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455 lines
19 KiB
ReStructuredText
455 lines
19 KiB
ReStructuredText
:github_url: hide
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.. _class_Light2D:
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Light2D
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=======
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**Hérite de :** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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**Hérité par :** :ref:`DirectionalLight2D<class_DirectionalLight2D>`, :ref:`PointLight2D<class_PointLight2D>`
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Projette de la lumière dans un environnement 2D.
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.. rst-class:: classref-introduction-group
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Description
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-----------
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Projette de la lumière dans un environnement 2D. Une lumière est définie avec une couleur, une valeur d'énergie, un mode (voir les constantes), et divers autres paramètres (concernant la portée et les ombres).
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.. rst-class:: classref-introduction-group
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Tutoriels
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------------------
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- :doc:`Les lumières et ombres 2D <../tutorials/2d/2d_lights_and_shadows>`
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.. rst-class:: classref-reftable-group
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Propriétés
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--------------------
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.. table::
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:widths: auto
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`BlendMode<enum_Light2D_BlendMode>` | :ref:`blend_mode<class_Light2D_property_blend_mode>` | ``0`` |
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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:`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:`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:`int<class_int>` | :ref:`shadow_item_cull_mask<class_Light2D_property_shadow_item_cull_mask>` | ``1`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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.. rst-class:: classref-reftable-group
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Méthodes
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----------------
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.. table::
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:widths: auto
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+---------------------------+----------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_height<class_Light2D_method_get_height>`\ (\ ) |const| |
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+---------------------------+----------------------------------------------------------------------------------------------+
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| |void| | :ref:`set_height<class_Light2D_method_set_height>`\ (\ height\: :ref:`float<class_float>`\ ) |
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+---------------------------+----------------------------------------------------------------------------------------------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Énumérations
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------------------------
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.. _enum_Light2D_ShadowFilter:
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.. rst-class:: classref-enumeration
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enum **ShadowFilter**: :ref:`🔗<enum_Light2D_ShadowFilter>`
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.. _class_Light2D_constant_SHADOW_FILTER_NONE:
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.. rst-class:: classref-enumeration-constant
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:ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **SHADOW_FILTER_NONE** = ``0``
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Aucun filtre ne s'applique à la carte des ombres. Cela fournit des bords d'ombre nets et est le plus rapide à rendre. Voir :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
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.. _class_Light2D_constant_SHADOW_FILTER_PCF5:
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.. rst-class:: classref-enumeration-constant
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:ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **SHADOW_FILTER_PCF5** = ``1``
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Percentage closer filtering (5 samples) applies to the shadow map. This is slower compared to hard shadow rendering. See :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
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.. _class_Light2D_constant_SHADOW_FILTER_PCF13:
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.. rst-class:: classref-enumeration-constant
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:ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **SHADOW_FILTER_PCF13** = ``2``
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Percentage closer filtering (13 samples) applies to the shadow map. This is the slowest shadow filtering mode, and should be used sparingly. See :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
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.. rst-class:: classref-item-separator
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----
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.. _enum_Light2D_BlendMode:
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.. rst-class:: classref-enumeration
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enum **BlendMode**: :ref:`🔗<enum_Light2D_BlendMode>`
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.. _class_Light2D_constant_BLEND_MODE_ADD:
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.. rst-class:: classref-enumeration-constant
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:ref:`BlendMode<enum_Light2D_BlendMode>` **BLEND_MODE_ADD** = ``0``
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Ajoute la valeur des pixels correspondant à la Light2D aux valeurs des pixels sous elle. C'est le comportement classique des lumières.
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.. _class_Light2D_constant_BLEND_MODE_SUB:
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.. rst-class:: classref-enumeration-constant
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:ref:`BlendMode<enum_Light2D_BlendMode>` **BLEND_MODE_SUB** = ``1``
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Soustrait la valeur des pixels correspondant à la Light2D aux valeurs des pixels sous elle, ce qui entraîne un effet de lumière inversé.
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.. _class_Light2D_constant_BLEND_MODE_MIX:
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.. rst-class:: classref-enumeration-constant
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:ref:`BlendMode<enum_Light2D_BlendMode>` **BLEND_MODE_MIX** = ``2``
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Mélange la valeur des pixels correspondant à la Light2D aux valeurs des pixels sous elle, via une interpolation linéaire.
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Descriptions des propriétés
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------------------------------------------------------
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.. _class_Light2D_property_blend_mode:
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.. rst-class:: classref-property
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:ref:`BlendMode<enum_Light2D_BlendMode>` **blend_mode** = ``0`` :ref:`🔗<class_Light2D_property_blend_mode>`
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.. rst-class:: classref-property-setget
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- |void| **set_blend_mode**\ (\ value\: :ref:`BlendMode<enum_Light2D_BlendMode>`\ )
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- :ref:`BlendMode<enum_Light2D_BlendMode>` **get_blend_mode**\ (\ )
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Le mode de mélange de la Light2D.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_color:
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.. rst-class:: classref-property
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:ref:`Color<class_Color>` **color** = ``Color(1, 1, 1, 1)`` :ref:`🔗<class_Light2D_property_color>`
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.. rst-class:: classref-property-setget
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- |void| **set_color**\ (\ value\: :ref:`Color<class_Color>`\ )
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- :ref:`Color<class_Color>` **get_color**\ (\ )
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La :ref:`Color<class_Color>` de Light2D.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_editor_only:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **editor_only** = ``false`` :ref:`🔗<class_Light2D_property_editor_only>`
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.. rst-class:: classref-property-setget
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- |void| **set_editor_only**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_editor_only**\ (\ )
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Si ``true``, la Light2D n’apparaîtra que lors de l'édition de la scène.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_enabled:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **enabled** = ``true`` :ref:`🔗<class_Light2D_property_enabled>`
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.. rst-class:: classref-property-setget
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- |void| **set_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_enabled**\ (\ )
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Si ``true``, la Light2D émettra de la lumière.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_energy:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **energy** = ``1.0`` :ref:`🔗<class_Light2D_property_energy>`
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.. rst-class:: classref-property-setget
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- |void| **set_energy**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_energy**\ (\ )
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L'énergie de la Light2D. Plus la valeur est élevée, plus la lumière est forte.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_range_item_cull_mask:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **range_item_cull_mask** = ``1`` :ref:`🔗<class_Light2D_property_range_item_cull_mask>`
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.. rst-class:: classref-property-setget
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- |void| **set_item_cull_mask**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_item_cull_mask**\ (\ )
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Le masque de couche. Seuls les objets ayant un :ref:`CanvasItem.light_mask<class_CanvasItem_property_light_mask>` correspondant seront affectés par la Light2D. Voir aussi :ref:`shadow_item_cull_mask<class_Light2D_property_shadow_item_cull_mask>`, qui affecte les objets qui peuvent projeter des ombres.
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\ **Note :** :ref:`range_item_cull_mask<class_Light2D_property_range_item_cull_mask>` est ignoré par :ref:`DirectionalLight2D<class_DirectionalLight2D>`, qui illumine toujours un nœud 2D indépendamment du :ref:`CanvasItem.light_mask<class_CanvasItem_property_light_mask>` du nœud 2D.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_range_layer_max:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **range_layer_max** = ``0`` :ref:`🔗<class_Light2D_property_range_layer_max>`
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.. rst-class:: classref-property-setget
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- |void| **set_layer_range_max**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_layer_range_max**\ (\ )
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La niveau de calque maximum pour qu'un objet soit éclairé par la Light2D.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_range_layer_min:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **range_layer_min** = ``0`` :ref:`🔗<class_Light2D_property_range_layer_min>`
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.. rst-class:: classref-property-setget
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- |void| **set_layer_range_min**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_layer_range_min**\ (\ )
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La niveau de calque minimum pour qu'un objet soit éclairé par la Light2D.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_range_z_max:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **range_z_max** = ``1024`` :ref:`🔗<class_Light2D_property_range_z_max>`
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.. rst-class:: classref-property-setget
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- |void| **set_z_range_max**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_z_range_max**\ (\ )
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La valeur ``z`` maximale pour que les objets soient affectés pour les Light2D.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_range_z_min:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **range_z_min** = ``-1024`` :ref:`🔗<class_Light2D_property_range_z_min>`
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.. rst-class:: classref-property-setget
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- |void| **set_z_range_min**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_z_range_min**\ (\ )
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La valeur ``z`` minimale pour que les objets soient affectés pour les Light2D.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_shadow_color:
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.. rst-class:: classref-property
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:ref:`Color<class_Color>` **shadow_color** = ``Color(0, 0, 0, 0)`` :ref:`🔗<class_Light2D_property_shadow_color>`
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.. rst-class:: classref-property-setget
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- |void| **set_shadow_color**\ (\ value\: :ref:`Color<class_Color>`\ )
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- :ref:`Color<class_Color>` **get_shadow_color**\ (\ )
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La :ref:`Color<class_Color>` de l'ombre affichée par la Light2D.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_shadow_enabled:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **shadow_enabled** = ``false`` :ref:`🔗<class_Light2D_property_shadow_enabled>`
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.. rst-class:: classref-property-setget
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- |void| **set_shadow_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_shadow_enabled**\ (\ )
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Si ``true``, la Light2D affichera les ombres.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_shadow_filter:
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.. rst-class:: classref-property
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:ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **shadow_filter** = ``0`` :ref:`🔗<class_Light2D_property_shadow_filter>`
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.. rst-class:: classref-property-setget
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- |void| **set_shadow_filter**\ (\ value\: :ref:`ShadowFilter<enum_Light2D_ShadowFilter>`\ )
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- :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **get_shadow_filter**\ (\ )
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Type de filtrage des ombres.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_shadow_filter_smooth:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **shadow_filter_smooth** = ``0.0`` :ref:`🔗<class_Light2D_property_shadow_filter_smooth>`
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.. rst-class:: classref-property-setget
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- |void| **set_shadow_smooth**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_shadow_smooth**\ (\ )
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Valeur de lissage pour les ombres. Des valeurs plus élevées entraîneront des ombres plus douces, au prix de stries visibles qui peuvent apparaître dans le rendu des ombres. :ref:`shadow_filter_smooth<class_Light2D_property_shadow_filter_smooth>` a seulement un effet si :ref:`shadow_filter<class_Light2D_property_shadow_filter>` vaut :ref:`SHADOW_FILTER_PCF5<class_Light2D_constant_SHADOW_FILTER_PCF5>` ou :ref:`SHADOW_FILTER_PCF13<class_Light2D_constant_SHADOW_FILTER_PCF13>`.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_shadow_item_cull_mask:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **shadow_item_cull_mask** = ``1`` :ref:`🔗<class_Light2D_property_shadow_item_cull_mask>`
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.. rst-class:: classref-property-setget
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- |void| **set_item_shadow_cull_mask**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_item_shadow_cull_mask**\ (\ )
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Le masque des ombres. Utilisé avec :ref:`LightOccluder2D<class_LightOccluder2D>` pour projeter des ombres. Seuls les occulteurs avec un masque de lumière :ref:`CanvasItem.light_mask<class_CanvasItem_property_light_mask>` correspondant projetteront des ombres. Voir aussi :ref:`range_item_cull_mask<class_Light2D_property_range_item_cull_mask>`, qui affecte les objets qui peuvent *recevoir* la lumière.
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Descriptions des méthodes
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--------------------------------------------------
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.. _class_Light2D_method_get_height:
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.. rst-class:: classref-method
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:ref:`float<class_float>` **get_height**\ (\ ) |const| :ref:`🔗<class_Light2D_method_get_height>`
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Renvoie la hauteur de la lumière, qui est utilisée dans les normal maps 2D. Voir :ref:`PointLight2D.height<class_PointLight2D_property_height>` et :ref:`DirectionalLight2D.height<class_DirectionalLight2D_property_height>`.
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_method_set_height:
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.. rst-class:: classref-method
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|void| **set_height**\ (\ height\: :ref:`float<class_float>`\ ) :ref:`🔗<class_Light2D_method_set_height>`
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Définit la hauteur de la lumière, qui est utilisée dans les normal maps 2D. Voir :ref:`PointLight2D.height<class_PointLight2D_property_height>` et :ref:`DirectionalLight2D.height<class_DirectionalLight2D_property_height>`.
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.. |virtual| replace:: :abbr:`virtual (Cette méthode doit typiquement être redéfinie par l'utilisateur pour avoir un effet.)`
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.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
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.. |const| replace:: :abbr:`const (Cette méthode n'a pas d'effets de bord. Elle ne modifie aucune des variables membres de l'instance.)`
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.. |vararg| replace:: :abbr:`vararg (Cette méthode accepte n'importe quel nombre d'arguments après ceux décris ici.)`
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.. |constructor| replace:: :abbr:`constructor (Cette méthode est utilisée pour construire un type.)`
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.. |static| replace:: :abbr:`static (Cette méthode n'a pas besoin d'instance pour être appelée, elle peut donc être directement appelée en utilisant le nom de la classe.)`
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.. |operator| replace:: :abbr:`operator (Cette méthode décrit un opérateur valide à utiliser avec ce type en tant qu'opérande gauche.)`
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.. |bitfield| replace:: :abbr:`BitField (Cette valeur est un nombre entier composé d'un masque de bits des options suivantes.)`
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.. |void| replace:: :abbr:`void (Aucune valeur de retour.)`
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