DirectionalLight

A directional light is defined by a direction (what a surprise!). The light is emitted from everywhere in the specified direction, and has an infinite range. An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object. Documentation: https://doc.babylonjs.com/babylon101/lights

Hierarchy

Implements

Index

Constructors

Properties

Methods

Constructors

constructor

  • Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3). The directional light is emitted from everywhere in the given direction. It can cast shadows. Documentation : http://doc.babylonjs.com/tutorials/lights

    Parameters

    • name: string

      The friendly name of the light

    • direction: Vector3

      The direction of the light

    • scene: Scene

      The scene the light belongs to

    Returns DirectionalLight

Properties

animationPropertiesOverride

animationPropertiesOverride: Nullable<AnimationPropertiesOverride>

Gets or sets the animation properties override

animations

animations: Animation[]

Gets a list of Animations associated with the node

autoUpdateExtends

autoUpdateExtends: boolean

Automatically compute the projection matrix to best fit (including all the casters) on each frame.

behaviors

behaviors: Behavior<Node>[]

Gets the list of attached behaviors

see

http://doc.babylonjs.com/features/behaviour

customProjectionMatrixBuilder

customProjectionMatrixBuilder: function

Callback defining a custom Projection Matrix Builder. This can be used to override the default projection matrix computation.

Type declaration

diffuse

diffuse: Color3

Diffuse gives the basic color to an object.

direction

direction: Vector3

In 2d mode (needCube being false), sets the direction used to cast the shadow. Also use as the light direction on spot and directional lights.

doNotSerialize

doNotSerialize: boolean

Gets or sets a boolean used to define if the node must be serialized

excludeWithLayerMask

excludeWithLayerMask: number

Sets the layer id use to find what meshes are not impacted by the light. Inactive if 0

excludedMeshes

excludedMeshes: AbstractMesh[]

Sets the meshes not impacted by this light.

falloffType

falloffType: number

Defines the falloff type for this light. This lets overrriding how punctual light are falling off base on range or angle. This can be set to any values in Light.FALLOFF_x.

Note: This is only usefull for PBR Materials at the moment. This could be extended if required to other types of materials.

id

id: string

Gets or sets the id of the node

includeOnlyWithLayerMask

includeOnlyWithLayerMask: number

Sets the layer id use to find what meshes are impacted by the light. Inactive if 0

includedOnlyMeshes

includedOnlyMeshes: AbstractMesh[]

Sets the only meshes impacted by this light.

intensity

intensity: number

Strength of the light. Note: By default it is define in the framework own unit. Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.

intensityMode

intensityMode: number

Sets the photometric scale used to interpret the intensity. This is only relevant with PBR Materials where the light intensity can be defined in a physical way.

lightmapMode

lightmapMode: number

Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)

metadata

metadata: any

Gets or sets an object used to store user defined information for the node

name

name: string

Gets or sets the name of the node

onDispose

onDispose: function

Sets a callback that will be raised when the node will be disposed

Type declaration

    • (): void
    • Returns void

onDisposeObservable

onDisposeObservable: Observable<Node>

An event triggered when the mesh is disposed

onReady

onReady: function

Callback raised when the node is ready to be used

Type declaration

    • (node: Node): void
    • Parameters

      Returns void

parent

parent: Nullable<Node>

Gets or sets the parent of the node

position

position: Vector3

Sets the position the shadow will be casted from. Also use as the light position for both point and spot lights.

radius

radius: number

sets the light radius used by PBR Materials to simulate soft area lights.

range

range: number

Defines how far from the source the light is impacting in scene units. Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.

renderPriority

renderPriority: number

Defines the rendering priority of the lights. It can help in case of fallback or number of lights exceeding the number allowed of the materials.

shadowEnabled

shadowEnabled: boolean

Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching the current shadow generator.

shadowFrustumSize

shadowFrustumSize: number

Specifies a fix frustum size for the shadow generation.

shadowMaxZ

shadowMaxZ: number

Gets the shadow projection clipping maximum z value.

shadowMinZ

shadowMinZ: number

Sets the shadow projection clipping minimum z value.

shadowOrthoScale

shadowOrthoScale: number

Sets the shadow projection scale against the optimal computed one. 0.1 by default which means that the projection window is increase by 10% from the optimal size. This does not impact in fixed frustum size (shadowFrustumSize being set)

specular

specular: Color3

Specular produces a highlight color on an object. Note: This is note affecting PBR materials.

state

state: string

Gets or sets a string used to store user defined state for the node

transformedDirection

transformedDirection: Vector3

The transformed direction. Direction of the light in world space taking parenting in account.

transformedPosition

transformedPosition: Vector3

The transformed position. Position of the light in world space taking parenting in account.

uniqueId

uniqueId: number

Gets or sets the unique id of the node

worldMatrixFromCache

worldMatrixFromCache: Matrix

Returns directly the latest state of the mesh World matrix. A Matrix is returned.

Static FALLOFF_DEFAULT

FALLOFF_DEFAULT: number

Falloff Default: light is falling off following the material specification: standard material is using standard falloff whereas pbr material can request special falloff per materials.

Static FALLOFF_GLTF

FALLOFF_GLTF: number

Falloff gltf: light is falling off as described in the gltf moving to PBR document to enhance interoperability with other engines.

Static FALLOFF_PHYSICAL

FALLOFF_PHYSICAL: number

Falloff Physical: light is falling off following the inverse squared distance law.

Static FALLOFF_STANDARD

FALLOFF_STANDARD: number

Falloff Standard: light is falling off like in the standard material to enhance interoperability with other materials.

Static INTENSITYMODE_AUTOMATIC

INTENSITYMODE_AUTOMATIC: number

Each light type uses the default quantity according to its type: point/spot lights use luminous intensity directional lights use illuminance

Static INTENSITYMODE_ILLUMINANCE

INTENSITYMODE_ILLUMINANCE: number

lux (lm/m^2)

Static INTENSITYMODE_LUMINANCE

INTENSITYMODE_LUMINANCE: number

nit (cd/m^2)

Static INTENSITYMODE_LUMINOUSINTENSITY

INTENSITYMODE_LUMINOUSINTENSITY: number

candela (lm/sr)

Static INTENSITYMODE_LUMINOUSPOWER

INTENSITYMODE_LUMINOUSPOWER: number

lumen (lm)

Static LIGHTMAP_DEFAULT

LIGHTMAP_DEFAULT: number

If every light affecting the material is in this lightmapMode, material.lightmapTexture adds or multiplies (depends on material.useLightmapAsShadowmap) after every other light calculations.

Static LIGHTMAP_SHADOWSONLY

LIGHTMAP_SHADOWSONLY: number

material.lightmapTexture as only lighting no light calculation from this light only adds dynamic shadows from this light

Static LIGHTMAP_SPECULAR

LIGHTMAP_SPECULAR: number

material.lightmapTexture as only diffuse lighting from this light adds only specular lighting from this light adds dynamic shadows

Static LIGHTTYPEID_DIRECTIONALLIGHT

LIGHTTYPEID_DIRECTIONALLIGHT: number

Light type const id of the directional light.

Static LIGHTTYPEID_HEMISPHERICLIGHT

LIGHTTYPEID_HEMISPHERICLIGHT: number

Light type const id of the hemispheric light.

Static LIGHTTYPEID_POINTLIGHT

LIGHTTYPEID_POINTLIGHT: number

Light type const id of the point light.

Static LIGHTTYPEID_SPOTLIGHT

LIGHTTYPEID_SPOTLIGHT: number

Light type const id of the spot light.

Methods

addBehavior

beginAnimation

  • beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: function): Nullable<Animatable>
  • Will start the animation sequence

    Parameters

    • name: string

      defines the range frames for animation sequence

    • Optional loop: boolean

      defines if the animation should loop (false by default)

    • Optional speedRatio: number

      defines the speed factor in which to run the animation (1 by default)

    • Optional onAnimationEnd: function

      defines a function to be executed when the animation ended (undefined by default)

        • (): void
        • Returns void

    Returns Nullable<Animatable>

    the object created for this animation. If range does not exist, it will return null

canAffectMesh

clone

  • Returns a new Light object, named "name", from the current one.

    Parameters

    • name: string

      The name of the cloned light

    Returns Nullable<Light>

    the new created light

computeTransformedInformation

  • computeTransformedInformation(): boolean

computeWorldMatrix

  • computeWorldMatrix(force?: boolean): Matrix

createAnimationRange

  • createAnimationRange(name: string, from: number, to: number): void

deleteAnimationRange

  • deleteAnimationRange(name: string, deleteFrames?: boolean): void
  • Delete a specific animation range

    Parameters

    • name: string

      defines the name of the range to delete

    • Optional deleteFrames: boolean

      defines if animation frames from the range must be deleted as well

    Returns void

dispose

  • dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void
  • Releases resources associated with this node.

    Parameters

    • Optional doNotRecurse: boolean

      Set to true to not recurse into each children (recurse into each children by default)

    • Optional disposeMaterialAndTextures: boolean

      Set to true to also dispose referenced materials and textures (false by default)

    Returns void

forceProjectionMatrixCompute

  • forceProjectionMatrixCompute(): void

getAbsolutePosition

getAnimationByName

getAnimationRange

getBehaviorByName

getChildMeshes

  • getChildMeshes(directDescendantsOnly?: boolean, predicate?: function): AbstractMesh[]
  • Get all child-meshes of this node

    Parameters

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered

    • Optional predicate: function

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns AbstractMesh[]

    an array of {BABYLON.AbstractMesh}

getChildTransformNodes

  • getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: function): TransformNode[]
  • Get all child-transformNodes of this node

    Parameters

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered

    • Optional predicate: function

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns TransformNode[]

    an array of {BABYLON.TransformNode}

getChildren

  • getChildren(predicate?: function): Node[]
  • Get all direct children of this node

    Parameters

    • Optional predicate: function

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns Node[]

    an array of {BABYLON.Node}

getClassName

  • getClassName(): string

getDepthMaxZ

  • getDepthMaxZ(activeCamera: Camera): number
  • Gets the maxZ used for shadow according to both the scene and the light.

    Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.

    Parameters

    • activeCamera: Camera

      The camera we are returning the max for

    Returns number

    the depth max z

getDepthMinZ

  • getDepthMinZ(activeCamera: Camera): number
  • Gets the minZ used for shadow according to both the scene and the light.

    Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.

    Parameters

    • activeCamera: Camera

      The camera we are returning the min for

    Returns number

    the depth min z

getDepthScale

  • getDepthScale(): number

getDescendants

  • getDescendants(directDescendantsOnly?: boolean, predicate?: function): Node[]
  • Will return all nodes that have this node as ascendant

    Parameters

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered

    • Optional predicate: function

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns Node[]

    all children nodes of all types

getEngine

getRotation

getScaledIntensity

  • getScaledIntensity(): number

getScene

getShadowDirection

  • getShadowDirection(faceIndex?: number): Vector3
  • Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.

    Parameters

    • Optional faceIndex: number

      The index of the face we are computed the direction to generate shadow

    Returns Vector3

    The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true

getShadowGenerator

getTypeID

  • getTypeID(): number

getWorldMatrix

isDescendantOf

  • isDescendantOf(ancestor: Node): boolean
  • Is this node a descendant of the given node? The function will iterate up the hierarchy until the ancestor was found or no more parents defined

    Parameters

    • ancestor: Node

      defines the parent node to inspect

    Returns boolean

    a boolean indicating if this node is a descendant of the given node

isDisposed

  • isDisposed(): boolean

isEnabled

  • isEnabled(checkAncestors?: boolean): boolean
  • Is this node enabled? If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true

    Parameters

    • Optional checkAncestors: boolean

      indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors

    Returns boolean

    whether this node (and its parent) is enabled

isReady

  • isReady(completeCheck?: boolean): boolean
  • Is this node ready to be used/rendered

    Parameters

    • Optional completeCheck: boolean

      defines if a complete check (including materials and lights) has to be done (false by default)

    Returns boolean

    true if the node is ready

needCube

  • needCube(): boolean
  • Returns whether or not the shadow generation require a cube texture or a 2d texture.

    Returns boolean

    true if a cube texture needs to be use

needProjectionMatrixCompute

  • needProjectionMatrixCompute(): boolean

prepareLightSpecificDefines

  • prepareLightSpecificDefines(defines: any, lightIndex: number): void

removeBehavior

serialize

  • serialize(): any

serializeAnimationRanges

  • serializeAnimationRanges(): any

setDirectionToTarget

setEnabled

  • setEnabled(value: boolean): void

setShadowProjectionMatrix

toString

  • toString(fullDetails?: boolean): string
  • Converts the light information to a readable string for debug purpose.

    Parameters

    • Optional fullDetails: boolean

      Supports for multiple levels of logging within scene loading

    Returns string

    the human readable light info

transferToEffect

  • Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.

    Parameters

    • effect: Effect

      The effect to update

    • lightIndex: string

      The index of the light in the effect to update

    Returns DirectionalLight

    The directional light

Static AddNodeConstructor

Static CompareLightsPriority

  • CompareLightsPriority(a: Light, b: Light): number
  • Sort function to order lights for rendering.

    Parameters

    • a: Light

      First Light object to compare to second.

    • b: Light

      Second Light object to compare first.

    Returns number

    -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.

Static Construct

  • Construct(type: string, name: string, scene: Scene, options?: any): Nullable<function>
  • Returns a node constructor based on type name

    Parameters

    • type: string

      defines the type name

    • name: string

      defines the new node name

    • scene: Scene

      defines the hosting scene

    • Optional options: any

      defines optional options to transmit to constructors

    Returns Nullable<function>

    the new constructor or null

Static GetConstructorFromName

  • GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<function>
  • Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3. This new light is named "name" and added to the passed scene.

    Parameters

    • type: number

      Type according to the types available in Light.LIGHTTYPEID_x

    • name: string

      The friendly name of the light

    • scene: Scene

      The scene the new light will belong to

    Returns Nullable<function>

    the constructor function

Static Parse

  • Parses the passed "parsedLight" and returns a new instanced Light from this parsing.

    Parameters

    • parsedLight: any

      The JSON representation of the light

    • scene: Scene

      The scene to create the parsed light in

    Returns Nullable<Light>

    the created light after parsing

Static ParseAnimationRanges

  • ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void
  • Parse animation range data from a serialization object and store them into a given node

    Parameters

    • node: Node

      defines where to store the animation ranges

    • parsedNode: any

      defines the serialization object to read data from

    • scene: Scene

      defines the hosting scene

    Returns void

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