本文整理汇总了C#中LightType类的典型用法代码示例。如果您正苦于以下问题:C# LightType类的具体用法?C# LightType怎么用?C# LightType使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
LightType类属于命名空间,在下文中一共展示了LightType类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: LightClass
/// <summary>
/// Constructor or added a new light to the scene
/// </summary>
/// <param name="type">the light type you wish to have or default of point</param>
public LightClass(LightType type = LightType.Point)
{
if (type == LightType.Point)
{
light.Type = type;
light.Diffuse = Color.White;
light.Ambient = Color.White;
light.Specular = Color.White;
light.Position = Vector3.Zero;
light.Range = 100.0f;
}
else if (type == LightType.Directional)
{
light.Type = type;
light.Direction = Vector3.Zero;
light.Ambient = Color.White;
light.Diffuse = Color.White;
light.Specular = Color.White;
light.Range = 100.0f;
}
isLightEnabled = false;
Type = type.ToString();
Position = Vector3.Zero;
Direction = Vector3.Zero;
world = Matrix.Identity;
mesh = Mesh.CreateSphere(DeviceManager.LocalDevice, .1f, 10, 10);
material.Diffuse = Color.White;
material.Ambient = Color.White;
DeviceManager.LocalDevice.Material = material;
}
开发者ID:senbeiwabaka,项目名称:Computer-Graphics-Project,代码行数:38,代码来源:LightClass.cs
示例2: Light
// Default Constructor
public Light()
: base()
{
red = green = blue = 255.0f;
intensity = radius = 0.0f;
type = LightType.Point;
}
开发者ID:SmegheadSev,项目名称:mbw-blank-leveleditor,代码行数:8,代码来源:Light.cs
示例3: Light
public Light(Color _color, float _intensity, LightType _type, Point _position)
{
color = _color;
intensity = _intensity;
type = _type;
position = _position;
}
开发者ID:AaronCC,项目名称:Dread-Dungeon,代码行数:7,代码来源:Light.cs
示例4: Light
public Light(LightType type, Vector3D p1, Vector3D p2, Vector3D p3, Color3D color)
{
Type = type;
Color = color;
_grid = new Vector3D[16];
_grid[0] = new Vector3D(1, 2, 0);
_grid[1] = new Vector3D(3, 3, 0);
_grid[2] = new Vector3D(2, 0, 0);
_grid[3] = new Vector3D(0, 1, 0);
_grid[4] = new Vector3D(2, 3, 0);
_grid[5] = new Vector3D(0, 3, 0);
_grid[6] = new Vector3D(0, 0, 0);
_grid[7] = new Vector3D(2, 2, 0);
_grid[8] = new Vector3D(3, 1, 0);
_grid[9] = new Vector3D(1, 3, 0);
_grid[10] = new Vector3D(1, 0, 0);
_grid[11] = new Vector3D(3, 2, 0);
_grid[12] = new Vector3D(2, 1, 0);
_grid[13] = new Vector3D(3, 0, 0);
_grid[14] = new Vector3D(1, 1, 0);
_grid[15] = new Vector3D(0, 2, 0);
CellX = (p2 - p1) * .25f;
CellY = (p3 - p1) * .25f;
for (int i = 0; i < 16; i++)
_grid[i] = _grid[i][0] * CellX + _grid[i][1] * CellY + p1;
Position = p1 + 2 * CellX + 2 * CellY;
}
开发者ID:pirho,项目名称:RaySharp,代码行数:31,代码来源:Light.cs
示例5: Light
/// <summary>
/// Initializes a new instance of the <see cref="Light"/> class.
/// </summary>
public Light()
{
_CastShadows = true;
_Enabled = true;
_Range = 20;
_Type = LightType.Point;
}
开发者ID:atulloh,项目名称:IMML,代码行数:10,代码来源:Light.cs
示例6: InitLight
/// <summary>
/// Initializes a light, setting the light position. The
/// diffuse color is set to white; specular and ambient are left as black.
/// </summary>
/// <param name="light">Which light to initialize</param>
/// <param name="ltType">The type</param>
public static void InitLight(Light light, LightType ltType, float x, float y, float z)
{
light.Type = ltType;
light.Diffuse = System.Drawing.Color.White;
light.Position = new Vector3(x, y, z);
light.Direction = Vector3.Normalize(light.Position);
light.Range = 1000.0f;
}
开发者ID:kasertim,项目名称:sentience,代码行数:14,代码来源:D3DUtil.cs
示例7: Light
public Light(LightType type, Color color, Vector3 pos, Vector3 dir, float att)
{
Type = type;
Color = color;
Position = pos;
Direction = dir;
Attenuation = att;
}
开发者ID:szyszart,项目名称:Junkyard,代码行数:8,代码来源:Light.cs
示例8: LightClass
public LightClass(LightType Type, Vector3 Position, Color Ambiant, Color Diffuse, Color Specular, float Range)
{
this.Type = Type;
this.Position = Position;
this.Ambiant = Ambiant;
this.Diffuse = Diffuse;
this.Specular = Specular;
this.Range = Range;
}
开发者ID:Arys02,项目名称:Underground,代码行数:9,代码来源:LightClass.cs
示例9: create
public static Light create(float x, float y, float size, float intensity, float r, float g, float b, float a, LightType type = LightType.VERTEX)
{
Light l = new Light();
l.set_colour(r, g, b, a);
l.attrib_size = size;
l.set_pos(x, y);
l.set_attribs(size, intensity);
l.set_type(type);
return l;
}
开发者ID:fordream,项目名称:Anglers-Prey,代码行数:11,代码来源:Light.cs
示例10: CreateApproachLight
public static void CreateApproachLight( int x, int y, int z, int off, int on, LightType light )
{
if ( FindMorphItem( x, y, z, off, on ) )
return;
MorphItem item = new MorphItem( off, on, 2, 3 );
item.Light = light;
item.MoveToWorld( new Point3D( x, y, z ), Map.Felucca );
m_Count++;
}
开发者ID:kamronbatman,项目名称:DefianceUO-Pre1.10,代码行数:11,代码来源:KhaldunGen.cs
示例11: Light
public Light(LightType lightType, Vector3 color, Vector3 position, bool castsShadows)
: base()
{
this.type = lightType;
this.Color = color;
this.Transformation.SetPosition(position);
this.castsShadows = castsShadows;
if (castsShadows)
{
CreateCascadeShadows(1024);
}
}
开发者ID:nhippenmeyer,项目名称:CS248,代码行数:12,代码来源:Light.cs
示例12: LightSceneNode_GetLight
static extern void LightSceneNode_GetLight(IntPtr light, [MarshalAs(UnmanagedType.LPArray)] float[] ambient,
[MarshalAs(UnmanagedType.LPArray)] float[] diffuse,
[MarshalAs(UnmanagedType.LPArray)] float[] specular,
[MarshalAs(UnmanagedType.LPArray)] float[] pos,
[MarshalAs(UnmanagedType.LPArray)] float[] dir,
[MarshalAs(UnmanagedType.LPArray)] float[] att,
ref float falloff,
ref float innercone,
ref float outercone,
ref float radius,
ref bool castshadows,
ref LightType type);
开发者ID:RealBadAngel,项目名称:irrlicht.netcp,代码行数:12,代码来源:LightSceneNode.cs
示例13: GetLight
public int GetLight(LightType type, int x, int y, int z)
{
if (!IsValid(x, y, z))
return 0;
int chunkX = x >> 4;
int chunkY = z >> 4;
if (!IsChunkLoaded(chunkX, chunkY))
return 0;
var chunk = GetChunk(chunkX, chunkY);
return chunk.GetLight(type, x & 0xF, y, z & 0xF);
}
开发者ID:fry,项目名称:Survivalist,代码行数:13,代码来源:World.cs
示例14: Light
public Light(LightType aType)
{
fLightType = aType;
fConstant = 1.0f;
fLinear = 0.0f;
fQuadratic = 0.0f;
fIntensity = 1.0f;
// Setting up spotlight stuff
fAngle = (float)Math.PI;
fCosAngle = -1;
fSinAngle = 0.0f;
fExponent = 1.0f;
}
开发者ID:Wiladams,项目名称:NewTOAPIA,代码行数:16,代码来源:Light.cs
示例15: Light
protected Light(LightType lightType)
{
LightType = lightType;
Texture2D LightTexture = LightTextureBuilder.CreatePointLight(Renderer.GD, 512);
KryptonLight = new Light2D()
{
Texture = LightTexture,
Range = (float)(1.5f),
Color = new Color(0.8f, 0.8f, 0.8f, 1f),
Intensity = 1f,
Angle = MathHelper.TwoPi * 0.5f,
X = (float)(0),
Y = (float)(0),
};
}
开发者ID:BartoszF,项目名称:ArtifactsRider,代码行数:17,代码来源:Light.cs
示例16: LightData
public LightType type; //read
#endregion Fields
#region Constructors
public LightData(ConfigNode node, Part part)
{
name = node.GetStringValue("name");
intensity = node.GetFloatValue("intensity");
range = node.GetFloatValue("range");
angle = node.GetFloatValue("angle");
type = (LightType)Enum.Parse(typeof(LightType), node.GetStringValue("type", LightType.Point.ToString()));
transform = part.transform.FindRecursive(name);
light = transform.GetComponent<Light>();
if (light == null)
{
light = transform.gameObject.AddComponent<Light>();//add it if it does not exist
}
light.intensity = intensity;
light.range = range;
light.spotAngle = angle;
light.type = type;
}
开发者ID:shadowmage45,项目名称:SSTULabs,代码行数:26,代码来源:SSTUAnimateLight.cs
示例17: LightSource
public LightSource(float[] RGB, Vector2 worldPos, LightType type, int range, GraphicsDevice graphicsDevice)
{
this.RGB = RGB;
this.worldPos = worldPos;
this.type = type;
this.range = range;
area = new RenderTarget2D(graphicsDevice, range*2, range*2);
output.Add(new RenderTarget2D(graphicsDevice, range * 2, range * 2));
output.Add(new RenderTarget2D(graphicsDevice, range * 2, range * 2));
int order = 2;
while(Math.Pow(2,order)<=range*2)
{
output.Add(new RenderTarget2D(graphicsDevice, (range * 2) / (int)Math.Pow(2, order), (range * 2)));
order++;
}
RenderArea.X = 0;
RenderArea.Y = 0;
RenderArea.Width = 2*range;
RenderArea.Height = 2*range;
}
开发者ID:Fireeyes,项目名称:The-Day-After,代码行数:21,代码来源:LightSource.cs
示例18: FetchLight
LightSource FetchLight(LightType type, Color color, float intensity, float range, float spotAngle = 0.0f)
{
LightSource light = null;
if (activeHeadlights.Count == 0)
{
light = Singleton<RenderManager>.instance.ObtainLightSource();
}
else
{
light = activeHeadlights[0];
activeHeadlights.RemoveAt(0);
}
light.m_light.intensity = intensity*fadingHeadlightsFactor;
light.m_light.type = type;
light.m_light.color = color;
light.m_light.range = range;
light.m_light.spotAngle = spotAngle;
light.m_light.shadows = LightShadows.None;
light.enabled = true;
return light;
}
开发者ID:abdulrahmanwaly,项目名称:Skylines-Daybreak,代码行数:24,代码来源:HeadlightsController.cs
示例19: SetRunOncePerLight
/// <summary>
/// Sets whether or not this pass should be run once per light which
/// can affect the object being rendered.
/// </summary>
/// <remarks>
/// The default behavior for a pass (when this option is 'false'), is
/// for a pass to be rendered only once, with all the lights which could
/// affect this object set at the same time (up to the maximum lights
/// allowed in the render system, which is typically 8).
/// <p/>
/// Setting this option to 'true' changes this behavior, such that
/// instead of trying to issue render this pass once per object, it
/// is run once <b>per light</b> which can affect this object. In
/// this case, only light index 0 is ever used, and is a different light
/// every time the pass is issued, up to the total number of lights
/// which is affecting this object. This has 2 advantages:
/// <ul><li>There is no limit on the number of lights which can be
/// supported</li>
/// <li>It's easier to write vertex / fragment programs for this because
/// a single program can be used for any number of lights</li>
/// </ul>
/// However, this technique is a lot more expensive, and typically you
/// will want an additional ambient pass, because if no lights are
/// affecting the object it will not be rendered at all, which will look
/// odd even if ambient light is zero (imagine if there are lit objects
/// behind it - the objects silhouette would not show up). Therefore,
/// use this option with care, and you would be well advised to provide
/// a less expensive fallback technique for use in the distance.
/// <p/>
/// Note: The number of times this pass runs is still limited by the maximum
/// number of lights allowed as set in MaxLights, so
/// you will never get more passes than this.
/// </remarks>
/// <param name="enabled">Whether this feature is enabled.</param>
/// <param name="onlyForOneLightType">
/// If true, the pass will only be run for a single type of light, other light types will be ignored.
/// </param>
/// <param name="lightType">The single light type which will be considered for this pass.</param>
public void SetRunOncePerLight( bool enabled, bool onlyForOneLightType, LightType lightType )
{
_iteratePerLight = enabled;
_runOnlyForOneLightType = onlyForOneLightType;
_onlyLightType = lightType;
}
开发者ID:mono-soc-2011,项目名称:axiom,代码行数:44,代码来源:Pass.cs
示例20: GetLights
public static extern Light[] GetLights(LightType type, int layer);
开发者ID:guozanhua,项目名称:UnityDecompiled,代码行数:1,代码来源:Light.cs
注:本文中的LightType类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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