/******************************************************************************* * 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.BaseLight; import com.badlogic.gdx.math.Frustum; import com.badlogic.gdx.math.collision.BoundingBox; /** This Filter allows lights that are in camera frustum. * @author realitix */ public class FrustumLightFilter implements LightFilter { /** Bounding box used for computation */ protected BoundingBox bb = new BoundingBox(); @Override public boolean filter (BaseLight light, Camera camera, Camera mainCamera) { Frustum f1 = mainCamera.frustum; Frustum f2 = camera.frustum; bb.inf(); for (int i = 0; i < f2.planePoints.length; i++) { bb.ext(f2.planePoints[i]); } if (f1.boundsInFrustum(bb)) { return true; } return false; } }