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458 lines
17 KiB
ReStructuredText
458 lines
17 KiB
ReStructuredText
:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/4.2/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/4.2/doc/classes/Light2D.xml.
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.. _class_Light2D:
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Light2D
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=======
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**继承:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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**派生:** :ref:`DirectionalLight2D<class_DirectionalLight2D>`, :ref:`PointLight2D<class_PointLight2D>`
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在 2D 环境中投射光线。
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.. rst-class:: classref-introduction-group
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描述
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----
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在 2D 环境中投射光线。光线由颜色、能量值、模式(见常量)以及其他各种参数(与范围和阴影有关)来定义。
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.. rst-class:: classref-introduction-group
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教程
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----
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- :doc:`2D 灯光和阴影 <../tutorials/2d/2d_lights_and_shadows>`
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.. rst-class:: classref-reftable-group
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属性
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----
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.. table::
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:widths: auto
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`BlendMode<enum_Light2D_BlendMode>` | :ref:`blend_mode<class_Light2D_property_blend_mode>` | ``0`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`Color<class_Color>` | :ref:`color<class_Light2D_property_color>` | ``Color(1, 1, 1, 1)`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`bool<class_bool>` | :ref:`editor_only<class_Light2D_property_editor_only>` | ``false`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`bool<class_bool>` | :ref:`enabled<class_Light2D_property_enabled>` | ``true`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`float<class_float>` | :ref:`energy<class_Light2D_property_energy>` | ``1.0`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`int<class_int>` | :ref:`range_item_cull_mask<class_Light2D_property_range_item_cull_mask>` | ``1`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`int<class_int>` | :ref:`range_layer_max<class_Light2D_property_range_layer_max>` | ``0`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`int<class_int>` | :ref:`range_layer_min<class_Light2D_property_range_layer_min>` | ``0`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`int<class_int>` | :ref:`range_z_max<class_Light2D_property_range_z_max>` | ``1024`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`int<class_int>` | :ref:`range_z_min<class_Light2D_property_range_z_min>` | ``-1024`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`Color<class_Color>` | :ref:`shadow_color<class_Light2D_property_shadow_color>` | ``Color(0, 0, 0, 0)`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`bool<class_bool>` | :ref:`shadow_enabled<class_Light2D_property_shadow_enabled>` | ``false`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` | :ref:`shadow_filter<class_Light2D_property_shadow_filter>` | ``0`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`float<class_float>` | :ref:`shadow_filter_smooth<class_Light2D_property_shadow_filter_smooth>` | ``0.0`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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| :ref:`int<class_int>` | :ref:`shadow_item_cull_mask<class_Light2D_property_shadow_item_cull_mask>` | ``1`` |
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+------------------------------------------------+----------------------------------------------------------------------------+-----------------------+
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.. rst-class:: classref-reftable-group
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方法
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----
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.. table::
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:widths: auto
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+---------------------------+-------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_height<class_Light2D_method_get_height>` **(** **)** |const| |
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+---------------------------+-------------------------------------------------------------------------------------------------+
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| void | :ref:`set_height<class_Light2D_method_set_height>` **(** :ref:`float<class_float>` height **)** |
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+---------------------------+-------------------------------------------------------------------------------------------------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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枚举
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----
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.. _enum_Light2D_ShadowFilter:
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.. rst-class:: classref-enumeration
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enum **ShadowFilter**:
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.. _class_Light2D_constant_SHADOW_FILTER_NONE:
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.. rst-class:: classref-enumeration-constant
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:ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **SHADOW_FILTER_NONE** = ``0``
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不对阴影贴图应用过滤。提供较硬的阴影边缘,渲染速度最快。见 :ref:`shadow_filter<class_Light2D_property_shadow_filter>`\ 。
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.. _class_Light2D_constant_SHADOW_FILTER_PCF5:
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.. rst-class:: classref-enumeration-constant
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:ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **SHADOW_FILTER_PCF5** = ``1``
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对阴影贴图使用百分比接近过滤(5 个样本)。与硬阴影渲染相比较慢。见 :ref:`shadow_filter<class_Light2D_property_shadow_filter>`\ 。
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.. _class_Light2D_constant_SHADOW_FILTER_PCF13:
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.. rst-class:: classref-enumeration-constant
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:ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **SHADOW_FILTER_PCF13** = ``2``
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对阴影贴图使用百分比接近过滤(13 个样本)。最慢的阴影过滤模式,应谨慎使用。见 :ref:`shadow_filter<class_Light2D_property_shadow_filter>`\ 。
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.. rst-class:: classref-item-separator
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----
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.. _enum_Light2D_BlendMode:
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.. rst-class:: classref-enumeration
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enum **BlendMode**:
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.. _class_Light2D_constant_BLEND_MODE_ADD:
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.. rst-class:: classref-enumeration-constant
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:ref:`BlendMode<enum_Light2D_BlendMode>` **BLEND_MODE_ADD** = ``0``
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将 Light2D 对应的像素值与其下方的像素值相加。这是灯的常见行为。
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.. _class_Light2D_constant_BLEND_MODE_SUB:
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.. rst-class:: classref-enumeration-constant
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:ref:`BlendMode<enum_Light2D_BlendMode>` **BLEND_MODE_SUB** = ``1``
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将 Light2D 对应的像素值减去其下方的像素值,产生反光效果。
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.. _class_Light2D_constant_BLEND_MODE_MIX:
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.. rst-class:: classref-enumeration-constant
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:ref:`BlendMode<enum_Light2D_BlendMode>` **BLEND_MODE_MIX** = ``2``
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通过线性插值将 Light2D 对应的像素值与其下方的像素值混合。
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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属性说明
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--------
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.. _class_Light2D_property_blend_mode:
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.. rst-class:: classref-property
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:ref:`BlendMode<enum_Light2D_BlendMode>` **blend_mode** = ``0``
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.. rst-class:: classref-property-setget
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- void **set_blend_mode** **(** :ref:`BlendMode<enum_Light2D_BlendMode>` value **)**
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- :ref:`BlendMode<enum_Light2D_BlendMode>` **get_blend_mode** **(** **)**
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该 Light2D 的混合模式。取值见 :ref:`BlendMode<enum_Light2D_BlendMode>` 常量。
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_color:
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.. rst-class:: classref-property
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:ref:`Color<class_Color>` **color** = ``Color(1, 1, 1, 1)``
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.. rst-class:: classref-property-setget
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- void **set_color** **(** :ref:`Color<class_Color>` value **)**
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- :ref:`Color<class_Color>` **get_color** **(** **)**
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该 Light2D 的颜色 :ref:`Color<class_Color>`\ 。
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_editor_only:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **editor_only** = ``false``
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.. rst-class:: classref-property-setget
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- void **set_editor_only** **(** :ref:`bool<class_bool>` value **)**
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- :ref:`bool<class_bool>` **is_editor_only** **(** **)**
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如果为 ``true``\ ,Light2D 将只在编辑场景时出现。
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_enabled:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **enabled** = ``true``
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.. rst-class:: classref-property-setget
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- void **set_enabled** **(** :ref:`bool<class_bool>` value **)**
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- :ref:`bool<class_bool>` **is_enabled** **(** **)**
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如果为 ``true``\ ,Light2D 会发光。
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_energy:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **energy** = ``1.0``
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.. rst-class:: classref-property-setget
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- void **set_energy** **(** :ref:`float<class_float>` value **)**
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- :ref:`float<class_float>` **get_energy** **(** **)**
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Light2D 的能量值。该值越大,光线就越强。
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_range_item_cull_mask:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **range_item_cull_mask** = ``1``
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.. rst-class:: classref-property-setget
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- void **set_item_cull_mask** **(** :ref:`int<class_int>` value **)**
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- :ref:`int<class_int>` **get_item_cull_mask** **(** **)**
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层遮罩。\ :ref:`CanvasItem.light_mask<class_CanvasItem_property_light_mask>` 与之匹配的对象才会被该 Light2D 影响。另见 :ref:`shadow_item_cull_mask<class_Light2D_property_shadow_item_cull_mask>`\ ,影响的是哪些对象能够投射阴影。
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\ **注意:**\ :ref:`DirectionalLight2D<class_DirectionalLight2D>` 会忽略 :ref:`range_item_cull_mask<class_Light2D_property_range_item_cull_mask>`\ ,始终对 2D 节点进行照明,无论其 :ref:`CanvasItem.light_mask<class_CanvasItem_property_light_mask>` 的取值。
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_range_layer_max:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **range_layer_max** = ``0``
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.. rst-class:: classref-property-setget
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- void **set_layer_range_max** **(** :ref:`int<class_int>` value **)**
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- :ref:`int<class_int>` **get_layer_range_max** **(** **)**
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受 Light2D 影响的对象的最大层数值。
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_range_layer_min:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **range_layer_min** = ``0``
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.. rst-class:: classref-property-setget
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- void **set_layer_range_min** **(** :ref:`int<class_int>` value **)**
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- :ref:`int<class_int>` **get_layer_range_min** **(** **)**
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受 Light2D 影响的对象的最小层数值。
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_range_z_max:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **range_z_max** = ``1024``
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.. rst-class:: classref-property-setget
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- void **set_z_range_max** **(** :ref:`int<class_int>` value **)**
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- :ref:`int<class_int>` **get_z_range_max** **(** **)**
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受 Light2D 影响的物体的最大 ``z`` 值。
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_range_z_min:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **range_z_min** = ``-1024``
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.. rst-class:: classref-property-setget
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- void **set_z_range_min** **(** :ref:`int<class_int>` value **)**
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- :ref:`int<class_int>` **get_z_range_min** **(** **)**
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受 Light2D 影响的物体的最小 ``z`` 值。
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_shadow_color:
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.. rst-class:: classref-property
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:ref:`Color<class_Color>` **shadow_color** = ``Color(0, 0, 0, 0)``
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.. rst-class:: classref-property-setget
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- void **set_shadow_color** **(** :ref:`Color<class_Color>` value **)**
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- :ref:`Color<class_Color>` **get_shadow_color** **(** **)**
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该 Light2D 投下的影子的颜色 :ref:`Color<class_Color>`\ 。
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_shadow_enabled:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **shadow_enabled** = ``false``
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.. rst-class:: classref-property-setget
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- void **set_shadow_enabled** **(** :ref:`bool<class_bool>` value **)**
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- :ref:`bool<class_bool>` **is_shadow_enabled** **(** **)**
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如果为 ``true``\ ,则该 Light2D 将投下阴影。
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.. rst-class:: classref-item-separator
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----
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.. _class_Light2D_property_shadow_filter:
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.. rst-class:: classref-property
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:ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **shadow_filter** = ``0``
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.. rst-class:: classref-property-setget
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- void **set_shadow_filter** **(** :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` value **)**
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- :ref:`ShadowFilter<enum_Light2D_ShadowFilter>` **get_shadow_filter** **(** **)**
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阴影过滤器类型。可能的取值见 :ref:`ShadowFilter<enum_Light2D_ShadowFilter>`\ 。
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.. rst-class:: classref-item-separator
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----
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||
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.. _class_Light2D_property_shadow_filter_smooth:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **shadow_filter_smooth** = ``0.0``
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.. rst-class:: classref-property-setget
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||
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- void **set_shadow_smooth** **(** :ref:`float<class_float>` value **)**
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- :ref:`float<class_float>` **get_shadow_smooth** **(** **)**
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阴影的平滑值。更高的值将导致更柔和的阴影,代价是在阴影渲染中可能出现可见的条纹。只有在 :ref:`shadow_filter<class_Light2D_property_shadow_filter>` 为 :ref:`SHADOW_FILTER_PCF5<class_Light2D_constant_SHADOW_FILTER_PCF5>` 或 :ref:`SHADOW_FILTER_PCF13<class_Light2D_constant_SHADOW_FILTER_PCF13>` 时,\ :ref:`shadow_filter_smooth<class_Light2D_property_shadow_filter_smooth>` 才有效果。
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||
|
||
.. rst-class:: classref-item-separator
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||
|
||
----
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||
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.. _class_Light2D_property_shadow_item_cull_mask:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **shadow_item_cull_mask** = ``1``
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.. rst-class:: classref-property-setget
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- void **set_item_shadow_cull_mask** **(** :ref:`int<class_int>` value **)**
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- :ref:`int<class_int>` **get_item_shadow_cull_mask** **(** **)**
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阴影遮罩。与 :ref:`LightOccluder2D<class_LightOccluder2D>` 一起使用以投射阴影。只有匹配 :ref:`CanvasItem.light_mask<class_CanvasItem_property_light_mask>` 的遮挡物才会投射阴影。另见 :ref:`range_item_cull_mask<class_Light2D_property_range_item_cull_mask>`\ ,它影响哪些对象可以\ *接收*\ 光。
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||
|
||
.. rst-class:: classref-section-separator
|
||
|
||
----
|
||
|
||
.. rst-class:: classref-descriptions-group
|
||
|
||
方法说明
|
||
--------
|
||
|
||
.. _class_Light2D_method_get_height:
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.. rst-class:: classref-method
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||
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:ref:`float<class_float>` **get_height** **(** **)** |const|
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返回该灯光的高度,用于 2D 法线映射。见 :ref:`PointLight2D.height<class_PointLight2D_property_height>` 和 :ref:`DirectionalLight2D.height<class_DirectionalLight2D_property_height>`\ 。
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||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_Light2D_method_set_height:
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||
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||
.. rst-class:: classref-method
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||
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||
void **set_height** **(** :ref:`float<class_float>` height **)**
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设置该灯光的高度,用于 2D 法线映射。见 :ref:`PointLight2D.height<class_PointLight2D_property_height>` 和 :ref:`DirectionalLight2D.height<class_DirectionalLight2D_property_height>`\ 。
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.. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)`
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.. |const| replace:: :abbr:`const (本方法没有副作用。不会修改该实例的任何成员变量。)`
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.. |vararg| replace:: :abbr:`vararg (本方法除了在此处描述的参数外,还能够继续接受任意数量的参数。)`
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.. |constructor| replace:: :abbr:`constructor (本方法用于构造某个类型。)`
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.. |static| replace:: :abbr:`static (调用本方法无需实例,所以可以直接使用类名调用。)`
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.. |operator| replace:: :abbr:`operator (本方法描述的是使用本类型作为左操作数的有效操作符。)`
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.. |bitfield| replace:: :abbr:`BitField (这个值是由下列标志构成的位掩码整数。)`
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