| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657 | ( 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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