File: //var/www/aspa/three/addons/objects/ShadowMesh.js
import {
	Matrix4,
	Mesh,
	MeshBasicMaterial,
	EqualStencilFunc,
	IncrementStencilOp
} from 'three';
/**
 * A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.
 */
const _shadowMatrix = new Matrix4();
class ShadowMesh extends Mesh {
	constructor( mesh ) {
		const shadowMaterial = new MeshBasicMaterial( {
			color: 0x000000,
			transparent: true,
			opacity: 0.6,
			depthWrite: false,
			stencilWrite: true,
			stencilFunc: EqualStencilFunc,
			stencilRef: 0,
			stencilZPass: IncrementStencilOp
		} );
		super( mesh.geometry, shadowMaterial );
		this.isShadowMesh = true;
		this.meshMatrix = mesh.matrixWorld;
		this.frustumCulled = false;
		this.matrixAutoUpdate = false;
	}
	update( plane, lightPosition4D ) {
		// based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm
		const dot = plane.normal.x * lightPosition4D.x +
			  plane.normal.y * lightPosition4D.y +
			  plane.normal.z * lightPosition4D.z +
			  - plane.constant * lightPosition4D.w;
		const sme = _shadowMatrix.elements;
		sme[ 0 ] = dot - lightPosition4D.x * plane.normal.x;
		sme[ 4 ] = - lightPosition4D.x * plane.normal.y;
		sme[ 8 ] = - lightPosition4D.x * plane.normal.z;
		sme[ 12 ] = - lightPosition4D.x * - plane.constant;
		sme[ 1 ] = - lightPosition4D.y * plane.normal.x;
		sme[ 5 ] = dot - lightPosition4D.y * plane.normal.y;
		sme[ 9 ] = - lightPosition4D.y * plane.normal.z;
		sme[ 13 ] = - lightPosition4D.y * - plane.constant;
		sme[ 2 ] = - lightPosition4D.z * plane.normal.x;
		sme[ 6 ] = - lightPosition4D.z * plane.normal.y;
		sme[ 10 ] = dot - lightPosition4D.z * plane.normal.z;
		sme[ 14 ] = - lightPosition4D.z * - plane.constant;
		sme[ 3 ] = - lightPosition4D.w * plane.normal.x;
		sme[ 7 ] = - lightPosition4D.w * plane.normal.y;
		sme[ 11 ] = - lightPosition4D.w * plane.normal.z;
		sme[ 15 ] = dot - lightPosition4D.w * - plane.constant;
		this.matrix.multiplyMatrices( _shadowMatrix, this.meshMatrix );
	}
}
export { ShadowMesh };