//----------------------------------------------------------------------------- // 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 repeatU.isAnimated(start, end) || repeatV.isAnimated(start, end) || offsetU.isAnimated(start, end) || offsetV.isAnimated(start, end) || rotateUV.isAnimated(start, end) || noiseU.isAnimated(start, end) || noiseV.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 != lastAnimTime) { // Update texture transform textureTransform.set(EulerF(0, 0, rotateUV.getValue(time))); textureTransform.setPosition(Point3F( offsetU.getValue(time) + noiseU.getValue(time)*gRandGen.randF(), offsetV.getValue(time) + noiseV.getValue(time)*gRandGen.randF(), 0)); textureTransform.scale(Point3F(repeatU.getValue(time), repeatV.getValue(time), 1.0f)); lastAnimTime = time; } // Apply texture transform Point3F result; textureTransform.mulP(Point3F(uv.x, uv.y, 0), &result); uv.x = result.x; uv.y = result.y; }