UserCoord Struct Reference

UserCoord Struct Reference

#include <IConversionManager.h>

Class Description

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...
 

Member Data Documentation

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