GLTFLight
Represents a GLTF light.
GLTFLight.swift:11class GLTFLight
Represents a light as defined by the KHR_lights_punctual
GLTF extension.
Superclasses
class Resource
Base class for serializable objects.
Citizens in SwiftGodot
Conformances
protocol CustomStringConvertible
A type with a customized textual representation.
protocol Equatable
A type that can be compared for value equality.
protocol Hashable
A type that can be hashed into a
Hasher
to produce an integer hash value.protocol Identifiable<ID>
A class of types whose instances hold the value of an entity with stable identity.
protocol VariantRepresentable
Types that conform to VariantRepresentable can be stored directly in
Variant
with no conversion. These include all of the Variant types from Godot (for exampleGString
,Rect
,Plane
), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.protocol VariantStorable
Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.
Type members
static func fromDictionary(GDictionary
) -> GLTFLight? Creates a new GLTFLight instance by parsing the given
GDictionary
.static func fromNode(lightNode: Light3D?
) -> GLTFLight? Create a new GLTFLight instance from the given Godot
Light3D
node.class var godotClassName: StringName
Instance members
var color: Color
The
Color
of the light. Defaults to white. A black color causes the light to have no effect.var innerConeAngle: Double
The inner angle of the cone in a spotlight. Must be less than or equal to the outer cone angle.
var intensity: Double
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.
var lightType: String
The type of the light. The values accepted by Godot are “point”, “spot”, and “directional”, which correspond to Godot’s
OmniLight3D
,SpotLight3D
, andDirectionalLight3D
respectively.var outerConeAngle: Double
The outer angle of the cone in a spotlight. Must be greater than or equal to the inner angle.
var range: Double
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.
func toDictionary(
) -> GDictionary Serializes this GLTFLight instance into a
GDictionary
.func toNode(
) -> Light3D? Converts this GLTFLight instance into a Godot
Light3D
node.