Creates a new PointLight.
Optional
color: ColorRepresentationHexadecimal color of the light. Default is 0xffffff (white). Expects a Integer
Optional
intensity: numberNumeric value of the light's strength/intensity. Expects a Float
. Default 1
Optional
distance: numberMaximum range of the light. Default is 0 (no limit).
Optional
decay: numberThe amount the light dims along the distance of the light. Expects a Float
. Default 2
Array with object's animation clips.
If set to true
light will cast dynamic shadows.
Warning: This is expensive and requires tweaking to get shadows looking right.
PointLightShadow for details.
Array with object's children.
Color of the light. \
Optional
customCustom depth material to be used when rendering to the depth map.
Optional
customSame as customDepthMaterial, but used with THREE.Object3DPointLight | PointLight.
The amount the light dims along the distance of the light. In context of physically-correct rendering the default value should not be changed.
When 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.
When legacy lighting mode is disabled — 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.
When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object.
If set to false
the object gets rendered every frame even if it is not in the frustum of the camera.
Readonly
idUnique number for this Object3D instance.
The light's intensity.
When legacy lighting mode is disabled — intensity is the luminous intensity of the light measured in candela (cd).
Readonly
isRead-only flag to check if a given object is of type HemisphereLight.
Readonly
isFlag to check if a given object is of type Object3D.
Readonly
isRead-only flag to check if a given object is of type PointLight.
The layer membership of the object.
The local transform matrix.
When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
DEFAULT_MATRIX_AUTO_UPDATE - that is (true)
.
The global transform of the object.
If set, then the renderer checks every frame if the object and its children need matrix updates. When it isn't, then you have to maintain all matrices in the object and its children yourself.
DEFAULT_MATRIX_WORLD_AUTO_UPDATE - that is (true)
.
When this is set, it calculates the matrixWorld in that frame and resets this property to false.
Readonly
modelOptional name of the object
Readonly
normalObject's parent in the scene graph.
Readonly
positionObject's local position.
The light's power. When legacy lighting mode is disabled — power is the luminous power of the light measured in lumens (lm).
Readonly
quaternionObject's local rotation as a Quaternion.
Whether the material receives shadows.
This value allows the default rendering order of scene graph objects to be overridden although opaque and transparent objects remain sorted independently.
When this property is set for an instance of Group, all descendants objects will be sorted and rendered together.
Readonly
rotationObject's local rotation (Euler angles), in radians.
Readonly
scaleThe object's local scale.
A PointLightShadow used to calculate shadows for this light. The lightShadow's camera is set to a PerspectiveCamera with fov of 90, aspect of 1, near clipping plane at 0.5 and far clipping plane at 500.
This is used by the lookAt method, for example, to determine the orientation of the result.
Object3D.DEFAULT_UP - that is (0, 1, 0)
.
An object that can be used to store custom data about the Object3D.
UUID of this object instance.
Object gets rendered if true
.
Static
DEFAULT_The default setting for matrixAutoUpdate for newly created Object3Ds.
Static
DEFAULT_The default setting for matrixWorldAutoUpdate for newly created Object3Ds.
Static
DEFAULT_The default up direction for objects, also used as the default position for DirectionalLight, HemisphereLight and THREE.Spotlight | Spotlight (which creates lights shining from the top down).
Rest
...object: Object3D<Object3DEventMap>[]Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Applies the matrix transform to the object and updates the object's position, rotation and scale.
Applies the rotation represented by the quaternion to the object.
Adds a Object3D as a child of this, while maintaining the object's world transform.
Copies value of all the properties from the source to this instance.
Optional
recursive: booleanFire an event type.
The event that gets fired.
Searches through an object and its children, starting with the object itself, and returns the first with a matching id.
Unique number of the object instance. Expects a Integer
Searches through an object and its children, starting with the object itself, and returns the first with a matching name.
String to match to the children's Object3D.name property.
Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.
the property name to search for.
value of the given property.
Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.
The property name to search for.
Value of the given property.
Optional
optionalTarget: Object3D<Object3DEventMap>[]target to set the result. Otherwise a new Array is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
Returns a quaternion representing the rotation of the object in world space.
The result will be copied into this Quaternion.
Checks if listener is added to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Rotates the object to face a point in world space.
A vector representing a position in world space to look at.
Rotates the object to face a point in world space.
Expects a Float
Expects a Float
Expects a Float
An optional callback that is executed immediately after a 3D object is rendered.
An optional callback that is executed immediately after a 3D object is rendered to a shadow map.
An optional callback that is executed immediately before a 3D object is rendered.
An optional callback that is executed immediately before a 3D object is rendered to a shadow map.
Abstract (empty) method to get intersections between a casted ray and this object
Rest
...object: Object3D<Object3DEventMap>[]Group for info on manually grouping objects.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
Rotate an object along an axis in object space.
A normalized vector in object space.
The angle in radians. Expects a Float
Rotate an object along an axis in world space.
A normalized vector in world space.
The angle in radians. Expects a Float
Calls setFromAxisAngle(axis, angle) on the .quaternion.
A normalized vector in object space.
Angle in radians. Expects a Float
Calls setFromEuler(euler) on the .quaternion.
Euler angle specifying rotation amount.
Calls setFromRotationMatrix(m) on the .quaternion.
Rotate the quaternion by the rotation component of the matrix.
Copy the given Quaternion into .quaternion.
Normalized Quaternion.
Convert the object to three.js JSON Object/Scene format.
Optional
meta: { Object containing metadata such as materials, textures or images for the object.
Translate an object by distance along an axis in object space
A normalized vector in object space.
The distance to translate. Expects a Float
Executes the callback on this object and all descendants.
A function with as first argument an Object3D object.
Executes the callback on all ancestors.
A function with as first argument an Object3D object.
Like traverse, but the callback will only be executed for visible objects
A function with as first argument an Object3D object.
Updates the global transform of the object.
And will update the object descendants if .matrixWorldNeedsUpdate is set to true or if the force parameter is set to true
.
Optional
force: booleanA boolean that can be used to bypass .matrixWorldAutoUpdate, to recalculate the world matrix of the object and descendants on the current frame.
Useful if you cannot wait for the renderer to update it on the next frame, assuming .matrixWorldAutoUpdate set to true
.
A light that gets emitted from a single point in all directions
Remarks
A common use case for this is to replicate the light emitted from a bare lightbulb.
Example
See