assimp/code/ConvertToLHProcess.h

88 lines
3.2 KiB
C++

/** @file Defines a post processing step to convert all data to a left-handed coordinate system.*/
#ifndef AI_CONVERTTOLHPROCESS_H_INC
#define AI_CONVERTTOLHPROCESS_H_INC
#include "../include/aiTypes.h"
#include "BaseProcess.h"
struct aiMesh;
struct aiBoneAnim;
namespace Assimp
{
// ---------------------------------------------------------------------------
/** The ConvertToLHProcess converts all imported data to a left-handed coordinate
* system. This implies inverting the Z axis for all transformation matrices
* invert the orientation of all faces, and adapting skinning and animation
* data in a similar way.
*/
class ConvertToLHProcess : public BaseProcess
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
ConvertToLHProcess();
/** Destructor, private as well */
~ConvertToLHProcess();
public:
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag field.
* @param pFlags The processing flags the importer was called with. A bitwise
* combination of #aiPostProcessSteps.
* @return true if the process is present in this flag fields, false if not.
*/
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
/** Executes the post processing step on the given imported data.
* At the moment a process is not supposed to fail.
* @param pScene The imported data to work at.
*/
void Execute( aiScene* pScene);
// -------------------------------------------------------------------
/** Static helper function to convert a vector/matrix from DX coords to OGL coords.
* @param poMatrix The matrix to convert.
*/
static void ConvertToOGL( aiVector3D& poVector);
static void ConvertToOGL( aiMatrix3x3& poMatrix);
static void ConvertToOGL( aiMatrix4x4& poMatrix);
// -------------------------------------------------------------------
/** Static helper function to convert a vector/matrix from OGL coords back to DX coords.
* @param poMatrix The matrix to convert.
*/
static void ConvertToDX( aiVector3D& poVector);
static void ConvertToDX( aiMatrix3x3& poMatrix);
static void ConvertToDX( aiMatrix4x4& poMatrix);
protected:
// -------------------------------------------------------------------
/** Converts a single mesh to left handed coordinates.
* This simply means the order of all faces is inverted.
* @param pMesh The mesh to convert.
*/
void ProcessMesh( aiMesh* pMesh);
// -------------------------------------------------------------------
/** Converts the given animation to LH coordinates.
* The rotation and translation keys are transformed, the scale keys
* work in local space and can therefore be left untouched.
* @param pAnim The bone animation to transform
*/
void ProcessAnimation( aiBoneAnim* pAnim);
public:
/** The transformation matrix to convert from DirectX coordinates to OpenGL coordinates. */
static const aiMatrix3x3 sToOGLTransform;
/** The transformation matrix to convert from OpenGL coordinates to DirectX coordinates. */
static const aiMatrix3x3 sToDXTransform;
};
} // end of namespace Assimp
#endif // AI_CONVERTTOLHPROCESS_H_INC