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package org.apache.batik.ext.awt.image;

import java.awt.Color;

Top level interface to model a light element. A light is responsible for computing the light vector on a given point of a surface. A light is typically in a 3 dimensional space and the methods assumes the surface is at elevation 0.
Author:Vincent Hardy
Version:$Id: Light.java 1733416 2016-03-03 07:07:13Z gadams $
/** * Top level interface to model a light element. A light is responsible for * computing the light vector on a given point of a surface. A light is * typically in a 3 dimensional space and the methods assumes the surface * is at elevation 0. * * @author <a href="mailto:vincent.hardy@eng.sun.com">Vincent Hardy</a> * @version $Id: Light.java 1733416 2016-03-03 07:07:13Z gadams $ */
public interface Light {
Returns:true if the light is constant over the whole surface
/** * @return true if the light is constant over the whole surface */
boolean isConstant();
Computes the light vector in (x, y)
Params:
  • x – x-axis coordinate where the light should be computed
  • y – y-axis coordinate where the light should be computed
  • z – z-axis coordinate where the light should be computed
  • L – array of length 3 where the result is stored
/** * Computes the light vector in (x, y) * * @param x x-axis coordinate where the light should be computed * @param y y-axis coordinate where the light should be computed * @param z z-axis coordinate where the light should be computed * @param L array of length 3 where the result is stored */
void getLight(final double x, final double y, final double z, final double[] L);
Returns a light map, starting in (x, y) with dx, dy increments, a given width and height, and z elevations stored in the fourth component on the N array.
Params:
  • x – x-axis coordinate where the light should be computed
  • y – y-axis coordinate where the light should be computed
  • dx – delta x for computing light vectors in user space
  • dy – delta y for computing light vectors in user space
  • width – number of samples to compute on the x axis
  • height – number of samples to compute on the y axis
  • z – array containing the z elevation for all the points
Returns:an array of height rows, width columns where each element is an array of three components representing the x, y and z components of the light vector.
/** * Returns a light map, starting in (x, y) with dx, dy increments, a given * width and height, and z elevations stored in the fourth component on the * N array. * * @param x x-axis coordinate where the light should be computed * @param y y-axis coordinate where the light should be computed * @param dx delta x for computing light vectors in user space * @param dy delta y for computing light vectors in user space * @param width number of samples to compute on the x axis * @param height number of samples to compute on the y axis * @param z array containing the z elevation for all the points * * @return an array of height rows, width columns where each element * is an array of three components representing the x, y and z * components of the light vector. */
double[][][] getLightMap(double x, double y, final double dx, final double dy, final int width, final int height, final double[][][] z);
Returns a row of the light map, starting at (x, y) with dx increments, a given width, and z elevations stored in the fourth component on the N array.
Params:
  • x – x-axis coordinate where the light should be computed
  • y – y-axis coordinate where the light should be computed
  • dx – delta x for computing light vectors in user space
  • width – number of samples to compute on the x axis
  • z – array containing the z elevation for all the points
  • lightRow – array to store the light info to, if null it will be allocated for you and returned.
Returns:an array width columns where each element is an array of three components representing the x, y and z components of the light vector.
/** * Returns a row of the light map, starting at (x, y) with dx * increments, a given width, and z elevations stored in the * fourth component on the N array. * * @param x x-axis coordinate where the light should be computed * @param y y-axis coordinate where the light should be computed * @param dx delta x for computing light vectors in user space * @param width number of samples to compute on the x axis * @param z array containing the z elevation for all the points * @param lightRow array to store the light info to, if null it will * be allocated for you and returned. * * @return an array width columns where each element * is an array of three components representing the x, y and z * components of the light vector. */
double[][] getLightRow(double x, double y, final double dx, final int width, final double[][] z, final double[][] lightRow);
Params:
  • linear – if true the color is returned in the Linear sRGB colorspace otherwise the color is in the gamma corrected sRGB color space.
Returns:the light's color
/** * @param linear if true the color is returned in the Linear sRGB * colorspace otherwise the color is in the gamma * corrected sRGB color space. * @return the light's color */
double[] getColor(boolean linear);
Sets the light color to a new value
/** * Sets the light color to a new value */
void setColor(Color color); }