/*
This file contains proprietary software owned by Motorola Mobility, Inc.
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
*/
var Material = require("js/lib/rdge/materials/material").Material;
var PlasmaMaterial = function PlasmaMaterial() {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "Plasma";
this._shaderName = "plasma";
this._time = 0.0;
this._dTime = 0.01;
this._speed = 1.0;
this._wave = 0.0;
this._wave1 = 0.6;
this._wave2 = 0.8;
///////////////////////////////////////////////////////////////////////
// Properties
///////////////////////////////////////////////////////////////////////
this._propNames = ["u_wave", "u_wave1", "u_wave2", "u_speed"];
this._propLabels = ["Wave", "Wave 1", "Wave 2", "Speed"];
this._propTypes = ["float", "float", "float", "float"];
this._propValues = [];
this._propValues[ this._propNames[0] ] = this._wave;
this._propValues[ this._propNames[1] ] = this._wave1;
this._propValues[ this._propNames[2] ] = this._wave2;
this._propValues[ this._propNames[3] ] = this._speed;
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.getShaderName = function() { return this._shaderName; };
this.isAnimated = function() { return true; };
this.getShaderDef = function() { return plasmaShaderDef; };
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplcate method requirde
this.init = function( world)
{
this.setWorld( world );
// set up the shader
this._shader = new RDGE.jshader();
this._shader.def = plasmaShaderDef;
this._shader.init();
// set the default value
this._time = 0;
this._shader['default'].u_time.set( [this._time] );
// set up the material node
this._materialNode = RDGE.createMaterialNode("plasmaMaterial" + "_" + world.generateUniqueNodeID());
this._materialNode.setShader(this._shader);
this._time = 0;
if (this._shader && this._shader['default']) {
this._shader['default'].u_time.set( [this._time] );
}
this.setShaderValues();
};
this.update = function( time ) {
this._shader['default'].u_time.set( [this._time] );
this._time += this._dTime;
};
this.resetToDefault = function()
{
this._propValues[ this._propNames[0] ] = this._wave;
this._propValues[ this._propNames[1] ] = this._wave1;
this._propValues[ this._propNames[2] ] = this._wave2;
this._propValues[ this._propNames[3] ] = this._speed;
var nProps = this._propNames.length;
for (var i=0; i