com.sun.scenario.effect.light.SpotLight Maven / Gradle / Ivy
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Oracle designates this
* particular file as subject to the "Classpath" exception as provided
* by Oracle in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
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*/
package com.sun.scenario.effect.light;
import com.sun.scenario.effect.Color4f;
/**
* Represents a spot light source at a given position in 3D space, with
* configurable direction and focus.
*/
public class SpotLight extends PointLight {
private float pointsAtX;
private float pointsAtY;
private float pointsAtZ;
private float specularExponent;
//private float limitingConeAngle;
/**
* Constructs a new {@code PointLight} with default position (0,0,0),
* direction (pointing at (0,0,0)) and specular exponent (1.0).
*/
public SpotLight() {
this(0f, 0f, 0f, Color4f.WHITE);
}
/**
* Constructs a new {@code SpotLight} with the given position and color,
* with the default direction (pointing at (0,0,0)) and specular exponent
* (1.0).
*
* @param x the x coordinate of the light position
* @param y the y coordinate of the light position
* @param z the z coordinate of the light position
* @param color the color of the light
* @throws IllegalArgumentException if {@code color} is null
*/
public SpotLight(float x, float y, float z, Color4f color) {
super(Type.SPOT, x, y, z, color);
this.pointsAtX = 0f;
this.pointsAtY = 0f;
this.pointsAtZ = 0f;
this.specularExponent = 1f;
}
/**
* Returns the x coordinate of the direction vector for this light.
*
* @return the x coordinate of the direction vector for this light
*/
public float getPointsAtX() {
return pointsAtX;
}
/**
* Sets the x coordinate of the direction vector for this light.
*
* Min: n/a
* Max: n/a
* Default: 0.0
* Identity: n/a
*
*
* @param pointsAtX the x coordinate of the direction vector for this light
*/
public void setPointsAtX(float pointsAtX) {
this.pointsAtX = pointsAtX;
}
/**
* Returns the y coordinate of the direction vector for this light.
*
* @return the y coordinate of the direction vector for this light
*/
public float getPointsAtY() {
return pointsAtY;
}
/**
* Sets the y coordinate of the direction vector for this light.
*
* Min: n/a
* Max: n/a
* Default: 0.0
* Identity: n/a
*
*
* @param pointsAtY the y coordinate of the direction vector for this light
*/
public void setPointsAtY(float pointsAtY) {
float old = this.pointsAtY;
this.pointsAtY = pointsAtY;
}
/**
* Returns the z coordinate of the direction vector for this light.
*
* @return the z coordinate of the direction vector for this light
*/
public float getPointsAtZ() {
return pointsAtZ;
}
/**
* Sets the z coordinate of the direction vector for this light.
*
* Min: n/a
* Max: n/a
* Default: 0.0
* Identity: n/a
*
*
* @param pointsAtZ the z coordinate of the direction vector for this light
*/
public void setPointsAtZ(float pointsAtZ) {
this.pointsAtZ = pointsAtZ;
}
/**
* Returns the specular exponent, which controls the focus of this
* light source.
*
* @return the specular exponent of this light
*/
public float getSpecularExponent() {
return specularExponent;
}
/**
* Sets the specular exponent, which controls the focus of this
* light source.
*
* Min: 0.0
* Max: 4.0
* Default: 1.0
* Identity: 1.0
*
*
* @param specularExponent the specular exponent of this light
*/
public void setSpecularExponent(float specularExponent) {
if (specularExponent < 0f || specularExponent > 4f) {
throw new IllegalArgumentException("Specular exponent must be in the range [0,4]");
}
this.specularExponent = specularExponent;
}
@Override
public float[] getNormalizedLightPosition() {
// normalize
float x = getX();
float y = getY();
float z = getZ();
float len = (float)Math.sqrt(x*x + y*y + z*z);
if (len == 0f) len = 1f;
float[] pos = new float[] {x/len, y/len, z/len};
return pos;
}
/**
* Returns a float array containing the normalized {@code (x,y,z)}
* direction vector of this light source.
*
* @return the normalized direction vector of this light source
*/
public float[] getNormalizedLightDirection() {
float sx = pointsAtX - getX();
float sy = pointsAtY - getY();
float sz = pointsAtZ - getZ();
// normalize
float len = (float)Math.sqrt(sx*sx + sy*sy + sz*sz);
if (len == 0f) len = 1f;
float[] vec = new float[] {sx/len, sy/len, sz/len};
return vec;
}
}
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