PolylightNode

from panda3d.core import PolylightNode
class PolylightNode

Bases: PandaNode

A PolylightNode

Inheritance diagram

Inheritance diagram of PolylightNode

enum Attenuation_Type
enumerator ALINEAR = 0
enumerator AQUADRATIC = 1
enum Flicker_Type
enumerator FRANDOM = 0
enumerator FSIN = 1
enumerator FCUSTOM = 2
__eq__(other: PolylightNode)bool

Comparison methods

__init__(param0: PolylightNode)
__init__(name: str)

Use PolylightNode to construct a new PolylightNode object.

__lt__(other: PolylightNode)bool
__ne__(other: PolylightNode)bool
compareTo(other: PolylightNode)int

Returns a number less than zero if this PolylightNode sorts before the other one, greater than zero if it sorts after, or zero if they are equivalent.

Two PolylightNodes are considered equivalent if they consist of exactly the same properties Otherwise, they are different; different PolylightNodes will be ranked in a consistent but undefined ordering; the ordering is useful only for placing the PolylightNodes in a sorted container like an STL set.

disable()None

Disable this light

enable()None

Enable this light

flickerOff()None

Turn flickering off

flickerOn()None

Set flickering to true so at every loop this light’s color is varied based on flicker_type

getA0()float

Get the quadratic attenuation factor a0 fd = 1 / ( a0 + a1*distance + a2*distance*distance)

getA1()float

Get the quadratic attenuation factor a1 fd = 1 / ( a0 + a1*distance + a2*distance*distance)

getA2()float

Get the quadratic attenuation factor a2 fd = 1 / ( a0 + a1*distance + a2*distance*distance)

getAttenuation() → Attenuation_Type

Get “linear” or “quadratic” attenuation type

static getClassType()TypeHandle
getColor()LColor

Returns the light’s color as LColor

getColorScenegraph()LColor

This differs from getColor() in that when applying the light color we need to make sure that a color flattening external to the PolylightNode is not ignored.

getFlickerType() → Flicker_Type

Returns FRANDOM or FSIN

getFreq()float

Get frequency of sin flicker

getOffset()float

Get the offset value for the random and sin flicker variations

getPos()LPoint3

Returns position as a LPoint3

getRadius()float

Get radius of the spherical light volume

getScale()float

Get the scale value for the random and sin flicker variations

getStepSize()float

Get the step size for the sin function in flicker This is the increment size for the value supplied to the sin function

isEnabled()bool

Is this light is enabled/disabled?

isFlickering()bool

Check is this light is flickering

setA0(a0: float)None

Set the quadratic attenuation factor a0 fd = 1 / ( a0 + a1*distance + a2*distance*distance)

setA1(a1: float)None

Set the quadratic attenuation factor a1 fd = 1 / ( a0 + a1*distance + a2*distance*distance)

setA2(a2: float)None

Set the quadratic attenuation factor a2 fd = 1 / ( a0 + a1*distance + a2*distance*distance)

setAttenuation(type: Attenuation_Type)bool

Set ALINEAR or AQUADRATIC attenuation

setColor(color: LColor)None

Set the light’s color…

setColor(r: float, g: float, b: float)None

Set the light’s color… 3 floats between 0 and 1

setFlickerType(type: Flicker_Type)bool

Flicker type can be FRANDOM or FSIN At a later point there might be a FCUSTOM Custom flicker will be a set of fix points recorded by animating the light’s intensity

setFreq(f: float)None

Set frequency of sin flicker

setOffset(offset: float)None

Set the offset value for the random and sin flicker variations… used to tweak the flicker This value is added to the variation

setPos(position: LPoint3)None

Set this light’s position

setPos(x: float, y: float, z: float)None

Set this light’s position

setRadius(r: float)None

Set radius of the spherical light volume

setScale(scale: float)None

Set the scale value for the random and sin flicker variations… used to tweak the flicker This value is multiplied with the variation

setStepSize(step: float)None

Set the step size for the sin function in flicker This is the increment size for the value supplied to the sin function