mirror of
https://github.com/godotengine/godot.git
synced 2024-12-21 10:25:24 +08:00
b68dd2e189
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
29 lines
1.8 KiB
XML
29 lines
1.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="SpotLight3D" inherits="Light3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
A spotlight, such as a reflector spotlight or a lantern.
|
|
</brief_description>
|
|
<description>
|
|
A Spotlight is a type of [Light3D] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light3D].
|
|
</description>
|
|
<tutorials>
|
|
<link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link>
|
|
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
|
|
</tutorials>
|
|
<members>
|
|
<member name="shadow_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.03" />
|
|
<member name="spot_angle" type="float" setter="set_param" getter="get_param" default="45.0">
|
|
The spotlight's angle in degrees.
|
|
</member>
|
|
<member name="spot_angle_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">
|
|
The spotlight's angular attenuation curve.
|
|
</member>
|
|
<member name="spot_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">
|
|
The spotlight's light energy attenuation curve.
|
|
</member>
|
|
<member name="spot_range" type="float" setter="set_param" getter="get_param" default="5.0">
|
|
The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the [member spot_attenuation] in use. No matter the [member spot_attenuation] in use, the light will never reach anything outside this range.
|
|
</member>
|
|
</members>
|
|
</class>
|