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# Version: MPL 1.1/GPL 2.0/LGPL 2.1
# The contents of this file are subject to the Mozilla Public License Version
# 1.1 (the "License"); you may not use this file except in compliance with
# the License. You may obtain a copy of the License at
# Software distributed under the License is distributed on an "AS IS" basis,
# WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
# for the specific language governing rights and limitations under the
# License.
# The Original Code is the Python Computer Graphics Kit.
# The Initial Developer of the Original Code is Matthias Baas.
# Portions created by the Initial Developer are Copyright (C) 2004
# the Initial Developer. All Rights Reserved.
# Contributor(s):
# Alternatively, the contents of this file may be used under the terms of
# either the GNU General Public License Version 2 or later (the "GPL"), or
# the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
# in which case the provisions of the GPL or the LGPL are applicable instead
# of those above. If you wish to allow use of your version of this file only
# under the terms of either the GPL or the LGPL, and not to allow others to
# use your version of this file under the terms of the MPL, indicate your
# decision by deleting the provisions above and replace them with the notice
# and other provisions required by the GPL or the LGPL. If you do not delete
# the provisions above, a recipient may use your version of this file under
# the terms of any one of the MPL, the GPL or the LGPL.
# ***** END LICENSE BLOCK *****
# $Id:,v 1.4 2005/07/03 09:43:36 mbaas Exp $
## \file
## Contains the GLTargetDistantLight class.
import protocols
import scene
from Interfaces import *
from slots import *
from cgtypes import vec3
from worldobject import _initWorldObject, _preInitWorldObject
import lookat
import cmds
import _core
# GLTargetDistantLight
class GLTargetDistantLight(_core.GLDistantLight):
"""This class represents an OpenGL distant light.
The direction of the light is the local positive Z axis.
def __init__(self,
cast_shadow = False,
exec _preInitWorldObject
_core.GLDistantLight.__init__(self, name)
_initWorldObject(self, name=name, parent=parent,
target = vec3(target)
# Target
self.target_slot = Vec3Slot(target)
self.addSlot("target", self.target_slot)
self.enabled = enabled
self.intensity = intensity
if ambient!=None:
self.ambient = vec3(ambient)
if diffuse!=None:
self.diffuse = vec3(diffuse)
if specular!=None:
self.specular = vec3(specular)
self.cast_shadow = cast_shadow
# Create the internal LookAt component
self._lookat = lookat.LookAt() = "GLTargetDistant_LookAt"
# Create the "target" property
exec slotPropertyCode("target")
def protocols(self):
return [ISceneItem]
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