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      1 /*******************************************************************************
      2  * Copyright 2011 See AUTHORS file.
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *   http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  ******************************************************************************/
     16 
     17 package com.badlogic.gdx.tests.g3d.shadows.utils;
     18 
     19 import com.badlogic.gdx.graphics.Camera;
     20 import com.badlogic.gdx.graphics.g3d.environment.DirectionalLight;
     21 import com.badlogic.gdx.math.Vector3;
     22 import com.badlogic.gdx.math.collision.BoundingBox;
     23 
     24 /** Compute directional camera based on frustum bounding sphere.
     25  * @author realitix */
     26 public class BoundingSphereDirectionalAnalyzer implements DirectionalAnalyzer {
     27 	/** Objects used for computation */
     28 	protected BoundingBox bb = new BoundingBox();
     29 	protected Vector3 tmpV = new Vector3();
     30 	protected Vector3 tmpV2 = new Vector3();
     31 
     32 	@Override
     33 	public Camera analyze (DirectionalLight light, Camera out, Camera mainCamera) {
     34 		bb.inf();
     35 
     36 		// Create bounding box encompassing main camera frustum
     37 		for (int i = 0; i < mainCamera.frustum.planePoints.length; i++) {
     38 			bb.ext(mainCamera.frustum.planePoints[i]);
     39 		}
     40 
     41 		// Radius
     42 		float radius = bb.getDimensions(tmpV).len() * 0.5f;
     43 
     44 		// Center
     45 		bb.getCenter(tmpV);
     46 
     47 		// Move back from 1.5*radius
     48 		tmpV2.set(light.direction);
     49 		tmpV2.scl(radius * 1.5f);
     50 
     51 		// Position out camera
     52 		out.direction.set(light.direction);
     53 		out.position.set(tmpV.sub(tmpV2));
     54 
     55 		// Compute near and far
     56 		out.near = 0.5f * radius;
     57 		out.far = 2.5f * radius;
     58 
     59 		// Compute up vector
     60 		Vector3 d = light.direction;
     61 		if (d.z < d.x + d.y)
     62 			out.up.set(-light.direction.y, light.direction.x, light.direction.z);
     63 		else
     64 			out.up.set(light.direction.x, -light.direction.z, light.direction.y);
     65 
     66 		// Compute viewport (orthographic camera)
     67 		out.viewportWidth = radius;
     68 		out.viewportHeight = radius;
     69 
     70 		return out;
     71 	}
     72 }
     73