pub struct LightComponent {Show 19 fields
pub light_type: LightType,
pub color: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>,
pub intensity: f32,
pub range: f32,
pub inner_cone_angle: f32,
pub outer_cone_angle: f32,
pub cast_shadows: bool,
pub shadow_bias: f32,
pub shadow_resolution: u32,
pub shadow_distance: f32,
pub cookie_texture: Option<String>,
pub area_shape: AreaLightShape,
pub area_width: f32,
pub area_height: f32,
pub area_radius: f32,
pub area_two_sided: bool,
pub area_emissive_texture: Option<String>,
pub shadow_normal_bias: f32,
pub shadow_softness: f32,
}Expand description
Light source component.
Attach to an entity with a transform to illuminate the scene. The transform’s -Z axis defines the light direction (for directional and spot lights).
Fields§
§light_type: LightTypeThe type of light (directional, point, spot, or area).
color: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>Light color as linear RGB.
intensity: f32Light intensity (lumens for point/spot, lux for directional).
range: f32Maximum range for point/spot lights (0 = unlimited).
inner_cone_angle: f32Inner cone angle in radians for spot lights (full intensity).
outer_cone_angle: f32Outer cone angle in radians for spot lights (zero intensity).
cast_shadows: boolWhether this light casts shadows.
shadow_bias: f32Depth bias to reduce shadow acne artifacts.
shadow_resolution: u32Per-light shadow map resolution. 0 falls back to the renderer default.
shadow_distance: f32Maximum distance at which this light casts shadows. 0 = unlimited.
Optional cookie texture path (IES profile or projected mask).
area_shape: AreaLightShapeEmitter shape for LightType::Area. Ignored for other light types.
area_width: f32Width of a rectangular area light, or length of a tube light.
area_height: f32Height of a rectangular area light.
area_radius: f32Radius of a disk, sphere, or tube area light.
area_two_sided: boolWhether a rectangular or disk area light emits from both faces.
area_emissive_texture: Option<String>Optional emissive texture projected across a rectangular area light.
shadow_normal_bias: f32Normal-offset bias in shadow texels, reducing acne on sloped surfaces.
shadow_softness: f32Shadow penumbra softness (PCSS light-size scale). Larger is softer.
Implementations§
Trait Implementations§
Source§impl<'de> Deserialize<'de> for Light
impl<'de> Deserialize<'de> for Light
Source§fn deserialize<__D>(
__deserializer: __D,
) -> Result<Light, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(
__deserializer: __D,
) -> Result<Light, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
Source§impl From<&Light> for SceneLight
impl From<&Light> for SceneLight
Source§fn from(light: &Light) -> SceneLight
fn from(light: &Light) -> SceneLight
Source§impl Serialize for Light
impl Serialize for Light
Source§fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
Auto Trait Implementations§
impl Freeze for Light
impl RefUnwindSafe for Light
impl Send for Light
impl Sync for Light
impl Unpin for Light
impl UnsafeUnpin for Light
impl UnwindSafe for Light
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