[page:Object3D] → [page:Light] →

# [name]

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:LightShadow] page for details.

## Example

[example:webgl_lights_pointlights lights / pointlights ]
[example:webgl_lights_pointlights2 lights / pointlights2 ]
[example:webgldeferred_animation animation ]
[example:webgl_effects_anaglyph effects / anaglyph ]
[example:webgl_geometry_text geometry / text ]
[example:webgl_lensflares lensflares ]

`var light = new THREE.PointLight( 0xff0000, 1, 100 ); light.position.set( 50, 50, 50 ); scene.add( light );`

## Constructor

### [name]( [param:Integer color], [param:Float intensity], [param:Number distance], [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: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].

## Properties

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

### [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.
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 isPointLight]

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

### [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 * 4π` and changing this will also change the intensity.

### [property:LightShadow shadow]

A [page:LightShadow] 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.

## Methods

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

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

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

## Source

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