[−][src]Struct gdnative_bindings::OmniLight
core class OmniLight
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.
OmniLight
is a reference-only type. Persistent references can
only exist in the unsafe Ref<OmniLight>
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 Ref::free
, or Ref::queue_free
if it is a Node
.
Class hierarchy
OmniLight 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 OmniLight
[src]
Constants
pub const SHADOW_CUBE: i64
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pub const SHADOW_DETAIL_HORIZONTAL: i64
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pub const SHADOW_DETAIL_VERTICAL: i64
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pub const SHADOW_DUAL_PARABOLOID: i64
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impl OmniLight
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pub fn new() -> Ref<Self, 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 Ref::free
, or preferably
Ref::queue_free
if it is a Node
.
pub fn shadow_detail(&self) -> ShadowDetail
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See [enum ShadowDetail].
pub fn shadow_mode(&self) -> ShadowMode
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See [enum ShadowMode].
pub fn set_shadow_detail(&self, detail: i64)
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See [enum ShadowDetail].
pub fn set_shadow_mode(&self, mode: i64)
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See [enum ShadowMode].
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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The light's bake mode. See [enum BakeMode].
pub fn color(&self) -> Color
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The light's color. An [i]overbright[/i] color can be used to achieve a result equivalent to increasing the light's [member light_energy].
pub fn cull_mask(&self) -> i64
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The light will affect objects in the selected layers.
pub fn param(&self, param: i64) -> f64
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Attempts to reduce [member shadow_bias] gap.
pub fn shadow_color(&self) -> Color
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The color of shadows cast by this light.
pub fn shadow_reverse_cull_face(&self) -> bool
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If [code]true[/code], reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with [constant GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED].
pub fn has_shadow(&self) -> bool
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If [code]true[/code], the light will cast shadows.
pub fn is_editor_only(&self) -> bool
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If [code]true[/code], the light only appears in the editor and will not be visible at runtime.
pub fn is_negative(&self) -> bool
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If [code]true[/code], the light's effect is reversed, darkening areas and casting bright shadows.
pub fn set_bake_mode(&self, bake_mode: i64)
[src]
The light's bake mode. See [enum BakeMode].
pub fn set_color(&self, color: Color)
[src]
The light's color. An [i]overbright[/i] color can be used to achieve a result equivalent to increasing the light's [member light_energy].
pub fn set_cull_mask(&self, cull_mask: i64)
[src]
The light will affect objects in the selected layers.
pub fn set_editor_only(&self, editor_only: bool)
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If [code]true[/code], the light only appears in the editor and will not be visible at runtime.
pub fn set_negative(&self, enabled: bool)
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If [code]true[/code], the light's effect is reversed, darkening areas and casting bright shadows.
pub fn set_param(&self, param: i64, value: f64)
[src]
Attempts to reduce [member shadow_bias] gap.
pub fn set_shadow(&self, enabled: bool)
[src]
If [code]true[/code], the light will cast shadows.
pub fn set_shadow_color(&self, shadow_color: Color)
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The color of shadows cast by this light.
pub fn set_shadow_reverse_cull_face(&self, enable: bool)
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If [code]true[/code], reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with [constant GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED].
Trait Implementations
impl Debug for OmniLight
[src]
impl Deref for OmniLight
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impl DerefMut for OmniLight
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impl GodotObject for OmniLight
[src]
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 OmniLight
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impl QueueFree for OmniLight
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unsafe fn godot_queue_free(obj: *mut godot_object)
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impl Sealed for OmniLight
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impl SubClass<Light> for OmniLight
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impl SubClass<Node> for OmniLight
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impl SubClass<Object> for OmniLight
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impl SubClass<Spatial> for OmniLight
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impl SubClass<VisualInstance> for OmniLight
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Auto Trait Implementations
impl RefUnwindSafe for OmniLight
impl !Send for OmniLight
impl !Sync for OmniLight
impl Unpin for OmniLight
impl UnwindSafe for OmniLight
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>,
[src]
U: TryFrom<T>,