/**
  * Return the bounds of the object;
  *
  * @return a Vector3f representing the objects bounds.
  */
 public Vector3f getWorldBounds() {
   BoundingVolume bounds = this.getWorldBound();
   if (bounds.getType().equals(BoundingVolume.Type.AABB)) {
     return ((BoundingBox) bounds).getExtent(null);
   } else {
     return new Vector3f();
   }
 }
 @Override
 public BoundingVolume clone() {
   try {
     BoundingVolume clone = (BoundingVolume) super.clone();
     clone.center = center.clone();
     return clone;
   } catch (CloneNotSupportedException ex) {
     throw new AssertionError();
   }
 }
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 /**
  * Compute bounds of a geomList
  *
  * @param list
  * @param transform
  * @return
  */
 public static BoundingBox computeUnionBound(GeometryList list, Transform transform) {
   BoundingBox bbox = new BoundingBox();
   for (int i = 0; i < list.size(); i++) {
     BoundingVolume vol = list.get(i).getWorldBound();
     BoundingVolume newVol = vol.transform(transform);
     // 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);
     }
   }
   return bbox;
 }
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 /**
  * Compute bounds of a geomList
  *
  * @param list
  * @param mat
  * @return
  */
 public static BoundingBox computeUnionBound(GeometryList list, Matrix4f mat) {
   BoundingBox bbox = new BoundingBox();
   BoundingVolume store = null;
   for (int i = 0; i < list.size(); i++) {
     BoundingVolume vol = list.get(i).getWorldBound();
     store = vol.clone().transform(mat, null);
     // 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);
     }
   }
   return bbox;
 }
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  /**
   * @return A clone of this Spatial, the scene graph in its entirety is cloned and can be altered
   *     independently of the original scene graph.
   *     <p>Note that meshes of geometries are not cloned explicitly, they are shared if static, or
   *     specially cloned if animated.
   *     <p>All controls will be cloned using the Control.cloneForSpatial method on the clone.
   * @see Mesh#cloneForAnim()
   */
  public Spatial clone(boolean cloneMaterial) {
    try {
      Spatial clone = (Spatial) super.clone();
      if (worldBound != null) {
        clone.worldBound = worldBound.clone();
      }
      clone.worldLights = worldLights.clone();
      clone.localLights = localLights.clone();

      // Set the new owner of the light lists
      clone.localLights.setOwner(clone);
      clone.worldLights.setOwner(clone);

      // No need to force cloned to update.
      // This node already has the refresh flags
      // set below so it will have to update anyway.
      clone.worldTransform = worldTransform.clone();
      clone.localTransform = localTransform.clone();

      if (clone instanceof Node) {
        Node node = (Node) this;
        Node nodeClone = (Node) clone;
        nodeClone.children = new SafeArrayList<Spatial>(Spatial.class);
        for (Spatial child : node.children) {
          Spatial childClone = child.clone(cloneMaterial);
          childClone.parent = nodeClone;
          nodeClone.children.add(childClone);
        }
      }

      clone.parent = null;
      clone.setBoundRefresh();
      clone.setTransformRefresh();
      clone.setLightListRefresh();

      clone.controls = new SafeArrayList<Control>(Control.class);
      for (int i = 0; i < controls.size(); i++) {
        Control newControl = controls.get(i).cloneForSpatial(clone);
        newControl.setSpatial(clone);
        clone.controls.add(newControl);
      }

      if (userData != null) {
        clone.userData = (HashMap<String, Savable>) userData.clone();
      }

      return clone;
    } catch (CloneNotSupportedException ex) {
      throw new AssertionError();
    }
  }
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  /**
   * Updates the shadow camera to properly contain the given points (which contain the eye camera
   * frustum corners) and the shadow occluder objects.
   *
   * @param occluders
   * @param shadowCam
   * @param points
   */
  public static void updateShadowCamera(
      GeometryList occluders,
      GeometryList receivers,
      Camera shadowCam,
      Vector3f[] points,
      GeometryList splitOccluders) {

    boolean ortho = shadowCam.isParallelProjection();

    shadowCam.setProjectionMatrix(null);

    if (ortho) {
      shadowCam.setFrustum(-1, 1, -1, 1, 1, -1);
    }

    // create transform to rotate points to viewspace
    Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix();

    BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix);

    ArrayList<BoundingVolume> visRecvList = new ArrayList<BoundingVolume>();
    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, null);

      if (splitBB.intersects(recvBox)) {
        visRecvList.add(recvBox);
      }
    }

    ArrayList<BoundingVolume> visOccList = new ArrayList<BoundingVolume>();
    for (int i = 0; i < occluders.size(); i++) {
      // convert bounding box to light's viewproj space
      Geometry occluder = occluders.get(i);
      BoundingVolume bv = occluder.getWorldBound();
      BoundingVolume occBox = bv.transform(viewProjMatrix, null);

      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)) {
          // 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));
          visOccList.add(occBox);
          if (splitOccluders != null) {
            splitOccluders.add(occluder);
          }
        }
      } else if (intersects) {
        visOccList.add(occBox);
        if (splitOccluders != null) {
          splitOccluders.add(occluder);
        }
      }
    }

    BoundingBox casterBB = computeUnionBound(visOccList);
    BoundingBox receiverBB = computeUnionBound(visRecvList);

    // Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive
    // shadows
    if (visOccList.size() != visRecvList.size()) {
      casterBB.setXExtent(casterBB.getXExtent() + 2.0f);
      casterBB.setYExtent(casterBB.getYExtent() + 2.0f);
      casterBB.setZExtent(casterBB.getZExtent() + 2.0f);
    }

    TempVars vars = TempVars.get();

    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);

    offsetX = -0.5f * (cropMax.x + cropMin.x) * scaleX;
    offsetY = -0.5f * (cropMax.y + cropMin.y) * scaleY;

    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);
  }