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package edu.jhuapl.trinity.javafx; | |
import java.util.ArrayList; | |
import java.util.List; | |
import javafx.application.Application; | |
import javafx.geometry.Insets; | |
import javafx.geometry.Point3D; | |
import javafx.scene.Group; | |
import javafx.scene.PerspectiveCamera; | |
import javafx.scene.Scene; | |
import javafx.scene.SceneAntialiasing; | |
import javafx.scene.SpotLight; | |
import javafx.scene.SubScene; | |
import javafx.scene.input.MouseEvent; | |
import javafx.scene.input.ScrollEvent; | |
import javafx.scene.layout.Background; | |
import javafx.scene.layout.BackgroundFill; | |
import javafx.scene.layout.BorderPane; | |
import javafx.scene.layout.CornerRadii; | |
import javafx.scene.layout.StackPane; | |
import javafx.scene.paint.Color; | |
import javafx.scene.paint.PhongMaterial; | |
import javafx.scene.shape.Box; | |
import javafx.scene.shape.CullFace; | |
import javafx.scene.shape.DrawMode; | |
import javafx.stage.Stage; | |
import org.fxyz3d.geometry.MathUtils; | |
import org.fxyz3d.utils.CameraTransformer; | |
public class SpotLightTest extends Application { | |
protected Box box; | |
PerspectiveCamera camera = new PerspectiveCamera(true); | |
public Group sceneRoot = new Group(); | |
public SubScene subScene; | |
public CameraTransformer cameraTransform = new CameraTransformer(); | |
private double cameraDistance = -4000; | |
private final double sceneWidth = 10000; | |
private final double sceneHeight = 4000; | |
private double mousePosX; | |
private double mousePosY; | |
private double mouseOldX; | |
private double mouseOldY; | |
private double mouseDeltaX; | |
private double mouseDeltaY; | |
@Override | |
public void start(Stage primaryStage) throws Exception { | |
subScene = new SubScene(sceneRoot, sceneWidth, sceneHeight, true, SceneAntialiasing.BALANCED); | |
//Start Tracking mouse movements only when a button is pressed | |
subScene.setOnMouseDragged((MouseEvent me) -> mouseDragCamera(me)); | |
subScene.setOnScroll((ScrollEvent event) -> { | |
double modifier = 50.0; | |
double modifierFactor = 0.1; | |
if (event.isControlDown()) { | |
modifier = 1; | |
} | |
if (event.isShiftDown()) { | |
modifier = 100.0; | |
} | |
double z = camera.getTranslateZ(); | |
double newZ = z + event.getDeltaY() * modifierFactor * modifier; | |
camera.setTranslateZ(newZ); | |
}); | |
StackPane stackPane = new StackPane(subScene); | |
subScene.widthProperty().bind(stackPane.widthProperty()); | |
subScene.heightProperty().bind(stackPane.heightProperty()); | |
subScene.setFill(Color.LIGHTGREY); | |
camera = new PerspectiveCamera(true); | |
//setup camera transform for rotational support | |
cameraTransform.setTranslate(0, 0, 0); | |
cameraTransform.getChildren().add(camera); | |
camera.setNearClip(0.1); | |
camera.setFarClip(100000.0); | |
camera.setTranslateZ(cameraDistance); | |
cameraTransform.ry.setAngle(-45.0); | |
cameraTransform.rx.setAngle(-10.0); | |
subScene.setCamera(camera); | |
//create multiple spot lights | |
List<SpotLight> lights = new ArrayList<>(); | |
lights.add(new SpotLight(Color.WHITE)); | |
lights.add(new SpotLight(Color.GREEN)); | |
lights.add(new SpotLight(Color.RED)); | |
for(int i=0; i< lights.size(); i++) { | |
SpotLight spotLight = lights.get(i); | |
spotLight.setDirection(new Point3D(0, 1, 0)); | |
spotLight.setInnerAngle(120); | |
spotLight.setOuterAngle(30); | |
spotLight.setFalloff(-0.4); | |
spotLight.setTranslateZ(2000 * i); | |
spotLight.setTranslateY(-200); | |
} | |
box = new Box(sceneWidth, 50, sceneWidth); | |
box.setDrawMode(DrawMode.FILL); | |
box.setCullFace(CullFace.BACK); | |
box.setMaterial(new PhongMaterial(Color.CYAN)); | |
sceneRoot.getChildren().addAll(cameraTransform, box); | |
sceneRoot.getChildren().addAll(lights); | |
BorderPane bpOilSpill = new BorderPane(subScene); | |
stackPane.getChildren().clear(); | |
stackPane.getChildren().addAll(bpOilSpill); | |
stackPane.setPadding(new Insets(10)); | |
stackPane.setBackground(new Background(new BackgroundFill(Color.rgb(255, 255, 255), CornerRadii.EMPTY, Insets.EMPTY))); | |
Scene scene = new Scene(stackPane, 1000, 1000); | |
scene.setOnMouseEntered(event -> subScene.requestFocus()); | |
primaryStage.setTitle("Multiple SpotLight Test"); | |
primaryStage.setScene(scene); | |
primaryStage.show(); | |
} | |
private void mouseDragCamera(MouseEvent me) { | |
mouseOldX = mousePosX; | |
mouseOldY = mousePosY; | |
mousePosX = me.getSceneX(); | |
mousePosY = me.getSceneY(); | |
mouseDeltaX = (mousePosX - mouseOldX); | |
mouseDeltaY = (mousePosY - mouseOldY); | |
double modifier = 10.0; | |
double modifierFactor = 0.1; | |
if (me.isControlDown()) { | |
modifier = 1; | |
} | |
if (me.isShiftDown()) { | |
modifier = 50.0; | |
} | |
if (me.isPrimaryButtonDown()) { | |
if(me.isAltDown()) { //roll | |
cameraTransform.rz.setAngle(((cameraTransform.rz.getAngle() + mouseDeltaX * modifierFactor * modifier * 2.0) % 360 + 540) % 360 - 180); // + | |
} else { | |
cameraTransform.ry.setAngle(((cameraTransform.ry.getAngle() + mouseDeltaX * modifierFactor * modifier * 2.0) % 360 + 540) % 360 - 180); // + | |
cameraTransform.rx.setAngle( | |
MathUtils.clamp(-60, | |
(((cameraTransform.rx.getAngle() - mouseDeltaY * modifierFactor * modifier * 2.0) % 360 + 540) % 360 - 180), | |
60)); // - | |
} | |
} else if (me.isMiddleButtonDown() ) { | |
cameraTransform.t.setX(cameraTransform.t.getX() + mouseDeltaX * modifierFactor * modifier * 0.3); // - | |
cameraTransform.t.setY(cameraTransform.t.getY() + mouseDeltaY * modifierFactor * modifier * 0.3); // - | |
} | |
} | |
public static void main(String[] args){launch(args);} | |
} |
Yes I see how the parameters work. I was also able to create a "shadow cast" effect which was super cool. I can smell a fun game mechanic in that somehow. Wasn't able to create a perfect ring of light... although I suppose you could just create a literal eclipse with another 3D object in front of the object yes?
There are no shadows, so a 3D object will not block the light and cast a shadow.
If you want a ring of light set the outer angle to be larger than the inner angle (with a positive falloff):
You can also use 2 spot lights where one is smaller and has a negative attenuation so that it subtracts light from the second one:
This is pretty cool dude
So have all issues been resolved?
well actually I never did manage to get the third light to show up but Jose was able to by changing the material colors. (must be due to underlying calculations that certain color combinations are diminished at the third light? You did say that order matters .
regardless please don't think I still have an issue. Your contribution to Javafx 3D is great!!
I would LOVE to have more lights but I understand that for now I will have 3 to work with.
If you're using a CYAN (00FFFF) material color and a RED (FF0000) light you will not see the light because the contribution from these is 0. This is explained in the PhongMaterial
docs.
Gotcha. So practically speaking its a sort of AND operation. This makes sense. Thanks!
Last question... is there some way/method for knowing how much total light contribution is being applied to a given node programmatically?
I can think of some cool game ideas if you could programmatically determine the amount of light contribution (even better if its known by RGB channel) on a node.
The amount of light is per pixel, not per node. There is no way to determine it per pixel programatically, otherwise no one would need shaders. At best you can take a snapshot and sample that specific pixel for its RGB. Remember that it depends also on the location of the camera because of the way the light reflects. If you want some sort of approximation per node then use the formula in PhongMaterial
.
If you want some sort of approximation per node then use the formula in
PhongMaterial
.
Oh good idea. An approximation would be fine. I suddenly have an idea for a game mechanic where you must use spot lights to shine light on "adversaries" or other targets. Each target would require different amounts of light/color to be "defeated".
By using the lighting I can play games with visibility... certain nodes would be difficult to see in bright lights so you may have to invert the light to be a shadow cast.
I can see a flat plane with 3D shapes moving around on the plane either towards you or towards a goal and you are using light/shadow to manipulate the playing field.
oooo different colors could put spin and velocity effects on the 3D shapes. Oh this could be really cool.
As you can see I built a bunch of controls to play with the parameters... but I must not have tried that combination. I'll try it and report back!