[−][src]Struct gdnative::api::ProceduralSky
core class ProceduralSky
inherits Sky
(reference counted).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
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
impl ProceduralSky
[src]
Constants
pub const TEXTURE_SIZE_1024: i64
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pub const TEXTURE_SIZE_2048: i64
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pub const TEXTURE_SIZE_256: i64
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pub const TEXTURE_SIZE_4096: i64
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pub const TEXTURE_SIZE_512: i64
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pub const TEXTURE_SIZE_MAX: i64
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impl ProceduralSky
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pub fn new() -> Ref<ProceduralSky, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn ground_bottom_color(&self) -> Color
[src]
Color of the ground at the bottom.
pub fn ground_curve(&self) -> f64
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How quickly the [member ground_horizon_color] fades into the [member ground_bottom_color].
pub fn ground_energy(&self) -> f64
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Amount of energy contribution from the ground.
pub fn ground_horizon_color(&self) -> Color
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Color of the ground at the horizon.
pub fn sky_curve(&self) -> f64
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How quickly the [member sky_horizon_color] fades into the [member sky_top_color].
pub fn sky_energy(&self) -> f64
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Amount of energy contribution from the sky.
pub fn sky_horizon_color(&self) -> Color
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Color of the sky at the horizon.
pub fn sky_top_color(&self) -> Color
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Color of the sky at the top.
pub fn sun_angle_max(&self) -> f64
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Distance from center of sun where it fades out completely.
pub fn sun_angle_min(&self) -> f64
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Distance from sun where it goes from solid to starting to fade.
pub fn sun_color(&self) -> Color
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The sun's color.
pub fn sun_curve(&self) -> f64
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How quickly the sun fades away between [member sun_angle_min] and [member sun_angle_max].
pub fn sun_energy(&self) -> f64
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Amount of energy contribution from the sun.
pub fn sun_latitude(&self) -> f64
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The sun's height using polar coordinates.
pub fn sun_longitude(&self) -> f64
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The direction of the sun using polar coordinates.
pub fn texture_size(&self) -> TextureSize
[src]
Size of [Texture] that the ProceduralSky will generate. The size is set using [enum TextureSize].
pub fn set_ground_bottom_color(&self, color: Color)
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Color of the ground at the bottom.
pub fn set_ground_curve(&self, curve: f64)
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How quickly the [member ground_horizon_color] fades into the [member ground_bottom_color].
pub fn set_ground_energy(&self, energy: f64)
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Amount of energy contribution from the ground.
pub fn set_ground_horizon_color(&self, color: Color)
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Color of the ground at the horizon.
pub fn set_sky_curve(&self, curve: f64)
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How quickly the [member sky_horizon_color] fades into the [member sky_top_color].
pub fn set_sky_energy(&self, energy: f64)
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Amount of energy contribution from the sky.
pub fn set_sky_horizon_color(&self, color: Color)
[src]
Color of the sky at the horizon.
pub fn set_sky_top_color(&self, color: Color)
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Color of the sky at the top.
pub fn set_sun_angle_max(&self, degrees: f64)
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Distance from center of sun where it fades out completely.
pub fn set_sun_angle_min(&self, degrees: f64)
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Distance from sun where it goes from solid to starting to fade.
pub fn set_sun_color(&self, color: Color)
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The sun's color.
pub fn set_sun_curve(&self, curve: f64)
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How quickly the sun fades away between [member sun_angle_min] and [member sun_angle_max].
pub fn set_sun_energy(&self, energy: f64)
[src]
Amount of energy contribution from the sun.
pub fn set_sun_latitude(&self, degrees: f64)
[src]
The sun's height using polar coordinates.
pub fn set_sun_longitude(&self, degrees: f64)
[src]
The direction of the sun using polar coordinates.
pub fn set_texture_size(&self, size: i64)
[src]
Size of [Texture] that the ProceduralSky will generate. The size is set using [enum TextureSize].
Methods from Deref<Target = Sky>
pub const RADIANCE_SIZE_1024: i64
[src]
pub const RADIANCE_SIZE_128: i64
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pub const RADIANCE_SIZE_2048: i64
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pub const RADIANCE_SIZE_256: i64
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pub const RADIANCE_SIZE_32: i64
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pub const RADIANCE_SIZE_512: i64
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pub const RADIANCE_SIZE_64: i64
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pub const RADIANCE_SIZE_MAX: i64
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pub fn radiance_size(&self) -> RadianceSize
[src]
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.
[b]Note:[/b] 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.
pub fn set_radiance_size(&self, size: i64)
[src]
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.
[b]Note:[/b] 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
impl Debug for ProceduralSky
[src]
impl Deref for ProceduralSky
[src]
impl DerefMut for ProceduralSky
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impl GodotObject for ProceduralSky
[src]
type RefKind = RefCounted
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 ProceduralSky
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fn construct() -> Ref<ProceduralSky, Unique>
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impl SubClass<Object> for ProceduralSky
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impl SubClass<Reference> for ProceduralSky
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impl SubClass<Resource> for ProceduralSky
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impl SubClass<Sky> for ProceduralSky
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Auto Trait Implementations
impl RefUnwindSafe for ProceduralSky
impl !Send for ProceduralSky
impl !Sync for ProceduralSky
impl Unpin for ProceduralSky
impl UnwindSafe for ProceduralSky
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>,
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U: TryFrom<T>,