/* * 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); } } }