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+<!DOCTYPE html>
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+<html lang="en">
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+
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+ <head>
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+ <title> three.js webgl - ShadowMesh </title>
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+ <meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
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+ <meta charset="utf-8">
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+
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+ <style>
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+
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+ body {
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+ background-color: rgb(0, 0, 0);
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+ margin: 0;
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+ padding: 0;
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+ overflow: hidden;
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+ }
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+
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+ </style>
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+ </head>
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+
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+ <body>
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+
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+ <div id="container"></div>
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+
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+ <input id="lightButton" style="position:fixed; right:2%; top:4%; font-size:12px;" type="button" value="Switch to PointLight" onclick="lightButtonHandler()">
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+
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+ <div id="info" style="position:fixed; left:2%; bottom:7%; font-family:arial; font-type:bold; color:rgb(255,255,255);">
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+ three.js webgl - ShadowMesh
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+ </div>
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+
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+
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+ <script src="../build/three.min.js"></script>
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+
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+ <script>
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+
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+ //global variables and objects
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+
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+ var SCREEN_WIDTH = window.innerWidth;
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+ var SCREEN_HEIGHT = window.innerHeight;
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+
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+ var scene = new THREE.Scene();
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+ var camera = new THREE.PerspectiveCamera( 55, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 3000 );
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+ var clock = new THREE.Clock();
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+ var renderer = new THREE.WebGLRenderer();
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+
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+ var sunLight = new THREE.DirectionalLight( 'rgb(255,255,255)', 1 );
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+ var useDirectionalLight = true;
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+ var arrowHelper1, arrowHelper2, arrowHelper3;
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+ var arrowDirection = new THREE.Vector3();
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+ var arrowPosition1 = new THREE.Vector3();
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+ var arrowPosition2 = new THREE.Vector3();
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+ var arrowPosition3 = new THREE.Vector3();
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+ var groundMesh;
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+ var lightSphere, lightHolder;
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+ var pyramid, pyramidShadow;
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+ var sphere, sphereShadow;
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+ var box, boxShadow;
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+ var cube, cubeShadow;
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+ var cylinder, cylinderShadow;
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+ var torus, torusShadow;
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+ var normalVector = new THREE.Vector3( 0, 1, 0 );
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+ var planeConstant = 0.01; // this value must be slightly higher than the groundMesh's y position of 0.0
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+ var groundPlane = new THREE.Plane( normalVector, planeConstant );
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+ var lightPosition4D = new THREE.Vector4();
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+ var verticalAngle = 0;
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+ var horizontalAngle = 0;
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+ var frameTime = 0;
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+ var TWO_PI = Math.PI * 2;
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+
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+
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+ init();
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+
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+ animate();
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+
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+
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+ function init() {
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+
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+ renderer.setClearColor( 'rgb(0,150,255)' );
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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, false );
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+
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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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+
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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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+
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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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+
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+ // YELLOW ARROW HELPERS
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+ arrowDirection.subVectors( scene.position, sunLight.position ).normalize();
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+
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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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+
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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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+
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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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+
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+ // LIGHTBULB
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+ var lightSphereGeometry = new THREE.SphereGeometry( 0.09 );
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+ var 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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+
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+ var lightHolderGeometry = new THREE.CylinderGeometry( 0.05, 0.05, 0.13 );
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+ var 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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+
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+ // GROUND
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+ var groundGeometry = new THREE.BoxGeometry( 30, 0.01, 40 );
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+ var 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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+
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+ // RED CUBE and CUBE's SHADOW
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+ var cubeGeometry = new THREE.BoxGeometry( 1, 1, 1 );
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+ var 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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+
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+ cubeShadow = new THREE.ShadowMesh( cube );
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+ scene.add( cubeShadow );
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+
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+ // BLUE CYLINDER and CYLINDER's SHADOW
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+ var cylinderGeometry = new THREE.CylinderGeometry( 0.3, 0.3, 2 );
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+ var 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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+
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+ cylinderShadow = new THREE.ShadowMesh( cylinder );
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+ scene.add( cylinderShadow );
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+
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+ // MAGENTA TORUS and TORUS' SHADOW
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+ var torusGeometry = new THREE.TorusGeometry( 1, 0.2, 10, 16, TWO_PI );
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+ var 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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+
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+ torusShadow = new THREE.ShadowMesh( torus );
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+ scene.add( torusShadow );
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+
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+ // WHITE SPHERE and SPHERE'S SHADOW
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+ var sphereGeometry = new THREE.SphereGeometry( 0.5, 20, 10 );
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+ var 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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+
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+ sphereShadow = new THREE.ShadowMesh( sphere );
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+ scene.add( sphereShadow );
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+
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+ // YELLOW PYRAMID and PYRAMID'S SHADOW
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+ var pyramidGeometry = new THREE.CylinderGeometry( 0, 0.5, 2, 4 );
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+ var pyramidMaterial = new THREE.MeshLambertMaterial( { color: 'rgb(255,255,0)', emissive: 0x440000, shading: THREE.FlatShading } );
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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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+
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+ pyramidShadow = new THREE.ShadowMesh( pyramid );
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+ scene.add( pyramidShadow );
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+
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+ } //end function init()
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+
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+
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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ frameTime = clock.getDelta();
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+
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+ cube.rotation.x += 1.0 * frameTime;
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+ cube.rotation.y += 1.0 * frameTime;
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+
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+ cylinder.rotation.y += 1.0 * frameTime;
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+ cylinder.rotation.z -= 1.0 * frameTime;
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+
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+ torus.rotation.x -= 1.0 * frameTime;
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+ torus.rotation.y -= 1.0 * frameTime;
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+
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+ pyramid.rotation.y += 0.5 * frameTime;
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+
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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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+
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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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+
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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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+
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+
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+ renderer.render( scene, camera );
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+
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+
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+ } //end function animate()
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+
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+
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+ function onWindowResize() {
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+
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+ SCREEN_WIDTH = window.innerWidth;
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+ SCREEN_HEIGHT = window.innerHeight;
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+
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+ renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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+
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+ camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
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+ camera.updateProjectionMatrix();
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+
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+ document.getElementById( 'lightButton' ).style.fontSize = SCREEN_WIDTH * 0.02 + "px";
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+ document.getElementById( 'info' ).style.fontSize = SCREEN_WIDTH * 0.02 + "px";
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+
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+ }
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+
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+
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+ function lightButtonHandler() {
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+
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+ useDirectionalLight = !useDirectionalLight;
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+
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+ if ( useDirectionalLight ) {
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+
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+ renderer.setClearColor( 'rgb(0,150,255)' );
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+ groundMesh.material.color.set( 'rgb(0,130,0)' );
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+ sunLight.position.set( 5, 7, - 1 );
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+ sunLight.lookAt( scene.position );
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+
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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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+
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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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+
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+ lightSphere.visible = false;
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+ lightHolder.visible = false;
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+
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+ document.getElementById( 'lightButton' ).value = "Switch to PointLight" ;
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+
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+ }
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+ else {
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+
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+ renderer.setClearColor( 'rgb(0,0,0)' );
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+ groundMesh.material.color.set( 'rgb(150,150,150)' );
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+
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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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+
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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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+
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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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+
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+ lightSphere.visible = true;
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+ lightHolder.visible = true;
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+
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+ document.getElementById( 'lightButton' ).value = "Switch to DirectionalLight" ;
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+
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+ }
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+
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+ } // end function lightButtonHandler()
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+
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+
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+ </script>
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+
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+ </body>
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+
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+</html>
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