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+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+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,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+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 "Common/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