Matrix4d.shadow

Apply a projection transformation to this matrix that projects onto the plane with the general plane equation <code>y = 0</code> as if casting a shadow from a given light position/direction <code>(lightX, lightY, lightZ, lightW)</code>. <p> Before the shadow projection is applied, the plane is transformed via the specified <code>planeTransformation</code>. <p> If <code>lightW</code> is <code>0.0</code> the light is being treated as a directional light; if it is <code>1.0</code> it is a point light. <p> If <code>M</code> is <code>this</code> matrix and <code>S</code> the shadow matrix, then the new matrix will be <code>M * S</code>. So when transforming a vector <code>v</code> with the new matrix by using <code>M * S * v</code>, the shadow projection will be applied first!

@param lightX the x-component of the light vector @param lightY the y-component of the light vector @param lightZ the z-component of the light vector @param lightW the w-component of the light vector @param planeTransform the transformation to transform the implied plane <code>y = 0</code> before applying the projection @return this

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