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ReStructuredText
467 lines
19 KiB
ReStructuredText
:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/3.5/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/3.5/doc/classes/Light2D.xml.
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.. _class_Light2D:
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Light2D
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=======
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**Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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Casts light in a 2D environment.
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Description
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-----------
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Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).
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\ **Note:** Light2D can also be used as a mask.
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Tutorials
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---------
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- :doc:`../tutorials/2d/2d_lights_and_shadows`
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Properties
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----------
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`Color<class_Color>` | :ref:`color<class_Light2D_property_color>` | ``Color( 1, 1, 1, 1 )`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`bool<class_bool>` | :ref:`editor_only<class_Light2D_property_editor_only>` | ``false`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`bool<class_bool>` | :ref:`enabled<class_Light2D_property_enabled>` | ``true`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`float<class_float>` | :ref:`energy<class_Light2D_property_energy>` | ``1.0`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`Mode<enum_Light2D_Mode>` | :ref:`mode<class_Light2D_property_mode>` | ``0`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`Vector2<class_Vector2>` | :ref:`offset<class_Light2D_property_offset>` | ``Vector2( 0, 0 )`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`float<class_float>` | :ref:`range_height<class_Light2D_property_range_height>` | ``0.0`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`int<class_int>` | :ref:`range_item_cull_mask<class_Light2D_property_range_item_cull_mask>` | ``1`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`int<class_int>` | :ref:`range_layer_max<class_Light2D_property_range_layer_max>` | ``0`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`int<class_int>` | :ref:`range_layer_min<class_Light2D_property_range_layer_min>` | ``0`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`int<class_int>` | :ref:`range_z_max<class_Light2D_property_range_z_max>` | ``1024`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`int<class_int>` | :ref:`range_z_min<class_Light2D_property_range_z_min>` | ``-1024`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`int<class_int>` | :ref:`shadow_buffer_size<class_Light2D_property_shadow_buffer_size>` | ``2048`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`Color<class_Color>` | :ref:`shadow_color<class_Light2D_property_shadow_color>` | ``Color( 0, 0, 0, 0 )`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`bool<class_bool>` | :ref:`shadow_enabled<class_Light2D_property_shadow_enabled>` | ``false`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` | :ref:`shadow_filter<class_Light2D_property_shadow_filter>` | ``0`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`float<class_float>` | :ref:`shadow_filter_smooth<class_Light2D_property_shadow_filter_smooth>` | ``0.0`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`float<class_float>` | :ref:`shadow_gradient_length<class_Light2D_property_shadow_gradient_length>` | ``0.0`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`int<class_int>` | :ref:`shadow_item_cull_mask<class_Light2D_property_shadow_item_cull_mask>` | ``1`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`Texture<class_Texture>` | :ref:`texture<class_Light2D_property_texture>` | |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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| :ref:`float<class_float>` | :ref:`texture_scale<class_Light2D_property_texture_scale>` | ``1.0`` |
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+------------------------------------------------+------------------------------------------------------------------------------+-------------------------+
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Enumerations
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------------
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.. _enum_Light2D_Mode:
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.. _class_Light2D_constant_MODE_ADD:
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.. _class_Light2D_constant_MODE_SUB:
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.. _class_Light2D_constant_MODE_MIX:
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.. _class_Light2D_constant_MODE_MASK:
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enum **Mode**:
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- **MODE_ADD** = **0** --- Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light.
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- **MODE_SUB** = **1** --- Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
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- **MODE_MIX** = **2** --- Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
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- **MODE_MASK** = **3** --- The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture.
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----
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.. _enum_Light2D_ShadowFilter:
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.. _class_Light2D_constant_SHADOW_FILTER_NONE:
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.. _class_Light2D_constant_SHADOW_FILTER_PCF3:
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.. _class_Light2D_constant_SHADOW_FILTER_PCF5:
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.. _class_Light2D_constant_SHADOW_FILTER_PCF7:
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.. _class_Light2D_constant_SHADOW_FILTER_PCF9:
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.. _class_Light2D_constant_SHADOW_FILTER_PCF13:
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enum **ShadowFilter**:
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- **SHADOW_FILTER_NONE** = **0** --- No filter applies to the shadow map. See :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
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- **SHADOW_FILTER_PCF3** = **1** --- Percentage closer filtering (3 samples) applies to the shadow map. See :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
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- **SHADOW_FILTER_PCF5** = **2** --- Percentage closer filtering (5 samples) applies to the shadow map. See :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
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- **SHADOW_FILTER_PCF7** = **3** --- Percentage closer filtering (7 samples) applies to the shadow map. See :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
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- **SHADOW_FILTER_PCF9** = **4** --- Percentage closer filtering (9 samples) applies to the shadow map. See :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
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- **SHADOW_FILTER_PCF13** = **5** --- Percentage closer filtering (13 samples) applies to the shadow map. See :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
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Property Descriptions
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---------------------
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.. _class_Light2D_property_color:
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- :ref:`Color<class_Color>` **color**
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+-----------+-------------------------+
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| *Default* | ``Color( 1, 1, 1, 1 )`` |
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+-----------+-------------------------+
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| *Setter* | set_color(value) |
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+-----------+-------------------------+
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| *Getter* | get_color() |
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+-----------+-------------------------+
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The Light2D's :ref:`Color<class_Color>`.
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----
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.. _class_Light2D_property_editor_only:
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- :ref:`bool<class_bool>` **editor_only**
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+-----------+------------------------+
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| *Default* | ``false`` |
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+-----------+------------------------+
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| *Setter* | set_editor_only(value) |
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+-----------+------------------------+
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| *Getter* | is_editor_only() |
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+-----------+------------------------+
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If ``true``, Light2D will only appear when editing the scene.
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----
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.. _class_Light2D_property_enabled:
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- :ref:`bool<class_bool>` **enabled**
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+-----------+--------------------+
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| *Default* | ``true`` |
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+-----------+--------------------+
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| *Setter* | set_enabled(value) |
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+-----------+--------------------+
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| *Getter* | is_enabled() |
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+-----------+--------------------+
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If ``true``, Light2D will emit light.
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----
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.. _class_Light2D_property_energy:
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- :ref:`float<class_float>` **energy**
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+-----------+-------------------+
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| *Default* | ``1.0`` |
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+-----------+-------------------+
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| *Setter* | set_energy(value) |
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+-----------+-------------------+
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| *Getter* | get_energy() |
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+-----------+-------------------+
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The Light2D's energy value. The larger the value, the stronger the light.
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----
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.. _class_Light2D_property_mode:
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- :ref:`Mode<enum_Light2D_Mode>` **mode**
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+-----------+-----------------+
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| *Default* | ``0`` |
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+-----------+-----------------+
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| *Setter* | set_mode(value) |
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+-----------+-----------------+
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| *Getter* | get_mode() |
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+-----------+-----------------+
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The Light2D's mode. See :ref:`Mode<enum_Light2D_Mode>` constants for values.
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----
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.. _class_Light2D_property_offset:
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- :ref:`Vector2<class_Vector2>` **offset**
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+-----------+---------------------------+
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| *Default* | ``Vector2( 0, 0 )`` |
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+-----------+---------------------------+
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| *Setter* | set_texture_offset(value) |
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+-----------+---------------------------+
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| *Getter* | get_texture_offset() |
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+-----------+---------------------------+
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The offset of the Light2D's ``texture``.
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----
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.. _class_Light2D_property_range_height:
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- :ref:`float<class_float>` **range_height**
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+-----------+-------------------+
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| *Default* | ``0.0`` |
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+-----------+-------------------+
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| *Setter* | set_height(value) |
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+-----------+-------------------+
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| *Getter* | get_height() |
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+-----------+-------------------+
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The height of the Light2D. Used with 2D normal mapping.
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----
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.. _class_Light2D_property_range_item_cull_mask:
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- :ref:`int<class_int>` **range_item_cull_mask**
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+-----------+---------------------------+
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| *Default* | ``1`` |
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+-----------+---------------------------+
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| *Setter* | set_item_cull_mask(value) |
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+-----------+---------------------------+
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| *Getter* | get_item_cull_mask() |
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+-----------+---------------------------+
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The layer mask. Only objects with a matching mask will be affected by the Light2D.
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----
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.. _class_Light2D_property_range_layer_max:
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- :ref:`int<class_int>` **range_layer_max**
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+-----------+----------------------------+
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| *Default* | ``0`` |
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+-----------+----------------------------+
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| *Setter* | set_layer_range_max(value) |
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+-----------+----------------------------+
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| *Getter* | get_layer_range_max() |
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+-----------+----------------------------+
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Maximum layer value of objects that are affected by the Light2D.
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----
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.. _class_Light2D_property_range_layer_min:
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- :ref:`int<class_int>` **range_layer_min**
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+-----------+----------------------------+
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| *Default* | ``0`` |
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+-----------+----------------------------+
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| *Setter* | set_layer_range_min(value) |
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+-----------+----------------------------+
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| *Getter* | get_layer_range_min() |
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+-----------+----------------------------+
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Minimum layer value of objects that are affected by the Light2D.
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----
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.. _class_Light2D_property_range_z_max:
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- :ref:`int<class_int>` **range_z_max**
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+-----------+------------------------+
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| *Default* | ``1024`` |
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+-----------+------------------------+
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| *Setter* | set_z_range_max(value) |
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+-----------+------------------------+
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| *Getter* | get_z_range_max() |
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+-----------+------------------------+
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Maximum ``z`` value of objects that are affected by the Light2D.
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----
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.. _class_Light2D_property_range_z_min:
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- :ref:`int<class_int>` **range_z_min**
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+-----------+------------------------+
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| *Default* | ``-1024`` |
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+-----------+------------------------+
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| *Setter* | set_z_range_min(value) |
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+-----------+------------------------+
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| *Getter* | get_z_range_min() |
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+-----------+------------------------+
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Minimum ``z`` value of objects that are affected by the Light2D.
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----
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.. _class_Light2D_property_shadow_buffer_size:
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- :ref:`int<class_int>` **shadow_buffer_size**
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+-----------+-------------------------------+
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| *Default* | ``2048`` |
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+-----------+-------------------------------+
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| *Setter* | set_shadow_buffer_size(value) |
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+-----------+-------------------------------+
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| *Getter* | get_shadow_buffer_size() |
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+-----------+-------------------------------+
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Shadow buffer size.
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----
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.. _class_Light2D_property_shadow_color:
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- :ref:`Color<class_Color>` **shadow_color**
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+-----------+-------------------------+
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| *Default* | ``Color( 0, 0, 0, 0 )`` |
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+-----------+-------------------------+
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| *Setter* | set_shadow_color(value) |
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+-----------+-------------------------+
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| *Getter* | get_shadow_color() |
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+-----------+-------------------------+
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:ref:`Color<class_Color>` of shadows cast by the Light2D.
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----
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.. _class_Light2D_property_shadow_enabled:
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- :ref:`bool<class_bool>` **shadow_enabled**
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+-----------+---------------------------+
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| *Default* | ``false`` |
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+-----------+---------------------------+
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| *Setter* | set_shadow_enabled(value) |
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+-----------+---------------------------+
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| *Getter* | is_shadow_enabled() |
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+-----------+---------------------------+
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If ``true``, the Light2D will cast shadows.
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----
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.. _class_Light2D_property_shadow_filter:
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- :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **shadow_filter**
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+-----------+--------------------------+
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| *Default* | ``0`` |
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+-----------+--------------------------+
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| *Setter* | set_shadow_filter(value) |
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+-----------+--------------------------+
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| *Getter* | get_shadow_filter() |
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+-----------+--------------------------+
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Shadow filter type. See :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` for possible values.
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----
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.. _class_Light2D_property_shadow_filter_smooth:
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- :ref:`float<class_float>` **shadow_filter_smooth**
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+-----------+--------------------------+
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| *Default* | ``0.0`` |
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+-----------+--------------------------+
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| *Setter* | set_shadow_smooth(value) |
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+-----------+--------------------------+
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| *Getter* | get_shadow_smooth() |
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+-----------+--------------------------+
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Smoothing value for shadows.
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----
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.. _class_Light2D_property_shadow_gradient_length:
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- :ref:`float<class_float>` **shadow_gradient_length**
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+-----------+-----------------------------------+
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| *Default* | ``0.0`` |
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+-----------+-----------------------------------+
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| *Setter* | set_shadow_gradient_length(value) |
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+-----------+-----------------------------------+
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| *Getter* | get_shadow_gradient_length() |
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+-----------+-----------------------------------+
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Smooth shadow gradient length.
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----
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.. _class_Light2D_property_shadow_item_cull_mask:
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- :ref:`int<class_int>` **shadow_item_cull_mask**
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+-----------+----------------------------------+
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| *Default* | ``1`` |
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+-----------+----------------------------------+
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| *Setter* | set_item_shadow_cull_mask(value) |
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+-----------+----------------------------------+
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| *Getter* | get_item_shadow_cull_mask() |
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+-----------+----------------------------------+
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The shadow mask. Used with :ref:`LightOccluder2D<class_LightOccluder2D>` to cast shadows. Only occluders with a matching light mask will cast shadows.
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----
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.. _class_Light2D_property_texture:
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- :ref:`Texture<class_Texture>` **texture**
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+----------+--------------------+
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| *Setter* | set_texture(value) |
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+----------+--------------------+
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| *Getter* | get_texture() |
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+----------+--------------------+
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:ref:`Texture<class_Texture>` used for the Light2D's appearance.
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----
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.. _class_Light2D_property_texture_scale:
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- :ref:`float<class_float>` **texture_scale**
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+-----------+--------------------------+
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| *Default* | ``1.0`` |
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+-----------+--------------------------+
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| *Setter* | set_texture_scale(value) |
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+-----------+--------------------------+
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| *Getter* | get_texture_scale() |
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+-----------+--------------------------+
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The ``texture``'s scale factor.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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