モデル内にあるすべてのソースオブジェクトのコレクションを戻します。現在のところ、モデルで使用できるソースはActionSourceタイプのみです。これは特殊な種類のSourceオブジェクトです。
オーディオおよびSceneのソース(これらは基本的にオーディオおよびイメージファイルへの参照です)は、すべてScene.ExternalFilesコンテナの下に格納されます(「Image」を参照)。
注:v6.0
以前では、リファレンスモデルへの変更を管理する方法と同様にモデルソースもこのプロパティを使用して取得できましたが、この機能はDeltaシステムで提供されるようになりました。
/* This example demonstrates how to find all sources in the scene by using the Model.Sources property on every model returned from the X3DObject.Models property, given this structure: Scene_Root (Model) |- Herb (Model) | |- Mixer (animation clip on null.posx) | |- null (null.size = FCurve) | |- Jesse (Model) | |- Mixer (animation clips on null.scly,null.sclz,null.rotz) | |- null | |- Sally (Model) |- Mixer (audio clip) |- grid (image on its texture projection) */ function FindSourcesUnderModel( in_model ) { // We will return a comma-delimited string of the names of all sources found var foundsrcs = ""; Application.LogMessage( "\n\tSearching " + in_model.FullName + " for sources...", siComment ); // Loop through the collection of sources found under this model to print the // name and add its name to the result string if ( in_model.Sources.Count > 0 ) { var s = new Enumerator( in_model.Sources ); for ( ; !s.atEnd(); s.moveNext() ) { var src = s.item(); Application.LogMessage( "\t" + src.FullName + " is a " + ClassName(src), siComment ); // Shorthand for making sure we don't add an extra comma to the start of the list foundsrcs += ( foundsrcs == "" ) ? src.FullName : "," + src.FullName; } } else { Application.LogMessage( "\tNo sources found on " + in_model.FullName, siComment ); } // Return empty strings too; the caller will handle testing for no data return foundsrcs; } // Set up the scene (see end of example for details) SetTheScene(); // Search through all models in the scene for sources var models = new ActiveXObject( "XSI.Collection" ); models.AddItems( ActiveSceneRoot.Models(true) ); models.Add( ActiveSceneRoot ); Application.LogMessage( "SEARCHING MODELS: " + models.GetAsText(), siComment ); // Build a collection of sources var sources = new ActiveXObject( "XSI.Collection" ); for ( var m=0; m<models.Count; m++ ) { var results = FindSourcesUnderModel( models(m) ); if ( results != "" ) { sources.AddItems(results); } } // Now this source collection contains all sources in the scene, // regardless of which model they are under Application.LogMessage( "\nFINAL SCORE: Found " + sources.Count + " sources: ", siComment ); Application.LogMessage( sources.GetAsText(), siComment ); // And just for bonus marks, get the list of external files var extfiles = ActiveProject.ActiveScene.ExternalFiles; Application.LogMessage( "\nBONUS: Found " + extfiles.Count + " external file(s)", siComment ); for ( var f=0; f<extfiles.Count; f++ ) { Application.LogMessage( "\t" + extfiles(f).ResolvedPath, siComment ); } // Expected results: //SEARCHING MODELS: Herb,Jesse,Sally,Scene_Root // // Searching Herb for sources... // Sources.Herb.Shuffle is a ActionSource // // Searching Jesse for sources... // Sources.Jesse.Zinging is a ActionSource // Sources.Jesse.Thwacking is a ActionSource // // Searching Sally for sources... // No sources found on Sally // // Searching Scene_Root for sources... // No sources found on Scene_Root // //FINAL SCORE: Found 3 sources: //Sources.Herb.Shuffle,Sources.Jesse.Zinging,Sources.Jesse.Thwacking // //BONUS: Found 2 external file(s) // C:\Program Files\Messenger\ONLINE.WAV // <factory_path>\Application\rsrc\noIcon.pic // Helper function to make this example more readable function SetTheScene() { NewScene( null, false ); // ~~~~ HERB'S SETUP ~~~~ var herb = ActiveSceneRoot.AddModel(); herb.Name = "Herb"; var obj = herb.AddNull(); // Make the icon a diamond obj.primary_icon = 7; // Set up an fcurve on the size of the null var keys = new Array( 1, 1, 34, 12, 73, 38 ); obj.size.AddFCurve2( keys ); // Set up another fcurve on the null's position in X keys = new Array( 3, 0.5, 22, 1.0, 75, 3.5, 80, -2.0 ); var fc = obj.posx.AddFCurve2( keys ); // Store the fcurve on posx as an action source herb.AddActionSource( "Shuffle", new Array(obj.posx.FullName), new Array(fc), new Array(true) ); // ~~~~ JESSE'S SETUP ~~~~ var jess = ActiveSceneRoot.AddModel(); jess.Name = "Jesse"; obj = jess.AddNull(); // Create an action source on the null's scaling in Y and Z (fcurves) keys = new Array( 5, 1.2, 20, 1.7, 45, 2.0, 90, 2.5 ); targets = new Array( obj.scly.FullName, obj.sclz.FullName ); sources = new Array( obj.scly.AddFCurve2(keys), obj.sclz.AddFCurve2(keys) ); actives = new Array( true, true ); jess.AddActionSource( "Zinging", targets, sources, actives ); // Add a rotation source too keys = new Array( 6, 0, 36, -30, 99, 0 ); targets = new Array( obj.rotz.FullName ); sources = new Array( obj.rotz.AddFCurve2(keys) ); actives = new Array( true ); jess.AddActionSource( "Thwacking", targets, sources, actives ); // ~~~~ SALLY'S SETUP ~~~~ var sal = ActiveSceneRoot.AddModel(); sal.Name = "Sally"; obj = sal.AddGeometry( "Grid", "MeshSurface" ); // Create a grid with a texture projection ApplyShader( obj, null, null, siUnspecified, siLetLocalMaterialsOverlap ); CreateProjection( obj, siTxtSpherical, siTxtDefaultSpherical, "", "Texture_Projection", null, siRelDefault, "" ); // Applying an image to the texture projection creates an image source BlendInTextureLayers( "Image", obj, 1, false, siReplaceAndBlendInPreset, true, true, false, false ); // Also add an audio source and instantiate it in the mixer var aud = ImportAudio( sal, null, "Wavy" ); AddAudioClip( sal, aud ); } |