IShadowLight

Interface describing all the common properties and methods a shadow light needs to implement. This helps both the shadow generator and materials to genrate the corresponding shadow maps as well as binding the different shadow properties to the effects.

Hierarchy

Implements

Implemented by

Index

Constructors

Properties

Methods

Constructors

constructor

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Properties

animationPropertiesOverride

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animationPropertiesOverride: Nullable<AnimationPropertiesOverride>

Gets or sets the animation properties override

animations

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animations: Animation[]

Gets a list of Animations associated with the node

behaviors

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behaviors: Behavior<Node>[]

Gets the list of attached behaviors

see

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

customProjectionMatrixBuilder

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customProjectionMatrixBuilder: function

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

Type declaration

diffuse

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diffuse: Color3

Diffuse gives the basic color to an object.

direction

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direction: Vector3

In 2d mode (needCube being false), the direction used to cast the shadow.

doNotSerialize

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doNotSerialize: boolean

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

excludeWithLayerMask

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excludeWithLayerMask: number

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

excludedMeshes

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excludedMeshes: AbstractMesh[]

Sets the meshes not impacted by this light.

falloffType

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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 useful for PBR Materials at the moment. This could be extended if required to other types of materials.

id

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id: string

The light id in the scene (used in scene.findLighById for instance)

includeOnlyWithLayerMask

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includeOnlyWithLayerMask: number

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

includedOnlyMeshes

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includedOnlyMeshes: AbstractMesh[]

Sets the only meshes impacted by this light.

intensity

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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

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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

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lightmapMode: number

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

metadata

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metadata: any

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

name

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name: string

The friendly name of the light in the scene.

onDispose

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onDispose: function

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

Type declaration

    • (): void
    • Returns void

onDisposeObservable

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onDisposeObservable: Observable<Node>

An event triggered when the mesh is disposed

onReady

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onReady: function

Callback raised when the node is ready to be used

Type declaration

    • (node: Node): void
    • Parameters

      Returns void

parent

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parent: Nullable<Node>

Gets or sets the parent of the node

position

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position: Vector3

The position the shdow will be casted from.

radius

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radius: number

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

range

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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

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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.

reservedDataStore

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reservedDataStore: any

For internal use only. Please do not use.

shadowEnabled

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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.

shadowMaxZ

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shadowMaxZ: number

Defines the shadow projection clipping maximum z value.

shadowMinZ

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shadowMinZ: number

Defines the shadow projection clipping minimum z value.

specular

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specular: Color3

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

state

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state: string

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

transformedDirection

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transformedDirection: Vector3

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

transformedPosition

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transformedPosition: Vector3

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

uniqueId

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uniqueId: number

Gets or sets the unique id of the node

worldMatrixFromCache

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worldMatrixFromCache: Matrix

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

Static FALLOFF_DEFAULT

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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

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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

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FALLOFF_PHYSICAL: number

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

Static FALLOFF_STANDARD

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FALLOFF_STANDARD: number

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

Static INTENSITYMODE_AUTOMATIC

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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

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INTENSITYMODE_ILLUMINANCE: number

lux (lm/m^2)

Static INTENSITYMODE_LUMINANCE

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INTENSITYMODE_LUMINANCE: number

nit (cd/m^2)

Static INTENSITYMODE_LUMINOUSINTENSITY

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INTENSITYMODE_LUMINOUSINTENSITY: number

candela (lm/sr)

Static INTENSITYMODE_LUMINOUSPOWER

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INTENSITYMODE_LUMINOUSPOWER: number

lumen (lm)

Static LIGHTMAP_DEFAULT

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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

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LIGHTMAP_SHADOWSONLY: number

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

Static LIGHTMAP_SPECULAR

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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

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LIGHTTYPEID_DIRECTIONALLIGHT: number

Light type const id of the directional light.

Static LIGHTTYPEID_HEMISPHERICLIGHT

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LIGHTTYPEID_HEMISPHERICLIGHT: number

Light type const id of the hemispheric light.

Static LIGHTTYPEID_POINTLIGHT

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LIGHTTYPEID_POINTLIGHT: number

Light type const id of the point light.

Static LIGHTTYPEID_SPOTLIGHT

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LIGHTTYPEID_SPOTLIGHT: number

Light type const id of the spot light.

Methods

addBehavior

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beginAnimation

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  • 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

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  • Specifies if the light will affect the passed mesh.

    Parameters

    Returns boolean

    true the mesh is affected otherwise, false.

clone

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  • 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

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  • computeTransformedInformation(): boolean
  • Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light

    Returns boolean

    true if the information has been computed, false if it does not need to (no parenting)

computeWorldMatrix

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  • computeWorldMatrix(force?: boolean): Matrix
  • Computes the world matrix of the node

    Parameters

    • Optional force: boolean

      defines if the cache version should be invalidated forcing the world matrix to be created from scratch

    Returns Matrix

    the world matrix

createAnimationRange

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  • createAnimationRange(name: string, from: number, to: number): void
  • Creates an animation range for this node

    Parameters

    • name: string

      defines the name of the range

    • from: number

      defines the starting key

    • to: number

      defines the end key

    Returns void

deleteAnimationRange

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  • 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

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  • 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

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  • forceProjectionMatrixCompute(): void
  • Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.

    Returns void

getAbsolutePosition

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  • Returns a Vector3, the absolute light position in the World.

    Returns Vector3

    the world space position of the light

getAnimationByName

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  • Get an animation by name

    Parameters

    • name: string

      defines the name of the animation to look for

    Returns Nullable<Animation>

    null if not found else the requested animation

getAnimationRange

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  • Get an animation range by name

    Parameters

    • name: string

      defines the name of the animation range to look for

    Returns Nullable<AnimationRange>

    null if not found else the requested animation range

getBehaviorByName

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getChildMeshes

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  • 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 AbstractMesh

getChildTransformNodes

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  • 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 TransformNode

getChildren

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  • getChildren(predicate?: function, directDescendantsOnly?: boolean): 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

    • 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 (Default: true)

    Returns Node[]

    an array of Node

getClassName

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  • getClassName(): string

getDepthMaxZ

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

    Parameters

    • activeCamera: Camera

      The camera we are returning the max for

    Returns number

    the depth max z

getDepthMinZ

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

    Parameters

    • activeCamera: Camera

      The camera we are returning the min for

    Returns number

    the depth min z

getDepthScale

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  • getDepthScale(): number
  • Gets the current depth scale used in ESM.

    Returns number

    The scale

getDescendants

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  • 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

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getScaledIntensity

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  • getScaledIntensity(): number
  • Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.

    Returns number

    the scaled intensity in intensity mode unit

getScene

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  • Gets the scene the light belongs to.

    Returns Scene

    The scene

getShadowDirection

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  • 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

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getTypeID

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  • getTypeID(): number
  • Returns the light type ID (integer).

    Returns number

    The light Type id as a constant defines in Light.LIGHTTYPEID_x

getWorldMatrix

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isDescendantOf

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  • 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

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  • isDisposed(): boolean
  • Gets a boolean indicating if the node has been disposed

    Returns boolean

    true if the node was disposed

isEnabled

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  • 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

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  • 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

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  • 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

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  • needProjectionMatrixCompute(): boolean
  • Detects if the projection matrix requires to be recomputed this frame.

    Returns boolean

    true if it requires to be recomputed otherwise, false.

Abstract prepareLightSpecificDefines

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  • prepareLightSpecificDefines(defines: any, lightIndex: number): void
  • Prepares the list of defines specific to the light type.

    Parameters

    • defines: any

      the list of defines

    • lightIndex: number

      defines the index of the light for the effect

    Returns void

removeBehavior

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serialize

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  • serialize(): any
  • Serializes the current light into a Serialization object.

    Returns any

    the serialized object.

serializeAnimationRanges

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  • serializeAnimationRanges(): any

setEnabled

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  • setEnabled(value: boolean): void
  • Set the enabled state of this node.

    Parameters

    • value: boolean

      the new enabled state

    Returns void

setShadowProjectionMatrix

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  • Sets the shadow projection matrix in parameter to the generated projection matrix.

    Parameters

    • matrix: Matrix

      The materix to updated with the projection information

    • viewMatrix: Matrix

      The transform matrix of the light

    • renderList: Array<AbstractMesh>

      The list of mesh to render in the map

    Returns IShadowLight

    The current light

toString

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  • 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

Abstract transferToEffect

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  • transferToEffect(effect: Effect, lightIndex: string): Light
  • Sets the passed Effect "effect" with the Light information.

    Parameters

    • effect: Effect

      The effect to update

    • lightIndex: string

      The index of the light in the effect to update

    Returns Light

    The light

Static AddNodeConstructor

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  • Add a new node constructor

    Parameters

    • type: string

      defines the type name of the node to construct

    • constructorFunc: NodeConstructor

      defines the constructor function

    Returns void

Static CompareLightsPriority

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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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