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.
const light = new THREE.PointLight( 0xff0000, 1, 100 );
light.position.set( 50, 50, 50 );
scene.add( light );
[example:webgl_lights_pointlights lights / pointlights ]
[example:webgl_effects_anaglyph effects / anaglyph ]
[example:webgl_geometry_text geometry / text ]
[example:webgl_lensflares lensflares ]
[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].
See the base [page:Light Light] class for common properties.
If set to `true` light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right. See the [page:PointLightShadow] 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.
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 luminous intensity measured in candela (cd). Default is `1`.
Changing the intensity will also change the light's power.
The light's power.
Power is the luminous power of the light measured in lumens (lm).
Changing the power will also change the light's intensity.
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`.
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:PointLight source] to this PointLight.
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]