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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:
/** * 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; } }