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297 lines
10 KiB
297 lines
10 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title> three.js webgl - ShadowMesh </title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - shadow mesh<br />
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<input id="lightButton" type="button" value="Switch to PointLight">
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</div>
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<div id="container"></div>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { ShadowMesh } from 'three/addons/objects/ShadowMesh.js';
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let SCREEN_WIDTH = window.innerWidth;
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let SCREEN_HEIGHT = window.innerHeight;
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera( 55, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 3000 );
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const clock = new THREE.Clock();
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const renderer = new THREE.WebGLRenderer();
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const sunLight = new THREE.DirectionalLight( 'rgb(255,255,255)', 1 );
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let useDirectionalLight = true;
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let arrowHelper1, arrowHelper2, arrowHelper3;
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const arrowDirection = new THREE.Vector3();
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const arrowPosition1 = new THREE.Vector3();
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const arrowPosition2 = new THREE.Vector3();
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const arrowPosition3 = new THREE.Vector3();
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let groundMesh;
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let lightSphere, lightHolder;
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let pyramid, pyramidShadow;
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let sphere, sphereShadow;
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let cube, cubeShadow;
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let cylinder, cylinderShadow;
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let torus, torusShadow;
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const normalVector = new THREE.Vector3( 0, 1, 0 );
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const planeConstant = 0.01; // this value must be slightly higher than the groundMesh's y position of 0.0
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const groundPlane = new THREE.Plane( normalVector, planeConstant );
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const lightPosition4D = new THREE.Vector4();
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let verticalAngle = 0;
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let horizontalAngle = 0;
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let frameTime = 0;
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const TWO_PI = Math.PI * 2;
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init();
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animate();
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function init() {
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scene.background = new THREE.Color( 0x0096ff );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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document.getElementById( 'container' ).appendChild( renderer.domElement );
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window.addEventListener( 'resize', onWindowResize );
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camera.position.set( 0, 2.5, 10 );
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scene.add( camera );
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onWindowResize();
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sunLight.position.set( 5, 7, - 1 );
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sunLight.lookAt( scene.position );
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scene.add( sunLight );
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lightPosition4D.x = sunLight.position.x;
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lightPosition4D.y = sunLight.position.y;
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lightPosition4D.z = sunLight.position.z;
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// amount of light-ray divergence. Ranging from:
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// 0.001 = sunlight(min divergence) to 1.0 = pointlight(max divergence)
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lightPosition4D.w = 0.001; // must be slightly greater than 0, due to 0 causing matrixInverse errors
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// YELLOW ARROW HELPERS
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arrowDirection.subVectors( scene.position, sunLight.position ).normalize();
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arrowPosition1.copy( sunLight.position );
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arrowHelper1 = new THREE.ArrowHelper( arrowDirection, arrowPosition1, 0.9, 0xffff00, 0.25, 0.08 );
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scene.add( arrowHelper1 );
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arrowPosition2.copy( sunLight.position ).add( new THREE.Vector3( 0, 0.2, 0 ) );
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arrowHelper2 = new THREE.ArrowHelper( arrowDirection, arrowPosition2, 0.9, 0xffff00, 0.25, 0.08 );
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scene.add( arrowHelper2 );
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arrowPosition3.copy( sunLight.position ).add( new THREE.Vector3( 0, - 0.2, 0 ) );
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arrowHelper3 = new THREE.ArrowHelper( arrowDirection, arrowPosition3, 0.9, 0xffff00, 0.25, 0.08 );
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scene.add( arrowHelper3 );
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// LIGHTBULB
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const lightSphereGeometry = new THREE.SphereGeometry( 0.09 );
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const lightSphereMaterial = new THREE.MeshBasicMaterial( { color: 'rgb(255,255,255)' } );
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lightSphere = new THREE.Mesh( lightSphereGeometry, lightSphereMaterial );
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scene.add( lightSphere );
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lightSphere.visible = false;
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const lightHolderGeometry = new THREE.CylinderGeometry( 0.05, 0.05, 0.13 );
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const lightHolderMaterial = new THREE.MeshBasicMaterial( { color: 'rgb(75,75,75)' } );
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lightHolder = new THREE.Mesh( lightHolderGeometry, lightHolderMaterial );
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scene.add( lightHolder );
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lightHolder.visible = false;
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// GROUND
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const groundGeometry = new THREE.BoxGeometry( 30, 0.01, 40 );
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const groundMaterial = new THREE.MeshLambertMaterial( { color: 'rgb(0,130,0)' } );
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groundMesh = new THREE.Mesh( groundGeometry, groundMaterial );
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groundMesh.position.y = 0.0; //this value must be slightly lower than the planeConstant (0.01) parameter above
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scene.add( groundMesh );
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// RED CUBE and CUBE's SHADOW
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const cubeGeometry = new THREE.BoxGeometry( 1, 1, 1 );
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const cubeMaterial = new THREE.MeshLambertMaterial( { color: 'rgb(255,0,0)', emissive: 0x200000 } );
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cube = new THREE.Mesh( cubeGeometry, cubeMaterial );
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cube.position.z = - 1;
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scene.add( cube );
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cubeShadow = new ShadowMesh( cube );
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scene.add( cubeShadow );
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// BLUE CYLINDER and CYLINDER's SHADOW
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const cylinderGeometry = new THREE.CylinderGeometry( 0.3, 0.3, 2 );
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const cylinderMaterial = new THREE.MeshPhongMaterial( { color: 'rgb(0,0,255)', emissive: 0x000020 } );
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cylinder = new THREE.Mesh( cylinderGeometry, cylinderMaterial );
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cylinder.position.z = - 2.5;
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scene.add( cylinder );
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cylinderShadow = new ShadowMesh( cylinder );
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scene.add( cylinderShadow );
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// MAGENTA TORUS and TORUS' SHADOW
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const torusGeometry = new THREE.TorusGeometry( 1, 0.2, 10, 16, TWO_PI );
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const torusMaterial = new THREE.MeshPhongMaterial( { color: 'rgb(255,0,255)', emissive: 0x200020 } );
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torus = new THREE.Mesh( torusGeometry, torusMaterial );
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torus.position.z = - 6;
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scene.add( torus );
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torusShadow = new ShadowMesh( torus );
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scene.add( torusShadow );
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// WHITE SPHERE and SPHERE'S SHADOW
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const sphereGeometry = new THREE.SphereGeometry( 0.5, 20, 10 );
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const sphereMaterial = new THREE.MeshPhongMaterial( { color: 'rgb(255,255,255)', emissive: 0x222222 } );
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sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
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sphere.position.set( 4, 0.5, 2 );
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scene.add( sphere );
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sphereShadow = new ShadowMesh( sphere );
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scene.add( sphereShadow );
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// YELLOW PYRAMID and PYRAMID'S SHADOW
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const pyramidGeometry = new THREE.CylinderGeometry( 0, 0.5, 2, 4 );
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const pyramidMaterial = new THREE.MeshPhongMaterial( { color: 'rgb(255,255,0)', emissive: 0x440000, flatShading: true, shininess: 0 } );
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pyramid = new THREE.Mesh( pyramidGeometry, pyramidMaterial );
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pyramid.position.set( - 4, 1, 2 );
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scene.add( pyramid );
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pyramidShadow = new ShadowMesh( pyramid );
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scene.add( pyramidShadow );
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document.getElementById( 'lightButton' ).addEventListener( 'click', lightButtonHandler );
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}
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function animate() {
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requestAnimationFrame( animate );
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frameTime = clock.getDelta();
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cube.rotation.x += 1.0 * frameTime;
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cube.rotation.y += 1.0 * frameTime;
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cylinder.rotation.y += 1.0 * frameTime;
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cylinder.rotation.z -= 1.0 * frameTime;
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torus.rotation.x -= 1.0 * frameTime;
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torus.rotation.y -= 1.0 * frameTime;
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pyramid.rotation.y += 0.5 * frameTime;
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horizontalAngle += 0.5 * frameTime;
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if ( horizontalAngle > TWO_PI )
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horizontalAngle -= TWO_PI;
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cube.position.x = Math.sin( horizontalAngle ) * 4;
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cylinder.position.x = Math.sin( horizontalAngle ) * - 4;
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torus.position.x = Math.cos( horizontalAngle ) * 4;
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verticalAngle += 1.5 * frameTime;
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if ( verticalAngle > TWO_PI )
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verticalAngle -= TWO_PI;
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cube.position.y = Math.sin( verticalAngle ) * 2 + 2.9;
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cylinder.position.y = Math.sin( verticalAngle ) * 2 + 3.1;
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torus.position.y = Math.cos( verticalAngle ) * 2 + 3.3;
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// update the ShadowMeshes to follow their shadow-casting objects
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cubeShadow.update( groundPlane, lightPosition4D );
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cylinderShadow.update( groundPlane, lightPosition4D );
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torusShadow.update( groundPlane, lightPosition4D );
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sphereShadow.update( groundPlane, lightPosition4D );
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pyramidShadow.update( groundPlane, lightPosition4D );
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renderer.render( scene, camera );
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}
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function onWindowResize() {
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SCREEN_WIDTH = window.innerWidth;
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SCREEN_HEIGHT = window.innerHeight;
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renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
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camera.updateProjectionMatrix();
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}
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function lightButtonHandler() {
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useDirectionalLight = ! useDirectionalLight;
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if ( useDirectionalLight ) {
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scene.background.setHex( 0x0096ff );
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groundMesh.material.color.setHex( 0x008200 );
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sunLight.position.set( 5, 7, - 1 );
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sunLight.lookAt( scene.position );
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lightPosition4D.x = sunLight.position.x;
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lightPosition4D.y = sunLight.position.y;
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lightPosition4D.z = sunLight.position.z;
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lightPosition4D.w = 0.001; // more of a directional Light value
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arrowHelper1.visible = true;
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arrowHelper2.visible = true;
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arrowHelper3.visible = true;
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lightSphere.visible = false;
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lightHolder.visible = false;
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document.getElementById( 'lightButton' ).value = 'Switch to PointLight';
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} else {
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scene.background.setHex( 0x000000 );
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groundMesh.material.color.setHex( 0x969696 );
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sunLight.position.set( 0, 6, - 2 );
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sunLight.lookAt( scene.position );
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lightSphere.position.copy( sunLight.position );
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lightHolder.position.copy( lightSphere.position );
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lightHolder.position.y += 0.12;
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lightPosition4D.x = sunLight.position.x;
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lightPosition4D.y = sunLight.position.y;
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lightPosition4D.z = sunLight.position.z;
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lightPosition4D.w = 0.9; // more of a point Light value
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arrowHelper1.visible = false;
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arrowHelper2.visible = false;
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arrowHelper3.visible = false;
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lightSphere.visible = true;
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lightHolder.visible = true;
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document.getElementById( 'lightButton' ).value = 'Switch to THREE.DirectionalLight';
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}
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}
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</script>
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</body>
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</html>
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