/* * Copyright 1997-2008 Sun Microsystems, Inc. All Rights Reserved. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * This code is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License version 2 only, as * published by the Free Software Foundation. Sun designates this * particular file as subject to the "Classpath" exception as provided * by Sun in the LICENSE file that accompanied this code. * * This code is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License * version 2 for more details (a copy is included in the LICENSE file that * accompanied this code). * * You should have received a copy of the GNU General Public License version * 2 along with this work; if not, write to the Free Software Foundation, * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara, * CA 95054 USA or visit www.sun.com if you need additional information or * have any questions. * */ package javax.media.j3d; import javax.vecmath.Color3f; import javax.vecmath.Vector3f; /** * A DirectionalLight node defines an oriented light with an origin at * infinity. It has the same attributes as a Light node, with the * addition of a directional vector to specify the direction in which the * light shines. A directional light has parallel light rays that travel * in one direction along the specified vector. Directional light contributes * to diffuse and specular reflections, which in turn depend on the * orientation of an object's surface but not its position. A directional * light does not contribute to ambient reflections. */ public class DirectionalLight extends Light { /** * Specifies that the Node allows access to its object's direction * information. */ public static final int ALLOW_DIRECTION_READ = CapabilityBits.DIRECTIONAL_LIGHT_ALLOW_DIRECTION_READ; /** * Specifies that the Node allows writing to its object's direction * information. */ public static final int ALLOW_DIRECTION_WRITE = CapabilityBits.DIRECTIONAL_LIGHT_ALLOW_DIRECTION_WRITE; // Array for setting default read capabilities private static final int[] readCapabilities = { ALLOW_DIRECTION_READ }; /** * Constructs a DirectionalLight node with default parameters. * The default values are as follows: *
cloneTree
to duplicate the current node.
* @param forceDuplicate when set to true
, causes the
* duplicateOnCloneTree
flag to be ignored. When
* false
, the value of each node's
* duplicateOnCloneTree
variable determines whether
* NodeComponent data is duplicated or copied.
*
* @see Node#cloneTree
* @see Node#cloneNode
* @see Node#duplicateNode
* @see NodeComponent#setDuplicateOnCloneTree
*/
@Override
public Node cloneNode(boolean forceDuplicate) {
DirectionalLight d = new DirectionalLight();
d.duplicateNode(this, forceDuplicate);
return d;
}
/**
* Copies all DirectionalLight information from
* originalNode
into
* the current node. This method is called from the
* cloneNode
method which is, in turn, called by the
* cloneTree
method.
*
* @param originalNode the original node to duplicate.
* @param forceDuplicate when set to true
, causes the
* duplicateOnCloneTree
flag to be ignored. When
* false
, the value of each node's
* duplicateOnCloneTree
variable determines whether
* NodeComponent data is duplicated or copied.
*
* @exception RestrictedAccessException if this object is part of a live
* or compiled scenegraph.
*
* @see Node#duplicateNode
* @see Node#cloneTree
* @see NodeComponent#setDuplicateOnCloneTree
*/
@Override
void duplicateAttributes(Node originalNode, boolean forceDuplicate) {
super.duplicateAttributes(originalNode, forceDuplicate);
Vector3f v = new Vector3f();
((DirectionalLightRetained) originalNode.retained).getDirection(v);
((DirectionalLightRetained) retained).initDirection(v);
}
}