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Engine directory for ticket #1
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Engine/source/ts/collada/colladaExtensions.cpp
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Engine/source/ts/collada/colladaExtensions.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "math/mRandom.h"
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#include "ts/collada/colladaExtensions.h"
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/// Check if any of the MAYA texture transform elements are animated within
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/// the interval
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bool ColladaExtension_effect::animatesTextureTransform(F32 start, F32 end)
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{
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return repeatU.isAnimated(start, end) || repeatV.isAnimated(start, end) ||
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offsetU.isAnimated(start, end) || offsetV.isAnimated(start, end) ||
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rotateUV.isAnimated(start, end) || noiseU.isAnimated(start, end) ||
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noiseV.isAnimated(start, end);
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}
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/// Apply the MAYA texture transform to the given UV coordinates
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void ColladaExtension_effect::applyTextureTransform(Point2F& uv, F32 time)
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{
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// This function will be called for every tvert, every frame. So cache the
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// texture transform parameters to avoid interpolating them every call (since
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// they are constant for all tverts for a given 't')
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if (time != lastAnimTime) {
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// Update texture transform
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textureTransform.set(EulerF(0, 0, rotateUV.getValue(time)));
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textureTransform.setPosition(Point3F(
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offsetU.getValue(time) + noiseU.getValue(time)*gRandGen.randF(),
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offsetV.getValue(time) + noiseV.getValue(time)*gRandGen.randF(),
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0));
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textureTransform.scale(Point3F(repeatU.getValue(time), repeatV.getValue(time), 1.0f));
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lastAnimTime = time;
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}
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// Apply texture transform
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Point3F result;
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textureTransform.mulP(Point3F(uv.x, uv.y, 0), &result);
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uv.x = result.x;
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uv.y = result.y;
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}
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