/** Creates chain light from specified vertices
*
* @param rayHandler not {@code null} instance of RayHandler
* @param rays number of rays - more rays make light to look more realistic but will decrease performance, can't be less than
* MIN_RAYS
* @param color color, set to {@code null} to use the default color
* @param distance distance of light
* @param rayDirection direction of rays
* <ul>
* <li>1 = left</li>
* <li>-1 = right</li>
* </ul>
* @param chain float array of (x, y) vertices from which rays will be evenly distributed */
public RavChainLight (RayHandler rayHandler, int rays, Color color, float distance, int rayDirection, float[] chain) {
super(rayHandler, rays, color, distance, 0f);
rayStartOffset = ChainLight.defaultRayStartOffset;
this.rayDirection = rayDirection;
vertexNum = (vertexNum - 1) * 2;
endX = new float[rays];
endY = new float[rays];
startX = new float[rays];
startY = new float[rays];
this.chain = (chain != null) ? new FloatArray(chain) : new FloatArray();
lightMesh = new Mesh(VertexDataType.VertexArray, false, vertexNum, 0,
new VertexAttribute(Usage.Position, 2, "vertex_positions"), new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
new VertexAttribute(Usage.Generic, 1, "s"));
softShadowMesh = new Mesh(VertexDataType.VertexArray, false, vertexNum * 2, 0,
new VertexAttribute(Usage.Position, 2, "vertex_positions"), new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
new VertexAttribute(Usage.Generic, 1, "s"));
setMesh();
}
RavChainLight.java 文件源码
java
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