GLTFLight
Inherits: Resource < Reference < Object
Properties
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Property Descriptions
- Color color
Default |
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Setter | set_color(value) |
Getter | get_color() |
The Color of the light. Defaults to white. A black color causes the light to have no effect.
- float inner_cone_angle
Default |
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Setter | set_inner_cone_angle(value) |
Getter | get_inner_cone_angle() |
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 SpotLight, the ratio between the inner and outer cone angles is used to calculate the attenuation of the light.
- float intensity
Default |
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Setter | set_intensity(value) |
Getter | get_intensity() |
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.
- float outer_cone_angle
Default |
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Setter | set_outer_cone_angle(value) |
Getter | get_outer_cone_angle() |
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 SpotLight, the outer cone angle is used as the angle of the spotlight.
- float range
Default |
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Setter | set_range(value) |
Getter | get_range() |
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.
- String type
Default |
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Setter | set_type(value) |
Getter | get_type() |
The type of the light. The values accepted by Godot are “point”, “spot”, and “directional”, which correspond to Godot’s OmniLight, SpotLight, and DirectionalLight respectively.