Create an ambient light that equally illuminates all objects in the scene.

This light cannot cast shadows.

Example

// assuming 'renderer' is a valid Camera renderer
const ambientLight = new AmbientLight(renderer, {
color: new Vec3(1),
intensity: 0.1,
})

Hierarchy (view full)

Constructors

Properties

type: string
uuid: string

The universal unique id of this Light

index: number

Index of this Light, i.e. the number of time a Light of this type has been created.

renderer: CameraRenderer

CameraRenderer used by this Light

Options used to create this Light.

color: Vec3

Current color of this Light.

#intensityColor: Vec3

A Vec3 holding the Light color multiplied by its intensity.

rendererBinding: BufferBinding

CameraRenderer corresponding BufferBinding that holds all the bindings to send to the shaders.

transforms: Object3DTransforms
children: Object3D[]

Children Object3D in the scene graph, used to compute their own world matrix

object3DIndex: number

Index (order of creation) of this Object3D. Used in the parent / children relation.

matricesNeedUpdate: boolean

Whether at least one of this Object3D matrix needs an update.

Accessors

Methods