Object3DLight

HemisphereLight

A light source positioned directly above the scene, with color fading from the sky color to the ground color.

This light cannot be used to cast shadows.

Code Example

const light = new v3d.HemisphereLight(0xffffbb, 0x080820, 1); scene.add(light);

Examples

animation / skinning / blending
lights / hemisphere
controls / pointerlock
loader / collada / kinematics
loader / stl

Constructor

HemisphereLight(skyColor : Integer, groundColor : Integer, intensity : Float)

skyColor - (optional) hexadecimal color of the sky. Default is 0xffffff.
groundColor - (optional) hexadecimal color of the ground. Default is 0xffffff.
intensity - (optional) numeric value of the light's strength/intensity. Default is 1.

Creates a new HemisphereLight.

Properties

See the base Light class for common properties.

.color : Float

The light's sky color, as passed in the constructor. Default is a new Color set to white (0xffffff).

.groundColor : Float

The light's ground color, as passed in the constructor. Default is a new Color set to white (0xffffff).

.isHemisphereLight : Boolean

Read-only flag to check if a given object is of type HemisphereLight.

.position : Vector3

This is set equal to Object3D.DefaultUp (0, 1, 0), so that the light shines from the top down.

Methods

See the base Light class for common methods.

.copy (source : HemisphereLight) : this

Copies the value of color, intensity and groundColor from the source light into this one.

Source

For more info on how to obtain the source code of this module see this page.