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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,
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package javax.media.j3d;

import javax.vecmath.Color3f;

/**
 * The ColoringAttributes object defines attributes used in
 * color selection and shading model.
 *
 * 

* Color *

* The setColor methods set the current intrinsic red, green, and * blue color values of this ColoringAttributes component object. * This color is only used for unlit geometry. If lighting is enabled, * the material colors are used in the lighting equation to produce * the final color. When vertex colors are present in unlit * geometry, those vertex colors are used in place of this * ColoringAttributes color, unless the vertex colors are ignored. *

* There are two variations on the setColor methods, one * that takes a Color3f and one that takes three floats. No alpha * value is allowed (it's automatically set to 1.0). The float values * range between 0.0 and 1.0, with 1.0 being full intensity of the * color. A color value of (1.0, 1.0, 1.0) is white. *

* Shading Model *

* The setShadeModel method sets the shade model for this * ColoringAttributes component object. The shade model may be one of * the following:

*

    *
  • FASTEST - use the fastest available method for shading. This * shading mode maps to whatever shading model the Java 3D implementor * defines as the "fastest," which may be hardware-dependent.
  • *

    *

  • NICEST - use the nicest (highest quality) available method * for shading. This shading mode maps to whatever shading model * the Java 3D implementor defines as the "nicest," shading * model, which may be hardware-dependent.
  • *

    *

  • SHADE_FLAT - use the flat shading model. This shading model * does not interpolate color across the primitive. * The primitive is drawn with a single color * and the color of one vertex of the primitive is duplicated * across all the vertices of the primitive.
  • *

    *

  • SHADE_GOURAUD - use the Gouraud (smooth) shading model. * This shading model smoothly interpolates the color at each vertex * across the primitive. * The primitive is drawn with many different colors * and the color at each vertex is treated individually. For lines, * the colors along the line segment are interpolated between * the vertex colors. This is the default shade model if no other * is specified.
  • *

* * @see Appearance */ public class ColoringAttributes extends NodeComponent { /** * Specifies that this ColoringAttributes object allows * reading its color component information. */ public static final int ALLOW_COLOR_READ = CapabilityBits.COLORING_ATTRIBUTES_ALLOW_COLOR_READ; /** * Specifies that this ColoringAttributes object allows * writing its color component information. */ public static final int ALLOW_COLOR_WRITE = CapabilityBits.COLORING_ATTRIBUTES_ALLOW_COLOR_WRITE; /** * Specifies that this ColoringAttributes object allows * reading its shade model component information. */ public static final int ALLOW_SHADE_MODEL_READ = CapabilityBits.COLORING_ATTRIBUTES_ALLOW_SHADE_MODEL_READ; /** * Specifies that this ColoringAttributes object allows * writing its shade model component information. */ public static final int ALLOW_SHADE_MODEL_WRITE = CapabilityBits.COLORING_ATTRIBUTES_ALLOW_SHADE_MODEL_WRITE; /** * Use the fastest available method for shading. */ public static final int FASTEST = 0; /** * Use the nicest available method for shading. */ public static final int NICEST = 1; /** * Do not interpolate color across the primitive. */ public static final int SHADE_FLAT = 2; /** * Smoothly interpolate the color at each vertex across the primitive. */ public static final int SHADE_GOURAUD = 3; // Array for setting default read capabilities private static final int[] readCapabilities = { ALLOW_COLOR_READ, ALLOW_SHADE_MODEL_READ }; /** * Constructs a ColoringAttributes node with default parameters. * The default values are as follows: *
    * color = white (1,1,1)
    * shade model = SHADE_GOURAUD
    *
*/ public ColoringAttributes() { // Just use default attributes // set default read capabilities setDefaultReadCapabilities(readCapabilities); } /** * Construct ColoringAttributes object with specified values. * @param color the intrisic color * @param shadeModel the shade model used; one of FASTEST, NICEST, * SHADE_FLAT, or SHADE_GOURAUD */ public ColoringAttributes(Color3f color, int shadeModel) { // set default read capabilities setDefaultReadCapabilities(readCapabilities); ((ColoringAttributesRetained)this.retained).initColor(color); ((ColoringAttributesRetained)this.retained).initShadeModel(shadeModel); } /** * Construct ColoringAttributes object with specified values. * @param red red component of the intrisic color * @param green green component of the intrisic color * @param blue blue component of the intrisic color * @param shadeModel the shade model used; one of FASTEST, NICEST, * SHADE_FLAT, or SHADE_GOURAUD */ public ColoringAttributes(float red, float green, float blue, int shadeModel) { // set default read capabilities setDefaultReadCapabilities(readCapabilities); ((ColoringAttributesRetained)this.retained).initColor(red, green,blue); ((ColoringAttributesRetained)this.retained).initShadeModel(shadeModel); } /** * Sets the intrinsic color of this ColoringAttributes * component object. This color is only used for unlit geometry; * if lighting is enabled, then the material colors are used in the * lighting equation to produce the final color. * When vertex colors are present in unlit geometry, those * vertex colors are used in place of this ColoringAttributes color * unless the vertex colors are ignored. * @param color the color that is used when lighting is disabled * or when material is null * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * @see Material * @see RenderingAttributes#setIgnoreVertexColors */ public void setColor(Color3f color) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COLOR_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("ColoringAttributes0")); if (isLive()) ((ColoringAttributesRetained)this.retained).setColor(color); else ((ColoringAttributesRetained)this.retained).initColor(color); } /** * Sets the intrinsic color of this ColoringAttributes * component object. This color is only used for unlit geometry; * if lighting is enabled, then the material colors are used in the * lighting equation to produce the final color. * When vertex colors are present in unlit geometry, those * vertex colors are used in place of this ColoringAttributes color * unless the vertex colors are ignored. * @param r the red component of the color * @param g the green component of the color * @param b the blue component of the color * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * @see Material * @see RenderingAttributes#setIgnoreVertexColors */ public void setColor(float r, float g, float b) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COLOR_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("ColoringAttributes0")); if (isLive()) ((ColoringAttributesRetained)this.retained).setColor(r, g, b); else ((ColoringAttributesRetained)this.retained).initColor(r, g, b); } /** * Gets the intrinsic color of this ColoringAttributes * component object. * @param color the vector that will receive 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("ColoringAttributes2")); ((ColoringAttributesRetained)this.retained).getColor(color); } /** * Sets the shade mode for this ColoringAttributes component object. * @param shadeModel the shade mode to be used; one of FASTEST, * NICEST, SHADE_FLAT, or SHADE_GOURAUD * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setShadeModel(int shadeModel) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_SHADE_MODEL_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("ColoringAttributes3")); if (isLive()) ((ColoringAttributesRetained)this.retained).setShadeModel(shadeModel); else ((ColoringAttributesRetained)this.retained).initShadeModel(shadeModel); } /** * Gets the shade mode for this ColoringAttributes component object. * @return shadeModel the shade mode * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public int getShadeModel() { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_SHADE_MODEL_READ)) throw new CapabilityNotSetException(J3dI18N.getString("ColoringAttributes4")); return ((ColoringAttributesRetained)this.retained).getShadeModel(); } /** * Creates a retained mode ColoringAttributesRetained object that this * ColoringAttributes component object will point to. */ @Override void createRetained() { this.retained = new ColoringAttributesRetained(); this.retained.setSource(this); } /** * @deprecated replaced with cloneNodeComponent(boolean forceDuplicate) */ @Override public NodeComponent cloneNodeComponent() { ColoringAttributes ca = new ColoringAttributes(); ca.duplicateNodeComponent(this); return ca; } /** * Copies all node information from originalNodeComponent into * the current node. This method is called from the * duplicateNode method. This routine does * the actual duplication of all "local data" (any data defined in * this object). * * @param originalNodeComponent the original node to duplicate. * @param forceDuplicate when set to 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. * * @see Node#cloneTree * @see NodeComponent#setDuplicateOnCloneTree */ @Override void duplicateAttributes(NodeComponent originalNodeComponent, boolean forceDuplicate) { super.duplicateAttributes(originalNodeComponent, forceDuplicate); ColoringAttributesRetained attr = (ColoringAttributesRetained) originalNodeComponent.retained; ColoringAttributesRetained rt = (ColoringAttributesRetained) retained; Color3f c = new Color3f(); attr.getColor(c); rt.initColor(c); rt.initShadeModel(attr.getShadeModel()); } /** * Returns a String representation of this ColoringAttributes object. * If the scene graph is live only those values with their * Capability read bit set will be displayed. */ @Override public String toString() { StringBuffer str = new StringBuffer(getNamePrefix()); str.append("javax.media.j3d.ColoringAttributes: "); String shadingModes[] = { "FASTEST", "NICEST", "SHADE_FLAT", "SHADE_GOURAUD" }; try { Color3f color=new Color3f(); getColor( color ); str.append( "Color="+color ); } catch (CapabilityNotSetException e) {str.append("Color=N/A");} try { str.append( " ShadeModel="+shadingModes[getShadeModel()] ); } catch (CapabilityNotSetException ex) {str.append("ShadeModel=N/A");} return new String(str); } }




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