Engine API Reference
    Preparing search index...

    Class LightComponent

    The LightComponent enables an Entity to light the scene. There are three types of light:

    • directional: A global light that emits light in the direction of the negative y-axis of the owner entity. Emulates light sources that appear to be infinitely far away such as the sun. The owner entity's position is effectively ignored.
    • omni: A local light that emits light in all directions from the owner entity's position. Emulates candles, lamps, bulbs, etc.
    • spot: A local light that emits light similarly to an omni light but is bounded by a cone centered on the owner entity's negative y-axis. Emulates flashlights, spotlights, etc.

    You should never need to use the LightComponent constructor directly. To add an LightComponent to an Entity, use Entity#addComponent:

    const entity = new pc.Entity();
    entity.addComponent('light', {
    type: 'omni',
    color: new pc.Color(1, 0, 0),
    intensity: 2
    });

    Once the LightComponent is added to the entity, you can access it via the light property:

    entity.light.intensity = 3; // Set the intensity of the light

    console.log(entity.light.intensity); // Get the intensity of the light

    Relevant Engine API examples:

    Hierarchy (View Summary)

    Index

    Properties

    entity: Entity

    The Entity that this Component is attached to.

    The ComponentSystem used to create this Component.

    Accessors

    • get affectDynamic(): boolean

      Gets whether the light will affect non-lightmapped objects.

      Returns boolean

    • set affectDynamic(arg: boolean): void

      Sets whether the light will affect non-lightmapped objects.

      Parameters

      • arg: boolean

      Returns void

    • get affectLightmapped(): boolean

      Gets whether the light will affect lightmapped objects.

      Returns boolean

    • set affectLightmapped(arg: boolean): void

      Sets whether the light will affect lightmapped objects.

      Parameters

      • arg: boolean

      Returns void

    • get affectSpecularity(): boolean

      Gets whether material specularity will be affected by this light.

      Returns boolean

    • set affectSpecularity(arg: boolean): void

      Sets whether material specularity will be affected by this light. Ignored for lights other than LIGHTTYPE_DIRECTIONAL. Defaults to true.

      Parameters

      • arg: boolean

      Returns void

    • get bake(): boolean

      Gets whether the light will be rendered into lightmaps.

      Returns boolean

    • set bake(arg: boolean): void

      Sets whether the light will be rendered into lightmaps.

      Parameters

      • arg: boolean

      Returns void

    • get bakeArea(): number

      Gets the penumbra angle in degrees.

      Returns number

    • set bakeArea(arg: number): void

      Sets the penumbra angle in degrees, allowing for a soft shadow boundary. Defaults to 0. Requires bake to be set to true and the light type is LIGHTTYPE_DIRECTIONAL.

      Parameters

      • arg: number

      Returns void

    • get bakeDir(): boolean

      Gets whether the light's direction will contribute to directional lightmaps.

      Returns boolean

    • set bakeDir(arg: boolean): void

      Sets whether the light's direction will contribute to directional lightmaps. The light must be enabled and bake set to true. 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.

      Parameters

      • arg: boolean

      Returns void

    • get bakeNumSamples(): number

      Gets the number of samples used to bake this light into the lightmap.

      Returns number

    • set bakeNumSamples(arg: number): void

      Sets the number of samples used to bake this light into the lightmap. Defaults to 1. Maximum value is 255.

      Parameters

      • arg: number

      Returns void

    • get cascadeBlend(): number

      Gets the blend factor for cascaded shadow maps.

      Returns number

    • set cascadeBlend(value: number): void

      Sets the blend factor for cascaded shadow maps, defining the fraction of each cascade level used for blending between adjacent cascades. The value should be between 0 and 1, with a default of 0, which disables blending between cascades.

      Parameters

      • value: number

      Returns void

    • get cascadeDistribution(): number

      Gets the distribution of subdivision of the camera frustum for individual shadow cascades.

      Returns number

    • set cascadeDistribution(arg: number): void

      Sets the distribution of subdivision of the camera frustum for individual shadow cascades. Only used if LightComponent#numCascades is larger than 1. Can be a value in range of 0 and 1. Value of 0 represents a linear distribution, value of 1 represents a logarithmic distribution. Defaults to 0.5. Larger value increases the resolution of the shadows in the near distance.

      Parameters

      • arg: number

      Returns void

    • get castShadows(): boolean

      Gets whether the light will cast shadows.

      Returns boolean

    • set castShadows(arg: boolean): void

      Sets whether the light will cast shadows. Defaults to false.

      Parameters

      • arg: boolean

      Returns void

    • get color(): Color

      Gets the color of the light.

      Returns Color

    • set color(arg: Color): void

      Sets the color of the light. The alpha component of the color is ignored. Defaults to white ([1, 1, 1]).

      Parameters

      Returns void

    • get cookie(): null | Texture

      Gets the texture to be used as the cookie for this light.

      Returns null | Texture

    • set cookie(arg: null | Texture): void

      Sets the texture to be used as the cookie for this light. Only spot and omni lights can have cookies. Defaults to null.

      Parameters

      Returns void

    • get cookieAngle(): number

      Gets the angle for spotlight cookie rotation (in degrees).

      Returns number

    • set cookieAngle(arg: number): void

      Sets the angle for spotlight cookie rotation (in degrees).

      Parameters

      • arg: number

      Returns void

    • get cookieAsset(): null | number

      Gets the texture asset to be used as the cookie for this light.

      Returns null | number

    • set cookieAsset(arg: null | number): void

      Sets the texture asset to be used as the cookie for this light. Only spot and omni lights can have cookies. Defaults to null.

      Parameters

      • arg: null | number

      Returns void

    • get cookieChannel(): string

      Gets the color channels of the cookie texture to use.

      Returns string

    • set cookieChannel(arg: string): void

      Sets the color channels of the cookie texture to use. Can be "r", "g", "b", "a", "rgb".

      Parameters

      • arg: string

      Returns void

    • get cookieFalloff(): boolean

      Gets whether normal spotlight falloff is active when a cookie texture is set.

      Returns boolean

    • set cookieFalloff(arg: boolean): void

      Sets whether normal spotlight falloff is active when a cookie texture is set. When set to false, a spotlight will work like a pure texture projector (only fading with distance). Default is false.

      Parameters

      • arg: boolean

      Returns void

    • get cookieIntensity(): number

      Gets the cookie texture intensity.

      Returns number

    • set cookieIntensity(arg: number): void

      Sets the cookie texture intensity. Defaults to 1.

      Parameters

      • arg: number

      Returns void

    • get cookieOffset(): null | Vec2

      Gets the spotlight cookie position offset.

      Returns null | Vec2

    • set cookieOffset(arg: null | Vec2): void

      Sets the spotlight cookie position offset.

      Parameters

      Returns void

    • get cookieScale(): null | Vec2

      Gets the spotlight cookie scale.

      Returns null | Vec2

    • set cookieScale(arg: null | Vec2): void

      Sets the spotlight cookie scale.

      Parameters

      Returns void

    • get enabled(): boolean

      Gets the enabled state of the component.

      Returns boolean

    • set enabled(arg: boolean): void

      Sets the enabled state of the component.

      Parameters

      • arg: boolean

      Returns void

    • get falloffMode(): number

      Gets the fall off mode for the light.

      Returns number

    • set falloffMode(arg: number): void

      Sets the fall off mode for the light. This controls the rate at which a light attenuates from its position. Can be:

      Affects omni and spot lights only. Defaults to LIGHTFALLOFF_LINEAR.

      Parameters

      • arg: number

      Returns void

    • get innerConeAngle(): number

      Gets the angle at which the spotlight cone starts to fade off.

      Returns number

    • set innerConeAngle(arg: number): void

      Sets the angle at which the spotlight cone starts to fade off. The angle is specified in degrees. Affects spot lights only. Defaults to 40.

      Parameters

      • arg: number

      Returns void

    • get intensity(): number

      Gets the brightness of the light.

      Returns number

    • set intensity(arg: number): void

      Sets the brightness of the light. Defaults to 1.

      Parameters

      • arg: number

      Returns void

    • get isStatic(): boolean

      Gets whether the light ever moves.

      Returns boolean

    • set isStatic(arg: boolean): void

      Sets whether the light ever moves. This is an optimization hint.

      Parameters

      • arg: boolean

      Returns void

    • get layers(): number[]

      Gets the array of layer IDs (Layer#id) to which this light should belong.

      Returns number[]

    • set layers(arg: number[]): void

      Sets the array of layer IDs (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.

      Parameters

      • arg: number[]

      Returns void

    • get luminance(): number

      Gets the physically-based luminance.

      Returns number

    • set luminance(arg: number): void

      Sets the physically-based luminance. Only used if scene.physicalUnits is true. Defaults to 0.

      Parameters

      • arg: number

      Returns void

    • get mask(): number

      Gets the mask to determine which MeshInstances are lit by this light.

      Returns number

    • set mask(arg: number): void

      Sets the mask to determine which MeshInstances are lit by this light. Defaults to 1.

      Parameters

      • arg: number

      Returns void

    • get normalOffsetBias(): number

      Gets the normal offset depth bias.

      Returns number

    • set normalOffsetBias(arg: number): void

      Sets the normal offset depth bias. Valid range is 0 to 1. Defaults to 0.

      Parameters

      • arg: number

      Returns void

    • get numCascades(): number

      Gets the number of shadow cascades.

      Returns number

    • set numCascades(arg: number): void

      Sets the number of shadow cascades. Can be 1, 2, 3 or 4. Defaults to 1, representing no cascades.

      Parameters

      • arg: number

      Returns void

    • get outerConeAngle(): number

      Gets the angle at which the spotlight cone has faded to nothing.

      Returns number

    • set outerConeAngle(arg: number): void

      Sets the angle at which the spotlight cone has faded to nothing. The angle is specified in degrees. Affects spot lights only. Defaults to 45.

      Parameters

      • arg: number

      Returns void

    • get penumbraFalloff(): number

      Gets the falloff rate for shadow penumbra for contact hardening shadows.

      Returns number

    • set penumbraFalloff(value: number): void

      Sets the falloff rate for shadow penumbra for contact hardening shadows. This is a value larger than or equal to 1. This parameter determines how quickly the shadow softens with distance. Higher values result in a faster softening of the shadow, while lower values produce a more gradual transition. Defaults to 1.

      Parameters

      • value: number

      Returns void

    • get penumbraSize(): number

      Gets the size of penumbra for contact hardening shadows.

      Returns number

    • set penumbraSize(value: number): void

      Sets the size of penumbra for contact hardening shadows. For area lights, acts as a multiplier with the dimensions of the area light. For punctual and directional lights it's the area size of the light. Defaults to 1.

      Parameters

      • value: number

      Returns void

    • get range(): number

      Gets the range of the light.

      Returns number

    • set range(arg: number): void

      Sets the range of the light. Affects omni and spot lights only. Defaults to 10.

      Parameters

      • arg: number

      Returns void

    • get shadowBias(): number

      Get the depth bias for tuning the appearance of the shadow mapping generated by this light.

      Returns number

    • set shadowBias(arg: number): void

      Set the depth bias for tuning the appearance of the shadow mapping generated by this light. Valid range is 0 to 1. Defaults to 0.05.

      Parameters

      • arg: number

      Returns void

    • get shadowBlockerSamples(): number

      Gets the number of blocker samples used for contact hardening shadows.

      Returns number

    • set shadowBlockerSamples(value: number): void

      Sets the number of blocker samples used for soft shadows when the shadow type is SHADOW_PCSS_32F. These samples are used to estimate the distance between the shadow caster and the shadow receiver, which is then used for the estimation of contact hardening in the shadow. This value must be a positive whole number starting at 0. Higher values improve shadow quality by considering more occlusion points, but can decrease performance. When set to 0, contact hardening is disabled and the shadow has constant softness. Defaults to 16. Note that this values can be lower than shadowSamples to optimize performance, often without large impact on quality.

      Parameters

      • value: number

      Returns void

    • get shadowDistance(): number

      Gets the distance from the viewpoint beyond which shadows are no longer rendered.

      Returns number

    • set shadowDistance(arg: number): void

      Sets the distance from the viewpoint beyond which shadows are no longer rendered. Affects directional lights only. Defaults to 40.

      Parameters

      • arg: number

      Returns void

    • get shadowIntensity(): number

      Gets the intensity of the shadow darkening.

      Returns number

    • set shadowIntensity(arg: number): void

      Sets the intensity of the shadow darkening. 0 having no effect and 1 meaning shadows are entirely black. Defaults to 1.

      Parameters

      • arg: number

      Returns void

    • get shadowResolution(): number

      Gets the size of the texture used for the shadow map.

      Returns number

    • set shadowResolution(arg: number): void

      Sets the size of the texture used for the shadow map. Valid sizes are 64, 128, 256, 512, 1024, 2048. Defaults to 1024.

      Parameters

      • arg: number

      Returns void

    • get shadowSamples(): number

      Gets the number of shadow samples used for soft shadows.

      Returns number

    • set shadowSamples(value: number): void

      Sets the number of shadow samples used for soft shadows when the shadow type is SHADOW_PCSS_32F. This value must be a positive whole number starting at 1. Higher values result in smoother shadows but can significantly decrease performance. Defaults to 16.

      Parameters

      • value: number

      Returns void

    • get shadowUpdateMode(): number

      Gets the shadow update model.

      Returns number

    • set shadowUpdateMode(arg: number): void

      Sets the shadow update model. This tells the renderer how often shadows must be updated for this light. Can be:

      Parameters

      • arg: number

      Returns void

    • get shadowUpdateOverrides(): null | number[]

      Gets an array of SHADOWUPDATE_ settings per shadow cascade.

      Returns null | number[]

    • set shadowUpdateOverrides(values: null | number[]): void

      Sets an array of SHADOWUPDATE_ settings per shadow cascade. Set to undefined if not used.

      Parameters

      • values: null | number[]

      Returns void

    • get shape(): number

      Gets the light source shape.

      Returns number

    • set shape(arg: number): void

      Sets the light source shape. Can be:

      Defaults to pc.LIGHTSHAPE_PUNCTUAL.

      Parameters

      • arg: number

      Returns void

    • get type(): string

      Gets the type of the light.

      Returns string

    • set type(arg: string): void

      Sets the type of the light. Can be:

      • "directional": A light that is infinitely far away and lights the entire scene from one direction.
      • "omni": An omni-directional light that illuminates in all directions from the light source.
      • "spot": An omni-directional light but is bounded by a cone.

      Defaults to "directional".

      Parameters

      • arg: string

      Returns void

    • get vsmBias(): number

      Gets the VSM bias value.

      Returns number

    • set vsmBias(arg: number): void

      Sets the VSM bias value.

      Parameters

      • arg: number

      Returns void

    • get vsmBlurMode(): number

      Gets the blurring mode for variance shadow maps.

      Returns number

    • set vsmBlurMode(arg: number): void

      Sets the blurring mode for variance shadow maps. Can be:

      • BLUR_BOX: Box filter.
      • BLUR_GAUSSIAN: Gaussian filter. May look smoother than box, but requires more samples.

      Parameters

      • arg: number

      Returns void

    • get vsmBlurSize(): number

      Gets the number of samples used for blurring a variance shadow map.

      Returns number

    • set vsmBlurSize(arg: number): void

      Sets the number of samples used for blurring a variance shadow map. Only uneven numbers work, even are incremented. Minimum value is 1, maximum is 25. Defaults to 11.

      Parameters

      • arg: number

      Returns void

    Methods

    • Fire an event, all additional arguments are passed on to the event listener.

      Parameters

      • name: string

        Name of event to fire.

      • Optionalarg1: any

        First argument that is passed to the event handler.

      • Optionalarg2: any

        Second argument that is passed to the event handler.

      • Optionalarg3: any

        Third argument that is passed to the event handler.

      • Optionalarg4: any

        Fourth argument that is passed to the event handler.

      • Optionalarg5: any

        Fifth argument that is passed to the event handler.

      • Optionalarg6: any

        Sixth argument that is passed to the event handler.

      • Optionalarg7: any

        Seventh argument that is passed to the event handler.

      • Optionalarg8: any

        Eighth argument that is passed to the event handler.

      Returns EventHandler

      Self for chaining.

      obj.fire('test', 'This is the message');
      
    • Test if there are any handlers bound to an event name.

      Parameters

      • name: string

        The name of the event to test.

      Returns boolean

      True if the object has handlers bound to the specified event name.

      obj.on('test', () => {}); // bind an event to 'test'
      obj.hasEvent('test'); // returns true
      obj.hasEvent('hello'); // returns false
    • 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.

      Parameters

      • Optionalname: string

        Name of the event to unbind.

      • Optionalcallback: HandleEventCallback

        Function to be unbound.

      • Optionalscope: any

        Scope that was used as the this when the event is fired.

      Returns EventHandler

      Self for chaining.

      const handler = () => {};
      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 handler functions, called 'test' with scope this
    • Attach an event handler to an event.

      Parameters

      • name: string

        Name of the event to bind the callback to.

      • callback: HandleEventCallback

        Function that is called when event is fired. Note the callback is limited to 8 arguments.

      • Optionalscope: any = ...

        Object to use as 'this' when the event is fired, defaults to current this.

      Returns EventHandle

      Can be used for removing event in the future.

      obj.on('test', (a, b) => {
      console.log(a + b);
      });
      obj.fire('test', 1, 2); // prints 3 to the console
      const evt = obj.on('test', (a, b) => {
      console.log(a + b);
      });
      // some time later
      evt.off();
    • Attach an event handler to an event. This handler will be removed after being fired once.

      Parameters

      • name: string

        Name of the event to bind the callback to.

      • callback: HandleEventCallback

        Function that is called when event is fired. Note the callback is limited to 8 arguments.

      • Optionalscope: any = ...

        Object to use as 'this' when the event is fired, defaults to current this.

      Returns EventHandle

      • can be used for removing event in the future.
      obj.once('test', (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