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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 org.scijava.java3d;
import java.util.Enumeration;
import org.scijava.vecmath.Color3f;
/**
* Color interpolation behavior. This class defines a behavior that
* modifies the ambient, emissive, diffuse, or specular color of its
* target material object by linearly interpolating between a pair of
* specified colors, using the value generated by the specified Alpha
* object.
* The behavior modifies the color specified by the
* Material's colorTarget attribute, one of: AMBIENT, EMISSIVE,
* DIFFUSE, SPECULAR, or AMBIENT_AND_DIFFUSE.
* The ALLOW_COMPONENT_READ bit must be set in the Material object in
* order for the Material's colorTarget to be read.
* If the Material object's ALLOW_COMPONENT_READ bit is <i>not</i> set, the
* diffuse component will be modified.
*
* @see Material
*/
public class ColorInterpolator extends Interpolator {
Material target;
Color3f startColor = new Color3f();
Color3f endColor = new Color3f();
Color3f newColor = new Color3f();
// We can't use a boolean flag since it is possible
// that after alpha change, this procedure only run
// once at alpha.finish(). So the best way is to
// detect alpha value change.
private float prevAlphaValue = Float.NaN;
private int prevColorTarget = -1;
private WakeupCriterion passiveWakeupCriterion = new WakeupOnElapsedFrames(0, true);
// non-public, no parameter constructor used by cloneNode
ColorInterpolator() {
}
/**
* Constructs a trivial color interpolator with a specified target,
* a starting color of black, and an ending color of white.
* @param alpha the alpha object for this interpolator
* @param target the material component object whose
* color is affected by this color interpolator
*/
public ColorInterpolator(Alpha alpha,
Material target) {
super(alpha);
this.target = target;
this.startColor.set(0.0f, 0.0f, 0.0f);
this.endColor.set(1.0f, 1.0f, 1.0f);
}
/**
* Constructs a color interpolator with the specified target,
* starting color, and ending color.
* @param alpha the alpha object for this interpolator
* @param target the material component object whose
* color is affected by this color interpolator
* @param startColor the starting color
* @param endColor the ending color
*/
public ColorInterpolator(Alpha alpha,
Material target,
Color3f startColor,
Color3f endColor) {
super(alpha);
this.target = target;
this.startColor.set(startColor);
this.endColor.set(endColor);
}
/**
* This method sets the startColor for this interpolator.
* @param color the new start color
*/
public void setStartColor(Color3f color) {
startColor.set(color);
prevAlphaValue = Float.NaN;
}
/**
* This method retrieves this interpolator's startColor.
* @param color the vector that will receive the interpolator's start color
*/
public void getStartColor(Color3f color) {
color.set(startColor);
}
/**
* This method sets the endColor for this interpolator.
* @param color the new end color
*/
public void setEndColor(Color3f color) {
endColor.set(color);
prevAlphaValue = Float.NaN;
}
/**
* This method retrieves this interpolator's endColor.
* @param color the vector that will receive the interpolator's end color
*/
public void getEndColor(Color3f color) {
color.set(endColor);
}
/**
* This method sets the target material component object for
* this interpolator.
* @param target the material component object whose
* color is affected by this color interpolator
*/
public void setTarget(Material target) {
this.target = target;
prevAlphaValue = Float.NaN;
}
/**
* This method retrieves this interpolator's target material
* component object.
* @return the interpolator's target material component object
*/
public Material getTarget() {
return target;
}
// The ColorInterpolator's initialize routine uses the default
// initialization routine.
/**
* This method is invoked by the behavior scheduler every frame.
* It maps the alpha value that corresponds to the current time
* into a color value and updates the ambient, emissive, diffuse,
* or specular color (or both the ambient and diffuse color) of
* the specified target Material object with this new color value.
*
* @param criteria an enumeration of the criteria that caused the
* stimulus
*/
@Override
public void processStimulus(Enumeration criteria) {
// Handle stimulus
WakeupCriterion criterion = passiveWakeupCriterion;
if (alpha != null) {
float value = alpha.value();
int colorTarget = Material.DIFFUSE;
if (target.getCapability(Material.ALLOW_COMPONENT_READ))
colorTarget = target.getColorTarget();
if (value != prevAlphaValue || colorTarget != prevColorTarget) {
newColor.x = (1.0f-value)*startColor.x + value*endColor.x;
newColor.y = (1.0f-value)*startColor.y + value*endColor.y;
newColor.z = (1.0f-value)*startColor.z + value*endColor.z;
switch (colorTarget) {
case Material.AMBIENT:
target.setAmbientColor(newColor);
break;
case Material.AMBIENT_AND_DIFFUSE:
target.setAmbientColor(newColor);
// fall through
case Material.DIFFUSE:
target.setDiffuseColor(newColor);
break;
case Material.EMISSIVE:
target.setEmissiveColor(newColor);
break;
case Material.SPECULAR:
target.setSpecularColor(newColor);
break;
}
prevAlphaValue = value;
prevColorTarget = colorTarget;
}
if (!alpha.finished() && !alpha.isPaused()) {
criterion = defaultWakeupCriterion;
}
}
wakeupOn(criterion);
}
/**
* 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) {
ColorInterpolator ci = new ColorInterpolator();
ci.duplicateNode(this, forceDuplicate);
return ci;
}
/**
* Copies all ColorInterpolator 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);
ColorInterpolator ci = (ColorInterpolator) originalNode;
ci.getStartColor(startColor);
ci.getEndColor(endColor);
// this reference will be updated in updateNodeReferences()
setTarget(ci.getTarget());
}
/**
* Callback used to allow a node to check if any scene graph objects
* referenced
* by that node have been duplicated via a call to <code>cloneTree</code>.
* This method is called by <code>cloneTree</code> after all nodes in
* the sub-graph have been duplicated. The cloned Leaf node's method
* will be called and the Leaf node can then look up any object references
* by using the <code>getNewObjectReference</code> method found in the
* <code>NodeReferenceTable</code> object. If a match is found, a
* reference to the corresponding object in the newly cloned sub-graph
* is returned. If no corresponding reference is found, either a
* DanglingReferenceException is thrown or a reference to the original
* object is returned depending on the value of the
* <code>allowDanglingReferences</code> parameter passed in the
* <code>cloneTree</code> call.
* <p>
* NOTE: Applications should <i>not</i> call this method directly.
* It should only be called by the cloneTree method.
*
* @param referenceTable a NodeReferenceTableObject that contains the
* <code>getNewObjectReference</code> method needed to search for
* new object instances.
* @see NodeReferenceTable
* @see Node#cloneTree
* @see DanglingReferenceException
*/
@Override
public void updateNodeReferences(NodeReferenceTable referenceTable) {
super.updateNodeReferences(referenceTable);
// check Material
NodeComponent nc = getTarget();
if (nc != null) {
setTarget((Material) referenceTable.getNewObjectReference(nc));
}
}
}