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]
SPOT

A spot light source. See attribute type

SUN

A point light source with no attenuation. See attribute type

NORMAL

A point light source. See attribute type

HEMI

A hemi light source. See attribute type

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.