Edit C:\Program Files\Java\jdk1.8.0_121\com\sun\scenario\effect\light\SpotLight.java
/* * Copyright (c) 2008, 2013, Oracle and/or its affiliates. All rights reserved. * ORACLE PROPRIETARY/CONFIDENTIAL. Use is subject to license terms. * * * * * * * * * * * * * * * * * * * * */ 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. * <pre> * Min: n/a * Max: n/a * Default: 0.0 * Identity: n/a * </pre> * * @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. * <pre> * Min: n/a * Max: n/a * Default: 0.0 * Identity: n/a * </pre> * * @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. * <pre> * Min: n/a * Max: n/a * Default: 0.0 * Identity: n/a * </pre> * * @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. * <pre> * Min: 0.0 * Max: 4.0 * Default: 1.0 * Identity: 1.0 * </pre> * * @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; } }
Ms-Dos/Windows
Unix
Write backup
jsp File Browser version 1.2 by
www.vonloesch.de