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- //-----------------------------------------------------------------------------
- // 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;
- }
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