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 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 */ 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