140 lines
5.4 KiB
C++
140 lines
5.4 KiB
C++
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file Defines a post processing step to convert all data to a left-handed coordinate system.*/
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#ifndef AI_CONVERTTOLHPROCESS_H_INC
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#define AI_CONVERTTOLHPROCESS_H_INC
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#include "../include/aiTypes.h"
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#include "BaseProcess.h"
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struct aiMesh;
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struct aiNodeAnim;
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namespace Assimp
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{
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// ---------------------------------------------------------------------------
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/** The ConvertToLHProcess converts all imported data to a left-handed coordinate
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* system. This implies inverting the Z axis for all transformation matrices
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* invert the orientation of all faces, and adapting skinning and animation
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* data in a similar way.
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*/
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class ASSIMP_API ConvertToLHProcess : public BaseProcess
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{
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friend class Importer;
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protected:
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/** Constructor to be privately used by Importer */
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ConvertToLHProcess();
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/** Destructor, private as well */
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~ConvertToLHProcess();
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public:
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// -------------------------------------------------------------------
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/** Returns whether the processing step is present in the given flag field.
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* @param pFlags The processing flags the importer was called with. A bitwise
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* combination of #aiPostProcessSteps.
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* @return true if the process is present in this flag fields, false if not.
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*/
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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/** Executes the post processing step on the given imported data.
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* At the moment a process is not supposed to fail.
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* @param pScene The imported data to work at.
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*/
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void Execute( aiScene* pScene);
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// -------------------------------------------------------------------
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/** Static helper function to convert a vector/matrix from DX coords to OGL coords.
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* @param poMatrix The matrix to convert.
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*/
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static void ConvertToOGL( aiVector3D& poVector);
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static void ConvertToOGL( aiMatrix3x3& poMatrix);
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static void ConvertToOGL( aiMatrix4x4& poMatrix);
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// -------------------------------------------------------------------
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/** Static helper function to convert a vector/matrix from OGL coords back to DX coords.
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* @param poMatrix The matrix to convert.
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*/
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static void ConvertToDX( aiVector3D& poVector);
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static void ConvertToDX( aiMatrix3x3& poMatrix);
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static void ConvertToDX( aiMatrix4x4& poMatrix);
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protected:
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// -------------------------------------------------------------------
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/** Converts a single mesh to left handed coordinates.
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* This simply means the order of all faces is inverted.
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* @param pMesh The mesh to convert.
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*/
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void ProcessMesh( aiMesh* pMesh);
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// -------------------------------------------------------------------
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/** Converts a single material to left handed coordinates.
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* This simply means all UV offsets are inverted.
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* @param mat The material to convert.
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*/
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void ProcessMaterial (aiMaterial* mat);
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// -------------------------------------------------------------------
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/** Converts the given animation to LH coordinates.
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* The rotation and translation keys are transformed, the scale keys
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* work in local space and can therefore be left untouched.
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* @param pAnim The bone animation to transform
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*/
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void ProcessAnimation( aiNodeAnim* pAnim);
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//! true if the transformation matrix for the OGL-to-DX is
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//! directly used to transform all vertices.
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mutable bool bTransformVertices;
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public:
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/** The transformation matrix to convert from DirectX coordinates to OpenGL coordinates. */
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static const aiMatrix3x3 sToOGLTransform;
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/** The transformation matrix to convert from OpenGL coordinates to DirectX coordinates. */
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static const aiMatrix3x3 sToDXTransform;
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};
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} // end of namespace Assimp
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#endif // AI_CONVERTTOLHPROCESS_H_INC
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