[page:Object3D] → [page:Light] →

[name]

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.

This light can cast shadows - see [page:PointLightShadow] page for details.

Code Example

const light = new THREE.PointLight( 0xff0000, 1, 100 ); light.position.set( 50, 50, 50 ); scene.add( light );

Examples

[example:webgl_lights_pointlights lights / pointlights ]
[example:webgl_effects_anaglyph effects / anaglyph ]
[example:webgl_geometry_text geometry / text ]
[example:webgl_lensflares lensflares ]

Constructor

[name]( [param:Integer color], [param:Float intensity], [param:Number distance], [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:Number distance] - Maximum range of the light. Default is 0 (no limit).
[page:Float decay] - The amount the light dims along the distance of the light. Default is 2.

Creates a new [name].

Properties

See the base [page:Light Light] class for common properties.

[property:Float decay]

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.

[property:Float distance]

`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`.

[property:Float intensity]

The light's intensity. Default is `1`.
In [page:WebGLRenderer.physicallyCorrectLights 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.

[property:Float power]

The light's power.
In [page:WebGLRenderer.physicallyCorrectLights 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.

[property:PointLightShadow shadow]

A [page:PointLightShadow] used to calculate shadows for this light.

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.

Methods

See the base [page:Light Light] class for common methods.

[method:undefined dispose]()

Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.

[method:this copy]( [param:PointLight source] )

Copies value of all the properties from the [page:PointLight source] to this PointLight.

Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]