Sources (Model)

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 );
}


Autodesk Softimage v7.5