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1 /*
2  * Copyright (c) 2009-2010 jMonkeyEngine
3  * All rights reserved.
4  *
5  * Redistribution and use in source and binary forms, with or without
6  * modification, are permitted provided that the following conditions are
7  * met:
8  *
9  * * Redistributions of source code must retain the above copyright
10  *   notice, this list of conditions and the following disclaimer.
11  *
12  * * Redistributions in binary form must reproduce the above copyright
13  *   notice, this list of conditions and the following disclaimer in the
14  *   documentation and/or other materials provided with the distribution.
15  *
16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
17  *   may be used to endorse or promote products derived from this software
18  *   without specific prior written permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31  */
32 package com.jme3.shadow;
33 
34 import com.jme3.light.DirectionalLight;
35 import com.jme3.light.Light;
36 import com.jme3.light.PointLight;
37 import com.jme3.math.Vector3f;
38 import com.jme3.renderer.Camera;
39 
40 /**
41  * Creates a camera according to a light
42  * Handy to compute projection matrix of a light
43  * @author Kirill Vainer
44  */
45 public class ShadowCamera {
46 
47     private Vector3f[] points = new Vector3f[8];
48     private Light target;
49 
ShadowCamera(Light target)50     public ShadowCamera(Light target) {
51         this.target = target;
52         for (int i = 0; i < points.length; i++) {
53             points[i] = new Vector3f();
54         }
55     }
56 
57     /**
58      * Updates the camera view direction and position based on the light
59      */
updateLightCamera(Camera lightCam)60     public void updateLightCamera(Camera lightCam) {
61         if (target.getType() == Light.Type.Directional) {
62             DirectionalLight dl = (DirectionalLight) target;
63             lightCam.setParallelProjection(true);
64             lightCam.setLocation(Vector3f.ZERO);
65             lightCam.lookAtDirection(dl.getDirection(), Vector3f.UNIT_Y);
66             lightCam.setFrustum(-1, 1, -1, 1, 1, -1);
67         } else {
68             PointLight pl = (PointLight) target;
69             lightCam.setParallelProjection(false);
70             lightCam.setLocation(pl.getPosition());
71             // direction will have to be calculated automatically
72             lightCam.setFrustumPerspective(45, 1, 1, 300);
73         }
74     }
75 }
76