class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedResource GLTFLight
Represents a glTF light.

Represents a light as defined by the KHR_lights_punctual glTF extension.

Color color<>():Color

The Color of the light. Defaults to white. A black color causes the light to have no effect.

float inner_cone_angle<>():float

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<>():float

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<>():String

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<>():float

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<>():float

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.

GLTFLight from_dictionary<>( Dictionary dictionary=, dictionary:Dictionary=, ):GLTFLight

Creates a new GLTFLight instance by parsing the given Dictionary.

GLTFLight from_node<>( Light3D light_node=, light_node:Light3D=, ):GLTFLight

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

Variant get_additional_data<>( StringName extension_name=, extension_name:StringName=, ):Variant

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

void set_additional_data<>( StringName extension_name=, extension_name:StringName=, Variant additional_data=, additional_data:Variant=, ):void

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

Dictionary to_dictionary<>():Dictionary

Serializes this GLTFLight instance into a Dictionary.

Light3D to_node<>():Light3D

Converts this GLTFLight instance into a Godot Light3D node.




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