Class: LocalLights
Local light emitters: the engine-owned registry, selection, clustering,
and GPU packing behind world.localLights. The game declares semantic
block profiles and dynamic sources; chunk scanning, diffing, aggregation,
culling, and rendering state are owned here.
A world that registers no lights and declares no profiles pays one uniform compare per fragment and nothing per frame on the CPU.
Constructors
constructor
• new LocalLights(options, getWorldConfig, getBlocks): LocalLights
Parameters
| Name | Type |
|---|---|
options | Partial<LocalLightsOptions> |
getWorldConfig | () => LocalLightsWorldConfig |
getBlocks | () => Iterable<EmitterBlock, any, any> |
Returns
Properties
getLoadedChunk
• getLoadedChunk: (cx: number, cz: number) => ScannableChunk
Chunk lookup for late profile changes. Populated by the world adapter; null keeps late declarations working for future loads only.
Type declaration
▸ (cx, cz): ScannableChunk