| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374 | import {	Matrix4,	Mesh,	MeshBasicMaterial} from '../../../build/three.module.js';/** * 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		} );		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;export { ShadowMesh };
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