:github_url: hide .. Generated automatically by doc/tools/make_rst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the GLTFLight.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_GLTFLight: GLTFLight ========= **Inherits:** :ref:`Resource` **<** :ref:`Reference` **<** :ref:`Object` Properties ---------- +-----------------------------+--------------------------------------------------------------------+-------------------------+ | :ref:`Color` | :ref:`color` | ``Color( 1, 1, 1, 1 )`` | +-----------------------------+--------------------------------------------------------------------+-------------------------+ | :ref:`float` | :ref:`inner_cone_angle` | ``0.0`` | +-----------------------------+--------------------------------------------------------------------+-------------------------+ | :ref:`float` | :ref:`intensity` | ``1.0`` | +-----------------------------+--------------------------------------------------------------------+-------------------------+ | :ref:`float` | :ref:`outer_cone_angle` | ``0.785398`` | +-----------------------------+--------------------------------------------------------------------+-------------------------+ | :ref:`float` | :ref:`range` | ``inf`` | +-----------------------------+--------------------------------------------------------------------+-------------------------+ | :ref:`String` | :ref:`type` | ``""`` | +-----------------------------+--------------------------------------------------------------------+-------------------------+ Property Descriptions --------------------- .. _class_GLTFLight_property_color: - :ref:`Color` **color** +-----------+-------------------------+ | *Default* | ``Color( 1, 1, 1, 1 )`` | +-----------+-------------------------+ | *Setter* | set_color(value) | +-----------+-------------------------+ | *Getter* | get_color() | +-----------+-------------------------+ The :ref:`Color` of the light. Defaults to white. A black color causes the light to have no effect. ---- .. _class_GLTFLight_property_inner_cone_angle: - :ref:`float` **inner_cone_angle** +-----------+-----------------------------+ | *Default* | ``0.0`` | +-----------+-----------------------------+ | *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 :ref:`SpotLight`, the ratio between the inner and outer cone angles is used to calculate the attenuation of the light. ---- .. _class_GLTFLight_property_intensity: - :ref:`float` **intensity** +-----------+----------------------+ | *Default* | ``1.0`` | +-----------+----------------------+ | *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. ---- .. _class_GLTFLight_property_outer_cone_angle: - :ref:`float` **outer_cone_angle** +-----------+-----------------------------+ | *Default* | ``0.785398`` | +-----------+-----------------------------+ | *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 :ref:`SpotLight`, the outer cone angle is used as the angle of the spotlight. ---- .. _class_GLTFLight_property_range: - :ref:`float` **range** +-----------+------------------+ | *Default* | ``inf`` | +-----------+------------------+ | *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. ---- .. _class_GLTFLight_property_type: - :ref:`String` **type** +-----------+-----------------+ | *Default* | ``""`` | +-----------+-----------------+ | *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 :ref:`OmniLight`, :ref:`SpotLight`, and :ref:`DirectionalLight` respectively. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`