123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459 |
- :github_url: hide
- .. DO NOT EDIT THIS FILE!!!
- .. Generated automatically from Godot engine sources.
- .. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
- .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Light2D.xml.
- .. _class_Light2D:
- Light2D
- =======
- **Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
- **Inherited By:** :ref:`DirectionalLight2D<class_DirectionalLight2D>`, :ref:`PointLight2D<class_PointLight2D>`
- Casts light in a 2D environment.
- .. rst-class:: classref-introduction-group
- Description
- -----------
- Casts light in a 2D environment. A light is defined as a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).
- .. rst-class:: classref-introduction-group
- Tutorials
- ---------
- - :doc:`2D lights and shadows <../tutorials/2d/2d_lights_and_shadows>`
- .. rst-class:: classref-reftable-group
- Properties
- ----------
- .. table::
- :widths: auto
- +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
- | :ref:`BlendMode<enum_Light2D_BlendMode>` | :ref:`blend_mode<class_Light2D_property_blend_mode>` | ``0`` |
- +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
- | :ref:`Color<class_Color>` | :ref:`color<class_Light2D_property_color>` | ``Color(1, 1, 1, 1)`` |
- +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
- | :ref:`bool<class_bool>` | :ref:`editor_only<class_Light2D_property_editor_only>` | ``false`` |
- +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
- | :ref:`bool<class_bool>` | :ref:`enabled<class_Light2D_property_enabled>` | ``true`` |
- +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
- | :ref:`float<class_float>` | :ref:`energy<class_Light2D_property_energy>` | ``1.0`` |
- +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
- | :ref:`int<class_int>` | :ref:`range_item_cull_mask<class_Light2D_property_range_item_cull_mask>` | ``1`` |
- +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
- | :ref:`int<class_int>` | :ref:`range_layer_max<class_Light2D_property_range_layer_max>` | ``0`` |
- +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
- | :ref:`int<class_int>` | :ref:`range_layer_min<class_Light2D_property_range_layer_min>` | ``0`` |
- +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
- | :ref:`int<class_int>` | :ref:`range_z_max<class_Light2D_property_range_z_max>` | ``1024`` |
- +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
- | :ref:`int<class_int>` | :ref:`range_z_min<class_Light2D_property_range_z_min>` | ``-1024`` |
- +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
- | :ref:`Color<class_Color>` | :ref:`shadow_color<class_Light2D_property_shadow_color>` | ``Color(0, 0, 0, 0)`` |
- +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
- | :ref:`bool<class_bool>` | :ref:`shadow_enabled<class_Light2D_property_shadow_enabled>` | ``false`` |
- +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
- | :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` | :ref:`shadow_filter<class_Light2D_property_shadow_filter>` | ``0`` |
- +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
- | :ref:`float<class_float>` | :ref:`shadow_filter_smooth<class_Light2D_property_shadow_filter_smooth>` | ``0.0`` |
- +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
- | :ref:`int<class_int>` | :ref:`shadow_item_cull_mask<class_Light2D_property_shadow_item_cull_mask>` | ``1`` |
- +------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
- .. rst-class:: classref-reftable-group
- Methods
- -------
- .. table::
- :widths: auto
- +---------------------------+----------------------------------------------------------------------------------------------+
- | :ref:`float<class_float>` | :ref:`get_height<class_Light2D_method_get_height>`\ (\ ) |const| |
- +---------------------------+----------------------------------------------------------------------------------------------+
- | |void| | :ref:`set_height<class_Light2D_method_set_height>`\ (\ height\: :ref:`float<class_float>`\ ) |
- +---------------------------+----------------------------------------------------------------------------------------------+
- .. rst-class:: classref-section-separator
- ----
- .. rst-class:: classref-descriptions-group
- Enumerations
- ------------
- .. _enum_Light2D_ShadowFilter:
- .. rst-class:: classref-enumeration
- enum **ShadowFilter**: :ref:`🔗<enum_Light2D_ShadowFilter>`
- .. _class_Light2D_constant_SHADOW_FILTER_NONE:
- .. rst-class:: classref-enumeration-constant
- :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **SHADOW_FILTER_NONE** = ``0``
- No filter applies to the shadow map. This provides hard shadow edges and is the fastest to render. See :ref:`shadow_filter<class_Light2D_property_shadow_filter>`.
- .. _class_Light2D_constant_SHADOW_FILTER_PCF5:
- .. rst-class:: classref-enumeration-constant
- :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **SHADOW_FILTER_PCF5** = ``1``
- 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>`.
- .. _class_Light2D_constant_SHADOW_FILTER_PCF13:
- .. rst-class:: classref-enumeration-constant
- :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **SHADOW_FILTER_PCF13** = ``2``
- 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>`.
- .. rst-class:: classref-item-separator
- ----
- .. _enum_Light2D_BlendMode:
- .. rst-class:: classref-enumeration
- enum **BlendMode**: :ref:`🔗<enum_Light2D_BlendMode>`
- .. _class_Light2D_constant_BLEND_MODE_ADD:
- .. rst-class:: classref-enumeration-constant
- :ref:`BlendMode<enum_Light2D_BlendMode>` **BLEND_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.
- .. _class_Light2D_constant_BLEND_MODE_SUB:
- .. rst-class:: classref-enumeration-constant
- :ref:`BlendMode<enum_Light2D_BlendMode>` **BLEND_MODE_SUB** = ``1``
- Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
- .. _class_Light2D_constant_BLEND_MODE_MIX:
- .. rst-class:: classref-enumeration-constant
- :ref:`BlendMode<enum_Light2D_BlendMode>` **BLEND_MODE_MIX** = ``2``
- Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
- .. rst-class:: classref-section-separator
- ----
- .. rst-class:: classref-descriptions-group
- Property Descriptions
- ---------------------
- .. _class_Light2D_property_blend_mode:
- .. rst-class:: classref-property
- :ref:`BlendMode<enum_Light2D_BlendMode>` **blend_mode** = ``0`` :ref:`🔗<class_Light2D_property_blend_mode>`
- .. rst-class:: classref-property-setget
- - |void| **set_blend_mode**\ (\ value\: :ref:`BlendMode<enum_Light2D_BlendMode>`\ )
- - :ref:`BlendMode<enum_Light2D_BlendMode>` **get_blend_mode**\ (\ )
- The Light2D's blend mode. See :ref:`BlendMode<enum_Light2D_BlendMode>` constants for values.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Light2D_property_color:
- .. rst-class:: classref-property
- :ref:`Color<class_Color>` **color** = ``Color(1, 1, 1, 1)`` :ref:`🔗<class_Light2D_property_color>`
- .. rst-class:: classref-property-setget
- - |void| **set_color**\ (\ value\: :ref:`Color<class_Color>`\ )
- - :ref:`Color<class_Color>` **get_color**\ (\ )
- The Light2D's :ref:`Color<class_Color>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Light2D_property_editor_only:
- .. rst-class:: classref-property
- :ref:`bool<class_bool>` **editor_only** = ``false`` :ref:`🔗<class_Light2D_property_editor_only>`
- .. rst-class:: classref-property-setget
- - |void| **set_editor_only**\ (\ value\: :ref:`bool<class_bool>`\ )
- - :ref:`bool<class_bool>` **is_editor_only**\ (\ )
- If ``true``, Light2D will only appear when editing the scene.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Light2D_property_enabled:
- .. rst-class:: classref-property
- :ref:`bool<class_bool>` **enabled** = ``true`` :ref:`🔗<class_Light2D_property_enabled>`
- .. rst-class:: classref-property-setget
- - |void| **set_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
- - :ref:`bool<class_bool>` **is_enabled**\ (\ )
- If ``true``, Light2D will emit light.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Light2D_property_energy:
- .. rst-class:: classref-property
- :ref:`float<class_float>` **energy** = ``1.0`` :ref:`🔗<class_Light2D_property_energy>`
- .. rst-class:: classref-property-setget
- - |void| **set_energy**\ (\ value\: :ref:`float<class_float>`\ )
- - :ref:`float<class_float>` **get_energy**\ (\ )
- The Light2D's energy value. The larger the value, the stronger the light.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Light2D_property_range_item_cull_mask:
- .. rst-class:: classref-property
- :ref:`int<class_int>` **range_item_cull_mask** = ``1`` :ref:`🔗<class_Light2D_property_range_item_cull_mask>`
- .. rst-class:: classref-property-setget
- - |void| **set_item_cull_mask**\ (\ value\: :ref:`int<class_int>`\ )
- - :ref:`int<class_int>` **get_item_cull_mask**\ (\ )
- The layer mask. Only objects with a matching :ref:`CanvasItem.light_mask<class_CanvasItem_property_light_mask>` will be affected by the Light2D. See also :ref:`shadow_item_cull_mask<class_Light2D_property_shadow_item_cull_mask>`, which affects which objects can cast shadows.
- \ **Note:** :ref:`range_item_cull_mask<class_Light2D_property_range_item_cull_mask>` is ignored by :ref:`DirectionalLight2D<class_DirectionalLight2D>`, which will always light a 2D node regardless of the 2D node's :ref:`CanvasItem.light_mask<class_CanvasItem_property_light_mask>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Light2D_property_range_layer_max:
- .. rst-class:: classref-property
- :ref:`int<class_int>` **range_layer_max** = ``0`` :ref:`🔗<class_Light2D_property_range_layer_max>`
- .. rst-class:: classref-property-setget
- - |void| **set_layer_range_max**\ (\ value\: :ref:`int<class_int>`\ )
- - :ref:`int<class_int>` **get_layer_range_max**\ (\ )
- Maximum layer value of objects that are affected by the Light2D.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Light2D_property_range_layer_min:
- .. rst-class:: classref-property
- :ref:`int<class_int>` **range_layer_min** = ``0`` :ref:`🔗<class_Light2D_property_range_layer_min>`
- .. rst-class:: classref-property-setget
- - |void| **set_layer_range_min**\ (\ value\: :ref:`int<class_int>`\ )
- - :ref:`int<class_int>` **get_layer_range_min**\ (\ )
- Minimum layer value of objects that are affected by the Light2D.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Light2D_property_range_z_max:
- .. rst-class:: classref-property
- :ref:`int<class_int>` **range_z_max** = ``1024`` :ref:`🔗<class_Light2D_property_range_z_max>`
- .. rst-class:: classref-property-setget
- - |void| **set_z_range_max**\ (\ value\: :ref:`int<class_int>`\ )
- - :ref:`int<class_int>` **get_z_range_max**\ (\ )
- Maximum ``z`` value of objects that are affected by the Light2D.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Light2D_property_range_z_min:
- .. rst-class:: classref-property
- :ref:`int<class_int>` **range_z_min** = ``-1024`` :ref:`🔗<class_Light2D_property_range_z_min>`
- .. rst-class:: classref-property-setget
- - |void| **set_z_range_min**\ (\ value\: :ref:`int<class_int>`\ )
- - :ref:`int<class_int>` **get_z_range_min**\ (\ )
- Minimum ``z`` value of objects that are affected by the Light2D.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Light2D_property_shadow_color:
- .. rst-class:: classref-property
- :ref:`Color<class_Color>` **shadow_color** = ``Color(0, 0, 0, 0)`` :ref:`🔗<class_Light2D_property_shadow_color>`
- .. rst-class:: classref-property-setget
- - |void| **set_shadow_color**\ (\ value\: :ref:`Color<class_Color>`\ )
- - :ref:`Color<class_Color>` **get_shadow_color**\ (\ )
- :ref:`Color<class_Color>` of shadows cast by the Light2D.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Light2D_property_shadow_enabled:
- .. rst-class:: classref-property
- :ref:`bool<class_bool>` **shadow_enabled** = ``false`` :ref:`🔗<class_Light2D_property_shadow_enabled>`
- .. rst-class:: classref-property-setget
- - |void| **set_shadow_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
- - :ref:`bool<class_bool>` **is_shadow_enabled**\ (\ )
- If ``true``, the Light2D will cast shadows.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Light2D_property_shadow_filter:
- .. rst-class:: classref-property
- :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **shadow_filter** = ``0`` :ref:`🔗<class_Light2D_property_shadow_filter>`
- .. rst-class:: classref-property-setget
- - |void| **set_shadow_filter**\ (\ value\: :ref:`ShadowFilter<enum_Light2D_ShadowFilter>`\ )
- - :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **get_shadow_filter**\ (\ )
- Shadow filter type. See :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` for possible values.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Light2D_property_shadow_filter_smooth:
- .. rst-class:: classref-property
- :ref:`float<class_float>` **shadow_filter_smooth** = ``0.0`` :ref:`🔗<class_Light2D_property_shadow_filter_smooth>`
- .. rst-class:: classref-property-setget
- - |void| **set_shadow_smooth**\ (\ value\: :ref:`float<class_float>`\ )
- - :ref:`float<class_float>` **get_shadow_smooth**\ (\ )
- Smoothing value for shadows. Higher values will result in softer shadows, at the cost of visible streaks that can appear in shadow rendering. :ref:`shadow_filter_smooth<class_Light2D_property_shadow_filter_smooth>` only has an effect if :ref:`shadow_filter<class_Light2D_property_shadow_filter>` is :ref:`SHADOW_FILTER_PCF5<class_Light2D_constant_SHADOW_FILTER_PCF5>` or :ref:`SHADOW_FILTER_PCF13<class_Light2D_constant_SHADOW_FILTER_PCF13>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Light2D_property_shadow_item_cull_mask:
- .. rst-class:: classref-property
- :ref:`int<class_int>` **shadow_item_cull_mask** = ``1`` :ref:`🔗<class_Light2D_property_shadow_item_cull_mask>`
- .. rst-class:: classref-property-setget
- - |void| **set_item_shadow_cull_mask**\ (\ value\: :ref:`int<class_int>`\ )
- - :ref:`int<class_int>` **get_item_shadow_cull_mask**\ (\ )
- The shadow mask. Used with :ref:`LightOccluder2D<class_LightOccluder2D>` to cast shadows. Only occluders with a matching :ref:`CanvasItem.light_mask<class_CanvasItem_property_light_mask>` will cast shadows. See also :ref:`range_item_cull_mask<class_Light2D_property_range_item_cull_mask>`, which affects which objects can *receive* the light.
- .. rst-class:: classref-section-separator
- ----
- .. rst-class:: classref-descriptions-group
- Method Descriptions
- -------------------
- .. _class_Light2D_method_get_height:
- .. rst-class:: classref-method
- :ref:`float<class_float>` **get_height**\ (\ ) |const| :ref:`🔗<class_Light2D_method_get_height>`
- Returns the light's height, which is used in 2D normal mapping. See :ref:`PointLight2D.height<class_PointLight2D_property_height>` and :ref:`DirectionalLight2D.height<class_DirectionalLight2D_property_height>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_Light2D_method_set_height:
- .. rst-class:: classref-method
- |void| **set_height**\ (\ height\: :ref:`float<class_float>`\ ) :ref:`🔗<class_Light2D_method_set_height>`
- Sets the light's height, which is used in 2D normal mapping. See :ref:`PointLight2D.height<class_PointLight2D_property_height>` and :ref:`DirectionalLight2D.height<class_DirectionalLight2D_property_height>`.
- .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
- .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
- .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
- .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
- .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
- .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
- .. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
- .. |void| replace:: :abbr:`void (No return value.)`
|