virtualx-engine/doc/classes/OmniLight.xml
2020-06-11 10:00:06 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="OmniLight" inherits="Light" version="3.2">
<brief_description>
Omnidirectional light, such as a light bulb or a candle.
</brief_description>
<description>
An Omnidirectional light is a type of [Light] 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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
</tutorials>
<methods>
</methods>
<members>
<member name="omni_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">
The light's attenuation (drop-off) curve. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve.
</member>
<member name="omni_range" type="float" setter="set_param" getter="get_param" default="5.0">
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.
</member>
<member name="omni_shadow_detail" type="int" setter="set_shadow_detail" getter="get_shadow_detail" enum="OmniLight.ShadowDetail" default="1">
See [enum ShadowDetail].
</member>
<member name="omni_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="OmniLight.ShadowMode" default="1">
See [enum ShadowMode].
</member>
</members>
<constants>
<constant name="SHADOW_DUAL_PARABOLOID" value="0" enum="ShadowMode">
Shadows are rendered to a dual-paraboloid texture. Faster than [constant SHADOW_CUBE], but lower-quality.
</constant>
<constant name="SHADOW_CUBE" value="1" enum="ShadowMode">
Shadows are rendered to a cubemap. Slower than [constant SHADOW_DUAL_PARABOLOID], but higher-quality.
</constant>
<constant name="SHADOW_DETAIL_VERTICAL" value="0" enum="ShadowDetail">
Use more detail vertically when computing the shadow.
</constant>
<constant name="SHADOW_DETAIL_HORIZONTAL" value="1" enum="ShadowDetail">
Use more detail horizontally when computing the shadow.
</constant>
</constants>
</class>