📄 ShadowMesh.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 1 |
🧱 Classes | 1 |
📦 Imports | 5 |
📊 Variables & Constants | 4 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/objects/ShadowMesh.js
📦 Imports¶
Name | Source |
---|---|
Matrix4 |
three |
Mesh |
three |
MeshBasicMaterial |
three |
EqualStencilFunc |
three |
IncrementStencilOp |
three |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
_shadowMatrix |
any |
let/var | new Matrix4() |
✗ |
shadowMaterial |
any |
let/var | new MeshBasicMaterial( { color: 0x000000, transparent: true, opacity: 0.6, de... |
✗ |
dot |
number |
let/var | plane.normal.x * lightPosition4D.x + plane.normal.y * lightPosition4D.y + pla... |
✗ |
sme |
any |
let/var | _shadowMatrix.elements |
✗ |
Functions¶
ShadowMesh.update(plane: Plane, lightPosition4D: Vector4): void
¶
JSDoc:
/**
* Updates the shadow mesh so it follows its shadow-casting reference mesh.
*
* @param {Plane} plane - The plane onto the shadow mesh is projected.
* @param {Vector4} lightPosition4D - The light position.
*/
Parameters:
plane
Plane
lightPosition4D
Vector4
Returns: void
Calls:
this.matrix.multiplyMatrices
Internal Comments:
Code
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 );
}
Classes¶
ShadowMesh
¶
Class Code
class ShadowMesh extends Mesh {
/**
* Constructs a new shadow mesh.
*
* @param {Mesh} mesh - The shadow-casting reference mesh.
*/
constructor( mesh ) {
const shadowMaterial = new MeshBasicMaterial( {
color: 0x000000,
transparent: true,
opacity: 0.6,
depthWrite: false,
stencilWrite: true,
stencilFunc: EqualStencilFunc,
stencilRef: 0,
stencilZPass: IncrementStencilOp
} );
super( mesh.geometry, shadowMaterial );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isShadowMesh = true;
/**
* Represent the world matrix of the reference mesh.
*
* @type {Matrix4}
*/
this.meshMatrix = mesh.matrixWorld;
/**
* Overwritten to disable view-frustum culling by default.
*
* @type {boolean}
* @default false
*/
this.frustumCulled = false;
/**
* Overwritten to disable automatic matrix update. The local
* matrix is computed manually in {@link ShadowMesh#update}.
*
* @type {boolean}
* @default false
*/
this.matrixAutoUpdate = false;
}
/**
* Updates the shadow mesh so it follows its shadow-casting reference mesh.
*
* @param {Plane} plane - The plane onto the shadow mesh is projected.
* @param {Vector4} lightPosition4D - The light position.
*/
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 );
}
}
Methods¶
update(plane: Plane, lightPosition4D: Vector4): void
¶
Code
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 );
}