 is a complicated
    // way to go about it to illustrate the process, and could
    // be done by manually extracting the "Y" value from the
    // hit matrix via `hit.modelMatrix[13]`
    var matrix = new THREE.Matrix4();
    var position = new THREE.Vector3();
    matrix.fromArray(hit.modelMatrix);
    position.setFromMatrixPosition(matrix);

    // Set our shadow mesh to be at the same Y value
    // as our hit where we're placing our model
    // @TODO use the rotation from hit.modelMatrix
    shadowMe