- Document a few more properties and methods - Add more information to many classes - Fix lots of typos and gramar mistakes - Use [code] tags for parameters consistently - Use [b] and [i] tags consistently - Put "Warning:" and "Note:" on their own line to be more visible, and make them always bold - Tweak formatting in code examples to be more readable - Use double quotes consistently - Add more links to third-party technologies
100 lines
4.8 KiB
XML
100 lines
4.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Light" inherits="VisualInstance" category="Core" version="3.2">
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<brief_description>
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Provides a base class for different kinds of light nodes.
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</brief_description>
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<description>
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Light is the abstract base class for light nodes, so it shouldn't be used directly (it can't be instanced). Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only">
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If [code]true[/code], the light only appears in the editor and will not be visible at runtime. Default value: [code]false[/code].
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</member>
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<member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light.BakeMode">
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The light's bake mode. See [enum BakeMode].
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</member>
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<member name="light_color" type="Color" setter="set_color" getter="get_color">
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The light's color.
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</member>
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<member name="light_cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask">
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The light will affect objects in the selected layers.
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</member>
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<member name="light_energy" type="float" setter="set_param" getter="get_param">
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The light's strength multiplier.
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</member>
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<member name="light_indirect_energy" type="float" setter="set_param" getter="get_param">
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Secondary multiplier used with indirect light (light bounces). This works on both [BakedLightmap] and [GIProbe].
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</member>
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<member name="light_negative" type="bool" setter="set_negative" getter="is_negative">
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If [code]true[/code], the light's effect is reversed, darkening areas and casting bright shadows. Default value: [code]false[/code].
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</member>
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<member name="light_specular" type="float" setter="set_param" getter="get_param">
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The intensity of the specular blob in objects affected by the light. At [code]0[/code] the light becomes a pure diffuse light.
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</member>
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<member name="shadow_bias" type="float" setter="set_param" getter="get_param">
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Used to adjust shadow appearance. Too small a value results in self-shadowing, while too large a value causes shadows to separate from casters. Adjust as needed.
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</member>
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<member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color">
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The color of shadows cast by this light.
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</member>
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<member name="shadow_contact" type="float" setter="set_param" getter="get_param">
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Attempts to reduce [member shadow_bias] gap.
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</member>
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<member name="shadow_enabled" type="bool" setter="set_shadow" getter="has_shadow">
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If [code]true[/code], the light will cast shadows. Default value: [code]false[/code].
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</member>
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<member name="shadow_reverse_cull_face" type="bool" setter="set_shadow_reverse_cull_face" getter="get_shadow_reverse_cull_face">
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</member>
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</members>
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<constants>
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<constant name="PARAM_ENERGY" value="0" enum="Param">
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</constant>
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<constant name="PARAM_INDIRECT_ENERGY" value="1" enum="Param">
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</constant>
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<constant name="PARAM_SPECULAR" value="2" enum="Param">
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</constant>
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<constant name="PARAM_RANGE" value="3" enum="Param">
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</constant>
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<constant name="PARAM_ATTENUATION" value="4" enum="Param">
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</constant>
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<constant name="PARAM_SPOT_ANGLE" value="5" enum="Param">
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</constant>
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<constant name="PARAM_SPOT_ATTENUATION" value="6" enum="Param">
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</constant>
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<constant name="PARAM_CONTACT_SHADOW_SIZE" value="7" enum="Param">
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</constant>
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<constant name="PARAM_SHADOW_MAX_DISTANCE" value="8" enum="Param">
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</constant>
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<constant name="PARAM_SHADOW_SPLIT_1_OFFSET" value="9" enum="Param">
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</constant>
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<constant name="PARAM_SHADOW_SPLIT_2_OFFSET" value="10" enum="Param">
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</constant>
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<constant name="PARAM_SHADOW_SPLIT_3_OFFSET" value="11" enum="Param">
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</constant>
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<constant name="PARAM_SHADOW_NORMAL_BIAS" value="12" enum="Param">
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</constant>
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<constant name="PARAM_SHADOW_BIAS" value="13" enum="Param">
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</constant>
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<constant name="PARAM_SHADOW_BIAS_SPLIT_SCALE" value="14" enum="Param">
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</constant>
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<constant name="PARAM_MAX" value="15" enum="Param">
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Represents the size of the [enum Param] enum.
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</constant>
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<constant name="BAKE_DISABLED" value="0" enum="BakeMode">
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Light is ignored when baking.
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[b]Note:[/b] Hiding a light does [i]not[/i] affect baking.
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</constant>
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<constant name="BAKE_INDIRECT" value="1" enum="BakeMode">
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Only indirect lighting will be baked (default).
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</constant>
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<constant name="BAKE_ALL" value="2" enum="BakeMode">
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Both direct and indirect light will be baked.
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[b]Note:[/b] You should hide the light if you don't want it to appear twice (dynamic and baked).
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</constant>
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</constants>
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</class>
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