ARLightEstimate¶
Inherits: RefCounted < Object
Lighting information estimated from the current AR frame.
Description¶
Provides ambient and directional lighting values extracted from the current frame. Use these values to better match virtual content to the real scene. Directional light data is only present when the platform exposes it; otherwise those fields remain zero or empty.
Properties¶
float |
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float |
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Vector3 |
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float |
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PackedFloat32Array |
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Methods¶
bool |
Property Descriptions¶
float ambient_color_temperature = 0.0 🔗
void set_ambient_color_temperature(value: float)
float get_ambient_color_temperature()
Estimated ambient color temperature in Kelvin.
float ambient_intensity = 0.0 🔗
void set_ambient_intensity(value: float)
float get_ambient_intensity()
Estimated ambient light intensity.
Vector3 primary_light_direction = Vector3(0, 0, 0) 🔗
void set_primary_light_direction(value: Vector3)
Vector3 get_primary_light_direction()
Direction of the dominant light source when directional lighting is available.
float primary_light_intensity = 0.0 🔗
void set_primary_light_intensity(value: float)
float get_primary_light_intensity()
Intensity of the dominant light source when directional lighting is available.
PackedFloat32Array spherical_harmonics_coefficients = PackedFloat32Array() 🔗
void set_spherical_harmonics_coefficients(value: PackedFloat32Array)
PackedFloat32Array get_spherical_harmonics_coefficients()
Spherical harmonics coefficients describing ambient scene lighting.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedFloat32Array for more details.
Method Descriptions¶
bool is_directional() 🔗
Returns true when directional light information is available in addition to ambient lighting.