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								/*
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								Open Asset Import Library (assimp)
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								----------------------------------------------------------------------
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											2020-03-06 14:42:31 +01:00
										 
									 
								 
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								Copyright (c) 2006-2020, assimp team
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								All rights reserved.
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								Redistribution and use of this software in source and binary forms,
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								with or without modification, are permitted provided that the
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								following conditions are met:
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								* Redistributions of source code must retain the above
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								  copyright notice, this list of conditions and the
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								  following disclaimer.
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								* Redistributions in binary form must reproduce the above
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								  copyright notice, this list of conditions and the
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								  following disclaimer in the documentation and/or other
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								  materials provided with the distribution.
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								* Neither the name of the assimp team, nor the names of its
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								  contributors may be used to endorse or promote products
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								  derived from this software without specific prior
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								  written permission of the assimp team.
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								THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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								"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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								LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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								A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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								OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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								SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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								LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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								DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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								THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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								(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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								OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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								----------------------------------------------------------------------
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								*/
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								/** @file  MakeLeftHandedProcess.h
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								 *  @brief Defines a bunch of post-processing steps to handle
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								 *    coordinate system conversions.
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								 *
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								 *  - LH to RH
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								 *  - UV origin upper-left to lower-left
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								 *  - face order cw to ccw
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								 */
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								#ifndef AI_CONVERTTOLHPROCESS_H_INC
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								#define AI_CONVERTTOLHPROCESS_H_INC
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								#include <assimp/types.h>
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								#include "Common/BaseProcess.h"
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								struct aiMesh;
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								struct aiNodeAnim;
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								struct aiNode;
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								struct aiMaterial;
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								namespace Assimp    {
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								// -----------------------------------------------------------------------------------
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								/** @brief The MakeLeftHandedProcess converts all imported data to a left-handed
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								 *   coordinate system.
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								 *
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								 * This implies a mirroring of the Z axis of the coordinate system. But to keep
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								 * transformation matrices free from reflections we shift the reflection to other
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								 * places. We mirror the meshes and adapt the rotations.
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								 *
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								 * @note RH-LH and LH-RH is the same, so this class can be used for both
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								 */
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								class MakeLeftHandedProcess : public BaseProcess
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								{
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								public:
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								    MakeLeftHandedProcess();
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								    ~MakeLeftHandedProcess();
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								    // -------------------------------------------------------------------
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								    bool IsActive( unsigned int pFlags) const;
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								    // -------------------------------------------------------------------
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								    void Execute( aiScene* pScene);
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								protected:
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								    // -------------------------------------------------------------------
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								    /** Recursively converts a node and all of its children
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								     */
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								    void ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation);
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								    // -------------------------------------------------------------------
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								    /** Converts a single mesh to left handed coordinates.
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								     * This means that positions, normals and tangents are mirrored at
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								     * the local Z axis and the order of all faces are inverted.
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								     * @param pMesh The mesh to convert.
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								     */
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								    void ProcessMesh( aiMesh* pMesh);
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								    // -------------------------------------------------------------------
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								    /** Converts a single material to left-handed coordinates
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								     * @param pMat Material to convert
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								     */
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								    void ProcessMaterial( aiMaterial* pMat);
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								    // -------------------------------------------------------------------
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								    /** Converts the given animation to LH coordinates.
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								     * The rotation and translation keys are transformed, the scale keys
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								     * work in local space and can therefore be left untouched.
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								     * @param pAnim The bone animation to transform
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								     */
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								    void ProcessAnimation( aiNodeAnim* pAnim);
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								};
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								// ---------------------------------------------------------------------------
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								/** Postprocessing step to flip the face order of the imported data
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								 */
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								class FlipWindingOrderProcess : public BaseProcess
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								{
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								    friend class Importer;
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								public:
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								    /** Constructor to be privately used by Importer */
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								    FlipWindingOrderProcess();
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								    /** Destructor, private as well */
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								    ~FlipWindingOrderProcess();
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								    // -------------------------------------------------------------------
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								    bool IsActive( unsigned int pFlags) const;
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								    // -------------------------------------------------------------------
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								    void Execute( aiScene* pScene);
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								public:
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								    /** Some other types of post-processing require winding order flips */
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								    static void ProcessMesh( aiMesh* pMesh);
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								};
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								// ---------------------------------------------------------------------------
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								/** Postprocessing step to flip the UV coordinate system of the import data
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								 */
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								class FlipUVsProcess : public BaseProcess
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								{
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								    friend class Importer;
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								public:
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								    /** Constructor to be privately used by Importer */
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								    FlipUVsProcess();
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								    /** Destructor, private as well */
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								    ~FlipUVsProcess();
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								    // -------------------------------------------------------------------
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								    bool IsActive( unsigned int pFlags) const;
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								    // -------------------------------------------------------------------
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								    void Execute( aiScene* pScene);
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								protected:
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								    void ProcessMesh( aiMesh* pMesh);
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								    void ProcessMaterial( aiMaterial* mat);
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								};
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								} // end of namespace Assimp
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								#endif // AI_CONVERTTOLHPROCESS_H_INC
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