You are reading the
(unstable) version of this documentation, which may document features not available
or compatible with Godot 3.x.
Checking the stable version of the documentation...
Work in progress
Godot documentation is being updated to reflect the latest changes in version
4.0. Some documentation pages may
still state outdated information. This banner will tell you if you're reading one of such pages.
The contents of this page are up to date. If you can still find outdated information, please open an issue.
Inherits: Resource < RefCounted < Object
Represents a GLTF light.
Represents a light as defined by the
KHR_lights_punctual GLTF extension.
from_dictionary ( Dictionary dictionary ) static
to_dictionary ( ) const
to_node ( ) const
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 =
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 =
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 =
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 =
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.
GLTFLight from_dictionary ( Dictionary dictionary ) static
Creates a new GLTFLight instance by parsing the given Dictionary.
GLTFLight from_node ( Light3D light_node ) static
Create a new GLTFLight instance from the given Godot Light3D node.
Dictionary to_dictionary ( ) const
Serializes this GLTFLight instance into a Dictionary.
Light3D to_node ( ) const
Converts this GLTFLight instance into a Godot Light3D node.