Taos API Reference
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    Class PointLight

    Omnidirectional point light component.

    Supplies position/color/intensity/radius to the deferred lighting pass, and (when PointLight.castShadow is enabled) cube-face view-projection matrices to the point-light shadow pass that renders into a cube shadow map.

    Placed by its GameObject's transform; see worldPosition. Construct with no arguments and set fields, or pass PointLightOptions.

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    id: string = ...

    Stable identity for this component, unique within a session. Auto-generated for runtime-created components; the editor overwrites it with a persistent id when projecting a saved document so references survive save / load / undo.

    enabled: boolean = true

    Whether this component participates in simulation and rendering. When false, the GameObject skips its update/updateRender and the scene's render collectors (mesh renderers, camera, lights, …) ignore it — the component stays attached and keeps its state, like Unity's Behaviour.enabled / Renderer.enabled. Defaults to true.

    gameObject: GameObject

    The owning GameObject; assigned by addComponent before onAttach runs.

    _sceneAttached: boolean = false

    True between onAttach and onDetach — i.e. while this component sits on a GameObject that is part of a live Scene. Managed by GameObject. Internal — do not set directly.

    color: Vec3 = ...

    Linear RGB color multiplier.

    intensity: number = 1.0

    Luminous intensity in candela (cd) under the physical-units convention — i.e. illuminance at 1 world-unit (≈ 1 m). Author bulbs in lumens via lumens.

    radius: number = 10.0

    Attenuation radius in world units; light contributes nothing past this distance.

    castShadow: boolean = false

    Whether this light renders shadow maps.

    iesProfileIndex: number = -1

    Index into the lighting pass's IES profile LUT (set via PointSpotLightPass.setIesProfiles); -1 = no photometric profile. For a point light the profile's vertical angle is measured from straight down (the luminaire nadir), so it acts like a downlight distribution.

    Accessors

    • get time(): Time

      The simulation clock of the scene this component belongs to. Read inside update (or any time after the GameObject is added to a scene) for absolute time, frame count, FPS, and timeScale-aware delta — e.g. this.time.elapsed, this.time.delta, this.time.frameCount.

      this.time.delta equals the dt argument passed to update, so components can ignore that argument entirely and pull everything from here.

      Returns Time

      if the owning GameObject is not currently part of a scene.

    • get lumens(): number

      Total luminous flux in lumens (a bulb's rating). A convenience view over intensity for an isotropic point source: cd = lm / 4π. Setting it writes intensity; reading it converts back — so pl.lumens = 800 is just pl.intensity = lumensToCandela(800).

      Returns number

    • set lumens(lm: number): void

      Parameters

      • lm: number

      Returns void

    Methods

    • Connect to a Signal with automatic disconnect when this component is removed from its GameObject — the safe default for cross-object listening, so a destroyed component never leaks into (or gets called by) a signal it once observed. Typically called from onAttach:

      onAttach(): void {
      const health = this.gameObject.getComponent(Health)!;
      this.listen(health.died, () => this.playDeathEffect());
      }

      Type Parameters

      • A extends unknown[]

      Parameters

      Returns () => void

      The unsubscribe function, for listeners that also want to disconnect early; calling it is optional and idempotent.

    • Called when the component joins a live scene — from addComponent when the GameObject is already in a scene, otherwise when the GameObject is added to one. this.gameObject.scene (and scene.engine) is always set here. Override to acquire references to siblings/children or initialize resources.

      Returns void

    • Called every frame by the GameObject's update traversal.

      Parameters

      • _dt: number

        Frame delta time in seconds.

      Returns void

    • Called when this component's GameObject begins touching another body, with the GameObject it collided with. Dispatched by the physics system after each world step (only while playing), so handlers may freely mutate the scene. Requires a physics body (RigidBody / CharacterBody) on the object.

      Parameters

      • _other: GameObject

        The other GameObject involved in the contact.

      Returns void

    • Called every frame by the GameObject's render traversal, after update and any input/controller mutations to the transform. Override to refresh per-frame state that render passes consume (e.g. Camera recomputes its cached view/projection matrices here).

      Parameters

      • _ctx: RenderContext

        Active render context (provides canvas width/height etc.).

      Returns void

    • Builds the six view-projection matrices used to render this light's cube shadow map.

      Parameters

      • near: number = 0.05

        Near plane for each cube-face perspective frustum.

      Returns Mat4[]

      6 matrices in face order: +X, -X, +Y, -Y, +Z, -Z.