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 SpotLightShadow page for details.
// white spotlight shining from the side, modulated by a texture, casting a shadow
const spotLight = new v3d.SpotLight(0xffffff);
spotLight.position.set(100, 1000, 100);
spotLight.map = new v3d.TextureLoader().load(url);
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);
lights / spotlight
lights / spotlights
color - (optional) hexadecimal color of the light. Default is 0xffffff (white).
intensity - (optional) numeric value of the light's strength/intensity. Default is 1.
distance - Maximum range of the light. Default is 0 (no limit).
angle - Maximum angle of light dispersion from its direction whose upper
bound is Math.PI/2.
penumbra - Percent of the spotlight cone that is attenuated due to penumbra.
Takes values between zero and 1. Default is zero.
decay - The amount the light dims along the distance of the light.
Creates a new SpotLight.
See the base Light class for common properties.
Maximum extent of the spotlight, in radians, from its direction. Should be no more than
Math.PI/2
. The default is Math.PI/3
.
If set to true
light will cast dynamic shadows. Warning: This is expensive and
requires tweaking to get shadows looking right. See the SpotLightShadow for details.
The default is false
.
The amount the light dims along the distance of the light. Default is 2
.
In context of physically-correct rendering the default value should not be changed.
Default mode
— When distance is zero, light does not attenuate. When distance is
non-zero, light will attenuate linearly from maximum intensity at the light's position down to
zero at this distance from the light.
Physically correct mode
— When distance
is zero, light will attenuate according to inverse-square law to infinite distance. When
distance is non-zero, light will attenuate according to inverse-square law until near the
distance cutoff, where it will then attenuate quickly and smoothly to 0
. Inherently, cutoffs
are not physically correct.
Default is 0.0
.
The light's intensity. Default is 1
.
In physically correct mode, intensity is the luminous
intensity of the light measured in candela (cd).
Changing the intensity will also change the light's power.
Read-only flag to check if a given object is of type SpotLight.
Percent of the spotlight cone that is attenuated due to penumbra. Takes values between
zero and 1. The default is 0.0
.
This is set equal to Object3D.DefaultUp (0, 1, 0), so that the light shines from the top down.
The light's power.
In physically correct mode, power is the luminous
power of the light measured in lumens (lm).
Changing the power will also change the light's intensity.
A SpotLightShadow used to calculate shadows for this light.
The Spotlight points from its 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 scene using
scene.add(light.target);
This is so that the target's matrixWorld gets automatically
updated each frame.
It is also possible to set the target to be another object in the scene (anything with a
position property), like so:
const targetObject = new v3d.Object3D();
scene.add(targetObject);
light.target = targetObject;
The spotlight will now track the target object.
A Texture used to modulate the color of the light. The spot light color is mixed with the RGB value of this texture, with a ratio corresponding to its alpha value. The cookie-like masking effect is reproduced using pixel values (0, 0, 0, 1-cookie_value). Warning: map : SpotLight is disabled if castShadow : SpotLight is false.
See the base Light class for common methods.
Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
Copies value of all the properties from the source to this SpotLight.