A local light: a lamp, a torch, a forge or a flash that lights what is
round it, as three’s point light does. The engine lights the ones that
light the view most with a fixed pool of point lights, the quality
level’s localLights, so a light that comes or goes compiles no
shader. The engine reads the record each frame, so a game moves or
changes the light by writing it.
| Property |
Type |
Default value |
Description |
color? |
ColorRepresentation |
white, #ffffff, as three’s point light |
The light’s colour: a CSS colour, a number, or a Color the game may change in place. |
decay? |
number |
2 |
How fast its light falls off with distance, as three’s point light’s decay: 2 is the physical inverse square. |
distance? |
number |
0 |
Metres past which it lights nothing, as three’s point light’s distance; 0 for no cut-off, where its light fades with decay alone. |
intensity? |
number |
1 |
As three’s point light’s intensity, in candela: 0 or more. 0 puts the light out for a while and frees its place in the pool. |
position |
Vector3Like |
undefined |
Where it shines from, in the world, in metres: a Vector3 the game moves in place, or any { x, y, z }. |