vrshoot
diff libs/assimp/ConvertToLHProcess.h @ 0:b2f14e535253
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 01 Feb 2014 19:58:19 +0200 |
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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