b68dd2e189
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
32 lines
1.8 KiB
XML
32 lines
1.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="OmniLight3D" inherits="Light3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Omnidirectional light, such as a light bulb or a candle.
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</brief_description>
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<description>
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An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
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</description>
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<tutorials>
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<link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link>
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</tutorials>
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<members>
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<member name="omni_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">
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The light's attenuation (drop-off) curve. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve.
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</member>
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<member name="omni_range" type="float" setter="set_param" getter="get_param" default="5.0">
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The light's radius. Note that the effectively lit area may appear to be smaller depending on the [member omni_attenuation] in use. No matter the [member omni_attenuation] in use, the light will never reach anything outside this radius.
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</member>
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<member name="omni_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="OmniLight3D.ShadowMode" default="1">
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See [enum ShadowMode].
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</member>
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</members>
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<constants>
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<constant name="SHADOW_DUAL_PARABOLOID" value="0" enum="ShadowMode">
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Shadows are rendered to a dual-paraboloid texture. Faster than [constant SHADOW_CUBE], but lower-quality.
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</constant>
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<constant name="SHADOW_CUBE" value="1" enum="ShadowMode">
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Shadows are rendered to a cubemap. Slower than [constant SHADOW_DUAL_PARABOLOID], but higher-quality.
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</constant>
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</constants>
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</class>
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