[−][src]Struct gdnative::api::SpotLight
core class SpotLight
inherits Light
(unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
Non reference counted objects such as the ones of this type are usually owned by the engine.
SpotLight
is a reference-only type. Persistent references can
only exist in the unsafe Ref<SpotLight>
form.
In the cases where Rust code owns an object of this type, for example if the object was just
created on the Rust side and not passed to the engine yet, ownership should be either given
to the engine or the object must be manually destroyed using Ptr::free
, or Ptr::queue_free
if it is a Node
.
Class hierarchy
SpotLight inherits methods from:
Safety
All types in the Godot API have "interior mutability" in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate Access
in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations
impl SpotLight
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pub fn new() -> Ref<SpotLight, Unique>
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Creates a new instance of this object.
Because this type is not reference counted, the lifetime of the returned object is not automatically managed.
Immediately after creation, the object is owned by the caller, and can be
passed to the engine (in which case the engine will be responsible for
destroying the object) or destroyed manually using Ptr::free
, or preferably
Ptr::queue_free
if it is a Node
.
Methods from Deref<Target = Light>
pub const BAKE_ALL: i64
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pub const BAKE_DISABLED: i64
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pub const BAKE_INDIRECT: i64
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pub const PARAM_ATTENUATION: i64
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pub const PARAM_CONTACT_SHADOW_SIZE: i64
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pub const PARAM_ENERGY: i64
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pub const PARAM_INDIRECT_ENERGY: i64
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pub const PARAM_MAX: i64
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pub const PARAM_RANGE: i64
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pub const PARAM_SHADOW_BIAS: i64
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pub const PARAM_SHADOW_BIAS_SPLIT_SCALE: i64
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pub const PARAM_SHADOW_MAX_DISTANCE: i64
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pub const PARAM_SHADOW_NORMAL_BIAS: i64
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pub const PARAM_SHADOW_SPLIT_1_OFFSET: i64
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pub const PARAM_SHADOW_SPLIT_2_OFFSET: i64
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pub const PARAM_SHADOW_SPLIT_3_OFFSET: i64
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pub const PARAM_SPECULAR: i64
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pub const PARAM_SPOT_ANGLE: i64
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pub const PARAM_SPOT_ATTENUATION: i64
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pub fn bake_mode(&self) -> BakeMode
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pub fn color(&self) -> Color
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pub fn cull_mask(&self) -> i64
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pub fn param(&self, param: i64) -> f64
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pub fn shadow_color(&self) -> Color
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pub fn shadow_reverse_cull_face(&self) -> bool
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pub fn has_shadow(&self) -> bool
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pub fn is_editor_only(&self) -> bool
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pub fn is_negative(&self) -> bool
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pub fn set_bake_mode(&self, bake_mode: i64)
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pub fn set_color(&self, color: Color)
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pub fn set_cull_mask(&self, cull_mask: i64)
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pub fn set_editor_only(&self, editor_only: bool)
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pub fn set_negative(&self, enabled: bool)
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pub fn set_param(&self, param: i64, value: f64)
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pub fn set_shadow(&self, enabled: bool)
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pub fn set_shadow_color(&self, shadow_color: Color)
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pub fn set_shadow_reverse_cull_face(&self, enable: bool)
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Trait Implementations
impl Debug for SpotLight
[src]
impl Deref for SpotLight
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impl DerefMut for SpotLight
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impl GodotObject for SpotLight
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type RefKind = ManuallyManaged
The memory management kind of this type. This modifies the behavior of the Ref
smart pointer. See its type-level documentation for more information. Read more
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for SpotLight
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impl QueueFree for SpotLight
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unsafe fn godot_queue_free(obj: *mut c_void)
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impl SubClass<Light> for SpotLight
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impl SubClass<Node> for SpotLight
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impl SubClass<Object> for SpotLight
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impl SubClass<Spatial> for SpotLight
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impl SubClass<VisualInstance> for SpotLight
[src]
Auto Trait Implementations
impl RefUnwindSafe for SpotLight
impl !Send for SpotLight
impl !Sync for SpotLight
impl Unpin for SpotLight
impl UnwindSafe for SpotLight
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,