FBX SDK Intro - 3ds Max Axis System
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1. 3DS Max Axis System
/** \enum EUpVector Specifies which canonical axis represents up in the system (typically Y or Z).
*/
enum EUpVector
{
eXAxis = 1,
eYAxis = 2,
eZAxis = 3
};
/** \enum EFrontVector 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 Detailed description of FbxAxisSystem.
*/
enum EFrontVector
{
eParityEven = 1,
eParityOdd = 2
};
/** \enum ECoordSystem 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.
*/
enum ECoordSystem
{
eRightHanded,
eLeftHanded
};
/** \enum EPreDefinedAxisSystem Enumeration that can be used to initialize a new instance of this class with
* predefined configurations (see the "Predefined axis systems" section).
*/
enum EPreDefinedAxisSystem
{
eMayaZUp, /*!< UpVector = ZAxis, FrontVector = -ParityOdd, CoordSystem = RightHanded */
eMayaYUp, /*!< UpVector = YAxis, FrontVector = ParityOdd, CoordSystem = RightHanded */
eMax, /*!< UpVector = ZAxis, FrontVector = -ParityOdd, CoordSystem = RightHanded */
eMotionBuilder, /*!< UpVector = YAxis, FrontVector = ParityOdd, CoordSystem = RightHanded */
eOpenGL, /*!< UpVector = YAxis, FrontVector = ParityOdd, CoordSystem = RightHanded */
eDirectX, /*!< UpVector = YAxis, FrontVector = ParityOdd, CoordSystem = LeftHanded */
eLightwave /*!< UpVector = YAxis, FrontVector = ParityOdd, CoordSystem = LeftHanded */
};
Z ->up, X->Left, -Y ->Front (Y 指向屏幕内)
Right Handed Axis System
2. 3DS MAX to JS by ThreeJSAnimationExporter
也采用了 3ds max AXIS system.
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