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    Class PointLightDto (Inputs.BabylonScene)

    Feeds babylon.scene.drawPointLight: where the bulb sits, its colors and brightness, the size of its visible sphere and the shadow settings.

    Index

    Constructors

    • Parameters

      • Optionalposition: Point3
      • Optionalintensity: number
      • Optionaldiffuse: string
      • Optionalspecular: string
      • Optionalradius: number
      • OptionalshadowGeneratorMapSize: number
      • OptionalenableShadows: boolean
      • OptionalshadowDarkness: number
      • OptionaltransparencyShadow: boolean
      • OptionalshadowUsePercentageCloserFiltering: boolean
      • OptionalshadowContactHardeningLightSizeUVRatio: number
      • OptionalshadowBias: number
      • OptionalshadowNormalBias: number
      • OptionalshadowMaxZ: number
      • OptionalshadowMinZ: number
      • OptionalshadowRefreshRate: number

      Returns PointLightDto

    Properties

    position: Point3

    Where the light shines from

    [0, 0, 0]
    
    intensity: number

    Brightness as luminous power, so values in the thousands are normal; 0 gives no light

    2000
    

    0

    Infinity

    500

    diffuse: string

    Hex color of the light on surfaces

    #ffffff
    
    specular: string

    Hex color of the highlights the light makes on shiny surfaces

    #ffffff
    
    radius: number

    Radius of the glowing sphere drawn at the light's position, in scene units; 0 draws none

    0.1
    

    0

    Infinity

    0.1

    shadowGeneratorMapSize?: number

    Resolution of the shadow map in pixels; higher gives sharper shadows at more GPU cost

    1024
    

    0

    Infinity

    1

    enableShadows?: boolean

    When true, the light casts shadows from every mesh in the scene

    true
    
    shadowDarkness?: number

    How light the shadows are, from 0 for fully dark to 1 for invisible

    0
    

    0

    1

    0.1

    transparencyShadow: boolean

    When true, transparent parts of meshes let light through the shadow, which Gaussian splats need

    false
    
    shadowUsePercentageCloserFiltering: boolean

    When true, shadow edges are softened by sampling the map several times

    true
    
    shadowContactHardeningLightSizeUVRatio: number

    How much shadow edges blur with distance from the caster when filtering is on; larger blurs more

    0.2
    

    0

    Infinity

    0.1

    shadowBias: number

    Small depth offset that stops surfaces from shadowing themselves in stripes; raise it if stripes appear

    0.0001
    

    0

    Infinity

    0.00001

    shadowNormalBias: number

    Extra offset along surface normals against self-shadowing, in scene units

    0.002
    

    0

    Infinity

    0.0001

    shadowMaxZ: number

    The farthest distance from the light that shadows are computed for, in scene units

    1000
    

    0

    Infinity

    50

    shadowMinZ: number

    The nearest distance from the light that shadows are computed for, in scene units

    0.1
    

    0

    Infinity

    50

    shadowRefreshRate: number

    How often the shadow map is redrawn: 1 every frame, 0 once only, 2 every second frame

    1
    

    0

    Infinity

    1