import type { Nullable } from "../types"; import type { Scene } from "../scene"; import { Matrix, Vector3 } from "../Maths/math.vector"; import { Color3 } from "../Maths/math.color"; import type { Effect } from "../Materials/effect"; import { Light } from "./light"; import type { IShadowGenerator } from "./Shadows/shadowGenerator"; /** * The HemisphericLight simulates the ambient environment light, * so the passed direction is the light reflection direction, not the incoming direction. */ export declare class HemisphericLight extends Light { /** * The groundColor is the light in the opposite direction to the one specified during creation. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction. */ groundColor: Color3; /** * The light reflection direction, not the incoming direction. */ direction: Vector3; /** * Creates a HemisphericLight object in the scene according to the passed direction (Vector3). * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction. * The HemisphericLight can't cast shadows. * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction * @param name The friendly name of the light * @param direction The direction of the light reflection * @param scene The scene the light belongs to */ constructor(name: string, direction: Vector3, scene?: Scene); protected _buildUniformLayout(): void; /** * Returns the string "HemisphericLight". * @returns The class name */ getClassName(): string; /** * Sets the HemisphericLight direction towards the passed target (Vector3). * Returns the updated direction. * @param target The target the direction should point to * @returns The computed direction */ setDirectionToTarget(target: Vector3): Vector3; /** * Returns the shadow generator associated to the light. * @returns Always null for hemispheric lights because it does not support shadows. */ getShadowGenerator(): Nullable; /** * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string). * @param _effect The effect to update * @param lightIndex The index of the light in the effect to update * @returns The hemispheric light */ transferToEffect(_effect: Effect, lightIndex: string): HemisphericLight; transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this; /** * Computes the world matrix of the node * @returns the world matrix */ computeWorldMatrix(): Matrix; /** * Returns the integer 3. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x */ getTypeID(): number; /** * Prepares the list of defines specific to the light type. * @param defines the list of defines * @param lightIndex defines the index of the light for the effect */ prepareLightSpecificDefines(defines: any, lightIndex: number): void; }