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, modulated by a texture, casting a shadow
		const spotLight = new THREE.SpotLight( 0xffffff );
		spotLight.position.set( 100, 1000, 100 );
		spotLight.map = new THREE.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 );
		
		
			[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. 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.
`[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`.
			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.
		
Read-only flag to check if a given object is of type [name].
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, power is the luminous
			power of the light measured in lumens (lm). 
			Changing the power will also change the light's 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();
scene.add(targetObject);
light.target = targetObject;
			
			The spotlight will now track the target object.
		
A [page: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*: [param:SpotLight map] is disabled if [param:SpotLight castShadow] is *false*.
See the base [page:Light 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 [page:SpotLight source] to this SpotLight.
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]