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-rw-r--r--src/3rdparty/assimp/code/ConvertToLHProcess.h140
1 files changed, 71 insertions, 69 deletions
diff --git a/src/3rdparty/assimp/code/ConvertToLHProcess.h b/src/3rdparty/assimp/code/ConvertToLHProcess.h
index 5fea19c10..0c5f91c96 100644
--- a/src/3rdparty/assimp/code/ConvertToLHProcess.h
+++ b/src/3rdparty/assimp/code/ConvertToLHProcess.h
@@ -2,11 +2,11 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, 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
+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
@@ -23,16 +23,16 @@ following conditions are met:
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
+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
+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
+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
+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.
----------------------------------------------------------------------
@@ -44,24 +44,26 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* - LH to RH
* - UV origin upper-left to lower-left
- * - face order cw to ccw
+ * - face order cw to ccw
*/
#ifndef AI_CONVERTTOLHPROCESS_H_INC
#define AI_CONVERTTOLHPROCESS_H_INC
-#include "../include/assimp/types.h"
+#include <assimp/types.h>
#include "BaseProcess.h"
struct aiMesh;
struct aiNodeAnim;
+struct aiNode;
+struct aiMaterial;
-namespace Assimp {
+namespace Assimp {
// -----------------------------------------------------------------------------------
/** @brief The MakeLeftHandedProcess converts all imported data to a left-handed
- * coordinate system.
+ * coordinate system.
*
- * This implies a mirroring of the Z axis of the coordinate system. But to keep
+ * 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.
*
@@ -69,46 +71,46 @@ namespace Assimp {
*/
class MakeLeftHandedProcess : public BaseProcess
{
-
+
public:
- MakeLeftHandedProcess();
- ~MakeLeftHandedProcess();
+ MakeLeftHandedProcess();
+ ~MakeLeftHandedProcess();
- // -------------------------------------------------------------------
- bool IsActive( unsigned int pFlags) const;
+ // -------------------------------------------------------------------
+ bool IsActive( unsigned int pFlags) const;
- // -------------------------------------------------------------------
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ 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);
+ // -------------------------------------------------------------------
+ /** 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);
};
@@ -117,23 +119,23 @@ protected:
*/
class FlipWindingOrderProcess : public BaseProcess
{
- friend class Importer;
+ friend class Importer;
public:
- /** Constructor to be privately used by Importer */
- FlipWindingOrderProcess();
+ /** Constructor to be privately used by Importer */
+ FlipWindingOrderProcess();
- /** Destructor, private as well */
- ~FlipWindingOrderProcess();
+ /** Destructor, private as well */
+ ~FlipWindingOrderProcess();
- // -------------------------------------------------------------------
- bool IsActive( unsigned int pFlags) const;
+ // -------------------------------------------------------------------
+ bool IsActive( unsigned int pFlags) const;
- // -------------------------------------------------------------------
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ void Execute( aiScene* pScene);
protected:
- void ProcessMesh( aiMesh* pMesh);
+ void ProcessMesh( aiMesh* pMesh);
};
// ---------------------------------------------------------------------------
@@ -141,24 +143,24 @@ protected:
*/
class FlipUVsProcess : public BaseProcess
{
- friend class Importer;
+ friend class Importer;
public:
- /** Constructor to be privately used by Importer */
- FlipUVsProcess();
+ /** Constructor to be privately used by Importer */
+ FlipUVsProcess();
- /** Destructor, private as well */
- ~FlipUVsProcess();
+ /** Destructor, private as well */
+ ~FlipUVsProcess();
- // -------------------------------------------------------------------
- bool IsActive( unsigned int pFlags) const;
+ // -------------------------------------------------------------------
+ bool IsActive( unsigned int pFlags) const;
- // -------------------------------------------------------------------
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ void Execute( aiScene* pScene);
protected:
- void ProcessMesh( aiMesh* pMesh);
- void ProcessMaterial( aiMaterial* mat);
+ void ProcessMesh( aiMesh* pMesh);
+ void ProcessMaterial( aiMaterial* mat);
};
} // end of namespace Assimp