<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8" /> <base href="../../../" /> <script src="page.js"></script> <link type="text/css" rel="stylesheet" href="page.css" /> </head> <body> [page:Object3D] → [page:Light] → <h1>[name]</h1> <p class="desc"> A light that gets emitted from a single point in all directions. A common use case for this is to replicate the light emitted from a bare lightbulb.<br /><br /> This light can cast shadows - see [page:PointLightShadow] page for details. </p> <h2>Code Example</h2> <code> const light = new THREE.PointLight( 0xff0000, 1, 100 ); light.position.set( 50, 50, 50 ); scene.add( light ); </code> <h2>Examples</h2> <p> [example:webgl_lights_pointlights lights / pointlights ]<br /> [example:webgl_effects_anaglyph effects / anaglyph ]<br /> [example:webgl_geometry_text geometry / text ]<br /> [example:webgl_lensflares lensflares ] </p> <h2>Constructor</h2> <h3>[name]( [param:Integer color], [param:Float intensity], [param:Number distance], [param:Float decay] )</h3> <p> [page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br /> [page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /> [page:Number distance] - Maximum range of the light. Default is 0 (no limit).<br /> [page:Float decay] - The amount the light dims along the distance of the light. Default is 2.<br /><br /> Creates a new [name]. </p> <h2>Properties</h2> <p> See the base [page:Light Light] class for common properties. </p> <h3>[property:Float decay]</h3> <p> The amount the light dims along the distance of the light. Default is `2`.<br /> In context of physically-correct rendering the default value should not be changed. </p> <h3>[property:Float distance]</h3> <p> `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. </p> <p> `[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. </p> <p> Default is `0.0`. </p> <h3>[property:Float intensity]</h3> <p> The light's intensity. Default is `1`.<br /> In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, intensity is the luminous intensity of the light measured in candela (cd).<br /><br /> Changing the intensity will also change the light's power. </p> <h3>[property:Float power]</h3> <p> The light's power.<br /> In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, power is the luminous power of the light measured in lumens (lm). <br /><br /> Changing the power will also change the light's intensity. </p> <h3>[property:PointLightShadow shadow]</h3> <p> A [page:PointLightShadow] used to calculate shadows for this light.<br /><br /> The lightShadow's [page:LightShadow.camera camera] is set to a [page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90, [page:PerspectiveCamera.aspect aspect] of 1, [page:PerspectiveCamera.near near] clipping plane at 0.5 and [page:PerspectiveCamera.far far] clipping plane at 500. </p> <h2>Methods</h2> <p> See the base [page:Light Light] class for common methods. </p> <h3>[method:undefined dispose]()</h3> <p> Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app. </p> <h3>[method:this copy]( [param:PointLight source] )</h3> <p> Copies value of all the properties from the [page:PointLight source] to this PointLight. </p> <h2>Source</h2> <p> [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] </p> </body> </html>