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 | |
get_additional_data(extension_name: StringName) | |
void | set_additional_data(extension_name: StringName, additional_data: Variant) |
to_dictionary() const | |
to_node() const |
Property Descriptions
Color color = Color(1, 1, 1, 1)
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The Color of the light. Defaults to white. A black color causes the light to have no effect.
float inner_cone_angle = 0.0
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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.
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.
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
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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.
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.
Converts this GLTFLight instance into a Godot Light3D node.
User-contributed notes
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