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- import type { Scene } from "../scene";
- import { Matrix, Vector3 } from "../Maths/math.vector";
- import type { AbstractMesh } from "../Meshes/abstractMesh";
- import { ShadowLight } from "./shadowLight";
- import type { Effect } from "../Materials/effect";
- /**
- * A point light is a light defined by an unique point in world space.
- * The light is emitted in every direction from this point.
- * A good example of a point light is a standard light bulb.
- * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
- */
- export declare class PointLight extends ShadowLight {
- private _shadowAngle;
- /**
- * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
- * This specifies what angle the shadow will use to be created.
- *
- * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
- */
- get shadowAngle(): number;
- /**
- * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
- * This specifies what angle the shadow will use to be created.
- *
- * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
- */
- set shadowAngle(value: number);
- /**
- * Gets the direction if it has been set.
- * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
- */
- get direction(): Vector3;
- /**
- * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
- */
- set direction(value: Vector3);
- /**
- * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
- * A PointLight emits the light in every direction.
- * It can cast shadows.
- * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
- * ```javascript
- * var pointLight = new PointLight("pl", camera.position, scene);
- * ```
- * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
- * @param name The light friendly name
- * @param position The position of the point light in the scene
- * @param scene The scene the lights belongs to
- */
- constructor(name: string, position: Vector3, scene?: Scene);
- /**
- * Returns the string "PointLight"
- * @returns the class name
- */
- getClassName(): string;
- /**
- * Returns the integer 0.
- * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
- */
- getTypeID(): number;
- /**
- * Specifies whether or not the shadowmap should be a cube texture.
- * @returns true if the shadowmap needs to be a cube texture.
- */
- needCube(): boolean;
- /**
- * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
- * @param faceIndex The index of the face we are computed the direction to generate shadow
- * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
- */
- getShadowDirection(faceIndex?: number): Vector3;
- /**
- * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
- * - fov = PI / 2
- * - aspect ratio : 1.0
- * - z-near and far equal to the active camera minZ and maxZ.
- * Returns the PointLight.
- * @param matrix
- * @param viewMatrix
- * @param renderList
- */
- protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
- protected _buildUniformLayout(): void;
- /**
- * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
- * @param effect The effect to update
- * @param lightIndex The index of the light in the effect to update
- * @returns The point light
- */
- transferToEffect(effect: Effect, lightIndex: string): PointLight;
- transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
- /**
- * 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;
- }
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