PointLight constructor
CameraRenderer used to create this PointLight.
parameters used to create this PointLight.
Readonly
uuidThe universal unique id of this Light
CameraRenderer used by this Light
Private
#intensityCameraRenderer corresponding BufferBinding that holds all the bindings to send to the shaders.
Options used to create this PointLight.
PointShadow associated with this PointLight.
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 this PointLight range.
Set this PointLight range and update the CameraRenderer corresponding BufferBinding.
The new PointLight range.
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 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.
Resend all properties to the CameraRenderer corresponding BufferBinding. Called when the maximum number of PointLight has been overflowed.
Set the PointLight position based on the worldMatrix translation and update the PointShadow view matrices.
If the model matrix has been updated, set the new position from the worldMatrix translation.
Tell the renderer that the maximum number of PointLight has been overflown.
type of this light.
Destroy this PointLight and associated PointShadow.
Set our transforms properties and vectors onChange callbacks
Apply our rotation and tell our model matrix to update
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
Create a point light, that is emitted from a point to all directions with an attenuation. A common use case for this type of light is to replicate the light emitted from a bare light bulb.
This light can cast PointShadow.
Example