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var GeomObj =           require("js/lib/geom/geom-obj").GeomObj;
var ShapePrimitive =    require("js/lib/geom/shape-primitive").ShapePrimitive;
var MaterialsModel = require("js/models/materials-model").MaterialsModel;
///////////////////////////////////////////////////////////////////////
// Class GLLine
//      GL representation of a line.
//      Derived from class GeomObj
///////////////////////////////////////////////////////////////////////
exports.Line = Object.create(GeomObj, {
    ///////////////////////////////////////////////////////////////////////
    // Instance variables
    ///////////////////////////////////////////////////////////////////////
    _width: { value : 2.0, writable: true },
    _height: { value : 2.0, writable: true },
    _xOffset: { value : 0, writable: true },
    _yOffset: { value : 0, writable: true },

    // If line doesn't fit in canvas world, we had to grow the canvas by this much on either side
    _xAdj: { value : 0, writable: true },
    _yAdj: { value : 0, writable: true },

    _slope: { value : 0, writable: true },

    _strokeWidth: { value : 0.25, writable: true },
    _strokeStyle: { value : "Solid", writable: true },

    _scaleX: { value : 1.0, writable: true },
    _scaleY: { value : 1.0, writable: true },

    canFill: { value : false, writable: false },

    init: {
        value: function(world, xOffset, yOffset, width, height, slope, strokeSize, strokeColor, strokeMaterial, strokeStyle, xAdj, yAdj) {
            if (arguments.length > 0) {
                this._width = width;
                this._height = height;
                this._xOffset = xOffset;
                this._yOffset = yOffset;

                this._xAdj = xAdj;
                this._yAdj = yAdj;

                this._slope = slope;
                this._strokeWidth = strokeSize;
                this._strokeColor = strokeColor;

                this._strokeStyle = strokeStyle;
                this._scaleX = (world.getViewportWidth())/(world.getViewportHeight());
            }

            this._strokeVerticesLen = 0;

            this.m_world = world;

            this._materialAmbient  = [0.2, 0.2, 0.2,  1.0];
            this._materialDiffuse  = [0.4, 0.4, 0.4,  1.0];
            this._materialSpecular = [0.4, 0.4, 0.4,  1.0];

            if(strokeMaterial) {
                this._strokeMaterial = strokeMaterial.dup();
            } else {
                this._strokeMaterial = MaterialsModel.getMaterial( MaterialsModel.getDefaultMaterialName() ).dup();
            }

            if(strokeColor) {
                if(this._strokeMaterial.hasProperty("color")) {
                    this._strokeMaterial.setProperty( "color",  this._strokeColor );
                } else if (this._strokeMaterial && (this._strokeMaterial.gradientType === this._strokeColor.gradientMode)) {
                    this._strokeMaterial.setGradientData(this._strokeColor.color);
        }
            }
        }
    },

    ////////////////////////////////////////////////////////////////////////
    // Property Accessors
    ///////////////////////////////////////////////////////////////////////
    // TODO - Use getters/setters in the future
    getStrokeWidth: {
        value: function() {
            return this._strokeWidth;
        }
    },

    setStrokeWidth: {
        value: function(w) {
            this._strokeWidth = w;
        }
    },

    getStrokeMaterial: {
        value: function() {
            return this._strokeMaterial;
        }
    },

    setStrokeMaterial: {
        value: function(m) {
            this._strokeMaterial = m;
        }
    },

    getFillMaterial: {
        value: function() {
            return null;
        }
    },

    getStrokeColor: {
        value: function() {
            return this._strokeColor;
        }
    },

//    setStrokeColor: {
//        value: function(c) {
//            this._strokeColor = c;
//        }
//    },

    getStrokeStyle: {
        value: function() {
            return this._strokeStyle;
        }
    },

    setStrokeStyle: {
        value: function(s) {
            this._strokeStyle = s;
        }
    },

    getWidth: {
        value: function() {
            return this._width;
        }
    },

    setWidth: {
        value: function(w) {
            this._width = w;
        }
    },

    getHeight: {
        value: function() {
            return this._height;
        }
    },

    setHeight: {
        value: function(h) {
            this._height = h;
        }
    },

    getXAdj: {
        value: function() {
            return this._xAdj;
        }
    },

    setXAdj: {
        value: function(x) {
            this._xAdj = x;
        }
    },

    getYAdj: {
        value: function() {
            return this._yAdj;
        }
    },

    setYAdj: {
        value: function(y) {
            this._yAdj = y;
        }
    },

    getSlope: {
        value: function() {
            return this._slope;
        }
    },

    setSlope: {
        value: function(m) {
            this._slope = m;
        }
    },

    geomType: {
        value: function() {
            return this.GEOM_TYPE_LINE;
        }
    },

    ///////////////////////////////////////////////////////////////////////
    // Methods
    ///////////////////////////////////////////////////////////////////////
    exportJSON: {
        value: function() {
            var jObj =
            {
                'type'          : this.geomType(),
                'xoff'          : this._xOffset,
                'yoff'          : this._yOffset,
                'width'         : this._width,
                'height'        : this._height,
                'xAdj'          : this._xAdj,
                'yAdj'          : this._yAdj,
                'slope'         : this._slope,
                'strokeWidth'   : this._strokeWidth,
                'strokeColor'   : this._strokeColor,
                'strokeStyle'   : this._strokeStyle,
                'strokeMat'     : this._strokeMaterial ? this._strokeMaterial.getName() : MaterialsModel.getDefaultMaterialName(),
                'materials'     : this.exportMaterialsJSON()
            };

            return jObj;
        }
    },

    importJSON: {
        value: function(jObj) {
            this._xOffset           = jObj.xoff;
            this._yOffset           = jObj.yoff;
            this._width             = jObj.width;
            this._height            = jObj.height;
            this._xAdj              = jObj.xAdj;
            this._yAdj              = jObj.yAdj;
            this._strokeWidth       = jObj.strokeWidth;
            this._slope             = jObj.slope;
            this._strokeStyle       = jObj.strokeStyle;
            this._strokeColor       = jObj.strokeColor;
            var strokeMaterialName  = jObj.strokeMat;

            var strokeMat = MaterialsModel.getMaterial( strokeMaterialName );
            if (!strokeMat) {
                console.log( "object material not found in library: " + strokeMaterialName );
                strokeMat = MaterialsModel.getMaterial(  MaterialsModel.getDefaultMaterialName() );
            }
            this._strokeMaterial = strokeMat;

            this.importMaterialsJSON( jObj.materials );
        }
    },

    buildBuffers: {
        value: function() {
            // get the world
            var world = this.getWorld();
            if (!world)  throw( "null world in buildBuffers" );
            if (!world._useWebGL)  return;

            // make sure RDGE has the correct context
            RDGE.globals.engine.setContext( world.getCanvas().rdgeid );

             // create the gl buffer
            var gl = world.getGLContext();

            this._strokeVerticesLen = 0;

            var strokeVertices = [];
            var strokeTextures = [];
            var strokeNormals = [];
            var strokeColors = [];

    //        var scaleMat = Matrix.I(3);
    //        scaleMat.elements[0][0] = this._scaleX;
    //        scaleMat.elements[1][1] = this._scaleY;


            // get the normalized device coordinates (NDC) for
            // all position and dimensions.
            var vpw = world.getViewportWidth(),  vph = world.getViewportHeight();
            var xNDC = 2*this._xOffset/vpw,  yNDC = 2*this._yOffset/vph,
                xFillNDC = this._width/vpw,  yFillNDC = this._height/vph,
                xAdjNDC = this._xAdj/vpw,  yAdjNDC = this._yAdj/vph,
                xStrokeNDC = this._strokeWidth/vpw,  yStrokeNDC = this._strokeWidth/vph;

            var aspect = world.getAspect();
            var zn = world.getZNear(),  zf = world.getZFar();
            var t = zn * Math.tan(world.getFOV() * Math.PI / 360.0),
                b = -t,
                r = aspect*t,
                l = -r;

            // calculate the object coordinates from their NDC coordinates
            var z = -world.getViewDistance();

            // get the position of the origin
            var x = -z*(r-l)/(2.0*zn)*xNDC,
                y = -z*(t-b)/(2.0*zn)*yNDC;

            // get the x and y fill
            var xFill = -z*(r-l)/(2.0*zn)*xFillNDC,
                yFill = -z*(t-b)/(2.0*zn)*yFillNDC;

            // get the x & y stroke size
            var xStroke = -z*(r-l)/(2.0*zn)*xStrokeNDC,
                yStroke = -z*(t-b)/(2.0*zn)*yStrokeNDC;

            // get the x & y adjustments size
            var xAdj = -z*(r-l)/(2.0*zn)*xAdjNDC*2,
                yAdj = -z*(t-b)/(2.0*zn)*yAdjNDC*2;


            this._primArray = [];
            this._materialArray = [];
            this._materialTypeArray = [];
            this._materialNodeArray = [];

            this._scaleX = (world._viewportWidth)/(world._viewportHeight);

            var innerX = xFill-xStroke;
            var innerY = yFill-yStroke;

            if(this._slope === "vertical") {
                strokeVertices = [
                    -xFill+x, yFill+y,  0.0,
                    xFill+x, yFill+y,  0.0,
                    -xFill+x, -yFill+y,  0.0,

                    xFill+x, -yFill+y,  0.0,
                    -xFill+x, -yFill+y,  0.0,
                    xFill+x, yFill+y,  0.0
                ];

                strokeTextures = [
                    0, 1,
                    1, 1,
                    0, 0,

                    1, 0,
                    0, 0,
                    1, 1
                ];
            } else if(this._slope === "horizontal") {
                // right now, this is the same as vertical line because,
                // our canvas is the same size as us.
                // But, we will need to use this when drawing in an existing GLWorld with other shapes
                strokeVertices = [
                    -xFill+x, yFill+y,  0.0,
                    xFill+x, yFill+y,  0.0,
                    -xFill+x, -yFill+y,  0.0,

                        xFill+x, -yFill+y,  0.0,
                    -xFill+x, -yFill+y,  0.0,
                    xFill+x, yFill+y,  0.0
                ];

                strokeTextures = [
                    0, 1,
                    1, 1,
                    0, 0,

                    1, 0,
                    0, 0,
                    1, 1
                ];
            } else if(this._slope > 0) {
                // if slope is positive, draw a line from top-left to bottom-right
                strokeVertices = [
                    -xFill+x, yFill-2*yAdj+y,  0.0,
                    -xFill+2*xAdj+x, yFill+y,  0.0,
                    xFill-2*xAdj+x, -yFill+y,  0.0,

                    xFill+x, -yFill+2*yAdj+y,  0.0,
                    xFill-2*xAdj+x, -yFill+y,  0.0,
                    -xFill+2*xAdj+x, yFill+y,  0.0
                ];

                strokeTextures = [
                    0, 0,
                    0, 1,
                    1, 0,

                    1, 1,
                    1, 0,
                    0, 1
                ];
            } else {
                // else slope is negative, draw a line from bottom-left to top-right
                strokeVertices = [
                    xFill-2*xAdj+x, yFill+y,  0.0,
                    -xFill+2*xAdj+x, -yFill+y,  0.0,
                    -xFill+x, -yFill+2*yAdj+y,  0.0,

                    -xFill+2*xAdj+x, -yFill+y,  0.0,
                    xFill-2*xAdj+x, yFill+y,  0.0,
                    xFill+x, yFill-2*yAdj+y,  0.0
                ];

                strokeTextures = [
                    1, 1,
                    0, 0,
                    0, 1,

                    0, 0,
                    1, 1,
                    1, 0
                ];
            }

            var z = 0;
            var indices = [];
            var nVerts = strokeVertices.length/3;

            // stroke normals
            var index = 0;
            for (var i=0;  i<nVerts;  i++) {
                // push a normal for each vertex in the stroke
                strokeNormals.push(0.0);  strokeNormals.push(0.0);  strokeNormals.push(1);
                indices.push( index );  index++;
            }

            var strokeMaterial = this.makeStrokeMaterial();
//            var prim = ShapePrimitive.create(strokeVertices, strokeNormals, strokeTextures, indices, RDGE.globals.engine.getContext().renderer.TRIANGLES, indices.length);
//            this._primArray.push( prim );
//            this._materialNodeArray.push( strokeMaterial.getMaterialNode() );

			// refine the mesh for vertex deformations
			if (strokeMaterial)
			{
				var primArray;
				if (strokeMaterial.hasVertexDeformation())
				{
					var paramRange = strokeMaterial.getVertexDeformationRange();
					var tolerance = strokeMaterial.getVertexDeformationTolerance();
					var nVertices = indices.length;
					nVertices = ShapePrimitive.refineMesh( strokeVertices, strokeNormals, strokeTextures, indices, nVertices,  paramRange,  tolerance );
					var subdividedParts = ShapePrimitive.subdivideOversizedMesh( strokeVertices, strokeNormals, strokeTextures, indices );

					primArray = [];
					if (subdividedParts)
					{
						for (var i=0;  i<subdividedParts.length;  i++)
						{
							var obj = subdividedParts[i];
							primArray.push( ShapePrimitive.create(obj.vertices, obj.normals, obj.uvs, obj.indices, RDGE.globals.engine.getContext().renderer.TRIANGLES, obj.vertices.length/3) );
						}
					}
					else
						primArray = [ ShapePrimitive.create(vrts, nrms, uvs, indices, RDGE.globals.engine.getContext().renderer.TRIANGLES, nVertices) ];
				}
				else
				{
					// create the RDGE primitive
					primArray = [ ShapePrimitive.create(strokeVertices, strokeNormals, strokeTextures, indices, RDGE.globals.engine.getContext().renderer.TRIANGLES, indices.length) ];
				}

				var nPrims = primArray.length;
				for (var i=0;  i<nPrims;  i++)
				{
					this._primArray.push( primArray[i] );
            this._materialNodeArray.push( strokeMaterial.getMaterialNode() );
				}
			}

            world.updateObject(this);
        }
    },

    render: {
        value: function() {
            // get the world
            var world = this.getWorld();
            if (!world)  throw( "null world in rectangle render" );

             // get the context
            var ctx = world.get2DContext();
            if (!ctx)  return;

            // set up the stroke style
            var lineWidth = this._strokeWidth,
                w = this._width,
                h = this._height;

            var c,
                gradient,
                colors,
                len,
                n,
                position,
                cs;

            ctx.beginPath();
            ctx.lineWidth   = lineWidth;
            if (this._strokeColor) {
                if(this._strokeColor.gradientMode) {
                    if(this._strokeColor.gradientMode === "radial") {
                        gradient = ctx.createRadialGradient(w/2, h/2, 0, w/2, h/2, Math.max(w/2, h/2));
                    } else {
                        gradient = ctx.createLinearGradient(0, h/2, w, h/2);
                    }
                    colors = this._strokeColor.color;

                    len = colors.length;

                    for(n=0; n<len; n++) {
                        position = colors[n].position/100;
                        cs = colors[n].value;
                        gradient.addColorStop(position, "rgba(" + cs.r + "," + cs.g + "," + cs.b + "," + cs.a + ")");
                    }

                    ctx.strokeStyle = gradient;

                } else {
                    c = "rgba(" + 255*this._strokeColor[0] + "," + 255*this._strokeColor[1] + "," + 255*this._strokeColor[2] + "," + this._strokeColor[3] + ")";
                    ctx.strokeStyle = c;
                }

                // get the points
                var p0,  p1;
                if(this._slope === "vertical") {
                    p0 = [0.5*w, 0];
                    p1 = [0.5*w, h];
                } else if(this._slope === "horizontal") {
                    p0 = [0, 0.5*h];
                    p1 = [w, 0.5*h];
                } else if(this._slope > 0) {
                    p0 = [this._xAdj, this._yAdj];
                    p1 = [w - this._xAdj,  h - this._yAdj];
                } else {
                    p0 = [this._xAdj, h - this._yAdj];
                    p1 = [w - this._xAdj,  this._yAdj];
                }

                // draw the line
                ctx.moveTo( p0[0],  p0[1] );
                ctx.lineTo( p1[0],  p1[1] );
                ctx.stroke();
            }
        }
    },

    collidesWithPoint: {
        value: function(x, y) {
            if(x < this._xOffset) return false;
            if(x > (this._xOffset + this._width)) return false;
            if(y < this._yOffset) return false;
            if(y > (this._yOffset + this._height)) return false;

            return true;
        }
    }
});