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 PointLightShadow page for details.

Code Example

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

Examples

lights / pointlights
effects / anaglyph
geometry / text
lensflares

Constructor

PointLight(color : Integer, intensity : Float, distance : Float, 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 2.

Creates a new PointLight.

Properties

See the base Light class for common properties.

.castShadow : Boolean

If set to true light will cast dynamic shadows. This might require tweaking to get shadows looking right. See the PointLightShadow for details. The default is false.

.decay : Float

The amount the light dims along the distance of the light. Default is 2.
In context of physically-correct rendering the default value should not be changed.

.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.

.intensity : Float

The light's intensity. Default is 1.
In physically correct mode, intensity is the luminous intensity of the light measured in candela (cd).

Changing the intensity will also change the light's power.

.power : Float

The light's power.
In physically correct mode, power is the luminous power of the light measured in lumens (lm).

Changing the power will also change the light's intensity.

.shadow : PointLightShadow

A PointLightShadow 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.

.dispose()

Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.

.copy(source : PointLight) → this

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

Puzzles

The following puzzles work with the point lights:

Source

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