Model.Sources

Description

Returns a collection of all source objects within the model. Currently, the only sources available to the model are of type ActionSource, which is a specialized kind of Source object.

Audio and Image sources (which are basically references to audio and image files) are all stored under the Scene container (see Scene.ExternalFiles).

Note: Prior to v6.0, Model sources were also available using this property as a way to manage changes to reference models; however, this functionality is now provided by the Delta system.

C# Syntax

// get accessor
DataSourceCollection rtn = Model.Sources;

Examples

JScript Example

/*
	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 );
}