com.jme3.light.AmbientLight Maven / Gradle / Ivy
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/*
* Copyright (c) 2009-2012, 2015 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.light;
import com.jme3.bounding.BoundingBox;
import com.jme3.bounding.BoundingSphere;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
import com.jme3.scene.Spatial;
import com.jme3.util.TempVars;
/**
* An ambient light adds a constant color to the scene.
*
* Ambient lights are unaffected by the surface normal, and are constant
* regardless of the model's location. The material's ambient color is
* multiplied by the ambient light color to get the final ambient color of
* an object.
*
* @author Kirill Vainer
*/
public class AmbientLight extends Light {
public AmbientLight() {
}
public AmbientLight(ColorRGBA color) {
super(color);
}
@Override
public boolean intersectsBox(BoundingBox box, TempVars vars) {
return true;
}
@Override
public boolean intersectsSphere(BoundingSphere sphere, TempVars vars) {
return true;
}
@Override
public boolean intersectsFrustum(Camera camera, TempVars vars) {
return true;
}
@Override
public void computeLastDistance(Spatial owner) {
// ambient lights must always be before directional lights.
lastDistance = -2;
}
@Override
public Type getType() {
return Type.Ambient;
}
}