public final class DefaultLightFilter extends java.lang.Object implements LightFilter
| Constructor and Description | 
|---|
| DefaultLightFilter() | 
| DefaultLightFilter(LightProbeBlendingStrategy probeBlendStrat) | 
| Modifier and Type | Method and Description | 
|---|---|
| void | filterLights(Geometry geometry,
            LightList filteredLightList)Determine which lights on the  world
 light listare to be rendered. | 
| void | setCamera(Camera camera)Sets the camera for which future filtering is to be done against in
  LightFilter.filterLights(com.jme3.scene.Geometry, com.jme3.light.LightList). | 
| void | setLightProbeBlendingStrategy(LightProbeBlendingStrategy strategy) | 
public DefaultLightFilter()
public DefaultLightFilter(LightProbeBlendingStrategy probeBlendStrat)
public void setCamera(Camera camera)
LightFilterLightFilter.filterLights(com.jme3.scene.Geometry, com.jme3.light.LightList).setCamera in interface LightFiltercamera - The camera to perform light filtering against.public void filterLights(Geometry geometry, LightList filteredLightList)
LightFilterworld
 light list are to be rendered.
 
 The simplest implementation (e.g. one that performs no filtering) would
 simply copy the contents of Spatial.getWorldLightList() to
 filteredLightList.
 
 An advanced implementation would determine if the light intersects
 the geometry's bounding volume and if
 the light intersects the frustum of the camera set in 
 LightFilter.setCamera(com.jme3.renderer.Camera) as well as sort the lights
 according to some "influence" criteria - this will then provide
 an optimal set of lights that should be used for rendering.
filterLights in interface LightFiltergeometry - The geometry for which the light filtering is performed.filteredLightList - The results are to be stored here.public void setLightProbeBlendingStrategy(LightProbeBlendingStrategy strategy)