04d43947bf
This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion. Key changes include: - Support for importing geometry helper nodes in FBX files. - Addition of cameras and lights with updated names. - Removal of the fbx importer manager. - Introduction of ModelDocument3D and updates to its methods. - Changes to FBX import options and visibility. - Updating the documentation and handling some errors. - Store the original non-unique node, mesh and animation names in FBX and glTF. Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
77 lines
4.3 KiB
XML
77 lines
4.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GLTFLight" inherits="Resource" 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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</description>
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<tutorials>
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<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
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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="from_dictionary" qualifiers="static">
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<return type="GLTFLight" />
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<param index="0" name="dictionary" type="Dictionary" />
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<description>
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Creates a new GLTFLight instance by parsing the given [Dictionary].
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</description>
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</method>
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<method name="from_node" qualifiers="static">
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<return type="GLTFLight" />
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<param index="0" name="light_node" type="Light3D" />
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<description>
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Create a new GLTFLight instance from the given Godot [Light3D] node.
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</description>
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</method>
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<method name="get_additional_data">
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<return type="Variant" />
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<param index="0" name="extension_name" type="StringName" />
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<description>
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</description>
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</method>
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<method name="set_additional_data">
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<return type="void" />
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<param index="0" name="extension_name" type="StringName" />
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<param index="1" name="additional_data" type="Variant" />
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<description>
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</description>
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</method>
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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="Light3D" />
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<description>
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Converts this GLTFLight instance into a Godot [Light3D] 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)" keywords="colour">
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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 [SpotLight3D], 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="light_type" type="String" setter="set_light_type" getter="get_light_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 [OmniLight3D], [SpotLight3D], and [DirectionalLight3D] respectively.
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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 [SpotLight3D], 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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</members>
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</class>
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