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PointLightShadowRenderer: fix javadoc
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jme3-core/src/main/java/com/jme3/shadow/PointLightShadowRenderer.java

Lines changed: 34 additions & 30 deletions
Original file line numberDiff line numberDiff line change
@@ -51,19 +51,25 @@
5151
import java.io.IOException;
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/**
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* PointLightShadowRenderer renders shadows for a point light
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* Renders shadows for a {@link PointLight}. This renderer uses six cameras,
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* one for each face of a cube map, to capture shadows from the point light's
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* perspective.
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*
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* @author Nehon
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*/
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public class PointLightShadowRenderer extends AbstractShadowRenderer {
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/**
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* The fixed number of cameras used for rendering point light shadows (6 for a cube map).
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*/
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public static final int CAM_NUMBER = 6;
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protected PointLight light;
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protected Camera[] shadowCams;
63-
private Geometry[] frustums = null;
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private final Vector3f X_NEG = Vector3f.UNIT_X.mult(-1f);
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private final Vector3f Y_NEG = Vector3f.UNIT_Y.mult(-1f);
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private final Vector3f Z_NEG = Vector3f.UNIT_Z.mult(-1f);
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protected Geometry[] frustums = null;
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protected final Vector3f X_NEG = Vector3f.UNIT_X.mult(-1f);
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protected final Vector3f Y_NEG = Vector3f.UNIT_Y.mult(-1f);
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protected final Vector3f Z_NEG = Vector3f.UNIT_Z.mult(-1f);
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/**
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* For serialization only. Do not use.
@@ -73,10 +79,11 @@ protected PointLightShadowRenderer() {
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}
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/**
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* Creates a PointLightShadowRenderer.
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* Creates a new {@code PointLightShadowRenderer} instance.
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*
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* @param assetManager the application's asset manager
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* @param shadowMapSize the size of the rendered shadow maps (512, 1024, 2048, etc...)
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* @param assetManager The application's asset manager.
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* @param shadowMapSize The size of the rendered shadow maps (e.g., 512, 1024, 2048).
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* Higher values produce better quality shadows but may impact performance.
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*/
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public PointLightShadowRenderer(AssetManager assetManager, int shadowMapSize) {
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super(assetManager, shadowMapSize, CAM_NUMBER);
@@ -85,7 +92,7 @@ public PointLightShadowRenderer(AssetManager assetManager, int shadowMapSize) {
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private void init(int shadowMapSize) {
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shadowCams = new Camera[CAM_NUMBER];
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for (int i = 0; i < CAM_NUMBER; i++) {
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for (int i = 0; i < shadowCams.length; i++) {
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shadowCams[i] = new Camera(shadowMapSize, shadowMapSize);
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}
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}
@@ -106,24 +113,20 @@ protected void updateShadowCams(Camera viewCam) {
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return;
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}
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109-
//bottom
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shadowCams[0].setAxes(X_NEG, Z_NEG, Y_NEG);
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//top
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shadowCams[1].setAxes(X_NEG, Vector3f.UNIT_Z, Vector3f.UNIT_Y);
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//forward
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shadowCams[2].setAxes(X_NEG, Vector3f.UNIT_Y, Z_NEG);
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//backward
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shadowCams[3].setAxes(Vector3f.UNIT_X, Vector3f.UNIT_Y, Vector3f.UNIT_Z);
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//left
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shadowCams[4].setAxes(Vector3f.UNIT_Z, Vector3f.UNIT_Y, X_NEG);
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//right
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shadowCams[5].setAxes(Z_NEG, Vector3f.UNIT_Y, Vector3f.UNIT_X);
121-
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for (int i = 0; i < CAM_NUMBER; i++) {
123-
shadowCams[i].setFrustumPerspective(90f, 1f, 0.1f, light.getRadius());
124-
shadowCams[i].setLocation(light.getPosition());
125-
shadowCams[i].update();
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shadowCams[i].updateViewProjection();
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// Configure axes for each of the six cube map cameras (positive/negative X, Y, Z)
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shadowCams[0].setAxes(X_NEG, Z_NEG, Y_NEG); // -Y (bottom)
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shadowCams[1].setAxes(X_NEG, Vector3f.UNIT_Z, Vector3f.UNIT_Y); // +Y (top)
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shadowCams[2].setAxes(X_NEG, Vector3f.UNIT_Y, Z_NEG); // +Z (forward)
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shadowCams[3].setAxes(Vector3f.UNIT_X, Vector3f.UNIT_Y, Vector3f.UNIT_Z); // -Z (backward)
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shadowCams[4].setAxes(Vector3f.UNIT_Z, Vector3f.UNIT_Y, X_NEG); // -X (left)
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shadowCams[5].setAxes(Z_NEG, Vector3f.UNIT_Y, Vector3f.UNIT_X); // +X (right)
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// Set perspective and location for all shadow cameras
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for (Camera shadowCam : shadowCams) {
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shadowCam.setFrustumPerspective(90f, 1f, 0.1f, light.getRadius());
127+
shadowCam.setLocation(light.getPosition());
128+
shadowCam.update();
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shadowCam.updateViewProjection();
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}
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}
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@@ -153,16 +156,17 @@ protected void doDisplayFrustumDebug(int shadowMapIndex) {
153156
if (frustums == null) {
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frustums = new Geometry[CAM_NUMBER];
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Vector3f[] points = new Vector3f[8];
156-
for (int i = 0; i < 8; i++) {
159+
for (int i = 0; i < points.length; i++) {
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points[i] = new Vector3f();
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}
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for (int i = 0; i < CAM_NUMBER; i++) {
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ShadowUtil.updateFrustumPoints2(shadowCams[i], points);
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frustums[i] = createFrustum(points, i);
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}
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}
164-
if (frustums[shadowMapIndex].getParent() == null) {
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((Node) viewPort.getScenes().get(0)).attachChild(frustums[shadowMapIndex]);
167+
Geometry geo = frustums[shadowMapIndex];
168+
if (geo.getParent() == null) {
169+
((Node) viewPort.getScenes().get(0)).attachChild(geo);
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}
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}
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