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/*
* 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
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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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 - http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/
* - http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
*
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 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);
}
}
}
}
}
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