Interface ILight<TShadowSupport, E, ET>

interface ILight<TShadowSupport, E, ET> {
    _currentGeometry?: null | IGeometry<NormalBufferAttributes>;
    _currentMaterial?: null | IMaterial<IMaterialEvent<IMaterialEventTypes>, IMaterialEventTypes> | IMaterial<IMaterialEvent<IMaterialEventTypes>, IMaterialEventTypes>[];
    _onGeometryUpdate?: ((e) => void);
    assetType: "light";
    children: IObject3D<IObject3DEvent<IObject3DEventTypes>, IObject3DEventTypes>[];
    geometry?: IGeometry<NormalBufferAttributes>;
    isCamera?: boolean;
    isLight: true;
    isLine?: boolean;
    isLineSegments?: boolean;
    isMesh?: boolean;
    isScene?: boolean;
    isWidget?: boolean;
    lightObject: ILight<TShadowSupport, E, ET>;
    material?: IMaterial<IMaterialEvent<IMaterialEventTypes>, IMaterialEventTypes> | IMaterial<IMaterialEvent<IMaterialEventTypes>, IMaterialEventTypes>[];
    materials?: IMaterial<IMaterialEvent<IMaterialEventTypes>, IMaterialEventTypes>[];
    modelObject: ILight<TShadowSupport, E, ET>;
    morphTargetDictionary?: Record<string, number>;
    morphTargetInfluences?: number[];
    objectProcessor?: IObjectProcessor;
    parent: null | IObject3D<IObject3DEvent<IObject3DEventTypes>, IObject3DEventTypes>;
    parentRoot?: null | IObject3D<IObject3DEvent<IObject3DEventTypes>, IObject3DEventTypes>;
    target?: Object3D<Event, string>;
    uiConfig?: UiObjectConfig<any, string, any>;
    userData: IObject3DUserData;
    add(...object): this;
    autoCenter?(setDirty?): this;
    autoScale?(autoScaleRadius?, isCentered?, setDirty?): this;
    clone(recursive?): this;
    copy(source, recursive?, distanceFromTarget?, worldSpace?, ...args): this;
    dispose(removeFromParent?): void;
    getObjectById<T>(id): undefined | T;
    getObjectByName<T>(name): undefined | T;
    getObjectByProperty<T>(name, value): undefined | T;
    refreshUi(): void;
    remove(...object): this;
    setDirty(e?): void;
    traverse(callback): void;
    traverseAncestors(callback): void;
    traverseVisible(callback): void;
    updateMorphTargets?(): void;
}

Type Parameters

Hierarchy (view full)

Implemented by

Properties

_currentGeometry?: null | IGeometry<NormalBufferAttributes>
_onGeometryUpdate?: ((e) => void)

Type declaration

assetType: "light"
isCamera?: boolean
isLight: true
isLine?: boolean
isLineSegments?: boolean
isMesh?: boolean
isScene?: boolean
isWidget?: boolean
lightObject: ILight<TShadowSupport, E, ET>

Deprecated

use this instead

Same as material but always returns an array.

modelObject: ILight<TShadowSupport, E, ET>

Deprecated

use object directly

morphTargetDictionary?: Record<string, number>
morphTargetInfluences?: number[]
objectProcessor?: IObjectProcessor

Parent/Ancestor of this object to bubble events to. This is set internally by setupObject3D.

target?: Object3D<Event, string>
uiConfig?: UiObjectConfig<any, string, any>

Methods

  • Parameters

    • Optional autoScaleRadius: number

      optional (taken from userData.autoScaleRadius by default)

    • Optional isCentered: boolean

      optional (taken from userData.isCentered by default)

    • Optional setDirty: boolean

      true by default

    Returns this

  • Parameters

    • source: this
    • Optional recursive: boolean
    • Optional distanceFromTarget: number
    • Optional worldSpace: boolean
    • Rest ...args: any[]

    Returns this

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