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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 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).
* <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);
}
/**
* Retrieves the Group node at the specified index from this Light node's
* list of scopes.
* @param index the index of the Group node to be returned.
* @return the Group node at the specified index.
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public Group getScope(int index) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_SCOPE_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Light5"));
return ((LightRetained)this.retained).getScope(index);
}
/**
* Inserts the specified Group node into this Light node's
* list of scopes at the specified index.
* 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 inserted at the specified index.
* @param index the index at which the Group node is inserted.
* @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 insertScope(Group scope, int index) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_SCOPE_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Light6"));
if (isLive())
((LightRetained)this.retained).insertScope(scope, index);
else
((LightRetained)this.retained).initInsertScope(scope, index);
}
/**
* Removes the node at the specified index from this Light node's
* list of scopes. If this operation causes the list of scopes to
* become empty, then this Light will have universe scope: all nodes
* within the region of influence will be affected by this Light node.
* @param index the index of the Group node to be removed.
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
* @exception RestrictedAccessException if the group node at the
* specified index is part of a compiled scene graph
*/
public void removeScope(int index) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_SCOPE_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Light7"));
if (isLive())
((LightRetained)this.retained).removeScope(index);
else
((LightRetained)this.retained).initRemoveScope(index);
}
/**
* Returns an enumeration of this Light node's list of scopes.
* @return an Enumeration object containing all nodes in this Light node's
* list of scopes.
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public Enumeration<Group> getAllScopes() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_SCOPE_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Light8"));
return ((LightRetained)this.retained).getAllScopes();
}
/**
* Appends the specified Group node to this Light node's list of scopes.
* 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 appended.
* @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 addScope(Group scope) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_SCOPE_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Light9"));
if (isLive())
((LightRetained)this.retained).addScope(scope);
else
((LightRetained)this.retained).initAddScope(scope);
}
/**
* Returns the number of nodes in this Light node's list of scopes.
* If this number is 0, then the list of scopes is empty and this
* Light node has universe scope: all nodes within the region of
* influence are affected by this Light node.
* @return the number of nodes in this Light node's list of scopes.
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public int numScopes() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_SCOPE_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Light8"));
return ((LightRetained)this.retained).numScopes();
}
/**
* Retrieves the index of the specified Group node in this
* Light node's list of scopes.
*
* @param scope the Group node to be looked up.
* @return the index of the specified Group node;
* returns -1 if the object is not in the list.
* @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 indexOfScope(Group scope) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_SCOPE_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Light8"));
return ((LightRetained)this.retained).indexOfScope(scope);
}
/**
* Removes the specified Group node from this Light
* node's list of scopes. If the specified object is not in the
* list, the list is not modified. If this operation causes the
* list of scopes to become empty, then this Light
* will have universe scope: all nodes within the region of
* influence will be affected by this Light node.
*
* @param scope the Group node to be removed.
* @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
*
* @since Java 3D 1.3
*/
public void removeScope(Group scope) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_SCOPE_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Light7"));
if (isLive())
((LightRetained)this.retained).removeScope(scope);
else
((LightRetained)this.retained).initRemoveScope(scope);
}
/**
* Removes all Group nodes from this Light node's
* list of scopes. The Light node will then have
* universe scope: all nodes within the region of influence will
* be affected by this Light node.
*
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
* @exception RestrictedAccessException if any group node in this
* node's list of scopes is part of a compiled scene graph
*
* @since Java 3D 1.3
*/
public void removeAllScopes() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_SCOPE_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Light7"));
if (isLive())
((LightRetained)this.retained).removeAllScopes();
else
((LightRetained)this.retained).initRemoveAllScopes();
}
/**
* Sets the Light's influencing region to the specified bounds.
* This is used when the influencing bounding leaf is set to null.
* @param region the bounds that contains the Light's new influencing
* region.
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public void setInfluencingBounds(Bounds region) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_INFLUENCING_BOUNDS_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Light11"));
if (isLive())
((LightRetained)this.retained).setInfluencingBounds(region);
else
((LightRetained)this.retained).initInfluencingBounds(region);
}
/**
* Retrieves the Light node's influencing bounds.
* @return this Light's influencing bounds information
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public Bounds getInfluencingBounds() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_INFLUENCING_BOUNDS_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Light12"));
return ((LightRetained)this.retained).getInfluencingBounds();
}
/**
* Sets the Light's influencing region to the specified bounding leaf.
* When set to a value other than null, this overrides the influencing
* bounds object.
* @param region the bounding leaf node used to specify the Light
* node's new influencing region.
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public void setInfluencingBoundingLeaf(BoundingLeaf region) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_INFLUENCING_BOUNDS_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Light11"));
if (isLive())
((LightRetained)this.retained).setInfluencingBoundingLeaf(region);
else
((LightRetained)this.retained).initInfluencingBoundingLeaf(region);
}
/**
* Retrieves the Light node's influencing bounding leaf.
* @return this Light's influencing bounding leaf information
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public BoundingLeaf getInfluencingBoundingLeaf() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_INFLUENCING_BOUNDS_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Light12"));
return ((LightRetained)this.retained).getInfluencingBoundingLeaf();
}
/**
* Copies all Light 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);
LightRetained attr = (LightRetained) originalNode.retained;
LightRetained rt = (LightRetained) retained;
Color3f c = new Color3f();
attr.getColor(c);
rt.initColor(c);
rt.initInfluencingBounds(attr.getInfluencingBounds());
Enumeration<Group> elm = attr.getAllScopes();
while (elm.hasMoreElements()) {
// this reference will set correctly in updateNodeReferences() callback
rt.initAddScope(elm.nextElement());
}
// this reference will set correctly in updateNodeReferences() callback
rt.initInfluencingBoundingLeaf(attr.getInfluencingBoundingLeaf());
rt.initEnable(attr.getEnable());
}
/**
* Callback used to allow a node to check if any scene graph objects
* referenced
* by that node have been duplicated via a call to <code>cloneTree</code>.
* This method is called by <code>cloneTree</code> 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 <code>getNewObjectReference</code> method found in the
* <code>NodeReferenceTable</code> 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
* <code>allowDanglingReferences</code> parameter passed in the
* <code>cloneTree</code> call.
* <p>
* NOTE: Applications should <i>not</i> call this method directly.
* It should only be called by the cloneTree method.
*
* @param referenceTable a NodeReferenceTableObject that contains the
* <code>getNewObjectReference</code> 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);
}
}
}
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