/src/assimp/code/PostProcessing/ConvertToLHProcess.h
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1 | | /* |
2 | | Open Asset Import Library (assimp) |
3 | | ---------------------------------------------------------------------- |
4 | | |
5 | | Copyright (c) 2006-2025, assimp team |
6 | | |
7 | | All rights reserved. |
8 | | |
9 | | Redistribution and use of this software in source and binary forms, |
10 | | with or without modification, are permitted provided that the |
11 | | following conditions are met: |
12 | | |
13 | | * Redistributions of source code must retain the above |
14 | | copyright notice, this list of conditions and the |
15 | | following disclaimer. |
16 | | |
17 | | * Redistributions in binary form must reproduce the above |
18 | | copyright notice, this list of conditions and the |
19 | | following disclaimer in the documentation and/or other |
20 | | materials provided with the distribution. |
21 | | |
22 | | * Neither the name of the assimp team, nor the names of its |
23 | | contributors may be used to endorse or promote products |
24 | | derived from this software without specific prior |
25 | | written permission of the assimp team. |
26 | | |
27 | | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
28 | | "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
29 | | LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
30 | | A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
31 | | OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
32 | | SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
33 | | LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
34 | | DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
35 | | THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
36 | | (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
37 | | OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
38 | | |
39 | | ---------------------------------------------------------------------- |
40 | | */ |
41 | | |
42 | | /** @file MakeLeftHandedProcess.h |
43 | | * @brief Defines a bunch of post-processing steps to handle |
44 | | * coordinate system conversions. |
45 | | * |
46 | | * - LH to RH |
47 | | * - UV origin upper-left to lower-left |
48 | | * - face order cw to ccw |
49 | | */ |
50 | | #ifndef AI_CONVERTTOLHPROCESS_H_INC |
51 | | #define AI_CONVERTTOLHPROCESS_H_INC |
52 | | |
53 | | #include <assimp/types.h> |
54 | | |
55 | | #include "Common/BaseProcess.h" |
56 | | |
57 | | struct aiMesh; |
58 | | struct aiNodeAnim; |
59 | | struct aiNode; |
60 | | struct aiMaterial; |
61 | | struct aiCamera; |
62 | | |
63 | | namespace Assimp { |
64 | | |
65 | | // ----------------------------------------------------------------------------------- |
66 | | /** @brief The MakeLeftHandedProcess converts all imported data to a left-handed |
67 | | * coordinate system. |
68 | | * |
69 | | * This implies a mirroring of the Z axis of the coordinate system. But to keep |
70 | | * transformation matrices free from reflections we shift the reflection to other |
71 | | * places. We mirror the meshes and adapt the rotations. |
72 | | * |
73 | | * @note RH-LH and LH-RH is the same, so this class can be used for both |
74 | | */ |
75 | | class MakeLeftHandedProcess final : public BaseProcess { |
76 | | public: |
77 | 1.18k | MakeLeftHandedProcess() = default; |
78 | | ~MakeLeftHandedProcess() override = default; |
79 | | |
80 | | // ------------------------------------------------------------------- |
81 | | bool IsActive( unsigned int pFlags) const override; |
82 | | |
83 | | // ------------------------------------------------------------------- |
84 | | void Execute( aiScene* pScene) override; |
85 | | |
86 | | protected: |
87 | | // ------------------------------------------------------------------- |
88 | | /** Recursively converts a node and all of its children |
89 | | */ |
90 | | void ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation); |
91 | | |
92 | | // ------------------------------------------------------------------- |
93 | | /** Converts a single mesh to left handed coordinates. |
94 | | * This means that positions, normals and tangents are mirrored at |
95 | | * the local Z axis and the order of all faces are inverted. |
96 | | * @param pMesh The mesh to convert. |
97 | | */ |
98 | | void ProcessMesh( aiMesh* pMesh); |
99 | | |
100 | | // ------------------------------------------------------------------- |
101 | | /** Converts a single material to left-handed coordinates |
102 | | * @param pMat Material to convert |
103 | | */ |
104 | | void ProcessMaterial( aiMaterial* pMat); |
105 | | |
106 | | // ------------------------------------------------------------------- |
107 | | /** Converts the given animation to LH coordinates. |
108 | | * The rotation and translation keys are transformed, the scale keys |
109 | | * work in local space and can therefore be left untouched. |
110 | | * @param pAnim The bone animation to transform |
111 | | */ |
112 | | void ProcessAnimation( aiNodeAnim* pAnim); |
113 | | |
114 | | // ------------------------------------------------------------------- |
115 | | /** Converts a single camera to left handed coordinates. |
116 | | * The camera viewing direction is inverted by reflecting mLookAt |
117 | | * across mPosition. |
118 | | * @param pCam The camera to convert |
119 | | */ |
120 | | void ProcessCamera( aiCamera* pCam); |
121 | | }; |
122 | | |
123 | | |
124 | | // --------------------------------------------------------------------------- |
125 | | /** Postprocessing step to flip the face order of the imported data |
126 | | */ |
127 | | class FlipWindingOrderProcess : public BaseProcess { |
128 | | friend class Importer; |
129 | | |
130 | | public: |
131 | | /** Constructor to be privately used by Importer */ |
132 | 1.18k | FlipWindingOrderProcess() = default; |
133 | | |
134 | | /** Destructor, private as well */ |
135 | | ~FlipWindingOrderProcess() override = default; |
136 | | |
137 | | // ------------------------------------------------------------------- |
138 | | bool IsActive( unsigned int pFlags) const override; |
139 | | |
140 | | // ------------------------------------------------------------------- |
141 | | void Execute( aiScene* pScene) override; |
142 | | |
143 | | /** Some other types of post-processing require winding order flips */ |
144 | | static void ProcessMesh( aiMesh* pMesh); |
145 | | }; |
146 | | |
147 | | // --------------------------------------------------------------------------- |
148 | | /** Postprocessing step to flip the UV coordinate system of the import data |
149 | | */ |
150 | | class FlipUVsProcess final : public BaseProcess |
151 | | { |
152 | | friend class Importer; |
153 | | |
154 | | public: |
155 | | /** Constructor to be privately used by Importer */ |
156 | | FlipUVsProcess(); |
157 | | |
158 | | /** Destructor, private as well */ |
159 | | ~FlipUVsProcess() override; |
160 | | |
161 | | // ------------------------------------------------------------------- |
162 | | bool IsActive( unsigned int pFlags) const override; |
163 | | |
164 | | // ------------------------------------------------------------------- |
165 | | void Execute( aiScene* pScene) override; |
166 | | |
167 | | protected: |
168 | | void ProcessMesh( aiMesh* pMesh); |
169 | | void ProcessMaterial( aiMaterial* mat); |
170 | | }; |
171 | | |
172 | | } // end of namespace Assimp |
173 | | |
174 | | #endif // AI_CONVERTTOLHPROCESS_H_INC |