import { Vector3D, Transform } from '@awayjs/core'; import { PointShadowMapper } from '../mappers/PointShadowMapper'; import { LightBase } from './LightBase'; export declare class PointLight extends LightBase { static assetType: string; private _radius; private _fallOff; private _fallOffFactor; get assetType(): string; /** * */ get radius(): number; set radius(value: number); /** * */ get fallOff(): number; set fallOff(value: number); get fallOffFactor(): number; /** * Indicates the x coordinate of the DisplayObject instance relative * to the local coordinates of the parent DisplayObjectContainer. If the * object is inside a DisplayObjectContainer that has transformations, it is * in the local coordinate system of the enclosing DisplayObjectContainer. * Thus, for a DisplayObjectContainer rotated 90° counterclockwise, the * DisplayObjectContainer's children inherit a coordinate system that is * rotated 90° counterclockwise. The object's coordinates refer to the * registration point position. */ get x(): number; set x(val: number); /** * Indicates the y coordinate of the DisplayObject instance relative * to the local coordinates of the parent DisplayObjectContainer. If the * object is inside a DisplayObjectContainer that has transformations, it is * in the local coordinate system of the enclosing DisplayObjectContainer. * Thus, for a DisplayObjectContainer rotated 90° counterclockwise, the * DisplayObjectContainer's children inherit a coordinate system that is * rotated 90° counterclockwise. The object's coordinates refer to the * registration point position. */ get y(): number; set y(val: number); /** * Indicates the z coordinate position along the z-axis of the DisplayObject * instance relative to the 3D parent container. The z property is used for * 3D coordinates, not screen or pixel coordinates. * *
When you set a z property for a display object to
* something other than the default value of 0, a corresponding
* Matrix3D object is automatically created. for adjusting a display object's
* position and orientation in three dimensions. When working with the
* z-axis, the existing behavior of x and y properties changes from screen or
* pixel coordinates to positions relative to the 3D parent container.
For example, a child of the _root at position x = 100, y =
* 100, z = 200 is not drawn at pixel location(100,100). The child is drawn
* wherever the 3D projection calculation puts it. The calculation is:
(x~~cameraFocalLength/cameraRelativeZPosition,
* y~~cameraFocalLength/cameraRelativeZPosition)