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 1. For [page:WebGLRenderer.physicallyCorrectLights physically correct] lighting, set this to 2.
Creates a new [name].
See the base [page:Light Light] class for common properties.
The amount the light dims along the distance of the light
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, decay = 2 leads to physically realistic light falloff.
Default is *1*.
Default mode — When distance is zero, light does not attenuate. When distance is non-zero, light will attenuate linearly from maximum intensity at the light's position down to zero at this distance from the light.
[page:WebGLRenderer.physicallyCorrectLights Physically correct] mode — 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 power.
In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the luminous power of the light measured in lumens. Default is *4Math.PI*.
This is directly related to the [page:.intensity intensity] in the ratio
power = intensity * 4π
and changing this will also change the 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.
Override of base class's [page:Light.dispose dispose]. Disposes of this light's [page:PointLightShadow shadow].
Copies value of all the properties from the [page:PointLight source] to this PointLight.