PointLight constructor
CameraRenderer or GPUCurtains used to create this PointLight.
PointLightBaseParams used to create this PointLight.
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
Options used to create this PointLight.
PointShadow associated with this PointLight.
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 PointLight intensity.
Set this PointLight intensity and clear shadow if intensity is 0
.
The new PointLight 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.
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 or reset this PointLight CameraRenderer.
New CameraRenderer or GPUCurtains instance to use.
Resend all properties to the CameraRenderer corresponding BufferBinding. Called when the maximum number of PointLight has been overflowed or when updating the PointLight renderer.
Whether to reset the PointLight shadow if any. Set to true
when the renderer number of PointLight has been overflown, false
when the renderer has been changed (since the shadow will reset itself).
Set the PointLight position based on the worldMatrix translation.
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
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 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