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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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74 lines
1.8 KiB
74 lines
1.8 KiB
import { |
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Matrix4, |
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Mesh, |
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MeshBasicMaterial |
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} from 'three'; |
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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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const _shadowMatrix = new Matrix4(); |
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class ShadowMesh extends Mesh { |
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constructor( mesh ) { |
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const shadowMaterial = new 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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super( 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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update( plane, lightPosition4D ) { |
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// based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm |
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const 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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const 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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ShadowMesh.prototype.isShadowMesh = true; |
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export { ShadowMesh };
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