@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
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JavaScript
import { __decorate } from "../tslib.es6.js";
import { serialize } from "../Misc/decorators.js";
import { Matrix, Vector3 } from "../Maths/math.vector.js";
import { Node } from "../node.js";
import { Light } from "./light.js";
import { ShadowLight } from "./shadowLight.js";
import { RegisterClass } from "../Misc/typeStore.js";
Node.AddNodeConstructor("Light_Type_0", (name, scene) => {
return () => new PointLight(name, Vector3.Zero(), scene);
});
/**
* A point light is a light defined by an unique point in world space.
* The light is emitted in every direction from this point.
* A good example of a point light is a standard light bulb.
* Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
*/
export class PointLight extends ShadowLight {
/**
* Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
* This specifies what angle the shadow will use to be created.
*
* It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
*/
get shadowAngle() {
return this._shadowAngle;
}
/**
* Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
* This specifies what angle the shadow will use to be created.
*
* It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
*/
set shadowAngle(value) {
this._shadowAngle = value;
this.forceProjectionMatrixCompute();
}
/**
* Gets the direction if it has been set.
* In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
*/
get direction() {
return this._direction;
}
/**
* In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
*/
set direction(value) {
const previousNeedCube = this.needCube();
this._direction = value;
if (this.needCube() !== previousNeedCube && this._shadowGenerators) {
const iterator = this._shadowGenerators.values();
for (let key = iterator.next(); key.done !== true; key = iterator.next()) {
const shadowGenerator = key.value;
shadowGenerator.recreateShadowMap();
}
}
}
/**
* Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
* A PointLight emits the light in every direction.
* It can cast shadows.
* If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
* ```javascript
* var pointLight = new PointLight("pl", camera.position, scene);
* ```
* Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
* @param name The light friendly name
* @param position The position of the point light in the scene
* @param scene The scene the lights belongs to
*/
constructor(name, position, scene) {
super(name, scene);
this._shadowAngle = Math.PI / 2;
this.position = position;
}
/**
* Returns the string "PointLight"
* @returns the class name
*/
getClassName() {
return "PointLight";
}
/**
* Returns the integer 0.
* @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
*/
// eslint-disable-next-line @typescript-eslint/naming-convention
getTypeID() {
return Light.LIGHTTYPEID_POINTLIGHT;
}
/**
* Specifies whether or not the shadowmap should be a cube texture.
* @returns true if the shadowmap needs to be a cube texture.
*/
needCube() {
return !this.direction;
}
/**
* Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
* @param faceIndex The index of the face we are computed the direction to generate shadow
* @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
*/
getShadowDirection(faceIndex) {
if (this.direction) {
return super.getShadowDirection(faceIndex);
}
else {
switch (faceIndex) {
case 0:
return new Vector3(1.0, 0.0, 0.0);
case 1:
return new Vector3(-1.0, 0.0, 0.0);
case 2:
return new Vector3(0.0, -1.0, 0.0);
case 3:
return new Vector3(0.0, 1.0, 0.0);
case 4:
return new Vector3(0.0, 0.0, 1.0);
case 5:
return new Vector3(0.0, 0.0, -1.0);
}
}
return Vector3.Zero();
}
/**
* Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
* - fov = PI / 2
* - aspect ratio : 1.0
* - z-near and far equal to the active camera minZ and maxZ.
* Returns the PointLight.
* @param matrix
* @param viewMatrix
* @param renderList
*/
// eslint-disable-next-line @typescript-eslint/no-unused-vars
_setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList) {
const activeCamera = this.getScene().activeCamera;
if (!activeCamera) {
return;
}
const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;
Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, useReverseDepthBuffer ? maxZ : minZ, useReverseDepthBuffer ? minZ : maxZ, matrix, true, this._scene.getEngine().isNDCHalfZRange, undefined, useReverseDepthBuffer);
}
_buildUniformLayout() {
this._uniformBuffer.addUniform("vLightData", 4);
this._uniformBuffer.addUniform("vLightDiffuse", 4);
this._uniformBuffer.addUniform("vLightSpecular", 4);
this._uniformBuffer.addUniform("vLightFalloff", 4);
this._uniformBuffer.addUniform("shadowsInfo", 3);
this._uniformBuffer.addUniform("depthValues", 2);
this._uniformBuffer.create();
}
/**
* Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
* @param effect The effect to update
* @param lightIndex The index of the light in the effect to update
* @returns The point light
*/
transferToEffect(effect, lightIndex) {
if (this.computeTransformedInformation()) {
this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
}
else {
this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
}
this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
return this;
}
transferToNodeMaterialEffect(effect, lightDataUniformName) {
if (this.computeTransformedInformation()) {
effect.setFloat3(lightDataUniformName, this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z);
}
else {
effect.setFloat3(lightDataUniformName, this.position.x, this.position.y, this.position.z);
}
return this;
}
/**
* Prepares the list of defines specific to the light type.
* @param defines the list of defines
* @param lightIndex defines the index of the light for the effect
*/
prepareLightSpecificDefines(defines, lightIndex) {
defines["POINTLIGHT" + lightIndex] = true;
}
}
__decorate([
serialize()
], PointLight.prototype, "shadowAngle", null);
// Register Class Name
RegisterClass("BABYLON.PointLight", PointLight);
//# sourceMappingURL=pointLight.js.map