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.
View in Examples
interactive / cubes / gpu
interactive / draggablecubes
materials / bumpmap / skin
materials / cubemap / dynamic
loader / md2
shading / physical
materials / bumpmap
shading / physical
shadowmap / performance
shadowmap / viewer
// white spotlight shining from the side, casting a shadow var spotLight = new v3d.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);
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.
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.
In physically correct mode, decay = 2 leads to physically realistic light falloff. The default is 1.
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.
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.
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, the luminous power of the light measured in lumens. Default is 4Math.PI.
This is directly related to the intensity in the ratio
power = intensity * π
and changing this will also change the 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
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:
var targetObject = new v3d.Object3D();
light.target = targetObject;
The spotlight will now track the target object.
Copies value of all the properties from the source to this SpotLight.src/lights/SpotLight.js