| 限定符和类型 | 类 | 说明 |
|---|---|---|
static class |
SceneComponent.BackgroundType |
Defines the type of the background displayed in a scene.
|
| 构造器 | 说明 |
|---|---|
SceneComponent() |
| 限定符和类型 | 方法 | 说明 |
|---|---|---|
SceneComponent.BackgroundType |
getBackgroundType() |
Obtains the background type for this scene.
|
Entity |
getCamera() |
Obtains the available camera in the current scene.
|
Vector3 |
getEnvironmentDiffuseColor() |
Obtains the diffuse color of the environment.
|
float |
getEnvironmentDiffuseIntensity() |
Obtains the diffusion intensity multiplier of the environment.
|
Quaternion |
getEnvironmentRotation() |
Obtains the quaternion for IBL environment rotation.
|
Vector3 |
getEnvironmentSpecularColor() |
Obtains the specular color of the environment.
|
float |
getEnvironmentSpecularIntensity() |
Obtains the multiplier for the specular reflection intensity of the environment.
|
GpuResourceHandle |
getEnvMap() |
Obtains the handle of the environment map image.
|
Vector3[] |
getIrradianceCoefficients() |
Obtains the irradiance lighting coefficients.
|
GpuResourceHandle |
getRadianceCubemap() |
Obtains the handle of the radiance cubemap used for image-based lighting (IBL).
|
void |
setBackgroundType(SceneComponent.BackgroundType backgroundType) |
Sets the background type for this scene.
|
void |
setCamera(Entity camera) |
Sets the camera available in the current scene.
|
void |
setEnvironmentDiffuseColor(Vector3 environmentDiffuseColor) |
Sets the diffuse color of the environment.
|
void |
setEnvironmentDiffuseIntensity(float environmentDiffuseIntensity) |
Sets the diffusion intensity multiplier of the environment.
|
void |
setEnvironmentRotation(Quaternion environmentRotation) |
Sets the quaternion for IBL environment rotation.
|
void |
setEnvironmentSpecularColor(Vector3 environmentSpecularColor) |
Set the specular color of the environment.
|
void |
setEnvironmentSpecularIntensity(float environmentSpecularIntensity) |
Sets the multiplier for specular reflection intensity of the environment.
|
void |
setEnvMap(GpuResourceHandle envMap) |
Sets the handle of the environment map image.
|
void |
setIrradianceCoefficients(Vector3[] irradianceCoefficients) |
Sets the irradiance lighting coefficients.
|
void |
setRadianceCubemap(GpuResourceHandle radianceCubemap) |
Sets the handle of the radiance cubemap used for IBL.
|
public Vector3 getEnvironmentDiffuseColor()
public void setEnvironmentDiffuseColor(Vector3 environmentDiffuseColor)
environmentDiffuseColor - Indicates the diffuse color to set. For details,see
Vector3.public Vector3 getEnvironmentSpecularColor()
public void setEnvironmentSpecularColor(Vector3 environmentSpecularColor)
environmentSpecularColor - Indicates the specular color to set. For details, see
Vector3.public float getEnvironmentDiffuseIntensity()
public void setEnvironmentDiffuseIntensity(float environmentDiffuseIntensity)
environmentDiffuseIntensity - Indicates the diffusion intensity multiplier to set.public float getEnvironmentSpecularIntensity()
public void setEnvironmentSpecularIntensity(float environmentSpecularIntensity)
environmentSpecularIntensity - Indicates the multiplier to set.public Entity getCamera()
public void setCamera(Entity camera)
camera - Indicates the camera to be set available in this scene.public GpuResourceHandle getRadianceCubemap()
public void setRadianceCubemap(GpuResourceHandle radianceCubemap)
radianceCubemap - Indicates the handle to set.public GpuResourceHandle getEnvMap()
public void setEnvMap(GpuResourceHandle envMap)
envMap - Indicates the handle to set.public Quaternion getEnvironmentRotation()
public void setEnvironmentRotation(Quaternion environmentRotation)
environmentRotation - Indicates the quaternion to set.public SceneComponent.BackgroundType getBackgroundType()
public void setBackgroundType(SceneComponent.BackgroundType backgroundType)
BackgroundType.backgroundType - Indicates the background type to set.public Vector3[] getIrradianceCoefficients()
public void setIrradianceCoefficients(Vector3[] irradianceCoefficients)
irradianceCoefficients - Indicates the irradiance lighting coefficients to set.