Defines a light attached to a Node. See LightsPunctual.

Hierarchy

  • ExtensionProperty<ILight>
    • Light

Properties

parentTypes: [NODE]
propertyType: "Light"
Type: Record<string, PunctualLightType> = ...

CONSTANTS.

Methods

  • Makes a copy of this property, with the same resources (by reference) as the original.

  • copy(other: Light, resolve?: PropertyResolver<Property<IProperty>>): Light
  • Copies all data from another property to this one. Child properties are copied by reference, unless a 'resolve' function is given to override that.

  • dispatchEvent(event: BaseEvent): Light
  • Events.

  • dispose(): void
  • Removes both inbound references to and outbound references from this object. At the end of the process the object holds no references, and nothing holds references to it. A disposed object is not reusable.

  • equals(other: Light, skip?: Set<string>): boolean
  • Returns true if two properties are deeply equivalent, recursively comparing the attributes of the properties. Optionally, a 'skip' set may be included, specifying attributes whose values should not be considered in the comparison.

    Example: Two Primitives are equivalent if they have accessors and materials with equivalent content — but not necessarily the same specific accessors and materials.

  • getColor(): vec3
  • getColorHex(): number
  • getDefaults(): Nullable<ILight>
  • getExtras(): Record<string, unknown>
  • Returns a reference to the Extras object, containing application-specific data for this Property. Extras should be an Object, not a primitive value, for best portability.

  • getInnerConeAngle(): number
  • getIntensity(): number
  • getName(): string
  • Returns the name of this property. While names are not required to be unique, this is encouraged, and non-unique names will be overwritten in some tools. For custom data about a property, prefer to use Extras.

  • getOuterConeAngle(): number
  • getRange(): number
  • getType(): PunctualLightType
  • init(): void
  • isDisposed(): boolean
  • Returns true if the node has been permanently removed from the graph.

  • listParents(): Property<IProperty>[]
  • Returns a list of all properties that hold a reference to this property. For example, a material may hold references to various textures, but a texture does not hold references to the materials that use it.

    It is often necessary to filter the results for a particular type: some resources, like Accessors, may be referenced by different types of properties. Most properties include the Root as a parent, which is usually not of interest.

    Usage:

    const materials = texture
        .listParents()
        .filter((p) => p instanceof Material)
    
  • setColor(color: vec3): Light
  • setColorHex(hex: number): Light
  • setExtras(extras: Record<string, unknown>): Light
  • Updates the Extras object, containing application-specific data for this Property. Extras should be an Object, not a primitive value, for best portability.

  • setInnerConeAngle(angle: number): Light
  • setIntensity(intensity: number): Light
  • setName(name: string): Light
  • Sets the name of this property. While names are not required to be unique, this is encouraged, and non-unique names will be overwritten in some tools. For custom data about a property, prefer to use Extras.

  • setOuterConeAngle(angle: number): Light
  • setRange(range: number): Light
  • setType(type: PunctualLightType): Light
Function symbol, f(📦) → 📦, where the argument and output are a box labeled 'glTF'.

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