[page:Object3D] → [page:Light] →

# [name]

This light gets emitted from a single point in one direction, along a cone that increases in size the further from the light it gets.
This light can cast shadows - see the [page:SpotLightShadow] page for details.

## Example

[example:webgl_lights_spotlight View in Examples ]

## Other Examples

[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]
[example:webgl_interactive_draggablecubes interactive / draggablecubes ]
[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]
[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]
[example:webgl_loader_md2 loader / md2 ]
[example:webgl_shading_physical shading / physical ]
[example:webgl_materials_bumpmap materials / bumpmap]
[example:webgl_shading_physical shading / physical]
[example:webgl_shadowmap shadowmap]
[example:webgl_shadowmap_performance shadowmap / performance]
[example:webgl_shadowmap_viewer shadowmap / viewer]

## Code Example

`// white spotlight shining from the side, casting a shadow var spotLight = new THREE.SpotLight( 0xffffff ); spotLight.position.set( 100, 1000, 100 ); spotLight.castShadow = true; spotLight.shadow.mapSize.width = 1024; spotLight.shadow.mapSize.height = 1024; spotLight.shadow.camera.near = 500; spotLight.shadow.camera.far = 4000; spotLight.shadow.camera.fov = 30; scene.add( spotLight );`

## Constructor

### [name]( [param:Integer color], [param:Float intensity], [param:Float distance], [param:Radians angle], [param:Float penumbra], [param:Float decay] )

[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:Float distance] - Maximum range of the light. Default is 0 (no limit).
[page:Radians angle] - Maximum angle of light dispersion from its direction whose upper bound is Math.PI/2.
[page:Float penumbra] - Percent of the spotlight cone that is attenuated due to penumbra. Takes values between zero and 1. Default is zero.
[page:Float decay] - The amount the light dims along the distance of the light.
Creates a new [name].

## Properties

See the base [page:Light Light] class for common properties.

### [property:Float angle]

Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*. The default is *Math.PI/3*.

### [property:Boolean castShadow]

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*.

### [property:Float decay]

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. The default is *1*.

### [property:Float distance]

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*.

### [property:Boolean isSpotLight]

Used to check whether this or derived classes are spot lights. Default is *true*.
You should not change this, as it used internally for optimisation.

### [property:Float penumbra]

Percent of the spotlight cone that is attenuated due to penumbra. Takes values between zero and 1. The default is *0.0*.

### [property:Vector3 position]

This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.

### [property:Float power]

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 * π` and changing this will also change the intensity.

### [property:SpotLightShadow shadow]

A [page:SpotLightShadow] used to calculate shadows for this light.

### [property:Object3D target]

The Spotlight points from its [page:.position position] to target.position. The default position of the target is *(0, 0, 0)*.
*Note*: For the target's position to be changed to anything other than the default, it must be added to the [page:Scene scene] using `scene.add( light.target );` This is so that the target's [page:Object3D.matrixWorld matrixWorld] gets automatically updated each frame.
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: `var targetObject = new THREE.Object3D(); scene.add(targetObject); light.target = targetObject;` The spotlight will now track the target object.

## Methods

See the base [page:Light Light] class for common methods.

### [method:SpotLight copy]( [param:SpotLight source] )

Copies value of all the properties from the [page:SpotLight source] to this SpotLight.

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]