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    Class HemisphereLight2

    Extension of three.js HemisphereLight with additional properties for serialization and UI A hemisphere light is positioned directly above the scene and emits light that decreases from the sky color to the ground color.

    Note - gltf serialization is handled by GLTFLightExtrasExtension

    Hierarchy

    Implements

    Index

    Constructors

    Properties

    assetType: "light" = ...

    Array with object's children.

    THREE.Object3DGroup | Group for info on manually grouping objects.

    []

    color: Color

    The light's sky color, as passed in the constructor.

    new THREE.Color() set to white (0xffffff).

    getObjectById: (
        id: number,
    ) =>
        | undefined
        | IObject3D<
            IObject3DEventMap,
            undefined
            | IGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
            undefined | IMaterial<IMaterialEventMap> | IMaterial<IMaterialEventMap>[],
        >

    Searches through an object and its children, starting with the object itself, and returns the first with a matching id.

    Type declaration

    Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.

    id

    getObjectByName: (
        name: string,
    ) =>
        | undefined
        | IObject3D<
            IObject3DEventMap,
            undefined
            | IGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
            undefined | IMaterial<IMaterialEventMap> | IMaterial<IMaterialEventMap>[],
        >

    Searches through an object and its children, starting with the object itself, and returns the first with a matching name.

    Type declaration

    Note that for most objects the name is an empty string by default You will have to set it manually to make use of this method.

    getObjectByProperty: (
        name: string,
        value: string,
    ) =>
        | undefined
        | IObject3D<
            IObject3DEventMap,
            undefined
            | IGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
            undefined | IMaterial<IMaterialEventMap> | IMaterial<IMaterialEventMap>[],
        >

    Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.

    Type declaration

    groundColor: Color

    The light's ground color, as passed in the constructor.

    new THREE.Color() set to white (0xffffff).

    intensity: number

    The light's intensity, or strength. The units of intensity depend on the type of light.

    1

    isHemisphereLight2: true
    parent:
        | null
        | IObject3D<
            IObject3DEventMap,
            undefined
            | IGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
            undefined | IMaterial<IMaterialEventMap> | IMaterial<IMaterialEventMap>[],
        >

    Object's parent in the scene graph.

    An object can have at most one parent.

    null

    position: Vector3

    This is set equal to THREE.Object3D.DEFAULT_UP, so that the light shines from the top down.

    Object3D.DEFAULT_UP (0, 1, 0)

    refreshUi: (this: IObject3D) => void = iLightCommons.refreshUi
    setDirty: (
        this: ILight,
        options?: IObjectSetDirtyOptions,
        ...args: any[],
    ) => void = iLightCommons.setDirty

    Dispatches 'objectUpdate' event on object.

    traverse: (callback: (object: IObject3D) => void) => void

    Executes the callback on this object and all descendants.

    Type declaration

      • (callback: (object: IObject3D) => void): void
      • Parameters

        • callback: (object: IObject3D) => void

          A function with as first argument an Object3D object.

        Returns void

    Note: Modifying the scene graph inside the callback is discouraged.

    traverseAncestors: (callback: (object: IObject3D) => void) => void

    Executes the callback on all ancestors.

    Type declaration

      • (callback: (object: IObject3D) => void): void
      • Parameters

        • callback: (object: IObject3D) => void

          A function with as first argument an Object3D object.

        Returns void

    Note: Modifying the scene graph inside the callback is discouraged.

    traverseVisible: (callback: (object: IObject3D) => void) => void

    Like traverse, but the callback will only be executed for visible objects

    Type declaration

      • (callback: (object: IObject3D) => void): void
      • Parameters

        • callback: (object: IObject3D) => void

          A function with as first argument an Object3D object.

        Returns void

    Descendants of invisible objects are not traversed. Note: Modifying the scene graph inside the callback is discouraged.

    uiConfig: UiObjectConfig = ...
    visible: boolean

    Object gets rendered if true.

    true

    Accessors

    Methods