Table of Contents

Class LightmapGIData

Namespace
Godot
Assembly
GodotSharp.dll

LightmapGIData contains baked lightmap and dynamic object probe data for LightmapGI. It is replaced every time lightmaps are baked in LightmapGI.

public class LightmapGIData : Resource, IDisposable
Inheritance
LightmapGIData
Implements
Inherited Members

Constructors

LightmapGIData()

public LightmapGIData()

Properties

LightTexture

The lightmap atlas texture generated by the lightmapper.

[Obsolete("The lightmap atlas can now contain multiple textures. See 'Godot.LightmapGIData.LightmapTextures'.")]
public TextureLayered LightTexture { get; set; }

Property Value

TextureLayered

LightmapTextures

The lightmap atlas textures generated by the lightmapper.

public Array<TextureLayered> LightmapTextures { get; set; }

Property Value

Array<TextureLayered>

Methods

AddUser(NodePath, Rect2, int, int)

Adds an object that is considered baked within this LightmapGIData.

public void AddUser(NodePath path, Rect2 uVScale, int sliceIndex, int subInstance)

Parameters

path NodePath
uVScale Rect2
sliceIndex int
subInstance int

ClearUsers()

Clear all objects that are considered baked within this LightmapGIData.

public void ClearUsers()

GetUserCount()

Returns the number of objects that are considered baked within this LightmapGIData.

public int GetUserCount()

Returns

int

GetUserPath(int)

Returns the NodePath of the baked object at index userIdx.

public NodePath GetUserPath(int userIdx)

Parameters

userIdx int

Returns

NodePath

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool

IsUsingSphericalHarmonics()

If true, lightmaps were baked with directional information. See also Directional.

public bool IsUsingSphericalHarmonics()

Returns

bool

SetUsesSphericalHarmonics(bool)

If usesSphericalHarmonics is true, tells the engine to treat the lightmap data as if it was baked with directional information.

Note: Changing this value on already baked lightmaps will not cause them to be baked again. This means the material appearance will look incorrect until lightmaps are baked again, in which case the value set here is discarded as the entire LightmapGIData resource is replaced by the lightmapper.

public void SetUsesSphericalHarmonics(bool usesSphericalHarmonics)

Parameters

usesSphericalHarmonics bool