52 lines
3.4 KiB
XML
52 lines
3.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GLTFLight" inherits="Resource" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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Represents a GLTF light.
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</brief_description>
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<description>
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Represents a light as defined by the [code]KHR_lights_punctual[/code] GLTF extension.
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[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF loading and saving is [i]not[/i] available in exported projects. References to [GLTFLight] within a script will cause an error in an exported project.
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</description>
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<tutorials>
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<link title="KHR_lights_punctual GLTF extension spec">https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_lights_punctual</link>
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</tutorials>
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<methods>
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<method name="to_dictionary" qualifiers="const">
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<return type="Dictionary" />
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<description>
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Serializes this GLTFLight instance into a [Dictionary].
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</description>
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</method>
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<method name="to_node" qualifiers="const">
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<return type="Light" />
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<description>
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Converts this GLTFLight instance into a Godot [Light] node.
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</description>
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</method>
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</methods>
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<members>
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<member name="color" type="Color" setter="set_color" getter="get_color" default="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.
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</member>
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<member name="inner_cone_angle" type="float" setter="set_inner_cone_angle" getter="get_inner_cone_angle" default="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.
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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 [SpotLight], the ratio between the inner and outer cone angles is used to calculate the attenuation of the light.
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</member>
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<member name="intensity" type="float" setter="set_intensity" getter="get_intensity" default="1.0">
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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.
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</member>
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<member name="outer_cone_angle" type="float" setter="set_outer_cone_angle" getter="get_outer_cone_angle" default="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.
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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 [SpotLight], the outer cone angle is used as the angle of the spotlight.
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</member>
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<member name="range" type="float" setter="set_range" getter="get_range" default="inf">
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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.
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</member>
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<member name="type" type="String" setter="set_type" getter="get_type" default="""">
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The type of the light. The values accepted by Godot are "point", "spot", and "directional", which correspond to Godot's [OmniLight], [SpotLight], and [DirectionalLight] respectively.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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