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- module BABYLON {
- export class PointLight extends Light {
- private _worldMatrix: Matrix;
- private _transformedPosition: Vector3;
- constructor(name: string, public position: Vector3, scene: Scene) {
- super(name, scene);
- }
- public getAbsolutePosition(): Vector3 {
- return this._transformedPosition ? this._transformedPosition : this.position;
- }
- public transferToEffect(effect: Effect, positionUniformName: string): void {
- if (this.parent && this.parent.getWorldMatrix) {
- if (!this._transformedPosition) {
- this._transformedPosition = Vector3.Zero();
- }
- Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this._transformedPosition);
- effect.setFloat4(positionUniformName, this._transformedPosition.x, this._transformedPosition.y, this._transformedPosition.z, 0);
- return;
- }
- effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, 0);
- }
- public getShadowGenerator(): ShadowGenerator {
- return null;
- }
- 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;
- }
- }
- }
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