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# FbxAxisSystem Class Reference

This reference page is linked to from the following overview topics: Supported Scene Elements, Scene Axis and Unit Conversion, List of Python Fbx classes.

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## Detailed Description

This class represents the coordinate system of the scene and can convert scenes to other coordinate systems.

By default the FbxScene uses a Y-Up axis system. If the calling application wishes to change the default axis it will need to define the new axis system and call the convert method with the scene as argument. The appropriate transforms will be applied to the first level objects of the scene only (objects whose parent is the scene itself). Child objects do not need to be transformed since they inherit from their parents. The adjustment will affect the translation animation curves and the objects pivots values (the rotation transformation is applied as a pre-rotation transform therefore the rotation animation curves do not need to be transformed). Once converted, the scene will have its axis definition changed to the new system.

For example:

            FbxScene* lScene = FbxScene::Create(sdkmanager, "MyScene");
            ...
            // the scene is filled with objects

            int dir;
            lScene->GetGlobalSettings().GetAxisSystem().GetUpVector(dir); // this returns the equivalent of FbxAxisSystem::eYAxis

            FbxAxisSystem max; // we desire to convert the scene from Y-Up to Z-Up
            max.ConvertScene(lScene);

            lScene->GetGlobalSettings().GetAxisSystem().GetUpVector(dir); // this will now return the equivalent of FbxAxisSystem::eZAxis

No conversion will take place if the scene current axis system is equal to the new one.

The EUpVector specifies which axis has the up and down direction in the system (typically this is the Y or Z axis). The sign of the EUpVector is applied to represent the direction (1 is up and -1 is down relative to the observer).

The EFrontVector specifies which axis has the front and back direction in the system. It is not an independent variable, which means it depends on EUpVector. The enum values ParityEven and ParityOdd denote the first one and the second one of the remain two axes in addition to the up axis.

For example if the up axis is X, the remain two axes will be Y And Z, so the ParityEven is Y, and the ParityOdd is Z ; If the up axis is Y, the remain two axes will X And Z, so the ParityEven is X, and the ParityOdd is Z; If the up axis is Z, the remain two axes will X And Y, so the ParityEven is X, and the ParityOdd is Y.

There still needs a parameter to denote the direction of the EFrontVector just as the EUpVector. And the sign of the EFrontVector represents the direction (1 is front and -1 is back relative to observer).

If the front axis and the up axis are determined, the third axis will be automatically determined as the left one. The ECoordSystem enum is a parameter to determine the direction of the third axis just as the EUpVector sign. It determines if the axis system is right-handed or left-handed just as the enum values.

Some code for reconstructing a FbxAxisSystem object from reference scene.

            //the reference scene
            FbxScene* lSceneReference = FbxScene::Create(sdkmanager, "ReferenceScene");
            ...
            // the scene is filled with objects

            FbxAxisSystem lAxisSytemReference = lSceneReference->GetGlobalSettings().GetAxisSystem();

            int lUpVectorSign = 1;
            int lFrontVectorSign = 1;

            //get upVector and its sign.
            EUpVector lUpVector = lAxisSsytemReference.getUpVector( lUpVectorSign );

            //get FrontVector and its sign.
            EFrontVector lFrontVector = lAxisSsytemReference.getFrontVector( lFrontVectorSign );

            //get uCoorSystem.
            ECoordSystem lCoorSystem = lAxisSsytemReference.GetCoorSystem();

            //The FbxAxisSystem object to reconstruct back by saved parameter
            FbxAxisSystem lAxisSytemReconstruct( lUpVectorSign * lUpVector,
                                                  lFrontVectorSign * lFrontVector,
                                                  lCoorSystem);

Definition at line 97 of file fbxaxissystem.h.

`#include <fbxaxissystem.h>`

List of all members.

## Classes
class | AxisDef
## Public Types
enum | EUpVector { eXAxis = 1, eYAxis = 2, eZAxis = 3 }
| Specifies which canonical axis represents up in the system (typically Y or Z). More...
enum | EFrontVector { eParityEven = 1, eParityOdd = 2 }
| Vector with origin at the screen pointing toward the camera. More...
enum | ECoordSystem { eRightHanded, eLeftHanded }
| Specifies the third vector of the system. More...
enum | EPreDefinedAxisSystem { eMayaZUp, eMayaYUp, eMax, eMotionBuilder, eOpenGL, eDirectX, eLightwave }
| Enumeration that can be used to initialize a new instance of this class with predefined configurations (see the "Predefined axis systems" section). More...
## Public Member Functions
FbxAxisSystem & | operator= (const FbxAxisSystem &pAxisSystem)
| Assignment operation.
void | ConvertScene (FbxScene *pScene) const
| Convert a scene to this axis system.
void | ConvertScene (FbxScene *pScene, FbxNode *pFbxRoot) const
| Convert a scene to this axis system by using the specified node as an Fbx_Root.
EFrontVector | GetFrontVector (int &pSign) const
| Get the EFrontVector and its sign of this axis system.
EUpVector | GetUpVector (int &pSign) const
| Get the EUpVector and its sign of this axis system.
ECoordSystem | GetCoorSystem () const
| Accessor to the ECoordSystem of this object.
void | ConvertChildren (FbxNode *pRoot, const FbxAxisSystem &pSrcSystem) const
| Converts the children of the given node to this axis system.
## Protected Member Functions
void | ConvertTProperty (FbxArray< FbxNode * > &pNodes, const FbxAxisSystem &pFrom) const
void | ConvertCurveNodes (FbxArray< FbxAnimCurveNode * > &pCurveNodes, const FbxAxisSystem &pFrom) const
void | AdjustPreRotation (FbxNode *pNode, const FbxMatrix &pConversionRM) const
void | AdjustPivots (FbxNode *pNode, const FbxMatrix &pConversionRM) const
void | GetConversionMatrix (const FbxAxisSystem &pFrom, FbxMatrix &pConversionRM) const
void | AdjustLimits (FbxNode *pNode, const FbxMatrix &pConversionRM) const
void | AdjustPoses (FbxScene *pScene, const FbxMatrix &pConversionRM) const
void | AdjustCamera (FbxNode *pNode, const FbxMatrix &pConversionRM) const
void | AdjustCluster (FbxNode *pNode, const FbxMatrix &pConversionRM) const
void | ConvertChildren (FbxNode *pRoot, const FbxAxisSystem &pSrcSystem, bool pSubChildrenOnly) const
## Protected Attributes
AxisDef | mUpVector
AxisDef | mFrontVector
AxisDef | mCoorSystem
## Friends
class | FbxGlobalSettings
## Constructor and Destructor
| FbxAxisSystem ()
| FbxAxisSystem (EUpVector pUpVector, EFrontVector pFrontVector, ECoordSystem pCoorSystem)
| Constructor!
| FbxAxisSystem (const FbxAxisSystem &pAxisSystem)
| Copy constructor!
| FbxAxisSystem (const EPreDefinedAxisSystem pAxisSystem)
| Constructor!
virtual | ~FbxAxisSystem ()
| Destructor.
## Boolean operation.
bool | operator== (const FbxAxisSystem &pAxisSystem) const
| Equivalence operator.
bool | operator!= (const FbxAxisSystem &pAxisSystem) const
| Non-equivalence operator.
## Predefined axis systems.
These static members define the axis system of the most popular applications.
static const FbxAxisSystem | MayaZUp
| Predefined axis system: MayaZUp (UpVector = +Z, FrontVector = -Y, CoordSystem = +X (RightHanded))
static const FbxAxisSystem | MayaYUp
| Predefined axis system: MayaYUp (UpVector = +Y, FrontVector = +Z, CoordSystem = +X (RightHanded))
static const FbxAxisSystem | Max
| Predefined axis system: Max (UpVector = +Z, FrontVector = -Y, CoordSystem = +X (RightHanded))
static const FbxAxisSystem | Motionbuilder
| Predefined axis system: Motionbuilder (UpVector = +Y, FrontVector = +Z, CoordSystem = +X (RightHanded))
static const FbxAxisSystem | OpenGL
| Predefined axis system: OpenGL (UpVector = +Y, FrontVector = +Z, CoordSystem = +X (RightHanded))
static const FbxAxisSystem | DirectX
| Predefined axis system: DirectX (UpVector = +Y, FrontVector = +Z, CoordSystem = -X (LeftHanded))
static const FbxAxisSystem | Lightwave
| Predefined axis system: Lightwave (UpVector = +Y, FrontVector = +Z, CoordSystem = -X (LeftHanded))

## Member Enumeration Documentation

enum EUpVector

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Specifies which canonical axis represents up in the system (typically Y or Z).

Enumerator:

  eXAxis | Search for all occurrences
  eYAxis | Search for all occurrences
  eZAxis | Search for all occurrences

Definition at line 103 of file fbxaxissystem.h.

        {
            eXAxis = 1,
            eYAxis = 2,
            eZAxis = 3
        };

enum EFrontVector

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Vector with origin at the screen pointing toward the camera.

This is a subset of enum EUpVector because axis cannot be repeated. We use the system of "parity" to define this vector because its value (X,Y or Z axis) really depends on the up-vector. The EPreDefinedAxisSystem list the up-vector, parity and coordinate system values for the predefined systems.

See also:
  Detailed description of FbxAxisSystem.

Enumerator:

  eParityEven | Search for all occurrences
  eParityOdd | Search for all occurrences

Definition at line 117 of file fbxaxissystem.h.

        {
            eParityEven = 1,
            eParityOdd = 2
        };

enum ECoordSystem

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Specifies the third vector of the system.

The FbxAxisSystem deduces the correct vector and direction based on this flag and the relationship with the up and front vectors. The EPreDefinedAxisSystem list the up-vector, parity and coordinate system values for the predefined systems.

Enumerator:

  eRightHanded | Search for all occurrences
  eLeftHanded | Search for all occurrences

Definition at line 128 of file fbxaxissystem.h.

        {
            eRightHanded,
            eLeftHanded
        };

enum EPreDefinedAxisSystem

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Enumeration that can be used to initialize a new instance of this class with predefined configurations (see the "Predefined axis systems" section).

Enumerator:

  eMayaZUp | UpVector = ZAxis, FrontVector = -ParityOdd, CoordSystem = RightHanded. Search for all occurrences
  eMayaYUp | UpVector = YAxis, FrontVector = ParityOdd, CoordSystem = RightHanded. Search for all occurrences
  eMax | UpVector = ZAxis, FrontVector = -ParityOdd, CoordSystem = RightHanded. Search for all occurrences
  eMotionBuilder | UpVector = YAxis, FrontVector = ParityOdd, CoordSystem = RightHanded. Search for all occurrences
  eOpenGL | UpVector = YAxis, FrontVector = ParityOdd, CoordSystem = RightHanded. Search for all occurrences
  eDirectX | UpVector = YAxis, FrontVector = ParityOdd, CoordSystem = LeftHanded. Search for all occurrences
  eLightwave | UpVector = YAxis, FrontVector = ParityOdd, CoordSystem = LeftHanded. Search for all occurrences

Definition at line 137 of file fbxaxissystem.h.

        {
            eMayaZUp,
            eMayaYUp,
            eMax,
            eMotionBuilder,
            eOpenGL,
            eDirectX,
            eLightwave
        };

## Constructor & Destructor Documentation

FbxAxisSystem | ( |  | ) |

FbxAxisSystem | ( | EUpVector | pUpVector,
|  | EFrontVector | pFrontVector,
|  | ECoordSystem | pCoorSystem
| ) |  |

Constructor!

Parameters:

  pUpVector | Specify the up vector.
  pFrontVector | Specify the front vector.
  pCoorSystem | Specify RightHanded coordinate system or LeftHanded coordinate system.

FbxAxisSystem | ( | const FbxAxisSystem & | pAxisSystem | ) |

Copy constructor!

Parameters:

  pAxisSystem | Another FbxAxisSystem object copied to this one.

FbxAxisSystem | ( | const EPreDefinedAxisSystem | pAxisSystem | ) |

Constructor!

Parameters:

  pAxisSystem | Specify which predefined axis system to copy.

virtual ~FbxAxisSystem | ( |  | ) | `[virtual]`

Destructor.

## Member Function Documentation

bool operator== | ( | const FbxAxisSystem & | pAxisSystem | ) | const

Equivalence operator.

Parameters:

  pAxisSystem | The axis system to compare against this one.

Returns:
  `true` if these two axis systems are equal, `false` otherwise.

bool operator!= | ( | const FbxAxisSystem & | pAxisSystem | ) | const

Non-equivalence operator.

Parameters:

  pAxisSystem | The axis system to compare against this one.

Returns:
  `true` if these two axis systems are unequal, `false` otherwise.

FbxAxisSystem& operator= | ( | const FbxAxisSystem & | pAxisSystem | ) |

Assignment operation.

Parameters:

  pAxisSystem | Axis system assigned to this one.

void ConvertScene | ( | FbxScene * | pScene | ) | const

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Convert a scene to this axis system.

Sets the axis system of the scene to this system unit.

Parameters:

  pScene | The scene to convert

void ConvertScene | ( | FbxScene * | pScene,
|  | FbxNode * | pFbxRoot
| ) |  | const

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Convert a scene to this axis system by using the specified node as an Fbx_Root.

This is provided for backwards compatibility only and ConvertScene(FbxScene* pScene) should be used instead when possible.

Parameters:

  pScene | The scene to convert
  pFbxRoot | The Fbx_Root node that will be transformed.

EFrontVector GetFrontVector | ( | int & | pSign | ) | const

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Get the EFrontVector and its sign of this axis system.

Parameters:

  pSign | The sign of the axis, 1 for front, -1 for back (relative to observer).

Returns:
  The EFrontVector of this axis system.

EUpVector GetUpVector | ( | int & | pSign | ) | const

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Get the EUpVector and its sign of this axis system.

Parameters:

  pSign | The sign of the axis, 1 for up, -1 for down (relative to observer).

Returns:
  The EUpVector of this axis system.

ECoordSystem GetCoorSystem | ( |  | ) | const

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Accessor to the ECoordSystem of this object.

Returns:
  The current coordinate axis system of this object.

void ConvertChildren | ( | FbxNode * | pRoot,
|  | const FbxAxisSystem & | pSrcSystem
| ) |  | const

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Converts the children of the given node to this axis system.

Unlike the ConvertScene() method, this method does not set the axis system of the scene that the pRoot node belongs, nor does it adjust FbxPose as they are not stored under the scene, and not under a particular node.

Parameters:

  pRoot | The node whose children are converted.
  pSrcSystem | The source axis system.

void ConvertTProperty | ( | FbxArray< FbxNode * > & | pNodes,
|  | const FbxAxisSystem & | pFrom
| ) |  | const`[protected]`

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void ConvertCurveNodes | ( | FbxArray< FbxAnimCurveNode * > & | pCurveNodes,
|  | const FbxAxisSystem & | pFrom
| ) |  | const`[protected]`

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void AdjustPreRotation | ( | FbxNode * | pNode,
|  | const FbxMatrix & | pConversionRM
| ) |  | const`[protected]`

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void AdjustPivots | ( | FbxNode * | pNode,
|  | const FbxMatrix & | pConversionRM
| ) |  | const`[protected]`

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void GetConversionMatrix | ( | const FbxAxisSystem & | pFrom,
|  | FbxMatrix & | pConversionRM
| ) |  | const`[protected]`

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void AdjustLimits | ( | FbxNode * | pNode,
|  | const FbxMatrix & | pConversionRM
| ) |  | const`[protected]`

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void AdjustPoses | ( | FbxScene * | pScene,
|  | const FbxMatrix & | pConversionRM
| ) |  | const`[protected]`

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void AdjustCamera | ( | FbxNode * | pNode,
|  | const FbxMatrix & | pConversionRM
| ) |  | const`[protected]`

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void AdjustCluster | ( | FbxNode * | pNode,
|  | const FbxMatrix & | pConversionRM
| ) |  | const`[protected]`

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void ConvertChildren | ( | FbxNode * | pRoot,
|  | const FbxAxisSystem & | pSrcSystem,
|  | bool | pSubChildrenOnly
| ) |  | const`[protected]`

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## Friends And Related Function Documentation

friend class FbxGlobalSettings`[friend]`

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Definition at line 294 of file fbxaxissystem.h.

## Member Data Documentation

const FbxAxisSystem MayaZUp`[static]`

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Predefined axis system: MayaZUp (UpVector = +Z, FrontVector = -Y, CoordSystem = +X (RightHanded))

Definition at line 205 of file fbxaxissystem.h.

const FbxAxisSystem MayaYUp`[static]`

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Predefined axis system: MayaYUp (UpVector = +Y, FrontVector = +Z, CoordSystem = +X (RightHanded))

Definition at line 208 of file fbxaxissystem.h.

const FbxAxisSystem Max`[static]`

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Predefined axis system: Max (UpVector = +Z, FrontVector = -Y, CoordSystem = +X (RightHanded))

Definition at line 211 of file fbxaxissystem.h.

const FbxAxisSystem Motionbuilder`[static]`

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Predefined axis system: Motionbuilder (UpVector = +Y, FrontVector = +Z, CoordSystem = +X (RightHanded))

Definition at line 214 of file fbxaxissystem.h.

const FbxAxisSystem OpenGL`[static]`

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Predefined axis system: OpenGL (UpVector = +Y, FrontVector = +Z, CoordSystem = +X (RightHanded))

Definition at line 217 of file fbxaxissystem.h.

const FbxAxisSystem DirectX`[static]`

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Predefined axis system: DirectX (UpVector = +Y, FrontVector = +Z, CoordSystem = -X (LeftHanded))

Definition at line 220 of file fbxaxissystem.h.

const FbxAxisSystem Lightwave`[static]`

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Predefined axis system: Lightwave (UpVector = +Y, FrontVector = +Z, CoordSystem = -X (LeftHanded))

Definition at line 223 of file fbxaxissystem.h.

AxisDef mUpVector`[protected]`

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Definition at line 279 of file fbxaxissystem.h.

AxisDef mFrontVector`[protected]`

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Definition at line 280 of file fbxaxissystem.h.

AxisDef mCoorSystem`[protected]`

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Definition at line 281 of file fbxaxissystem.h.

The documentation for this class was generated from the following file:

- fbxsdk/scene/fbxaxissystem.h

FbxAxisSystem FbxAxisSystem FbxAxisSystem FbxAxisSystem FbxAxisSystem FbxAxisSystem FbxAxisSystem FbxAxisSystem FbxAxisSystem FbxAxisSystem
FbxAxisSystem FbxAxisSystem FbxAxisSystem FbxAxisSystem FbxAxisSystem FbxAxisSystem FbxAxisSystem FbxAxisSystem FbxAxisSystem FbxAxisSystem