Package com.jme3.light

Source Code of com.jme3.light.DirectionalLight

/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
*   notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
*   notice, this list of conditions and the following disclaimer in the
*   documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
*   may be used to endorse or promote products derived from this software
*   without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.light;

import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.math.Vector3f;
import com.jme3.scene.Spatial;
import java.io.IOException;

/**
* <code>DirectionalLight</code> is a light coming from a certain direction in world space.
* E.g sun or moon light.
* <p>
* Directional lights have no specific position in the scene, they always
* come from their direction regardless of where an object is placed.
*/
public class DirectionalLight extends Light {

    protected Vector3f direction = new Vector3f(0f, -1f, 0f);

    @Override
    public void computeLastDistance(Spatial owner) {
        lastDistance = 0; // directional lights are always closest to their owner
    }

    /**
     * Returns the direction vector of the light.
     *
     * @return The direction vector of the light.
     *
     * @see DirectionalLight#setDirection(com.jme3.math.Vector3f)
     */
    public Vector3f getDirection() {
        return direction;
    }

    /**
     * Sets the direction of the light.
     * <p>
     * Represents the direction the light is shining.
     * (1, 0, 0) would represent light shining in the +X direction.
     *
     * @param dir the direction of the light.
     */
    public void setDirection(Vector3f dir){
        direction.set(dir);
        if (!direction.isUnitVector()) {
            direction.normalizeLocal();
        }
    }

    @Override
    public Type getType() {
        return Type.Directional;
    }

    @Override
    public void write(JmeExporter ex) throws IOException {
        super.write(ex);
        OutputCapsule oc = ex.getCapsule(this);
        oc.write(direction, "direction", null);
    }

    @Override
    public void read(JmeImporter im) throws IOException {
        super.read(im);
        InputCapsule ic = im.getCapsule(this);
        direction = (Vector3f) ic.readSavable("direction", null);
    }

}
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