HemisphereLight
A light source positioned directly above the scene, with color fading from the sky color to the ground color.
This light cannot be used to cast shadows.
Code Example
const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 ); scene.add(
light );
Examples
[example:webgl_animation_skinning_blending animation / skinning / blending ]
[example:webgl_lights_hemisphere lights / hemisphere ]
[example:misc_controls_pointerlock controls / pointerlock ]
[example:webgl_loader_collada_kinematics loader / collada / kinematics ]
[example:webgl_loader_stl loader / stl ]
Constructor
HemisphereLight
function HemisphereLight( skyColor: Integer, groundColor: Integer, intensity:
Float ): void;
skyColor - (optional) hexadecimal color of the sky. Default is 0xffffff.
groundColor - (optional) hexadecimal color of the ground. Default is
0xffffff.
intensity - (optional) numeric value of the light's strength/intensity.
Default is 1.
Creates a new HemisphereLight.
Properties
See the base Light class for common properties.
color
color: Float;
The light's sky color, as passed in the constructor. Default is a new Color set to white (0xffffff).
groundColor
groundColor: Float;
The light's ground color, as passed in the constructor. Default is a new Color set to white (0xffffff).
isHemisphereLight
isHemisphereLight: Boolean;
Read-only flag to check if a given object is of type HemisphereLight.
position
position: Vector3;
This is set equal to Object3D.DEFAULT_UP (0, 1, 0), so that the light shines from the top down.
Methods
See the base Light class for common methods.
copy
function copy( source: HemisphereLight ): this;
Copies the value of .color, .intensity and .groundColor from the .ight light into this one.