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- 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<AbstractMesh>): 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;
- }
- }
- }
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