Torque3D/Engine/source/ts/collada/colladaExtensions.cpp

63 lines
2.8 KiB
C++

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