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							- ( function () {
 
- 	/**
 
-  * A shadow THREE.Mesh that follows a shadow-casting THREE.Mesh in the scene, but is confined to a single plane.
 
-  */
 
- 	const _shadowMatrix = new THREE.Matrix4();
 
- 	class ShadowMesh extends THREE.Mesh {
 
- 		constructor( mesh ) {
 
- 			const shadowMaterial = new THREE.MeshBasicMaterial( {
 
- 				color: 0x000000,
 
- 				transparent: true,
 
- 				opacity: 0.6,
 
- 				depthWrite: false
 
- 			} );
 
- 			super( mesh.geometry, shadowMaterial );
 
- 			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 );
 
- 		}
 
- 	}
 
- 	ShadowMesh.prototype.isShadowMesh = true;
 
- 	THREE.ShadowMesh = ShadowMesh;
 
- } )();
 
 
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