import { Matrix4, Mesh, MeshBasicMaterial } 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 } ); 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 };