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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2017, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
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following disclaimer.
* Redistributions in binary form must reproduce the above
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file MakeLeftHandedProcess.h
* @brief Defines a bunch of post-processing steps to handle
* coordinate system conversions.
*
* - LH to RH
* - UV origin upper-left to lower-left
* - face order cw to ccw
*/
#ifndef AI_CONVERTTOLHPROCESS_H_INC
#define AI_CONVERTTOLHPROCESS_H_INC
#include <assimp/types.h>
#include "BaseProcess.h"
struct aiMesh;
struct aiNodeAnim;
struct aiNode;
struct aiMaterial;
namespace Assimp {
// -----------------------------------------------------------------------------------
/** @brief The MakeLeftHandedProcess converts all imported data to a left-handed
* coordinate system.
*
* This implies a mirroring of the Z axis of the coordinate system. But to keep
* transformation matrices free from reflections we shift the reflection to other
* places. We mirror the meshes and adapt the rotations.
*
* @note RH-LH and LH-RH is the same, so this class can be used for both
*/
class MakeLeftHandedProcess : public BaseProcess
{
public:
MakeLeftHandedProcess();
~MakeLeftHandedProcess();
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
void Execute( aiScene* pScene);
protected:
// -------------------------------------------------------------------
/** Recursively converts a node and all of its children
*/
void ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation);
// -------------------------------------------------------------------
/** Converts a single mesh to left handed coordinates.
* This means that positions, normals and tangents are mirrored at
* the local Z axis and the order of all faces are inverted.
* @param pMesh The mesh to convert.
*/
void ProcessMesh( aiMesh* pMesh);
// -------------------------------------------------------------------
/** Converts a single material to left-handed coordinates
* @param pMat Material to convert
*/
void ProcessMaterial( aiMaterial* pMat);
// -------------------------------------------------------------------
/** 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( aiNodeAnim* pAnim);
};
// ---------------------------------------------------------------------------
/** Postprocessing step to flip the face order of the imported data
*/
class FlipWindingOrderProcess : public BaseProcess
{
friend class Importer;
public:
/** Constructor to be privately used by Importer */
FlipWindingOrderProcess();
/** Destructor, private as well */
~FlipWindingOrderProcess();
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
void Execute( aiScene* pScene);
protected:
void ProcessMesh( aiMesh* pMesh);
};
// ---------------------------------------------------------------------------
/** Postprocessing step to flip the UV coordinate system of the import data
*/
class FlipUVsProcess : public BaseProcess
{
friend class Importer;
public:
/** Constructor to be privately used by Importer */
FlipUVsProcess();
/** Destructor, private as well */
~FlipUVsProcess();
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
void Execute( aiScene* pScene);
protected:
void ProcessMesh( aiMesh* pMesh);
void ProcessMaterial( aiMaterial* mat);
};
} // end of namespace Assimp
#endif // AI_CONVERTTOLHPROCESS_H_INC