The MakeLeftHandedProcess converts all imported data to a left-handed coordinate system.
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#include <ConvertToLHProcess.h>
Inherits Assimp::BaseProcess.
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
◆ MakeLeftHandedProcess()
| MakeLeftHandedProcess::MakeLeftHandedProcess |
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◆ ~MakeLeftHandedProcess()
| MakeLeftHandedProcess::~MakeLeftHandedProcess |
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◆ Execute()
| void MakeLeftHandedProcess::Execute |
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aiScene * |
pScene | ) |
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virtual |
Executes the post processing step on the given imported data.
A process should throw an ImportErrorException* if it fails. This method must be implemented by deriving classes.
- Parameters
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| pScene | The imported data to work at. |
Implements Assimp::BaseProcess.
◆ IsActive()
| bool MakeLeftHandedProcess::IsActive |
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unsigned int |
pFlags | ) |
const |
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virtual |
Returns whether the processing step is present in the given flag.
- Parameters
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| pFlags | The processing flags the importer was called with. A bitwise combination of aiPostProcessSteps. |
- Returns
- true if the process is present in this flag fields, false if not.
Implements Assimp::BaseProcess.
◆ ProcessAnimation()
| void MakeLeftHandedProcess::ProcessAnimation |
( |
aiNodeAnim * |
pAnim | ) |
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protected |
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.
- Parameters
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| pAnim | The bone animation to transform |
◆ ProcessMaterial()
| void MakeLeftHandedProcess::ProcessMaterial |
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aiMaterial * |
pMat | ) |
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protected |
Converts a single material to left-handed coordinates.
- Parameters
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◆ ProcessMesh()
| void MakeLeftHandedProcess::ProcessMesh |
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aiMesh * |
pMesh | ) |
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protected |
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.
- Parameters
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| pMesh | The mesh to convert. |
◆ ProcessNode()
| void MakeLeftHandedProcess::ProcessNode |
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aiNode * |
pNode, |
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const aiMatrix4x4 & |
pParentGlobalRotation |
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) |
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protected |
Recursively converts a node and all of its children.
The documentation for this class was generated from the following files: