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

Inheritance diagram of PointLight

__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