[][src]Struct gdnative::api::Light

pub struct Light { /* fields omitted */ }

core class Light inherits VisualInstance (unsafe).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Class hierarchy

Light 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 Light[src]

Constants

impl Light[src]

pub fn bake_mode(&self) -> BakeMode[src]

The light's bake mode. See [enum BakeMode].

pub fn color(&self) -> 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 cull_mask(&self) -> i64[src]

The light will affect objects in the selected layers.

pub fn param(&self, param: i64) -> f64[src]

Attempts to reduce [member shadow_bias] gap.

pub fn shadow_color(&self) -> Color[src]

The color of shadows cast by this light.

pub fn shadow_reverse_cull_face(&self) -> bool[src]

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[src]

If [code]true[/code], the light will cast shadows.

pub fn is_editor_only(&self) -> bool[src]

If [code]true[/code], the light only appears in the editor and will not be visible at runtime.

pub fn is_negative(&self) -> bool[src]

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)[src]

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)[src]

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)[src]

The color of shadows cast by this light.

pub fn set_shadow_reverse_cull_face(&self, enable: bool)[src]

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].

Methods from Deref<Target = VisualInstance>

pub fn get_aabb(&self) -> Aabb[src]

Returns the [AABB] (also known as the bounding box) for this [VisualInstance]. See also [method get_transformed_aabb].

pub fn get_base(&self) -> Rid[src]

Returns the RID of the resource associated with this [VisualInstance]. For example, if the Node is a [MeshInstance], this will return the RID of the associated [Mesh].

pub fn get_instance(&self) -> Rid[src]

Returns the RID of this instance. This RID is the same as the RID returned by [method VisualServer.instance_create]. This RID is needed if you want to call [VisualServer] functions directly on this [VisualInstance].

pub fn layer_mask(&self) -> i64[src]

The render layer(s) this [VisualInstance] is drawn on.
			This object will only be visible for [Camera]s whose cull mask includes the render object this [VisualInstance] is set to.

pub fn get_layer_mask_bit(&self, layer: i64) -> bool[src]

Returns [code]true[/code] when the specified layer is enabled in [member layers] and [code]false[/code] otherwise.

pub fn get_transformed_aabb(&self) -> Aabb[src]

Returns the transformed [AABB] (also known as the bounding box) for this [VisualInstance].
				Transformed in this case means the [AABB] plus the position, rotation, and scale of the [Spatial]'s [Transform]. See also [method get_aabb].

pub fn set_base(&self, base: Rid)[src]

Sets the resource that is instantiated by this [VisualInstance], which changes how the engine handles the [VisualInstance] under the hood. Equivalent to [method VisualServer.instance_set_base].

pub fn set_layer_mask(&self, mask: i64)[src]

The render layer(s) this [VisualInstance] is drawn on.
			This object will only be visible for [Camera]s whose cull mask includes the render object this [VisualInstance] is set to.

pub fn set_layer_mask_bit(&self, layer: i64, enabled: bool)[src]

Enables a particular layer in [member layers].

Trait Implementations

impl Debug for Light[src]

impl Deref for Light[src]

type Target = VisualInstance

The resulting type after dereferencing.

impl DerefMut for Light[src]

impl GodotObject for Light[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

impl QueueFree for Light[src]

impl SubClass<Light> for SpotLight[src]

impl SubClass<Light> for OmniLight[src]

impl SubClass<Light> for DirectionalLight[src]

impl SubClass<Node> for Light[src]

impl SubClass<Object> for Light[src]

impl SubClass<Spatial> for Light[src]

impl SubClass<VisualInstance> for Light[src]

Auto Trait Implementations

impl RefUnwindSafe for Light

impl !Send for Light

impl !Sync for Light

impl Unpin for Light

impl UnwindSafe for Light

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> SubClass<T> for T where
    T: GodotObject
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impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.