lightrecord.java
来自「java 3d game jme 工程开发源代码」· Java 代码 · 共 130 行
JAVA
130 行
/*
* Copyright (c) 2003-2009 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme.scene.state.jogl.records;
import com.jme.math.Matrix4f;
import com.jme.math.Quaternion;
import com.jme.renderer.ColorRGBA;
import com.jme.scene.state.StateRecord;
public class LightRecord extends StateRecord {
public ColorRGBA ambient = new ColorRGBA(-1, -1, -1, -1);
public ColorRGBA diffuse = new ColorRGBA(-1, -1, -1, -1);
public ColorRGBA specular = new ColorRGBA(-1, -1, -1, -1);
private float constant = -1;
private float linear = -1;
private float quadratic = -1;
private float spotExponent = -1;
private float spotCutoff = -1;
private boolean enabled = false;
// NB: Vector4F would be more appropriate than Quaternion...
public Quaternion position = new Quaternion();
public Matrix4f modelViewMatrix = new Matrix4f();
private boolean attenuate;
public boolean isAttenuate() {
return attenuate;
}
public void setAttenuate(boolean attenuate) {
this.attenuate = attenuate;
}
public float getConstant() {
return constant;
}
public void setConstant(float constant) {
this.constant = constant;
}
public float getLinear() {
return linear;
}
public void setLinear(float linear) {
this.linear = linear;
}
public float getQuadratic() {
return quadratic;
}
public void setQuadratic(float quadratic) {
this.quadratic = quadratic;
}
public float getSpotExponent() {
return spotExponent;
}
public void setSpotExponent(float exponent) {
this.spotExponent = exponent;
}
public float getSpotCutoff() {
return spotCutoff;
}
public void setSpotCutoff(float spotCutoff) {
this.spotCutoff = spotCutoff;
}
public boolean isEnabled() {
return enabled;
}
public void setEnabled(boolean enabled) {
this.enabled = enabled;
}
@Override
public void invalidate() {
super.invalidate();
ambient.set(-1, -1, -1, -1);
diffuse.set(-1, -1, -1, -1);
specular.set(-1, -1, -1, -1);
constant = -1;
linear = -1;
quadratic = -1;
spotExponent = -1;
spotCutoff = -1;
enabled = false;
position.set(-1, -1, -1, -1);
modelViewMatrix.loadIdentity();
}
}
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