pc.LightComponent
Extends: pc.Component
The Light Component enables the Entity to light the scene. There are three types of light: directional, point and spot. Directional lights are global in that they are considered to be infinitely far away and light the entire scene. Point and spot lights are local in that they have a position and a range. A spot light is a specialization of a point light where light is emitted in a cone rather than in all directions. Lights also have the ability to cast shadows to add realism to your scenes.
// Add a pc.LightComponent to an entity
var entity = new pc.Entity();
entity.addComponent('light', {
type: "point",
color: new pc.Color(1, 0, 0),
range: 10
});
// Get the pc.LightComponent on an entity
var lightComponent = entity.light;
// Update a property on a light component
entity.light.range = 20;
Summary
Properties
| affectDynamic | If enabled the light will affect non-lightmapped objects |
| affectLightmapped | If enabled the light will affect lightmapped objects |
| bake | If enabled the light will be rendered into lightmaps |
| bakeDir | If enabled and bake=true, the light's direction will contribute to directional lightmaps. |
| castShadows | If enabled the light will cast shadows. |
| color | The Color of the light. |
| cookie | Projection texture. |
| cookieAngle | Angle for spotlight cookie rotation. |
| cookieAsset | Asset that has texture that will be assigned to cookie internally once asset resource is available. |
| cookieChannel | Color channels of the projection texture to use. |
| cookieFalloff | Toggle normal spotlight falloff when projection texture is used. |
| cookieIntensity | Projection texture intensity (default is 1). |
| cookieOffset | Spotlight cookie position offset. |
| cookieScale | Spotlight cookie scale. |
| falloffMode | Controls the rate at which a light attentuates from its position. |
| innerConeAngle | The angle at which the spotlight cone starts to fade off. |
| intensity | The brightness of the light. |
| isStatic | Mark light as non-movable (optimization) |
| layers | An array of layer IDs (pc.Layer#id) to which this light should belong. |
| mask | Defines a mask to determine which pc.MeshInstances are lit by this light. |
| normalOffsetBias | Normal offset depth bias. |
| outerConeAngle | The angle at which the spotlight cone has faded to nothing. |
| range | The range of the light. |
| shadowBias | The depth bias for tuning the appearance of the shadow mapping generated by this light. |
| shadowDistance | The distance from the viewpoint beyond which shadows are no longer rendered. |
| shadowResolution | The size of the texture used for the shadow map. |
| shadowType | Type of shadows being rendered by this light. |
| shadowUpdateMode | Tells the renderer how often shadows must be updated for this light. |
| type | The type of light. |
| vsmBlurMode | Blurring mode for variance shadow maps:
|
| vsmBlurSize | Number of samples used for blurring a variance shadow map. |
Inherited
Properties
| enabled | Enables or disables the component. |
| entity | The Entity that this Component is attached to. |
| system | The ComponentSystem used to create this Component. |
Methods
| fire | Fire an event, all additional arguments are passed on to the event listener. |
| hasEvent | Test if there are any handlers bound to an event name. |
| off | Detach an event handler from an event. |
| on | Attach an event handler to an event. |
| once | Attach an event handler to an event. |
Details
Constructor
LightComponent(system, entity)
Creates a new Light Component.
// Add a pc.LightComponent to an entity
var entity = new pc.Entity();
entity.addComponent('light', {
type: "point",
color: new pc.Color(1, 0, 0),
range: 10
});
// Get the pc.LightComponent on an entity
var lightComponent = entity.light;
// Update a property on a light component
entity.light.range = 20;
Parameters
| system | pc.LightComponentSystem | The ComponentSystem that created this Component. |
| entity | pc.Entity | The Entity that this Component is attached to. |
Properties
If enabled and bake=true, the light's direction will contribute to directional lightmaps. Be aware, that directional lightmap is an approximation and can only hold single direction per pixel. Intersecting multiple lights with bakeDir=true may lead to incorrect look of specular/bump-mapping in the area of intersection. The error is not always visible though, and highly scene-dependent.
The Color of the light. The alpha component of the color is ignored. Defaults to white (1, 1, 1).
Controls the rate at which a light attentuates from its position. Can be:
- pc.LIGHTFALLOFF_LINEAR: Linear.
- pc.LIGHTFALLOFF_INVERSESQUARED: Inverse squared. Affects point and spot lights only. Defaults to pc.LIGHTFALLOFF_LINEAR.
The angle at which the spotlight cone starts to fade off. The angle is specified in degrees. Affects spot lights only. Defaults to 40.
An array of layer IDs (pc.Layer#id) to which this light should belong. Don't push/pop/splice or modify this array, if you want to change it - set a new one instead.
Defines a mask to determine which pc.MeshInstances are lit by this light. Defaults to 1.
The angle at which the spotlight cone has faded to nothing. The angle is specified in degrees. Affects spot lights only. Defaults to 45.
The depth bias for tuning the appearance of the shadow mapping generated by this light. Defaults to 0.05.
The distance from the viewpoint beyond which shadows are no longer rendered. Affects directional lights only. Defaults to 40.
The size of the texture used for the shadow map. Valid sizes are 64, 128, 256, 512, 1024, 2048. Defaults to 1024.
Type of shadows being rendered by this light. Options:
- pc.SHADOW_PCF3: Render depth (color-packed on WebGL 1.0), can be used for PCF 3x3 sampling.
- pc.SHADOW_VSM8: Render packed variance shadow map. All shadow receivers must also cast shadows for this mode to work correctly.
- pc.SHADOW_VSM16: Render 16-bit exponential variance shadow map. Requires OES_texture_half_float extension. Falls back to pc.SHADOW_VSM8, if not supported.
- pc.SHADOW_VSM32: Render 32-bit exponential variance shadow map. Requires OES_texture_float extension. Falls back to pc.SHADOW_VSM16, if not supported.
- pc.SHADOW_PCF5: Render depth buffer only, can be used for hardware-accelerated PCF 5x5 sampling. Requires WebGL2. Falls back to pc.SHADOW_PCF3 on WebGL 1.0.
Tells the renderer how often shadows must be updated for this light. Options:
- pc.SHADOWUPDATE_NONE: Don't render shadows.
- pc.SHADOWUPDATE_THISFRAME: Render shadows only once (then automatically switches to pc.SHADOWUPDATE_NONE).
- pc.SHADOWUPDATE_REALTIME: Render shadows every frame (default).
The type of light. Can be:
- "directional": A light that is infinitely far away and lights the entire scene from one direction.
- "point": A light that illuminates in all directions from a point.
- "spot": A light that illuminates in all directions from a point and is bounded by a cone. Defaults to "directional".
Blurring mode for variance shadow maps:
- pc.BLUR_BOX: Box filter.
- pc.BLUR_GAUSSIAN: Gaussian filter. May look smoother than box, but requires more samples.
Number of samples used for blurring a variance shadow map. Only uneven numbers work, even are incremented. Minimum value is 1, maximum is 25.
Inherited
Properties
Methods
fire(name, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6], [arg7], [arg8])
Fire an event, all additional arguments are passed on to the event listener.
obj.fire('test', 'This is the message');
Parameters
| name | object | Name of event to fire. |
| arg1 | * | First argument that is passed to the event handler. |
| arg2 | * | Second argument that is passed to the event handler. |
| arg3 | * | Third argument that is passed to the event handler. |
| arg4 | * | Fourth argument that is passed to the event handler. |
| arg5 | * | Fifth argument that is passed to the event handler. |
| arg6 | * | Sixth argument that is passed to the event handler. |
| arg7 | * | Seventh argument that is passed to the event handler. |
| arg8 | * | Eighth argument that is passed to the event handler. |
Returns
pc.EventHandlerSelf for chaining.
hasEvent(name)
Test if there are any handlers bound to an event name.
obj.on('test', function () { }); // bind an event to 'test'
obj.hasEvent('test'); // returns true
obj.hasEvent('hello'); // returns false
Parameters
| name | string | The name of the event to test. |
Returns
booleanTrue if the object has handlers bound to the specified event name.
off([name], [callback], [scope])
Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.
var handler = function () {
};
obj.on('test', handler);
obj.off(); // Removes all events
obj.off('test'); // Removes all events called 'test'
obj.off('test', handler); // Removes all handler functions, called 'test'
obj.off('test', handler, this); // Removes all hander functions, called 'test' with scope this
Parameters
| name | string | Name of the event to unbind. |
| callback | pc.callbacks.HandleEvent | Function to be unbound. |
| scope | object | Scope that was used as the this when the event is fired. |
Returns
pc.EventHandlerSelf for chaining.
on(name, callback, [scope])
Attach an event handler to an event.
obj.on('test', function (a, b) {
console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
Parameters
| name | string | Name of the event to bind the callback to. |
| callback | pc.callbacks.HandleEvent | Function that is called when event is fired. Note the callback is limited to 8 arguments. |
| scope | object | Object to use as 'this' when the event is fired, defaults to current this. |
Returns
pc.EventHandlerSelf for chaining.
once(name, callback, [scope])
Attach an event handler to an event. This handler will be removed after being fired once.
obj.once('test', function (a, b) {
console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
obj.fire('test', 1, 2); // not going to get handled
Parameters
| name | string | Name of the event to bind the callback to. |
| callback | pc.callbacks.HandleEvent | Function that is called when event is fired. Note the callback is limited to 8 arguments. |
| scope | object | Object to use as 'this' when the event is fired, defaults to current this. |
Returns
pc.EventHandlerSelf for chaining.