Sources are references to data which are instantiated. For example, a shape source becomes a ShapeClip in the animation mixer when it is instantiated there.
There are several types of sources:
*
.aiff/.aif, *
.aifc, *
.avi,
*
.mov, *
.qt, and
*
.wav).Application app; // NewScene command CValueArray cargs; CValue oarg; cargs.Add( L"" ); cargs.Add( false ); app.ExecuteCommand( L"NewScene", cargs, oarg ); cargs.Clear(); oarg.Clear(); // Get the SceneRoot and create a cube in it Model root = app.GetActiveSceneRoot(); X3DObject myCube; root.AddGeometry( L"Cube", L"MeshSurface", L"MyCube", myCube ); // Create an image source and clip CValueArray shrArgs(5); CValue shrOut; shrArgs[1] = myCube.GetFullName(); shrArgs[3] = CValue(3.0); //siUnspecified; shrArgs[4] = CValue(3.0); //siLetLocalMaterialsOverlap; app.ExecuteCommand( L"ApplyShader", shrArgs, shrOut ); CValueArray prjArgs(8); CValue prjOut; prjArgs[0] = myCube.GetFullName(); prjArgs[1] = CValue(4.0); //siTxtSpherical; prjArgs[2] = CValue(4.0); //siTxtDefaultSpherical; prjArgs[3] = L"Texture_Projection"; prjArgs[5] = CValue(0.0); //siRelDefault; app.ExecuteCommand( L"CreateProjection", prjArgs, prjOut ); CValueArray txtArgs(9); CValue txtOut; txtArgs[1] = myCube.GetFullName(); txtArgs[2] = CValue(1.0); txtArgs[3] = true; txtArgs[3] = CValue(1.0); //siReplaceAndBlendInPreset; app.ExecuteCommand( L"BlendInTextureLayers", txtArgs, txtOut ); // Get the source and the clip CRefArray mats = myCube.GetMaterials(); Material mat( mats[0] ); ImageClip2 imgClip = mat.GetCurrentImageClip2 (); Source imgsrc( imgClip.GetSource() ); // Log some info app.LogMessage( L"Fullname of source: " + imgsrc.GetFullName() ); Parameter filename = imgsrc.GetParameter( L"FileName" ); Parameter xres = imgsrc.GetParameter( L"XRes" ); Parameter yres = imgsrc.GetParameter( L"YRes" ); app.LogMessage( L"The image filename is " + filename.GetValue().GetAsText() ); app.LogMessage( L"The image x resolution is " + xres.GetValue().GetAsText() ); app.LogMessage( L"The image y resolution is " + yres.GetValue().GetAsText() ); // Expected result: //INFO : Fullname of source: Sources.noIcon_pic //INFO : The image filename is S:\Application\rsrc\noIcon.pic //INFO : The image x resolution is 256 //INFO : The image y resolution is 256
using namespace XSI; // Forward declarations CRefArray SearchEveryModel( Model& in_model ); CString GetRelativeNameForTarget( Parameter& in_param ); void CreateShapeAction( Model& in_model ); void CreateAudioSource( Model& in_model ); void CreateImageSource( Model& in_model ); Application app; // NewScene command CValueArray cargs; CValue oarg; cargs.Add( L"" ); cargs.Add( false ); app.ExecuteCommand( L"NewScene", cargs, oarg ); cargs.Clear(); oarg.Clear(); // Set up the scene Model root = app.GetActiveSceneRoot(); CRefArray dummy; Model m1; root.AddModel( dummy, L"Larry", m1 ); Model m2; m1.AddModel( dummy, L"Curly", m2 ); Model m3; m2.AddModel( dummy, L"Moe", m3 ); CreateShapeAction( m2 ); CreateImageSource( m1 ); CreateAudioSource( m3 ); // Start with the top level model (the Scene_Root) and the use the Models property // to search recursively. Since all action sources are stored under the model, once // we've visited each model, we will have found each source in the scene. CRefArray allsources = SearchEveryModel( root ); if ( allsources.GetCount() > LONG(0) ) { app.LogMessage( L"SearchEveryModel results: " + allsources.GetAsText() ); } // Expected Results: //INFO : MODEL: Scene_Root //INFO : MODEL: Larry //INFO : MODEL: Curly //INFO : MODEL: Moe //INFO : SearchEveryModel results: Curly.Mixer.ShapeKey,Curly.Mixer.Shape_ClusterClip_source, //Curly.Mixer.ShapeKey1,Curly.Mixer.ShapeKey2 CRefArray SearchEveryModel( Model& in_model ) { Application app; app.LogMessage( L"MODEL: " + in_model.GetFullName() ); // Start with the top-level model // Get a CRefArray of all sources found under this model CRefArray results; CRefArray foundsrcs = in_model.GetSources(); if ( foundsrcs.GetCount() > LONG(0) ) { // We can just copy the whole array over results = foundsrcs; } // For every model nested within this scene, check it for sources CRefArray modellist = in_model.GetModels( true ); for ( LONG i=0; i<modellist.GetCount(); ++i ) { Model mdl( modellist[i] ); app.LogMessage( L"MODEL: " + mdl.GetFullName() ); CRefArray morefound = mdl.GetSources(); if ( morefound.GetCount() > LONG(0) ) { // We can append the whole array to the one we already have results += morefound; } } // Return the CRefArray return results; } // This is a handy function to have around if you're going to create an action // source or clip on a parameter that is in a nested model (ie., not directly // under the Scene_Root) because AddClip will force a mapping template if your // parameter is not relative. CString GetRelativeNameForTarget( Parameter& in_param ) { Model mdl = in_param.GetModel(); CString mdlname = mdl.GetFullName(); if ( mdlname.IsEqualNoCase(L"Scene_Root") ) { return in_param.GetFullName(); } else { CString tmp = in_param.GetFullName(); CString lookfor = mdlname + L"."; CString foundsofar = L""; CString relpath = L""; for ( ULONG i=0; i<tmp.Length(); ++i ) { if ( foundsofar.IsEqualNoCase(lookfor) ) { relpath += tmp[i]; } else { foundsofar += tmp[i]; } } return relpath; } } // Helper functions to create & instantiate sources void CreateShapeAction( Model& in_model ) { Application app; X3DObject obj; in_model.AddGeometry( L"Sphere", L"NurbsSurface", L"MySphere", obj ); // SetSelFilter command CValueArray args; CValue out; args.Add( L"Point" ); app.ExecuteCommand( L"SetSelFilter", args, out ); // CreateCluster command CValueArray args1; CValue out1; args1.Add( obj.GetFullName() + L".pnt[(5,4),(6,4),(7,4),(0,5),(1,5),(2,5),(3,5),(4,5),(5,5),(6,5),(7,5),(0,6),(1,6),(2,6),(3,6)]" ); app.ExecuteCommand( L"CreateCluster", args1, out1 ); // StoreShapeKey CValueArray args2(8); CValue out2; args2[0] = out1; args2[1] = L"MyShape"; args2[2] = 1.0; //siShapeObjectReferenceMode app.ExecuteCommand( L"StoreShapeKey", args2, out2 ); } void CreateAudioSource( Model& in_model ) { Application app; CString mdlname = in_model.GetFullName(); // Get the mixer Mixer mixmaster; if ( in_model.HasMixer() ) { mixmaster = in_model.GetMixer(); } else { mixmaster = in_model.AddMixer(); } // AddTrack command CValueArray trkArgs; CValue trkOut; trkArgs.Add( mdlname ); trkArgs.Add( mixmaster.GetFullName() ); trkArgs.Add( CValue(2.0) ); app.ExecuteCommand( L"AddTrack", trkArgs, trkOut ); Track aud_track( trkOut ); // ImportAudio command CValueArray impArgs; CValue impOut; impArgs.Add( mdlname ); impArgs.Add( L"C:\\Program Files\\Messenger\\NEWALERT.WAV" ); app.ExecuteCommand( L"ImportAudio", impArgs, impOut ); Source aud_src( impOut ); // AddAudioClip command CValueArray clpArgs; CValue clpOut; clpArgs.Add( mdlname ); clpArgs.Add( aud_src.GetFullName() ); clpArgs.Add( mixmaster.GetFullName() ); clpArgs.Add( aud_track.GetFullName() ); clpArgs.Add( CValue(22.0) ); app.ExecuteCommand( L"AddAudioClip", clpArgs, clpOut ); } void CreateImageSource( Model& in_model ) { Application app; X3DObject cube; in_model.AddGeometry( L"Cube", L"MeshSurface", L"MyCube", cube ); // ApplyShader command CValueArray shdrArgs(5); CValue shdrOut; shdrArgs[3] = 3.0; //siUnspecified shdrArgs[4] = 3.0; //siLetLocalMaterialsOverlap app.ExecuteCommand( L"ApplyShader", shdrArgs, shdrOut ); // CreateProjection command CValueArray txtArgs(8); CValue txtOut; txtArgs[0] = cube.GetFullName(); txtArgs[1] = 4.0; //siTxtSpherical txtArgs[2] = 4.0; //siTxtDefaultSpherical txtArgs[3] = L""; txtArgs[4] = L"Texture_Projection"; txtArgs[6] = 0.0; //siRelDefault app.ExecuteCommand( L"CreateProjection", txtArgs, txtOut ); // BlendInTextureLayers command CValueArray blndArgs(9); CValue blndOut; blndArgs[0] = L"Image"; blndArgs[1] = cube.GetFullName(); blndArgs[2] = CValue(1.0); blndArgs[3] = false; blndArgs[4] = 1.0; //siReplaceAndBlendInPreset blndArgs[5] = true; blndArgs[6] = true; blndArgs[7] = false; blndArgs[8] = false; app.ExecuteCommand( L"BlendInTextureLayers", blndArgs, blndOut ); }
#include <xsi_source.h>
Public Member Functions |
|
Source () | |
~Source () | |
Source (const CRef &in_ref) | |
Source (const Source &in_obj) | |
bool | IsA (siClassID in_ClassID) const |
siClassID | GetClassID () const |
Source & | operator= (const Source &in_obj) |
Source & | operator= (const CRef &in_ref) |
Property | AddProperty (const CString &in_preset, bool in_bBranch=false, const CString &in_name=CString()) |
CRefArray | GetProperties () const |
Source | ( | ) |
Default constructor.
~Source | ( | ) |
Default destructor.
bool IsA | ( | siClassID | in_ClassID | ) | const [virtual] |
Returns true if a given class type is compatible with this API class.
in_ClassID | class type. |
Reimplemented from ProjectItem.
Reimplemented in Library, and MaterialLibrary.
siClassID GetClassID | ( | ) | const [virtual] |
Returns the type of the API class.
Reimplemented from ProjectItem.
Reimplemented in Library, and MaterialLibrary.
Creates an object from another object. The newly created object is set to empty if the input object is not compatible.
in_obj | constant class object. |
Creates an object from a reference object. The newly created object is set to empty if the input reference object is not compatible.
in_ref | constant class object. |
Reimplemented from ProjectItem.
Reimplemented in Library, and MaterialLibrary.
Property AddProperty | ( | const CString & | in_preset, |
bool | in_bBranch =
false , |
||
const CString & | in_name = CString() |
||
) |
Adds a property such as a UserDataBlob or CustomProperty to the Source. This can be useful for storing custom user data inside the scene.
in_preset | Either the name of a PropPreset
Property Preset or a string with the filename or full path to a
Preset file. The type of property that is created is determined by
this argument. For example, "CustomProperty" creates
an empty
CustomProperty and "UserDataBlob" creates a
UserDataBlob. |
in_bBranch | False is the only supported value |
in_name | Represents the name of the new property (see SIObject::Name).
If not specified the object is named based on the value specified
for in_preset . |
CRefArray GetProperties | ( | ) | const |
Returns an array of all applied Property objects on the object. A Source may have nested CustomProperty or UserDataBlob properties.