81 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			81 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| import {
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| 	Matrix4,
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| 	Mesh,
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| 	MeshBasicMaterial,
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| 	EqualStencilFunc,
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| 	IncrementStencilOp
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| } from 'three';
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| 
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| /**
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|  * A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.
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|  */
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| 
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| const _shadowMatrix = new Matrix4();
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| 
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| class ShadowMesh extends Mesh {
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| 
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| 	constructor( mesh ) {
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| 
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| 		const shadowMaterial = new MeshBasicMaterial( {
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| 
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| 			color: 0x000000,
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| 			transparent: true,
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| 			opacity: 0.6,
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| 			depthWrite: false,
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| 			stencilWrite: true,
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| 			stencilFunc: EqualStencilFunc,
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| 			stencilRef: 0,
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| 			stencilZPass: IncrementStencilOp
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| 
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| 		} );
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| 
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| 		super( mesh.geometry, shadowMaterial );
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| 
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| 		this.isShadowMesh = true;
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| 
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| 		this.meshMatrix = mesh.matrixWorld;
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| 
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| 		this.frustumCulled = false;
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| 		this.matrixAutoUpdate = false;
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| 
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| 	}
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| 
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| 	update( plane, lightPosition4D ) {
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| 
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| 		// based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm
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| 
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| 		const dot = plane.normal.x * lightPosition4D.x +
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| 			  plane.normal.y * lightPosition4D.y +
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| 			  plane.normal.z * lightPosition4D.z +
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| 			  - plane.constant * lightPosition4D.w;
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| 
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| 		const sme = _shadowMatrix.elements;
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| 
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| 		sme[ 0 ] = dot - lightPosition4D.x * plane.normal.x;
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| 		sme[ 4 ] = - lightPosition4D.x * plane.normal.y;
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| 		sme[ 8 ] = - lightPosition4D.x * plane.normal.z;
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| 		sme[ 12 ] = - lightPosition4D.x * - plane.constant;
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| 
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| 		sme[ 1 ] = - lightPosition4D.y * plane.normal.x;
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| 		sme[ 5 ] = dot - lightPosition4D.y * plane.normal.y;
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| 		sme[ 9 ] = - lightPosition4D.y * plane.normal.z;
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| 		sme[ 13 ] = - lightPosition4D.y * - plane.constant;
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| 
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| 		sme[ 2 ] = - lightPosition4D.z * plane.normal.x;
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| 		sme[ 6 ] = - lightPosition4D.z * plane.normal.y;
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| 		sme[ 10 ] = dot - lightPosition4D.z * plane.normal.z;
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| 		sme[ 14 ] = - lightPosition4D.z * - plane.constant;
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| 
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| 		sme[ 3 ] = - lightPosition4D.w * plane.normal.x;
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| 		sme[ 7 ] = - lightPosition4D.w * plane.normal.y;
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| 		sme[ 11 ] = - lightPosition4D.w * plane.normal.z;
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| 		sme[ 15 ] = dot - lightPosition4D.w * - plane.constant;
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| 
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| 		this.matrix.multiplyMatrices( _shadowMatrix, this.meshMatrix );
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| 
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| 	}
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| 
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| }
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| 
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| export { ShadowMesh };
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