KX_LightObject(KX_GameObject)

base class — KX_GameObject

class bge.types.KX_LightObject(KX_GameObject)

A Light object.

# Turn on a red alert light.
import bge

co = bge.logic.getCurrentController()
light = co.owner

light.energy = 1.0
light.color = [1.0, 0.0, 0.0]
SPOT

A spot light source. See attribute type

SUN

A point light source with no attenuation. See attribute type

NORMAL

A point light source. See attribute type

type

The type of light - must be SPOT, SUN or NORMAL

layer

The layer mask that this light affects object on.

Type:bitfield
energy

The brightness of this light.

Type:float
shadowClipStart

The shadowmap clip start, below which objects will not generate shadows.

Type:float (read only)
shadowClipEnd

The shadowmap clip end, beyond which objects will not generate shadows.

Type:float (read only)

..attribute:: shadowFrustumSize

Size of the frustum used for creating the shadowmap.

type:float (read only)

..attribute:: shadowBindId

The OpenGL shadow texture bind number/id.

type:int (read only)

..attribute:: shadowMapType

The shadow shadow map type (0 -> Simple; 1 -> Variance)

type:int (read only)

..attribute:: shadowBias

The shadow buffer sampling bias.

type:float (read only)

..attribute:: shadowBleedBias

The bias for reducing light-bleed on variance shadow maps.

type:float (read only)

..attribute:: useShadow

Returns True if the light has Shadow option activated, else returns False.

type:boolean (read only)
shadowColor

The color of this light shadows. Black = (0.0, 0.0, 0.0), White = (1.0, 1.0, 1.0).

Type:mathutils.Color (read only)
shadowMatrix

Matrix that converts a vector in camera space to shadow buffer depth space.

Computed as:
mat4_perspective_to_depth * mat4_lamp_to_perspective * mat4_world_to_lamp * mat4_cam_to_world.

mat4_perspective_to_depth is a fixed matrix defined as follow:

0.5 0.0 0.0 0.5 0.0 0.5 0.0 0.5 0.0 0.0 0.5 0.5 0.0 0.0 0.0 1.0
Type:Matrix4x4 (read only)
distance

The maximum distance this light can illuminate. (SPOT and NORMAL lights only).

Type:float
color

The color of this light. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0].

Type:list [r, g, b]
lin_attenuation

The linear component of this light’s attenuation. (SPOT and NORMAL lights only).

Type:float
quad_attenuation

The quadratic component of this light’s attenuation (SPOT and NORMAL lights only).

Type:float
spotsize

The cone angle of the spot light, in degrees (SPOT lights only).

Type:float in [0 - 180].
spotblend

Specifies the intensity distribution of the spot light (SPOT lights only).

Type:float in [0 - 1]

Note

Higher values result in a more focused light source.