[page:Integer color] — Numeric value of the RGB component of the color. <br/>
[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br/>
[page:Float intensity] — Numeric value of the light's strength/intensity. <br/>
[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br/><br/>
[page:Float distance] -- Maximum distance from origin where light will shine whose intensity is attenuated linearly based on distance from origin. <br/>
[page:Float distance] - Maximum distance from origin where light will shine whose intensity
[page:Radians angle] -- Maximum angle of light dispersion from its direction whose upper bound is Math.PI/2.<br/>
is attenuated linearly based on distance from origin. <br/>
[page:Float penumbra] -- Percent of the spotlight cone that is attenuated due to penumbra. Takes values between zero and 1. Default is zero.<br/>
[page:Radians angle] - Maximum angle of light dispersion from its direction whose upper
[page:Float decay] -- The amount the light dims along the distance of the light.
bound is Math.PI/2.<br/>
[page:Float penumbra] - Percent of the spotlight cone that is attenuated due to penumbra.
Takes values between zero and 1. Default is zero.<br/>
[page:Float decay] - The amount the light dims along the distance of the light.<br/><br/>
Creates a new [name].
</div>
</div>
<h2>Properties</h2>
<h2>Properties</h2>
See the base [page:Light Light] class for common properties.
See the base [page:Light Light] class for common properties.
<h3>[property:Object3D target]</h3>
<h3>[property:Float angle]</h3>
<div>
<div>
Spotlight focus points at target.position.<br/>
Maximum extent of the spotlight, in radians, from its direction. Should be no more than
Default position — *(0,0,0)*.<br/>
*Math.PI/2*. The default is *Math.PI/3*.
*Note*: Currently for target property to work properly, it must be part of the [page:Scene scene], e.g. this will help: <code>scene.add( light.target )</code>
</div>
</div>
<h3>[property:Float power]</h3>
<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. See the [page:SpotLightShadow] for details.
The default is *false*.
</div>
<h3>[property:Float decay]</h3>
<div>
<div>
Light's power.<br/>
The amount the light dims along the distance of the light.<br/>
In "physically correct" mode, the luminous power of the light measured in lumens.<br/>
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, decay = 2 leads to
Default - *4PI*.
physically realistic light falloff. The default is *1*.
</div>
</div>
<h3>[property:Float distance]</h3>
<h3>[property:Float distance]</h3>
<div>
<div>
If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br/>
If non-zero, light will attenuate linearly from maximum intensity at the light's
Default — *0.0*.
position down to zero at this distance from the light. Default is *0.0*.
</div>
</div>
<h3>[property:Float angle]</h3>
<h3>[property:Boolean isSpotLight]</h3>
<div>
<div>
Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br/>
Used to check whether this or derived classes are spot lights. Default is *true*.<br/><br/>
Default — *Math.PI/3*.
You should not change this, as it used internally for optimisation.
</div>
</div>
<h3>[property:Float penumbra]</h3>
<h3>[property:Float penumbra]</h3>
<div>
<div>
Percent of the spotlight cone that is attenuated due to penumbra. Takes values between zero and 1.<br/>
Percent of the spotlight cone that is attenuated due to penumbra. Takes values between
Default — *0.0*.
zero and 1. The default is *0.0*.
</div>
</div>
<h3>[property:Float decay]</h3>
<h3>[property:Vector3 position]</h3>
<div>
<div>
The amount the light dims along the distance of the light<br/>
This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
In "physically correct" mode, decay = 2 leads to physically realistic light falloff.<br/>
</div>
Default — *1*.
<h3>[property:Float power]</h3>
<div>
The light's power.<br/>
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the luminous
power of the light measured in lumens. Default - *4PI*. <br/><br/>
This is directly related to the [page:.intensity intensity] in the ratio
<code>
power = intensity * Π
</code>
and changing this will also change the intensity.
</div>
</div>
<h3>[property:SpotLightShadow shadow]</h3>
<h3>[property:SpotLightShadow shadow]</h3>
<div>
<div>
This property stores all relevant information for rendering the shadow of the light.<br/>
A [page:SpotLightShadow] used to calculate shadows for this light.
</div>
</div>
<h3>[property:Boolean castShadow]</h3>
<h3>[property:Object3D target]</h3>
<div>
<div>
If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br/>
The Spotlight points from its [page:.position position] to target.position. The default
Default — *false*.
position of the target is *(0, 0, 0)*.<br/>
*Note*: For the the target's position to be changed to anything other than the default,
it must be added to the [page:Scene scene] using
<code>
scene.add( light.target );
</code>
This is so that the target's [page:Object3D.matrixWorld matrixWorld] gets automatically
updated each frame.<br/><br/>
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:
<code>
var targetObject = new THREE.Object3D();
scene.add(targetObject);
light.target = targetObject;
</code>
The spotlight will now track the target object.
</div>
</div>
<h2>Methods</h2>
<h2>Methods</h2>
See the base [page:Light Light] class for common methods.
See the base [page:Light Light] class for common methods.