<!DOCTYPE html> <html lang="en"> <head> <title> three.js webgl - ShadowMesh </title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <link type="text/css" rel="stylesheet" href="main.css"> </head> <body> <div id="info"> <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - shadow mesh<br /> <input id="lightButton" type="button" value="Switch to PointLight"> </div> <div id="container"></div> <!-- Import maps polyfill --> <!-- Remove this when import maps will be widely supported --> <script async src="https://unpkg.com/es-module-shims@1.8.0/dist/es-module-shims.js"></script> <script type="importmap"> { "imports": { "three": "../build/three.module.js", "three/addons/": "./jsm/" } } </script> <script type="module"> import * as THREE from 'three'; import { ShadowMesh } from 'three/addons/objects/ShadowMesh.js'; let SCREEN_WIDTH = window.innerWidth; let SCREEN_HEIGHT = window.innerHeight; const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera( 55, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 3000 ); const clock = new THREE.Clock(); const renderer = new THREE.WebGLRenderer(); const sunLight = new THREE.DirectionalLight( 'rgb(255,255,255)', 3 ); let useDirectionalLight = true; let arrowHelper1, arrowHelper2, arrowHelper3; const arrowDirection = new THREE.Vector3(); const arrowPosition1 = new THREE.Vector3(); const arrowPosition2 = new THREE.Vector3(); const arrowPosition3 = new THREE.Vector3(); let groundMesh; let lightSphere, lightHolder; let pyramid, pyramidShadow; let sphere, sphereShadow; let cube, cubeShadow; let cylinder, cylinderShadow; let torus, torusShadow; const normalVector = new THREE.Vector3( 0, 1, 0 ); const planeConstant = 0.01; // this value must be slightly higher than the groundMesh's y position of 0.0 const groundPlane = new THREE.Plane( normalVector, planeConstant ); const lightPosition4D = new THREE.Vector4(); let verticalAngle = 0; let horizontalAngle = 0; let frameTime = 0; const TWO_PI = Math.PI * 2; init(); animate(); function init() { scene.background = new THREE.Color( 0x0096ff ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT ); document.getElementById( 'container' ).appendChild( renderer.domElement ); window.addEventListener( 'resize', onWindowResize ); camera.position.set( 0, 2.5, 10 ); scene.add( camera ); onWindowResize(); sunLight.position.set( 5, 7, - 1 ); sunLight.lookAt( scene.position ); scene.add( sunLight ); lightPosition4D.x = sunLight.position.x; lightPosition4D.y = sunLight.position.y; lightPosition4D.z = sunLight.position.z; // amount of light-ray divergence. Ranging from: // 0.001 = sunlight(min divergence) to 1.0 = pointlight(max divergence) lightPosition4D.w = 0.001; // must be slightly greater than 0, due to 0 causing matrixInverse errors // YELLOW ARROW HELPERS arrowDirection.subVectors( scene.position, sunLight.position ).normalize(); arrowPosition1.copy( sunLight.position ); arrowHelper1 = new THREE.ArrowHelper( arrowDirection, arrowPosition1, 0.9, 0xffff00, 0.25, 0.08 ); scene.add( arrowHelper1 ); arrowPosition2.copy( sunLight.position ).add( new THREE.Vector3( 0, 0.2, 0 ) ); arrowHelper2 = new THREE.ArrowHelper( arrowDirection, arrowPosition2, 0.9, 0xffff00, 0.25, 0.08 ); scene.add( arrowHelper2 ); arrowPosition3.copy( sunLight.position ).add( new THREE.Vector3( 0, - 0.2, 0 ) ); arrowHelper3 = new THREE.ArrowHelper( arrowDirection, arrowPosition3, 0.9, 0xffff00, 0.25, 0.08 ); scene.add( arrowHelper3 ); // LIGHTBULB const lightSphereGeometry = new THREE.SphereGeometry( 0.09 ); const lightSphereMaterial = new THREE.MeshBasicMaterial( { color: 'rgb(255,255,255)' } ); lightSphere = new THREE.Mesh( lightSphereGeometry, lightSphereMaterial ); scene.add( lightSphere ); lightSphere.visible = false; const lightHolderGeometry = new THREE.CylinderGeometry( 0.05, 0.05, 0.13 ); const lightHolderMaterial = new THREE.MeshBasicMaterial( { color: 'rgb(75,75,75)' } ); lightHolder = new THREE.Mesh( lightHolderGeometry, lightHolderMaterial ); scene.add( lightHolder ); lightHolder.visible = false; // GROUND const groundGeometry = new THREE.BoxGeometry( 30, 0.01, 40 ); const groundMaterial = new THREE.MeshLambertMaterial( { color: 'rgb(0,130,0)' } ); groundMesh = new THREE.Mesh( groundGeometry, groundMaterial ); groundMesh.position.y = 0.0; //this value must be slightly lower than the planeConstant (0.01) parameter above scene.add( groundMesh ); // RED CUBE and CUBE's SHADOW const cubeGeometry = new THREE.BoxGeometry( 1, 1, 1 ); const cubeMaterial = new THREE.MeshLambertMaterial( { color: 'rgb(255,0,0)', emissive: 0x200000 } ); cube = new THREE.Mesh( cubeGeometry, cubeMaterial ); cube.position.z = - 1; scene.add( cube ); cubeShadow = new ShadowMesh( cube ); scene.add( cubeShadow ); // BLUE CYLINDER and CYLINDER's SHADOW const cylinderGeometry = new THREE.CylinderGeometry( 0.3, 0.3, 2 ); const cylinderMaterial = new THREE.MeshPhongMaterial( { color: 'rgb(0,0,255)', emissive: 0x000020 } ); cylinder = new THREE.Mesh( cylinderGeometry, cylinderMaterial ); cylinder.position.z = - 2.5; scene.add( cylinder ); cylinderShadow = new ShadowMesh( cylinder ); scene.add( cylinderShadow ); // MAGENTA TORUS and TORUS' SHADOW const torusGeometry = new THREE.TorusGeometry( 1, 0.2, 10, 16, TWO_PI ); const torusMaterial = new THREE.MeshPhongMaterial( { color: 'rgb(255,0,255)', emissive: 0x200020 } ); torus = new THREE.Mesh( torusGeometry, torusMaterial ); torus.position.z = - 6; scene.add( torus ); torusShadow = new ShadowMesh( torus ); scene.add( torusShadow ); // WHITE SPHERE and SPHERE'S SHADOW const sphereGeometry = new THREE.SphereGeometry( 0.5, 20, 10 ); const sphereMaterial = new THREE.MeshPhongMaterial( { color: 'rgb(255,255,255)', emissive: 0x222222 } ); sphere = new THREE.Mesh( sphereGeometry, sphereMaterial ); sphere.position.set( 4, 0.5, 2 ); scene.add( sphere ); sphereShadow = new ShadowMesh( sphere ); scene.add( sphereShadow ); // YELLOW PYRAMID and PYRAMID'S SHADOW const pyramidGeometry = new THREE.CylinderGeometry( 0, 0.5, 2, 4 ); const pyramidMaterial = new THREE.MeshPhongMaterial( { color: 'rgb(255,255,0)', emissive: 0x440000, flatShading: true, shininess: 0 } ); pyramid = new THREE.Mesh( pyramidGeometry, pyramidMaterial ); pyramid.position.set( - 4, 1, 2 ); scene.add( pyramid ); pyramidShadow = new ShadowMesh( pyramid ); scene.add( pyramidShadow ); document.getElementById( 'lightButton' ).addEventListener( 'click', lightButtonHandler ); } function animate() { requestAnimationFrame( animate ); frameTime = clock.getDelta(); cube.rotation.x += 1.0 * frameTime; cube.rotation.y += 1.0 * frameTime; cylinder.rotation.y += 1.0 * frameTime; cylinder.rotation.z -= 1.0 * frameTime; torus.rotation.x -= 1.0 * frameTime; torus.rotation.y -= 1.0 * frameTime; pyramid.rotation.y += 0.5 * frameTime; horizontalAngle += 0.5 * frameTime; if ( horizontalAngle > TWO_PI ) horizontalAngle -= TWO_PI; cube.position.x = Math.sin( horizontalAngle ) * 4; cylinder.position.x = Math.sin( horizontalAngle ) * - 4; torus.position.x = Math.cos( horizontalAngle ) * 4; verticalAngle += 1.5 * frameTime; if ( verticalAngle > TWO_PI ) verticalAngle -= TWO_PI; cube.position.y = Math.sin( verticalAngle ) * 2 + 2.9; cylinder.position.y = Math.sin( verticalAngle ) * 2 + 3.1; torus.position.y = Math.cos( verticalAngle ) * 2 + 3.3; // update the ShadowMeshes to follow their shadow-casting objects cubeShadow.update( groundPlane, lightPosition4D ); cylinderShadow.update( groundPlane, lightPosition4D ); torusShadow.update( groundPlane, lightPosition4D ); sphereShadow.update( groundPlane, lightPosition4D ); pyramidShadow.update( groundPlane, lightPosition4D ); renderer.render( scene, camera ); } function onWindowResize() { SCREEN_WIDTH = window.innerWidth; SCREEN_HEIGHT = window.innerHeight; renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT ); camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT; camera.updateProjectionMatrix(); } function lightButtonHandler() { useDirectionalLight = ! useDirectionalLight; if ( useDirectionalLight ) { scene.background.setHex( 0x0096ff ); groundMesh.material.color.setHex( 0x008200 ); sunLight.position.set( 5, 7, - 1 ); sunLight.lookAt( scene.position ); lightPosition4D.x = sunLight.position.x; lightPosition4D.y = sunLight.position.y; lightPosition4D.z = sunLight.position.z; lightPosition4D.w = 0.001; // more of a directional Light value arrowHelper1.visible = true; arrowHelper2.visible = true; arrowHelper3.visible = true; lightSphere.visible = false; lightHolder.visible = false; document.getElementById( 'lightButton' ).value = 'Switch to PointLight'; } else { scene.background.setHex( 0x000000 ); groundMesh.material.color.setHex( 0x969696 ); sunLight.position.set( 0, 6, - 2 ); sunLight.lookAt( scene.position ); lightSphere.position.copy( sunLight.position ); lightHolder.position.copy( lightSphere.position ); lightHolder.position.y += 0.12; lightPosition4D.x = sunLight.position.x; lightPosition4D.y = sunLight.position.y; lightPosition4D.z = sunLight.position.z; lightPosition4D.w = 0.9; // more of a point Light value arrowHelper1.visible = false; arrowHelper2.visible = false; arrowHelper3.visible = false; lightSphere.visible = true; lightHolder.visible = true; document.getElementById( 'lightButton' ).value = 'Switch to THREE.DirectionalLight'; } } </script> </body> </html>