Light
The global light source.
Check the online documentation.
Constructors
Types
Functions
Bind the light to the map controller.
Enable/Disable shadow casting for this light
Set the Color property transition options.
DSL for colorTransition.
Set the Intensity property transition options.
DSL for intensityTransition.
Position of the light source relative to lit (extruded) geometries, in r radial coordinate, a azimuthal angle, p polar angle where r indicates the distance from the center of the base of an object to its light, a indicates the position of the light relative to 0 degree (0 degree when light.anchor
is set to viewport
corresponds to the top of the viewport, or 0 degree when light.anchor
is set to map
corresponds to due north, and degrees proceed clockwise), and p indicates the height of the light (from 0 degree, directly above, to 180 degree, directly below).
Set the Position property transition options.
DSL for positionTransition.
Determines the shadow strength, affecting the shadow receiver surfaces final color. Values near 0.0 reduce the shadow contribution to the final color. Values near to 1.0 make occluded surfaces almost black.
Set the ShadowIntensity property transition options.
DSL for shadowIntensityTransition.
Properties
Position of the light source relative to lit (extruded) geometries, in r radial coordinate, a azimuthal angle, p polar angle where r indicates the distance from the center of the base of an object to its light, a indicates the position of the light relative to 0 degree (0 degree when light.anchor
is set to viewport
corresponds to the top of the viewport, or 0 degree when light.anchor
is set to map
corresponds to due north, and degrees proceed clockwise), and p indicates the height of the light (from 0 degree, directly above, to 180 degree, directly below).
Position of the light source relative to lit (extruded) geometries, in r radial coordinate, a azimuthal angle, p polar angle where r indicates the distance from the center of the base of an object to its light, a indicates the position of the light relative to 0 degree (0 degree when light.anchor
is set to viewport
corresponds to the top of the viewport, or 0 degree when light.anchor
is set to map
corresponds to due north, and degrees proceed clockwise), and p indicates the height of the light (from 0 degree, directly above, to 180 degree, directly below).