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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,
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package javax.media.j3d;

import javax.vecmath.Color3f;

/**
 * The Material object defines the appearance of an object under
 * illumination.
 * If the Material object in an Appearance object is null,
 * lighting is disabled for all nodes that use that Appearance object.
 * 

* The properties that can be set for a Material object are: *

    *
  • Ambient color - the ambient RGB color reflected off the surface * of the material. The range of values is 0.0 to 1.0. The default ambient * color is (0.2, 0.2, 0.2).

  • *
  • Diffuse color - the RGB color of the material when illuminated. * The range of values is 0.0 to 1.0. The default diffuse color is * (1.0, 1.0, 1.0).

  • *
  • Specular color - the RGB specular color of the material (highlights). * The range of values is 0.0 to 1.0. The default specular color * is (1.0, 1.0, 1.0).

  • *
  • Emissive color - the RGB color of the light the material emits, if * any. The range of values is 0.0 to 1.0. The default emissive * color is (0.0, 0.0, 0.0).

  • *
  • Shininess - the material's shininess, in the range [1.0, 128.0] * with 1.0 being not shiny and 128.0 being very shiny. Values outside * this range are clamped. The default value for the material's * shininess is 64.

  • *
  • Color target - the material color target for per-vertex colors, * one of: AMBIENT, EMISSIVE, DIFFUSE, SPECULAR, or AMBIENT_AND_DIFFUSE. * The default target is DIFFUSE.

  • *
* * The Material object also enables or disables lighting. */ public class Material extends NodeComponent { /** * For material object, specifies that Material allows reading * individual component field information. */ public static final int ALLOW_COMPONENT_READ = CapabilityBits.MATERIAL_ALLOW_COMPONENT_READ; /** * For material object, specifies that Material allows reading * individual component field information. */ public static final int ALLOW_COMPONENT_WRITE = CapabilityBits.MATERIAL_ALLOW_COMPONENT_WRITE; /** * Specifies that per-vertex colors replace the ambient material color. * @see #setColorTarget * * @since Java 3D 1.3 */ public static final int AMBIENT = 0; /** * Specifies that per-vertex colors replace the emissive material color. * @see #setColorTarget * * @since Java 3D 1.3 */ public static final int EMISSIVE = 1; /** * Specifies that per-vertex colors replace the diffuse material color. * This is the default target. * @see #setColorTarget * * @since Java 3D 1.3 */ public static final int DIFFUSE = 2; /** * Specifies that per-vertex colors replace the specular material color. * @see #setColorTarget * * @since Java 3D 1.3 */ public static final int SPECULAR = 3; /** * Specifies that per-vertex colors replace both the ambient and the * diffuse material color. * @see #setColorTarget * * @since Java 3D 1.3 */ public static final int AMBIENT_AND_DIFFUSE = 4; // Array for setting default read capabilities private static final int[] readCapabilities = { ALLOW_COMPONENT_READ }; /** * Constructs and initializes a Material object using default parameters. * The default values are as follows: *
    * lighting enable : true
    * ambient color : (0.2, 0.2, 0.2)
    * emmisive color : (0.0, 0.0, 0.0)
    * diffuse color : (1.0, 1.0, 1.0)
    * specular color : (1.0, 1.0, 1.0)
    * shininess : 64
    * color target : DIFFUSE *
*/ public Material() { // Just use the defaults // set default read capabilities setDefaultReadCapabilities(readCapabilities); } /** * Constructs and initializes a new material object using the specified * parameters. Lighting is enabled by default. * @param ambientColor the material's ambient color * @param emissiveColor the material's emissive color * @param diffuseColor the material's diffuse color when illuminated by a * light * @param specularColor the material's specular color when illuminated * to generate a highlight * @param shininess the material's shininess in the * range [1.0, 128.0] with 1.0 being not shiny and 128.0 being very shiny. * Values outside this range are clamped. */ public Material(Color3f ambientColor, Color3f emissiveColor, Color3f diffuseColor, Color3f specularColor, float shininess) { // set default read capabilities setDefaultReadCapabilities(readCapabilities); ((MaterialRetained)this.retained).createMaterial(ambientColor, emissiveColor, diffuseColor, specularColor, shininess); } /** * Creates a retained mode MaterialRetained object that this * Material component object will point to. */ @Override void createRetained() { this.retained = new MaterialRetained(); this.retained.setSource(this); } /** * Sets this material's ambient color. * This specifies how much ambient light is reflected by * the surface. * The ambient color in this Material object may be overridden by * per-vertex colors in some cases. If vertex colors are present * in the geometry, and lighting is enabled, and the colorTarget * is either AMBIENT or AMBIENT_AND_DIFFUSE, and vertex colors are * not being ignored, then the vertex colors are used in place of * this Material's ambient color in the lighting equation. * * @param color the material's ambient color * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * * @see RenderingAttributes#setIgnoreVertexColors * @see #setColorTarget */ public void setAmbientColor(Color3f color) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material0")); if (isLive()) { ((MaterialRetained)this.retained).setAmbientColor(color); } else { ((MaterialRetained)this.retained).initAmbientColor(color); } } /** * Sets this material's ambient color. * This specifies how much ambient light is reflected by * the surface. * The ambient color in this Material object may be overridden by * per-vertex colors in some cases. If vertex colors are present * in the geometry, and lighting is enabled, and the colorTarget * is either AMBIENT or AMBIENT_AND_DIFFUSE, and vertex colors are * not being ignored, then the vertex colors are used in place of * this Material's ambient color in the lighting equation. * * @param r the new ambient color's red component * @param g the new ambient color's green component * @param b the new ambient color's blue component * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * * @see RenderingAttributes#setIgnoreVertexColors * @see #setColorTarget */ public void setAmbientColor(float r, float g, float b) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material0")); if (isLive()) { ((MaterialRetained)this.retained).setAmbientColor(r,g,b); } else { ((MaterialRetained)this.retained).initAmbientColor(r,g,b); } } /** * Retrieves this material's ambient color. * @param color that will contain the material's ambient color * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void getAmbientColor(Color3f color) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_READ)) throw new CapabilityNotSetException(J3dI18N.getString("Material2")); ((MaterialRetained)this.retained).getAmbientColor(color); } /** * Sets this material's emissive color. * This is the color of light, if any, that the material emits. * The emissive color in this Material object may be overridden by * per-vertex colors in some cases. If vertex colors are present * in the geometry, and lighting is enabled, and the colorTarget * is EMISSIVE, and vertex colors are * not being ignored, then the vertex colors are used in place of * this Material's emissive color in the lighting equation. * * @param color the new emissive color * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * * @see RenderingAttributes#setIgnoreVertexColors * @see #setColorTarget */ public void setEmissiveColor(Color3f color) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material0")); if (isLive()) ((MaterialRetained)this.retained).setEmissiveColor(color); else ((MaterialRetained)this.retained).initEmissiveColor(color); } /** * Sets this material's emissive color. * This is the color of light, if any, that the material emits. * The emissive color in this Material object may be overridden by * per-vertex colors in some cases. If vertex colors are present * in the geometry, and lighting is enabled, and the colorTarget * is EMISSIVE, and vertex colors are * not being ignored, then the vertex colors are used in place of * this Material's emissive color in the lighting equation. * * @param r the new emissive color's red component * @param g the new emissive color's green component * @param b the new emissive color's blue component * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * * @see RenderingAttributes#setIgnoreVertexColors * @see #setColorTarget */ public void setEmissiveColor(float r, float g, float b) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material0")); if (isLive()) ((MaterialRetained)this.retained).setEmissiveColor(r,g,b); else ((MaterialRetained)this.retained).initEmissiveColor(r,g,b); } /** * Retrieves this material's emissive color and stores it in the * argument provided. * @param color the vector that will receive this material's emissive color * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void getEmissiveColor(Color3f color) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_READ)) throw new CapabilityNotSetException(J3dI18N.getString("Material2")); ((MaterialRetained)this.retained).getEmissiveColor(color); } /** * Sets this material's diffuse color. * This is the color of the material when illuminated by a light source. * The diffuse color in this Material object may be overridden by * per-vertex colors in some cases. If vertex colors are present * in the geometry, and lighting is enabled, and the colorTarget * is either DIFFUSE or AMBIENT_AND_DIFFUSE, and vertex colors are * not being ignored, then the vertex colors are used in place of * this Material's diffuse color in the lighting equation. * * @param color the new diffuse color * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * * @see RenderingAttributes#setIgnoreVertexColors * @see #setColorTarget */ public void setDiffuseColor(Color3f color) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material0")); if (isLive()) ((MaterialRetained)this.retained).setDiffuseColor(color); else ((MaterialRetained)this.retained).initDiffuseColor(color); } /** * Sets this material's diffuse color. * This is the color of the material when illuminated by a light source. * The diffuse color in this Material object may be overridden by * per-vertex colors in some cases. If vertex colors are present * in the geometry, and lighting is enabled, and the colorTarget * is either DIFFUSE or AMBIENT_AND_DIFFUSE, and vertex colors are * not being ignored, then the vertex colors are used in place of * this Material's diffuse color in the lighting equation. * * @param r the new diffuse color's red component * @param g the new diffuse color's green component * @param b the new diffuse color's blue component * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * * @see RenderingAttributes#setIgnoreVertexColors * @see #setColorTarget */ public void setDiffuseColor(float r, float g, float b) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material0")); if (isLive()) ((MaterialRetained)this.retained).setDiffuseColor(r,g,b); else ((MaterialRetained)this.retained).initDiffuseColor(r,g,b); } /** * Sets this material's diffuse color plus alpha. * This is the color of the material when illuminated by a light source. * The diffuse color in this Material object may be overridden by * per-vertex colors in some cases. If vertex colors are present * in the geometry, and lighting is enabled, and the colorTarget * is either DIFFUSE or AMBIENT_AND_DIFFUSE, and vertex colors are * not being ignored, then the vertex colors are used in place of * this Material's diffuse color in the lighting equation. * * @param r the new diffuse color's red component * @param g the new diffuse color's green component * @param b the new diffuse color's blue component * @param a the alpha component used to set transparency * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * * @see RenderingAttributes#setIgnoreVertexColors * @see #setColorTarget */ public void setDiffuseColor(float r, float g, float b, float a) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material0")); if (isLive()) ((MaterialRetained)this.retained).setDiffuseColor(r,g,b,a); else ((MaterialRetained)this.retained).initDiffuseColor(r,g,b,a); } /** * Retrieves this material's diffuse color. * @param color the vector that will receive this material's diffuse color * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void getDiffuseColor(Color3f color) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_READ)) throw new CapabilityNotSetException(J3dI18N.getString("Material2")); ((MaterialRetained)this.retained).getDiffuseColor(color); } /** * Sets this material's specular color. * This is the specular highlight color of the material. * The specular color in this Material object may be overridden by * per-vertex colors in some cases. If vertex colors are present * in the geometry, and lighting is enabled, and the colorTarget * is SPECULAR, and vertex colors are * not being ignored, then the vertex colors are used in place of * this Material's specular color in the lighting equation. * * @param color the new specular color * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * * @see RenderingAttributes#setIgnoreVertexColors * @see #setColorTarget */ public void setSpecularColor(Color3f color) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material0")); if (isLive()) ((MaterialRetained)this.retained).setSpecularColor(color); else ((MaterialRetained)this.retained).initSpecularColor(color); } /** * Sets this material's specular color. * This is the specular highlight color of the material. * The specular color in this Material object may be overridden by * per-vertex colors in some cases. If vertex colors are present * in the geometry, and lighting is enabled, and the colorTarget * is SPECULAR, and vertex colors are * not being ignored, then the vertex colors are used in place of * this Material's specular color in the lighting equation. * * @param r the new specular color's red component * @param g the new specular color's green component * @param b the new specular color's blue component * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * * @see RenderingAttributes#setIgnoreVertexColors * @see #setColorTarget */ public void setSpecularColor(float r, float g, float b) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material0")); if (isLive()) ((MaterialRetained)this.retained).setSpecularColor(r,g,b); else ((MaterialRetained)this.retained).initSpecularColor(r,g,b); } /** * Retrieves this material's specular color. * @param color the vector that will receive this material's specular color * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void getSpecularColor(Color3f color) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_READ)) throw new CapabilityNotSetException(J3dI18N.getString("Material2")); ((MaterialRetained)this.retained).getSpecularColor(color); } /** * Sets this material's shininess. * This specifies a material specular scattering exponent, or * shininess. It takes a floating point number in the range [1.0, 128.0] * with 1.0 being not shiny and 128.0 being very shiny. * Values outside this range are clamped. * @param shininess the material's shininess * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setShininess(float shininess) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material0")); if (isLive()) ((MaterialRetained)this.retained).setShininess(shininess); else ((MaterialRetained)this.retained).initShininess(shininess); } /** * Retrieves this material's shininess. * @return the material's shininess * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public float getShininess() { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_READ)) throw new CapabilityNotSetException(J3dI18N.getString("Material2")); return ((MaterialRetained)this.retained).getShininess(); } /** * Enables or disables lighting for this appearance component object. * @param state true or false to enable or disable lighting * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setLightingEnable(boolean state) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material15")); if (isLive()) ((MaterialRetained)this.retained).setLightingEnable(state); else ((MaterialRetained)this.retained).initLightingEnable(state); } /** * Retrieves the state of the lighting enable flag. * @return true if lighting is enabled, false if lighting is disabled * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public boolean getLightingEnable() { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_READ)) throw new CapabilityNotSetException(J3dI18N.getString("Material16")); return ((MaterialRetained)this.retained).getLightingEnable(); } /** * Sets the color target for per-vertex colors. When lighting is * enabled and per-vertex colors are present (and not ignored) in * the geometry for a given Shape3D node, those per-vertex colors * are used in place of the specified material color(s) for this * Material object. The color target is ignored when lighting is * disabled or when per-vertex colors are not used. * The ColorInterpolator behavior also uses the color target to * determine which color in the associated Material is modified. * The default target is DIFFUSE. * * @param colorTarget one of: AMBIENT, EMISSIVE, DIFFUSE, SPECULAR, or * AMBIENT_AND_DIFFUSE. * * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph * * @see RenderingAttributes#setIgnoreVertexColors * @see ColorInterpolator * * @since Java 3D 1.3 */ public void setColorTarget(int colorTarget) { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("Material3")); if (isLive()) ((MaterialRetained)this.retained).setColorTarget(colorTarget); else ((MaterialRetained)this.retained).initColorTarget(colorTarget); } /** * Retrieves the current color target for this material. * * @return one of: AMBIENT, EMISSIVE, DIFFUSE, SPECULAR, or * AMBIENT_AND_DIFFUSE. * * @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 getColorTarget() { if (isLiveOrCompiled()) if (!this.getCapability(ALLOW_COMPONENT_READ)) throw new CapabilityNotSetException(J3dI18N.getString("Material4")); return ((MaterialRetained)this.retained).getColorTarget(); } /** * Returns a String representation of this Materials values. * 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.Material: "); Color3f color=new Color3f(); try { getAmbientColor(color); str.append("AmbientColor="+color); } catch (CapabilityNotSetException e) {str.append("AmbientColor=N/A");} try { getEmissiveColor(color); str.append(" EmissiveColor="+color); } catch (CapabilityNotSetException ex) {str.append(" EmissiveColor=N/A");} try { getDiffuseColor(color); str.append(" DiffuseColor="+color); } catch (CapabilityNotSetException exc) {str.append(" DiffuseColor=N/A");} try { getSpecularColor(color); str.append(" SpecularColor="+color); } catch (CapabilityNotSetException exce) {str.append(" SpecularColor=N/A");} try { float f=getShininess(); str.append(" Shininess="+f); } catch (CapabilityNotSetException excep) {str.append(" Shininess=N/A");} try { boolean b=getLightingEnable(); str.append(" LightingEnable="+b); } catch (CapabilityNotSetException except) {str.append(" LightingEnable=N/A");} try { int i=getColorTarget(); str.append(" ColorTarget="+i); } catch (CapabilityNotSetException except) {str.append(" ColorTarget=N/A");} return new String(str); } /** * @deprecated replaced with cloneNodeComponent(boolean forceDuplicate) */ @Override public NodeComponent cloneNodeComponent() { Material m = new Material(); m.duplicateNodeComponent(this); return m; } /** * 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); MaterialRetained mat = (MaterialRetained) originalNodeComponent.retained; MaterialRetained rt = (MaterialRetained) retained; Color3f c = new Color3f(); mat.getAmbientColor(c); rt.initAmbientColor(c); mat.getEmissiveColor(c); rt.initEmissiveColor(c); mat.getDiffuseColor(c); rt.initDiffuseColor(c); mat.getSpecularColor(c); rt.initSpecularColor(c); rt.initShininess(mat.getShininess()); rt.initLightingEnable(mat.getLightingEnable()); rt.initColorTarget(mat.getColorTarget()); } }




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