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