v3.5
Calculates the UVW values based on the current OGL hardware display settings for the material.
The values are read from cluster properties, and the following texture objects are used in the calculation:
- Texture projection definition
- Texture shader
- Image clip
You use bit flags to specify the texture transformation effects you want to apply. Note that some texture
transformation effects are approximations. For example, GetTransformValues cannot resample the surface to create
the additional sample points required by texture repeats.
Object Texture.GetTransformValues( Int32 ); |
oVariant = Texture.GetTransformValues( Flags ); |
A Variant containing an Array of Double values. This array is in the same order as the Material.CurrentUV.
Parameter | Type | Description |
---|---|---|
Flags | Long | siTextureEffectsComputation bit flags that specify the result of the transformation you want to compute. To apply multiple effects, add the constant values together. For example, to set all the flags, use the decimal value 127, which is the sum of all the flag constants. |
' ' This example shows how to use this Texture.GetTransformValues to bake the UVW effects directly in the cluster property ' This is done on the object material and assumes only one TextureProjection definition. ' ' Create scene content NewScene , false set oGrid = CreatePrim( "Grid", "MeshSurface" ) SetValue oGrid & ".polymsh.geom.subdivu", 2 SetValue oGrid & ".polymsh.geom.subdivv", 1 ApplyShader ,,,, siLetLocalMaterialsOverlap BlendInPresetsInsp ,,, True, True CreateProjection oGrid, siTxtPlanarXZ, siTxtDefaultSpherical, "Texture_Support", "Texture_Projection" SetInstanceDataValue , oGrid & ".Material.Phong.ambient_blend.Image.tspace_id", "Texture_Projection" ' Set a translation in U of 0.5 SetValue oGrid & ".polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection.Texture_Projection_Def.projtrsu", 0.5 ' Freeze everything ;-) FreezeCurrentUV 127 sub FreezeCurrentUV( in_lFlags ) set oMy3DObject = Application.Selection(0) if TypeName(oMy3DObject) <> "X3DObject" then Application.LogMessage "The command won't perform it should be connected to an X3DObject" else if TypeName(oMy3DObject.ActivePrimitive.Geometry) = "PolygonMesh" then set oMaterial = oMy3DObject.Material set oClusterProperty = oMaterial.CurrentUV set oTexture = oMaterial.CurrentTexture if TypeName(oTexture) <> "Nothing" then aUVWValues = oTexture.GetTransformValues( in_lFlags ) FreezeUVWValues oClusterProperty, aUVWValues SetDefaultValues oMaterial, oTexture, oClusterProperty, in_lflags else Application.LogMessage "There's no current texture" end if else Application.LogMessage "The command won't perform it should be connected to a PolygonMesh object" end if end if end sub ' The array is already in cluster offset order sub FreezeUVWValues(in_oClusterProperty, in_aUVWValues) aOLDUVWValues = in_oClusterProperty.Elements.Array for i = 0 to ubound(aOLDUVWValues,2) aOLDUVWValues(0,i) = in_aUVWValues(i*3) aOLDUVWValues(1,i) = in_aUVWValues(i*3 + 1) aOLDUVWValues(2,i) = in_aUVWValues(i*3 + 2) next in_oClusterProperty.Elements.Array = aOLDUVWValues end sub ' Reset the default values, so to remove the actions of those effects on the ' Texture projection cluster property. sub SetDefaultValues(in_oMaterial, in_oTexture, in_oClusterProperty, in_lflags) if in_lflags and siTextureComputeTransformation then strClusterProperty = in_oClusterProperty.FullName ' Set translation SetValue strClusterProperty & ".Texture_Projection_Def.projtrsu", 0 SetValue strClusterProperty & ".Texture_Projection_Def.projtrsv", 0 SetValue strClusterProperty & ".Texture_Projection_Def.projtrsw", 0 ' Set scaling SetValue strClusterProperty & ".Texture_Projection_Def.projsclu", 1 SetValue strClusterProperty & ".Texture_Projection_Def.projsclv", 1 SetValue strClusterProperty & ".Texture_Projection_Def.projsclw", 1 ' Set rotation SetValue strClusterProperty & ".Texture_Projection_Def.projrotu", 0 SetValue strClusterProperty & ".Texture_Projection_Def.projrotv", 0 SetValue strClusterProperty & ".Texture_Projection_Def.projrotw", 0 end if if in_lflags and siTextureComputeWrapping then strClusterProperty = in_oClusterProperty.FullName ' Set wrapping SetValue strClusterProperty & ".Texture_Projection_Def.wrap_u", false SetValue strClusterProperty & ".Texture_Projection_Def.wrap_v", false SetValue strClusterProperty & ".Texture_Projection_Def.wrap_w", false end if if in_lflags and siTextureComputeRepeats then strTexture = in_oTexture.FullName SetValue strTexture & ".repeats.x", 1 SetValue strTexture & ".repeats.y", 1 SetValue strTexture & ".repeats.z", 1 end if if in_lflags and siTextureComputeUVRemap then strTexture = in_oTexture.FullName SetValue strTexture & ".min.x", 0 SetValue strTexture & ".min.y", 0 SetValue strTexture & ".min.z", 0 SetValue strTexture & ".max.x", 1 SetValue strTexture & ".max.y", 1 SetValue strTexture & ".max.z", 1 end if if in_lflags and siTextureComputeAlternate then strTexture = in_oTexture.FullName SetValue strTexture & ".alt_x", 0 SetValue strTexture & ".alt_y", 0 end if if in_lflags and siTextureComputeCropping then set oImageClip = in_oMaterial.CurrentImageClip strImageClip = oImageClip.FullName SetValue strImageClip & ".Xmin", 0 SetValue strImageClip & ".Ymin", 0 SetValue strImageClip & ".Xmax", 1 SetValue strImageClip & ".Ymax", 1 end if if in_lflags and siTextureComputeFlip then set oImageClip = in_oMaterial.CurrentImageClip strImageClip = oImageClip.FullName SetValue strImageClip & ".FlipX", False SetValue strImageClip & ".FlipY", False end if end sub |
// This example demonstrated the relationship // between Texture.GetTransformValues, the Texture Projection // and the Cluster Property var sProjectionName = "MyProjection" ; var oCylinder = CreateCylinderWithMaterial() ; var oCurrentTexture = oCylinder.Material.CurrentTexture ; logmessage( "Current Texture: " + oCurrentTexture.FullName ) ; logmessage( "Current UV: " + oCylinder.Material.CurrentUV.FullName ) ; logmessage( "Current ImageClip: " + oCylinder.Material.CurrentImageClip ) ; logmessage( "-------------Before applying a repeat----------" ) ; PrintTransformValues( oCurrentTexture ) ; // Now actually apply a transformation at the Texture level oCurrentTexture.Parameters( "repeats" ).Parameters("x").Value = 2 ; logmessage( "-------------After applying a repeat----------" ) ; PrintTransformValues( oCurrentTexture ) ; // Show that the raw data was not affected logmessage( "-------------Raw UV----------" ) ; PrintRawProjectionData( oCylinder ) ; SetDisplayMode("Camera", "texturedecal"); function CreateCylinderWithMaterial() { // Function to create a sample scene. It has a Cylinder // with a simple render tree of an image connected to a Phong. // To simplify the example it does not load a specific image // clip so it is using the default noIcon image. // Create a cylinder newscene(null,false) ; var oCylinder = ActiveSceneRoot.AddGeometry( "Cylinder", "MeshSurface" ) ; // Reduce the size of the geometry to reduce the amount of UV values we will print out var oGeometryParams = GetValue( oCylinder + ".polymsh.geom" ).Parameters oGeometryParams("subdivu").Value = 2 oGeometryParams("subdivv").Value = 1 oGeometryParams("subdivbase").Value = 1 var oMaterial = oCylinder.AddMaterial( "Phong" ) ; var oPhong = oMaterial.Shaders(0) var oPhongParams = oPhong.Parameters ; // Create a texture node and connect it to both ambient and diffuse var oTextureShader = oPhongParams( "ambient" ).ConnectFromPreset("Image", siTextureShaderFamily) ; oPhongParams( "diffuse" ).Connect( oTextureShader ) ; // At this point the texture will not draw because there is // no projection to map the 2D onto the 3D // This command creates the projection and the support CreateProjection( oCylinder, siTxtCylindrical, siTxtDefaultCylindrical, "MySupport", // Name to give new support sProjectionName, // Name to give new projection null, null, null); // Connect the projection oTextureShader.Parameters("tspace_id").SetInstanceValue( oCylinder,sProjectionName ) ; return oCylinder ; } function PrintRawProjectionData( in_oObj ) { // Find the ClusterProperty that contains the raw UVW values // of the current texture var oTextureClusterProperty = in_oObj.Material.CurrentUV ; PrintUVWClusterProperty( oTextureClusterProperty ) ; } function PrintUVWClusterProperty( in_oTextureClusterProperty ) { // Print the UVW cluster property. It shows how to read // the 2-Dimensional data with JScript VBArray object logmessage( "Contents of " + in_oTextureClusterProperty.FullName ) ; var aRawUVValues = new VBArray( in_oTextureClusterProperty.Elements.Array ) ; for ( i = 0 ; i <= aRawUVValues.ubound(2) ; i++ ) { logmessage( "UVW["+i+"] = " + XSIRound( aRawUVValues.getItem( 0, i ), 2) + "," + + XSIRound( aRawUVValues.getItem( 1, i ), 2) + "," + + XSIRound( aRawUVValues.getItem( 2, i ), 2)) ; } } function PrintTransformValues( in_oTexture ) { // Print the transformed UVW values associated with the texture // It shows how the data is structured as a flattened 1D array logmessage( "Fully transformed contents of " + in_oTexture.FullName ) ; aTransformedTexture = new VBArray(in_oTexture.GetTransformValues(127)) ; // We have a 1 dimensional array, with the U,V,W values flattened cntItems = ( aTransformedTexture.ubound(1) + 1 ) / 3 ; for ( i = 0 ; i < cntItems ; i++ ) { logmessage( "UVW["+i+"] = " + XSIRound( aTransformedTexture.getItem( 3*i ), 2) + "," + + XSIRound( aTransformedTexture.getItem( 3*i+1 ), 2) + "," + + XSIRound( aTransformedTexture.getItem( 3*i+2 ), 2)) ; } } // Output: // //INFO : Current Texture: cylinder.Material.Phong.Image //INFO : Current UV: cylinder.polymsh.cls.Texture_Coordinates_AUTO.MyProjection //INFO : Current ImageClip: Clips.noIcon_pic //INFO : -------------Before applying a repeat---------- //INFO : Fully transformed contents of cylinder.Material.Phong.Image //INFO : UVW[0] = 0.61,0,0 //INFO : UVW[1] = 0.25,0,0 //INFO : UVW[2] = 0.75,0,0 //...snip... //INFO : UVW[28] = 1.25,1,0 //INFO : UVW[29] = 0.75,1,0 //INFO : -------------After applying a repeat---------- //INFO : Fully transformed contents of cylinder.Material.Phong.Image //INFO : UVW[0] = 1.23,0,0 //INFO : UVW[1] = 0.5,0,0 //INFO : UVW[2] = 1.5,0,0 //...snip... //INFO : UVW[28] = 1.5,1,0 //INFO : UVW[29] = 0.5,1,0 //INFO : -------------Raw UV---------- //INFO : Contents of cylinder.polymsh.cls.Texture_Coordinates_AUTO.MyProjection //INFO : UVW[0] = 0.61,0,0 //INFO : UVW[1] = 0.25,0,0 //INFO : UVW[2] = 0.75,0,0 //...snip... //INFO : UVW[28] = 1.25,1,0 //INFO : UVW[29] = 0.75,1,0 |