3ds Max C++ API Reference
UserCoord Struct Reference

A User definable Coordinate System. More...

#include <IConversionManager.h>

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...
 

Detailed 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
}

Member Data Documentation

◆ rotation

int rotation

Handedness.

0 specifies Left Handed, 1 specifies Right Handed.

◆ xAxis

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.

◆ yAxis

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.

◆ zAxis

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.

◆ uAxis

int uAxis

The U Texture axis.

It can be one of the following values 0 = left, 1 = right

◆ vAxis

int vAxis

The V Texture axis.

It can be one of the following values 0 = Up, 1 = down