Struct gdnative_bindings_lily::ProceduralSky [−][src]
pub struct ProceduralSky { /* fields omitted */ }
Expand description
core class ProceduralSky
inherits Sky
(reference counted).
Official documentation
See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
ProceduralSky 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
Constants
Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
Color of the ground at the bottom.
How quickly the [member ground_horizon_color] fades into the [member ground_bottom_color].
Amount of energy contribution from the ground.
Color of the ground at the horizon.
How quickly the [member sky_horizon_color] fades into the [member sky_top_color].
Amount of energy contribution from the sky.
Color of the sky at the horizon.
Color of the sky at the top.
Distance from center of sun where it fades out completely.
Distance from sun where it goes from solid to starting to fade.
How quickly the sun fades away between [member sun_angle_min] and [member sun_angle_max].
Amount of energy contribution from the sun.
The sun’s height using polar coordinates.
The direction of the sun using polar coordinates.
Size of Texture that the ProceduralSky will generate. The size is set using [enum TextureSize].
Color of the ground at the bottom.
How quickly the [member ground_horizon_color] fades into the [member ground_bottom_color].
Amount of energy contribution from the ground.
Color of the ground at the horizon.
How quickly the [member sky_horizon_color] fades into the [member sky_top_color].
Amount of energy contribution from the sky.
Color of the sky at the horizon.
Color of the sky at the top.
Distance from center of sun where it fades out completely.
Distance from sun where it goes from solid to starting to fade.
The sun’s color.
How quickly the sun fades away between [member sun_angle_min] and [member sun_angle_max].
Amount of energy contribution from the sun.
The sun’s height using polar coordinates.
The direction of the sun using polar coordinates.
Size of Texture that the ProceduralSky will generate. The size is set using [enum TextureSize].
Methods from Deref<Target = Sky>
The Sky’s radiance map size. The higher the radiance map size, the more detailed the lighting from the Sky will be. See [enum RadianceSize] constants for values. Note: Some hardware will have trouble with higher radiance sizes, especially [constant RADIANCE_SIZE_512] and above. Only use such high values on high-end hardware.
The Sky’s radiance map size. The higher the radiance map size, the more detailed the lighting from the Sky will be. See [enum RadianceSize] constants for values. Note: Some hardware will have trouble with higher radiance sizes, especially [constant RADIANCE_SIZE_512] and above. Only use such high values on high-end hardware.
Trait Implementations
type RefKind = RefCounted
type RefKind = RefCounted
Creates an explicitly null reference of Self
as a method argument. This makes type
inference easier for the compiler compared to Option
. Read more
Creates a new instance of Self
using a zero-argument constructor, as a Unique
reference. Read more
Performs a dynamic reference downcast to target type. Read more
Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
Creates a persistent reference to the same Godot object with shared thread access. Read more
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
Creates a persistent reference to the same Godot object with thread-local thread access. Read more
Creates a persistent reference to the same Godot object with unique access. Read more
Recovers a instance ID previously returned by Object::get_instance_id
if the object is
still alive. See also TRef::try_from_instance_id
. Read more
Auto Trait Implementations
impl RefUnwindSafe for ProceduralSky
impl !Send for ProceduralSky
impl !Sync for ProceduralSky
impl Unpin for ProceduralSky
impl UnwindSafe for ProceduralSky