GetTransformValues (Texture)

Introduced

3.5

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.

Scripting Syntax

Texture.GetTransformValues( Flags )

C# Syntax

Object Texture.GetTransformValues( Int32 );

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.

Return Value

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

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



Autodesk Softimage v7.5