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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.
/**
* 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 PointLight
with default position (0,0,0), direction (pointing at (0,0,0)) and specular exponent (1.0). /**
* 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 SpotLight
with the given position and color, with the default direction (pointing at (0,0,0)) and specular exponent (1.0). Params: - x – the x coordinate of the light position
- y – the y coordinate of the light position
- z – the z coordinate of the light position
- color – the color of the light
Throws: - IllegalArgumentException – if
color
is null
/**
* 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.
Returns: the x coordinate of the direction vector for this light
/**
* 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
Params: - pointsAtX – the x coordinate of the direction vector for this light
/**
* 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.
Returns: the y coordinate of the direction vector for this light
/**
* 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
Params: - pointsAtY – the y coordinate of the direction vector for this light
/**
* 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.
Returns: the z coordinate of the direction vector for this light
/**
* 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
Params: - pointsAtZ – the z coordinate of the direction vector for this light
/**
* 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.
Returns: the specular exponent of this light
/**
* 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
Params: - specularExponent – the specular exponent of this light
/**
* 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 (x,y,z)
direction vector of this light source. Returns: the normalized direction vector of this light source
/**
* 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;
}
}