## javax.media.j3d
Class Material

    java.lang.Object
      javax.media.j3d.SceneGraphObject
          javax.media.j3d.NodeComponent
              javax.media.j3d.Material

    public class Material

extends NodeComponent

The Material object defines the appearance of an object under illumination. If the Material object in an Appearance object is `null`, lighting is disabled for all nodes that use that Appearance object.

The properties that can be set for a Material object are:

- Ambient color - the ambient RGB color reflected off the surface of the material. The range of values is 0.0 to 1.0. The default ambient color is (0.2, 0.2, 0.2).

- Diffuse color - the RGB color of the material when illuminated. The range of values is 0.0 to 1.0. The default diffuse color is (1.0, 1.0, 1.0).

- Specular color - the RGB specular color of the material (highlights). The range of values is 0.0 to 1.0. The default specular color is (1.0, 1.0, 1.0).

- Emissive color - the RGB color of the light the material emits, if any. The range of values is 0.0 to 1.0. The default emissive color is (0.0, 0.0, 0.0).

- Shininess - the material's shininess, in the range [1.0, 128.0] with 1.0 being not shiny and 128.0 being very shiny. Values outside this range are clamped. The default value for the material's shininess is 64.

- Color target - the material color target for per-vertex colors, one of: AMBIENT, EMISSIVE, DIFFUSE, SPECULAR, or AMBIENT_AND_DIFFUSE. The default target is DIFFUSE.

The Material object also enables or disables lighting.

Field Summary
`static int` `ALLOW_COMPONENT_READ` For material object, specifies that Material allows reading individual component field information.
`static int` `ALLOW_COMPONENT_WRITE` For material object, specifies that Material allows reading individual component field information.
`static int` `AMBIENT` Specifies that per-vertex colors replace the ambient material color.
`static int` `AMBIENT_AND_DIFFUSE` Specifies that per-vertex colors replace both the ambient and the diffuse material color.
`static int` `DIFFUSE` Specifies that per-vertex colors replace the diffuse material color.
`static int` `EMISSIVE` Specifies that per-vertex colors replace the emissive material color.
`static int` `SPECULAR` Specifies that per-vertex colors replace the specular material color.

Constructor Summary
`Material()` Constructs and initializes a Material object using default parameters.
`Material(Color3f ambientColor, Color3f emissiveColor, Color3f diffuseColor, Color3f specularColor, float shininess)` Constructs and initializes a new material object using the specified parameters.

Method Summary
`NodeComponent` `cloneNodeComponent()` Deprecated. replaced with cloneNodeComponent(boolean forceDuplicate)
`void` `getAmbientColor(Color3f color)` Retrieves this material's ambient color.
`int` `getColorTarget()` Retrieves the current color target for this material.
`void` `getDiffuseColor(Color3f color)` Retrieves this material's diffuse color.
`void` `getEmissiveColor(Color3f color)` Retrieves this material's emissive color and stores it in the argument provided.
`boolean` `getLightingEnable()` Retrieves the state of the lighting enable flag.
`float` `getShininess()` Retrieves this material's shininess.
`void` `getSpecularColor(Color3f color)` Retrieves this material's specular color.
`void` `setAmbientColor(Color3f color)` Sets this material's ambient color.
`void` `setAmbientColor(float r, float g, float b)` Sets this material's ambient color.
`void` `setColorTarget(int colorTarget)` Sets the color target for per-vertex colors.
`void` `setDiffuseColor(Color3f color)` Sets this material's diffuse color.
`void` `setDiffuseColor(float r, float g, float b)` Sets this material's diffuse color.
`void` `setDiffuseColor(float r, float g, float b, float a)` Sets this material's diffuse color plus alpha.
`void` `setEmissiveColor(Color3f color)` Sets this material's emissive color.
`void` `setEmissiveColor(float r, float g, float b)` Sets this material's emissive color.
`void` `setLightingEnable(boolean state)` Enables or disables lighting for this appearance component object.
`void` `setShininess(float shininess)` Sets this material's shininess.
`void` `setSpecularColor(Color3f color)` Sets this material's specular color.
`void` `setSpecularColor(float r, float g, float b)` Sets this material's specular color.
`java.lang.String` `toString()` Returns a String representation of this Materials values.

Methods inherited from class javax.media.j3d.NodeComponent
`cloneNodeComponent, duplicateNodeComponent, duplicateNodeComponent, getDuplicateOnCloneTree, setDuplicateOnCloneTree`

Methods inherited from class javax.media.j3d.SceneGraphObject
`clearCapability, clearCapabilityIsFrequent, duplicateSceneGraphObject, getCapability, getCapabilityIsFrequent, getName, getUserData, isCompiled, isLive, setCapability, setCapabilityIsFrequent, setName, setUserData, updateNodeReferences`

Methods inherited from class java.lang.Object
`clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait`

Field Detail

### ALLOW_COMPONENT_READ

    public static final int ALLOW_COMPONENT_READ

  For material object, specifies that Material allows reading individual component field information.

  See Also:
    Constant Field Values

### ALLOW_COMPONENT_WRITE

    public static final int ALLOW_COMPONENT_WRITE

  For material object, specifies that Material allows reading individual component field information.

  See Also:
    Constant Field Values

### AMBIENT

    public static final int AMBIENT

  Specifies that per-vertex colors replace the ambient material color.

  Since:
    Java 3D 1.3
  See Also:
    `setColorTarget(int)`, Constant Field Values

### EMISSIVE

    public static final int EMISSIVE

  Specifies that per-vertex colors replace the emissive material color.

  Since:
    Java 3D 1.3
  See Also:
    `setColorTarget(int)`, Constant Field Values

### DIFFUSE

    public static final int DIFFUSE

  Specifies that per-vertex colors replace the diffuse material color. This is the default target.

  Since:
    Java 3D 1.3
  See Also:
    `setColorTarget(int)`, Constant Field Values

### SPECULAR

    public static final int SPECULAR

  Specifies that per-vertex colors replace the specular material color.

  Since:
    Java 3D 1.3
  See Also:
    `setColorTarget(int)`, Constant Field Values

### AMBIENT_AND_DIFFUSE

    public static final int AMBIENT_AND_DIFFUSE

  Specifies that per-vertex colors replace both the ambient and the diffuse material color.

  Since:
    Java 3D 1.3
  See Also:
    `setColorTarget(int)`, Constant Field Values

Constructor Detail

### Material

    public Material()

  Constructs and initializes a Material object using default parameters. The default values are as follows:
  lighting enable : true
  ambient color : (0.2, 0.2, 0.2)
  emmisive color : (0.0, 0.0, 0.0)
  diffuse color : (1.0, 1.0, 1.0)
  specular color : (1.0, 1.0, 1.0)
  shininess : 64
  color target : DIFFUSE

### Material

    public Material(Color3f ambientColor,
                    Color3f emissiveColor,
                    Color3f diffuseColor,
                    Color3f specularColor,
                    float shininess)

  Constructs and initializes a new material object using the specified parameters. Lighting is enabled by default.

  Parameters:
    `ambientColor` - the material's ambient color
    `emissiveColor` - the material's emissive color
    `diffuseColor` - the material's diffuse color when illuminated by a light
    `specularColor` - the material's specular color when illuminated to generate a highlight
    `shininess` - the material's shininess in the range [1.0, 128.0] with 1.0 being not shiny and 128.0 being very shiny. Values outside this range are clamped.

Method Detail

### setAmbientColor

    public void setAmbientColor(Color3f color)

  Sets this material's ambient color. This specifies how much ambient light is reflected by the surface. The ambient color in this Material object may be overridden by per-vertex colors in some cases. If vertex colors are present in the geometry, and lighting is enabled, and the colorTarget is either AMBIENT or AMBIENT_AND_DIFFUSE, and vertex colors are not being ignored, then the vertex colors are used in place of this Material's ambient color in the lighting equation.

  Parameters:
    `color` - the material's ambient color
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph
  See Also:
    `RenderingAttributes.setIgnoreVertexColors(boolean)`, `setColorTarget(int)`

### setAmbientColor

    public void setAmbientColor(float r,
                                float g,
                                float b)

  Sets this material's ambient color. This specifies how much ambient light is reflected by the surface. The ambient color in this Material object may be overridden by per-vertex colors in some cases. If vertex colors are present in the geometry, and lighting is enabled, and the colorTarget is either AMBIENT or AMBIENT_AND_DIFFUSE, and vertex colors are not being ignored, then the vertex colors are used in place of this Material's ambient color in the lighting equation.

  Parameters:
    `r` - the new ambient color's red component
    `g` - the new ambient color's green component
    `b` - the new ambient color's blue component
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph
  See Also:
    `RenderingAttributes.setIgnoreVertexColors(boolean)`, `setColorTarget(int)`

### getAmbientColor

    public void getAmbientColor(Color3f color)

  Retrieves this material's ambient color.

  Parameters:
    `color` - that will contain the material's ambient color
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### setEmissiveColor

    public void setEmissiveColor(Color3f color)

  Sets this material's emissive color. This is the color of light, if any, that the material emits. The emissive color in this Material object may be overridden by per-vertex colors in some cases. If vertex colors are present in the geometry, and lighting is enabled, and the colorTarget is EMISSIVE, and vertex colors are not being ignored, then the vertex colors are used in place of this Material's emissive color in the lighting equation.

  Parameters:
    `color` - the new emissive color
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph
  See Also:
    `RenderingAttributes.setIgnoreVertexColors(boolean)`, `setColorTarget(int)`

### setEmissiveColor

    public void setEmissiveColor(float r,
                                 float g,
                                 float b)

  Sets this material's emissive color. This is the color of light, if any, that the material emits. The emissive color in this Material object may be overridden by per-vertex colors in some cases. If vertex colors are present in the geometry, and lighting is enabled, and the colorTarget is EMISSIVE, and vertex colors are not being ignored, then the vertex colors are used in place of this Material's emissive color in the lighting equation.

  Parameters:
    `r` - the new emissive color's red component
    `g` - the new emissive color's green component
    `b` - the new emissive color's blue component
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph
  See Also:
    `RenderingAttributes.setIgnoreVertexColors(boolean)`, `setColorTarget(int)`

### getEmissiveColor

    public void getEmissiveColor(Color3f color)

  Retrieves this material's emissive color and stores it in the argument provided.

  Parameters:
    `color` - the vector that will receive this material's emissive color
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### setDiffuseColor

    public void setDiffuseColor(Color3f color)

  Sets this material's diffuse color. This is the color of the material when illuminated by a light source. The diffuse color in this Material object may be overridden by per-vertex colors in some cases. If vertex colors are present in the geometry, and lighting is enabled, and the colorTarget is either DIFFUSE or AMBIENT_AND_DIFFUSE, and vertex colors are not being ignored, then the vertex colors are used in place of this Material's diffuse color in the lighting equation.

  Parameters:
    `color` - the new diffuse color
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph
  See Also:
    `RenderingAttributes.setIgnoreVertexColors(boolean)`, `setColorTarget(int)`

### setDiffuseColor

    public void setDiffuseColor(float r,
                                float g,
                                float b)

  Sets this material's diffuse color. This is the color of the material when illuminated by a light source. The diffuse color in this Material object may be overridden by per-vertex colors in some cases. If vertex colors are present in the geometry, and lighting is enabled, and the colorTarget is either DIFFUSE or AMBIENT_AND_DIFFUSE, and vertex colors are not being ignored, then the vertex colors are used in place of this Material's diffuse color in the lighting equation.

  Parameters:
    `r` - the new diffuse color's red component
    `g` - the new diffuse color's green component
    `b` - the new diffuse color's blue component
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph
  See Also:
    `RenderingAttributes.setIgnoreVertexColors(boolean)`, `setColorTarget(int)`

### setDiffuseColor

    public void setDiffuseColor(float r,
                                float g,
                                float b,
                                float a)

  Sets this material's diffuse color plus alpha. This is the color of the material when illuminated by a light source. The diffuse color in this Material object may be overridden by per-vertex colors in some cases. If vertex colors are present in the geometry, and lighting is enabled, and the colorTarget is either DIFFUSE or AMBIENT_AND_DIFFUSE, and vertex colors are not being ignored, then the vertex colors are used in place of this Material's diffuse color in the lighting equation.

  Parameters:
    `r` - the new diffuse color's red component
    `g` - the new diffuse color's green component
    `b` - the new diffuse color's blue component
    `a` - the alpha component used to set transparency
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph
  See Also:
    `RenderingAttributes.setIgnoreVertexColors(boolean)`, `setColorTarget(int)`

### getDiffuseColor

    public void getDiffuseColor(Color3f color)

  Retrieves this material's diffuse color.

  Parameters:
    `color` - the vector that will receive this material's diffuse color
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### setSpecularColor

    public void setSpecularColor(Color3f color)

  Sets this material's specular color. This is the specular highlight color of the material. The specular color in this Material object may be overridden by per-vertex colors in some cases. If vertex colors are present in the geometry, and lighting is enabled, and the colorTarget is SPECULAR, and vertex colors are not being ignored, then the vertex colors are used in place of this Material's specular color in the lighting equation.

  Parameters:
    `color` - the new specular color
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph
  See Also:
    `RenderingAttributes.setIgnoreVertexColors(boolean)`, `setColorTarget(int)`

### setSpecularColor

    public void setSpecularColor(float r,
                                 float g,
                                 float b)

  Sets this material's specular color. This is the specular highlight color of the material. The specular color in this Material object may be overridden by per-vertex colors in some cases. If vertex colors are present in the geometry, and lighting is enabled, and the colorTarget is SPECULAR, and vertex colors are not being ignored, then the vertex colors are used in place of this Material's specular color in the lighting equation.

  Parameters:
    `r` - the new specular color's red component
    `g` - the new specular color's green component
    `b` - the new specular color's blue component
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph
  See Also:
    `RenderingAttributes.setIgnoreVertexColors(boolean)`, `setColorTarget(int)`

### getSpecularColor

    public void getSpecularColor(Color3f color)

  Retrieves this material's specular color.

  Parameters:
    `color` - the vector that will receive this material's specular color
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### setShininess

    public void setShininess(float shininess)

  Sets this material's shininess. This specifies a material specular scattering exponent, or shininess. It takes a floating point number in the range [1.0, 128.0] with 1.0 being not shiny and 128.0 being very shiny. Values outside this range are clamped.

  Parameters:
    `shininess` - the material's shininess
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### getShininess

    public float getShininess()

  Retrieves this material's shininess.

  Returns:
    the material's shininess
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### setLightingEnable

    public void setLightingEnable(boolean state)

  Enables or disables lighting for this appearance component object.

  Parameters:
    `state` - true or false to enable or disable lighting
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### getLightingEnable

    public boolean getLightingEnable()

  Retrieves the state of the lighting enable flag.

  Returns:
    true if lighting is enabled, false if lighting is disabled
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### setColorTarget

    public void setColorTarget(int colorTarget)

  Sets the color target for per-vertex colors. When lighting is enabled and per-vertex colors are present (and not ignored) in the geometry for a given Shape3D node, those per-vertex colors are used in place of the specified material color(s) for this Material object. The color target is ignored when lighting is disabled or when per-vertex colors are not used. The ColorInterpolator behavior also uses the color target to determine which color in the associated Material is modified. The default target is DIFFUSE.

  Parameters:
    `colorTarget` - one of: AMBIENT, EMISSIVE, DIFFUSE, SPECULAR, or AMBIENT_AND_DIFFUSE.
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph
  Since:
    Java 3D 1.3
  See Also:
    `RenderingAttributes.setIgnoreVertexColors(boolean)`, `ColorInterpolator`

### getColorTarget

    public int getColorTarget()

  Retrieves the current color target for this material.

  Returns:
    one of: AMBIENT, EMISSIVE, DIFFUSE, SPECULAR, or AMBIENT_AND_DIFFUSE.
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph
  Since:
    Java 3D 1.3

### toString

    public java.lang.String toString()

  Returns a String representation of this Materials values. If the scene graph is live only those values with their Capability read bit set will be displayed.

  Overrides:
    `toString` in class `SceneGraphObject`

### cloneNodeComponent

    public NodeComponent cloneNodeComponent()

  Deprecated. replaced with cloneNodeComponent(boolean forceDuplicate)

  Overrides:
    `cloneNodeComponent` in class `NodeComponent`

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