The Light Component enables the Entity to light the scene. There are three types of light: directional, omni and spot. Directional lights are global in that they are considered to be infinitely far away and light the entire scene. Omni and spot lights are local in that they have a position and a range. A spot light is a specialization of an omni light where light is emitted in a cone rather than in all directions. Lights also have the ability to cast shadows to add realism to your scenes.
// Add a LightComponent to an entity
const entity = new Entity()
entity.addComponent('light', {
type: 'omni',
color: new Color(1, 0, 0),
range: 10
})
// Get the LightComponent on an entity
const lightComponent = entity.light
// Update a property on a light component
entity.light.range = 20
entity: Entity
The Entity that this Component is attached to.
Component.entity
system: ComponentSystem
The ComponentSystem used to create this Component.
Component.system
get affectDynamic(): boolean
Gets whether the light will affect non-lightmapped objects.
boolean
set affectDynamic(arg: boolean): void
Sets whether the light will affect non-lightmapped objects.
boolean
void
get affectLightmapped(): boolean
Gets whether the light will affect lightmapped objects.
boolean
set affectLightmapped(arg: boolean): void
Sets whether the light will affect lightmapped objects.
boolean
void
get affectSpecularity(): boolean
Gets whether material specularity will be affected by this light.
boolean
set affectSpecularity(arg: boolean): void
Sets whether material specularity will be affected by this light. Ignored for lights other than LIGHTTYPE_DIRECTIONAL. Defaults to true.
boolean
void
get bake(): boolean
Gets whether the light will be rendered into lightmaps.
boolean
set bake(arg: boolean): void
Sets whether the light will be rendered into lightmaps.
boolean
void
get bakeArea(): number
Gets the penumbra angle in degrees.
number
set bakeArea(arg: number): void
Sets the penumbra angle in degrees, allowing for a soft shadow boundary. Defaults to 0.
Requires bake to be set to true and the light type is LIGHTTYPE_DIRECTIONAL.
number
void
get bakeDir(): boolean
Gets whether the light's direction will contribute to directional lightmaps.
boolean
set bakeDir(arg: boolean): void
Sets whether the light's direction will contribute to directional lightmaps. The light must
be enabled and bake set to true. Be aware, that directional lightmap is an approximation
and can only hold single direction per pixel. Intersecting multiple lights with bakeDir=true
may lead to incorrect look of specular/bump-mapping in the area of intersection. The error
is not always visible though, and highly scene-dependent.
boolean
void
get bakeNumSamples(): number
Gets the number of samples used to bake this light into the lightmap.
number
set bakeNumSamples(arg: number): void
Sets the number of samples used to bake this light into the lightmap. Defaults to 1. Maximum value is 255.
number
void
get cascadeBlend(): number
Gets the blend factor for cascaded shadow maps.
number
set cascadeBlend(value: number): void
Sets the blend factor for cascaded shadow maps, defining the fraction of each cascade level used for blending between adjacent cascades. The value should be between 0 and 1, with a default of 0, which disables blending between cascades.
number
void
get cascadeDistribution(): number
Gets the distribution of subdivision of the camera frustum for individual shadow cascades.
number
set cascadeDistribution(arg: number): void
Sets the distribution of subdivision of the camera frustum for individual shadow cascades. Only used if LightComponent#numCascades is larger than 1. Can be a value in range of 0 and 1. Value of 0 represents a linear distribution, value of 1 represents a logarithmic distribution. Defaults to 0.5. Larger value increases the resolution of the shadows in the near distance.
number
void
get castShadows(): boolean
Gets whether the light will cast shadows.
boolean
set castShadows(arg: boolean): void
Sets whether the light will cast shadows. Defaults to false.
boolean
void
get color(): Color
Gets the color of the light.
set color(arg: Color): void
Sets the color of the light. The alpha component of the color is ignored. Defaults to white
([1, 1, 1]).
void
get cookie(): null | Texture
Gets the texture to be used as the cookie for this light.
null | Texture
set cookie(arg: null | Texture): void
Sets the texture to be used as the cookie for this light. Only spot and omni lights can have cookies. Defaults to null.
null | Texture
void
get cookieAngle(): number
Gets the angle for spotlight cookie rotation (in degrees).
number
set cookieAngle(arg: number): void
Sets the angle for spotlight cookie rotation (in degrees).
number
void
get cookieAsset(): null | number
Gets the texture asset to be used as the cookie for this light.
null | number
set cookieAsset(arg: null | number): void
Sets the texture asset to be used as the cookie for this light. Only spot and omni lights can have cookies. Defaults to null.
null | number
void
get cookieChannel(): string
Gets the color channels of the cookie texture to use.
string
set cookieChannel(arg: string): void
Sets the color channels of the cookie texture to use. Can be "r", "g", "b", "a", "rgb".
string
void
get cookieFalloff(): boolean
Gets whether normal spotlight falloff is active when a cookie texture is set.
boolean
set cookieFalloff(arg: boolean): void
Sets whether normal spotlight falloff is active when a cookie texture is set. When set to false, a spotlight will work like a pure texture projector (only fading with distance). Default is false.
boolean
void
get cookieIntensity(): number
Gets the cookie texture intensity.
number
set cookieIntensity(arg: number): void
Sets the cookie texture intensity. Defaults to 1.
number
void
get cookieOffset(): null | Vec2
Gets the spotlight cookie position offset.
null | Vec2
set cookieOffset(arg: null | Vec2): void
Sets the spotlight cookie position offset.
null | Vec2
void
get cookieScale(): null | Vec2
Gets the spotlight cookie scale.
null | Vec2
set cookieScale(arg: null | Vec2): void
Sets the spotlight cookie scale.
null | Vec2
void
get enabled(): boolean
Gets the enabled state of the component.
boolean
set enabled(arg: boolean): void
Sets the enabled state of the component.
boolean
void
Component.enabled
get falloffMode(): number
Gets the fall off mode for the light.
number
set falloffMode(arg: number): void
Sets the fall off mode for the light. This controls the rate at which a light attenuates from its position. Can be:
Affects omni and spot lights only. Defaults to LIGHTFALLOFF_LINEAR.
number
void
get innerConeAngle(): number
Gets the angle at which the spotlight cone starts to fade off.
number
set innerConeAngle(arg: number): void
Sets the angle at which the spotlight cone starts to fade off. The angle is specified in degrees. Affects spot lights only. Defaults to 40.
number
void
get intensity(): number
Gets the brightness of the light.
number
set intensity(arg: number): void
Sets the brightness of the light. Defaults to 1.
number
void
get isStatic(): boolean
Gets whether the light ever moves.
boolean
set isStatic(arg: boolean): void
Sets whether the light ever moves. This is an optimization hint.
boolean
void
get layers(): number[]
Gets the array of layer IDs (Layer#id) to which this light should belong.
number
set layers(arg: number[]): void
Sets the array of layer IDs (Layer#id) to which this light should belong. Don't push/pop/splice or modify this array. If you want to change it, set a new one instead.
number
void
get luminance(): number
Gets the physically-based luminance.
number
set luminance(arg: number): void
Sets the physically-based luminance. Only used if scene.physicalUnits is true. Defaults to 0.
number
void
get mask(): number
Gets the mask to determine which MeshInstances are lit by this light.
number
set mask(arg: number): void
Sets the mask to determine which MeshInstances are lit by this light. Defaults to 1.
number
void
get normalOffsetBias(): number
Gets the normal offset depth bias.
number
set normalOffsetBias(arg: number): void
Sets the normal offset depth bias. Valid range is 0 to 1. Defaults to 0.
number
void
get numCascades(): number
Gets the number of shadow cascades.
number
set numCascades(arg: number): void
Sets the number of shadow cascades. Can be 1, 2, 3 or 4. Defaults to 1, representing no cascades.
number
void
get outerConeAngle(): number
Gets the angle at which the spotlight cone has faded to nothing.
number
set outerConeAngle(arg: number): void
Sets the angle at which the spotlight cone has faded to nothing. The angle is specified in degrees. Affects spot lights only. Defaults to 45.
number
void
get penumbraFalloff(): number
Gets the falloff rate for shadow penumbra for contact hardening shadows.
number
set penumbraFalloff(value: number): void
Sets the falloff rate for shadow penumbra for contact hardening shadows. This is a value larger than or equal to 1. This parameter determines how quickly the shadow softens with distance. Higher values result in a faster softening of the shadow, while lower values produce a more gradual transition. Defaults to 1.
number
void
get penumbraSize(): number
Gets the size of penumbra for contact hardening shadows.
number
set penumbraSize(value: number): void
Sets the size of penumbra for contact hardening shadows. For area lights, acts as a multiplier with the dimensions of the area light. For punctual and directional lights it's the area size of the light. Defaults to 1.
number
void
get range(): number
Gets the range of the light.
number
set range(arg: number): void
Sets the range of the light. Affects omni and spot lights only. Defaults to 10.
number
void
get shadowBias(): number
Get the depth bias for tuning the appearance of the shadow mapping generated by this light.
number
set shadowBias(arg: number): void
Set the depth bias for tuning the appearance of the shadow mapping generated by this light. Valid range is 0 to 1. Defaults to 0.05.
number
void
get shadowBlockerSamples(): number
Gets the number of blocker samples used for contact hardening shadows.
number
set shadowBlockerSamples(value: number): void
Sets the number of blocker samples used for soft shadows when the shadow type is SHADOW_PCSS_32F. These samples are used to estimate the distance between the shadow caster and the shadow receiver, which is then used for the estimation of contact hardening in the shadow. This value must be a positive whole number starting at 0. Higher values improve shadow quality by considering more occlusion points, but can decrease performance. When set to 0, contact hardening is disabled and the shadow has constant softness. Defaults to 16. Note that this values can be lower than shadowSamples to optimize performance, often without large impact on quality.
number
void
get shadowDistance(): number
Gets the distance from the viewpoint beyond which shadows are no longer rendered.
number
set shadowDistance(arg: number): void
Sets the distance from the viewpoint beyond which shadows are no longer rendered. Affects directional lights only. Defaults to 40.
number
void
get shadowIntensity(): number
Gets the intensity of the shadow darkening.
number
set shadowIntensity(arg: number): void
Sets the intensity of the shadow darkening. 0 having no effect and 1 meaning shadows are entirely black. Defaults to 1.
number
void
get shadowResolution(): number
Gets the size of the texture used for the shadow map.
number
set shadowResolution(arg: number): void
Sets the size of the texture used for the shadow map. Valid sizes are 64, 128, 256, 512, 1024, 2048. Defaults to 1024.
number
void
get shadowSamples(): number
Gets the number of shadow samples used for soft shadows.
number
set shadowSamples(value: number): void
Sets the number of shadow samples used for soft shadows when the shadow type is SHADOW_PCSS_32F. This value must be a positive whole number starting at 1. Higher values result in smoother shadows but can significantly decrease performance. Defaults to 16.
number
void
get shadowType(): number
Gets the type of shadows being rendered by this light.
number
set shadowType(arg: number): void
Sets the type of shadows being rendered by this light. Can be:
number
void
get shadowUpdateMode(): number
Gets the shadow update model.
number
set shadowUpdateMode(arg: number): void
Sets the shadow update model. This tells the renderer how often shadows must be updated for this light. Can be:
number
void
get shadowUpdateOverrides(): null | number[]
Gets an array of SHADOWUPDATE_ settings per shadow cascade.
null | number
set shadowUpdateOverrides(values: null | number[]): void
Sets an array of SHADOWUPDATE_ settings per shadow cascade. Set to undefined if not used.
null | number
void
get shape(): number
Gets the light source shape.
number
set shape(arg: number): void
Sets the light source shape. Can be:
Defaults to LIGHTSHAPE_PUNCTUAL.
number
void
get type(): string
Gets the type of the light.
string
set type(arg: string): void
Sets the type of the light. Can be:
Defaults to "directional".
string
void
get vsmBias(): number
Gets the VSM bias value.
number
set vsmBias(arg: number): void
Sets the VSM bias value.
number
void
get vsmBlurMode(): number
Gets the blurring mode for variance shadow maps.
number
set vsmBlurMode(arg: number): void
Sets the blurring mode for variance shadow maps. Can be:
number
void
get vsmBlurSize(): number
Gets the number of samples used for blurring a variance shadow map.
number
set vsmBlurSize(arg: number): void
Sets the number of samples used for blurring a variance shadow map. Only uneven numbers work, even are incremented. Minimum value is 1, maximum is 25. Defaults to 11.
number
void
fire(
name: string,
arg1?: any,
arg2?: any,
arg3?: any,
arg4?: any,
arg5?: any,
arg6?: any,
arg7?: any,
arg8?: any): EventHandler
Fire an event, all additional arguments are passed on to the event listener.
string
Name of event to fire.
any
First argument that is passed to the event handler.
any
Second argument that is passed to the event handler.
any
Third argument that is passed to the event handler.
any
Fourth argument that is passed to the event handler.
any
Fifth argument that is passed to the event handler.
any
Sixth argument that is passed to the event handler.
any
Seventh argument that is passed to the event handler.
any
Eighth argument that is passed to the event handler.
Self for chaining.
obj.fire('test', 'This is the message')
Component.fire
hasEvent(name: string): boolean
Test if there are any handlers bound to an event name.
string
The name of the event to test.
boolean
True if the object has handlers bound to the specified event name.
obj.on('test', () => {}) // bind an event to 'test'
obj.hasEvent('test') // returns true
obj.hasEvent('hello') // returns false
Component.hasEvent
off(
name?: string,
callback?: HandleEventCallback,
scope?: any): EventHandler
Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.
string
Name of the event to unbind.
HandleEventCallback
Function to be unbound.
any
Scope that was used as the this when the event is fired.
Self for chaining.
const handler = () => {}
obj.on('test', handler)
obj.off() // Removes all events
obj.off('test') // Removes all events called 'test'
obj.off('test', handler) // Removes all handler functions, called 'test'
obj.off('test', handler, this) // Removes all handler functions, called 'test' with scope this
Component.off
on(
name: string,
callback: HandleEventCallback,
scope?: any): EventHandle
Attach an event handler to an event.
string
Name of the event to bind the callback to.
HandleEventCallback
Function that is called when event is fired. Note the callback is limited to 8 arguments.
any = ...
Object to use as 'this' when the event is fired, defaults to current this.
Can be used for removing event in the future.
obj.on('test', (a, b) => {
console.log(a + b)
})
obj.fire('test', 1, 2) // prints 3 to the console
const evt = obj.on('test', (a, b) => {
console.log(a + b)
})
// some time later
evt.off()
Component.on
once(
name: string,
callback: HandleEventCallback,
scope?: any): EventHandle
Attach an event handler to an event. This handler will be removed after being fired once.
string
Name of the event to bind the callback to.
HandleEventCallback
Function that is called when event is fired. Note the callback is limited to 8 arguments.
any = ...
Object to use as 'this' when the event is fired, defaults to current this.
obj.once('test', (a, b) => {
console.log(a + b)
})
obj.fire('test', 1, 2) // prints 3 to the console
obj.fire('test', 1, 2) // not going to get handled
Component.once