GLTFLight

Inherits: Resource < RefCounted < Object

Represents a GLTF light.

Description

Represents a light as defined by the KHR_lights_punctual GLTF extension.

Tutorials

Properties

Color

color

Color(1, 1, 1, 1)

float

inner_cone_angle

0.0

float

intensity

1.0

String

light_type

“”

float

outer_cone_angle

0.785398

float

range

inf

Methods

GLTFLight

from_dictionary(dictionary: Dictionary) static

GLTFLight

from_node(light_node: Light3D) static

Variant

get_additional_data(extension_name: StringName)

void

set_additional_data(extension_name: StringName, additional_data: Variant)

Dictionary

to_dictionary() const

Light3D

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 🔗

  • void set_inner_cone_angle(value: float)

  • float 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 SpotLight3D, the ratio between the inner and outer cone angles is used to calculate the attenuation of the light.


float intensity = 1.0 🔗

  • void set_intensity(value: float)

  • float 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.


String light_type = "" 🔗

  • void set_light_type(value: String)

  • String get_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 🔗

  • void set_outer_cone_angle(value: float)

  • float 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 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(light_node: Light3D) static 🔗

Create a new GLTFLight instance from the given Godot Light3D node.


Variant get_additional_data(extension_name: StringName) 🔗

There is currently no description for this method. Please help us by contributing one!


void set_additional_data(extension_name: StringName, additional_data: Variant) 🔗

There is currently no description for this method. Please help us by contributing one!


Dictionary to_dictionary() const 🔗

Serializes this GLTFLight instance into a Dictionary.


Light3D to_node() const 🔗

Converts this GLTFLight instance into a Godot Light3D node.


User-contributed notes

Please read the User-contributed notes policy before submitting a comment.

Previous Next