void FrustumShadowData::updateShadowCasterReceiverBox(const AABBox<float> &shadowCasterReceiverBox, bool forceUpdateAllShadowMap)
	{
		if(areIdenticalAABBox(shadowCasterReceiverBox, this->shadowCasterReceiverBox) && !forceUpdateAllShadowMap)
		{
			this->shadowCasterReceiverBoxUpdated = false;
		}else
		{
			this->shadowCasterReceiverBox = shadowCasterReceiverBox;
			this->lightProjectionMatrix = shadowCasterReceiverBox.toProjectionMatrix();

			this->shadowCasterReceiverBoxUpdated = true;
		}
	}
	/**
	 * Updates frustum shadow data (models, shadow caster/receiver box, projection matrix)
	 */
	void ShadowManager::updateFrustumShadowData(const Light *const light, ShadowData *const shadowData)
	{
		if(light->hasParallelBeams())
		{ //sun light
			for(unsigned int i=0; i<splittedFrustum.size(); ++i)
			{
				AABBox<float> aabboxSceneIndependent = createSceneIndependentBox(splittedFrustum[i], light, shadowData->getLightViewMatrix());
				OBBox<float> obboxSceneIndependentViewSpace = shadowData->getLightViewMatrix().inverse() * OBBox<float>(aabboxSceneIndependent);

				const std::set<Model *> models = modelOctreeManager->getOctreeablesIn(obboxSceneIndependentViewSpace);
				shadowData->getFrustumShadowData(i)->setModels(models);

				AABBox<float> aabboxSceneDependent = createSceneDependentBox(aabboxSceneIndependent, obboxSceneIndependentViewSpace,
						models, shadowData->getLightViewMatrix());
				shadowData->getFrustumShadowData(i)->setShadowCasterReceiverBox(aabboxSceneDependent);
				shadowData->getFrustumShadowData(i)->setLightProjectionMatrix(aabboxSceneDependent.toProjectionMatrix());
			}
		}else
		{
			throw std::runtime_error("Shadow not supported on omnidirectional light.");
		}
	}