var __extends = this.__extends || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; function __() { this.constructor = d; } __.prototype = b.prototype; d.prototype = new __(); }; var BABYLON; (function (BABYLON) { var SpotLight = (function (_super) { __extends(SpotLight, _super); function SpotLight(name, position, direction, angle, exponent, scene) { _super.call(this, name, scene); this.position = position; this.direction = direction; this.angle = angle; this.exponent = exponent; } SpotLight.prototype.setDirectionToTarget = function (target) { this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position)); return this.direction; }; SpotLight.prototype.transferToEffect = function (effect, positionUniformName, directionUniformName) { 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)); }; SpotLight.prototype._getWorldMatrix = function () { 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; }; return SpotLight; })(BABYLON.Light); BABYLON.SpotLight = SpotLight; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.spotLight.js.map