Approximates an infinitely far away, purely directional light
public
static
final
Light.TypeFOCUSED_SPOTLIGHT
The same as a spotlight with the exception that the apparent lighting stays the same as the
cone angle changes. A spotlight has a position and a direction. UsesetInnerConeAngle(float)andsetOuterConeAngle(float)to control the cone size.
public
static
final
Light.TypePOINT
Approximates light radiating in all directions from a single point in space, where the
intensity falls off with the inverse square of the distance. Point lights have a position but
no direction. UsesetFalloffRadius(float)to control the falloff.
public
static
final
Light.TypeSPOTLIGHT
Similar to a point light but radiating light in a cone rather than all directions. Note that
as you make the cone wider, the energy is spread causing the lighting to appear dimmer. A
spotlight has a position and a direction. UsesetInnerConeAngle(float)andsetOuterConeAngle(float)to control the cone size.
[[["Easy to understand","easyToUnderstand","thumb-up"],["Solved my problem","solvedMyProblem","thumb-up"],["Other","otherUp","thumb-up"]],[["Missing the information I need","missingTheInformationINeed","thumb-down"],["Too complicated / too many steps","tooComplicatedTooManySteps","thumb-down"],["Out of date","outOfDate","thumb-down"],["Samples / code issue","samplesCodeIssue","thumb-down"],["Other","otherDown","thumb-down"]],["Last updated 2024-06-26 UTC."],[],["`Light.Type` defines light source types: `DIRECTIONAL` (far-away directional light), `FOCUSED_SPOTLIGHT` (spotlight with consistent lighting regardless of cone angle), `POINT` (light from a single point, intensity decreasing with distance), and `SPOTLIGHT` (light in a cone). `FOCUSED_SPOTLIGHT` and `SPOTLIGHT` use inner and outer cone angles for control. `POINT` uses `setFalloffRadius`. It inherits methods from `Enum` and `Object`, including `compareTo`, `equals`, `hashCode`, and `toString`.\n"]]