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@@ -31,6 +31,7 @@
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*/
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package com.jme3.light;
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+import com.jme3.bounding.BoundingSphere;
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import com.jme3.math.FastMath;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.Camera;
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@@ -81,12 +82,20 @@ public class LightFilterTest {
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public void testAmbientFiltering() {
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geom.addLight(new AmbientLight());
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checkFilteredLights(1); // Ambient lights must never be filtered
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+
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+ // Test for bounding Sphere
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+ geom.setModelBound(new BoundingSphere(0.5f, Vector3f.ZERO));
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+ checkFilteredLights(1); // Ambient lights must never be filtered
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}
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@Test
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public void testDirectionalFiltering() {
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geom.addLight(new DirectionalLight(Vector3f.UNIT_Y));
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checkFilteredLights(1); // Directional lights must never be filtered
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+
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+ // Test for bounding Sphere
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+ geom.setModelBound(new BoundingSphere(0.5f, Vector3f.ZERO));
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+ checkFilteredLights(1); // Directional lights must never be filtered
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}
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@Test
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@@ -127,6 +136,44 @@ public class LightFilterTest {
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// Rotate the camera so it is up, light is outside frustum.
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cam.lookAtDirection(Vector3f.UNIT_Y, Vector3f.UNIT_Y);
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checkFilteredLights(0);
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+
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+ // ==================================
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+ // Tests for bounding Sphere
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+ geom.setLocalTranslation(0, 0, 0);
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+
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+ // Infinite point lights must never be filtered
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+ pl.setRadius(0);
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+ checkFilteredLights(1);
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+
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+ pl.setRadius(1f);
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+ geom.setModelBound(new BoundingSphere(1f, Vector3f.ZERO));
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+
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+ // Put the light at the very close to the geom,
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+ // the very edge of the sphere touches the other bounding sphere
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+ // Still not considered an intersection though.
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+ pl.setPosition(new Vector3f(0, 0, -2f));
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+ checkFilteredLights(0);
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+
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+ // And more close - now its an intersection.
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+ pl.setPosition(new Vector3f(0, 0, 0f));
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+ checkFilteredLights(0);
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+
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+ // In this case its an intersection for pointLight v. box
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+ // But not for pointLight v. sphere
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+ // Vector3f(0, 0.5f, 0.5f).normalize().mult(2) ~ >= (0.0, 1.4142135, 1.4142135)
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+ //pl.setPosition(new Vector3f(0, 0.5f, 0.5f).normalizeLocal().multLocal(2 + FastMath.ZERO_TOLERANCE));
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+ pl.setPosition(new Vector3f(0f, 1.4142135f, 1.4142135f).multLocal(1+FastMath.ZERO_TOLERANCE));
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+ checkFilteredLights(0);
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+
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+ // Make the distance a wee bit closer, now its an intersection
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+ //pl.setPosition(new Vector3f(0, 0.5f, 0.5f).normalizeLocal().multLocal(2 - FastMath.ZERO_TOLERANCE));
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+ pl.setPosition(new Vector3f(0f, 1.4142135f, 1.4142135f).multLocal(1-FastMath.ZERO_TOLERANCE));
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+ checkFilteredLights(1);
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+
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+ // it's a point light, also test for the other corner
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+ pl.setPosition(new Vector3f(0f, -1.4142135f, -1.4142135f).multLocal(1-FastMath.ZERO_TOLERANCE));
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+ checkFilteredLights(0);
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+
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}
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@Test
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@@ -175,5 +222,49 @@ public class LightFilterTest {
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// now, the spot will touch the box.
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geom.setMesh(new Box(5, 1, 1));
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checkFilteredLights(1);
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+
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+ // ==================================
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+ // Tests for bounding sphere, with a radius of 1f (in the box geom)
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+ sl.setPosition(Vector3f.ZERO);
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+ sl.setDirection(Vector3f.UNIT_Z);
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+ geom.setLocalTranslation(Vector3f.ZERO);
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+ geom.setModelBound(new BoundingSphere(1f, Vector3f.ZERO));
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+
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+ // Infinit spot lights are only filtered
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+ // if the geometry is outside the infinite cone.
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+ sl.setSpotRange(0);
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+ checkFilteredLights(1);
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+
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+ //the geommetry is outside the infinit cone (cone direction going away from the geom)
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+ sl.setPosition(Vector3f.UNIT_Z.mult(1+FastMath.ZERO_TOLERANCE));
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+ checkFilteredLights(0);
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+
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+ //place the spote ligth in the corner of the box geom, (in order to test bounding sphere)
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+ sl.setDirection(new Vector3f(1, 1, 0).normalizeLocal());
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+ geom.setLocalTranslation(0, 0, 10);
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+ sl.setPosition(sl.getDirection().mult(-2f).add(geom.getLocalTranslation()));
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+
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+ // make it barely reach the sphere, incorect with a box
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+ sl.setSpotRange(1f - FastMath.ZERO_TOLERANCE);
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+ checkFilteredLights(0);
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+
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+ // make it reach the sphere
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+ sl.setSpotRange(1f + FastMath.ZERO_TOLERANCE);
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+ checkFilteredLights(1);
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+
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+ // extent the range
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+ sl.setPosition(Vector3f.ZERO);
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+ sl.setDirection(Vector3f.UNIT_Z);
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+ sl.setSpotRange(20);
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+ checkFilteredLights(1);
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+
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+ // rotate the cone a bit so it no longer faces the geom
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+ sl.setDirection(new Vector3f(0, 0.3f, 0.7f).normalizeLocal());
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+ checkFilteredLights(0);
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+
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+ // Create sphere of size X=10 (double the radius)
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+ // now, the spot will touch the sphere.
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+ geom.setModelBound(new BoundingSphere(5f, Vector3f.ZERO));
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+ checkFilteredLights(1);
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}
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}
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