PointLight QML Type
Defines a point light in the scene. More...
Import Statement: | import QtQuick3D 1.0 |
Inherits: |
Properties
- constantFade : real
- linearFade : real
- quadraticFade : real
Detailed Description
The point light can be described as a sphere, emitting light with equal strength in all directions from the center of the light. This is similar to the way a light bulb emits light.
Rotating or scaling a point light does not have any effect. Moving a point light will change the position from where the light is emitted.
By default, a point light intensity diminishes according to inverse-square-law. However, the fade-off (and range) can be controlled with the constantFade, linearFade, and quadraticFade properties. Light attenuation is calculated using the formula: constantFade + distance
* (linearFade * 0.01) + distance
* (quadraticFade * 0.0001)^2
For usage examples, see Qt Quick 3D - Lights Example.
See also DirectionalLight and SpotLight.
Property Documentation
constantFade : real |
This property is constant factor of the attenuation term of the light. The default value is 1.0.
linearFade : real |
This property increases the rate at which the lighting effect dims the light in proportion to the distance to the light. The default value is 0.0
, meaning the light doesn't have linear fade. The value used here is multiplied by 0.01
before being used to calculate light attenuation.
quadraticFade : real |
This property increases the rate at which the lighting effect dims the light in proportion to the inverse square law. The default value is 1.0 meaning the point light fade exactly follows the inverse square law i.e. when distance to an object doubles the light intensity decreases to 1/4th. The value used here is multiplied by 0.0001
before being used to calculate light attenuation.