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GLTFLight
Inherits: Resource < RefCounted < Object
Represents a GLTF light.
Description
Represents a light as defined by the KHR_lights_punctual
GLTF extension.
Tutorials
Properties
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Methods
from_dictionary ( Dictionary dictionary ) static | |
to_dictionary ( ) const | |
to_node ( ) const |
Property Descriptions
Color color = Color(1, 1, 1, 1)
The Color of the light. Defaults to white. A black color causes the light to have no effect.
float inner_cone_angle = 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.
float intensity = 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.
String light_type = ""
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.
float outer_cone_angle = 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.
float range = 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.
Method Descriptions
GLTFLight from_dictionary ( Dictionary dictionary ) static
Creates a new GLTFLight instance by parsing the given Dictionary.
GLTFLight from_node ( Light3D light_node ) static
Create a new GLTFLight instance from the given Godot Light3D node.
Dictionary to_dictionary ( ) const
Serializes this GLTFLight instance into a Dictionary.
Light3D to_node ( ) const
Converts this GLTFLight instance into a Godot Light3D node.