PointLight
from panda3d.core import PointLight
- class PointLight
Bases:
LightLensNode
A light originating from a single point in space, and shining in all directions.
Inheritance diagram
- __init__(*args, **kwargs)
- attenuation
- clearSpecularColor()
C++ Interface: clear_specular_color(const PointLight self)
- /**
Clears a custom specular color setting, meaning that the specular color
will now come from the color.
*/
- clear_specular_color()
C++ Interface: clear_specular_color(const PointLight self)
- /**
Clears a custom specular color setting, meaning that the specular color
will now come from the color.
*/
- getClassType()
C++ Interface: get_class_type()
- getMaxDistance()
C++ Interface: get_max_distance(PointLight self)
- /**
Returns the maximum distance at which the light has any effect, as previously
specified by set_max_distance.
*/
- getPoint()
C++ Interface: get_point(PointLight self)
- /**
Returns the point in space at which the light is located. This is local to
the coordinate space in which the light is assigned, and is usually 0.
*/
- get_class_type()
C++ Interface: get_class_type()
- get_max_distance()
C++ Interface: get_max_distance(PointLight self)
- /**
Returns the maximum distance at which the light has any effect, as previously
specified by set_max_distance.
*/
- get_point()
C++ Interface: get_point(PointLight self)
- /**
Returns the point in space at which the light is located. This is local to
the coordinate space in which the light is assigned, and is usually 0.
*/
- max_distance
- point
- setAttenuation()
C++ Interface: set_attenuation(const PointLight self, const LVecBase3f attenuation)
- /**
Sets the terms of the attenuation equation for the light. These are, in
order, the constant, linear, and quadratic terms based on the distance from
the point to the vertex.
*/
- setMaxDistance()
C++ Interface: set_max_distance(const PointLight self, float max_distance)
- /**
Sets the radius of the light’s sphere of influence. Beyond this distance, the
light may be attenuated to zero, if this is supported by the shader.
*/
- setPoint()
C++ Interface: set_point(const PointLight self, const LPoint3f point)
- /**
Sets the point in space at which the light is located. Usually 0.
*/
- setSpecularColor()
C++ Interface: set_specular_color(const PointLight self, const LVecBase4f color)
- /**
Sets the color of specular highlights generated by the light.
*/
- set_attenuation()
C++ Interface: set_attenuation(const PointLight self, const LVecBase3f attenuation)
- /**
Sets the terms of the attenuation equation for the light. These are, in
order, the constant, linear, and quadratic terms based on the distance from
the point to the vertex.
*/
- set_max_distance()
C++ Interface: set_max_distance(const PointLight self, float max_distance)
- /**
Sets the radius of the light’s sphere of influence. Beyond this distance, the
light may be attenuated to zero, if this is supported by the shader.
*/
- set_point()
C++ Interface: set_point(const PointLight self, const LPoint3f point)
- /**
Sets the point in space at which the light is located. Usually 0.
*/
- set_specular_color()
C++ Interface: set_specular_color(const PointLight self, const LVecBase4f color)
- /**
Sets the color of specular highlights generated by the light.
*/
- specular_color