📄 light.java
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/* * $RCSfile: Light.java,v $ * * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved. * * Use is subject to license terms. * * $Revision: 1.5 $ * $Date: 2007/02/09 17:18:08 $ * $State: Exp $ */package javax.media.j3d;import javax.vecmath.Color3f;import java.util.Enumeration;/** * The Light leaf node is an abstract class that defines a set of * parameters common to all * types of light. These parameters include the light color, an enable * flag, and a region of influence in which this Light node is active. * A Light node also contains a list of Group nodes that specifies the * hierarchical scope of this Light. If the scope list is empty, * the Light node has universe scope: all nodes within the region of * influence are affected by this Light node. If the scope list is * non-empty, only those Leaf nodes under the Group nodes in the * scope list are affected by this Light node (subject to the * influencing bounds). * <p> * The light in a scene may come from several light sources that can * be individually defined. Some of the light in a scene may * come from a specific direction, known as a directional light, * from a specific position, known as a point light, or * from no particular direction or source as with ambient light. * <p> * Java 3D supports an arbitrary number of lights. However, the number * of lights that can be active within the region of influence is * implementation-dependent and cannot be defined here. * <p> * <b>Light Color</b> * <p> * The Java 3D lighting model approximates the way light works in * the real world. Light is defined in terms of the red, green, and * blue components that combine to create the light color. The * three color components represent the amount of light emitted * by the source. * <p> * Each of the three colors is represented by a * floating point value that ranges from 0.0 to 1.0. A combination * of the three colors such as (1.0, 1.0, 1.0), representing * the red, green, and blue color values respectively, creates a white * light with maximum brightness. A combination such as (0.0, 0.0, * 0.0) creates no light (black). Values between the minimum and * maximum values of the range produce corresponding brightness * and colors. For example, a combination of (0.5, 0.5, 0.5) * produces a 50% grey light. A combination of (1.0, 1.0, 0.0), * red and green but no blue, produces a yellow light. * <p> * If a scene has multiple lights and all lights illuminate an object, * the effect of the light on the object is the sum of the * lights. For example, in a scene with two lights, if the first * light emits (R<sub>1</sub>, G<sub>1</sub>, B<sub>1</sub>) and * the second light emits (R<sub>2</sub>, G<sub>2</sub>, * B<sub>2</sub>), the components are added together giving * (R<sub>1</sub>+R<sub>2</sub>, G<sub>1</sub>+G<sub>2</sub>, * B<sub>1</sub>+B<sub>2</sub>). * If the sums of any of the color values is greater than 1.0, * brighter than the maximum brightness permitted, the color value is * clamped to 1.0. * <p> * <b>Material Colors</b> * <p> * In the Java 3D lighting model, the light sources have an effect * on the scene only when there are object surfaces to absorb or * reflect the light. Java 3D approximates an object's color * by calculating the percentage of red, green, and blue light * the object reflects. An object with a surface color of pure green * absorbs all of the red and blue light that strikes it and * reflects all of the green light. Viewing the object in a * white light, the green color is reflected and you see a green * object. However, if the green object is viewed in a red light, * all of the red light is absorbed and the object appears black. * <p> * The surface of each object in the scene has * certain material properties that define how light affects its * appearance. The object might reflect light in various ways, * depending on the object's surface type. The object * might even emit its own light. The Java 3D lighting model specifies * these material properties as five independent components: emitted * color, ambient color, diffuse color, specular color, and shininess. * All of these properties are computed independently, then added * together to define how the surface of the object appears under * light (an exception is Ambient light, which does not contribute * to specular reflection). The material properties are defined * in the Material class. * <p> * <b>Influencing Bounds</b> * <p> * Since a scene may be quite large, as large as the universe for * example, it is often reasonable to limit the influence of lighting * to a region that is within viewing range. There is no reason * to waste all that computing power on illuminating objects that * are too far away to be viewed. In Java 3D, the influencing bounds * is defined by a Bounds object or a BoundingLeaf object. It should * be noted that a BoundingLeaf object overrides a Bounds object, * should both objects be set. * <p> * A Bounds object represents a convex, closed volume. Bounds * defines three different types of containing * volumes: an axis-aligned-box volume, a spherical volume, and a * bounding polytope. A BoundingLeaf object also specifies a region * of influence, but allows an application to specify a bounding * region in one coordinate system (the local coordinate system of * the BoundingLeaf node) other than the local coordinate * system of the node that references the bounds (the Light). * <p> * <b>Limiting the Scope</b> * <p> * In addition to limiting the lighting calculations to a given * region of a scene, lighting can also be limited to groups of * nodes, defined by a Group object. This is known as "scoping." * All nodes attached to a Group node define a <i>list of scopes</i>. * Methods in the Light class permit the setting, addition, insertion, * removal, and enumeration of nodes in the list of scopes. * <p> * <b>Two-sided Lighting of Polygons</b> * <p> * Java 3D performs lighting calculations for all polygons, whether * they are front-facing or back-facing. Since most polygon objects * are constructed with the front face in mind, the back-facing * portion may not be correctly illuminated. For example, a sphere * with part of the face cut away so you can see its inside. * You might want to have the inside surface lit as well as the * outside surface and you mught also want to define a different * Material description to reduce shininess, specular color, etc. * <p> * For more information, see the "Face culling" and "Back-facing * normal flip" descriptions in the PolygonAttributes class * description. * <p> * <b>Turning on the Lights</b> * <p> * Lighting needs to be explicitly enabled with the setEnable method * or with the lightOn parameter in the constructor * before any of the child light sources have any effect on illuminating * the scene. The child lights may also be enabled or disabled individually. * <p> * If lighting is not enabled, the current color of an * object in the scene is simply mapped onto the object, and none of * the lighting equations regarding Material properties, such as ambient * color, diffuse color, specular color, and shininess, are performed. * However, an object's emitted color, if specified and enabled, will * still affect that object's appearance. * <p> * To disable lighting, call setEnable with <code>false</code> as * the argument. * * @see Material * @see Bounds * @see BoundingLeaf * @see Group * @see PolygonAttributes */public abstract class Light extends Leaf { /** * Specifies that this Light allows read access to its current state * information at runtime. */ public static final int ALLOW_STATE_READ = CapabilityBits.LIGHT_ALLOW_STATE_READ; /** * Specifies that this Light allows write access to its current state * information at runtime. */ public static final int ALLOW_STATE_WRITE = CapabilityBits.LIGHT_ALLOW_STATE_WRITE; /** * Specifies that this Light allows read access to its color * information at runtime. */ public static final int ALLOW_COLOR_READ = CapabilityBits.LIGHT_ALLOW_COLOR_READ; /** * Specifies that this Light allows write access to its color * information at runtime. */ public static final int ALLOW_COLOR_WRITE = CapabilityBits.LIGHT_ALLOW_COLOR_WRITE; /** * Specifies that this Light allows read access to its * influencing bounds and bounds leaf information. */ public static final int ALLOW_INFLUENCING_BOUNDS_READ = CapabilityBits.LIGHT_ALLOW_INFLUENCING_BOUNDS_READ; /** * Specifies that this Light allows write access to its * influencing bounds and bounds leaf information. */ public static final int ALLOW_INFLUENCING_BOUNDS_WRITE = CapabilityBits.LIGHT_ALLOW_INFLUENCING_BOUNDS_WRITE; /** * Specifies that this Light allows read access to its scope * information at runtime. */ public static final int ALLOW_SCOPE_READ = CapabilityBits.LIGHT_ALLOW_SCOPE_READ; /** * Specifies that this Light allows write access to its scope * information at runtime. */ public static final int ALLOW_SCOPE_WRITE = CapabilityBits.LIGHT_ALLOW_SCOPE_WRITE; // Array for setting default read capabilities private static final int[] readCapabilities = { ALLOW_STATE_READ, ALLOW_COLOR_READ, ALLOW_INFLUENCING_BOUNDS_READ, ALLOW_SCOPE_READ }; /** * Constructs a Light node with default parameters. The default * values are as follows: * <ul> * enable flag : true<br> * color : white (1,1,1)<br> * scope : empty (universe scope)<br> * influencing bounds : null<br> * influencing bounding leaf : null<br> * </ul> */ public Light() { // set default read capabilities setDefaultReadCapabilities(readCapabilities); } /** * Constructs and initializes a Light node using the specified color. * @param color the color of the light source */ public Light(Color3f color) { // set default read capabilities setDefaultReadCapabilities(readCapabilities); ((LightRetained)this.retained).initColor(color); } /** * Constructs and initializes a Light node using the specified enable * flag and color. * @param lightOn flag indicating whether this light is on or off * @param color the color of the light source */ public Light(boolean lightOn, Color3f color) { // set default read capabilities setDefaultReadCapabilities(readCapabilities); ((LightRetained)this.retained).initEnable(lightOn); ((LightRetained)this.retained).initColor(color); } /** * Turns the light on or off. * @param state true or false to set light on or off * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setEnable(boolean state) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_STATE_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Light0")); if (isLive()) ((LightRetained)this.retained).setEnable(state); else ((LightRetained)this.retained).initEnable(state); } /** * Retrieves this Light's current state (on/off). * @return this node's current state (on/off) * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public boolean getEnable() { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_STATE_READ)) throw new CapabilityNotSetException(J3dI18N.getString("Light1")); return ((LightRetained)this.retained).getEnable(); } /** * Sets the Light's current color. * @param color the value of this node's new color * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setColor(Color3f color) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_COLOR_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Light2")); if (isLive()) ((LightRetained)this.retained).setColor(color); else ((LightRetained)this.retained).initColor(color); } /** * Gets this Light's current color and places it in the parameter specified. * @param color the vector that will receive this node's color * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void getColor(Color3f color) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_COLOR_READ)) throw new CapabilityNotSetException(J3dI18N.getString("Light3")); ((LightRetained)this.retained).getColor(color); } /** * Replaces the node at the specified index in this Light node's * list of scopes with the specified Group node. * By default, Light nodes are scoped only by their influencing * bounds. This allows them to be further scoped by a list of * nodes in the hierarchy. * @param scope the Group node to be stored at the specified index. * @param index the index of the Group node to be replaced. * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * @exception RestrictedAccessException if the specified group node * is part of a compiled scene graph */ public void setScope(Group scope, int index) { if (isLiveOrCompiled()) if(!this.getCapability(ALLOW_SCOPE_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Light4")); if (isLive()) ((LightRetained)this.retained).setScope(scope, index); else ((LightRetained)this.retained).initScope(scope, index); }
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