module BABYLON { export class DirectionalLight extends Light { public position: Vector3; private _transformedDirection: Vector3; public _transformedPosition: Vector3; private _worldMatrix: Matrix; constructor(name: string, public direction: Vector3, scene: Scene) { super(name, scene); this.position = direction.scale(-1); } public setDirectionToTarget(target: Vector3): Vector3 { this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position)); return this.direction; } public _computeTransformedPosition(): boolean { if (this.parent && this.parent.getWorldMatrix) { if (!this._transformedPosition) { this._transformedPosition = BABYLON.Vector3.Zero(); } BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this._transformedPosition); return true; } return false; } public transferToEffect(effect: Effect, directionUniformName: string): void { if (this.parent && this.parent.getWorldMatrix) { if (!this._transformedDirection) { this._transformedDirection = BABYLON.Vector3.Zero(); } BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection); effect.setFloat4(directionUniformName, this._transformedDirection.x, this._transformedDirection.y, this._transformedDirection.z, 1); return; } effect.setFloat4(directionUniformName, this.direction.x, this.direction.y, this.direction.z, 1); } public _getWorldMatrix(): Matrix { if (!this._worldMatrix) { this._worldMatrix = BABYLON.Matrix.Identity(); } BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix); return this._worldMatrix; } } }