RadiosityEffect Class Reference
Behaves as a light in the scene. These plug-ins are controlled through the Advanced Lighting dialog from the render menu.
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tuple | thisown = _swig_property(lambda x: x.this.own(), lambda x, v: x.this.own(v), doc='The membership flag') |
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tuple | thisown = _swig_property(lambda x: x.this.own(), lambda x, v: x.this.own(v), doc='The membership flag') |
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tuple | thisown = _swig_property(lambda x: x.this.own(), lambda x, v: x.this.own(v), doc='The membership flag') |
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tuple | NumRefs = _swig_property(GetNumRefs) |
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tuple | Refs = _swig_property(lambda self: (self.GetReference(i) for i in xrange(self.GetNumRefs()))) |
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tuple | thisown = _swig_property(lambda x: x.this.own(), lambda x, v: x.this.own(v), doc='The membership flag') |
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tuple | AnimHandle = _swig_property(GetAnimHandle) |
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tuple | ClassID = _swig_property(GetClassID) |
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tuple | ClearFlagInAllAnimatables = staticmethod(ClearFlagInAllAnimatables) |
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tuple | GetAnimByHandle = staticmethod(GetAnimByHandle) |
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tuple | KeyTimes = _swig_property(lambda self: (self.GetKeyTime(i) for i in xrange(self.GetNumKeys()))) |
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tuple | NodeName = _swig_property(GetNodeName) |
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tuple | NumSubAnims = _swig_property(GetNumSubAnims) |
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tuple | ParameterBlock = _swig_property(GetParameterBlock) |
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tuple | SubAnimNames = _swig_property(lambda self: (self.GetSubAnimName(i) for i in xrange(self.GetNumSubAnims()))) |
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tuple | SubAnims = _swig_property(lambda self: (self.GetSubAnim(i) for i in xrange(self.GetNumSubAnims()))) |
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tuple | SuperClassID = _swig_property(GetSuperClassID) |
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tuple | thisown = _swig_property(lambda x: x.this.own(), lambda x, v: x.this.own(v), doc='The membership flag') |
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tuple | thisown = _swig_property(lambda x: x.this.own(), lambda x, v: x.this.own(v), doc='The membership flag') |
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tuple | thisown = _swig_property(lambda x: x.this.own(), lambda x, v: x.this.own(v), doc='The membership flag') |
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| def SetActive |
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SetActive(RadiosityEffect self, bool active, TimeValue t)
| def UseLight |
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UseLight(RadiosityEffect self, INode node, bool recalcSolution=False) -> bool
UseLight(RadiosityEffect self, INode node) -> bool