import { Light } from './Light.js'; import { SpotLightShadow } from './SpotLightShadow.js'; import { Object3D } from '../core/Object3D.js'; class SpotLight extends Light { constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1 ) { super( color, intensity ); this.isSpotLight = true; this.type = 'SpotLight'; this.position.copy( Object3D.DefaultUp ); this.updateMatrix(); this.target = new Object3D(); this.distance = distance; this.angle = angle; this.penumbra = penumbra; this.decay = decay; // for physically correct lights, should be 2. this.map = null; this.shadow = new SpotLightShadow(); } get power() { // compute the light's luminous power (in lumens) from its intensity (in candela) // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd) return this.intensity * Math.PI; } set power( power ) { // set the light's intensity (in candela) from the desired luminous power (in lumens) this.intensity = power / Math.PI; } dispose() { this.shadow.dispose(); } copy( source, recursive ) { super.copy( source, recursive ); this.distance = source.distance; this.angle = source.angle; this.penumbra = source.penumbra; this.decay = source.decay; this.target = source.target.clone(); this.shadow = source.shadow.clone(); return this; } } export { SpotLight };