PolylightNode
from panda3d.core import PolylightNode
- class PolylightNode
Bases:
PandaNode
A PolylightNode
Inheritance diagram
- ALINEAR = 0
- AQUADRATIC = 1
- FCUSTOM = 2
- FRANDOM = 0
- FSIN = 1
- __init__(*args, **kwargs)
- compareTo()
C++ Interface: compare_to(PolylightNode self, const PolylightNode other)
- /**
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.
*/
- compare_to()
C++ Interface: compare_to(PolylightNode self, const PolylightNode other)
- /**
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.
*/
- flickerOn()
C++ Interface: flicker_on(const PolylightNode self)
- /**
Set flickering to true so at every loop this light’s color is varied based
on flicker_type
*/
- flicker_on()
C++ Interface: flicker_on(const PolylightNode self)
- /**
Set flickering to true so at every loop this light’s color is varied based
on flicker_type
*/
- getA0()
C++ Interface: get_a0(PolylightNode self)
- /**
Get the quadratic attenuation factor a0 fd = 1 / ( a0 + a1*distance +
a2*distance*distance)
*/
- getA1()
C++ Interface: get_a1(PolylightNode self)
- /**
Get the quadratic attenuation factor a1 fd = 1 / ( a0 + a1*distance +
a2*distance*distance)
*/
- getA2()
C++ Interface: get_a2(PolylightNode self)
- /**
Get the quadratic attenuation factor a2 fd = 1 / ( a0 + a1*distance +
a2*distance*distance)
*/
- getAttenuation()
C++ Interface: get_attenuation(PolylightNode self)
- /**
Get “linear” or “quadratic” attenuation type
*/
- getClassType()
C++ Interface: get_class_type()
- getColorScenegraph()
C++ Interface: get_color_scenegraph(PolylightNode self)
- /**
This differs from get_color in that when applying the light color we need
to make sure that a color flattening external to the PolylightNode is not
ignored.
*/
- getFlickerType()
C++ Interface: get_flicker_type(PolylightNode self)
- /**
Returns FRANDOM or FSIN
*/
- getOffset()
C++ Interface: get_offset(PolylightNode self)
- /**
Get the offset value for the random and sin flicker variations
*/
- getRadius()
C++ Interface: get_radius(PolylightNode self)
- /**
Get radius of the spherical light volume
*/
- getScale()
C++ Interface: get_scale(PolylightNode self)
- /**
Get the scale value for the random and sin flicker variations
*/
- getStepSize()
C++ Interface: get_step_size(PolylightNode self)
- /**
Get the step size for the sin function in flicker This is the increment
size for the value supplied to the sin function
*/
- get_a0()
C++ Interface: get_a0(PolylightNode self)
- /**
Get the quadratic attenuation factor a0 fd = 1 / ( a0 + a1*distance +
a2*distance*distance)
*/
- get_a1()
C++ Interface: get_a1(PolylightNode self)
- /**
Get the quadratic attenuation factor a1 fd = 1 / ( a0 + a1*distance +
a2*distance*distance)
*/
- get_a2()
C++ Interface: get_a2(PolylightNode self)
- /**
Get the quadratic attenuation factor a2 fd = 1 / ( a0 + a1*distance +
a2*distance*distance)
*/
- get_attenuation()
C++ Interface: get_attenuation(PolylightNode self)
- /**
Get “linear” or “quadratic” attenuation type
*/
- get_class_type()
C++ Interface: get_class_type()
- get_color()
C++ Interface: get_color(PolylightNode self)
- /**
Returns the light’s color as LColor
*/
- get_color_scenegraph()
C++ Interface: get_color_scenegraph(PolylightNode self)
- /**
This differs from get_color in that when applying the light color we need
to make sure that a color flattening external to the PolylightNode is not
ignored.
*/
- get_flicker_type()
C++ Interface: get_flicker_type(PolylightNode self)
- /**
Returns FRANDOM or FSIN
*/
- get_offset()
C++ Interface: get_offset(PolylightNode self)
- /**
Get the offset value for the random and sin flicker variations
*/
- get_radius()
C++ Interface: get_radius(PolylightNode self)
- /**
Get radius of the spherical light volume
*/
- get_scale()
C++ Interface: get_scale(PolylightNode self)
- /**
Get the scale value for the random and sin flicker variations
*/
- get_step_size()
C++ Interface: get_step_size(PolylightNode self)
- /**
Get the step size for the sin function in flicker This is the increment
size for the value supplied to the sin function
*/
- isEnabled()
C++ Interface: is_enabled(PolylightNode self)
- /**
Is this light is enabled/disabled?
*/
- isFlickering()
C++ Interface: is_flickering(PolylightNode self)
- /**
Check is this light is flickering
*/
- is_enabled()
C++ Interface: is_enabled(PolylightNode self)
- /**
Is this light is enabled/disabled?
*/
- is_flickering()
C++ Interface: is_flickering(PolylightNode self)
- /**
Check is this light is flickering
*/
- setA0()
C++ Interface: set_a0(const PolylightNode self, float a0)
- /**
Set the quadratic attenuation factor a0 fd = 1 / ( a0 + a1*distance +
a2*distance*distance)
*/
- setA1()
C++ Interface: set_a1(const PolylightNode self, float a1)
- /**
Set the quadratic attenuation factor a1 fd = 1 / ( a0 + a1*distance +
a2*distance*distance)
*/
- setA2()
C++ Interface: set_a2(const PolylightNode self, float a2)
- /**
Set the quadratic attenuation factor a2 fd = 1 / ( a0 + a1*distance +
a2*distance*distance)
*/
- setAttenuation()
C++ Interface: set_attenuation(const PolylightNode self, int type)
- /**
Set ALINEAR or AQUADRATIC attenuation
*/
- setColor()
C++ Interface: set_color(const PolylightNode self, const LVecBase4f color) set_color(const PolylightNode self, float r, float g, float b)
- setFlickerType()
C++ Interface: set_flicker_type(const PolylightNode self, int type)
- /**
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()
C++ Interface: set_freq(const PolylightNode self, float f)
- /**
Set frequency of sin flicker
*/
- setOffset()
C++ Interface: set_offset(const PolylightNode self, float offset)
- /**
Set the offset value for the random and sin flicker variations… used to
tweak the flicker This value is added to the variation
*/
- setPos()
C++ Interface: set_pos(const PolylightNode self, const LPoint3f position) set_pos(const PolylightNode self, float x, float y, float z)
- setRadius()
C++ Interface: set_radius(const PolylightNode self, float r)
- /**
Set radius of the spherical light volume
*/
- setScale()
C++ Interface: set_scale(const PolylightNode self, float scale)
- /**
Set the scale value for the random and sin flicker variations… used to
tweak the flicker This value is multiplied with the variation
*/
- setStepSize()
C++ Interface: set_step_size(const PolylightNode self, float step)
- /**
Set the step size for the sin function in flicker This is the increment
size for the value supplied to the sin function
*/
- set_a0()
C++ Interface: set_a0(const PolylightNode self, float a0)
- /**
Set the quadratic attenuation factor a0 fd = 1 / ( a0 + a1*distance +
a2*distance*distance)
*/
- set_a1()
C++ Interface: set_a1(const PolylightNode self, float a1)
- /**
Set the quadratic attenuation factor a1 fd = 1 / ( a0 + a1*distance +
a2*distance*distance)
*/
- set_a2()
C++ Interface: set_a2(const PolylightNode self, float a2)
- /**
Set the quadratic attenuation factor a2 fd = 1 / ( a0 + a1*distance +
a2*distance*distance)
*/
- set_attenuation()
C++ Interface: set_attenuation(const PolylightNode self, int type)
- /**
Set ALINEAR or AQUADRATIC attenuation
*/
- set_color()
C++ Interface: set_color(const PolylightNode self, const LVecBase4f color) set_color(const PolylightNode self, float r, float g, float b)
- set_flicker_type()
C++ Interface: set_flicker_type(const PolylightNode self, int type)
- /**
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
*/
- set_freq()
C++ Interface: set_freq(const PolylightNode self, float f)
- /**
Set frequency of sin flicker
*/
- set_offset()
C++ Interface: set_offset(const PolylightNode self, float offset)
- /**
Set the offset value for the random and sin flicker variations… used to
tweak the flicker This value is added to the variation
*/
- set_pos()
C++ Interface: set_pos(const PolylightNode self, const LPoint3f position) set_pos(const PolylightNode self, float x, float y, float z)
- set_radius()
C++ Interface: set_radius(const PolylightNode self, float r)
- /**
Set radius of the spherical light volume
*/