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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.shadow;
+
+import com.jme3.light.DirectionalLight;
+import com.jme3.light.Light;
+import com.jme3.light.PointLight;
+import com.jme3.math.Vector3f;
+import com.jme3.renderer.Camera;
+
+/**
+ * Creates a camera according to a light
+ * Handy to compute projection matrix of a light
+ * @author Kirill Vainer
+ */
+public class ShadowCamera {
+
+ private Vector3f[] points = new Vector3f[8];
+ private Light target;
+
+ public ShadowCamera(Light target) {
+ this.target = target;
+ for (int i = 0; i < points.length; i++) {
+ points[i] = new Vector3f();
+ }
+ }
+
+ /**
+ * Updates the camera view direction and position based on the light
+ */
+ public void updateLightCamera(Camera lightCam) {
+ if (target.getType() == Light.Type.Directional) {
+ DirectionalLight dl = (DirectionalLight) target;
+ lightCam.setParallelProjection(true);
+ lightCam.setLocation(Vector3f.ZERO);
+ lightCam.lookAtDirection(dl.getDirection(), Vector3f.UNIT_Y);
+ lightCam.setFrustum(-1, 1, -1, 1, 1, -1);
+ } else {
+ PointLight pl = (PointLight) target;
+ lightCam.setParallelProjection(false);
+ lightCam.setLocation(pl.getPosition());
+ // direction will have to be calculated automatically
+ lightCam.setFrustumPerspective(45, 1, 1, 300);
+ }
+ }
+}