/* * 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 javax.vecmath.Color3f; /** * 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). *
* 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. *
* 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. *
* Light Color *
* 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. *
* 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. *
* 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 (R1, G1, B1) and * the second light emits (R2, G2, * B2), the components are added together giving * (R1+R2, G1+G2, * B1+B2). * 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. *
* Material Colors *
* 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. *
* 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. *
* Influencing Bounds *
* 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. *
* 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). *
* Limiting the Scope *
* 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 list of scopes. * Methods in the Light class permit the setting, addition, insertion, * removal, and enumeration of nodes in the list of scopes. *
* Two-sided Lighting of Polygons *
* 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. *
* For more information, see the "Face culling" and "Back-facing * normal flip" descriptions in the PolygonAttributes class * description. *
* Turning on the Lights *
* 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. *
* 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. *
* To disable lighting, call setEnable with false
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:
*
originalNode
into
* the current node. This method is called from the
* cloneNode
method which is, in turn, called by the
* cloneTree
method.
*
* @param originalNode the original node to duplicate.
* @param forceDuplicate when set to
* NOTE: Applications should not call this method directly.
* It should only be called by the cloneTree method.
*
* @param referenceTable a NodeReferenceTableObject that contains the
* true
, causes the
* duplicateOnCloneTree
flag to be ignored. When
* false
, the value of each node's
* duplicateOnCloneTree
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);
LightRetained attr = (LightRetained) originalNode.retained;
LightRetained rt = (LightRetained) retained;
Color3f c = new Color3f();
attr.getColor(c);
rt.initColor(c);
rt.initInfluencingBounds(attr.getInfluencingBounds());
EnumerationcloneTree
.
* This method is called by cloneTree
after all nodes in
* the sub-graph have been duplicated. The cloned Leaf node's method
* will be called and the Leaf node can then look up any object references
* by using the getNewObjectReference
method found in the
* NodeReferenceTable
object. If a match is found, a
* reference to the corresponding object in the newly cloned sub-graph
* is returned. If no corresponding reference is found, either a
* DanglingReferenceException is thrown or a reference to the original
* object is returned depending on the value of the
* allowDanglingReferences
parameter passed in the
* cloneTree
call.
* getNewObjectReference
method needed to search for
* new object instances.
* @see NodeReferenceTable
* @see Node#cloneTree
* @see DanglingReferenceException
*/
@Override
public void updateNodeReferences(NodeReferenceTable referenceTable) {
LightRetained rt = (LightRetained) retained;
BoundingLeaf bl = rt.getInfluencingBoundingLeaf();
if (bl != null) {
Object o = referenceTable.getNewObjectReference(bl);
rt.initInfluencingBoundingLeaf((BoundingLeaf)o);
}
int num = rt.numScopes();
for (int i=0; i < num; i++) {
rt.initScope((Group) referenceTable.
getNewObjectReference(rt.getScope(i)), i);
}
}
}