DirectionalLight constructor
CameraRenderer or GPUCurtains used to create this DirectionalLight.
DirectionalLightBaseParams used to create this DirectionalLight.
The DirectionalLight target.
Options used to create this DirectionalLight.
DirectionalShadow associated with this DirectionalLight.
Readonly
uuidThe universal unique id of this Light
CameraRenderer used by this Light
CameraRenderer corresponding BufferBinding that holds all the bindings to send to the shaders.
Empty object to store any additional data or custom properties into your Light.
function assigned to the onBeforeRender callback
Transformation object of the Object3D
Matrices object of the Object3D
Vec3 holding the actual position of this Object3D from its worldMatrix.
Children Object3D in the scene graph, used to compute their own worldMatrix.
Whether at least one of this Object3D matrix needs an update.
Get this DirectionalLight intensity.
Set this DirectionalLight intensity and clear shadow if intensity is 0
.
The new DirectionalLight 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 DirectionalLight CameraRenderer.
New CameraRenderer or GPUCurtains instance to use.
Resend all properties to the CameraRenderer corresponding BufferBinding. Called when the maximum number of DirectionalLight has been overflowed or when updating the DirectionalLight renderer.
Whether to reset the DirectionalLight shadow if any. Set to true
when the renderer number of DirectionalLight has been overflown, false
when the renderer has been changed (since the shadow will reset itself).
Set the DirectionalLight direction based on the target and the worldMatrix translation.
Rotate this DirectionalLight so it looks at the target.
If the model matrix has been updated, set the new direction from the worldMatrix translation.
Tell the renderer that the maximum number of DirectionalLight has been overflown.
type of this light.
Destroy this DirectionalLight and associated DirectionalShadow.
Set or reset this Light CameraRenderer corresponding BufferBinding.
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.
Called by the Scene before updating the matrix stack.
Callback to execute before updating the Scene matrix stack. This means it is called early and allows to update transformations values before actually setting the Light matrices. The callback won't be called if the renderer is not ready.
callback to run just before updating the Scene matrix stack.
Set our transforms properties and vectors onChange callbacks
Tell our model matrix to update
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.
Whether to update the parent worldMatrix beforehand. Default to false
.
Whether to update the children worldMatrix afterward. Default to true
.
Create a directional light, that is emitted in a single direction without any attenuation. A common use case for this type of light is to simulate the sun.
This light can cast DirectionalShadow.
Example