JSFiddle - React, Tailwind, and code Playground
by fraserr01
HTML
<!DOCTYPE html>
<!-- This was adapted from https://threejs.org/examples/webgl_clipping_stencil.html -->
<html>
<head>
<script type="importmap">
{
"imports": {
"three": "https://threejs.org/build/three.module.js"
}
}
</script>
</head>
<body>
</body>
</html>
JavaScript
import * as THREE from 'three';
import Stats from 'https://threejs.org/examples/jsm/libs/stats.module.js';
import {GUI} from 'https://threejs.org/examples/jsm/libs/lil-gui.module.min.js';
import { OrbitControls } from 'https://threejs.org/examples/jsm/controls/OrbitControls.js';
let camera, scene, renderer, object, object2, stats;
let planes, planeObjects, planeObjects2, planeHelpers;
let clock;
const params = {
animate: false,
planeX: {
constant: 1,
negated: false,
displayHelper: false
},
planeY: {
constant: 1,
negated: false,
displayHelper: false
},
planeZ: {
constant: 0,
negated: false,
displayHelper: false
}
};
init();
animate();
function createPlaneStencilGroup( geometry, plane, renderOrder ) {
const group = new THREE.Group();
const baseMat = new THREE.MeshBasicMaterial();
baseMat.depthWrite = false;
baseMat.depthTest = false;
baseMat.colorWrite = false;
baseMat.stencilWrite = true;
baseMat.stencilFunc = THREE.AlwaysStencilFunc;
/* Subtract the mask created from the front-facing image
from the mask created from the back-facing image, we get
a new mask that represents the area where the clip edge
would be. Set the stencil buffer operation to increment
when rederering back-facing polygons and decrement on
front-facing polygons. This results in the desired mask
stored in the stencil buffer : http://glbook.gamedev.net/GLBOOK/glbook.gamedev.net/moglgp/advclip.html */
// back faces
const mat0 = baseMat.clone();
mat0.side = THREE.BackSide;
mat0.clippingPlanes = [ plane ];
mat0.stencilFail = THREE.IncrementWrapStencilOp;
mat0.stencilZFail = THREE.IncrementWrapStencilOp;
mat0.stencilZPass = THREE.IncrementWrapStencilOp;
//mat0.depthFunc = THREE.LessDepth; // See reference above
const mesh0 = new THREE.Mesh( geometry, mat0...