KX_LightObject(KX_GameObject)#
base class — KX_GameObject
- class 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]
- type#
The type of light - must be SPOT, SUN or NORMAL
- 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)
- shadowFrustumSize#
Size of the frustum used for creating the shadowmap.
- Type:
float (read only)
- shadowBindId#
The OpenGL shadow texture bind number/id.
- Type:
int (read only)
- shadowMapType#
The shadow shadow map type (0 -> Simple; 1 -> Variance)
- Type:
int (read only)
- shadowBias#
The shadow buffer sampling bias.
- Type:
float (read only)
- shadowBleedBias#
The bias for reducing light-bleed on variance shadow maps.
- Type:
float (read only)
- 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.
- 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
updateShadow()
to request a shadow update.- Type:
boolean.
- updateShadow()#
Set the shadow to be updated next frame if the lamp uses a static shadow, see
staticShadow
.