/* * Copyright (c) 2009-2012, 2015 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.jme3.light; import com.jme3.bounding.BoundingBox; import com.jme3.bounding.BoundingSphere; import com.jme3.math.ColorRGBA; import com.jme3.math.Vector3f; import com.jme3.renderer.Camera; import com.jme3.scene.Spatial; import com.jme3.util.TempVars; /** * An ambient light adds a constant color to the scene. * <p> * Ambient lights are unaffected by the surface normal, and are constant * regardless of the model's location. The material's ambient color is * multiplied by the ambient light color to get the final ambient color of * an object. * * @author Kirill Vainer */ public class AmbientLight extends Light { public AmbientLight() { } public AmbientLight(ColorRGBA color) { super(color); } @Override public boolean intersectsBox(BoundingBox box, TempVars vars) { return true; } @Override public boolean intersectsSphere(BoundingSphere sphere, TempVars vars) { return true; } @Override public boolean intersectsFrustum(Camera camera, TempVars vars) { return true; } @Override public void computeLastDistance(Spatial owner) { // ambient lights must always be before directional lights. lastDistance = -2; } @Override public Type getType() { return Type.Ambient; } }