PassRefPtr<LightSource> SVGFESpotLightElement::lightSource() const
{
    FloatPoint3D pos(x(), y(), z());
    FloatPoint3D direction(pointsAtX(), pointsAtY(), pointsAtZ());

    return SpotLightSource::create(pos, direction, specularExponent(), limitingConeAngle());
}
SVGLightSource* SVGFESpotLightElement::lightSource() const
{
    FloatPoint3D pos(x(), y(), z());

    // convert lookAt to a direction
    FloatPoint3D direction(pointsAtX() - pos.x(), 
                             pointsAtY() - pos.y(), 
                             pointsAtZ() - pos.z());
    direction.normalize();
    return new SVGSpotLightSource(pos, direction, specularExponent(), limitingConeAngle());
}
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FloatPoint3D SVGFELightElement::pointsAt() const
{
    return FloatPoint3D(pointsAtX()->currentValue()->value(), pointsAtY()->currentValue()->value(), pointsAtZ()->currentValue()->value());
}