mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-17 03:27:57 +01:00
70 lines
2.0 KiB
JavaScript
70 lines
2.0 KiB
JavaScript
|
/**
|
||
|
* @author erichlof / http://github.com/erichlof
|
||
|
*
|
||
|
* A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.
|
||
|
*/
|
||
|
|
||
|
THREE.ShadowMesh = function ( mesh ) {
|
||
|
|
||
|
var shadowMaterial = new THREE.MeshBasicMaterial( {
|
||
|
|
||
|
color: 0x000000,
|
||
|
transparent: true,
|
||
|
opacity: 0.6,
|
||
|
depthWrite: false
|
||
|
|
||
|
} );
|
||
|
|
||
|
THREE.Mesh.call( this, mesh.geometry, shadowMaterial );
|
||
|
|
||
|
this.meshMatrix = mesh.matrixWorld;
|
||
|
|
||
|
this.frustumCulled = false;
|
||
|
this.matrixAutoUpdate = false;
|
||
|
|
||
|
};
|
||
|
|
||
|
THREE.ShadowMesh.prototype = Object.create( THREE.Mesh.prototype );
|
||
|
THREE.ShadowMesh.prototype.constructor = THREE.ShadowMesh;
|
||
|
|
||
|
THREE.ShadowMesh.prototype.update = function () {
|
||
|
|
||
|
var shadowMatrix = new THREE.Matrix4();
|
||
|
|
||
|
return function ( plane, lightPosition4D ) {
|
||
|
|
||
|
// based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm
|
||
|
|
||
|
var dot = plane.normal.x * lightPosition4D.x +
|
||
|
plane.normal.y * lightPosition4D.y +
|
||
|
plane.normal.z * lightPosition4D.z +
|
||
|
-plane.constant * lightPosition4D.w;
|
||
|
|
||
|
var 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 );
|
||
|
|
||
|
};
|
||
|
|
||
|
}();
|