magic-pixels
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    Class Light

    Base class of the lights. A light is a node in the scene graph: it is positioned and oriented through its transform like a Mesh and can be parented to anything. It carries no shading logic of its own. prepareScene() collects the visible lights of a frame and the renderer hands them to every shader that declares the light uniforms (see WebGL2Renderer).

    The colour is taken as linear RGB and multiplied by intensity before it reaches the shader. Use one of the subclasses; the base class itself contributes nothing to a frame.

    Hierarchy (View Summary)

    Index
    • Parameters

      • color: string | Color = '#ffffff'

        a Color or a hex string like '#fff4e0', white by default

      • intensity: number = 1

        multiplies the colour, 1 by default

      Returns Light

    children: Object3D[] = []
    color: Color

    the light's colour, used as linear RGB; the alpha channel is ignored

    intensity: number = 1

    multiplies the colour, 1 by default

    localMatrix: Mat4 = ...

    transform relative to the parent

    matrixAutoUpdate: boolean = true

    When true (the default), updateWorldMatrix() recomposes localMatrix from position, rotation and scale. Set to false to write localMatrix yourself; flag changes with worldMatrixNeedsUpdate.

    parent: Object3D | null = null
    position: Vector = ...

    translation relative to the parent

    quaternion: Quaternion = ...

    rotation relative to the parent, as a unit quaternion

    rotation: Vector = ...

    rotation relative to the parent, as Euler angles in radians applied in XYZ order; kept in sync with quaternion

    scale: Vector = ...

    scale factors per axis

    visible: boolean = true

    invisible objects and their children are not rendered

    worldMatrix: Mat4 = ...

    transform relative to the scene root

    worldMatrixNeedsUpdate: boolean = false

    set to true after changing localMatrix manually

    • Rotate so that the object's +Z axis points at target. Cameras override this and point their -Z axis (the viewing direction) instead.

      Parameters

      • target: Vector

        a point in the parent's coordinate system

      • up: Vector = DEFAULT_UP

        the up direction, +Y by default

      Returns this

    • Recompose localMatrix from position, quaternion and scale, after bringing quaternion and rotation in sync (see the class description).

      Returns this

    • Update the world matrices of this object and its descendants.

      Parameters

      • force: boolean = false

        recompute even if nothing was flagged as changed

      Returns void