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https://github.com/Doodle3D/Doodle3D-Slicer.git
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70 lines
2.0 KiB
JavaScript
70 lines
2.0 KiB
JavaScript
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/**
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* @author erichlof / http://github.com/erichlof
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*
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* A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.
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*/
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THREE.ShadowMesh = function ( mesh ) {
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var shadowMaterial = new THREE.MeshBasicMaterial( {
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color: 0x000000,
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transparent: true,
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opacity: 0.6,
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depthWrite: false
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} );
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THREE.Mesh.call( this, mesh.geometry, shadowMaterial );
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this.meshMatrix = mesh.matrixWorld;
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this.frustumCulled = false;
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this.matrixAutoUpdate = false;
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};
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THREE.ShadowMesh.prototype = Object.create( THREE.Mesh.prototype );
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THREE.ShadowMesh.prototype.constructor = THREE.ShadowMesh;
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THREE.ShadowMesh.prototype.update = function () {
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var shadowMatrix = new THREE.Matrix4();
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return function ( plane, lightPosition4D ) {
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// based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm
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var dot = plane.normal.x * lightPosition4D.x +
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plane.normal.y * lightPosition4D.y +
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plane.normal.z * lightPosition4D.z +
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-plane.constant * lightPosition4D.w;
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var sme = shadowMatrix.elements;
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sme[ 0 ] = dot - lightPosition4D.x * plane.normal.x;
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sme[ 4 ] = - lightPosition4D.x * plane.normal.y;
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sme[ 8 ] = - lightPosition4D.x * plane.normal.z;
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sme[ 12 ] = - lightPosition4D.x * -plane.constant;
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sme[ 1 ] = - lightPosition4D.y * plane.normal.x;
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sme[ 5 ] = dot - lightPosition4D.y * plane.normal.y;
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sme[ 9 ] = - lightPosition4D.y * plane.normal.z;
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sme[ 13 ] = - lightPosition4D.y * -plane.constant;
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sme[ 2 ] = - lightPosition4D.z * plane.normal.x;
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sme[ 6 ] = - lightPosition4D.z * plane.normal.y;
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sme[ 10 ] = dot - lightPosition4D.z * plane.normal.z;
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sme[ 14 ] = - lightPosition4D.z * -plane.constant;
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sme[ 3 ] = - lightPosition4D.w * plane.normal.x;
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sme[ 7 ] = - lightPosition4D.w * plane.normal.y;
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sme[ 11 ] = - lightPosition4D.w * plane.normal.z;
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sme[ 15 ] = dot - lightPosition4D.w * -plane.constant;
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this.matrix.multiplyMatrices( shadowMatrix, this.meshMatrix );
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};
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}();
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