javax.media.j3d.SpotLight.java Source code

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/*
 * Copyright 1997-2008 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 javax.vecmath.Color3f;
import javax.vecmath.Point3f;
import javax.vecmath.Vector3f;

/**
 * The SpotLight object specifies an attenuated light source at a
 * fixed point in space that radiates light in a specified direction
 * from the light source.  A SpotLight has the same attributes as a
 * PointLight node, with the addition of the following:<P>
 * <UL>
 * <LI>Direction - The axis of the cone of light. The default
 * direction is (0.0, 0.0, -1.0). The spot light direction is
 * significant only when the spread angle is not PI radians
 * (which it is by default).</LI>
 * <P>
 * <LI>Spread angle - The angle in radians between the direction axis
 * and a ray along the edge of the cone. Note that the angle of the
 * cone at the apex is then twice this value. The range of values
 * is [0.0,PI/2] radians, with a special value of PI radians.  Values
 * lower than 0 are clamped to 0 and values over PI/2 are clamped
 * to PI. The default spread angle is PI radians. </LI>
 * <P>
 * <LI>Concentration - Specifies how quickly the light intensity
 * attenuates as a function of the angle of radiation as measured from
 * the direction of radiation. The light's intensity is highest at the
 * center of the cone and is attenuated toward the edges of the cone
 * by the cosine of the angle between the direction of the light
 * and the direction from the light to the object being lit, raised
 * to the power of the spot concentration exponent.
 * The higher the concentration value, the more focused the light
 * source. The range of values is [0.0,128.0]. The default
 * concentration is 0.0, which provides uniform light
 * distribution.</LI><P>
 * </UL>
 * A spot light contributes to diffuse and specular reflections, which
 * depend on the orientation and position of an object's surface.
 * A spot light does not contribute to ambient reflections.
 */

public class SpotLight extends PointLight {
    /**
     * Specifies that the Node allows writing to its spot lights spread angle
     * information.
     */
    public static final int ALLOW_SPREAD_ANGLE_WRITE = CapabilityBits.SPOT_LIGHT_ALLOW_SPREAD_ANGLE_WRITE;

    /**
     * Specifies that the Node allows reading its spot lights spread angle
     * information.
     */
    public static final int ALLOW_SPREAD_ANGLE_READ = CapabilityBits.SPOT_LIGHT_ALLOW_SPREAD_ANGLE_READ;

    /**
     * Specifies that the Node allows writing to its spot lights concentration
     * information.
     */
    public static final int ALLOW_CONCENTRATION_WRITE = CapabilityBits.SPOT_LIGHT_ALLOW_CONCENTRATION_WRITE;

    /**
     * Specifies that the Node allows reading its spot lights concentration
     * information.
     */
    public static final int ALLOW_CONCENTRATION_READ = CapabilityBits.SPOT_LIGHT_ALLOW_CONCENTRATION_READ;

    /**
     * Specifies that the Node allows writing to its spot lights direction
     * information.
     */
    public static final int ALLOW_DIRECTION_WRITE = CapabilityBits.SPOT_LIGHT_ALLOW_DIRECTION_WRITE;

    /**
     * Specifies that the Node allows reading its spot lights direction
     * information.
     */
    public static final int ALLOW_DIRECTION_READ = CapabilityBits.SPOT_LIGHT_ALLOW_DIRECTION_READ;

    // Array for setting default read capabilities
    private static final int[] readCapabilities = { ALLOW_SPREAD_ANGLE_READ, ALLOW_CONCENTRATION_READ,
            ALLOW_DIRECTION_READ };

    /**
     * Constructs a SpotLight node with default parameters.
     * The default values are as follows:
     * <ul>
     * direction : (0,0,-1)<br>
     * spread angle : <i>PI</i> radians<br>
     * concentration : 0.0<br>
     * </ul>
     */
    public SpotLight() {
        // set default read capabilities
        setDefaultReadCapabilities(readCapabilities);
    }

    /**
     * Constructs and initializes a SpotLight node using the
     * specified parameters.
     * @param color the color of the light source
     * @param position the position of the light in three-space
     * @param attenuation the attenuation (constant, linear, quadratic)
     * of the light
     * @param direction the direction of the light
     * @param spreadAngle the spread angle of the light
     * @param concentration the concentration of the light
     */
    public SpotLight(Color3f color, Point3f position, Point3f attenuation, Vector3f direction, float spreadAngle,
            float concentration) {
        super(color, position, attenuation);

        // set default read capabilities
        setDefaultReadCapabilities(readCapabilities);

        ((SpotLightRetained) this.retained).initDirection(direction);
        ((SpotLightRetained) this.retained).initSpreadAngle(spreadAngle);
        ((SpotLightRetained) this.retained).initConcentration(concentration);
    }

    /**
     * Constructs and initializes a SpotLight node using the
     * specified parameters.
     * @param lightOn flag indicating whether this light is on or off
     * @param color the color of the light source
     * @param position the position of the light in three-space
     * @param attenuation the attenuation (constant, linear, quadratic) of the light
     * @param direction the direction of the light
     * @param spreadAngle the spread angle of the light
     * @param concentration the concentration of the light
     */
    public SpotLight(boolean lightOn, Color3f color, Point3f position, Point3f attenuation, Vector3f direction,
            float spreadAngle, float concentration) {
        super(lightOn, color, position, attenuation);

        // set default read capabilities
        setDefaultReadCapabilities(readCapabilities);

        ((SpotLightRetained) this.retained).initDirection(direction);
        ((SpotLightRetained) this.retained).initSpreadAngle(spreadAngle);
        ((SpotLightRetained) this.retained).initConcentration(concentration);
    }

    /**
     * Creates the retained mode SpotLightRetained object that this
     * SpotLight component object will point to.
     */
    @Override
    void createRetained() {
        this.retained = new SpotLightRetained();
        this.retained.setSource(this);
    }

    /**
     * Sets spot light spread angle.
     * @param spreadAngle the new spread angle for spot light
     * @exception CapabilityNotSetException if appropriate capability is
     * not set and this object is part of live or compiled scene graph.
     */
    public void setSpreadAngle(float spreadAngle) {
        if (isLiveOrCompiled())
            if (!this.getCapability(ALLOW_SPREAD_ANGLE_WRITE))
                throw new CapabilityNotSetException(J3dI18N.getString("SpotLight0"));

        if (isLive())
            ((SpotLightRetained) this.retained).setSpreadAngle(spreadAngle);
        else
            ((SpotLightRetained) this.retained).initSpreadAngle(spreadAngle);
    }

    /**
     * Gets spot light spread angle.
     * @return the new spread angle for spot light. The value returned
     * is the clamped value.
     * @exception CapabilityNotSetException if appropriate capability is
     * not set and this object is part of live or compiled scene graph
     */
    public float getSpreadAngle() {
        if (isLiveOrCompiled())
            if (!this.getCapability(ALLOW_SPREAD_ANGLE_READ))
                throw new CapabilityNotSetException(J3dI18N.getString("SpotLight1"));

        return ((SpotLightRetained) this.retained).getSpreadAngle();
    }

    /**
     * Sets spot light concentration.
     * @param concentration the new concentration for spot light
     * @exception CapabilityNotSetException if appropriate capability is
     * not set and this object is part of live or compiled scene graph
     */
    public void setConcentration(float concentration) {
        if (isLiveOrCompiled())
            if (!this.getCapability(ALLOW_CONCENTRATION_WRITE))
                throw new CapabilityNotSetException(J3dI18N.getString("SpotLight2"));

        if (isLive())
            ((SpotLightRetained) this.retained).setConcentration(concentration);
        else
            ((SpotLightRetained) this.retained).initConcentration(concentration);
    }

    /**
     * Gets spot light concentration.
     * @return the new concentration for spot light
     * @exception CapabilityNotSetException if appropriate capability is
     * not set and this object is part of live or compiled scene graph
     */
    public float getConcentration() {
        if (isLiveOrCompiled())
            if (!this.getCapability(ALLOW_CONCENTRATION_READ))
                throw new CapabilityNotSetException(J3dI18N.getString("SpotLight3"));
        return ((SpotLightRetained) this.retained).getConcentration();
    }

    /**
     * Sets light direction.
     * @param x  the new X direction
     * @param y  the new Y direction
     * @param z  the new Z direction
     * @exception CapabilityNotSetException if appropriate capability is
     * not set and this object is part of live or compiled scene graph
     */
    public void setDirection(float x, float y, float z) {
        if (isLiveOrCompiled())
            if (!this.getCapability(ALLOW_DIRECTION_WRITE))
                throw new CapabilityNotSetException(J3dI18N.getString("SpotLight4"));

        if (isLive())
            ((SpotLightRetained) this.retained).setDirection(x, y, z);
        else
            ((SpotLightRetained) this.retained).initDirection(x, y, z);
    }

    /**
     * Sets this Light's current direction and places it in the parameter specified.
     * @param direction the vector that will receive this node's direction
     * @exception CapabilityNotSetException if appropriate capability is
     * not set and this object is part of live or compiled scene graph
     */
    public void setDirection(Vector3f direction) {
        if (isLiveOrCompiled())
            if (!this.getCapability(ALLOW_DIRECTION_WRITE))
                throw new CapabilityNotSetException(J3dI18N.getString("SpotLight4"));

        if (isLive())
            ((SpotLightRetained) this.retained).setDirection(direction);
        else
            ((SpotLightRetained) this.retained).initDirection(direction);
    }

    /**
     * Gets this Light's current direction and places it in the
     * parameter specified.
     * @param direction the vector that will receive this node's direction
     * @exception CapabilityNotSetException if appropriate capability is
     * not set and this object is part of live or compiled scene graph
     */
    public void getDirection(Vector3f direction) {
        if (isLiveOrCompiled())
            if (!this.getCapability(ALLOW_DIRECTION_READ))
                throw new CapabilityNotSetException(J3dI18N.getString("SpotLight6"));
        ((SpotLightRetained) this.retained).getDirection(direction);
    }

    /**
     * Used to create a new instance of the node.  This routine is called
     * by <code>cloneTree</code> to duplicate the current node.
     * @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 Node#cloneNode
     * @see Node#duplicateNode
     * @see NodeComponent#setDuplicateOnCloneTree
     */
    @Override
    public Node cloneNode(boolean forceDuplicate) {
        SpotLight s = new SpotLight();
        s.duplicateNode(this, forceDuplicate);
        return s;
    }

    /**
      * Copies all SpotLight 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);

        SpotLightRetained attr = (SpotLightRetained) originalNode.retained;
        SpotLightRetained rt = (SpotLightRetained) retained;

        rt.initSpreadAngle(attr.getSpreadAngle());
        rt.initConcentration(attr.getConcentration());
        Vector3f v = new Vector3f();
        attr.getDirection(v);
        rt.initDirection(v);

    }
}