Object3DLight

PointLight

A light that gets emitted from a single point in all directions. A common use case for this is to replicate the light emitted from a bare lightbulb.

This light can cast shadows - see LightShadow page for details.

Example

lights / pointlights
lights / pointlights2
animation
effects / anaglyph
geometry / text
lensflares

var light = new v3d.PointLight(0xff0000, 1, 100); light.position.set(50, 50, 50); scene.add(light);

Constructor

PointLight(color : Integer, intensity : Float, distance : Number, decay : Float)

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

distance - Maximum range of the light. Default is 0 (no limit).
decay - The amount the light dims along the distance of the light. Default is 1. For physically correct lighting, set this to 2.

Creates a new PointLight.

Properties

See the base Light class for common properties.

.decay : Float

The amount the light dims along the distance of the light
In physically correct mode, decay = 2 leads to physically realistic light falloff.
Default is 1.

.distance : Float

Default mode — When distance is zero, light does not attenuate. When distance is non-zero, light will attenuate linearly from maximum intensity at the light's position down to zero at this distance from the light.

Physically correct mode — When distance is zero, light will attenuate according to inverse-square law to infinite distance. When distance is non-zero, light will attenuate according to inverse-square law until near the distance cutoff, where it will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not physically correct.

Default is 0.0.

.isPointLight : Boolean

Used to check whether this or derived classes are point lights. Default is true.

You should not change this, as it used internally for optimisation.

.power : Float

The light's power.
In physically correct mode, the luminous power of the light measured in lumens. Default is 4Math.PI.

This is directly related to the intensity in the ratio power = intensity * 4π and changing this will also change the intensity.

.shadow : LightShadow

A LightShadow used to calculate shadows for this light.

The lightShadow's camera is set to a PerspectiveCamera with fov of 90, aspect of 1, near clipping plane at 0.5 and far clipping plane at 500.

Methods

See the base Light class for common methods.

.copy (source : PointLight) : PointLight

Copies value of all the properties from the source to this PointLight.

Source

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