrast, some other environments use left-handed coordinate systems, a prominent example being
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By contrast, some other environments use left-handed coordinate systems, a prominent example being
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DirectX. If you need the imported data to be in a left-handed coordinate system, supply the
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DirectX. If you need the imported data to be in a left-handed coordinate system, supply the
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#aiProcess_MakeLeftHanded flag to the ReadFile() function call.
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#aiProcess_MakeLeftHanded flag to the ReadFile() function call.
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@ -552,7 +553,7 @@ although our built-in triangulation (#aiProcess_Triangulate postprocessing step)
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The output UV coordinate system has its origin in the lower-left corner:
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The output UV coordinate system has its origin in the lower-left corner:
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@code
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@code
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0y|1y ---------- 1x|1y
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0x|1y ---------- 1x|1y
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@ -568,8 +569,7 @@ X2 Y2 Z2 T2
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X3 Y3 Z3 T3
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X3 Y3 Z3 T3
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0 0 0 1
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0 0 0 1
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@endcode
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@endcode
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with (X1, X2, X3) being the X base vector, (Y1, Y2, Y3) being the Y base vector, (Z1, Z2, Z3)
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... with (X1, X2, X3) being the X base vector, (Y1, Y2, Y3) being the Y base vector, (Z1, Z2, Z3)
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being the Z base vector and (T1, T2, T3) being the translation part. If you want to use these matrices
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being the Z base vector and (T1, T2, T3) being the translation part. If you want to use these matrices
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in DirectX functions, you have to transpose them.
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in DirectX functions, you have to transpose them.
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@ -664,7 +664,7 @@ See the @link materials Material System Page. @endlink
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@section bones Bones
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@section bones Bones
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A mesh may have a set of bones in the form of aiBone structures.. Bones are a means to deform a mesh
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A mesh may have a set of bones in the form of aiBone objects. Bones are a means to deform a mesh
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according to the movement of a skeleton. Each bone has a name and a set of vertices on which it has influence.
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according to the movement of a skeleton. Each bone has a name and a set of vertices on which it has influence.
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Its offset matrix declares the transformation needed to transform from mesh space to the local space of this bone.
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Its offset matrix declares the transformation needed to transform from mesh space to the local space of this bone.
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