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/*
 * Copyright (c) 2022, Oracle and/or its affiliates. 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.  Oracle designates this
 * particular file as subject to the "Classpath" exception as provided
 * by Oracle 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.
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package javafx.scene;

import com.sun.javafx.scene.DirectionalLightHelper;
import com.sun.javafx.scene.DirtyBits;
import com.sun.javafx.scene.NodeHelper;
import com.sun.javafx.sg.prism.NGDirectionalLight;
import com.sun.javafx.sg.prism.NGNode;

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 that illuminates an object from a specific direction. The direction
 * is defined by the {@link #directionProperty() direction} vector property.
 * 

* {@code DirectionalLight}s can represent strong light sources that are far enough from the objects they illuminate * that their light rays appear to be parallel. Because these light sources are considered to be infinitely far, they * cannot be attenuated. The sun is a common light source that can be simulated with this light type. * * @since 18 * @see PhongMaterial */ public class DirectionalLight extends LightBase { static { DirectionalLightHelper.setDirectionalLightAccessor(new DirectionalLightHelper.DirectionalLightAccessor() { @Override public NGNode doCreatePeer(Node node) { return ((DirectionalLight) node).doCreatePeer(); } @Override public void doUpdatePeer(Node node) { ((DirectionalLight) node).doUpdatePeer(); } }); } { // To initialize the class helper at the beginning of each constructor of this class DirectionalLightHelper.initHelper(this); } /** * Creates a new {@code DirectionalLight} with a default {@code Color.WHITE} color. */ public DirectionalLight() { } /** * Creates a new {@code DirectionalLight} with the specified color. * * @param color the color of the light source */ public DirectionalLight(Color color) { super(color); } /** * The direction vector of the directional light. It can be rotated by setting a rotation transform on the * {@code DirectionalLight}. 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 = NGDirectionalLight.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(DirectionalLight.this, DirtyBits.NODE_LIGHT); } }; } return direction; } /* * Note: This method MUST only be called via its accessor method. */ private NGNode doCreatePeer() { return new NGDirectionalLight(); } private void doUpdatePeer() { if (isDirty(DirtyBits.NODE_LIGHT)) { NGDirectionalLight peer = getPeer(); peer.setDirection(getDirection()); } } }





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