/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.tests.g3d.shadows.utils;
import com.badlogic.gdx.graphics.Camera;
import com.badlogic.gdx.graphics.g3d.environment.DirectionalLight;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.math.collision.BoundingBox;
/** Compute directional camera based on frustum bounding sphere.
* @author realitix */
public class BoundingSphereDirectionalAnalyzer implements DirectionalAnalyzer {
/** Objects used for computation */
protected BoundingBox bb = new BoundingBox();
protected Vector3 tmpV = new Vector3();
protected Vector3 tmpV2 = new Vector3();
@Override
public Camera analyze (DirectionalLight light, Camera out, Camera mainCamera) {
bb.inf();
// Create bounding box encompassing main camera frustum
for (int i = 0; i < mainCamera.frustum.planePoints.length; i++) {
bb.ext(mainCamera.frustum.planePoints[i]);
}
// Radius
float radius = bb.getDimensions(tmpV).len() * 0.5f;
// Center
bb.getCenter(tmpV);
// Move back from 1.5*radius
tmpV2.set(light.direction);
tmpV2.scl(radius * 1.5f);
// Position out camera
out.direction.set(light.direction);
out.position.set(tmpV.sub(tmpV2));
// Compute near and far
out.near = 0.5f * radius;
out.far = 2.5f * radius;
// Compute up vector
Vector3 d = light.direction;
if (d.z < d.x + d.y)
out.up.set(-light.direction.y, light.direction.x, light.direction.z);
else
out.up.set(light.direction.x, -light.direction.z, light.direction.y);
// Compute viewport (orthographic camera)
out.viewportWidth = radius;
out.viewportHeight = radius;
return out;
}
}