pandemonium_engine_docs/classes/class_gltflight.rst

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.. 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/<name>/doc_classes.
.. _class_GLTFLight:
GLTFLight
=========
**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
Properties
----------
+-----------------------------+--------------------------------------------------------------------+-------------------------+
| :ref:`Color<class_Color>` | :ref:`color<class_GLTFLight_property_color>` | ``Color( 1, 1, 1, 1 )`` |
+-----------------------------+--------------------------------------------------------------------+-------------------------+
| :ref:`float<class_float>` | :ref:`inner_cone_angle<class_GLTFLight_property_inner_cone_angle>` | ``0.0`` |
+-----------------------------+--------------------------------------------------------------------+-------------------------+
| :ref:`float<class_float>` | :ref:`intensity<class_GLTFLight_property_intensity>` | ``1.0`` |
+-----------------------------+--------------------------------------------------------------------+-------------------------+
| :ref:`float<class_float>` | :ref:`outer_cone_angle<class_GLTFLight_property_outer_cone_angle>` | ``0.785398`` |
+-----------------------------+--------------------------------------------------------------------+-------------------------+
| :ref:`float<class_float>` | :ref:`range<class_GLTFLight_property_range>` | ``inf`` |
+-----------------------------+--------------------------------------------------------------------+-------------------------+
| :ref:`String<class_String>` | :ref:`type<class_GLTFLight_property_type>` | ``""`` |
+-----------------------------+--------------------------------------------------------------------+-------------------------+
Property Descriptions
---------------------
.. _class_GLTFLight_property_color:
- :ref:`Color<class_Color>` **color**
+-----------+-------------------------+
| *Default* | ``Color( 1, 1, 1, 1 )`` |
+-----------+-------------------------+
| *Setter* | set_color(value) |
+-----------+-------------------------+
| *Getter* | get_color() |
+-----------+-------------------------+
The :ref:`Color<class_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<class_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<class_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<class_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<class_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<class_SpotLight>`, the outer cone angle is used as the angle of the spotlight.
----
.. _class_GLTFLight_property_range:
- :ref:`float<class_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<class_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<class_OmniLight>`, :ref:`SpotLight<class_SpotLight>`, and :ref:`DirectionalLight<class_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.)`