Maximum angle of light dispersion from its direction whose upper bound is Math.PI/2(360).
The animaion group of this object 3d
Whether the object gets rendered into shadow map. Default is false.
Numeric value of the RGB component of the color. Default is 0xffffff.
Custom depth material to be used when rendering to the depth map. Can only be used in context of meshes. When shadow-casting with a DirectionalLight or SpotLight, if you are (a) modifying vertex positions in the vertex shader, (b) using a displacement map, (c) using an alpha map with alphaTest, or (d) using a transparent texture with alphaTest, you must specify a customDepthMaterial for proper shadows. Default is undefined.
Same as Object3D.customDepthMaterial, but used with PointLight. Default is undefined.
The amount the light dims along the distance of the light. Default is 1.
Maximum range of the light. Default is 0 (no limit).
When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object. If set to false
the object gets rendered every frame even if it is not in the frustum of the camera. Default is true
.
hexadecimal color of the ground. Default is 0xffffff.
height of the light. Default is 10.
Numeric value of the light's strength/intensity. Default is 1.
The distance at which to display this level of detail.
vector - A vector representing a position in world space. Optionally, the Object3D.x, Object3D.y and Object3D.z components of the world space position. Rotates the object to face a point in world space. This method does not support objects having non-uniformly-scaled parent(s).
When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property. Default is Object3D.DefaultMatrixAutoUpdate (true).
The name of the object (doesn't need to be unique). Default is an empty string.
Percent of the spotlight cone that is attenuated due to penumbra. Takes values between zero and 1. Default is zero.
A Vector3 representing the object's local position. Default is (0, 0, 0).
Whether the material receives shadows. Default is false.
This value allows the default rendering order of scene graph objects to be overridden although opaque and transparent objects remain sorted independently. When this property is set for an instance of Group, all descendants objects will be sorted and rendered together. Sorting is from lowest to highest renderOrder. Default value is 0.
The Input of light component
The Input of light component
Object's local rotation (see Euler angles), in radians.
The object's local scale. Default is Vector3( 1, 1, 1 ).
An instance of SphericalHarmonics3.
Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow. The default is 0. Very tiny adjustments here (in the order of 0.0001) may help reduce artefacts in shadows
Camera frustum bottom plane.
Camera frustum far plane. Default is 2000. Must be greater than the current value of Camera.near plane.
Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is 50.
Camera frustum left plane.
Camera frustum near plane.
Camera frustum right plane.
Camera frustum top plane.
Gets or sets the zoom factor of the camera. Default is 1.
Used to focus the shadow camera. The camera's field of view is set as a percentage of the spotlight's field-of-view. Range is [0, 1]. Default is 1.0.
A Vector2 defining the width and height of the shadow map.
A Vector2 defining the width and height of the shadow map. vector2.height
A Vector2 defining the width and height of the shadow map. vector2.width
Setting this to values greater than 1 will blur the edges of the shadow. High values will cause unwanted banding effects in the shadows - a greater LightShadow.mapSize will allow for a higher value to be used here before these effects become visible. If WebGLRenderer.shadowMap.type is set to PCFSoftShadowMap, radius has no effect and it is recommended to increase softness by decreasing LightShadow.mapSize instead. Note that this has no effect if the WebGLRenderer.shadowMap.type is set to BasicShadowMap.
hexadecimal color of the sky. Default is 0xffffff.
The Input of light component
The Input of light component
The Input of light component
The Input of light component
The Input of light component
The type of light
Three Type | Value String(case insensitive) |
---|---|
THREE.PointLight | PointLight, Point |
THREE.RectAreaLight | RectAreaLight, RectArea |
THREE.SpotLight | SpotLight, Spot |
THREE.DirectionalLight | DirectionalLight, Directional |
THREE.HemisphereLight | HemisphereLight, Hemisphere |
THREE.LightProbe | LightProbe, Probe |
THREE.AmbientLight | AmbientLight, Ambient |
Object gets rendered if true. Default is true.
width of the light. Default is 10.
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Light options