UserCoord Struct Reference
 
 
 
UserCoord Struct Reference

This reference page is linked to from the following overview topics: 3DXI Initialization.


#include <IConversionManager.h>


Class Description

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
}

Public Attributes

int  rotation
  Handedness.
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.

Member Data Documentation

int rotation

Handedness.

0 specifies Left Handed, 1 specifies Right Handed.

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