virtualx-engine/modules/gltf/doc_classes/GLTFLight.xml
Rémi Verschelde 32ddd4f4e0
Doctool: Remove version attribute from XML header
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).

(cherry picked from commit 81064cc239)
2024-09-11 12:41:48 +02:00

51 lines
3.4 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="GLTFLight" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
Represents a GLTF light.
</brief_description>
<description>
Represents a light as defined by the [code]KHR_lights_punctual[/code] GLTF extension.
[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.
</description>
<tutorials>
<link title="KHR_lights_punctual GLTF extension spec">https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_lights_punctual</link>
</tutorials>
<methods>
<method name="to_dictionary" qualifiers="const">
<return type="Dictionary" />
<description>
Serializes this GLTFLight instance into a [Dictionary].
</description>
</method>
<method name="to_node" qualifiers="const">
<return type="Light" />
<description>
Converts this GLTFLight instance into a Godot [Light] node.
</description>
</method>
</methods>
<members>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color( 1, 1, 1, 1 )">
The [Color] of the light. Defaults to white. A black color causes the light to have no effect.
</member>
<member name="inner_cone_angle" type="float" setter="set_inner_cone_angle" getter="get_inner_cone_angle" default="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 [SpotLight], the ratio between the inner and outer cone angles is used to calculate the attenuation of the light.
</member>
<member name="intensity" type="float" setter="set_intensity" getter="get_intensity" default="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.
</member>
<member name="outer_cone_angle" type="float" setter="set_outer_cone_angle" getter="get_outer_cone_angle" default="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 [SpotLight], the outer cone angle is used as the angle of the spotlight.
</member>
<member name="range" type="float" setter="set_range" getter="get_range" default="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.
</member>
<member name="type" type="String" setter="set_type" getter="get_type" default="&quot;&quot;">
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.
</member>
</members>
<constants>
</constants>
</class>