pub struct PointLight {
pub color: Color,
pub intensity: f32,
pub range: f32,
pub radius: f32,
pub shadows_enabled: bool,
pub soft_shadows_enabled: bool,
pub affects_lightmapped_mesh_diffuse: bool,
pub shadow_depth_bias: f32,
pub shadow_normal_bias: f32,
pub shadow_map_near_z: f32,
}Expand description
A light that emits light in all directions from a central point.
Real-world values for intensity (luminous power in lumens) based on the electrical power
consumption of the type of real-world light are:
| Luminous Power (lumen) (i.e. the intensity member) | Incandescent non-halogen (Watts) | Incandescent halogen (Watts) | Compact fluorescent (Watts) | LED (Watts) |
|---|---|---|---|---|
| 200 | 25 | 3-5 | 3 | |
| 450 | 40 | 29 | 9-11 | 5-8 |
| 800 | 60 | 13-15 | 8-12 | |
| 1100 | 75 | 53 | 18-20 | 10-16 |
| 1600 | 100 | 72 | 24-28 | 14-17 |
| 2400 | 150 | 30-52 | 24-30 | |
| 3100 | 200 | 49-75 | 32 | |
| 4000 | 300 | 75-100 | 40.5 |
Source: Wikipedia
§Shadows
To enable shadows, set the shadows_enabled property to true.
To control the resolution of the shadow maps, use the PointLightShadowMap resource.
Fields§
§color: ColorThe color of this light source.
intensity: f32Luminous power in lumens, representing the amount of light emitted by this source in all directions.
range: f32Cut-off for the light’s area-of-effect. Fragments outside this range will not be affected by
this light at all, so it’s important to tune this together with intensity to prevent hard
lighting cut-offs.
radius: f32Simulates a light source coming from a spherical volume with the given radius.
This affects the size of specular highlights created by this light, as well as the soft shadow penumbra size. Because of this, large values may not produce the intended result – for example, light radius does not affect shadow softness or diffuse lighting.
shadows_enabled: boolWhether this light casts shadows.
soft_shadows_enabled: boolexperimental_pbr_pcss only.Whether soft shadows are enabled.
Soft shadows, also known as percentage-closer soft shadows or PCSS,
cause shadows to become blurrier (i.e. their penumbra increases in
radius) as they extend away from objects. The blurriness of the shadow
depends on the PointLight::radius of the light; larger lights result
in larger penumbras and therefore blurrier shadows.
Currently, soft shadows are rather noisy if not using the temporal mode.
If you enable soft shadows, consider choosing
ShadowFilteringMethod::Temporal and enabling temporal antialiasing
(TAA) to smooth the noise out over time.
Note that soft shadows are significantly more expensive to render than hard shadows.
affects_lightmapped_mesh_diffuse: boolWhether this point light contributes diffuse lighting to meshes with lightmaps.
Set this to false if your lightmap baking tool bakes the direct diffuse light from this point light into the lightmaps in order to avoid counting the radiance from this light twice. Note that the specular portion of the light is always considered, because Bevy currently has no means to bake specular light.
By default, this is set to true.
shadow_depth_bias: f32A bias used when sampling shadow maps to avoid “shadow-acne”, or false shadow occlusions
that happen as a result of shadow-map fragments not mapping 1:1 to screen-space fragments.
Too high of a depth bias can lead to shadows detaching from their casters, or
“peter-panning”. This bias can be tuned together with shadow_normal_bias to correct shadow
artifacts for a given scene.
shadow_normal_bias: f32A bias applied along the direction of the fragment’s surface normal. It is scaled to the shadow map’s texel size so that it can be small close to the camera and gets larger further away.
shadow_map_near_z: f32The distance from the light to near Z plane in the shadow map.
Objects closer than this distance to the light won’t cast shadows. Setting this higher increases the shadow map’s precision.
This only has an effect if shadows are enabled.
Implementations§
Source§impl PointLight
impl PointLight
pub const DEFAULT_SHADOW_DEPTH_BIAS: f32 = 0.08
pub const DEFAULT_SHADOW_NORMAL_BIAS: f32 = 0.6
pub const DEFAULT_SHADOW_MAP_NEAR_Z: f32 = 0.1
Trait Implementations§
Source§impl Clone for PointLight
impl Clone for PointLight
Source§fn clone(&self) -> PointLight
fn clone(&self) -> PointLight
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Component for PointLight
Required Components: CubemapFrusta, CubemapVisibleEntities, Transform, Visibility, VisibilityClass.
impl Component for PointLight
Required Components: CubemapFrusta, CubemapVisibleEntities, Transform, Visibility, VisibilityClass.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
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Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<PointLight>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<PointLight>>
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§impl Debug for PointLight
impl Debug for PointLight
Source§impl Default for PointLight
impl Default for PointLight
Source§fn default() -> PointLight
fn default() -> PointLight
Source§impl FromArg for PointLight
impl FromArg for PointLight
Source§impl FromReflect for PointLight
impl FromReflect for PointLight
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fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<PointLight>
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Self using,
constructing the value using from_reflect if that fails. Read moreSource§impl GetOwnership for PointLight
impl GetOwnership for PointLight
Source§impl GetTypeRegistration for PointLight
impl GetTypeRegistration for PointLight
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fn get_type_registration() -> TypeRegistration
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fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl IntoReturn for PointLight
impl IntoReturn for PointLight
Source§fn into_return<'into_return>(self) -> Return<'into_return>where
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Source§impl PartialReflect for PointLight
impl PartialReflect for PointLight
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fn reflect_mut(&mut self) -> ReflectMut<'_>
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fn reflect_owned(self: Box<PointLight>) -> ReflectOwned
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fn into_partial_reflect(self: Box<PointLight>) -> Box<dyn PartialReflect>
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Source§impl Reflect for PointLight
impl Reflect for PointLight
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fn into_any(self: Box<PointLight>) -> Box<dyn Any>
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&mut dyn Any. Read moreSource§fn into_reflect(self: Box<PointLight>) -> Box<dyn Reflect>
fn into_reflect(self: Box<PointLight>) -> Box<dyn Reflect>
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fn as_reflect(&self) -> &(dyn Reflect + 'static)
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Source§impl Struct for PointLight
impl Struct for PointLight
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None if TypeInfo is not available.Source§impl TypePath for PointLight
impl TypePath for PointLight
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fn type_path() -> &'static str
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Source§impl Typed for PointLight
impl Typed for PointLight
impl Copy for PointLight
Auto Trait Implementations§
impl Freeze for PointLight
impl RefUnwindSafe for PointLight
impl Send for PointLight
impl Sync for PointLight
impl Unpin for PointLight
impl UnsafeUnpin for PointLight
impl UnwindSafe for PointLight
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