Generate shadow from multiple direction.
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@ -68,7 +68,7 @@
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class ShadowPlane
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{
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constructor (scene, planeXSize, planeYSize, planeZPosition, frustumHeight, shadowColor)
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constructor (scene, planeXSize, planeYSize, planeElevation, frustumHeight, shadowColor, isYUp)
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{
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this.scene = scene;
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@ -81,11 +81,17 @@
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this.shadowPlaneGeometry = new THREE.PlaneGeometry (planeXSize, planeYSize)
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this.shadowPlaneMaterial = new THREE.MeshBasicMaterial ({
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map : this.shadowRenderTarget.texture,
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//color : '#00cc00',
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depthWrite : false
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});
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this.shadowPlaneMesh = new THREE.Mesh (this.shadowPlaneGeometry, this.shadowPlaneMaterial);
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this.shadowPlaneMesh.position.z = planeZPosition;
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if (isYUp) {
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this.shadowPlaneMesh.position.y = planeElevation;
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this.shadowPlaneMesh.rotation.x = -Math.PI / 2.0;
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} else {
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this.shadowPlaneMesh.position.z = planeElevation;
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}
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this.shadowPlaneMesh.scale.y = -1.0;
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this.shadowGroup.add (this.shadowPlaneMesh);
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@ -94,8 +100,9 @@
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planeYSize / 2.0, -planeYSize / 2.0,
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0.0, frustumHeight
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);
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this.shadowCamera.rotation.x = Math.PI;
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this.shadowCamera.position.z = planeZPosition;
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this.shadowCamera.position.set (this.shadowPlaneMesh.position.x, this.shadowPlaneMesh.position.y, this.shadowPlaneMesh.position.z);
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this.shadowCamera.rotation.set (this.shadowPlaneMesh.rotation.x, this.shadowPlaneMesh.rotation.y, this.shadowPlaneMesh.rotation.z);
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this.shadowCamera.rotation.x += Math.PI;
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this.shadowGroup.add (this.shadowCamera);
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this.shadowMaterial = new THREE.MeshBasicMaterial ({
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@ -140,12 +147,12 @@
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scene.add (ambientLight);
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let light = new THREE.DirectionalLight (0x888888);
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light.position.set (3.0, -1.5, 2.0);
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light.position.set (5.0, 3.0, 1.5);
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scene.add (light);
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let camera = new THREE.PerspectiveCamera (45.0, width / height, 0.1, 1000.0);
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camera.position.set (3.0, -1.5, 2.0);
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camera.up.set (0.0, 0.0, 1.0);
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camera.position.set (5.0, 3.0, 1.5);
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camera.up.set (0.0, 1.0, 0.0);
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camera.lookAt (new THREE.Vector3 (0.0, 0.0, 0.0));
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scene.add (camera);
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@ -166,7 +173,8 @@
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new THREE.OrbitControls (camera, renderer.domElement);
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let shadow = new ShadowPlane (scene, 5.0, 5.0, -1.0, 3.0, 0x888888);
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let shadow1 = new ShadowPlane (scene, 4.0, 4.0, -2.0, 3.0, 0x888888, true);
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let shadow2 = new ShadowPlane (scene, 4.0, 4.0, -2.0, 3.0, 0x888888, false);
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scene.background = new THREE.Color (0.8, 0.8, 0.8);
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renderer.setAnimationLoop ((time) => {
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@ -174,7 +182,8 @@
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meshes.rotation.y = time / 3000;
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meshes.rotation.z = time / 3000;
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shadow.Render (renderer, 5.0);
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shadow1.Render (renderer, 5.0);
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shadow2.Render (renderer, 5.0);
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renderer.setRenderTarget (null);
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renderer.render (scene, camera);
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