/* * 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: * */ public DirectionalLight() { // set default read capabilities setDefaultReadCapabilities(readCapabilities); } /** * Constructs and initializes a directional light. * @param color the color of the light source * @param direction the direction vector pointing from the light * to the object */ public DirectionalLight(Color3f color, Vector3f direction) { super(color); // set default read capabilities setDefaultReadCapabilities(readCapabilities); ((DirectionalLightRetained)this.retained).initDirection(direction); } /** * Constructs and initializes a directional light. * @param lightOn flag indicating whether this light is on or off * @param color the color of the light source * @param direction the direction vector pointing from the light * to the object */ public DirectionalLight(boolean lightOn, Color3f color, Vector3f direction) { super(lightOn, color); // set default read capabilities setDefaultReadCapabilities(readCapabilities); ((DirectionalLightRetained)this.retained).initDirection(direction); } /** * Creates the retained mode DirectionalLightRetained object that this * DirectionalLight component object will point to. */ @Override void createRetained() { this.retained = new DirectionalLightRetained(); this.retained.setSource(this); } /** * Set light direction. * @param direction the new direction * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setDirection(Vector3f direction) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_DIRECTION_WRITE)) throw new CapabilityNotSetException( J3dI18N.getString("DirectionalLight0")); if (isLive()) ((DirectionalLightRetained)this.retained).setDirection(direction); else ((DirectionalLightRetained)this.retained).initDirection(direction); } /** * Set light direction. * @param x the new X direction * @param y the new Y direction * @param z the new Z direction * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setDirection(float x, float y, float z) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_DIRECTION_WRITE)) throw new CapabilityNotSetException( J3dI18N.getString("DirectionalLight1")); if (isLive()) ((DirectionalLightRetained)this.retained).setDirection(x,y,z); else ((DirectionalLightRetained)this.retained).initDirection(x,y,z); } /** * Gets this Light's current direction and places it in the parameter specified. * @param direction the vector that will receive this node's direction * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void getDirection(Vector3f direction) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_DIRECTION_READ)) throw new CapabilityNotSetException( J3dI18N.getString("DirectionalLight2")); ((DirectionalLightRetained)this.retained).getDirection(direction); } /** * Used to create a new instance of the node. This routine is called * by 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); } }