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API Documentation


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  1 /*
  2 GLGE WebGL Graphics Engine
  3 Copyright (c) 2010, Paul Brunt
  4 All rights reserved.
  5 
  6 Redistribution and use in source and binary forms, with or without
  7 modification, are permitted provided that the following conditions are met:
  8     * Redistributions of source code must retain the above copyright
  9       notice, this list of conditions and the following disclaimer.
 10     * Redistributions in binary form must reproduce the above copyright
 11       notice, this list of conditions and the following disclaimer in the
 12       documentation and/or other materials provided with the distribution.
 13     * Neither the name of GLGE nor the
 14       names of its contributors may be used to endorse or promote products
 15       derived from this software without specific prior written permission.
 16 
 17 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 18 ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 19 WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 20 DISCLAIMED. IN NO EVENT SHALL PAUL BRUNT BE LIABLE FOR ANY
 21 DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 22 (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 23 LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 24 ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 25 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 26 SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 27 */
 28 
 29 /**
 30  * @fileOverview
 31  * @name glge_multimaterial.js
 32  * @author me@paulbrunt.co.uk
 33  */
 34 
 35 
 36 (function(GLGE){
 37 
 38 /**
 39 * @name GLGE.MultiMaterial#downloadComplete
 40 * @event fires when all the assets for this class have finished loading
 41 * @param {object} data
 42 */
 43 
 44 /**
 45 * @class Creates a new mesh/material to add to an object
 46 * @augments GLGE.QuickNotation
 47 * @augments GLGE.JSONLoader
 48 * @augments GLGE.Events
 49 */
 50 GLGE.MultiMaterial=function(uid){
 51     var multiMaterial=this;
 52     this.downloadComplete=function(){
 53         if(multiMaterial.isComplete()) multiMaterial.fireEvent("downloadComplete");
 54     }
 55     this.boundUpdate=function(){
 56         multiMaterial.fireEvent("boundupdate");
 57     }
 58 	this.lods=[new GLGE.ObjectLod];
 59     this.lods[0].addEventListener("downloadComplete",this.downloadComplete);
 60     this.lods[0].addEventListener("boundupdate",this.boundUpdate);
 61 	GLGE.Assets.registerAsset(this,uid);
 62 }
 63 GLGE.augment(GLGE.QuickNotation,GLGE.MultiMaterial);
 64 GLGE.augment(GLGE.JSONLoader,GLGE.MultiMaterial);
 65 GLGE.augment(GLGE.Events,GLGE.MultiMaterial);
 66 GLGE.MultiMaterial.prototype.className="MultiMaterial";
 67 GLGE.MultiMaterial.prototype.oneLod=true;
 68 
 69 
 70 /**
 71 * Checks  if resources have finished downloading
 72 * @returns {boolean}
 73 */
 74 GLGE.MultiMaterial.prototype.isComplete=function(){
 75     for(var i=0;i<this.lods.length;i++){
 76         if(!this.lods[i].isComplete()) return false;
 77     }
 78     return true;
 79 }
 80 
 81 /**
 82 * sets the mesh
 83 * @param {GLGE.Mesh} mesh 
 84 */
 85 GLGE.MultiMaterial.prototype.setMesh=function(mesh){
 86 	this.lods[0].setMesh(mesh);
 87 	return this;
 88 }
 89 /**
 90 * gets the mesh
 91 * @returns {GLGE.Mesh}
 92 */
 93 GLGE.MultiMaterial.prototype.getMesh=function(){
 94 	return this.lods[0].getMesh();
 95 }
 96 /**
 97 * sets the material
 98 * @param {GLGE.Material} material 
 99 */
100 GLGE.MultiMaterial.prototype.setMaterial=function(material){
101 	this.lods[0].setMaterial(material);
102 	return this;
103 }
104 /**
105 * gets the material
106 * @returns {GLGE.Material}
107 */
108 GLGE.MultiMaterial.prototype.getMaterial=function(){
109 	return this.lods[0].getMaterial();
110 }
111 
112 /**
113 * returns the load for a given pixel size
114 * @param {number} pixelsize the current pixel size of the object
115 * @returns {GLGE.ObjectLod}
116 */
117 GLGE.MultiMaterial.prototype.getLOD=function(pixelsize){
118 	var currentSize=0;
119 	var currentLOD=this.lods[0];
120 	if(this.lods.length>1){
121 		for(var i=1; i<this.lods.length;i++){
122 			var size=this.lods[i].pixelSize;
123 			if(size>currentSize && size<pixelsize && this.lods[i].mesh && this.lods[i].mesh.loaded){
124 				currentSize=size;
125 				currentLOD=this.lods[i];
126 			}
127 		}
128 	}
129 	return currentLOD;
130 }
131 
132 /**
133 * adds a lod to this multimaterial
134 * @param {GLGE.ObjectLod} lod the lod to add
135 */
136 GLGE.MultiMaterial.prototype.addObjectLod=function(lod){
137 	if(this.oneLod){
138 		this.oneLod=false;
139 		this.lods=[];
140 	}
141 	this.lods.push(lod);
142     lod.addEventListener("downloadComplete",this.downloadComplete);
143 	return this;
144 }
145 
146 /**
147 * Updates the GL shader program for the object
148 * @private
149 */
150 GLGE.MultiMaterial.prototype.updateProgram=function(){
151 	for(var i=0; i<this.lods.length;i++){
152 		this.lods[i].GLShaderProgram=null;
153 	}
154 	return this;
155 }
156 
157 
158 /**
159 * removes a lod to this multimaterial
160 * @param {GLGE.ObjectLod} lod the lod to remove
161 */
162 GLGE.MultiMaterial.prototype.removeObjectLod=function(lod){
163 	var idx=this.lods.indexOf(lod);
164     lods[idx].removeEventListener("downloadComplete",this.downloadComplete);
165 	if(idx) this.lods.splice(idx,1);
166 	return this;
167 }
168 
169 
170 
171 })(GLGE);