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.
// white spotlight shining from the side, casting a shadow const 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 );
[example:webgl_lights_spotlight lights / spotlight ]
[example:webgl_lights_spotlights lights / spotlights ]
[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 range of the light. Default is 0 (no limit).
[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].
See the base [page:Light 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 [page:SpotLightShadow] for details. The default is *false*.
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*.
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.
[page:WebGLRenderer.physicallyCorrectLights 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*.
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 [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
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.
A [page:SpotLightShadow] used to calculate shadows for this light.
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:
const targetObject = new THREE.Object3D();
light.target = targetObject;
The spotlight will now track the target object.
See the base [page:Light Light] class for common methods.
Copies value of all the properties from the [page:SpotLight source] to this SpotLight.