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 }
#include <IConversionManager.h>
Public Attributes |
|
D | __pad0__:/depots/doctools/depot/build/input/max/cpp_ref/include/igame/IConversionManager.h" 2 int rotation |
int | xAxis |
The X axis. |
|
int | yAxis |
The Y axis. |
|
int | zAxis |
The Z axis. |
|
int | uAxis |
The U Texture axis. |
|
int | vAxis |
The V Texture axis. |
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