package fr.technicalgames.light; import fr.technicalgames.math.*; import fr.technicalgames.shadow.*; public abstract class Light extends Shadow{ public Vector4f position;//w == 0 si c une directional light public Vector3f intensities; public float attenuation; public float ambientCoefficient; public float coneAngle; public Vector3f coneDirection; public Light(Vector4f position,Vector3f intensities,float attenuation,float ambientCoefficient,float coneAngle,Vector3f coneDirection){ super(); this.position = position; this.intensities = intensities; this.attenuation = attenuation; this.ambientCoefficient = ambientCoefficient; this.coneAngle = coneAngle; this.coneDirection = coneDirection; } public abstract void update(); public Vector4f getPosition() { return position; } public void setPosition(Vector4f position) { this.position = position; } public Vector3f getIntensities() { return intensities; } public void setIntensities(Vector3f intensities) { this.intensities = intensities; } public float getAttenuation() { return attenuation; } public void setAttenuation(float attenuation) { this.attenuation = attenuation; } public float getAmbientCoefficient() { return ambientCoefficient; } public void setAmbientCoefficient(float ambientCoefficient) { this.ambientCoefficient = ambientCoefficient; } public float getConeAngle() { return coneAngle; } public void setConeAngle(float coneAngle) { this.coneAngle = coneAngle; } public Vector3f getConeDirection() { return coneDirection; } public void setConeDirection(Vector3f coneDirection) { this.coneDirection = coneDirection; } }