/* * Copyright (c) 2009-2012 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package com.jme3.shadow; import com.jme3.bounding.BoundingBox; import com.jme3.bounding.BoundingVolume; import com.jme3.math.FastMath; import com.jme3.math.Matrix4f; import com.jme3.math.Transform; import com.jme3.math.Vector2f; import com.jme3.math.Vector3f; import com.jme3.renderer.Camera; import com.jme3.renderer.ViewPort; import com.jme3.renderer.queue.GeometryList; import com.jme3.renderer.queue.RenderQueue; import com.jme3.scene.Geometry; import com.jme3.scene.Node; import com.jme3.scene.Spatial; import com.jme3.util.TempVars; import static java.lang.Math.max; import static java.lang.Math.min; import java.util.List; /** * Includes various useful shadow mapping functions. * * @see <ul> <li><a * href="http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/">http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/</a></li> * <li><a * href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a></li> * </ul> for more info. */ public class ShadowUtil { /** * Updates a points arrays with the frustum corners of the provided camera. * * @param viewCam * @param points */ public static void updateFrustumPoints2(Camera viewCam, Vector3f[] points) { int w = viewCam.getWidth(); int h = viewCam.getHeight(); points[0].set(viewCam.getWorldCoordinates(new Vector2f(0, 0), 0)); points[1].set(viewCam.getWorldCoordinates(new Vector2f(0, h), 0)); points[2].set(viewCam.getWorldCoordinates(new Vector2f(w, h), 0)); points[3].set(viewCam.getWorldCoordinates(new Vector2f(w, 0), 0)); points[4].set(viewCam.getWorldCoordinates(new Vector2f(0, 0), 1)); points[5].set(viewCam.getWorldCoordinates(new Vector2f(0, h), 1)); points[6].set(viewCam.getWorldCoordinates(new Vector2f(w, h), 1)); points[7].set(viewCam.getWorldCoordinates(new Vector2f(w, 0), 1)); } /** * Updates the points array to contain the frustum corners of the given * camera. The nearOverride and farOverride variables can be used to * override the camera's near/far values with own values. * * TODO: Reduce creation of new vectors * * @param viewCam * @param nearOverride * @param farOverride */ public static void updateFrustumPoints(Camera viewCam, float nearOverride, float farOverride, float scale, Vector3f[] points) { Vector3f pos = viewCam.getLocation(); Vector3f dir = viewCam.getDirection(); Vector3f up = viewCam.getUp(); float depthHeightRatio = viewCam.getFrustumTop() / viewCam.getFrustumNear(); float near = nearOverride; float far = farOverride; float ftop = viewCam.getFrustumTop(); float fright = viewCam.getFrustumRight(); float ratio = fright / ftop; float near_height; float near_width; float far_height; float far_width; if (viewCam.isParallelProjection()) { near_height = ftop; near_width = near_height * ratio; far_height = ftop; far_width = far_height * ratio; } else { near_height = depthHeightRatio * near; near_width = near_height * ratio; far_height = depthHeightRatio * far; far_width = far_height * ratio; } Vector3f right = dir.cross(up).normalizeLocal(); Vector3f temp = new Vector3f(); temp.set(dir).multLocal(far).addLocal(pos); Vector3f farCenter = temp.clone(); temp.set(dir).multLocal(near).addLocal(pos); Vector3f nearCenter = temp.clone(); Vector3f nearUp = temp.set(up).multLocal(near_height).clone(); Vector3f farUp = temp.set(up).multLocal(far_height).clone(); Vector3f nearRight = temp.set(right).multLocal(near_width).clone(); Vector3f farRight = temp.set(right).multLocal(far_width).clone(); points[0].set(nearCenter).subtractLocal(nearUp).subtractLocal(nearRight); points[1].set(nearCenter).addLocal(nearUp).subtractLocal(nearRight); points[2].set(nearCenter).addLocal(nearUp).addLocal(nearRight); points[3].set(nearCenter).subtractLocal(nearUp).addLocal(nearRight); points[4].set(farCenter).subtractLocal(farUp).subtractLocal(farRight); points[5].set(farCenter).addLocal(farUp).subtractLocal(farRight); points[6].set(farCenter).addLocal(farUp).addLocal(farRight); points[7].set(farCenter).subtractLocal(farUp).addLocal(farRight); if (scale != 1.0f) { // find center of frustum Vector3f center = new Vector3f(); for (int i = 0; i < 8; i++) { center.addLocal(points[i]); } center.divideLocal(8f); Vector3f cDir = new Vector3f(); for (int i = 0; i < 8; i++) { cDir.set(points[i]).subtractLocal(center); cDir.multLocal(scale - 1.0f); points[i].addLocal(cDir); } } } /** * Compute bounds of a geomList * @param list * @param transform * @return */ public static BoundingBox computeUnionBound(GeometryList list, Transform transform) { BoundingBox bbox = new BoundingBox(); TempVars tempv = TempVars.get(); for (int i = 0; i < list.size(); i++) { BoundingVolume vol = list.get(i).getWorldBound(); BoundingVolume newVol = vol.transform(transform, tempv.bbox); //Nehon : prevent NaN and infinity values to screw the final bounding box if (!Float.isNaN(newVol.getCenter().x) && !Float.isInfinite(newVol.getCenter().x)) { bbox.mergeLocal(newVol); } } tempv.release(); return bbox; } /** * Compute bounds of a geomList * @param list * @param mat * @return */ public static BoundingBox computeUnionBound(GeometryList list, Matrix4f mat) { BoundingBox bbox = new BoundingBox(); TempVars tempv = TempVars.get(); for (int i = 0; i < list.size(); i++) { BoundingVolume vol = list.get(i).getWorldBound(); BoundingVolume store = vol.transform(mat, tempv.bbox); //Nehon : prevent NaN and infinity values to screw the final bounding box if (!Float.isNaN(store.getCenter().x) && !Float.isInfinite(store.getCenter().x)) { bbox.mergeLocal(store); } } tempv.release(); return bbox; } /** * Computes the bounds of multiple bounding volumes * * @param bv * @return */ public static BoundingBox computeUnionBound(List<BoundingVolume> bv) { BoundingBox bbox = new BoundingBox(); for (int i = 0; i < bv.size(); i++) { BoundingVolume vol = bv.get(i); bbox.mergeLocal(vol); } return bbox; } /** * Compute bounds from an array of points * * @param pts * @param transform * @return */ public static BoundingBox computeBoundForPoints(Vector3f[] pts, Transform transform) { Vector3f min = new Vector3f(Vector3f.POSITIVE_INFINITY); Vector3f max = new Vector3f(Vector3f.NEGATIVE_INFINITY); Vector3f temp = new Vector3f(); for (int i = 0; i < pts.length; i++) { transform.transformVector(pts[i], temp); min.minLocal(temp); max.maxLocal(temp); } Vector3f center = min.add(max).multLocal(0.5f); Vector3f extent = max.subtract(min).multLocal(0.5f); return new BoundingBox(center, extent.x, extent.y, extent.z); } /** * Compute bounds from an array of points * @param pts * @param mat * @return */ public static BoundingBox computeBoundForPoints(Vector3f[] pts, Matrix4f mat) { Vector3f min = new Vector3f(Vector3f.POSITIVE_INFINITY); Vector3f max = new Vector3f(Vector3f.NEGATIVE_INFINITY); TempVars vars = TempVars.get(); Vector3f temp = vars.vect1; for (int i = 0; i < pts.length; i++) { float w = mat.multProj(pts[i], temp); temp.x /= w; temp.y /= w; // Why was this commented out? temp.z /= w; min.minLocal(temp); max.maxLocal(temp); } vars.release(); Vector3f center = min.add(max).multLocal(0.5f); Vector3f extent = max.subtract(min).multLocal(0.5f); //Nehon 08/18/2010 : Added an offset to the extend to avoid banding artifacts when the frustum are aligned return new BoundingBox(center, extent.x + 2.0f, extent.y + 2.0f, extent.z + 2.5f); } /** * Updates the shadow camera to properly contain the given points (which * contain the eye camera frustum corners) * * @param shadowCam * @param points */ public static void updateShadowCamera(Camera shadowCam, Vector3f[] points) { boolean ortho = shadowCam.isParallelProjection(); shadowCam.setProjectionMatrix(null); if (ortho) { shadowCam.setFrustum(-1, 1, -1, 1, 1, -1); } else { shadowCam.setFrustumPerspective(45, 1, 1, 150); } Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix(); Matrix4f projMatrix = shadowCam.getProjectionMatrix(); BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix); TempVars vars = TempVars.get(); Vector3f splitMin = splitBB.getMin(vars.vect1); Vector3f splitMax = splitBB.getMax(vars.vect2); // splitMin.z = 0; // Create the crop matrix. float scaleX, scaleY, scaleZ; float offsetX, offsetY, offsetZ; scaleX = 2.0f / (splitMax.x - splitMin.x); scaleY = 2.0f / (splitMax.y - splitMin.y); offsetX = -0.5f * (splitMax.x + splitMin.x) * scaleX; offsetY = -0.5f * (splitMax.y + splitMin.y) * scaleY; scaleZ = 1.0f / (splitMax.z - splitMin.z); offsetZ = -splitMin.z * scaleZ; Matrix4f cropMatrix = vars.tempMat4; cropMatrix.set(scaleX, 0f, 0f, offsetX, 0f, scaleY, 0f, offsetY, 0f, 0f, scaleZ, offsetZ, 0f, 0f, 0f, 1f); Matrix4f result = new Matrix4f(); result.set(cropMatrix); result.multLocal(projMatrix); vars.release(); shadowCam.setProjectionMatrix(result); } /** * OccludersExtractor is a helper class to collect splitOccluders from scene recursively. * It utilizes the scene hierarchy, instead of making the huge flat geometries list first. * Instead of adding all geometries from scene to the RenderQueue.shadowCast and checking * all of them one by one against camera frustum the whole Node is checked first * to hopefully avoid the check on its children. */ public static class OccludersExtractor { // global variables set in order not to have recursive process method with too many parameters Matrix4f viewProjMatrix; public Integer casterCount; BoundingBox splitBB, casterBB; GeometryList splitOccluders; TempVars vars; public OccludersExtractor() {} // initialize the global OccludersExtractor variables public OccludersExtractor(Matrix4f vpm, int cc, BoundingBox sBB, BoundingBox cBB, GeometryList sOCC, TempVars v) { viewProjMatrix = vpm; casterCount = cc; splitBB = sBB; casterBB = cBB; splitOccluders = sOCC; vars = v; } /** * Check the rootScene against camera frustum and if intersects process it recursively. * The global OccludersExtractor variables need to be initialized first. * Variables are updated and used in {@link ShadowUtil#updateShadowCamera} at last. */ public int addOccluders(Spatial scene) { if ( scene != null ) process(scene); return casterCount; } private void process(Spatial scene) { if (scene.getCullHint() == Spatial.CullHint.Always) return; RenderQueue.ShadowMode shadowMode = scene.getShadowMode(); if ( scene instanceof Geometry ) { // convert bounding box to light's viewproj space Geometry occluder = (Geometry)scene; if (shadowMode != RenderQueue.ShadowMode.Off && shadowMode != RenderQueue.ShadowMode.Receive && !occluder.isGrouped() && occluder.getWorldBound()!=null) { BoundingVolume bv = occluder.getWorldBound(); BoundingVolume occBox = bv.transform(viewProjMatrix, vars.bbox); boolean intersects = splitBB.intersects(occBox); if (!intersects && occBox instanceof BoundingBox) { BoundingBox occBB = (BoundingBox) occBox; //Kirill 01/10/2011 // Extend the occluder further into the frustum // This fixes shadow dissapearing issues when // the caster itself is not in the view camera // but its shadow is in the camera // The number is in world units occBB.setZExtent(occBB.getZExtent() + 50); occBB.setCenter(occBB.getCenter().addLocal(0, 0, 25)); if (splitBB.intersects(occBB)) { //Nehon : prevent NaN and infinity values to screw the final bounding box if (!Float.isNaN(occBox.getCenter().x) && !Float.isInfinite(occBox.getCenter().x)) { // To prevent extending the depth range too much // We return the bound to its former shape // Before adding it occBB.setZExtent(occBB.getZExtent() - 50); occBB.setCenter(occBB.getCenter().subtractLocal(0, 0, 25)); casterBB.mergeLocal(occBox); casterCount++; } if (splitOccluders != null) { splitOccluders.add(occluder); } } } else if (intersects) { casterBB.mergeLocal(occBox); casterCount++; if (splitOccluders != null) { splitOccluders.add(occluder); } } } } else if ( scene instanceof Node && ((Node)scene).getWorldBound()!=null ) { Node nodeOcc = (Node)scene; boolean intersects = false; // some BoundingVolume bv = nodeOcc.getWorldBound(); BoundingVolume occBox = bv.transform(viewProjMatrix, vars.bbox); intersects = splitBB.intersects(occBox); if (!intersects && occBox instanceof BoundingBox) { BoundingBox occBB = (BoundingBox) occBox; //Kirill 01/10/2011 // Extend the occluder further into the frustum // This fixes shadow dissapearing issues when // the caster itself is not in the view camera // but its shadow is in the camera // The number is in world units occBB.setZExtent(occBB.getZExtent() + 50); occBB.setCenter(occBB.getCenter().addLocal(0, 0, 25)); intersects = splitBB.intersects(occBB); } if ( intersects ) { for (Spatial child : ((Node)scene).getChildren()) { process(child); } } } } } /** * Updates the shadow camera to properly contain the given points (which * contain the eye camera frustum corners) and the shadow occluder objects * collected through the traverse of the scene hierarchy */ public static void updateShadowCamera(ViewPort viewPort, GeometryList receivers, Camera shadowCam, Vector3f[] points, GeometryList splitOccluders, float shadowMapSize) { boolean ortho = shadowCam.isParallelProjection(); shadowCam.setProjectionMatrix(null); if (ortho) { shadowCam.setFrustum(-shadowCam.getFrustumFar(), shadowCam.getFrustumFar(), -1, 1, 1, -1); } // create transform to rotate points to viewspace Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix(); BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix); TempVars vars = TempVars.get(); BoundingBox casterBB = new BoundingBox(); BoundingBox receiverBB = new BoundingBox(); int casterCount = 0, receiverCount = 0; for (int i = 0; i < receivers.size(); i++) { // convert bounding box to light's viewproj space Geometry receiver = receivers.get(i); BoundingVolume bv = receiver.getWorldBound(); BoundingVolume recvBox = bv.transform(viewProjMatrix, vars.bbox); if (splitBB.intersects(recvBox)) { //Nehon : prevent NaN and infinity values to screw the final bounding box if (!Float.isNaN(recvBox.getCenter().x) && !Float.isInfinite(recvBox.getCenter().x)) { receiverBB.mergeLocal(recvBox); receiverCount++; } } } // collect splitOccluders through scene recursive traverse OccludersExtractor occExt = new OccludersExtractor(viewProjMatrix, casterCount, splitBB, casterBB, splitOccluders, vars); for (Spatial scene : viewPort.getScenes()) { occExt.addOccluders(scene); } casterCount = occExt.casterCount; //Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive shadows if (casterCount != receiverCount) { casterBB.setXExtent(casterBB.getXExtent() + 2.0f); casterBB.setYExtent(casterBB.getYExtent() + 2.0f); casterBB.setZExtent(casterBB.getZExtent() + 2.0f); } Vector3f casterMin = casterBB.getMin(vars.vect1); Vector3f casterMax = casterBB.getMax(vars.vect2); Vector3f receiverMin = receiverBB.getMin(vars.vect3); Vector3f receiverMax = receiverBB.getMax(vars.vect4); Vector3f splitMin = splitBB.getMin(vars.vect5); Vector3f splitMax = splitBB.getMax(vars.vect6); splitMin.z = 0; // if (!ortho) { // shadowCam.setFrustumPerspective(45, 1, 1, splitMax.z); // } Matrix4f projMatrix = shadowCam.getProjectionMatrix(); Vector3f cropMin = vars.vect7; Vector3f cropMax = vars.vect8; // IMPORTANT: Special handling for Z values cropMin.x = max(max(casterMin.x, receiverMin.x), splitMin.x); cropMax.x = min(min(casterMax.x, receiverMax.x), splitMax.x); cropMin.y = max(max(casterMin.y, receiverMin.y), splitMin.y); cropMax.y = min(min(casterMax.y, receiverMax.y), splitMax.y); cropMin.z = min(casterMin.z, splitMin.z); cropMax.z = min(receiverMax.z, splitMax.z); // Create the crop matrix. float scaleX, scaleY, scaleZ; float offsetX, offsetY, offsetZ; scaleX = (2.0f) / (cropMax.x - cropMin.x); scaleY = (2.0f) / (cropMax.y - cropMin.y); //Shadow map stabilization approximation from shaderX 7 //from Practical Cascaded Shadow maps adapted to PSSM //scale stabilization float halfTextureSize = shadowMapSize * 0.5f; if (halfTextureSize != 0 && scaleX >0 && scaleY>0) { float scaleQuantizer = 0.1f; scaleX = 1.0f / FastMath.ceil(1.0f / scaleX * scaleQuantizer) * scaleQuantizer; scaleY = 1.0f / FastMath.ceil(1.0f / scaleY * scaleQuantizer) * scaleQuantizer; } offsetX = -0.5f * (cropMax.x + cropMin.x) * scaleX; offsetY = -0.5f * (cropMax.y + cropMin.y) * scaleY; //Shadow map stabilization approximation from shaderX 7 //from Practical Cascaded Shadow maps adapted to PSSM //offset stabilization if (halfTextureSize != 0 && scaleX >0 && scaleY>0) { offsetX = FastMath.ceil(offsetX * halfTextureSize) / halfTextureSize; offsetY = FastMath.ceil(offsetY * halfTextureSize) / halfTextureSize; } scaleZ = 1.0f / (cropMax.z - cropMin.z); offsetZ = -cropMin.z * scaleZ; Matrix4f cropMatrix = vars.tempMat4; cropMatrix.set(scaleX, 0f, 0f, offsetX, 0f, scaleY, 0f, offsetY, 0f, 0f, scaleZ, offsetZ, 0f, 0f, 0f, 1f); Matrix4f result = new Matrix4f(); result.set(cropMatrix); result.multLocal(projMatrix); vars.release(); shadowCam.setProjectionMatrix(result); } /** * Populates the outputGeometryList with the geometry of the * inputGeomtryList that are in the frustum of the given camera * * @param inputGeometryList The list containing all geometry to check * against the camera frustum * @param camera the camera to check geometries against * @param outputGeometryList the list of all geometries that are in the * camera frustum */ public static void getGeometriesInCamFrustum(GeometryList inputGeometryList, Camera camera, GeometryList outputGeometryList) { for (int i = 0; i < inputGeometryList.size(); i++) { Geometry g = inputGeometryList.get(i); int planeState = camera.getPlaneState(); camera.setPlaneState(0); if (camera.contains(g.getWorldBound()) != Camera.FrustumIntersect.Outside) { outputGeometryList.add(g); } camera.setPlaneState(planeState); } } /** * Populates the outputGeometryList with the rootScene children geometries * that are in the frustum of the given camera * * @param rootScene the rootNode of the scene to traverse * @param camera the camera to check geometries against * @param outputGeometryList the list of all geometries that are in the * camera frustum */ public static void getGeometriesInCamFrustum(Spatial rootScene, Camera camera, RenderQueue.ShadowMode mode, GeometryList outputGeometryList) { if (rootScene != null && rootScene instanceof Node) { int planeState = camera.getPlaneState(); addGeometriesInCamFrustumFromNode(camera, (Node)rootScene, mode, outputGeometryList); camera.setPlaneState(planeState); } } /** * Helper function to distinguish between Occluders and Receivers * * @param shadowMode the ShadowMode tested * @param desired the desired ShadowMode * @return true if tested ShadowMode matches the desired one */ static private boolean checkShadowMode(RenderQueue.ShadowMode shadowMode, RenderQueue.ShadowMode desired) { if (shadowMode != RenderQueue.ShadowMode.Off) { switch (desired) { case Cast : return shadowMode==RenderQueue.ShadowMode.Cast || shadowMode==RenderQueue.ShadowMode.CastAndReceive; case Receive: return shadowMode==RenderQueue.ShadowMode.Receive || shadowMode==RenderQueue.ShadowMode.CastAndReceive; case CastAndReceive: return true; } } return false; } /** * Helper function used to recursively populate the outputGeometryList * with geometry children of scene node * * @param camera * @param scene * @param outputGeometryList */ private static void addGeometriesInCamFrustumFromNode(Camera camera, Node scene, RenderQueue.ShadowMode mode, GeometryList outputGeometryList) { if (scene.getCullHint() == Spatial.CullHint.Always) return; camera.setPlaneState(0); if (camera.contains(scene.getWorldBound()) != Camera.FrustumIntersect.Outside) { for (Spatial child: scene.getChildren()) { if (child instanceof Node) addGeometriesInCamFrustumFromNode(camera, (Node)child, mode, outputGeometryList); else if (child instanceof Geometry && child.getCullHint() != Spatial.CullHint.Always) { camera.setPlaneState(0); if (checkShadowMode(child.getShadowMode(), mode) && !((Geometry)child).isGrouped() && camera.contains(child.getWorldBound()) != Camera.FrustumIntersect.Outside) { outputGeometryList.add((Geometry)child); } } } } } /** * Populates the outputGeometryList with the geometry of the * inputGeomtryList that are in the radius of a light. * The array of camera must be an array of 6 cameras initialized so they represent the light viewspace of a pointlight * * @param inputGeometryList The list containing all geometry to check * against the camera frustum * @param cameras the camera array to check geometries against * @param outputGeometryList the list of all geometries that are in the * camera frustum */ public static void getGeometriesInLightRadius(GeometryList inputGeometryList, Camera[] cameras, GeometryList outputGeometryList) { for (int i = 0; i < inputGeometryList.size(); i++) { Geometry g = inputGeometryList.get(i); boolean inFrustum = false; for (int j = 0; j < cameras.length && inFrustum == false; j++) { Camera camera = cameras[j]; int planeState = camera.getPlaneState(); camera.setPlaneState(0); inFrustum = camera.contains(g.getWorldBound()) != Camera.FrustumIntersect.Outside; camera.setPlaneState(planeState); } if (inFrustum) { outputGeometryList.add(g); } } } /** * Populates the outputGeometryList with the geometries of the children * of OccludersExtractor.rootScene node that are both in the frustum of the given vpCamera and some camera inside cameras array. * The array of cameras must be initialized to represent the light viewspace of some light like pointLight or spotLight * * @param camera the viewPort camera * @param cameras the camera array to check geometries against, representing the light viewspace * @param outputGeometryList the output list of all geometries that are in the camera frustum */ public static void getLitGeometriesInViewPort(Spatial rootScene, Camera vpCamera, Camera[] cameras, RenderQueue.ShadowMode mode, GeometryList outputGeometryList) { if (rootScene != null && rootScene instanceof Node) { addGeometriesInCamFrustumAndViewPortFromNode(vpCamera, cameras, (Node)rootScene, mode, outputGeometryList); } } /** * Helper function to recursively collect the geometries for getLitGeometriesInViewPort function. * * @param vpCamera the viewPort camera * @param cameras the camera array to check geometries against, representing the light viewspace * @param scene the Node to traverse or geometry to possibly add * @param outputGeometryList the output list of all geometries that are in the camera frustum */ private static void addGeometriesInCamFrustumAndViewPortFromNode(Camera vpCamera, Camera[] cameras, Spatial scene, RenderQueue.ShadowMode mode, GeometryList outputGeometryList) { if (scene.getCullHint() == Spatial.CullHint.Always) return; boolean inFrustum = false; for (int j = 0; j < cameras.length && inFrustum == false; j++) { Camera camera = cameras[j]; int planeState = camera.getPlaneState(); camera.setPlaneState(0); inFrustum = camera.contains(scene.getWorldBound()) != Camera.FrustumIntersect.Outside && scene.checkCulling(vpCamera); camera.setPlaneState(planeState); } if (inFrustum) { if (scene instanceof Node) { Node node = (Node)scene; for (Spatial child: node.getChildren()) { addGeometriesInCamFrustumAndViewPortFromNode(vpCamera, cameras, child, mode, outputGeometryList); } } else if (scene instanceof Geometry) { if (checkShadowMode(scene.getShadowMode(), mode) && !((Geometry)scene).isGrouped() ) { outputGeometryList.add((Geometry)scene); } } } } }