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Pixelpart 1.8.2
Godot Plugin
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Node that emits light. More...
Public Member Functions | |
Ref< PixelpartAnimatedPropertyFloat > | get_attenuation () const |
How quickly the light looses intensity on the way to its outer radius. | |
Ref< PixelpartAnimatedPropertyFloat4 > | get_color () const |
Color of the light emitted by the light source. | |
Ref< PixelpartAnimatedPropertyFloat > | get_intensity () const |
How strongly the light shines. | |
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int | get_id () const |
ID of the node. | |
int | get_parent_id () const |
ID of the node's parent. | |
String | get_name () const |
Name of the node. | |
void | set_lifetime_start (float time) |
Set time until the node becomes active. | |
void | set_lifetime_duration (float time) |
Set how long the node stays active in seconds. | |
void | set_repeat (bool value) |
Set whether the node repeats its behavior after its lifetime is over. | |
float | get_lifetime_start () const |
Time in seconds until the node becomes active. | |
float | get_lifetime_duration () const |
How long the node is active in seconds. | |
bool | get_repeat () const |
Wether the node repeats its behavior after its lifetime is over. | |
bool | is_active () const |
Return whether the node is active at the current point in time. | |
float | get_local_time () const |
Return the time fraction the emitter has been active for, in range 0.0 (0%) to 1.0 (100%). | |
Ref< PixelpartAnimatedPropertyFloat3 > | get_position () const |
Position of the node. | |
Ref< PixelpartAnimatedPropertyFloat3 > | get_rotation () const |
Rotation of the node in degrees. | |
Ref< PixelpartAnimatedPropertyFloat3 > | get_scale () const |
Size of the node. | |
Additional Inherited Members | |
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float | lifetime_start |
Time in seconds until the node becomes active. | |
float | lifetime_duration |
How long the node stays active in seconds. | |
bool | repeat |
Wether the node repeats its behavior after its lifetime is over. | |
Node that emits light.
Light sources illuminate the effect and can be used to model phenomena like sunlight, lamps and torches. Particles with a material that has lighting enabled (for example built-in materials with the suffix Lit) are shaded by light from light sources in the scene.
The Godot plugin uses the light sources defined in the scene to apply lighting to effects. To use light sources defined in the Pixelpart effect file, you need to sync them manually.
Ref< PixelpartAnimatedPropertyFloat > godot::PixelpartLightSource::get_attenuation | ( | ) | const |
How quickly the light looses intensity on the way to its outer radius.
Ref< PixelpartAnimatedPropertyFloat4 > godot::PixelpartLightSource::get_color | ( | ) | const |
Color of the light emitted by the light source.
Ref< PixelpartAnimatedPropertyFloat > godot::PixelpartLightSource::get_intensity | ( | ) | const |
How strongly the light shines.