Light2D
继承: Node2D
< CanvasItem
< Node
< Object
派生: DirectionalLight2D
, PointLight2D
Casts light in a 2D environment.
描述
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).
属性
方法
float | get_height ( ) const1 |
void | set_height ( height: float ) |
枚举
enum ShadowFilter:
ShadowFilter SHADOW_FILTER_NONE = 0
No filter applies to the shadow map. This provides hard shadow edges and is the fastest to render. See shadow_filter
.
ShadowFilter SHADOW_FILTER_PCF5 = 1
Percentage closer filtering (5 samples) applies to the shadow map. This is slower compared to hard shadow rendering. See shadow_filter
.
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 shadow_filter
.
enum BlendMode:
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.
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.
BlendMode BLEND_MODE_MIX = 2
Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
属性说明
BlendMode blend_mode = 0
The Light2D's blend mode. See BlendMode constants for values.
Color
color = Color(1, 1, 1, 1)
The Light2D's Color
.
bool
editor_only = false
If true
, Light2D will only appear when editing the scene.
bool
enabled = true
If true
, Light2D will emit light.
float
energy = 1.0
The Light2D's energy value. The larger the value, the stronger the light.
int
range_item_cull_mask = 1
The layer mask. Only objects with a matching CanvasItem.light_mask
will be affected by the Light2D. See also shadow_item_cull_mask
, which affects which objects can cast shadows.
Note: range_item_cull_mask
is ignored by DirectionalLight2D
, which will always light a 2D node regardless of the 2D node's CanvasItem.light_mask
.
int
range_layer_max = 0
Maximum layer value of objects that are affected by the Light2D.
int
range_layer_min = 0
Minimum layer value of objects that are affected by the Light2D.
int
range_z_max = 1024
Maximum z
value of objects that are affected by the Light2D.
int
range_z_min = -1024
Minimum z
value of objects that are affected by the Light2D.
Color
shadow_color = Color(0, 0, 0, 0)
Color
of shadows cast by the Light2D.
bool
shadow_enabled = false
If true
, the Light2D will cast shadows.
ShadowFilter shadow_filter = 0
void
set_shadow_filter ( value: ShadowFilter )- ShadowFilter get_shadow_filter ( )
Shadow filter type. See ShadowFilter for possible values.
float
shadow_filter_smooth = 0.0
Smoothing value for shadows. Higher values will result in softer shadows, at the cost of visible streaks that can appear in shadow rendering. shadow_filter_smooth
only has an effect if shadow_filter
is SHADOW_FILTER_PCF5
or SHADOW_FILTER_PCF13
.
int
shadow_item_cull_mask = 1
The shadow mask. Used with LightOccluder2D
to cast shadows. Only occluders with a matching CanvasItem.light_mask
will cast shadows. See also range_item_cull_mask
, which affects which objects can receive the light.
方法说明
Returns the light's height, which is used in 2D normal mapping. See PointLight2D.height
and DirectionalLight2D.height
.
void
set_height ( height: float
)
Sets the light's height, which is used in 2D normal mapping. See PointLight2D.height
and DirectionalLight2D.height
.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。