EventDispatcherObject3DLight

PointLight

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 the PointLightShadow for details.

Code Example

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

Constructor

new PointLight( color : number | Color | string, intensity : number, distance : number, decay : number )

Constructs a new point light.

color

The light's color.

Default is 0xffffff.

intensity

The light's strength/intensity measured in candela (cd).

Default is 1.

distance

Maximum range of the light. 0 means no limit.

Default is 0.

decay

The amount the light dims along the distance of the light.

Default is 2.

Properties

.decay : number

The amount the light dims along the distance of the light. In context of physically-correct rendering the default value should not be changed.

Default is 2.

.distance : number

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.

.isPointLight : boolean (readonly)

This flag can be used for type testing.

Default is true.

.power : number

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.

.shadow : PointLightShadow

This property holds the light's shadow configuration.

Source

src/lights/PointLight.js