A light that gets emitted in a specific direction. This light will behave as though it is
infinitely far away and the rays produced from it are all parallel. The common use case
for this is to simulate daylight; the sun is far enough away that its position can be
considered to be infinite, and all light rays coming from it are parallel.
This light can cast shadows - see the [page:DirectionalLightShadow] page for details.
A common point of confusion for directional lights is that setting the rotation has no effect.
This is because three.js's DirectionalLight is the equivalent to what is often called a 'Target
Direct Light' in other applications.
This means that its direction is calculated as pointing from the light's [page:Object3D.position position] to the [page:.target target]'s position (as opposed to a 'Free Direct Light' that just has a rotation component).
The reason for this is to allow the light to cast shadows - the [page:.shadow shadow] camera needs a position to calculate shadows from.
See the [page:.target target] property below for details on updating the target.
[example:misc_controls_fly controls / fly ]
[example:webvr_cubes cubes ]
[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]
[example:webgl_effects_stereo effects / stereo ]
[example:webgl_geometry_extrude_splines geometry / extrude / splines ]
[example:webgl_materials_bumpmap materials / bumpmap ]
[example:webgl_materials_cubemap_balls_reflection materials / cubemap / balls / reflection ]
// White directional light at half intensity shining from the top. var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 ); scene.add( directionalLight );
[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.
Creates a new [name].
If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right. See the [page:DirectionalLightShadow] for details. The default is *false*.
Used to check whether this or derived classes are directional lights. Default is *true*.
You should not change this, as it is used internally for optimisation.
This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
A [page:DirectionalLightShadow] used to calculate shadows for this light.
The DirectionalLight 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:
var targetObject = new THREE.Object3D(); scene.add(targetObject); light.target = targetObject;
The directionalLight will now track the target object.
Copies value of all the properties from the [page:DirectionalLight source] to this DirectionalLight.