<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8" /> <script src="../../list.js"></script> <script src="../../page.js"></script> <link type="text/css" rel="stylesheet" href="../../page.css" /> </head> <body> [page:Object3D] → [page:Light] → <h1>[name]</h1> <div class="desc">A point light that can cast shadow in one direction.</div> <div class="desc">Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].</div> <h2>Example</h2> <code>// white spotlight shining from the side, casting shadow var spotLight = new THREE.SpotLight( 0xffffff ); spotLight.position.set( 100, 1000, 100 ); spotLight.castShadow = true; spotLight.shadowMapWidth = 1024; spotLight.shadowMapHeight = 1024; spotLight.shadowCameraNear = 500; spotLight.shadowCameraFar = 4000; spotLight.shadowCameraFov = 30; scene.add( spotLight );</code> <h2>Constructor</h2> <h3>[name]([page:Integer hex], [page:Float intensity], [page:todo distance], [page:todo angle], [page:todo exponent])</h3> <div> [page:Integer hex] — Numeric value of the RGB component of the color. <br /> [page:Float intensity] — Numeric value of the light's strength/intensity. <br /> distance -- Maximum distance from origin where light will shine whose intensity is attenuated linearly based on distance from origin. <br /> angle -- Maximum angle of light dispersion from its direction whose upper bound is Math.PI/2. <br /> exponent -- todo </div> <div> todo </div> <h2>Properties</h2> <h3>[property:Object3D target]</h3> <div> Spotlight focus points at target.position.<br /> Default position — *(0,0,0)*. </div> <h3>[property:Float intensity]</h3> <div> Light's intensity.<br /> Default — *1.0*. </div> <h3>[property:Float distance]</h3> <div> If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br /> Default — *0.0*. </div> <h3>[property:Float angle]</h3> <div> Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br /> Default — *Math.PI/3*. </div> <h3>[property:Float exponent]</h3> <div> Rapidity of the falloff of light from its target direction.<br /> Default — *10.0*. </div> <h3>[property:Boolean castShadow]</h3> <div> If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br /> Default — *false*. </div> <h3>[property:Boolean onlyShadow]</h3> <div> If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br /> Default — *false*. </div> <h3>[property:Float shadowCameraNear]</h3> <div> Perspective shadow camera frustum <em>near</em> parameter.<br /> Default — *50*. </div> <h3>[property:Float shadowCameraFar]</h3> <div> Perspective shadow camera frustum <em>far</em> parameter.<br /> Default — *5000*. </div> <h3>[property:Float shadowCameraFov]</h3> <div> Perspective shadow camera frustum <em>field of view</em> parameter.<br /> Default — *50*. </div> <h3>[property:Boolean shadowCameraVisible]</h3> <div> Show debug shadow camera frustum.<br /> Default — *false*. </div> <h3>[property:Float shadowBias]</h3> <div> Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br /> Default — *0*. </div> <h3>[property:Float shadowDarkness]</h3> <div> Darkness of shadow casted by this light (from *0* to *1*).<br /> Default — *0.5*. </div> <h3>[property:Integer shadowMapWidth]</h3> <div> Shadow map texture width in pixels.<br /> Default — *512*. </div> <h3>[property:Integer shadowMapHeight]</h3> <div> Shadow map texture height in pixels.<br /> Default — *512*. </div> <h3>[property:Vector2 shadowMapSize]</h3> <div> The shadowMapWidth and shadowMapHeight stored in a [page:Vector2 THREE.Vector2]. Set internally during rendering. </div> <h3>[property:PerspectiveCamera shadowCamera]</h3> <div> The shadow's view of the world. Computed internally during rendering from the shadowCamera* settings. </div> <h3>[property:Matrix4 shadowMatrix]</h3> <div> Model to shadow camera space, to compute location and depth in shadow map. Computed internally during rendering. </div> <h3>[property:WebGLRenderTarget shadowMap]</h3> <div> The depth map generated using the shadowCamera; a location beyond a pixel's depth is in shadow. Computed internally during rendering. </div> <h2>Methods</h2> <h2>Source</h2> [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] </body> </html>