module BABYLON { export class SpotLight extends Light { private _transformedDirection: Vector3; private _transformedPosition: 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 setDirectionToTarget(target: Vector3): Vector3 { this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position)); return this.direction; } public transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): void { var normalizeDirection; if (this.parent && this.parent.getWorldMatrix) { if (!this._transformedDirection) { this._transformedDirection = BABYLON.Vector3.Zero(); } if (!this._transformedPosition) { this._transformedPosition = BABYLON.Vector3.Zero(); } var parentWorldMatrix = this.parent.getWorldMatrix(); BABYLON.Vector3.TransformCoordinatesToRef(this.position, parentWorldMatrix, this._transformedPosition); BABYLON.Vector3.TransformNormalToRef(this.direction, parentWorldMatrix, this._transformedDirection); effect.setFloat4(positionUniformName, this._transformedPosition.x, this._transformedPosition.y, this._transformedPosition.z, this.exponent); normalizeDirection = BABYLON.Vector3.Normalize(this._transformedDirection); } else { effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, this.exponent); normalizeDirection = BABYLON.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 = BABYLON.Matrix.Identity(); } BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix); return this._worldMatrix; } } }