module BABYLON { export class SpotLight extends Light implements IShadowLight { public transformedPosition: Vector3; private _transformedDirection: Vector3; private _worldMatrix: Matrix; constructor(name: string, public position: Vector3, public direction: Vector3, public angle: number, public exponent: number, scene: Scene) { super(name, scene); } public getAbsolutePosition(): Vector3 { return this.transformedPosition ? this.transformedPosition : this.position; } public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array): void { var activeCamera = this.getScene().activeCamera; Matrix.PerspectiveFovLHToRef(this.angle, 1.0, activeCamera.minZ, activeCamera.maxZ, matrix); } public supportsVSM(): boolean { return true; } public needRefreshPerFrame(): boolean { return false; } public setDirectionToTarget(target: Vector3): Vector3 { this.direction = Vector3.Normalize(target.subtract(this.position)); return this.direction; } public computeTransformedPosition(): boolean { if (this.parent && this.parent.getWorldMatrix) { if (!this.transformedPosition) { this.transformedPosition = Vector3.Zero(); } Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition); return true; } return false; } public transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): void { var normalizeDirection; if (this.parent && this.parent.getWorldMatrix) { if (!this._transformedDirection) { this._transformedDirection = Vector3.Zero(); } this.computeTransformedPosition(); Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection); effect.setFloat4(positionUniformName, this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent); normalizeDirection = Vector3.Normalize(this._transformedDirection); } else { effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, this.exponent); normalizeDirection = Vector3.Normalize(this.direction); } effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, Math.cos(this.angle * 0.5)); } public _getWorldMatrix(): Matrix { if (!this._worldMatrix) { this._worldMatrix = Matrix.Identity(); } Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix); return this._worldMatrix; } } }