Reverted some more light code which should not be in this branch.
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@ -45,7 +45,7 @@ import com.jme3.util.TempVars;
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* regardless of the model's location. The material's ambient color is
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* multiplied by the ambient light color to get the final ambient color of
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* an object.
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*
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*
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* @author Kirill Vainer
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*/
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public class AmbientLight extends Light {
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@ -61,12 +61,12 @@ public class AmbientLight extends Light {
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public boolean intersectsBox(BoundingBox box, TempVars vars) {
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return true;
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}
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@Override
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public boolean intersectsFrustum(Camera camera, TempVars vars) {
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return true;
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}
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@Override
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public void computeLastDistance(Spatial owner) {
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}
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@ -85,10 +85,10 @@ public class DirectionalLight extends Light {
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/**
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* Returns the direction vector of the light.
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*
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*
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* @return The direction vector of the light.
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*
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* @see DirectionalLight#setDirection(com.jme3.math.Vector3f)
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*
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* @see DirectionalLight#setDirection(com.jme3.math.Vector3f)
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*/
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public Vector3f getDirection() {
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return direction;
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@ -99,7 +99,7 @@ public class DirectionalLight extends Light {
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* <p>
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* Represents the direction the light is shining.
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* (1, 0, 0) would represent light shining in the +X direction.
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*
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*
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* @param dir the direction of the light.
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*/
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public final void setDirection(Vector3f dir){
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@ -113,12 +113,12 @@ public class DirectionalLight extends Light {
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public boolean intersectsBox(BoundingBox box, TempVars vars) {
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return true;
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}
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@Override
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public boolean intersectsFrustum(Camera camera, TempVars vars) {
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return true;
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}
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@Override
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public Type getType() {
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return Type.Directional;
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