Class reference

GLTFLight

Inherits Resource

Represents a glTF light.

Description

Represents a light as defined by the KHR_lights_punctual glTF extension.

Properties

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 Redot Light3D node upon import, or converted to linear when exporting a Redot Light3D to glTF.

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 Redot 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 Redot light, this value is converted to a unitless multiplier.

float outer_cone_angle = 0.7853982

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 Redot 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 Redot light, the range is clamped to 4096.0.

Methods

Light3D to_node() const

Converts this GLTFLight instance into a Redot Light3D node.

Tutorials

Source revision 5592dc3a7a61
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