An effect source is constructed by providing configuration options.
Optional
options: BaseEffectSourceOptions = {}Options which modify the base effect source instance
A ratio of dim:bright as part of the source radius
Static
_initializeStatic
_refreshStatic
defaultEffect source default data.
Static
EDGE_The offset in pixels applied to create soft edges.
Static
effectsStatic
sourceProtected
Static
_brightThe corresponding lighting levels for bright light.
Protected
Static
_dimThe corresponding lighting levels for dim light.
Static
_layersProtected
Static
ANIMATIONSProtected
The corresponding animation config.
Update shader uniforms used for the background layer.
Update shader uniforms used for the coloration layer.
Update shader uniforms used for the illumination layer.
An animation with flickering ratio and light intensity
Delta time
Optional
options: {Additional options which modify the flame animation
Optional
amplification?: numberNoise amplification (>1) or dampening (<1)
Optional
intensity?: numberThe animation intensity, from 1 to 10
Optional
reverse?: booleanReverse the animation direction
Optional
speed?: numberThe animation speed, from 0 to 10
A basic "pulse" animation which expands and contracts.
Delta time
Optional
options: { intensity?: number; reverse?: boolean; speed?: number } = {}Additional options which modify the pulse animation
Optional
intensity?: numberThe animation intensity, from 1 to 10
Optional
reverse?: booleanReverse the animation direction
Optional
speed?: numberThe animation speed, from 0 to 10
A sound-reactive animation that uses bass/mid/treble blending to control certain shader uniforms. "speed" is interpreted as how quickly we adapt to changes in audio. No time-based pulsing is used by default, but we incorporate dt into smoothing so that behavior is consistent across varying frame rates.
The delta time since the last frame, in milliseconds.
Optional
options: { intensity?: number; reverse?: boolean; speed?: number } = {}Additional options for customizing the audio reaction.
Optional
intensity?: numberA blend factor in [0..10] that transitions from bass (near 0) to treble (near 10) Mid frequencies dominate around intensity=5.
Optional
reverse?: booleanWhether to invert the final amplitude as 1 - amplitude.
Optional
speed?: numberA smoothing factor in [0..10], effectively updates/second.
An animation with flickering ratio and light intensity.
Delta time
Optional
options: { intensity?: number; reverse?: boolean; speed?: number } = {}Additional options which modify the flame animation
Optional
intensity?: numberThe animation intensity, from 1 to 10
Optional
reverse?: booleanReverse the animation direction
Optional
speed?: numberThe animation speed, from 0 to 10
Test whether this LightSource provides visibility to see a certain target object.
The visibility test configuration
Is the target object visible to this source?
Protected
_canProtected
Can this LightSource theoretically detect a certain object based on its properties? This check should not consider the relative positions of either object, only their state.
The target object being tested
Can the target object theoretically be detected by this vision source?
Static
getGet corrected color according to level, dim color, bright color and background color.
The lighting level (one of CONST.LIGHTING_LEVELS)
Optional
colorBackground: ColorStatic
getGet corrected level according to level and active vision mode data.
The lighting level (one of CONST.LIGHTING_LEVELS)
The corrected level.
A specialized subclass of the BaseLightSource which renders a source of light as a point-based effect.
Mixes
PointEffectSourceMixin