GLTFLight
继承: Resource
< RefCounted
< Object
Represents a glTF light.
描述
Represents a light as defined by the KHR_lights_punctual
glTF extension.
属性
方法
GLTFLight | from_dictionary ( dictionary: Dictionary ) static1 |
GLTFLight | from_node ( light_node: Light3D ) static1 |
Variant | get_additional_data ( extension_name: StringName ) |
void | set_additional_data ( extension_name: StringName , additional_data: Variant ) |
Dictionary | to_dictionary ( ) const2 |
Light3D | to_node ( ) const2 |
属性说明
Color
color = Color(1, 1, 1, 1)
The Color
of the light. Defaults to white. A black color causes the light to have no effect.
float
inner_cone_angle = 0.0
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 SpotLight3D
, the ratio between the inner and outer cone angles is used to calculate the attenuation of the light.
float
intensity = 1.0
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.
String
light_type = ""
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.
float
outer_cone_angle = 0.785398
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 SpotLight3D
, the outer cone angle is used as the angle of the spotlight.
float
range = inf
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.
方法说明
GLTFLight
from_dictionary ( dictionary: Dictionary
) static1
Creates a new GLTFLight instance by parsing the given Dictionary
.
GLTFLight
from_node ( light_node: Light3D
) static1
Create a new GLTFLight instance from the given Godot Light3D
node.
Variant
get_additional_data ( extension_name: StringName
)
该方法目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>
\ 吧!
void
set_additional_data ( extension_name: StringName
, additional_data: Variant
)
该方法目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>
\ 吧!
Dictionary
to_dictionary ( ) const2
Serializes this GLTFLight instance into a Dictionary
.
Converts this GLTFLight instance into a Godot Light3D
node.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。