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+/*
+ * Copyright 1996-2008 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 java.util.Enumeration;
+import java.util.Hashtable;
+
+/**
+ * The Node class provides an abstract class for all Group and Leaf Nodes.
+ * It provides a common framework for constructing a Java 3D scene graph,
+ * specifically bounding volumes.
+ *
+ * <p>
+ * For more information, see the
+ * <a href="doc-files/intro.html">Introduction to the Java 3D API</a>.
+ *
+ * <p>
+ * NOTE: Applications should <i>not</i> extend this class directly.
+ */
+public abstract class Node extends SceneGraphObject {
+
+ /**
+ * Specifies that this Node will be reported in the pick
+ * SceneGraphPath if a pick occurs. This capability is only
+ * specifiable for Group nodes; it is ignored for leaf nodes.
+ * The default for Group nodes is false. All interior nodes not
+ * needed for uniqueness in a SceneGraphPath that don't have
+ * ENABLE_PICK_REPORTING set to true will not be reported in the
+ * SceneGraphPath.
+ * @see SceneGraphPath
+ */
+ public static final int
+ ENABLE_PICK_REPORTING = CapabilityBits.NODE_ENABLE_PICK_REPORTING;
+
+ /**
+ * Specifies that this Node will be reported in the collision
+ * SceneGraphPath if a collision occurs. This capability is only
+ * specifiable for Group nodes; it is ignored for leaf nodes.
+ * The default for Group nodes is false. All interior nodes not
+ * needed for uniqueness in a SceneGraphPath that don't have
+ * ENABLE_COLLISION_REPORTING set to true will not be reported
+ * in the SceneGraphPath.
+ * @see SceneGraphPath
+ */
+ public static final int
+ ENABLE_COLLISION_REPORTING = CapabilityBits.NODE_ENABLE_COLLISION_REPORTING;
+
+ /**
+ * Specifies that this Node allows read access to its bounds
+ * information.
+ */
+ public static final int
+ ALLOW_BOUNDS_READ = CapabilityBits.NODE_ALLOW_BOUNDS_READ;
+
+ /**
+ * Specifies that this Node allows write access to its bounds
+ * information.
+ */
+ public static final int
+ ALLOW_BOUNDS_WRITE = CapabilityBits.NODE_ALLOW_BOUNDS_WRITE;
+
+ /**
+ * Specifies that this Node allows reading its pickability state.
+ */
+ public static final int
+ ALLOW_PICKABLE_READ = CapabilityBits.NODE_ALLOW_PICKABLE_READ;
+
+ /**
+ * Specifies that this Node allows write access its pickability state.
+ */
+ public static final int
+ ALLOW_PICKABLE_WRITE = CapabilityBits.NODE_ALLOW_PICKABLE_WRITE;
+
+ /**
+ * Specifies that this Node allows reading its collidability state.
+ */
+ public static final int
+ ALLOW_COLLIDABLE_READ = CapabilityBits.NODE_ALLOW_COLLIDABLE_READ;
+
+ /**
+ * Specifies that this Node allows write access its collidability state.
+ */
+ public static final int
+ ALLOW_COLLIDABLE_WRITE = CapabilityBits.NODE_ALLOW_COLLIDABLE_WRITE;
+
+ /**
+ * Specifies that this Node allows read access to its bounds
+ * auto compute information.
+ */
+ public static final int
+ ALLOW_AUTO_COMPUTE_BOUNDS_READ = CapabilityBits.NODE_ALLOW_AUTO_COMPUTE_BOUNDS_READ;
+
+ /**
+ * Specifies that this Node allows write access to its bounds
+ * auto compute information.
+ */
+ public static final int
+ ALLOW_AUTO_COMPUTE_BOUNDS_WRITE = CapabilityBits.NODE_ALLOW_AUTO_COMPUTE_BOUNDS_WRITE;
+
+ /**
+ * Specifies that this Node allows read access to its local
+ * coordinates to virtual world (Vworld) coordinates transform.
+ */
+ public static final int
+ ALLOW_LOCAL_TO_VWORLD_READ = CapabilityBits.NODE_ALLOW_LOCAL_TO_VWORLD_READ;
+
+ /**
+ * Specifies that this Node allows read access to its parent Group node.
+ *
+ * @since Java 3D 1.4
+ */
+ public static final int
+ ALLOW_PARENT_READ = CapabilityBits.NODE_ALLOW_PARENT_READ;
+
+ /**
+ * Specifies that this Node allows read access to its Locale.
+ *
+ * @since Java 3D 1.4
+ */
+ public static final int
+ ALLOW_LOCALE_READ = CapabilityBits.NODE_ALLOW_LOCALE_READ;
+
+ // Array for setting default read capabilities
+ private static final int[] readCapabilities = {
+ ALLOW_BOUNDS_READ,
+ ALLOW_PICKABLE_READ,
+ ALLOW_COLLIDABLE_READ,
+ ALLOW_AUTO_COMPUTE_BOUNDS_READ,
+ ALLOW_LOCAL_TO_VWORLD_READ,
+ ALLOW_PARENT_READ,
+ ALLOW_LOCALE_READ
+ };
+
+ // for checking for cycles
+ private boolean visited = false;
+
+
+ /**
+ * Constructs a Node object with default parameters. The default
+ * values are as follows:
+ * <ul>
+ * pickable : true<br>
+ * collidable : true<br>
+ * bounds auto compute : true<br>
+ * bounds : N/A (automatically computed)<br>
+ * </ul>
+ */
+ public Node() {
+ // set default read capabilities
+ setDefaultReadCapabilities(readCapabilities);
+ }
+
+ /**
+
+ * @return the parent of this node, or null if this node has no parent
+ * @exception CapabilityNotSetException if appropriate capability is
+ * not set and this object is part of live or compiled scene graph
+ */
+ public Node getParent() {
+ if (isLiveOrCompiled()) {
+ if(!this.getCapability(ALLOW_PARENT_READ)) {
+ throw new CapabilityNotSetException(J3dI18N.getString("Node0"));
+ }
+ }
+
+ NodeRetained nr = ((NodeRetained)this.retained).getParent();
+ return (nr == null ? null : (Node) nr.getSource());
+ }
+
+ /**
+ * Sets the geometric bounds of a node.
+ * @param bounds the bounding object for a node
+ * @exception CapabilityNotSetException if appropriate capability is
+ * not set and this object is part of live or compiled scene graph
+ */
+ public void setBounds(Bounds bounds) {
+ if (isLiveOrCompiled())
+ if(!this.getCapability(ALLOW_BOUNDS_WRITE))
+ throw new CapabilityNotSetException(J3dI18N.getString("Node1"));
+
+ ((NodeRetained)this.retained).setBounds(bounds);
+ }
+
+ /**
+ * Returns the bounding object of a node.
+ * @return the node's bounding object
+ * @exception CapabilityNotSetException if appropriate capability is
+ * not set and this object is part of live or compiled scene graph
+ * @exception SceneGraphCycleException if there is a cycle in the
+ * scene graph
+ */
+ public Bounds getBounds() {
+
+ if (isLiveOrCompiled()) {
+ if(!this.getCapability(ALLOW_BOUNDS_READ)) {
+ throw new CapabilityNotSetException(J3dI18N.getString("Node2"));
+ }
+ }
+ else {
+ // this will throw a SceneGraphCycleException if there is
+ // a cycle
+ checkForCycle();
+ }
+
+ return ((NodeRetained)this.retained).getBounds();
+ }
+
+ /**
+ * Returns the collidable value; this value determines whether this node
+ * and it's children, if a group node, can be considered for collision
+ * purposes; if it is set to false, then neither this node nor any
+ * children nodes will be traversed for collision purposes; the default
+ * value is true. The collidable setting is the way that an
+ * application can perform collision culling.
+ * @return the present collidable value for this node
+ */
+ public boolean getCollidable() {
+ if (isLiveOrCompiled())
+ if(!this.getCapability(ALLOW_COLLIDABLE_READ))
+ throw new CapabilityNotSetException(J3dI18N.getString("Node16"));
+
+ return ((NodeRetained)retained).getCollidable();
+ }
+
+ /**
+ * Sets the collidable value; determines whether this node and any of its
+ * children, if a group node, can be considered for collision purposes.
+ * @param collidable the new collidable value for this node
+ */
+ public void setCollidable( boolean collidable ) {
+ if (isLiveOrCompiled())
+ if(!this.getCapability(ALLOW_COLLIDABLE_WRITE))
+ throw new CapabilityNotSetException(J3dI18N.getString("Node4"));
+
+ ((NodeRetained)retained).setCollidable(collidable);
+ }
+
+ /**
+ * Turns the automatic calcuation of geometric bounds of a node on/off.
+ * @param autoCompute indicates if the node's bounding object is
+ * automatically computed.
+ * @exception CapabilityNotSetException if appropriate capability is
+ * not set and this object is part of live or compiled scene graph
+ */
+ public void setBoundsAutoCompute(boolean autoCompute) {
+ if (isLiveOrCompiled())
+ if(!this.getCapability(ALLOW_AUTO_COMPUTE_BOUNDS_WRITE))
+ throw new CapabilityNotSetException(J3dI18N.getString("Node5"));
+
+ ((NodeRetained)this.retained).setBoundsAutoCompute(autoCompute);
+ }
+
+ /**
+ * Gets the value indicating if the automatic calcuation of geometric bounds of a node is on/off.
+ * @return the node's auto compute flag for the geometric bounding object
+ * @exception CapabilityNotSetException if appropriate capability is
+ * not set and this object is part of live or compiled scene graph
+ */
+ public boolean getBoundsAutoCompute() {
+ if (isLiveOrCompiled())
+ if(!this.getCapability(ALLOW_AUTO_COMPUTE_BOUNDS_READ))
+ throw new CapabilityNotSetException(J3dI18N.getString("Node6"));
+
+ return ((NodeRetained)this.retained).getBoundsAutoCompute();
+ }
+
+ /**
+ * Retrieves the local coordinates to virtual world coordinates
+ * transform for this node in the scene graph. This is the composite
+ * of all transforms in the scene graph from the root down to
+ * <code>this</code> node. It is only valid
+ * for nodes that are part of a live scene graph.
+ * If the node is not part of a live scene graph then the coordinates are
+ * calculated as if the graph was attached at the origin of a locale.
+ * @param t the object that will receive the local coordinates to
+ * Vworld coordinates transform.
+ * @exception RestrictedAccessException if the node is compiled but not
+ * part of a live scene graph
+ * @exception CapabilityNotSetException if appropriate capability is
+ * not set and this node is part of live or compiled scene graph
+ * @exception IllegalSharingException if the node is a descendant
+ * of a SharedGroup node.
+ */
+ public void getLocalToVworld(Transform3D t) {
+ if (isLiveOrCompiled()) {
+ if(!this.getCapability(ALLOW_LOCAL_TO_VWORLD_READ))
+ throw new CapabilityNotSetException(J3dI18N.getString("Node8"));
+ }
+
+ if (!isLive()) {
+ // TODO Support compiled graphs
+ if (isCompiled())
+ throw new RestrictedAccessException(J3dI18N.getString("Node7"));
+
+ // In 1.4 we support getLocalToVworld for non live nodes
+ ((NodeRetained)this.retained).computeNonLiveLocalToVworld(t, this);
+ //throw new RestrictedAccessException(J3dI18N.getString("Node7"));
+ } else {
+ ((NodeRetained)this.retained).getLocalToVworld(t);
+ }
+ }
+
+
+ /**
+ * Retrieves the local coordinates to virtual world coordinates
+ * transform for the particular path in the scene graph ending with
+ * this node. This is the composite
+ * of all transforms in the scene graph from the root down to
+ * <code>this</code> node via the specified Link nodes. It is
+ * only valid for nodes that are part of a live scene graph.
+ * @param path the specific path from the node to the Locale
+ * @param t the object that will receive the local coordinates to
+ * Vworld coordinates transform.
+ * @exception RestrictedAccessException if the node is <em>not</em>
+ * part of a live scene graph
+ * @exception CapabilityNotSetException if appropriate capability is
+ * not set and this node is part of live scene graph
+ * @exception IllegalArgumentException if the specified path does
+ * not contain a valid Locale, or if the last node in the path is
+ * different from this node
+ * @exception IllegalSharingException if the node is not a descendant
+ * of a SharedGroup node.
+ */
+ public void getLocalToVworld(SceneGraphPath path, Transform3D t) {
+ if (!isLive()) {
+ throw new RestrictedAccessException(J3dI18N.getString("Node7"));
+ }
+
+ if(!this.getCapability(ALLOW_LOCAL_TO_VWORLD_READ))
+ throw new CapabilityNotSetException(J3dI18N.getString("Node8"));
+
+ ((NodeRetained)this.retained).getLocalToVworld(path,t);
+
+ }
+
+ /**
+ * Retrieves the locale to which this node is attached. If the
+ * node is not part of a live scene graph, null is returned.
+ *
+ * @return the locale to which this node is attached.
+ *
+ * @exception CapabilityNotSetException if appropriate capability is
+ * not set and this node is part of live scene graph
+ * @exception IllegalSharingException if the node is a descendant
+ * of a SharedGroup node.
+ *
+ * @since Java 3D 1.4
+ */
+ public Locale getLocale() {
+ if (!isLive()) {
+ return null;
+ }
+
+ if(!this.getCapability(ALLOW_LOCALE_READ)) {
+ throw new CapabilityNotSetException(J3dI18N.getString("Node17"));
+ }
+
+ return ((NodeRetained)this.retained).getLocale();
+ }
+
+ /**
+ * Duplicates all the nodes of the specified sub-graph. For Group Nodes
+ * the group node is duplicated via a call to <code>cloneNode</code>
+ * and then <code>cloneTree</code>
+ * is called for each child node. For Leaf Nodes, component
+ * data can either be duplicated or be made a reference to the original
+ * data. Leaf Node cloneTree behavior is determined by the
+ * <code>duplicateOnCloneTree</code> flag found in every Leaf Node's
+ * component data class and by the <code>forceDuplicate</code> paramter.
+ * @return a reference to the cloned sub-graph.
+ * @exception DanglingReferenceException When a dangling reference is
+ * discovered during the cloneTree operation.
+ * @exception RestrictedAccessException if this object is part of live
+ * or compiled scene graph
+ * @exception SceneGraphCycleException if there is a cycle in the
+ * scene graph
+ * @see NodeComponent#setDuplicateOnCloneTree
+ */
+ public Node cloneTree() {
+ return cloneTree(new NodeReferenceTable(), false, false);
+ }
+
+ /**
+ * Duplicates all the nodes of the specified sub-graph. For Group Nodes
+ * the group node is duplicated via a call to <code>cloneNode</code>
+ * and then <code>cloneTree</code> is called for each child node.
+ * For Leaf Nodes, component
+ * data can either be duplicated or be made a reference to the original
+ * data. Leaf Node cloneTree behavior is determined by the
+ * <code>duplicateOnCloneTree</code> flag found in every Leaf Node's
+ * component data class and by the <code>forceDuplicate</code> paramter.
+ * @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> determines whether data is
+ * duplicated or copied.
+ * @return a reference to the cloned scene graph.
+ * @exception DanglingReferenceException When a dangling reference is
+ * discovered during the cloneTree operation.
+ * @exception RestrictedAccessException if this object is part of live
+ * or compiled scene graph
+ * @exception SceneGraphCycleException if there is a cycle in the
+ * scene graph
+ * @see NodeComponent#setDuplicateOnCloneTree
+ */
+ public Node cloneTree(boolean forceDuplicate) {
+ return cloneTree(new NodeReferenceTable(), forceDuplicate, false);
+ }
+
+ /**
+ * Duplicates all the nodes of the specified sub-graph. For Group Nodes
+ * the group node is duplicated via a call to <code>cloneNode</code> and
+ * then <code>cloneTree</code> is called for each child node. For
+ * Leaf Nodes, component
+ * data can either be duplicated or be made a reference to the original
+ * data. Leaf Node cloneTree behavior is determined by the
+ * <code>duplicateOnCloneTree</code> flag found in every Leaf Node's
+ * component data class and by the <code>forceDuplicate</code> paramter.
+ *
+ * @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> determines whether data is
+ * duplicated or copied.
+ *
+ * @param allowDanglingReferences when set to <code>true</code> allows
+ * the <code>cloneTree</code>
+ * method to complete even whan a dangling reference is discovered. When
+ * this parameter is <code>false</code> a
+ * <code>DanglingReferenceException</code> is generated as
+ * soon as cloneTree detects this situation.
+ *
+ * @return a reference to the cloned scene graph.
+ *
+ * @exception DanglingReferenceException When a dangling reference is
+ * discovered during the cloneTree operation and the
+ * <code>allowDanglingReference</code> parameter is </code>false</code>.
+ * @exception RestrictedAccessException if this object is part of live
+ * or compiled scene graph
+ * @exception SceneGraphCycleException if there is a cycle in the
+ * scene graph
+ *
+ * @see NodeComponent#setDuplicateOnCloneTree
+ */
+ public Node cloneTree(boolean forceDuplicate,
+ boolean allowDanglingReferences) {
+ return cloneTree(new NodeReferenceTable(),
+ forceDuplicate, allowDanglingReferences);
+ }
+
+
+ /**
+ * Duplicates all the nodes of the specified sub-graph. For Group Nodes
+ * the group node is duplicated via a call to <code>cloneNode</code>
+ * and then <code>cloneTree</code>
+ * is called for each child node. For Leaf Nodes, component
+ * data can either be duplicated or be made a reference to the original
+ * data. Leaf Node cloneTree behavior is determined by the
+ * <code>duplicateOnCloneTree</code> flag found in every Leaf Node's
+ * component data class and by the <code>forceDuplicate</code> paramter.
+ * @param referenceTable table that stores the mapping between
+ * original and cloned nodes. All previous values in the
+ * referenceTable will be cleared before the clone is made.
+ * @return a reference to the cloned sub-graph.
+ * @exception DanglingReferenceException When a dangling reference is
+ * discovered during the cloneTree operation.
+ * @exception RestrictedAccessException if this object is part of live
+ * or compiled scene graph
+ * @exception SceneGraphCycleException if there is a cycle in the
+ * scene graph
+ * @see NodeComponent#setDuplicateOnCloneTree
+ * @since Java 3D 1.2
+ */
+ public Node cloneTree(NodeReferenceTable referenceTable) {
+ return cloneTree(referenceTable, false, false);
+ }
+
+
+ /**
+ * Duplicates all the nodes of the specified sub-graph. For Group Nodes
+ * the group node is duplicated via a call to <code>cloneNode</code>
+ * and then <code>cloneTree</code> is called for each child node.
+ * For Leaf Nodes, component
+ * data can either be duplicated or be made a reference to the original
+ * data. Leaf Node cloneTree behavior is determined by the
+ * <code>duplicateOnCloneTree</code> flag found in every Leaf Node's
+ * component data class and by the <code>forceDuplicate</code> paramter.
+ * @param referenceTable table that stores the mapping between
+ * original and cloned nodes. All previous values in the
+ * referenceTable will be cleared before the clone is made.
+ * @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> determines whether data is
+ * duplicated or copied.
+ * @return a reference to the cloned scene graph.
+ * @exception DanglingReferenceException When a dangling reference is
+ * discovered during the cloneTree operation.
+ * @exception RestrictedAccessException if this object is part of live
+ * or compiled scene graph
+ * @exception SceneGraphCycleException if there is a cycle in the
+ * scene graph
+ * @see NodeComponent#setDuplicateOnCloneTree
+ * @since Java 3D 1.2
+ */
+ public Node cloneTree(NodeReferenceTable referenceTable,
+ boolean forceDuplicate) {
+ return cloneTree(referenceTable, forceDuplicate, false);
+ }
+
+ /**
+ * Duplicates all the nodes of the specified sub-graph. For Group Nodes
+ * the group node is duplicated via a call to <code>cloneNode</code>
+ * and then <code>cloneTree</code> is called for each child node.
+ * For Leaf Nodes, component
+ * data can either be duplicated or be made a reference to the original
+ * data. Leaf Node cloneTree behavior is determined by the
+ * <code>duplicateOnCloneTree</code> flag found in every Leaf Node's
+ * component data class and by the <code>forceDuplicate</code> paramter.
+ * @param referenceTable table that stores the mapping between
+ * original and cloned nodes. All previous values in the
+ * referenceTable will be cleared before the clone is made.
+ * @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> determines whether data is
+ * duplicated or copied.
+ *
+ * @param allowDanglingReferences when set to <code>true</code> allows
+ * the <code>cloneTree</code>
+ * method to complete even whan a dangling reference is discovered. When
+ * this parameter is <code>false</code> a
+ * <code>DanglingReferenceException</code> is generated as
+ * soon as cloneTree detects this situation.
+ *
+ * @return a reference to the cloned scene graph.
+ * @exception DanglingReferenceException When a dangling reference is
+ * discovered during the cloneTree operation.
+ * @exception RestrictedAccessException if this object is part of live
+ * or compiled scene graph
+ * @exception SceneGraphCycleException if there is a cycle in the
+ * scene graph
+ * @see NodeComponent#setDuplicateOnCloneTree
+ * @since Java 3D 1.2
+ */
+ public Node cloneTree(NodeReferenceTable referenceTable,
+ boolean forceDuplicate,
+ boolean allowDanglingReferences) {
+
+ if (!isLiveOrCompiled()) {
+ // this will throw a SceneGraphCycleException if there is
+ // a cycle
+ checkForCycle();
+ }
+
+ referenceTable.set(allowDanglingReferences, new Hashtable());
+ Node n = cloneTree(forceDuplicate, referenceTable.objectHashtable);
+
+ // go through hash table looking for Leaf nodes.
+ // call updateNodeReferences for each.
+ Enumeration e = referenceTable.objectHashtable.elements();
+
+ while (e.hasMoreElements()) {
+ SceneGraphObject o = (SceneGraphObject) e.nextElement();
+ o.updateNodeReferences(referenceTable);
+ }
+ return n;
+ }
+
+ /**
+ * Duplicates all the nodes of the specified sub-graph. For Group Nodes
+ * the group node is duplicated via a call to <code>cloneNode</code> and
+ * then <code>cloneTree</code> is called for each child node. For
+ * Leaf Nodes, component
+ * data can either be duplicated or be made a reference to the original
+ * data. Leaf Node cloneTree behavior is determined by the
+ * <code>duplicateOnCloneTree</code> flag found in every Leaf Node's
+ * component data class and by the <code>forceDuplicate</code> paramter.
+ *
+ * @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> determines whether data is
+ * duplicated or copied.
+ *
+ * @param nodeHashtable a hashtable used to map orignal node references to
+ * their cloned counterpart.
+ *
+ * @return a reference to the cloned scene graph.
+ *
+ * @see NodeComponent#setDuplicateOnCloneTree
+ */
+ Node cloneTree(boolean forceDuplicate, Hashtable nodeHashtable) {
+ Node l;
+ this.nodeHashtable = nodeHashtable;
+ try {
+ l = cloneNode(forceDuplicate);
+ } catch (RuntimeException e) {
+ this.nodeHashtable = null;
+ throw e;
+ }
+ // must reset to null so that we can tell whether the call is from user
+ // or cloneTree
+ this.nodeHashtable = null;
+ nodeHashtable.put(this, l);
+ return l;
+ }
+
+
+ /**
+ * Used to create a new instance of the node. This routine is called
+ * by <code>cloneTree</code> to duplicate the current node.
+ * <code>cloneNode</code> should be overridden by any user subclassed
+ * objects. All subclasses must have their <code>cloneNode</code>
+ * method consist of the following lines:
+ * <P><blockquote><pre>
+ * public Node cloneNode(boolean forceDuplicate) {
+ * UserSubClass usc = new UserSubClass();
+ * usc.duplicateNode(this, forceDuplicate);
+ * return usc;
+ * }
+ * </pre></blockquote>
+ * NOTE: Applications should <i>not</i> call this method directly.
+ * It should only be called by the cloneTree method.
+ *
+ * @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 live
+ * or compiled scene graph
+ *
+ * @see Node#cloneTree
+ * @see Node#duplicateNode
+ * @see NodeComponent#setDuplicateOnCloneTree
+ */
+ public Node cloneNode(boolean forceDuplicate) {
+ throw new RuntimeException(J3dI18N.getString("Node12"));
+ }
+
+
+ /**
+ * Copies all node 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>
+ * For any <code>NodeComponent</code> objects
+ * contained by the object being duplicated, each <code>NodeComponent</code>
+ * object's <code>duplicateOnCloneTree</code> value is used to determine
+ * whether the <code>NodeComponent</code> should be duplicated in the new node
+ * or if just a reference to the current node should be placed in the
+ * new node. This flag can be overridden by setting the
+ * <code>forceDuplicate</code> parameter in the <code>cloneTree</code>
+ * method to <code>true</code>.
+ *
+ * <br>
+ * NOTE: Applications should <i>not</i> call this method directly.
+ * It should only be called by the cloneNode method.
+ *
+ * @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.
+ *
+ * @see Group#cloneNode
+ * @see Node#duplicateNode
+ * @see Node#cloneTree
+ * @see NodeComponent#setDuplicateOnCloneTree
+ */
+ public void duplicateNode(Node originalNode,
+ boolean forceDuplicate) {
+ duplicateAttributes(originalNode, forceDuplicate);
+ }
+
+ /**
+ * Copies all node information from <code>originalNode</code> into
+ * the current node. This method is called from subclass of
+ * <code>duplicateNode</code> method which is, in turn, called by the
+ * <code>cloneNode</code> method.
+ * <P>
+ * For any <i>NodeComponent</i> objects
+ * contained by the object being duplicated, each <i>NodeComponent</i>
+ * object's <code>duplicateOnCloneTree</code> value is used to determine
+ * whether the <i>NodeComponent<i> should be duplicated in the new node
+ * or if just a reference to the current node should be placed in the
+ * new node. This flag can be overridden by setting the
+ * <code>forceDuplicate</code> parameter in the <code>cloneTree</code>
+ * method to <code>true</code>.
+ *
+ *
+ * @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.
+ *
+ * @see Group#cloneNode
+ * @see Node#duplicateNode
+ * @see Node#cloneTree
+ * @see NodeComponent#setDuplicateOnCloneTree
+ */
+ final void checkDuplicateNode(Node originalNode,
+ boolean forceDuplicate) {
+ if (originalNode.nodeHashtable != null) {
+ duplicateAttributes(originalNode, forceDuplicate);
+ } else {
+ // user call cloneNode() or duplicateNode() directly
+ // instead of via cloneTree()
+ originalNode.nodeHashtable = new Hashtable();
+ duplicateAttributes(originalNode, forceDuplicate);
+ originalNode.nodeHashtable = null;
+ }
+ }
+
+
+ /**
+ * Copies all Node 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 originalNode object is part of a live
+ * or compiled scenegraph.
+ *
+ * @see Node#duplicateNode
+ * @see Node#cloneTree
+ * @see NodeComponent#setDuplicateOnCloneTree
+ */
+ void duplicateAttributes(Node originalNode, boolean forceDuplicate) {
+
+ if (originalNode.isLiveOrCompiled()) {
+ throw new RestrictedAccessException(J3dI18N.getString("Node13"));
+ }
+ super.duplicateSceneGraphObject(originalNode);
+ NodeRetained attr = (NodeRetained) originalNode.retained;
+ NodeRetained rt = (NodeRetained) retained;
+
+ rt.setPickable(attr.getPickable());
+ rt.setCollidable(attr.getCollidable());
+ }
+
+
+ /**
+ * When set to <code>true</code> this <code>Node</code> can be Picked.
+ * Setting to false indicates that this node and it's children
+ * are ALL unpickable.
+ *
+ * @param pickable Indicates if this node should be pickable or not
+ */
+ public void setPickable( boolean pickable ) {
+ if (isLiveOrCompiled())
+ if(!this.getCapability(ALLOW_PICKABLE_WRITE))
+ throw new CapabilityNotSetException(J3dI18N.getString("Node14"));
+
+ ((NodeRetained)retained).setPickable(pickable);
+ }
+
+ /**
+ * Returns true if this <code>Node</code> is pickable,
+ * false if it is not pickable.
+ */
+ public boolean getPickable() {
+ if (isLiveOrCompiled())
+ if(!this.getCapability(ALLOW_PICKABLE_READ))
+ throw new CapabilityNotSetException(J3dI18N.getString("Node3"));
+
+ return ((NodeRetained)retained).getPickable();
+ }
+
+ /**
+ * checks for cycles in the scene graph
+ */
+ void checkForCycle() {
+ if (visited) {
+ throw new SceneGraphCycleException(J3dI18N.getString("Node15"));
+ }
+ visited = true;
+ Node parent = getParent();
+ if (parent != null) {
+ parent.checkForCycle();
+ }
+ visited = false;
+ }
+
+}