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- module BABYLON {
- export class DirectionalLight extends Light implements IShadowLight {
- public position: Vector3;
- private _transformedDirection: Vector3;
- public transformedPosition: Vector3;
- private _worldMatrix: Matrix;
- constructor(name: string, public direction: Vector3, scene: Scene) {
- super(name, scene);
- this.position = direction.scale(-1);
- }
- public getAbsolutePosition(): Vector3 {
- return this.transformedPosition ? this.transformedPosition : this.position;
- }
- public setDirectionToTarget(target: Vector3): Vector3 {
- this.direction = Vector3.Normalize(target.subtract(this.position));
- return this.direction;
- }
- public computeTransformedPosition(): boolean {
- if (this.parent && this.parent.getWorldMatrix) {
- if (!this.transformedPosition) {
- this.transformedPosition = Vector3.Zero();
- }
- Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
- return true;
- }
- return false;
- }
- public transferToEffect(effect: Effect, directionUniformName: string): void {
- if (this.parent && this.parent.getWorldMatrix) {
- if (!this._transformedDirection) {
- this._transformedDirection = Vector3.Zero();
- }
- Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection);
- effect.setFloat4(directionUniformName, this._transformedDirection.x, this._transformedDirection.y, this._transformedDirection.z, 1);
- return;
- }
- effect.setFloat4(directionUniformName, this.direction.x, this.direction.y, this.direction.z, 1);
- }
- public _getWorldMatrix(): Matrix {
- if (!this._worldMatrix) {
- this._worldMatrix = Matrix.Identity();
- }
- Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
- return this._worldMatrix;
- }
- }
- }
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