a Color or a hex string like '#fff4e0', white by default
multiplies the colour, 1 by default
Readonlychildrenthe light's colour, used as linear RGB; the alpha channel is ignored
multiplies the colour, 1 by default
Readonlylocaltransform relative to the parent
When true (the default), updateWorldMatrix() recomposes localMatrix
from position, rotation and scale. Set to false to write
localMatrix yourself; flag changes with worldMatrixNeedsUpdate.
translation relative to the parent
rotation relative to the parent, as a unit quaternion
rotation relative to the parent, as Euler angles in radians applied in
XYZ order; kept in sync with quaternion
scale factors per axis
invisible objects and their children are not rendered
Readonlyworldtransform relative to the scene root
set to true after changing localMatrix manually
Add children. An object that already has a parent is moved.
this instance
ProtectedonCalled after worldMatrix was recomputed
Remove children. Objects that are not children are ignored.
this instance
Detach from the parent, if any
Set quaternion (and with it rotation) from the rotation part of a
matrix. The matrix must not contain scaling.
Call callback for this object and all its descendants, depth-first
Recompose localMatrix from position, quaternion and scale, after
bringing quaternion and rotation in sync (see the class description).
Update the world matrices of this object and its descendants.
recompute even if nothing was flagged as changed
Light from a source so far away that its rays are parallel, like the sun. It shines along the node's -Z axis in world space, the same axis a camera looks along, so
light.lookAt(target)aims it (the +Z convention of Object3D.lookAt is overridden here) and a glTFKHR_lights_punctualdirectional light maps onto it without conversion. The position is irrelevant; only the orientation counts.