AmbientLight constructor
CameraRenderer used to create this AmbientLight.
parameters used to create this AmbientLight.
Readonly
uuidThe universal unique id of this Light
CameraRenderer used by this Light
Options used to create this Light.
Private
#intensityCameraRenderer corresponding BufferBinding that holds all the bindings to send to the shaders.
Transformation object of the Object3D
Matrices object of the Object3D
Children Object3D in the scene graph, used to compute their own world matrix
Whether at least one of this Object3D matrix needs an update.
Get this Light intensity.
Set this Light intensity and update the CameraRenderer corresponding BufferBinding.
The new Light intensity.
Get our quaternion
Set our quaternion
new quaternion
Get our model matrix
Set our model matrix
new model matrix
Get our world matrix
Set our world matrix
new world matrix
Set or reset this light CameraRenderer.
New CameraRenderer or GPUCurtains instance to use.
Set or reset this Light CameraRenderer corresponding BufferBinding.
Resend all properties to the CameraRenderer corresponding BufferBinding. Called when the maximum number of corresponding Light has been overflowed.
Update the CameraRenderer corresponding BufferBinding input value and tell the renderer camera, lights and shadows bind group to update.
name of the property to update.
new value of the property.
type of light.
Destroy this Light.
Set our transforms properties and vectors onChange callbacks
Set our model matrix and world matrix
Set our model matrix shouldUpdate flag to true (tell it to update)
Set our world matrix shouldUpdate flag to true (tell it to update)
Update our model matrix
Update our model matrix
Create an ambient light that equally illuminates all objects in the scene.
This light cannot cast shadows.
Example