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-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`
-
- .. attribute:: type
-
- The type of light - must be SPOT, SUN or NORMAL
-
- .. attribute:: layer
-
- The layer mask that this light affects object on.
-
- :type: bitfield
-
- .. 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.