📄 material.java
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* is either DIFFUSE or AMBIENT_AND_DIFFUSE, and vertex colors are * not being ignored, then the vertex colors are used in place of * this Material's diffuse color in the lighting equation. * * @param r the new diffuse color's red component * @param g the new diffuse color's green component * @param b the new diffuse color's blue component * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * * @see RenderingAttributes#setIgnoreVertexColors * @see #setColorTarget */ public void setDiffuseColor(float r, float g, float b) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material0")); if (isLive()) ((MaterialRetained)this.retained).setDiffuseColor(r,g,b); else ((MaterialRetained)this.retained).initDiffuseColor(r,g,b); } /** * Sets this material's diffuse color plus alpha. * This is the color of the material when illuminated by a light source. * The diffuse color in this Material object may be overridden by * per-vertex colors in some cases. If vertex colors are present * in the geometry, and lighting is enabled, and the colorTarget * is either DIFFUSE or AMBIENT_AND_DIFFUSE, and vertex colors are * not being ignored, then the vertex colors are used in place of * this Material's diffuse color in the lighting equation. * * @param r the new diffuse color's red component * @param g the new diffuse color's green component * @param b the new diffuse color's blue component * @param a the alpha component used to set transparency * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * * @see RenderingAttributes#setIgnoreVertexColors * @see #setColorTarget */ public void setDiffuseColor(float r, float g, float b, float a) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material0")); if (isLive()) ((MaterialRetained)this.retained).setDiffuseColor(r,g,b,a); else ((MaterialRetained)this.retained).initDiffuseColor(r,g,b,a); } /** * Retrieves this material's diffuse color. * @param color the vector that will receive this material's diffuse color * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void getDiffuseColor(Color3f color) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_READ)) throw new CapabilityNotSetException(J3dI18N.getString("Material2")); ((MaterialRetained)this.retained).getDiffuseColor(color); } /** * Sets this material's specular color. * This is the specular highlight color of the material. * The specular color in this Material object may be overridden by * per-vertex colors in some cases. If vertex colors are present * in the geometry, and lighting is enabled, and the colorTarget * is SPECULAR, and vertex colors are * not being ignored, then the vertex colors are used in place of * this Material's specular color in the lighting equation. * * @param color the new specular color * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * * @see RenderingAttributes#setIgnoreVertexColors * @see #setColorTarget */ public void setSpecularColor(Color3f color) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material0")); if (isLive()) ((MaterialRetained)this.retained).setSpecularColor(color); else ((MaterialRetained)this.retained).initSpecularColor(color); } /** * Sets this material's specular color. * This is the specular highlight color of the material. * The specular color in this Material object may be overridden by * per-vertex colors in some cases. If vertex colors are present * in the geometry, and lighting is enabled, and the colorTarget * is SPECULAR, and vertex colors are * not being ignored, then the vertex colors are used in place of * this Material's specular color in the lighting equation. * * @param r the new specular color's red component * @param g the new specular color's green component * @param b the new specular color's blue component * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * * @see RenderingAttributes#setIgnoreVertexColors * @see #setColorTarget */ public void setSpecularColor(float r, float g, float b) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material0")); if (isLive()) ((MaterialRetained)this.retained).setSpecularColor(r,g,b); else ((MaterialRetained)this.retained).initSpecularColor(r,g,b); } /** * Retrieves this material's specular color. * @param color the vector that will receive this material's specular color * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void getSpecularColor(Color3f color) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_READ)) throw new CapabilityNotSetException(J3dI18N.getString("Material2")); ((MaterialRetained)this.retained).getSpecularColor(color); } /** * Sets this material's shininess. * This specifies a material specular scattering exponent, or * shininess. It takes a floating point number in the range [1.0, 128.0] * with 1.0 being not shiny and 128.0 being very shiny. * Values outside this range are clamped. * @param shininess the material's shininess * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setShininess(float shininess) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material0")); if (isLive()) ((MaterialRetained)this.retained).setShininess(shininess); else ((MaterialRetained)this.retained).initShininess(shininess); } /** * Retrieves this material's shininess. * @return the material's shininess * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public float getShininess() { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_READ)) throw new CapabilityNotSetException(J3dI18N.getString("Material2")); return ((MaterialRetained)this.retained).getShininess(); } /** * Enables or disables lighting for this appearance component object. * @param state true or false to enable or disable lighting * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setLightingEnable(boolean state) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material15")); if (isLive()) ((MaterialRetained)this.retained).setLightingEnable(state); else ((MaterialRetained)this.retained).initLightingEnable(state); } /** * Retrieves the state of the lighting enable flag. * @return true if lighting is enabled, false if lighting is disabled * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public boolean getLightingEnable() { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_READ)) throw new CapabilityNotSetException(J3dI18N.getString("Material16")); return ((MaterialRetained)this.retained).getLightingEnable(); } /** * Sets the color target for per-vertex colors. When lighting is * enabled and per-vertex colors are present (and not ignored) in * the geometry for a given Shape3D node, those per-vertex colors * are used in place of the specified material color(s) for this * Material object. The color target is ignored when lighting is * disabled or when per-vertex colors are not used. * The ColorInterpolator behavior also uses the color target to * determine which color in the associated Material is modified. * The default target is DIFFUSE. * * @param colorTarget one of: AMBIENT, EMISSIVE, DIFFUSE, SPECULAR, or * AMBIENT_AND_DIFFUSE. * * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * * @see RenderingAttributes#setIgnoreVertexColors * @see ColorInterpolator * * @since Java 3D 1.3 */ public void setColorTarget(int colorTarget) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material3")); if (isLive()) ((MaterialRetained)this.retained).setColorTarget(colorTarget); else ((MaterialRetained)this.retained).initColorTarget(colorTarget); } /** * Retrieves the current color target for this material. * * @return one of: AMBIENT, EMISSIVE, DIFFUSE, SPECULAR, or * AMBIENT_AND_DIFFUSE. * * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * * @since Java 3D 1.3 */ public int getColorTarget() { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_READ)) throw new CapabilityNotSetException(J3dI18N.getString("Material4")); return ((MaterialRetained)this.retained).getColorTarget(); } /** * Returns a String representation of this Materials values. * If the scene graph is live only those values with their * Capability read bit set will be displayed. */ public String toString() { StringBuffer str = new StringBuffer(getNamePrefix()); str.append("javax.media.j3d.Material: "); Color3f color=new Color3f(); try { getAmbientColor(color); str.append("AmbientColor="+color); } catch (CapabilityNotSetException e) {str.append("AmbientColor=N/A");} try { getEmissiveColor(color); str.append(" EmissiveColor="+color); } catch (CapabilityNotSetException ex) {str.append(" EmissiveColor=N/A");} try { getDiffuseColor(color); str.append(" DiffuseColor="+color); } catch (CapabilityNotSetException exc) {str.append(" DiffuseColor=N/A");} try { getSpecularColor(color); str.append(" SpecularColor="+color); } catch (CapabilityNotSetException exce) {str.append(" SpecularColor=N/A");} try { float f=getShininess(); str.append(" Shininess="+f); } catch (CapabilityNotSetException excep) {str.append(" Shininess=N/A");} try { boolean b=getLightingEnable(); str.append(" LightingEnable="+b); } catch (CapabilityNotSetException except) {str.append(" LightingEnable=N/A");} try { int i=getColorTarget(); str.append(" ColorTarget="+i); } catch (CapabilityNotSetException except) {str.append(" ColorTarget=N/A");} return new String(str); } /** * @deprecated replaced with cloneNodeComponent(boolean forceDuplicate) */ public NodeComponent cloneNodeComponent() { Material m = new Material(); m.duplicateNodeComponent(this); return m; } /** * Copies all node information from <code>originalNodeComponent</code> into * the current node. This method is called from the * <code>duplicateNode</code> method. This routine does * the actual duplication of all "local data" (any data defined in * this object). * * @param originalNodeComponent 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. * * @see Node#cloneTree * @see NodeComponent#setDuplicateOnCloneTree */ void duplicateAttributes(NodeComponent originalNodeComponent, boolean forceDuplicate) { super.duplicateAttributes(originalNodeComponent, forceDuplicate); MaterialRetained mat = (MaterialRetained) originalNodeComponent.retained; MaterialRetained rt = (MaterialRetained) retained; Color3f c = new Color3f(); mat.getAmbientColor(c); rt.initAmbientColor(c); mat.getEmissiveColor(c); rt.initEmissiveColor(c); mat.getDiffuseColor(c); rt.initDiffuseColor(c); mat.getSpecularColor(c); rt.initSpecularColor(c); rt.initShininess(mat.getShininess()); rt.initLightingEnable(mat.getLightingEnable()); rt.initColorTarget(mat.getColorTarget()); }}
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