#include <IConversionManager.h>
A User definable Coordinate System.
The developer can use this to define the Coordinate System that they are using. Rotation specifies whether it is a Right or Left handed system. The Axis define which way the primary axis point. This will mean that the data extracted is converted correctly, and the winding order is correct for Left and Right handed systems.
In 3ds Max this could be defined as
UserCoord = { 1, //Right Handed 1, //X axis goes right 4, //Y Axis goes in 2, //Z Axis goes up. 1, //U Tex axis is left 0, //V Tex axis is Up }
Public Attributes | |
int | rotation |
Handedness. More... | |
int | xAxis |
The X axis. More... | |
int | yAxis |
The Y axis. More... | |
int | zAxis |
The Z axis. More... | |
int | uAxis |
The U Texture axis. More... | |
int | vAxis |
The V Texture axis. More... | |
int rotation |
Handedness.
0 specifies Left Handed, 1 specifies Right Handed.
int xAxis |
The X axis.
It can be one of the following values 0 = left, 1 = right, 2 = Up, 3 = Down, 4 = in, 5 = out.
int yAxis |
The Y axis.
It can be one of the following values 0 = left, 1 = right, 2 = Up, 3 = Down, 4 = in, 5 = out.
int zAxis |
The Z axis.
It can be one of the following values 0 = left, 1 = right, 2 = Up, 3 = Down, 4 = in, 5 = out.
int uAxis |
The U Texture axis.
It can be one of the following values 0 = left, 1 = right
int vAxis |
The V Texture axis.
It can be one of the following values 0 = Up, 1 = down