/*
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 Texture = require("js/lib/rdge/texture").Texture;
///////////////////////////////////////////////////////////////////////
// Class GLMaterial
// RDGE representation of a material.
///////////////////////////////////////////////////////////////////////
var TwistVertMaterial = function TwistVertMaterial()
{
// initialize the inherited members
this.inheritedFrom = Material;
this.inheritedFrom();
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "TwistVertMaterial";
this._shaderName = "twistVert";
this._color = [1,0,0,1];
this._tex0 = 'assets/images/rocky-normal.jpg';
this._tex1 = 'assets/images/metal.png';
this._angle = 0.0;
this._deltaTime = 0.01;
///////////////////////////////////////////////////////////////////////
// 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 TwistVertMaterial(); }
this.init = function( world )
{
this.setWorld( world );
// set up the shader
this._shader = new jshader();
this._shader.def = twistVertShaderDef;
this._shader.init();
// set the defaults
this._shader.twistMe.color.set( this.getColor() );
// set up the material node
this._materialNode = createMaterialNode("twistVertMaterial" + "_" + world.generateUniqueNodeID());
this._materialNode.setShader(this._shader);
// initialize the twist vert properties
this.updateShaderValues();
}
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this._propNames = ["color", "u_limit1", "u_limit2", "u_center", "u_twistAmount", "u_tex0", "u_tex1" ];
this._propLabels = ["Color", "Minimum Parameter Value", "Center Paramater Value", "Center", "Twist Amount", "Front facing texture map", "Back facing texture map"];
this._propTypes = ["color", "float", "float", "float", "float", "file", "file"];
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] ] = 0.75;
this._propValues[ this._propNames[3] ] = 0.0;
this._propValues[ this._propNames[4] ] = 2.0*Math.PI;
this._propValues[ this._propNames[5] ] = this._tex0.slice();
this._propValues[ this._propNames[6] ] = this._tex1.slice();
this.setProperty = function( prop, value )
{
// make sure we have legitimate input
if (this.validateProperty( prop, value ))
{
switch (prop)
{
case "color":
case "u_tex1":
case "u_tex0": this._propValues[prop] = value.slice(); break;
default: this._propValues[prop] = value; break;
}
this.updateShaderValues();
}
}
///////////////////////////////////////////////////////////////////////
this.exportJSON = function()
{
var jObj =
{
'material' : this.getShaderName(),
'name' : this.getName(),
'color' : this._propValues["color"]
};
return jObj;
}
this.importJSON = function( jObj )
{
if (this.getShaderName() != jObj.material) throw new Error( "ill-formed material" );
this.setName( jObj.name );
try
{
var color = jObj.color;
this.setProperty( "color", color);
}
catch (e)
{
throw new Error( "could not import material: " + importStr );
}
}
this.update = function( time )
{
if (this._shader && this._shader.twistMe)
{
var angle = this._angle;
angle += this._deltaTime;
if (angle > this._propValues[ "u_twistAmount" ])
{
angle = this._propValues[ "u_twistAmount" ];
this._deltaTime = -this._deltaTime;
}
else if (angle < 0.0)
{
angle = 0;
this._deltaTime = -this._deltaTime;
}
this._angle = angle;
this._shader.twistMe["u_twistAmount"].set( [angle] );
}
}
this.updateShaderValues = function()
{
if (this._shader && this._shader.twistMe)
{
var nProps = this._propNames.length;
for (var i=0; i