text: /**
   * The MIT License (MIT)
   *
   * Copyright (c) 2015 Famous Industries Inc.
   *
   * Permission is hereby granted, free of charge, to any person obtaining a copy
   * of this software and associated documentation files (the "Software"), to deal
   * in the Software without restriction, including without limitation the rights
   * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
   * copies of the Software, and to permit persons to whom the Software is
   * furnished to do so, subject to the following conditions:
   *
   * The above copyright notice and this permission notice shall be included in
   * all copies or substantial portions of the Software.
   *
   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
   * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
   * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
   * THE SOFTWARE.
   */
  
  'use strict';
  
  var Commands = require('../../core/Commands');
  
  /**
   * The blueprint for all light components.
   *
   * @class Light
   * @constructor
   * @component
   *
   * @param {Node} node The controlling node from the corresponding Render Node
   *
   * @return {undefined} undefined
   */
  function Light(node) {
      this._node = node;
      this._requestingUpdate = false;
      this._color = null;
      this.queue = [];
      this.commands = {
          color: Commands.GL_LIGHT_COLOR,
          position: Commands.GL_LIGHT_POSITION
      };
      this._id = node.addComponent(this);
  }
  
  /**
  * Changes the color of the light, using the 'Color' utility component.
  *
  * @method
  *
  * @param {Color} color Color instance
  *
  * @return {Light} Light
  */
  Light.prototype.setColor = function setColor(color) {
      if (!color.getNormalizedRGB) return false;
      if (!this._requestingUpdate) {
          this._node.requestUpdate(this._id);
          this._requestingUpdate = true;
      }
      this._color = color;
      this.queue.push(this.commands.color);
      var rgb = this._color.getNormalizedRGB();
      this.queue.push(rgb[0]);
      this.queue.push(rgb[1]);
      this.queue.push(rgb[2]);
      return this;
  };
  
  /**
  * Returns the current color.
  
  * @method
  *
  * @returns {Color} Color
  */
  Light.prototype.getColor = function getColor() {
      return this._color;
  };
  
  /**
  * Sends draw commands to the renderer
  *
  * @private
  * @method
  *
  * @return {undefined} undefined
  */
  Light.prototype.onUpdate = function onUpdate() {
      var path = this._node.getLocation();
  
      this._node
          .sendDrawCommand(Commands.WITH)
          .sendDrawCommand(path);
  
      var i = this.queue.length;
      while (i--) {
          this._node.sendDrawCommand(this.queue.shift());
      }
  
      if (this._color && this._color.isActive()) {
          this._node.sendDrawCommand(this.commands.color);
          var rgb = this._color.getNormalizedRGB();
          this._node.sendDrawCommand(rgb[0]);
          this._node.sendDrawCommand(rgb[1]);
          this._node.sendDrawCommand(rgb[2]);
          this._node.requestUpdateOnNextTick(this._id);
      }
      else {
          this._requestingUpdate = false;
      }
  };
  
  module.exports = Light;
  