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15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;
}
示例2: Light
// Default Constructor
public Light()
: base()
{
red = green = blue = 255.0f;
intensity = radius = 0.0f;
type = LightType.Point;
}
示例3: Light
public Light(Color _color, float _intensity, LightType _type, Point _position)
{
color = _color;
intensity = _intensity;
type = _type;
position = _position;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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++;
}
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);
}
}
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);
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);
}
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;
}
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),
};
}