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package javafx.scene;

import com.sun.javafx.scene.DirtyBits;
import com.sun.javafx.scene.NodeHelper;
import com.sun.javafx.scene.SpotLightHelper;
import com.sun.javafx.sg.prism.NGNode;
import com.sun.javafx.sg.prism.NGSpotLight;

import javafx.beans.property.DoubleProperty;
import javafx.beans.property.ObjectProperty;
import javafx.beans.property.SimpleObjectProperty;
import javafx.geometry.Point3D;
import javafx.scene.paint.Color;
import javafx.scene.paint.PhongMaterial;

/**
 * A light source that radiates light in a cone in a specific direction away from itself. The
 * direction is defined by the {@link #directionProperty() direction} vector
 * property.
 * 

* In addition to the attenuation factors that control the light intensity over * distance, a {@code SpotLight} has a light-cone attenuation factor, {@code spot}, that is determined by 3 properties: *

    *
  • {@link #innerAngleProperty() innerAngle}: the angle of the inner cone (see image below) *
  • {@link #outerAngleProperty() outerAngle}: the angle of the outer cone (see image below) *
  • {@link #falloffProperty() falloff}: the factor that controls the light's intensity drop inside the outer cone *
* The valid ranges for these properties are {@code 0 <= innerAngle <= outerAngle <= 180} and {@code falloff >= 0}; * values outside either of these ranges can produce unexpected results. *

* The angle of a point to the light is defined as the angle between its vector to the light's position and the * direction of the light. For such an angle {@code theta}, if *

    *
  • {@code theta < innerAngle} then {@code spot = 1} *
  • {@code theta > outerAngle} then {@code spot = 0} *
  • {@code innerAngle <= theta <= outerAngle} then * *
    spot = pow((cos(theta) - cos(outer)) / (cos(inner) - cos(outer)), falloff)
    * * which represents a drop in intensity from the inner angle to the outer angle. *
* As a result, {@code 0 <= spot <= 1}. The overall intensity of the light is {@code I = lambert * atten * spot}. *

* {@code SpotLight}s can represent point-like light sources with directionality. Flashlights and floodlights are * common light sources that can be simulated with this light type. *

* Image of the Spotlight * * @since 17 * @see PhongMaterial */ public class SpotLight extends PointLight { static { SpotLightHelper.setSpotLightAccessor(new SpotLightHelper.SpotLightAccessor() { @Override public NGNode doCreatePeer(Node node) { return ((SpotLight) node).doCreatePeer(); } @Override public void doUpdatePeer(Node node) { ((SpotLight) node).doUpdatePeer(); } }); } { // To initialize the class helper at the beginning of each constructor of this class SpotLightHelper.initHelper(this); } /** * Creates a new instance of {@code SpotLight} class with a default {@code Color.WHITE} light source. */ public SpotLight() { super(); } /** * Creates a new instance of {@code SpotLight} class using the specified color. * * @param color the color of the light source */ public SpotLight(Color color) { super(color); } /** * The direction vector of the spotlight. It can be rotated by setting a rotation transform on the * {@code SpotLight}. The vector need not be normalized. * * @defaultValue {@code Point3D(0, 0, 1)} */ private ObjectProperty direction; public final void setDirection(Point3D value) { directionProperty().set(value); } private static final Point3D DEFAULT_DIRECTION = NGSpotLight.getDefaultDirection(); public final Point3D getDirection() { return direction == null ? DEFAULT_DIRECTION : direction.get(); } public final ObjectProperty directionProperty() { if (direction == null) { direction = new SimpleObjectProperty<>(this, "direction", DEFAULT_DIRECTION) { @Override protected void invalidated() { NodeHelper.markDirty(SpotLight.this, DirtyBits.NODE_LIGHT); } }; } return direction; } /** * The angle of the spotlight's inner cone, in degrees. A point whose angle to the light is less than this angle is * not attenuated by the spotlight factor ({@code spot = 1}). At larger angles, the light intensity starts to drop. * See the class doc for more information. *

* The valid range is {@code 0 <= innerAngle <= outerAngle}; values outside of this range can produce unexpected * results. * * @defaultValue 0 */ private DoubleProperty innerAngle; public final void setInnerAngle(double value) { innerAngleProperty().set(value); } private static final double DEFAULT_INNER_ANGLE = NGSpotLight.getDefaultInnerAngle(); public final double getInnerAngle() { return innerAngle == null ? DEFAULT_INNER_ANGLE : innerAngle.get(); } public final DoubleProperty innerAngleProperty() { if (innerAngle == null) { innerAngle = getLightDoubleProperty("innerAngle", DEFAULT_INNER_ANGLE); } return innerAngle; } /** * The angle of the spotlight's outer cone, in degrees (as shown in the class doc image). A point whose angle to the * light is greater than this angle receives no light ({@code spot = 0}). A point whose angle to the light is less * than the outer angle but greater than the inner angle receives partial intensity governed by the falloff factor. * See the class doc for more information. *

* The valid range is {@code innerAngle <= outerAngle <= 180}; values outside of this range can produce unexpected * results. * * @defaultValue 30 */ private DoubleProperty outerAngle; public final void setOuterAngle(double value) { outerAngleProperty().set(value); } private static final double DEFAULT_OUTER_ANGLE = NGSpotLight.getDefaultOuterAngle(); public final double getOuterAngle() { return outerAngle == null ? DEFAULT_OUTER_ANGLE : outerAngle.get(); } public final DoubleProperty outerAngleProperty() { if (outerAngle == null) { outerAngle = getLightDoubleProperty("outerAngle", DEFAULT_OUTER_ANGLE); } return outerAngle; } /** * The intensity falloff factor of the spotlight's outer cone. A point whose angle to the light is * greater than the inner angle but less than the outer angle receives partial intensity governed by this factor. * The larger the falloff, the sharper the drop in intensity from the inner cone. A falloff factor of 1 gives a * linear drop in intensity, values greater than 1 give a convex drop, and values smaller than 1 give a concave * drop. See the class doc for more information. *

* The valid range is {@code 0 <= falloff}; values outside of this range can produce unexpected results. * * @defaultValue 1 */ private DoubleProperty falloff; public final void setFalloff(double value) { falloffProperty().set(value); } private static final double DEFAULT_FALLOFF = NGSpotLight.getDefaultFalloff(); public final double getFalloff() { return falloff == null ? DEFAULT_FALLOFF : falloff.get(); } public final DoubleProperty falloffProperty() { if (falloff == null) { falloff = getLightDoubleProperty("falloff", DEFAULT_FALLOFF); } return falloff; } /* * Note: This method MUST only be called via its accessor method. */ private NGNode doCreatePeer() { return new NGSpotLight(); } private void doUpdatePeer() { if (isDirty(DirtyBits.NODE_LIGHT)) { NGSpotLight peer = getPeer(); peer.setDirection(getDirection()); peer.setInnerAngle((float) getInnerAngle()); peer.setOuterAngle((float) getOuterAngle()); peer.setFalloff((float) getFalloff()); } } }





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