forked from bartvdbraak/blender
b468bf726c
Added specular after texture. Added Light properties: Negative, No Diffuse, No Specular, Quad, Quad2
46 lines
1.8 KiB
Python
46 lines
1.8 KiB
Python
# $Id$
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# Documentation for Light game objects.
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from KX_GameObject import *
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class KX_Light(KX_GameObject):
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"""
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A Light object.
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Example:
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# Turn on a red alert light.
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import GameLogic
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co = GameLogic.getCurrentController()
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light = co.getOwner()
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light.energy = 1.0
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light.colour = [1.0, 0.0, 0.0]
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@group Constants: NORMAL, SPOT, SUN
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@ivar SPOT: A spot light source. See attribute 'type'
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@ivar SUN: A point light source with no attenuation. See attribute 'type'
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@ivar NORMAL: A point light source. See attribute 'type'
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@ivar type: The type of light - must be SPOT, SUN or NORMAL
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@ivar layer: The layer mask that this light affects object on.
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@type layer: bitfield
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@ivar energy: The brightness of this light.
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@type energy: float
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@ivar distance: The maximum distance this light can illuminate. (SPOT and NORMAL lights only)
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@type distance: float
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@ivar colour: The colour of this light. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0]
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@type colour: list [r, g, b]
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@ivar color: Synonym for colour.
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@ivar lin_attenuation: The linear component of this light's attenuation. (SPOT and NORMAL lights only)
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@type lin_attenuation: float
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@ivar quad_attenuation: The quadratic component of this light's attenuation (SPOT and NORMAL lights only)
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@type quad_attenuation: float
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@ivar spotsize: The cone angle of the spot light, in degrees. (float) (SPOT lights only)
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0.0 <= spotsize <= 180.0. Spotsize = 360.0 is also accepted.
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@ivar spotblend: Specifies the intensity distribution of the spot light. (float) (SPOT lights only)
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Higher values result in a more focused light source.
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0.0 <= spotblend <= 1.0.
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"""
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