88 lines
3.2 KiB
C++
88 lines
3.2 KiB
C++
/** @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 aiBoneAnim;
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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 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 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( aiBoneAnim* pAnim);
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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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