/*
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 MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser;
///////////////////////////////////////////////////////////////////////
// Class GLMaterial
// RDGE representation of a material.
///////////////////////////////////////////////////////////////////////
function TaperMaterial()
{
// initialize the inherited members
this.inheritedFrom = GLMaterial;
this.inheritedFrom();
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "TaperMaterial";
this._shaderName = "taper";
this._color = [1,0,0,1];
this._deltaTime = 0.0;
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.getColor = function() { return this._color; }
this.getShaderName = function() { return this._shaderName; }
this.isAnimated = function() { return true; }
this.hasVertexDeformation = function() { return this._hasVertexDeformation; }
this._hasVertexDeformation = true;
this._vertexDeformationTolerance = 0.02; // should be a property
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplcate method requirde
this.dup = function() { return new TaperMaterial(); }
this.init = function( world )
{
this.setWorld( world );
// set up the shader
this._shader = new jshader();
this._shader.def = taperShaderDef;
this._shader.init();
// set the defaults
this._shader.colorMe.color.set( this.getColor() );
// set up the material node
this._materialNode = createMaterialNode("taperMaterial" + "_" + world.generateUniqueNodeID());
this._materialNode.setShader(this._shader);
// initialize the taper properties
this.updateShaderValues();
}
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this._propNames = ["color", "u_limit1", "u_limit2", "u_limit3", "u_minVal", "u_maxVal", "u_center", "u_taperAmount" ];
this._propLabels = ["Color", "Minimum Parameter Value", "Center Paramater Value", "Maximum Parameter Value", "Minimum Data Bounds", "Maximum Data Bounds", "Center", "Taper Amount"];
this._propTypes = ["color", "float", "float", "float", "float", "float", "float", "float"];
this._propValues = [];
// initialize the property values
this._propValues[ this._propNames[0] ] = this._color.slice();
this._propValues[ this._propNames[1] ] = 0.25;
this._propValues[ this._propNames[2] ] = 0.50;
this._propValues[ this._propNames[3] ] = 0.75;
this._propValues[ this._propNames[4] ] = -1;
this._propValues[ this._propNames[5] ] = 1;
this._propValues[ this._propNames[6] ] = 0.0;
this._propValues[ this._propNames[7] ] = 0.9;
this.setProperty = function( prop, value )
{
// make sure we have legitimate input
if (this.validateProperty( prop, value ))
{
switch (prop)
{
case "color": this._propValues[prop] = value.slice(); break;
default: this._propValues[prop] = value; break;
}
this.updateShaderValues();
}
}
///////////////////////////////////////////////////////////////////////
this.export = function()
{
// this function should be overridden by subclasses
var exportStr = "material: " + this.getShaderName() + "\n";
exportStr += "name: " + this.getName() + "\n";
if (this._shader)
exportStr += "color: " + String(this._shader.colorMe.color) + "\n";
else
exportStr += "color: " + this.getColor() + "\n";
exportStr += "endMaterial\n";
return exportStr;
}
this.import = function( importStr )
{
var pu = new MaterialParser( importStr );
var material = pu.nextValue( "material: " );
if (material != this.getShaderName()) throw new Error( "ill-formed material" );
this.setName( pu.nextValue( "name: ") );
var rtnStr;
try
{
var color = eval( "[" + pu.nextValue( "color: " ) + "]" );
this.setProperty( "color", color);
var endKey = "endMaterial\n";
var index = importStr.indexOf( endKey );
index += endKey.length;
rtnStr = importStr.substr( index );
}
catch (e)
{
throw new Error( "could not import material: " + importStr );
}
return rtnStr;
}
this.update = function( time )
{
//var speed = 0.01;
//time *= speed;
this._deltaTime += 0.01;
if (this._shader && this._shader.colorMe)
{
var t3 = this._propValues[ this._propNames[3] ] - this._deltaTime;
if (t3 < 0)
{
this._deltaTime = this._propValues[ this._propNames[1] ] - 1.0;
t3 = this._propValues[ this._propNames[3] ] - this._deltaTime;
}
var t1 = this._propValues[ this._propNames[1] ] - this._deltaTime,
t2 = this._propValues[ this._propNames[2] ] - this._deltaTime;
this._shader.colorMe[this._propNames[1]].set( [t1] );
this._shader.colorMe[this._propNames[2]].set( [t2] );
this._shader.colorMe[this._propNames[3]].set( [t3] );
}
}
this.updateShaderValues = function()
{
if (this._shader && this._shader.colorMe)
{
var nProps = this._propNames.length;
for (var i=0; i