/*******************************************************************************
* 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;
}
}