A developer can use this class to define what Coord Systems IGame exports the data in.
IGame will convert data from the standard 3ds Max RH Z up system
to any defined system. At the moment direct support for DirectX and
OpenGL are provided. This means that all Matrix and vertex data
will have been converted ready to use on your target system.
The coordinate system should set up straight after initialising
IGame. The default is to provide everything in 3ds Max native
formats.
#include <IConversionManager.h>
Public Types |
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enum | CoordSystem { IGAME_MAX, IGAME_D3D, IGAME_OGL, IGAME_USER } |
The supported Coordinate Systems. More... |
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Public Member Functions |
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virtual void | SetCoordSystem (CoordSystem Coord)=0 |
Set IGame up for the Coordinate System you
are wanting the data to be present in. |
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virtual CoordSystem | GetCoordSystem ()=0 |
Get the Coordinate System. |
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virtual void | SetUserCoordSystem (UserCoord UC)=0 |
Set the User defined Coordinate system, if
the CoordSystem has been defined as IGAME_USER. |
enum CoordSystem |
The supported Coordinate Systems.
These are used to tell IGame how to format the data
IGAME_MAX |
Max RH Z up & +Y. |
IGAME_D3D |
DirectX LH Y up & +Z. |
IGAME_OGL |
OpenGL RH Y up & -Z. |
IGAME_USER |
User defined Coord System. |
{ IGAME_MAX, IGAME_D3D, IGAME_OGL, IGAME_USER };
virtual void SetCoordSystem | ( | CoordSystem | Coord | ) | [pure virtual] |
Set IGame up for the Coordinate System you are wanting the data to be present in.
The default system is the 3ds MAX system.
Coord | The Coordinate system to use If Coord is IGAME_USER then you must set this data via SetUserCoordSystem |
virtual CoordSystem GetCoordSystem | ( | ) | [pure virtual] |
Get the Coordinate System.
The default system is the 3ds MAX system.
virtual void SetUserCoordSystem | ( | UserCoord | UC | ) | [pure virtual] |
Set the User defined Coordinate system, if the CoordSystem has been defined as IGAME_USER.
Allow a user definable Coordinate System. See comments above.
UC | THe data to define the system |