@babylonjs/core
Version:
Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
803 lines • 30.5 kB
JavaScript
import { __decorate } from "../tslib.es6.js";
import { serialize, serializeAsColor3, expandToProperty } from "../Misc/decorators.js";
import { Vector3 } from "../Maths/math.vector.js";
import { Color3, TmpColors } from "../Maths/math.color.js";
import { Node } from "../node.js";
import { UniformBuffer } from "../Materials/uniformBuffer.js";
import { GetClass } from "../Misc/typeStore.js";
import { LightConstants } from "./lightConstants.js";
import { SerializationHelper } from "../Misc/decorators.serialization.js";
/**
* Base class of all the lights in Babylon. It groups all the generic information about lights.
* Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
* All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
*/
export class Light extends Node {
/**
* Defines how far from the source the light is impacting in scene units.
* Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
*/
get range() {
return this._range;
}
/**
* Defines how far from the source the light is impacting in scene units.
* Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
*/
set range(value) {
this._range = value;
this._inverseSquaredRange = 1.0 / (this.range * this.range);
}
/**
* Gets the photometric scale used to interpret the intensity.
* This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
*/
get intensityMode() {
return this._intensityMode;
}
/**
* Sets the photometric scale used to interpret the intensity.
* This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
*/
set intensityMode(value) {
this._intensityMode = value;
this._computePhotometricScale();
}
/**
* Gets the light radius used by PBR Materials to simulate soft area lights.
*/
get radius() {
return this._radius;
}
/**
* sets the light radius used by PBR Materials to simulate soft area lights.
*/
set radius(value) {
this._radius = value;
this._computePhotometricScale();
}
/**
* Gets whether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
* the current shadow generator.
*/
get shadowEnabled() {
return this._shadowEnabled;
}
/**
* Sets whether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
* the current shadow generator.
*/
set shadowEnabled(value) {
if (this._shadowEnabled === value) {
return;
}
this._shadowEnabled = value;
this._markMeshesAsLightDirty();
}
/**
* Gets the only meshes impacted by this light.
*/
get includedOnlyMeshes() {
return this._includedOnlyMeshes;
}
/**
* Sets the only meshes impacted by this light.
*/
set includedOnlyMeshes(value) {
this._includedOnlyMeshes = value;
this._hookArrayForIncludedOnly(value);
}
/**
* Gets the meshes not impacted by this light.
*/
get excludedMeshes() {
return this._excludedMeshes;
}
/**
* Sets the meshes not impacted by this light.
*/
set excludedMeshes(value) {
this._excludedMeshes = value;
this._hookArrayForExcluded(value);
}
/**
* Gets the layer id use to find what meshes are not impacted by the light.
* Inactive if 0
*/
get excludeWithLayerMask() {
return this._excludeWithLayerMask;
}
/**
* Sets the layer id use to find what meshes are not impacted by the light.
* Inactive if 0
*/
set excludeWithLayerMask(value) {
this._excludeWithLayerMask = value;
this._resyncMeshes();
}
/**
* Gets the layer id use to find what meshes are impacted by the light.
* Inactive if 0
*/
get includeOnlyWithLayerMask() {
return this._includeOnlyWithLayerMask;
}
/**
* Sets the layer id use to find what meshes are impacted by the light.
* Inactive if 0
*/
set includeOnlyWithLayerMask(value) {
this._includeOnlyWithLayerMask = value;
this._resyncMeshes();
}
/**
* Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
*/
get lightmapMode() {
return this._lightmapMode;
}
/**
* Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
*/
set lightmapMode(value) {
if (this._lightmapMode === value) {
return;
}
this._lightmapMode = value;
this._markMeshesAsLightDirty();
}
/**
* Returns the view matrix.
* @param _faceIndex The index of the face for which we want to extract the view matrix. Only used for point light types.
* @returns The view matrix. Can be null, if a view matrix cannot be defined for the type of light considered (as for a hemispherical light, for example).
*/
getViewMatrix(_faceIndex) {
return null;
}
/**
* Returns the projection matrix.
* Note that viewMatrix and renderList are optional and are only used by lights that calculate the projection matrix from a list of meshes (e.g. directional lights with automatic extents calculation).
* @param _viewMatrix The view transform matrix of the light (optional).
* @param _renderList The list of meshes to take into account when calculating the projection matrix (optional).
* @returns The projection matrix. Can be null, if a projection matrix cannot be defined for the type of light considered (as for a hemispherical light, for example).
*/
getProjectionMatrix(_viewMatrix, _renderList) {
return null;
}
/**
* Creates a Light object in the scene.
* Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
* @param name The friendly name of the light
* @param scene The scene the light belongs too
*/
constructor(name, scene) {
super(name, scene, false);
/**
* Diffuse gives the basic color to an object.
*/
this.diffuse = new Color3(1.0, 1.0, 1.0);
/**
* Specular produces a highlight color on an object.
* Note: This is not affecting PBR materials.
*/
this.specular = new Color3(1.0, 1.0, 1.0);
/**
* Defines the falloff type for this light. This lets overriding how punctual light are
* falling off base on range or angle.
* This can be set to any values in Light.FALLOFF_x.
*
* Note: This is only useful for PBR Materials at the moment. This could be extended if required to
* other types of materials.
*/
this.falloffType = Light.FALLOFF_DEFAULT;
/**
* Strength of the light.
* Note: By default it is define in the framework own unit.
* Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
*/
this.intensity = 1.0;
this._range = Number.MAX_VALUE;
this._inverseSquaredRange = 0;
/**
* Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
* of light.
*/
this._photometricScale = 1.0;
this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
this._radius = 0.00001;
/**
* Defines the rendering priority of the lights. It can help in case of fallback or number of lights
* exceeding the number allowed of the materials.
*/
this.renderPriority = 0;
this._shadowEnabled = true;
this._excludeWithLayerMask = 0;
this._includeOnlyWithLayerMask = 0;
this._lightmapMode = 0;
/**
* Shadow generators associated to the light.
* @internal Internal use only.
*/
this._shadowGenerators = null;
/**
* @internal Internal use only.
*/
this._excludedMeshesIds = new Array();
/**
* @internal Internal use only.
*/
this._includedOnlyMeshesIds = new Array();
/** @internal */
this._isLight = true;
this.getScene().addLight(this);
this._uniformBuffer = new UniformBuffer(this.getScene().getEngine(), undefined, undefined, name);
this._buildUniformLayout();
this.includedOnlyMeshes = [];
this.excludedMeshes = [];
this._resyncMeshes();
}
/**
* Sets the passed Effect "effect" with the Light textures.
* @param effect The effect to update
* @param lightIndex The index of the light in the effect to update
* @returns The light
*/
// eslint-disable-next-line @typescript-eslint/no-unused-vars
transferTexturesToEffect(effect, lightIndex) {
// Do nothing by default.
return this;
}
/**
* Binds the lights information from the scene to the effect for the given mesh.
* @param lightIndex Light index
* @param scene The scene where the light belongs to
* @param effect The effect we are binding the data to
* @param useSpecular Defines if specular is supported
* @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows
*/
_bindLight(lightIndex, scene, effect, useSpecular, receiveShadows = true) {
const iAsString = lightIndex.toString();
let needUpdate = false;
this._uniformBuffer.bindToEffect(effect, "Light" + iAsString);
if (this._renderId !== scene.getRenderId() || this._lastUseSpecular !== useSpecular || !this._uniformBuffer.useUbo) {
this._renderId = scene.getRenderId();
this._lastUseSpecular = useSpecular;
const scaledIntensity = this.getScaledIntensity();
this.transferToEffect(effect, iAsString);
this.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);
this._uniformBuffer.updateColor4("vLightDiffuse", TmpColors.Color3[0], this.range, iAsString);
if (useSpecular) {
this.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);
this._uniformBuffer.updateColor4("vLightSpecular", TmpColors.Color3[1], this.radius, iAsString);
}
needUpdate = true;
}
// Textures might still need to be rebound.
this.transferTexturesToEffect(effect, iAsString);
// Shadows
if (scene.shadowsEnabled && this.shadowEnabled && receiveShadows) {
const shadowGenerator = this.getShadowGenerator(scene.activeCamera) ?? this.getShadowGenerator();
if (shadowGenerator) {
shadowGenerator.bindShadowLight(iAsString, effect);
needUpdate = true;
}
}
if (needUpdate) {
this._uniformBuffer.update();
}
else {
this._uniformBuffer.bindUniformBuffer();
}
}
/**
* Returns the string "Light".
* @returns the class name
*/
getClassName() {
return "Light";
}
/**
* Converts the light information to a readable string for debug purpose.
* @param fullDetails Supports for multiple levels of logging within scene loading
* @returns the human readable light info
*/
toString(fullDetails) {
let ret = "Name: " + this.name;
ret += ", type: " + ["Point", "Directional", "Spot", "Hemispheric"][this.getTypeID()];
if (this.animations) {
for (let i = 0; i < this.animations.length; i++) {
ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
}
}
return ret;
}
/** @internal */
_syncParentEnabledState() {
super._syncParentEnabledState();
if (!this.isDisposed()) {
this._resyncMeshes();
}
}
/**
* Set the enabled state of this node.
* @param value - the new enabled state
*/
setEnabled(value) {
super.setEnabled(value);
this._resyncMeshes();
}
/**
* Returns the Light associated shadow generator if any.
* @param camera Camera for which the shadow generator should be retrieved (default: null). If null, retrieves the default shadow generator
* @returns the associated shadow generator.
*/
getShadowGenerator(camera = null) {
if (this._shadowGenerators === null) {
return null;
}
return this._shadowGenerators.get(camera) ?? null;
}
/**
* Returns all the shadow generators associated to this light
* @returns
*/
getShadowGenerators() {
return this._shadowGenerators;
}
/**
* Returns a Vector3, the absolute light position in the World.
* @returns the world space position of the light
*/
getAbsolutePosition() {
return Vector3.Zero();
}
/**
* Specifies if the light will affect the passed mesh.
* @param mesh The mesh to test against the light
* @returns true the mesh is affected otherwise, false.
*/
canAffectMesh(mesh) {
if (!mesh) {
return true;
}
if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
return false;
}
if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
return false;
}
if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
return false;
}
if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
return false;
}
return true;
}
/**
* Releases resources associated with this node.
* @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
* @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
*/
dispose(doNotRecurse, disposeMaterialAndTextures = false) {
if (this._shadowGenerators) {
const iterator = this._shadowGenerators.values();
for (let key = iterator.next(); key.done !== true; key = iterator.next()) {
const shadowGenerator = key.value;
shadowGenerator.dispose();
}
this._shadowGenerators = null;
}
// Animations
this.getScene().stopAnimation(this);
if (this._parentContainer) {
const index = this._parentContainer.lights.indexOf(this);
if (index > -1) {
this._parentContainer.lights.splice(index, 1);
}
this._parentContainer = null;
}
// Remove from meshes
for (const mesh of this.getScene().meshes) {
mesh._removeLightSource(this, true);
}
this._uniformBuffer.dispose();
// Remove from scene
this.getScene().removeLight(this);
super.dispose(doNotRecurse, disposeMaterialAndTextures);
}
/**
* Returns the light type ID (integer).
* @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
*/
// eslint-disable-next-line @typescript-eslint/naming-convention
getTypeID() {
return 0;
}
/**
* Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
* @returns the scaled intensity in intensity mode unit
*/
getScaledIntensity() {
return this._photometricScale * this.intensity;
}
/**
* Returns a new Light object, named "name", from the current one.
* @param name The name of the cloned light
* @param newParent The parent of this light, if it has one
* @returns the new created light
*/
clone(name, newParent = null) {
const constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
if (!constructor) {
return null;
}
const clonedLight = SerializationHelper.Clone(constructor, this);
if (name) {
clonedLight.name = name;
}
if (newParent) {
clonedLight.parent = newParent;
}
clonedLight.setEnabled(this.isEnabled());
this.onClonedObservable.notifyObservers(clonedLight);
return clonedLight;
}
/**
* Serializes the current light into a Serialization object.
* @returns the serialized object.
*/
serialize() {
const serializationObject = SerializationHelper.Serialize(this);
serializationObject.uniqueId = this.uniqueId;
// Type
serializationObject.type = this.getTypeID();
// Parent
if (this.parent) {
this.parent._serializeAsParent(serializationObject);
}
// Inclusion / exclusions
if (this.excludedMeshes.length > 0) {
serializationObject.excludedMeshesIds = [];
for (const mesh of this.excludedMeshes) {
serializationObject.excludedMeshesIds.push(mesh.id);
}
}
if (this.includedOnlyMeshes.length > 0) {
serializationObject.includedOnlyMeshesIds = [];
for (const mesh of this.includedOnlyMeshes) {
serializationObject.includedOnlyMeshesIds.push(mesh.id);
}
}
// Animations
SerializationHelper.AppendSerializedAnimations(this, serializationObject);
serializationObject.ranges = this.serializeAnimationRanges();
serializationObject.isEnabled = this.isEnabled();
return serializationObject;
}
/**
* Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
* This new light is named "name" and added to the passed scene.
* @param type Type according to the types available in Light.LIGHTTYPEID_x
* @param name The friendly name of the light
* @param scene The scene the new light will belong to
* @returns the constructor function
*/
static GetConstructorFromName(type, name, scene) {
const constructorFunc = Node.Construct("Light_Type_" + type, name, scene);
if (constructorFunc) {
return constructorFunc;
}
// Default to no light for none present once.
return null;
}
/**
* Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
* @param parsedLight The JSON representation of the light
* @param scene The scene to create the parsed light in
* @returns the created light after parsing
*/
static Parse(parsedLight, scene) {
const constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
if (!constructor) {
return null;
}
const light = SerializationHelper.Parse(constructor, parsedLight, scene);
// Inclusion / exclusions
if (parsedLight.excludedMeshesIds) {
light._excludedMeshesIds = parsedLight.excludedMeshesIds;
}
if (parsedLight.includedOnlyMeshesIds) {
light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
}
// Parent
if (parsedLight.parentId !== undefined) {
light._waitingParentId = parsedLight.parentId;
}
if (parsedLight.parentInstanceIndex !== undefined) {
light._waitingParentInstanceIndex = parsedLight.parentInstanceIndex;
}
// Falloff
if (parsedLight.falloffType !== undefined) {
light.falloffType = parsedLight.falloffType;
}
// Lightmaps
if (parsedLight.lightmapMode !== undefined) {
light.lightmapMode = parsedLight.lightmapMode;
}
// Animations
if (parsedLight.animations) {
for (let animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
const parsedAnimation = parsedLight.animations[animationIndex];
const internalClass = GetClass("BABYLON.Animation");
if (internalClass) {
light.animations.push(internalClass.Parse(parsedAnimation));
}
}
Node.ParseAnimationRanges(light, parsedLight, scene);
}
if (parsedLight.autoAnimate) {
scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
}
// Check if isEnabled is defined to be back compatible with prior serialized versions.
if (parsedLight.isEnabled !== undefined) {
light.setEnabled(parsedLight.isEnabled);
}
return light;
}
_hookArrayForExcluded(array) {
const oldPush = array.push;
array.push = (...items) => {
const result = oldPush.apply(array, items);
for (const item of items) {
item._resyncLightSource(this);
}
return result;
};
const oldSplice = array.splice;
array.splice = (index, deleteCount) => {
const deleted = oldSplice.apply(array, [index, deleteCount]);
for (const item of deleted) {
item._resyncLightSource(this);
}
return deleted;
};
for (const item of array) {
item._resyncLightSource(this);
}
}
_hookArrayForIncludedOnly(array) {
const oldPush = array.push;
array.push = (...items) => {
const result = oldPush.apply(array, items);
this._resyncMeshes();
return result;
};
const oldSplice = array.splice;
array.splice = (index, deleteCount) => {
const deleted = oldSplice.apply(array, [index, deleteCount]);
this._resyncMeshes();
return deleted;
};
this._resyncMeshes();
}
_resyncMeshes() {
for (const mesh of this.getScene().meshes) {
mesh._resyncLightSource(this);
}
}
/**
* Forces the meshes to update their light related information in their rendering used effects
* @internal Internal Use Only
*/
_markMeshesAsLightDirty() {
for (const mesh of this.getScene().meshes) {
if (mesh.lightSources.indexOf(this) !== -1) {
mesh._markSubMeshesAsLightDirty();
}
}
}
/**
* Recomputes the cached photometric scale if needed.
*/
_computePhotometricScale() {
this._photometricScale = this._getPhotometricScale();
this.getScene().resetCachedMaterial();
}
/**
* @returns the Photometric Scale according to the light type and intensity mode.
*/
_getPhotometricScale() {
let photometricScale = 0.0;
const lightTypeID = this.getTypeID();
//get photometric mode
let photometricMode = this.intensityMode;
if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
}
else {
photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
}
}
//compute photometric scale
switch (lightTypeID) {
case Light.LIGHTTYPEID_POINTLIGHT:
case Light.LIGHTTYPEID_SPOTLIGHT:
switch (photometricMode) {
case Light.INTENSITYMODE_LUMINOUSPOWER:
photometricScale = 1.0 / (4.0 * Math.PI);
break;
case Light.INTENSITYMODE_LUMINOUSINTENSITY:
photometricScale = 1.0;
break;
case Light.INTENSITYMODE_LUMINANCE:
photometricScale = this.radius * this.radius;
break;
}
break;
case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
switch (photometricMode) {
case Light.INTENSITYMODE_ILLUMINANCE:
photometricScale = 1.0;
break;
case Light.INTENSITYMODE_LUMINANCE: {
// When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
// For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
let apexAngleRadians = this.radius;
// Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
apexAngleRadians = Math.max(apexAngleRadians, 0.001);
const solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
photometricScale = solidAngle;
break;
}
}
break;
case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
// No fall off in hemispheric light.
photometricScale = 1.0;
break;
}
return photometricScale;
}
/**
* Reorder the light in the scene according to their defined priority.
* @internal Internal Use Only
*/
_reorderLightsInScene() {
const scene = this.getScene();
if (this._renderPriority != 0) {
scene.requireLightSorting = true;
}
this.getScene().sortLightsByPriority();
}
/**
* @internal
*/
_isReady() {
return true;
}
}
/**
* Falloff Default: light is falling off following the material specification:
* standard material is using standard falloff whereas pbr material can request special falloff per materials.
*/
Light.FALLOFF_DEFAULT = LightConstants.FALLOFF_DEFAULT;
/**
* Falloff Physical: light is falling off following the inverse squared distance law.
*/
Light.FALLOFF_PHYSICAL = LightConstants.FALLOFF_PHYSICAL;
/**
* Falloff gltf: light is falling off as described in the gltf moving to PBR document
* to enhance interoperability with other engines.
*/
Light.FALLOFF_GLTF = LightConstants.FALLOFF_GLTF;
/**
* Falloff Standard: light is falling off like in the standard material
* to enhance interoperability with other materials.
*/
Light.FALLOFF_STANDARD = LightConstants.FALLOFF_STANDARD;
//lightmapMode Consts
/**
* If every light affecting the material is in this lightmapMode,
* material.lightmapTexture adds or multiplies
* (depends on material.useLightmapAsShadowmap)
* after every other light calculations.
*/
Light.LIGHTMAP_DEFAULT = LightConstants.LIGHTMAP_DEFAULT;
/**
* material.lightmapTexture as only diffuse lighting from this light
* adds only specular lighting from this light
* adds dynamic shadows
*/
Light.LIGHTMAP_SPECULAR = LightConstants.LIGHTMAP_SPECULAR;
/**
* material.lightmapTexture as only lighting
* no light calculation from this light
* only adds dynamic shadows from this light
*/
Light.LIGHTMAP_SHADOWSONLY = LightConstants.LIGHTMAP_SHADOWSONLY;
// Intensity Mode Consts
/**
* Each light type uses the default quantity according to its type:
* point/spot lights use luminous intensity
* directional lights use illuminance
*/
Light.INTENSITYMODE_AUTOMATIC = LightConstants.INTENSITYMODE_AUTOMATIC;
/**
* lumen (lm)
*/
Light.INTENSITYMODE_LUMINOUSPOWER = LightConstants.INTENSITYMODE_LUMINOUSPOWER;
/**
* candela (lm/sr)
*/
Light.INTENSITYMODE_LUMINOUSINTENSITY = LightConstants.INTENSITYMODE_LUMINOUSINTENSITY;
/**
* lux (lm/m^2)
*/
Light.INTENSITYMODE_ILLUMINANCE = LightConstants.INTENSITYMODE_ILLUMINANCE;
/**
* nit (cd/m^2)
*/
Light.INTENSITYMODE_LUMINANCE = LightConstants.INTENSITYMODE_LUMINANCE;
// Light types ids const.
/**
* Light type const id of the point light.
*/
Light.LIGHTTYPEID_POINTLIGHT = LightConstants.LIGHTTYPEID_POINTLIGHT;
/**
* Light type const id of the directional light.
*/
Light.LIGHTTYPEID_DIRECTIONALLIGHT = LightConstants.LIGHTTYPEID_DIRECTIONALLIGHT;
/**
* Light type const id of the spot light.
*/
Light.LIGHTTYPEID_SPOTLIGHT = LightConstants.LIGHTTYPEID_SPOTLIGHT;
/**
* Light type const id of the hemispheric light.
*/
Light.LIGHTTYPEID_HEMISPHERICLIGHT = LightConstants.LIGHTTYPEID_HEMISPHERICLIGHT;
/**
* Light type const id of the area light.
*/
Light.LIGHTTYPEID_RECT_AREALIGHT = LightConstants.LIGHTTYPEID_RECT_AREALIGHT;
__decorate([
serializeAsColor3()
], Light.prototype, "diffuse", void 0);
__decorate([
serializeAsColor3()
], Light.prototype, "specular", void 0);
__decorate([
serialize()
], Light.prototype, "falloffType", void 0);
__decorate([
serialize()
], Light.prototype, "intensity", void 0);
__decorate([
serialize()
], Light.prototype, "range", null);
__decorate([
serialize()
], Light.prototype, "intensityMode", null);
__decorate([
serialize()
], Light.prototype, "radius", null);
__decorate([
serialize()
], Light.prototype, "_renderPriority", void 0);
__decorate([
expandToProperty("_reorderLightsInScene")
], Light.prototype, "renderPriority", void 0);
__decorate([
serialize("shadowEnabled")
], Light.prototype, "_shadowEnabled", void 0);
__decorate([
serialize("excludeWithLayerMask")
], Light.prototype, "_excludeWithLayerMask", void 0);
__decorate([
serialize("includeOnlyWithLayerMask")
], Light.prototype, "_includeOnlyWithLayerMask", void 0);
__decorate([
serialize("lightmapMode")
], Light.prototype, "_lightmapMode", void 0);
//# sourceMappingURL=light.js.map