Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

GLTFLight

繼承: Resource < RefCounted < Object

Represents a glTF light.

說明

Represents a light as defined by the KHR_lights_punctual glTF extension.

教學

屬性

Color

color

Color(1, 1, 1, 1)

float

inner_cone_angle

0.0

float

intensity

1.0

String

light_type

""

float

outer_cone_angle

0.7853982

float

range

inf

方法

GLTFLight

from_dictionary(dictionary: Dictionary) static

GLTFLight

from_node(light_node: Light3D) static

Variant

get_additional_data(extension_name: StringName)

void

set_additional_data(extension_name: StringName, additional_data: Variant)

Dictionary

to_dictionary() const

Light3D

to_node() const


屬性說明

Color color = Color(1, 1, 1, 1) 🔗

The Color of the light in linear space. Defaults to white. A black color causes the light to have no effect.

This value is linear to match glTF, but will be converted to nonlinear sRGB when creating a Godot Light3D node upon import, or converted to linear when exporting a Godot Light3D to glTF.


float inner_cone_angle = 0.0 🔗

  • void set_inner_cone_angle(value: float)

  • float get_inner_cone_angle()

聚光燈下圓錐體的內角。必須小於等於外錐角。

在這個角度內,光線處於全亮狀態。在內錐角和外錐角之間,存在一個從全亮度到零亮度的過渡。建立 Godot SpotLight3D 時,內外錐角之間的比率將被來計算光的衰減。


float intensity = 1.0 🔗

  • void set_intensity(value: float)

  • float get_intensity()

光的強度。對於點光和聚光,用燭光(流明/立體光)表示;對於平行光,用勒克斯(流明/平方米)表示。在建立 Godot 燈光時,這個值會被轉換為無單位的乘數。


String light_type = "" 🔗

  • void set_light_type(value: String)

  • String get_light_type()

燈光的型別。Godot接受的值有“point”、“spot”、“directional”,分別對應 Godot 的 OmniLight3DSpotLight3DDirectionalLight3D


float outer_cone_angle = 0.7853982 🔗

  • void set_outer_cone_angle(value: float)

  • float get_outer_cone_angle()

聚光燈下圓錐體的外角。必須大於等於內錐角。

在這個角度,光線會下降到零亮度。在內錐角和外錐角之間,存在一個從全亮度到零亮度的過渡。如果這個角度是一個半圓,那麼聚光燈會向所有方向發射。建立一個 Godot SpotLight3D 時,外錐角被用作聚光燈的角度。


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 4096.0.


方法說明

GLTFLight from_dictionary(dictionary: Dictionary) static 🔗

通過解析給定的 Dictionary 新建 GLTFLight 實例。


GLTFLight from_node(light_node: Light3D) static 🔗

從給定的 Godot Light3D 節點新建 GLTFLight 實例。


Variant get_additional_data(extension_name: StringName) 🔗

There is currently no description for this method. Please help us by contributing one!


void set_additional_data(extension_name: StringName, additional_data: Variant) 🔗

There is currently no description for this method. Please help us by contributing one!


Dictionary to_dictionary() const 🔗

將這個 GLTFLight 實例序列化為 Dictionary


Light3D to_node() const 🔗

將這個 GLTFLight 實例轉換為 Godot Light3D 節點。