#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003 Axiom Project Team
The overall design, and a majority of the core engine and rendering code
contained within this library is a derivative of the open source Object Oriented
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.
Many thanks to the OGRE team for maintaining such a high quality project.
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion
using System;
using Axiom.Core;
using Axiom.Graphics;
using Axiom.MathLib;
namespace Axiom.Controllers.Canned{
/// <summary>
/// Summary description for TexCoordModifierControllerValue.
/// </summary>
public class TexCoordModifierControllerValue : IControllerValue {
#region Member variables
protected bool transU;
protected bool transV;
protected bool scaleU;
protected bool scaleV;
protected bool rotate;
protected TextureUnitState texUnit;
#endregion
public TexCoordModifierControllerValue(TextureUnitState texUnit) {
this.texUnit = texUnit;
}
public TexCoordModifierControllerValue(TextureUnitState texUnit, bool scrollU, bool scrollV) {
this.texUnit = texUnit;
this.transU = scrollU;
this.transV = scrollV;
}
public TexCoordModifierControllerValue(TextureUnitState texUnit, bool scrollU, bool scrollV, bool scaleU, bool scaleV, bool rotate) {
this.texUnit = texUnit;
this.transU = scrollU;
this.transV = scrollV;
this.scaleU = scaleU;
this.scaleV = scaleV;
this.rotate = rotate;
}
#region IControllerValue Members
public float Value {
get {
Matrix4 trans = texUnit.TextureMatrix;
if(transU)
return trans.m03;
else if(transV)
return trans.m13;
else if(scaleU)
return trans.m00;
else if(scaleV)
return trans.m11;
// should never get here
return 0.0f;
}
set {
if(transU)
texUnit.SetTextureScrollU(value);
if(transV)
texUnit.SetTextureScrollV(value);
if(scaleU) {
if(value >= 0) {
texUnit.SetTextureScaleU(1 + value);
}
else {
texUnit.SetTextureScaleU(1 / -value);
}
}
if(scaleV) {
if(value >= 0) {
texUnit.SetTextureScaleV(1 + value);
}
else {
texUnit.SetTextureScaleV(1 / -value);
}
}
if(rotate)
texUnit.SetTextureRotate(value * 360);
}
}
#endregion
}
}
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