/** * Sets the ambient color attribute. * @param color the ambient color. */ public void setAmbient(Color color) { _ambient = toArray(color); _ambientSet = true; }
/** * Gets the ambient color attribute. * @return the ambient color. */ public Color getAmbient() { return toColor(_ambient); }
/** * Initializes the triangle group states. */ private static StateSet defaultStateSet(Color color) { StateSet states = new StateSet(); ColorState cs = new ColorState(); cs.setColor(color); LightModelState lms = new LightModelState(); lms.setTwoSide(true); MaterialState ms = new MaterialState(); ms.setColorMaterial(GL_AMBIENT_AND_DIFFUSE); ms.setSpecular(Color.WHITE); ms.setShininess(100.0f); states.add(cs); states.add(lms); states.add(ms); return states; }
/** * Initializes the quad group states. */ private static StateSet defaultStateSet(Color color) { StateSet states = new StateSet(); ColorState cs = new ColorState(); cs.setColor(color); LightModelState lms = new LightModelState(); lms.setTwoSide(true); MaterialState ms = new MaterialState(); ms.setColorMaterial(GL_AMBIENT_AND_DIFFUSE); ms.setSpecular(Color.WHITE); ms.setShininess(100.0f); states.add(cs); states.add(lms); states.add(ms); return states; }
ss.add(cs); LightModelState lms = new LightModelState(); lms.setTwoSide(true); ss.add(lms); MaterialState ms = new MaterialState();
public static void main(String[] args) { float[] xyz = makeSineWave(); xyz = addBulge(xyz); xyz = addTear(xyz); float[] rgb = makeColors(xyz); System.out.println("Making QuadGroup ..."); QuadGroup tg = new QuadGroup(true,xyz,rgb); System.out.println("QuadGroup bounding sphere =\n" + tg.getBoundingSphere(true)); StateSet states = new StateSet(); ColorState cs = new ColorState(); cs.setColor(Color.CYAN); states.add(cs); LightModelState lms = new LightModelState(); lms.setTwoSide(true); states.add(lms); MaterialState ms = new MaterialState(); ms.setColorMaterial(GL_AMBIENT_AND_DIFFUSE); ms.setSpecular(Color.white); ms.setShininess(100.0f); states.add(ms); tg.setStates(states); World world = new World(); world.addChild(tg); DemoFrame frame = new DemoFrame(world); OrbitView view = frame.getOrbitView(); view.setWorldSphere(new BoundingSphere(5,5,5,5)); frame.setSize(new Dimension(800,600)); frame.setVisible(true); }
public static void go() { float[] xyz = makeSineWave(); xyz = addBulge(xyz); xyz = addTear(xyz); float[] rgb = makeColors(xyz); TriangleGroup tg = new TriangleGroup(true,xyz,rgb); System.out.println("TriangleGroup bounding sphere =\n" + tg.getBoundingSphere(true)); StateSet states = new StateSet(); ColorState cs = new ColorState(); cs.setColor(Color.CYAN); states.add(cs); LightModelState lms = new LightModelState(); lms.setTwoSide(true); states.add(lms); MaterialState ms = new MaterialState(); ms.setColorMaterial(GL_AMBIENT_AND_DIFFUSE); ms.setSpecular(Color.WHITE); ms.setShininess(100.0f); states.add(ms); tg.setStates(states); World world = new World(); world.addChild(tg); DemoFrame frame = new DemoFrame(world); OrbitView view = frame.getOrbitView(); view.setWorldSphere(new BoundingSphere(5,5,5,5)); frame.setSize(new Dimension(800,600)); frame.setVisible(true); }
cs.setColor(Color.CYAN); states.add(cs); LightModelState lms = new LightModelState(); lms.setTwoSide(true); states.add(lms); MaterialState ms = new MaterialState();