Struct three::light::Directional
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pub struct Directional { /* fields omitted */ }
The light source that illuminates all objects equally from a given direction, like an area light of infinite size and infinite distance from the scene; there is shading, but cannot be any distance falloff.
Methods
impl Directional
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pub fn has_shadow(&self) -> bool
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Returns true
if it has ShadowMap
, false
otherwise.
pub fn set_shadow(&mut self, map: ShadowMap, extent_y: f32, range: Range<f32>)
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Adds shadow map for this light source.
Trait Implementations
impl Clone for Directional
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fn clone(&self) -> Directional
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Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
1.0.0[src]
Performs copy-assignment from source
. Read more
impl Debug for Directional
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fn fmt(&self, __arg_0: &mut Formatter) -> Result
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Formats the value using the given formatter. Read more
impl PartialEq for Directional
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fn eq(&self, __arg_0: &Directional) -> bool
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This method tests for self
and other
values to be equal, and is used by ==
. Read more
fn ne(&self, __arg_0: &Directional) -> bool
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This method tests for !=
.
impl Eq for Directional
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impl Hash for Directional
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fn hash<__H: Hasher>(&self, __arg_0: &mut __H)
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Feeds this value into the given [Hasher
]. Read more
fn hash_slice<H>(data: &[Self], state: &mut H) where
H: Hasher,
1.3.0[src]
H: Hasher,
Feeds a slice of this type into the given [Hasher
]. Read more
impl AsRef<Base> for Directional
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impl Object for Directional
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fn upcast(&self) -> Base
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Converts into the base type.
fn set_visible(&self, visible: bool)
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Invisible objects are not rendered by cameras.
fn set_transform<P, Q>(&self, pos: P, rot: Q, scale: f32) where
Self: Sized,
P: Into<Point3<f32>>,
Q: Into<Quaternion<f32>>,
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Self: Sized,
P: Into<Point3<f32>>,
Q: Into<Quaternion<f32>>,
Set both position, orientation and scale.
fn set_position<P>(&self, pos: P) where
Self: Sized,
P: Into<Point3<f32>>,
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Self: Sized,
P: Into<Point3<f32>>,
Set position.
fn set_orientation<Q>(&self, rot: Q) where
Self: Sized,
Q: Into<Quaternion<f32>>,
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Self: Sized,
Q: Into<Quaternion<f32>>,
Set orientation.
fn set_scale(&self, scale: f32)
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Set scale.
fn set_weights(&self, weights: Vec<f32>)
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Set weights.
fn look_at<E, T>(&self, eye: E, target: T, up: Option<Vector3<f32>>) where
Self: Sized,
E: Into<Point3<f32>>,
T: Into<Point3<f32>>,
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Self: Sized,
E: Into<Point3<f32>>,
T: Into<Point3<f32>>,
Rotates object in the specific direction of target
.