KX_LightObject(KX_GameObject) ============================= base class --- :class:`KX_GameObject` .. class:: KX_LightObject(KX_GameObject) A Light object. .. code-block:: python # 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] .. data:: SPOT A spot light source. See attribute :data:`type` .. data:: SUN A point light source with no attenuation. See attribute :data:`type` .. data:: NORMAL A point light source. See attribute :data:`type` .. data:: HEMI A hemi light source. See attribute :data:`type` .. attribute:: type The type of light - must be SPOT, SUN or NORMAL .. attribute:: energy The brightness of this light. :type: float .. attribute:: shadowClipStart The shadowmap clip start, below which objects will not generate shadows. :type: float (read only) .. attribute:: 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) .. attribute:: shadowColor The color of this light shadows. Black = (0.0, 0.0, 0.0), White = (1.0, 1.0, 1.0). :type: :class:`mathutils.Color` (read only) .. attribute:: 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 .. note: There is one matrix of that type per lamp casting shadow in the scene. :type: Matrix4x4 (read only) .. attribute:: distance The maximum distance this light can illuminate. (SPOT and NORMAL lights only). :type: float .. attribute:: 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] .. attribute:: lin_attenuation The linear component of this light's attenuation. (SPOT and NORMAL lights only). :type: float .. attribute:: quad_attenuation The quadratic component of this light's attenuation (SPOT and NORMAL lights only). :type: float .. attribute:: spotsize The cone angle of the spot light, in degrees (SPOT lights only). :type: float in [0 - 180]. .. attribute:: 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. .. attribute:: staticShadow Enables static shadows. By default (staticShadow=False) the shadow cast by the lamp is recalculated every frame. When this is not needed, set staticShadow=True. In that case, call :py:meth:`updateShadow` to request a shadow update. :type: boolean. .. method:: updateShadow() Set the shadow to be updated next frame if the lamp uses a static shadow, see :data:`staticShadow`.