KX_LightObject(KX_GameObject)¶
base class — KX_GameObject
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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]
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type
¶ The type of light - must be SPOT, SUN or NORMAL
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layer
¶ The layer mask that this light affects object on.
Type: bitfield
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energy
¶ The brightness of this light.
Type: float
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shadowClipStart
¶ The shadowmap clip start, below which objects will not generate shadows.
Type: float (read only)
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shadowClipEnd
¶ The shadowmap clip end, beyond which objects will not generate shadows.
Type: float (read only)
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shadowFrustumSize
¶ Size of the frustum used for creating the shadowmap.
Type: float (read only)
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shadowBindId
¶ The OpenGL shadow texture bind number/id.
Type: int (read only)
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shadowMapType
¶ The shadow shadow map type (0 -> Simple; 1 -> Variance)
Type: int (read only)
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shadowBias
¶ The shadow buffer sampling bias.
Type: float (read only)
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shadowBleedBias
¶ The bias for reducing light-bleed on variance shadow maps.
Type: float (read only)
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useShadow
¶ Returns True if the light has Shadow option activated, else returns False.
Type: boolean (read only)
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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)
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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 1.0Type: Matrix4x4 (read only)
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distance
¶ The maximum distance this light can illuminate. (SPOT and NORMAL lights only).
Type: float
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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]
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lin_attenuation
¶ The linear component of this light’s attenuation. (SPOT and NORMAL lights only).
Type: float
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quad_attenuation
¶ The quadratic component of this light’s attenuation (SPOT and NORMAL lights only).
Type: float
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spotsize
¶ The cone angle of the spot light, in degrees (SPOT lights only).
Type: float in [0 - 180].
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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.
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