Options
All
  • Public
  • Public/Protected
  • All
Menu

Class SpotLight

Hierarchy

Index

Constructors

constructor

Properties

Readonly entity

entity: Entity3D

Readonly id

id: number = ...

Readonly isDestroyed

isDestroyed: boolean = false

Readonly isDestroying

isDestroying: boolean = false

isMainLight

isMainLight: boolean = false

Readonly priority

priority: number = ...

Static Priority

Priority: { Align: number; Layout: number; Low: number; Physics: number; Render: number; Tool: number } = ...

Type declaration

  • Align: number
  • Layout: number
  • Low: number
  • Physics: number
  • Render: number
  • Tool: number

Static Optional Serialize

Serialize: (...args: any[]) => any

Type declaration

    • (...args: any[]): any
    • Parameters

      • Rest ...args: any[]

      Returns any

Accessors

active

  • get active(): boolean
  • set active(value: boolean): void
  • Returns boolean

  • Parameters

    • value: boolean

    Returns void

activeInHierarchy

  • get activeInHierarchy(): boolean
  • 在场景树中是否active

    readonly
    memberof

    Component

    Returns boolean

color

  • Returns Vector3

  • Parameters

    Returns void

cosAngle

  • get cosAngle(): number
  • Returns number

direction

  • get direction(): DeepImmutableObject<Vector3>
  • Returns DeepImmutableObject<Vector3>

fallOff

  • get fallOff(): number
  • set fallOff(val: number): void
  • Returns number

  • Parameters

    • val: number

    Returns void

intensity

  • get intensity(): number
  • set intensity(val: number): void
  • Returns number

  • Parameters

    • val: number

    Returns void

invCosDiff

  • get invCosDiff(): number
  • Returns number

position

  • Returns Vector3

range

  • get range(): number
  • set range(val: number): void
  • 聚光源range

    memberof

    SpotLight

    Returns number

  • 聚光源range

    Parameters

    • val: number

    Returns void

spotAngle

  • get spotAngle(): number
  • set spotAngle(val: number): void
  • Returns number

  • Parameters

    • val: number

    Returns void

Methods

addAffectObject

addToScene

  • addToScene(): void
  • 将光源加入场景,记录在受影响的meshRenderer中

    Returns void

affectBoundMesh

affectEntity

  • affectEntity(entity: Entity): boolean

destroy

  • destroy(): void
  • Returns void

getTypeName

  • getTypeName(): string

isDetached

  • isDetached(): boolean

removeAffectObject

removeFromScene

  • removeFromScene(): void
  • 将光源移除场景,并从meshRenderer的局部光源列表中删除

    Returns void

resetProperties

  • resetProperties(): void

setAsLocalLight

  • setAsLocalLight(): void

setAsMainLight

  • setAsMainLight(): void

Generated using TypeDoc