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# TranslationTexture.cpp

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    00001 //------------------------------------------------------------------------------
    00002 // Lamp : Open source game middleware
    00003 // Copyright (C) 2004  Junpei Ohtani ( Email : junpee@users.sourceforge.jp )
    00004 //
    00005 // This library is free software; you can redistribute it and/or
    00006 // modify it under the terms of the GNU Lesser General Public
    00007 // License as published by the Free Software Foundation; either
    00008 // version 2.1 of the License, or (at your option) any later version.
    00009 //
    00010 // This library is distributed in the hope that it will be useful,
    00011 // but WITHOUT ANY WARRANTY; without even the implied warranty of
    00012 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    00013 // Lesser General Public License for more details.
    00014 //
    00015 // You should have received a copy of the GNU Lesser General Public
    00016 // License along with this library; if not, write to the Free Software
    00017 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
    00018 //------------------------------------------------------------------------------
    00019
    00020 /** @file
    00021  * 変換テクスチャ実装
    00022  * @author Junpee
    00023  */
    00024
    00025 #include "System/stdafx.h"
    00026 #include "Translator/Texture/TranslationTexture.h"
    00027 #include "Graphics/Scene/Scene.h"
    00028 #include "Graphics/Texture/TextureManager.h"
    00029 #include "Graphics/Picture/PictureManager.h"
    00030 #include "Core/InputOutput/FilePath.h"
    00031
    00032 namespace LampForMaya{
    00033
    00034 //------------------------------------------------------------------------------
    00035 // コンストラクタ
    00036 TranslationTexture::TranslationTexture(
    00037     const MObject& initializeObject, const String& initializeName) :
    00038     object_(initializeObject), name_(initializeName){
    00039 }
    00040 //------------------------------------------------------------------------------
    00041 // 分析
    00042 bool TranslationTexture::analyze(){
    00043     // ピクチャパスの取得
    00044     picturePath_ = MayaAttributeUtility::getString(object_, "fileTextureName");
    00045     if(picturePath_.equals("")){
    00046         MayaErrorOut(String("TranslationTexture::analyze() "
    00047             "ピクチャファイル名が設定されていません。 ") + name_);
    00048         return false;
    00049     }
    00050     // ピクチャ名の取得
    00051     FilePath filePath(picturePath_);
    00052     pictureName_ = filePath.getName();
    00053     // .tgaのみ許可する
    00054     if(filePath.getExtension() != "tga"){
    00055         MayaErrorOut(String("TranslationTexture::analyze() "
    00056             "Targa(.tga)以外のピクチャフォーマットは未対応です ") +
    00057             name_ + " " + picturePath_);
    00058         return false;
    00059     }
    00060     // ミラーUVフラグの取得
    00061     mirrorU_ = MayaAttributeUtility::getBool(object_, "mirrorU");
    00062     mirrorV_ = MayaAttributeUtility::getBool(object_, "mirrorV");
    00063     // ラップUVフラグの取得
    00064     wrapU_ = MayaAttributeUtility::getBool(object_, "wrapU");
    00065     wrapV_ = MayaAttributeUtility::getBool(object_, "wrapV");
    00066     // リピートUVの取得
    00067     repeatUV_.u = MayaAttributeUtility::getFloat(object_, "repeatU");
    00068     repeatUV_.v = MayaAttributeUtility::getFloat(object_, "repeatV");
    00069     // オフセットUVの取得
    00070     offsetUV_.u = MayaAttributeUtility::getFloat(object_, "offsetU");
    00071     offsetUV_.v = MayaAttributeUtility::getFloat(object_, "offsetV");
    00072     return true;
    00073 }
    00074 //------------------------------------------------------------------------------
    00075 // デストラクタ
    00076 TranslationTexture::~TranslationTexture(){
    00077 }
    00078 //------------------------------------------------------------------------------
    00079 // Lampへの変換
    00080 bool TranslationTexture::convertToLamp(Scene* scene){
    00081     TextureManager* textureManager = scene->getTextureManager();
    00082     SurfaceTexture* texture = textureManager->createSurfaceTexture(name_);
    00083     if(mirrorU_){
    00084         texture->setAddressModeU(Texture::addressModeMirror);
    00085     }else if(wrapU_){
    00086         texture->setAddressModeU(Texture::addressModeWrap);
    00087     }else{
    00088         texture->setAddressModeU(Texture::addressModeClamp);
    00089     }
    00090     if(mirrorV_){
    00091         texture->setAddressModeV(Texture::addressModeMirror);
    00092     }else if(wrapV_){
    00093         texture->setAddressModeV(Texture::addressModeWrap);
    00094     }else{
    00095         texture->setAddressModeV(Texture::addressModeClamp);
    00096     }
    00097     texture->setRepeatUV(repeatUV_);
    00098     texture->setOffsetUV(offsetUV_);
    00099     // ピクチャとのリンク
    00100     PictureManager* pictureManager = scene->getPictureManager();
    00101     Picture* picture = pictureManager->search(pictureName_);
    00102     if(picture == NULL){
    00103         MayaErrorOut(String("TranslationTexture::convertToLamp() "
    00104             "ピクチャが見つかりません ") + pictureName_);
    00105         return false;
    00106     }
    00107     texture->addPicture(picture);
    00108     return true;
    00109 }
    00110 //------------------------------------------------------------------------------
    00111 } // End of namespace LampForMaya
    00112 //------------------------------------------------------------------------------