[page:Object3D] → [page:Light] →
[name]
This light gets emitted from a single point in one direction, along a cone that increases in size
the further from the light it gets.
This light can cast shadows - see the [page:SpotLightShadow] page for details.
Example
[example:webgl_lights_spotlight View in Examples ]
Other Examples
[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]
[example:webgl_interactive_draggablecubes interactive / draggablecubes ]
[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]
[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]
[example:webgl_loader_md2 loader / md2 ]
[example:webgl_shading_physical shading / physical ]
[example:webgl_materials_bumpmap materials / bumpmap]
[example:webgl_shading_physical shading / physical]
[example:webgl_shadowmap shadowmap]
[example:webgl_shadowmap_performance shadowmap / performance]
[example:webgl_shadowmap_viewer shadowmap / viewer]
Code Example
// white spotlight shining from the side, casting a shadow
var spotLight = new THREE.SpotLight( 0xffffff );
spotLight.position.set( 100, 1000, 100 );
spotLight.castShadow = true;
spotLight.shadow.mapSize.width = 1024;
spotLight.shadow.mapSize.height = 1024;
spotLight.shadow.camera.near = 500;
spotLight.shadow.camera.far = 4000;
spotLight.shadow.camera.fov = 30;
scene.add( spotLight );
Constructor
[name]( [param:Integer color], [param:Float intensity], [param:Float distance], [param:Radians angle], [param:Float penumbra], [param:Float decay] )
[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).
[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.
[page:Float distance] - Maximum distance from origin where light will shine whose intensity
is attenuated linearly based on distance from origin.
[page:Radians angle] - Maximum angle of light dispersion from its direction whose upper
bound is Math.PI/2.
[page:Float penumbra] - Percent of the spotlight cone that is attenuated due to penumbra.
Takes values between zero and 1. Default is zero.
[page:Float decay] - The amount the light dims along the distance of the light.
Creates a new [name].
Properties
See the base [page:Light Light] class for common properties.
[property:Float angle]
Maximum extent of the spotlight, in radians, from its direction. Should be no more than
*Math.PI/2*. The default is *Math.PI/3*.
[property:Boolean castShadow]
If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and
requires tweaking to get shadows looking right. See the [page:SpotLightShadow] for details.
The default is *false*.
[property:Float decay]
The amount the light dims along the distance of the light.
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, decay = 2 leads to
physically realistic light falloff. The default is *1*.
[property:Float distance]
If non-zero, light will attenuate linearly from maximum intensity at the light's
position down to zero at this distance from the light. Default is *0.0*.
[property:Boolean isSpotLight]
Used to check whether this or derived classes are spot lights. Default is *true*.
You should not change this, as it used internally for optimisation.
[property:Float penumbra]
Percent of the spotlight cone that is attenuated due to penumbra. Takes values between
zero and 1. The default is *0.0*.
[property:Vector3 position]
This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
[property:Float power]
The light's power.
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the luminous
power of the light measured in lumens. Default is *4Math.PI*.
This is directly related to the [page:.intensity intensity] in the ratio
power = intensity * π
and changing this will also change the intensity.
[property:SpotLightShadow shadow]
A [page:SpotLightShadow] used to calculate shadows for this light.
[property:Object3D target]
The Spotlight points from its [page:.position position] to target.position. The default
position of the target is *(0, 0, 0)*.
*Note*: For the target's position to be changed to anything other than the default,
it must be added to the [page:Scene scene] using
scene.add( light.target );
This is so that the target's [page:Object3D.matrixWorld matrixWorld] gets automatically
updated each frame.
It is also possible to set the target to be another object in the scene (anything with a
[page:Object3D.position position] property), like so:
var targetObject = new THREE.Object3D();
scene.add(targetObject);
light.target = targetObject;
The spotlight will now track the target object.
Methods
See the base [page:Light Light] class for common methods.
[method:SpotLight copy]( [param:SpotLight source] )
Copies value of all the properties from the [page:SpotLight source] to this
SpotLight.
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]