[][src]Struct gdnative::api::OmniLight

pub struct OmniLight { /* fields omitted */ }

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

impl OmniLight[src]

pub fn new() -> Ref<OmniLight, Unique>[src]

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[src]

See [enum ShadowDetail].

pub fn shadow_mode(&self) -> ShadowMode[src]

See [enum ShadowMode].

pub fn set_shadow_detail(&self, detail: i64)[src]

See [enum ShadowDetail].

pub fn set_shadow_mode(&self, mode: i64)[src]

See [enum ShadowMode].

Methods from Deref<Target = Light>

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].

Trait Implementations

impl Debug for OmniLight[src]

impl Deref for OmniLight[src]

type Target = Light

The resulting type after dereferencing.

impl DerefMut for OmniLight[src]

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

impl Instanciable for OmniLight[src]

impl QueueFree for OmniLight[src]

impl SubClass<Light> for OmniLight[src]

impl SubClass<Node> for OmniLight[src]

impl SubClass<Object> for OmniLight[src]

impl SubClass<Spatial> for OmniLight[src]

impl SubClass<VisualInstance> for OmniLight[src]

Auto Trait Implementations

Blanket Implementations

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

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.