Merge pull request #306 from mbenson/light-ctors
More convenient light constructors
This commit is contained in:
commit
609d9a1832
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/*
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2012, 2015 jMonkeyEngine
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* All rights reserved.
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* All rights reserved.
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*
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*
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* Redistribution and use in source and binary forms, with or without
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* Redistribution and use in source and binary forms, with or without
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@ -32,6 +32,7 @@
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package com.jme3.light;
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package com.jme3.light;
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import com.jme3.bounding.BoundingBox;
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import com.jme3.bounding.BoundingBox;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.Vector3f;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.Camera;
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import com.jme3.renderer.Camera;
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import com.jme3.scene.Spatial;
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import com.jme3.scene.Spatial;
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@ -49,6 +50,13 @@ import com.jme3.util.TempVars;
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*/
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*/
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public class AmbientLight extends Light {
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public class AmbientLight extends Light {
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public AmbientLight() {
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}
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public AmbientLight(ColorRGBA color) {
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super(color);
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}
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@Override
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@Override
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public boolean intersectsBox(BoundingBox box, TempVars vars) {
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public boolean intersectsBox(BoundingBox box, TempVars vars) {
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return true;
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return true;
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@ -1,5 +1,5 @@
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/*
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2012, 2015 jMonkeyEngine
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* All rights reserved.
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* All rights reserved.
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*
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*
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* Redistribution and use in source and binary forms, with or without
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* Redistribution and use in source and binary forms, with or without
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@ -36,6 +36,7 @@ import com.jme3.export.InputCapsule;
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import com.jme3.export.JmeExporter;
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import com.jme3.export.JmeExporter;
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import com.jme3.export.JmeImporter;
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import com.jme3.export.JmeImporter;
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import com.jme3.export.OutputCapsule;
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import com.jme3.export.OutputCapsule;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.Vector3f;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.Camera;
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import com.jme3.renderer.Camera;
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import com.jme3.scene.Spatial;
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import com.jme3.scene.Spatial;
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@ -53,6 +54,18 @@ public class DirectionalLight extends Light {
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protected Vector3f direction = new Vector3f(0f, -1f, 0f);
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protected Vector3f direction = new Vector3f(0f, -1f, 0f);
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public DirectionalLight() {
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}
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public DirectionalLight(Vector3f direction) {
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setDirection(direction);
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}
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public DirectionalLight(Vector3f direction, ColorRGBA color) {
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super(color);
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setDirection(direction);
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}
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@Override
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@Override
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public void computeLastDistance(Spatial owner) {
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public void computeLastDistance(Spatial owner) {
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lastDistance = 0; // directional lights are always closest to their owner
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lastDistance = 0; // directional lights are always closest to their owner
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@ -1,5 +1,5 @@
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/*
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2012, 2015 jMonkeyEngine
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* All rights reserved.
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* All rights reserved.
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*
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*
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* Redistribution and use in source and binary forms, with or without
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* Redistribution and use in source and binary forms, with or without
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@ -94,7 +94,7 @@ public abstract class Light implements Savable, Cloneable {
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}
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}
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}
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}
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protected ColorRGBA color = new ColorRGBA(1f,1f,1f,1f);
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protected ColorRGBA color = new ColorRGBA(ColorRGBA.White);
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/**
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/**
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* Used in LightList for caching the distance
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* Used in LightList for caching the distance
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@ -115,6 +115,13 @@ public abstract class Light implements Savable, Cloneable {
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boolean frustumCheckNeeded = true;
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boolean frustumCheckNeeded = true;
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boolean intersectsFrustum = false;
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boolean intersectsFrustum = false;
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protected Light() {
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}
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protected Light(ColorRGBA color) {
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setColor(color);
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}
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/**
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/**
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* Returns the color of the light.
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* Returns the color of the light.
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*
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*
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@ -1,5 +1,5 @@
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/*
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2012, 2015 jMonkeyEngine
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* All rights reserved.
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* All rights reserved.
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*
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*
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* Redistribution and use in source and binary forms, with or without
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* Redistribution and use in source and binary forms, with or without
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@ -38,6 +38,7 @@ import com.jme3.export.InputCapsule;
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import com.jme3.export.JmeExporter;
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import com.jme3.export.JmeExporter;
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import com.jme3.export.JmeImporter;
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import com.jme3.export.JmeImporter;
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import com.jme3.export.OutputCapsule;
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import com.jme3.export.OutputCapsule;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.FastMath;
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import com.jme3.math.FastMath;
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import com.jme3.math.Plane;
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import com.jme3.math.Plane;
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import com.jme3.math.Vector3f;
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import com.jme3.math.Vector3f;
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@ -62,6 +63,18 @@ public class PointLight extends Light {
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protected float radius = 0;
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protected float radius = 0;
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protected float invRadius = 0;
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protected float invRadius = 0;
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public PointLight() {
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}
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public PointLight(Vector3f position) {
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setPosition(position);
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}
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public PointLight(Vector3f position, ColorRGBA color) {
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super(color);
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setPosition(position);
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}
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@Override
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@Override
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public void computeLastDistance(Spatial owner) {
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public void computeLastDistance(Spatial owner) {
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if (owner.getWorldBound() != null) {
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if (owner.getWorldBound() != null) {
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@ -1,5 +1,5 @@
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/*
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2012, 2015 jMonkeyEngine
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* All rights reserved.
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* All rights reserved.
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*
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*
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* Redistribution and use in source and binary forms, with or without
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* Redistribution and use in source and binary forms, with or without
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@ -34,6 +34,7 @@ package com.jme3.light;
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import com.jme3.bounding.BoundingBox;
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import com.jme3.bounding.BoundingBox;
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import com.jme3.bounding.BoundingVolume;
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import com.jme3.bounding.BoundingVolume;
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import com.jme3.export.*;
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import com.jme3.export.*;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.FastMath;
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import com.jme3.math.FastMath;
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import com.jme3.math.Plane;
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import com.jme3.math.Plane;
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import com.jme3.math.Vector3f;
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import com.jme3.math.Vector3f;
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/**
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/**
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* Represents a spot light.
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* Represents a spot light.
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* A spot light emmit a cone of light from a position and in a direction.
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* A spot light emits a cone of light from a position and in a direction.
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* It can be used to fake torch lights or car's lights.
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* It can be used to fake torch lights or cars' lights.
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* <p>
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* <p>
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* In addition to a position and a direction, spot lights also have a range which
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* In addition to a position and a direction, spot lights also have a range which
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* can be used to attenuate the influence of the light depending on the
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* can be used to attenuate the influence of the light depending on the
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* distance between the light and the effected object.
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* distance between the light and the affected object.
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* Also the angle of the cone can be tweaked by changing the spot inner angle and the spot outer angle.
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* Also the angle of the cone can be tweaked by changing the spot inner angle and the spot outer angle.
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* the spot inner angle determin the cone of light where light has full influence.
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* the spot inner angle determines the cone of light where light has full influence.
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* the spot outer angle determin the cone global cone of light of the spot light.
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* the spot outer angle determines the cone global cone of light of the spot light.
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* the light intensity slowly decrease between the inner cone and the outer cone.
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* the light intensity slowly decreases between the inner cone and the outer cone.
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* @author Nehon
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* @author Nehon
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*/
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*/
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public class SpotLight extends Light {
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public class SpotLight extends Light {
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protected Vector3f position = new Vector3f();
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protected Vector3f position = new Vector3f();
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protected Vector3f direction = new Vector3f(0,-1,0);
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protected Vector3f direction = new Vector3f(0, -1, 0);
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protected float spotInnerAngle = FastMath.QUARTER_PI / 8;
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protected float spotInnerAngle = FastMath.QUARTER_PI / 8;
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protected float spotOuterAngle = FastMath.QUARTER_PI / 6;
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protected float spotOuterAngle = FastMath.QUARTER_PI / 6;
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protected float spotRange = 100;
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protected float spotRange = 100;
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protected float invSpotRange = 1f / 100;
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protected float invSpotRange = 1f / 100;
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protected float packedAngleCos=0;
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protected float packedAngleCos = 0;
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protected float outerAngleCosSqr, outerAngleSinSqr;
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protected float outerAngleCosSqr, outerAngleSinSqr;
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protected float outerAngleSinRcp, outerAngleSin, outerAngleCos;
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protected float outerAngleSinRcp, outerAngleSin, outerAngleCos;
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computeAngleParameters();
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computeAngleParameters();
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}
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}
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public SpotLight(Vector3f position, Vector3f direction) {
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this();
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setPosition(position);
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setDirection(direction);
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}
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public SpotLight(Vector3f position, Vector3f direction, ColorRGBA color) {
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super(color);
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computeAngleParameters();
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setPosition(position);
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setDirection(direction);
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}
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private void computeAngleParameters() {
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private void computeAngleParameters() {
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float innerCos = FastMath.cos(spotInnerAngle);
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float innerCos = FastMath.cos(spotInnerAngle);
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outerAngleCos = FastMath.cos(spotOuterAngle);
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outerAngleCos = FastMath.cos(spotOuterAngle);
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