Texture.GetTransformValues

Introduced

v3.5

Description

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.

C# Syntax

Object Texture.GetTransformValues( Int32 );

Scripting Syntax

oVariant = Texture.GetTransformValues( Flags );

Return Value

A Variant containing an Array of Double values. This array is in the same order as the Material.CurrentUV.

Parameters

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.

Examples

1. VBScript Example

'

' 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

2. JScript Example

// 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

See Also

Cluster ClusterProperty ClusterElementCollection.Array