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+/*
+ * Copyright (c) 2009-2010 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.bounding.BoundingVolume;
+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;
+
+/**
+ * Represents a point light.
+ * A point light emits light from a given position into all directions in space.
+ * E.g a lamp or a bright effect. Point light positions are in world space.
+ * <p>
+ * In addition to a position, point lights also have a radius which
+ * can be used to attenuate the influence of the light depending on the
+ * distance between the light and the effected object.
+ *
+ */
+public class PointLight extends Light {
+
+ protected Vector3f position = new Vector3f();
+ protected float radius = 0;
+ protected float invRadius = 0;
+
+ @Override
+ public void computeLastDistance(Spatial owner) {
+ if (owner.getWorldBound() != null) {
+ BoundingVolume bv = owner.getWorldBound();
+ lastDistance = bv.distanceSquaredTo(position);
+ } else {
+ lastDistance = owner.getWorldTranslation().distanceSquared(position);
+ }
+ }
+
+ /**
+ * Returns the world space position of the light.
+ *
+ * @return the world space position of the light.
+ *
+ * @see PointLight#setPosition(com.jme3.math.Vector3f)
+ */
+ public Vector3f getPosition() {
+ return position;
+ }
+
+ /**
+ * Set the world space position of the light.
+ *
+ * @param position the world space position of the light.
+ */
+ public void setPosition(Vector3f position) {
+ this.position.set(position);
+ }
+
+ /**
+ * Returns the radius of the light influence. A radius of 0 means
+ * the light has no attenuation.
+ *
+ * @return the radius of the light
+ */
+ public float getRadius() {
+ return radius;
+ }
+
+ /**
+ * Set the radius of the light influence.
+ * <p>
+ * Setting a non-zero radius indicates the light should use attenuation.
+ * If a pixel's distance to this light's position
+ * is greater than the light's radius, then the pixel will not be
+ * effected by this light, if the distance is less than the radius, then
+ * the magnitude of the influence is equal to distance / radius.
+ *
+ * @param radius the radius of the light influence.
+ *
+ * @throws IllegalArgumentException If radius is negative
+ */
+ public void setRadius(float radius) {
+ if (radius < 0) {
+ throw new IllegalArgumentException("Light radius cannot be negative");
+ }
+ this.radius = radius;
+ if(radius!=0){
+ this.invRadius = 1 / radius;
+ }else{
+ this.invRadius = 0;
+ }
+ }
+
+ /**
+ * for internal use only
+ * @return the inverse of the radius
+ */
+ public float getInvRadius() {
+ return invRadius;
+ }
+
+ @Override
+ public Light.Type getType() {
+ return Light.Type.Point;
+ }
+
+ @Override
+ public void write(JmeExporter ex) throws IOException {
+ super.write(ex);
+ OutputCapsule oc = ex.getCapsule(this);
+ oc.write(position, "position", null);
+ oc.write(radius, "radius", 0f);
+ }
+
+ @Override
+ public void read(JmeImporter im) throws IOException {
+ super.read(im);
+ InputCapsule ic = im.getCapsule(this);
+ position = (Vector3f) ic.readSavable("position", null);
+ radius = ic.readFloat("radius", 0f);
+ if(radius!=0){
+ this.invRadius = 1 / radius;
+ }else{
+ this.invRadius = 0;
+ }
+ }
+}