javax.media.j3d.DirectionalLight.java Source code

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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);
    }
}