## 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 );

    }