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Jonas Karlsson
Qtquick3d Assimp
Commits
e5e67ffd
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Commit
e5e67ffd
authored
7 years ago
by
Manuel Freiberger
Committed by
GitHub
7 years ago
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Fix typos and ease description of coordinate frame
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doc/dox.h
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e5e67ffd
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@@ -533,8 +533,9 @@ assimp::Importer::ReadFile(), aiImportFile() or aiImportFileEx() - see the @link
...
@@ -533,8 +533,9 @@ assimp::Importer::ReadFile(), aiImportFile() or aiImportFileEx() - see the @link
for further information on how to use the library.
for further information on how to use the library.
By default, all 3D data is provided in a right-handed coordinate system such as OpenGL uses. In
By default, all 3D data is provided in a right-handed coordinate system such as OpenGL uses. In
this coordinate system, +X points to the right, -Z points away from the viewer into the screen and
this coordinate system, +X points to the right, +Y points upwards and +Z points out of the screen
+Y points upwards. Several modeling packages such as 3D Studio Max use this coordinate system as well (or a rotated variant of it).
towards the viewer. Several modeling packages such as 3D Studio Max use this coordinate system as well
(or a rotated variant of it).
By contrast, some other environments use left-handed coordinate systems, a prominent example being
By contrast, some other environments use left-handed coordinate systems, a prominent example being
DirectX. If you need the imported data to be in a left-handed coordinate system, supply the
DirectX. If you need the imported data to be in a left-handed coordinate system, supply the
#aiProcess_MakeLeftHanded flag to the ReadFile() function call.
#aiProcess_MakeLeftHanded flag to the ReadFile() function call.
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@@ -552,7 +553,7 @@ although our built-in triangulation (#aiProcess_Triangulate postprocessing step)
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@@ -552,7 +553,7 @@ although our built-in triangulation (#aiProcess_Triangulate postprocessing step)
The output UV coordinate system has its origin in the lower-left corner:
The output UV coordinate system has its origin in the lower-left corner:
@code
@code
0
y
|1y ---------- 1x|1y
0
x
|1y ---------- 1x|1y
| |
| |
| |
| |
| |
| |
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@@ -568,8 +569,7 @@ X2 Y2 Z2 T2
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@@ -568,8 +569,7 @@ X2 Y2 Z2 T2
X3 Y3 Z3 T3
X3 Y3 Z3 T3
0 0 0 1
0 0 0 1
@endcode
@endcode
with (X1, X2, X3) being the X base vector, (Y1, Y2, Y3) being the Y base vector, (Z1, Z2, Z3)
... with (X1, X2, X3) being the X base vector, (Y1, Y2, Y3) being the Y base vector, (Z1, Z2, Z3)
being the Z base vector and (T1, T2, T3) being the translation part. If you want to use these matrices
being the Z base vector and (T1, T2, T3) being the translation part. If you want to use these matrices
in DirectX functions, you have to transpose them.
in DirectX functions, you have to transpose them.
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@@ -664,7 +664,7 @@ See the @link materials Material System Page. @endlink
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@@ -664,7 +664,7 @@ See the @link materials Material System Page. @endlink
@section bones Bones
@section bones Bones
A mesh may have a set of bones in the form of aiBone
structures.
. Bones are a means to deform a mesh
A mesh may have a set of bones in the form of aiBone
objects
. Bones are a means to deform a mesh
according to the movement of a skeleton. Each bone has a name and a set of vertices on which it has influence.
according to the movement of a skeleton. Each bone has a name and a set of vertices on which it has influence.
Its offset matrix declares the transformation needed to transform from mesh space to the local space of this bone.
Its offset matrix declares the transformation needed to transform from mesh space to the local space of this bone.
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