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godot-docs/classes/class_light2d.rst
2020-01-21 09:28:25 +01:00

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the Light2D.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_Light2D:
Light2D
=======
**Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Casts light in a 2D environment.
Properties
----------
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`Color<class_Color>` | :ref:`color<class_Light2D_property_color>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`editor_only<class_Light2D_property_editor_only>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`enabled<class_Light2D_property_enabled>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`energy<class_Light2D_property_energy>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`Mode<enum_Light2D_Mode>` | :ref:`mode<class_Light2D_property_mode>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`Vector2<class_Vector2>` | :ref:`offset<class_Light2D_property_offset>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`range_height<class_Light2D_property_range_height>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`range_item_cull_mask<class_Light2D_property_range_item_cull_mask>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`range_layer_max<class_Light2D_property_range_layer_max>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`range_layer_min<class_Light2D_property_range_layer_min>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`range_z_max<class_Light2D_property_range_z_max>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`range_z_min<class_Light2D_property_range_z_min>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`shadow_buffer_size<class_Light2D_property_shadow_buffer_size>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`Color<class_Color>` | :ref:`shadow_color<class_Light2D_property_shadow_color>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`shadow_enabled<class_Light2D_property_shadow_enabled>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` | :ref:`shadow_filter<class_Light2D_property_shadow_filter>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`shadow_filter_smooth<class_Light2D_property_shadow_filter_smooth>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`shadow_gradient_length<class_Light2D_property_shadow_gradient_length>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`shadow_item_cull_mask<class_Light2D_property_shadow_item_cull_mask>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`Texture<class_Texture>` | :ref:`texture<class_Light2D_property_texture>` |
+------------------------------------------------+------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`texture_scale<class_Light2D_property_texture_scale>` |
+------------------------------------------------+------------------------------------------------------------------------------+
Enumerations
------------
.. _enum_Light2D_Mode:
.. _class_Light2D_constant_MODE_ADD:
.. _class_Light2D_constant_MODE_SUB:
.. _class_Light2D_constant_MODE_MIX:
.. _class_Light2D_constant_MODE_MASK:
enum **Mode**:
- **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.
- **MODE_SUB** = **1** --- Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
- **MODE_MIX** = **2** --- Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
- **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.
----
.. _enum_Light2D_ShadowFilter:
.. _class_Light2D_constant_SHADOW_FILTER_NONE:
.. _class_Light2D_constant_SHADOW_FILTER_PCF3:
.. _class_Light2D_constant_SHADOW_FILTER_PCF5:
.. _class_Light2D_constant_SHADOW_FILTER_PCF7:
.. _class_Light2D_constant_SHADOW_FILTER_PCF9:
.. _class_Light2D_constant_SHADOW_FILTER_PCF13:
enum **ShadowFilter**:
- **SHADOW_FILTER_NONE** = **0** --- No filter applies to the shadow map. See :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
- **SHADOW_FILTER_PCF3** = **1** --- Percentage closer filtering (3 samples) applies to the shadow map. See :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
- **SHADOW_FILTER_PCF5** = **2** --- Percentage closer filtering (5 samples) applies to the shadow map. See :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
- **SHADOW_FILTER_PCF7** = **3** --- Percentage closer filtering (7 samples) applies to the shadow map. See :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
- **SHADOW_FILTER_PCF9** = **4** --- Percentage closer filtering (9 samples) applies to the shadow map. See :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
- **SHADOW_FILTER_PCF13** = **5** --- Percentage closer filtering (13 samples) applies to the shadow map. See :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
Description
-----------
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). Note that Light2D can be used as a mask.
Tutorials
---------
- :doc:`../tutorials/2d/2d_lights_and_shadows`
Property Descriptions
---------------------
.. _class_Light2D_property_color:
- :ref:`Color<class_Color>` **color**
+----------+------------------+
| *Setter* | set_color(value) |
+----------+------------------+
| *Getter* | get_color() |
+----------+------------------+
The Light2D's :ref:`Color<class_Color>`.
----
.. _class_Light2D_property_editor_only:
- :ref:`bool<class_bool>` **editor_only**
+----------+------------------------+
| *Setter* | set_editor_only(value) |
+----------+------------------------+
| *Getter* | is_editor_only() |
+----------+------------------------+
If ``true``, Light2D will only appear when editing the scene. Default value: ``false``.
----
.. _class_Light2D_property_enabled:
- :ref:`bool<class_bool>` **enabled**
+----------+--------------------+
| *Setter* | set_enabled(value) |
+----------+--------------------+
| *Getter* | is_enabled() |
+----------+--------------------+
If ``true``, Light2D will emit light. Default value: ``true``.
----
.. _class_Light2D_property_energy:
- :ref:`float<class_float>` **energy**
+----------+-------------------+
| *Setter* | set_energy(value) |
+----------+-------------------+
| *Getter* | get_energy() |
+----------+-------------------+
The Light2D's energy value. The larger the value, the stronger the light.
----
.. _class_Light2D_property_mode:
- :ref:`Mode<enum_Light2D_Mode>` **mode**
+----------+-----------------+
| *Setter* | set_mode(value) |
+----------+-----------------+
| *Getter* | get_mode() |
+----------+-----------------+
The Light2D's mode. See MODE\_\* constants for values.
----
.. _class_Light2D_property_offset:
- :ref:`Vector2<class_Vector2>` **offset**
+----------+---------------------------+
| *Setter* | set_texture_offset(value) |
+----------+---------------------------+
| *Getter* | get_texture_offset() |
+----------+---------------------------+
The offset of the Light2D's ``texture``.
----
.. _class_Light2D_property_range_height:
- :ref:`float<class_float>` **range_height**
+----------+-------------------+
| *Setter* | set_height(value) |
+----------+-------------------+
| *Getter* | get_height() |
+----------+-------------------+
The height of the Light2D. Used with 2D normal mapping.
----
.. _class_Light2D_property_range_item_cull_mask:
- :ref:`int<class_int>` **range_item_cull_mask**
+----------+---------------------------+
| *Setter* | set_item_cull_mask(value) |
+----------+---------------------------+
| *Getter* | get_item_cull_mask() |
+----------+---------------------------+
The layer mask. Only objects with a matching mask will be affected by the Light2D.
----
.. _class_Light2D_property_range_layer_max:
- :ref:`int<class_int>` **range_layer_max**
+----------+----------------------------+
| *Setter* | set_layer_range_max(value) |
+----------+----------------------------+
| *Getter* | get_layer_range_max() |
+----------+----------------------------+
Maximum layer value of objects that are affected by the Light2D. Default value: ``0``.
----
.. _class_Light2D_property_range_layer_min:
- :ref:`int<class_int>` **range_layer_min**
+----------+----------------------------+
| *Setter* | set_layer_range_min(value) |
+----------+----------------------------+
| *Getter* | get_layer_range_min() |
+----------+----------------------------+
Minimum layer value of objects that are affected by the Light2D. Default value: ``0``.
----
.. _class_Light2D_property_range_z_max:
- :ref:`int<class_int>` **range_z_max**
+----------+------------------------+
| *Setter* | set_z_range_max(value) |
+----------+------------------------+
| *Getter* | get_z_range_max() |
+----------+------------------------+
Maximum ``z`` value of objects that are affected by the Light2D. Default value: ``1024``.
----
.. _class_Light2D_property_range_z_min:
- :ref:`int<class_int>` **range_z_min**
+----------+------------------------+
| *Setter* | set_z_range_min(value) |
+----------+------------------------+
| *Getter* | get_z_range_min() |
+----------+------------------------+
Minimum ``z`` value of objects that are affected by the Light2D. Default value: ``-1024``.
----
.. _class_Light2D_property_shadow_buffer_size:
- :ref:`int<class_int>` **shadow_buffer_size**
+----------+-------------------------------+
| *Setter* | set_shadow_buffer_size(value) |
+----------+-------------------------------+
| *Getter* | get_shadow_buffer_size() |
+----------+-------------------------------+
Shadow buffer size. Default value: ``2048``.
----
.. _class_Light2D_property_shadow_color:
- :ref:`Color<class_Color>` **shadow_color**
+----------+-------------------------+
| *Setter* | set_shadow_color(value) |
+----------+-------------------------+
| *Getter* | get_shadow_color() |
+----------+-------------------------+
:ref:`Color<class_Color>` of shadows cast by the Light2D.
----
.. _class_Light2D_property_shadow_enabled:
- :ref:`bool<class_bool>` **shadow_enabled**
+----------+---------------------------+
| *Setter* | set_shadow_enabled(value) |
+----------+---------------------------+
| *Getter* | is_shadow_enabled() |
+----------+---------------------------+
If ``true``, the Light2D will cast shadows. Default value: ``false``.
----
.. _class_Light2D_property_shadow_filter:
- :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **shadow_filter**
+----------+--------------------------+
| *Setter* | set_shadow_filter(value) |
+----------+--------------------------+
| *Getter* | get_shadow_filter() |
+----------+--------------------------+
Shadow filter type. Use :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` constants as values. Default value: ``SHADOW_FILTER_NONE``.
----
.. _class_Light2D_property_shadow_filter_smooth:
- :ref:`float<class_float>` **shadow_filter_smooth**
+----------+--------------------------+
| *Setter* | set_shadow_smooth(value) |
+----------+--------------------------+
| *Getter* | get_shadow_smooth() |
+----------+--------------------------+
Smoothing value for shadows.
----
.. _class_Light2D_property_shadow_gradient_length:
- :ref:`float<class_float>` **shadow_gradient_length**
+----------+-----------------------------------+
| *Setter* | set_shadow_gradient_length(value) |
+----------+-----------------------------------+
| *Getter* | get_shadow_gradient_length() |
+----------+-----------------------------------+
Smooth shadow gradient length.
----
.. _class_Light2D_property_shadow_item_cull_mask:
- :ref:`int<class_int>` **shadow_item_cull_mask**
+----------+----------------------------------+
| *Setter* | set_item_shadow_cull_mask(value) |
+----------+----------------------------------+
| *Getter* | get_item_shadow_cull_mask() |
+----------+----------------------------------+
The shadow mask. Used with :ref:`LightOccluder2D<class_LightOccluder2D>` to cast shadows. Only occluders with a matching shadow mask will cast shadows.
----
.. _class_Light2D_property_texture:
- :ref:`Texture<class_Texture>` **texture**
+----------+--------------------+
| *Setter* | set_texture(value) |
+----------+--------------------+
| *Getter* | get_texture() |
+----------+--------------------+
:ref:`Texture<class_Texture>` used for the Light2D's appearance.
----
.. _class_Light2D_property_texture_scale:
- :ref:`float<class_float>` **texture_scale**
+----------+--------------------------+
| *Setter* | set_texture_scale(value) |
+----------+--------------------------+
| *Getter* | get_texture_scale() |
+----------+--------------------------+
The ``texture``'s scale factor.