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godot-docs-l10n/classes/es/class_omnilight.rst
Rémi Verschelde cf78697eea Add localized class reference as pre-generated RST files
Currently including `zh_CN` and `es` which both have very high completion
ratios. Others will be added once they reach a significant percentage too.

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after we sync with https://github.com/godotengine/godot-docs/pull/5458.

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- Build `godotengine/godot` in the branch we currently track (now `3.x`)
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- Run `cd doc && make rst LANGARG=zh_CN`
- Copy `doc/_build/rst/*` to `classes/zh_CN/` here
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2021-12-21 16:07:55 +01:00

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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the OmniLight.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_OmniLight:
OmniLight
=========
**Inherits:** :ref:`Light<class_Light>` **<** :ref:`VisualInstance<class_VisualInstance>` **<** :ref:`CullInstance<class_CullInstance>` **<** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
Luz omnidireccional, como una bombilla o una vela.
Descripción
----------------------
An Omnidirectional light is a type of :ref:`Light<class_Light>` that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
\ **Note:** By default, only 32 OmniLights may affect a single mesh *resource* at once. Consider splitting your level into several meshes to decrease the likelihood that more than 32 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. If you need to use more lights per mesh, you can increase :ref:`ProjectSettings.rendering/limits/rendering/max_lights_per_object<class_ProjectSettings_property_rendering/limits/rendering/max_lights_per_object>` at the cost of shader compilation times.
Tutoriales
--------------------
- :doc:`../tutorials/3d/lights_and_shadows`
Propiedades
----------------------
+--------------------------------------------------+------------------------------------------------------------------------+---------+
| :ref:`float<class_float>` | :ref:`omni_attenuation<class_OmniLight_property_omni_attenuation>` | ``1.0`` |
+--------------------------------------------------+------------------------------------------------------------------------+---------+
| :ref:`float<class_float>` | :ref:`omni_range<class_OmniLight_property_omni_range>` | ``5.0`` |
+--------------------------------------------------+------------------------------------------------------------------------+---------+
| :ref:`ShadowDetail<enum_OmniLight_ShadowDetail>` | :ref:`omni_shadow_detail<class_OmniLight_property_omni_shadow_detail>` | ``1`` |
+--------------------------------------------------+------------------------------------------------------------------------+---------+
| :ref:`ShadowMode<enum_OmniLight_ShadowMode>` | :ref:`omni_shadow_mode<class_OmniLight_property_omni_shadow_mode>` | ``1`` |
+--------------------------------------------------+------------------------------------------------------------------------+---------+
Enumeraciones
--------------------------
.. _enum_OmniLight_ShadowMode:
.. _class_OmniLight_constant_SHADOW_DUAL_PARABOLOID:
.. _class_OmniLight_constant_SHADOW_CUBE:
enum **ShadowMode**:
- **SHADOW_DUAL_PARABOLOID** = **0** --- Las sombras se convierten en una textura de doble paraboloide. Más rápido que :ref:`SHADOW_CUBE<class_OmniLight_constant_SHADOW_CUBE>`, pero de menor calidad.
- **SHADOW_CUBE** = **1** --- Las sombras se representan en un mapa de cubos. Más lento que :ref:`SHADOW_DUAL_PARABOLOID<class_OmniLight_constant_SHADOW_DUAL_PARABOLOID>`, pero de mayor calidad.
----
.. _enum_OmniLight_ShadowDetail:
.. _class_OmniLight_constant_SHADOW_DETAIL_VERTICAL:
.. _class_OmniLight_constant_SHADOW_DETAIL_HORIZONTAL:
enum **ShadowDetail**:
- **SHADOW_DETAIL_VERTICAL** = **0** --- Use more detail vertically when computing the shadow.
- **SHADOW_DETAIL_HORIZONTAL** = **1** --- Use more detail horizontally when computing the shadow.
Descripciones de Propiedades
--------------------------------------------------------
.. _class_OmniLight_property_omni_attenuation:
- :ref:`float<class_float>` **omni_attenuation**
+-----------+------------------+
| *Default* | ``1.0`` |
+-----------+------------------+
| *Setter* | set_param(value) |
+-----------+------------------+
| *Getter* | get_param() |
+-----------+------------------+
La curva de atenuación de la luz. En el **Inspector** se puede acceder a una serie de preajustes haciendo clic con el botón derecho del ratón en la curva.
----
.. _class_OmniLight_property_omni_range:
- :ref:`float<class_float>` **omni_range**
+-----------+------------------+
| *Default* | ``5.0`` |
+-----------+------------------+
| *Setter* | set_param(value) |
+-----------+------------------+
| *Getter* | get_param() |
+-----------+------------------+
El radio de la luz. Tenga en cuenta que el área efectivamente iluminada puede parecer más pequeña dependiendo del :ref:`omni_attenuation<class_OmniLight_property_omni_attenuation>` en uso. No importa el :ref:`omni_attenuation<class_OmniLight_property_omni_attenuation>` en uso, la luz nunca alcanzará nada fuera de este radio.
----
.. _class_OmniLight_property_omni_shadow_detail:
- :ref:`ShadowDetail<enum_OmniLight_ShadowDetail>` **omni_shadow_detail**
+-----------+--------------------------+
| *Default* | ``1`` |
+-----------+--------------------------+
| *Setter* | set_shadow_detail(value) |
+-----------+--------------------------+
| *Getter* | get_shadow_detail() |
+-----------+--------------------------+
See :ref:`ShadowDetail<enum_OmniLight_ShadowDetail>`.
----
.. _class_OmniLight_property_omni_shadow_mode:
- :ref:`ShadowMode<enum_OmniLight_ShadowMode>` **omni_shadow_mode**
+-----------+------------------------+
| *Default* | ``1`` |
+-----------+------------------------+
| *Setter* | set_shadow_mode(value) |
+-----------+------------------------+
| *Getter* | get_shadow_mode() |
+-----------+------------------------+
Ver :ref:`ShadowMode<enum_OmniLight_ShadowMode>`.
.. |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.)`