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/*
* 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:
* <ul>
* direction : (0,0,-1)<br>
* </ul>
*/
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 <code>cloneTree</code> to duplicate the current node.
* @param forceDuplicate when set to <code>true</code>, causes the
* <code>duplicateOnCloneTree</code> flag to be ignored. When
* <code>false</code>, the value of each node's
* <code>duplicateOnCloneTree</code> 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
* <code>originalNode</code> into
* the current node. This method is called from the
* <code>cloneNode</code> method which is, in turn, called by the
* <code>cloneTree</code> method.<P>
*
* @param originalNode the original node to duplicate.
* @param forceDuplicate when set to <code>true</code>, causes the
* <code>duplicateOnCloneTree</code> flag to be ignored. When
* <code>false</code>, the value of each node's
* <code>duplicateOnCloneTree</code> 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);
}
}
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