godot/doc/classes/Light2D.xml
Hein-Pieter van Braam 16ab5e091d 3.0.7-devel
Onwards my precious!
2018-07-31 20:13:10 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Light2D" inherits="Node2D" category="Core" version="3.0.7">
<brief_description>
Casts light in a 2D environment.
</brief_description>
<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.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<members>
<member name="color" type="Color" setter="set_color" getter="get_color">
The Light2D's [Color].
</member>
<member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only">
If [code]true[/code] Light2D will only appear when editing the scene. Default value: [code]false[/code].
</member>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled">
If [code]true[/code] Light2D will emit light. Default value: [code]true[/code].
</member>
<member name="energy" type="float" setter="set_energy" getter="get_energy">
The Light2D's energy value. The larger the value, the stronger the light.
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="Light2D.Mode">
The Light2D's mode. See MODE_* constants for values.
</member>
<member name="offset" type="Vector2" setter="set_texture_offset" getter="get_texture_offset">
The offset of the Light2D's [code]texture[/code].
</member>
<member name="range_height" type="float" setter="set_height" getter="get_height">
The height of the Light2D. Used with 2D normal mapping.
</member>
<member name="range_item_cull_mask" type="int" setter="set_item_cull_mask" getter="get_item_cull_mask">
The layer mask. Only objects with a matching mask will be affected by the Light2D.
</member>
<member name="range_layer_max" type="int" setter="set_layer_range_max" getter="get_layer_range_max">
Maximum layer value of objects that are affected by the Light2D. Default value: [code]0[/code].
</member>
<member name="range_layer_min" type="int" setter="set_layer_range_min" getter="get_layer_range_min">
Minimum layer value of objects that are affected by the Light2D. Default value: [code]0[/code].
</member>
<member name="range_z_max" type="int" setter="set_z_range_max" getter="get_z_range_max">
Maximum [code]Z[/code] value of objects that are affected by the Light2D. Default value: [code]1024[/code].
</member>
<member name="range_z_min" type="int" setter="set_z_range_min" getter="get_z_range_min">
Minimum [code]z[/code] value of objects that are affected by the Light2D. Default value: [code]-1024[/code].
</member>
<member name="shadow_buffer_size" type="int" setter="set_shadow_buffer_size" getter="get_shadow_buffer_size">
Shadow buffer size. Default value: [code]2048[/code].
</member>
<member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color">
[Color] of shadows cast by the Light2D.
</member>
<member name="shadow_enabled" type="bool" setter="set_shadow_enabled" getter="is_shadow_enabled">
If [code]true[/code] the Light2D will cast shadows. Default value: [code]false[/code].
</member>
<member name="shadow_filter" type="int" setter="set_shadow_filter" getter="get_shadow_filter" enum="Light2D.ShadowFilter">
Shadow filter type. Use SHADOW_FILTER_* constants to set [code]shadow_filter[/code]. Default value: [code]None[/code].
</member>
<member name="shadow_filter_smooth" type="float" setter="set_shadow_smooth" getter="get_shadow_smooth">
Smoothing value for shadows.
</member>
<member name="shadow_gradient_length" type="float" setter="set_shadow_gradient_length" getter="get_shadow_gradient_length">
Smooth shadow gradient length.
</member>
<member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask">
The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching shadow mask will cast shadows.
</member>
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
[Texture] used for the Light2D's appearance.
</member>
<member name="texture_scale" type="float" setter="set_texture_scale" getter="get_texture_scale">
The [code]texture[/code]'s scale factor.
</member>
</members>
<constants>
<constant name="MODE_ADD" value="0" enum="Mode">
Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behaviour of a light.
</constant>
<constant name="MODE_SUB" value="1" enum="Mode">
Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
</constant>
<constant name="MODE_MIX" value="2" enum="Mode">
Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
</constant>
<constant name="MODE_MASK" value="3" enum="Mode">
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.
</constant>
<constant name="SHADOW_FILTER_NONE" value="0" enum="ShadowFilter">
No filter applies to the shadow map. See [method shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF3" value="1" enum="ShadowFilter">
Percentage closer filtering (3 samples) applies to the shadow map. See [method shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF5" value="2" enum="ShadowFilter">
Percentage closer filtering (5 samples) applies to the shadow map. See [method shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF7" value="3" enum="ShadowFilter">
Percentage closer filtering (7 samples) applies to the shadow map. See [method shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF9" value="4" enum="ShadowFilter">
Percentage closer filtering (9 samples) applies to the shadow map. See [method shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF13" value="5" enum="ShadowFilter">
Percentage closer filtering (13 samples) applies to the shadow map. See [method shadow_filter].
</constant>
</constants>
</class>