vrshoot

diff libs/assimp/ConvertToLHProcess.h @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/libs/assimp/ConvertToLHProcess.h	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,166 @@
     1.4 +/*
     1.5 +Open Asset Import Library (assimp)
     1.6 +----------------------------------------------------------------------
     1.7 +
     1.8 +Copyright (c) 2006-2012, assimp team
     1.9 +All rights reserved.
    1.10 +
    1.11 +Redistribution and use of this software in source and binary forms, 
    1.12 +with or without modification, are permitted provided that the 
    1.13 +following conditions are met:
    1.14 +
    1.15 +* Redistributions of source code must retain the above
    1.16 +  copyright notice, this list of conditions and the
    1.17 +  following disclaimer.
    1.18 +
    1.19 +* Redistributions in binary form must reproduce the above
    1.20 +  copyright notice, this list of conditions and the
    1.21 +  following disclaimer in the documentation and/or other
    1.22 +  materials provided with the distribution.
    1.23 +
    1.24 +* Neither the name of the assimp team, nor the names of its
    1.25 +  contributors may be used to endorse or promote products
    1.26 +  derived from this software without specific prior
    1.27 +  written permission of the assimp team.
    1.28 +
    1.29 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
    1.30 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
    1.31 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
    1.32 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
    1.33 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
    1.34 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
    1.35 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    1.36 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
    1.37 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
    1.38 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
    1.39 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.40 +
    1.41 +----------------------------------------------------------------------
    1.42 +*/
    1.43 +
    1.44 +/** @file  MakeLeftHandedProcess.h
    1.45 + *  @brief Defines a bunch of post-processing steps to handle
    1.46 + *    coordinate system conversions.
    1.47 + *
    1.48 + *  - LH to RH
    1.49 + *  - UV origin upper-left to lower-left
    1.50 + *  - face order cw to ccw 
    1.51 + */
    1.52 +#ifndef AI_CONVERTTOLHPROCESS_H_INC
    1.53 +#define AI_CONVERTTOLHPROCESS_H_INC
    1.54 +
    1.55 +#include "assimp/types.h"
    1.56 +#include "BaseProcess.h"
    1.57 +
    1.58 +struct aiMesh;
    1.59 +struct aiNodeAnim;
    1.60 +
    1.61 +namespace Assimp	{
    1.62 +
    1.63 +// -----------------------------------------------------------------------------------
    1.64 +/** @brief The MakeLeftHandedProcess converts all imported data to a left-handed
    1.65 + *   coordinate system. 
    1.66 + *
    1.67 + * This implies a mirroring of the Z axis of the coordinate system. But to keep 
    1.68 + * transformation matrices free from reflections we shift the reflection to other
    1.69 + * places. We mirror the meshes and adapt the rotations.
    1.70 + *
    1.71 + * @note RH-LH and LH-RH is the same, so this class can be used for both
    1.72 + */
    1.73 +class MakeLeftHandedProcess : public BaseProcess
    1.74 +{
    1.75 +	
    1.76 +
    1.77 +public:
    1.78 +	MakeLeftHandedProcess();
    1.79 +	~MakeLeftHandedProcess();
    1.80 +
    1.81 +	// -------------------------------------------------------------------
    1.82 +	bool IsActive( unsigned int pFlags) const;
    1.83 +
    1.84 +	// -------------------------------------------------------------------
    1.85 +	void Execute( aiScene* pScene);
    1.86 +
    1.87 +protected:
    1.88 +
    1.89 +	// -------------------------------------------------------------------
    1.90 +	/** Recursively converts a node and all of its children
    1.91 +	 */
    1.92 +	void ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation);
    1.93 +
    1.94 +	// -------------------------------------------------------------------
    1.95 +	/** Converts a single mesh to left handed coordinates. 
    1.96 +	 * This means that positions, normals and tangents are mirrored at
    1.97 +	 * the local Z axis and the order of all faces are inverted.
    1.98 +	 * @param pMesh The mesh to convert.
    1.99 +	 */
   1.100 +	void ProcessMesh( aiMesh* pMesh);
   1.101 +
   1.102 +	// -------------------------------------------------------------------
   1.103 +	/** Converts a single material to left-handed coordinates
   1.104 +	 * @param pMat Material to convert
   1.105 +	 */
   1.106 +	void ProcessMaterial( aiMaterial* pMat);
   1.107 +
   1.108 +	// -------------------------------------------------------------------
   1.109 +	/** Converts the given animation to LH coordinates. 
   1.110 +	 * The rotation and translation keys are transformed, the scale keys
   1.111 +	 * work in local space and can therefore be left untouched.
   1.112 +	 * @param pAnim The bone animation to transform
   1.113 +	 */
   1.114 +	void ProcessAnimation( aiNodeAnim* pAnim);
   1.115 +};
   1.116 +
   1.117 +
   1.118 +// ---------------------------------------------------------------------------
   1.119 +/** Postprocessing step to flip the face order of the imported data
   1.120 + */
   1.121 +class FlipWindingOrderProcess : public BaseProcess
   1.122 +{
   1.123 +	friend class Importer;
   1.124 +
   1.125 +public:
   1.126 +	/** Constructor to be privately used by Importer */
   1.127 +	FlipWindingOrderProcess();
   1.128 +
   1.129 +	/** Destructor, private as well */
   1.130 +	~FlipWindingOrderProcess();
   1.131 +
   1.132 +	// -------------------------------------------------------------------
   1.133 +	bool IsActive( unsigned int pFlags) const;
   1.134 +
   1.135 +	// -------------------------------------------------------------------
   1.136 +	void Execute( aiScene* pScene);
   1.137 +
   1.138 +protected:
   1.139 +	void ProcessMesh( aiMesh* pMesh);
   1.140 +};
   1.141 +
   1.142 +// ---------------------------------------------------------------------------
   1.143 +/** Postprocessing step to flip the UV coordinate system of the import data
   1.144 + */
   1.145 +class FlipUVsProcess : public BaseProcess
   1.146 +{
   1.147 +	friend class Importer;
   1.148 +
   1.149 +public:
   1.150 +	/** Constructor to be privately used by Importer */
   1.151 +	FlipUVsProcess();
   1.152 +
   1.153 +	/** Destructor, private as well */
   1.154 +	~FlipUVsProcess();
   1.155 +
   1.156 +	// -------------------------------------------------------------------
   1.157 +	bool IsActive( unsigned int pFlags) const;
   1.158 +
   1.159 +	// -------------------------------------------------------------------
   1.160 +	void Execute( aiScene* pScene);
   1.161 +
   1.162 +protected:
   1.163 +	void ProcessMesh( aiMesh* pMesh);
   1.164 +	void ProcessMaterial( aiMaterial* mat);
   1.165 +};
   1.166 +
   1.167 +} // end of namespace Assimp
   1.168 +
   1.169 +#endif // AI_CONVERTTOLHPROCESS_H_INC