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KX_LightObject

Base class: KX_GameObject

A Light object.

# Turn on a red alert light.
import Range
co = Range.logic.getCurrentController()
light = co.owner
light.energy = 1.0
light.color = [1.0, 0.0, 0.0]

A spot light source. See attribute type

A point light source with no attenuation. See attribute type

A point light source. See attribute type

A hemi light source. See attribute type

The type of light - must be SPOT, SUN or NORMAL

The brightness of this light.

Type: float

The shadowmap clip start, below which objects will not generate shadows.

Type: float (read only)

The shadowmap clip end, beyond which objects will not generate shadows.

Type: float (read only)

Size of the frustum used for creating the shadowmap.

Type: float (read only)

The OpenGL shadow texture bind number/id.

Type: int (read only)

The shadow shadow map type (0 -> Simple; 1 -> Variance)

Type: int (read only)

The shadow buffer sampling bias.

Type: float (read only)

The bias for reducing light-bleed on variance shadow maps.

Type: float (read only)

Returns True if the light has Shadow option activated, else returns False.

Type: boolean (read only)

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)

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)

The maximum distance this light can illuminate. (SPOT and NORMAL lights only).

Type: float

The color of this light. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0].

Type: list [r, g, b]

The linear component of this light’s attenuation. (SPOT and NORMAL lights only).

Type: float

The quadratic component of this light’s attenuation (SPOT and NORMAL lights only).

Type: float

The cone angle of the spot light, in degrees (SPOT lights only).

Type: float in [0 - 180].

Specifies the intensity distribution of the spot light (SPOT lights only).

Type: float in [0 - 1]

Shadow map resolution in pixels (the lamp’s Size). Setting it resizes the shadow buffer on the fly without recompiling shaders, for a shadow quality option (e.g. 512 / 1024 / 2048). Cascaded shadow maps keep their ratio to it. Reads 0 when the lamp has no shadow buffer. Point lamps keep their own size.

Type: integer from 64 to 16384 (clamped to the graphics card maximum).

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 :pyupdateShadow to request a shadow update.

Type: boolean.

Set the shadow to be updated next frame if the lamp uses a static shadow, see staticShadow.

These items exist in the engine but were not in the Range documentation. The ones marked new in Anastacio were added by Anastacio Engine.

new in Anastacio attribute

When False, this light shadow stops being recomputed every frame (saves GPU in static scenes).