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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="GLTFLight" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
- <brief_description>
- Represents a glTF light.
- </brief_description>
- <description>
- Represents a light as defined by the [code]KHR_lights_punctual[/code] glTF extension.
- </description>
- <tutorials>
- <link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
- <link title="KHR_lights_punctual glTF extension spec">https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_lights_punctual</link>
- </tutorials>
- <methods>
- <method name="from_dictionary" qualifiers="static">
- <return type="GLTFLight" />
- <param index="0" name="dictionary" type="Dictionary" />
- <description>
- Creates a new GLTFLight instance by parsing the given [Dictionary].
- </description>
- </method>
- <method name="from_node" qualifiers="static">
- <return type="GLTFLight" />
- <param index="0" name="light_node" type="Light3D" />
- <description>
- Create a new GLTFLight instance from the given Godot [Light3D] node.
- </description>
- </method>
- <method name="get_additional_data">
- <return type="Variant" />
- <param index="0" name="extension_name" type="StringName" />
- <description>
- </description>
- </method>
- <method name="set_additional_data">
- <return type="void" />
- <param index="0" name="extension_name" type="StringName" />
- <param index="1" name="additional_data" type="Variant" />
- <description>
- </description>
- </method>
- <method name="to_dictionary" qualifiers="const">
- <return type="Dictionary" />
- <description>
- Serializes this GLTFLight instance into a [Dictionary].
- </description>
- </method>
- <method name="to_node" qualifiers="const">
- <return type="Light3D" />
- <description>
- Converts this GLTFLight instance into a Godot [Light3D] node.
- </description>
- </method>
- </methods>
- <members>
- <member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)" keywords="colour">
- The [Color] of the light. Defaults to white. A black color causes the light to have no effect.
- </member>
- <member name="inner_cone_angle" type="float" setter="set_inner_cone_angle" getter="get_inner_cone_angle" default="0.0">
- The inner angle of the cone in a spotlight. Must be less than or equal to the outer cone angle.
- Within this angle, the light is at full brightness. Between the inner and outer cone angles, there is a transition from full brightness to zero brightness. When creating a Godot [SpotLight3D], the ratio between the inner and outer cone angles is used to calculate the attenuation of the light.
- </member>
- <member name="intensity" type="float" setter="set_intensity" getter="get_intensity" default="1.0">
- The intensity of the light. This is expressed in candelas (lumens per steradian) for point and spot lights, and lux (lumens per m²) for directional lights. When creating a Godot light, this value is converted to a unitless multiplier.
- </member>
- <member name="light_type" type="String" setter="set_light_type" getter="get_light_type" default="""">
- The type of the light. The values accepted by Godot are "point", "spot", and "directional", which correspond to Godot's [OmniLight3D], [SpotLight3D], and [DirectionalLight3D] respectively.
- </member>
- <member name="outer_cone_angle" type="float" setter="set_outer_cone_angle" getter="get_outer_cone_angle" default="0.785398">
- The outer angle of the cone in a spotlight. Must be greater than or equal to the inner angle.
- At this angle, the light drops off to zero brightness. Between the inner and outer cone angles, there is a transition from full brightness to zero brightness. If this angle is a half turn, then the spotlight emits in all directions. When creating a Godot [SpotLight3D], the outer cone angle is used as the angle of the spotlight.
- </member>
- <member name="range" type="float" setter="set_range" getter="get_range" default="inf">
- The range of the light, beyond which the light has no effect. glTF lights with no range defined behave like physical lights (which have infinite range). When creating a Godot light, the range is clamped to 4096.
- </member>
- </members>
- </class>
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