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LightManager

Struct LightManager 

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pub struct LightManager {
    pub ambient_color: Color,
    pub ambient_intensity: f32,
    /* private fields */
}
Expand description

Manages up to 64 simultaneous lights with spatial grid queries.

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§ambient_color: Color

Ambient light applied everywhere.

§ambient_intensity: f32

Implementations§

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impl LightManager

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pub fn new() -> Self

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pub fn with_grid_cell_size(self, size: f32) -> Self

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pub fn add(&mut self, light: Light) -> Option<LightId>

Add a light, returning its ID. Returns None if at max capacity.

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pub fn add_point(&mut self, light: PointLight) -> Option<LightId>

Add a point light.

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pub fn add_spot(&mut self, light: SpotLight) -> Option<LightId>

Add a spot light.

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pub fn add_directional(&mut self, light: DirectionalLight) -> Option<LightId>

Add a directional light.

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pub fn add_area(&mut self, light: AreaLight) -> Option<LightId>

Add an area light.

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pub fn add_emissive(&mut self, light: EmissiveGlyph) -> Option<LightId>

Add an emissive glyph light.

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pub fn add_animated(&mut self, light: AnimatedLight) -> Option<LightId>

Add an animated light.

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pub fn add_ies(&mut self, light: IESProfile) -> Option<LightId>

Add an IES profile light.

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pub fn remove(&mut self, id: LightId) -> Option<Light>

Remove a light by ID.

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pub fn get(&self, id: LightId) -> Option<&Light>

Get a reference to a light by ID.

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pub fn get_mut(&mut self, id: LightId) -> Option<&mut Light>

Get a mutable reference to a light by ID.

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pub fn update(&mut self, dt: f32)

Update all time-varying lights.

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pub fn rebuild_grid(&mut self)

Force a rebuild of the spatial grid.

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pub fn lights_at(&mut self, pos: Vec3) -> Vec<LightId>

Query which lights affect a given world position.

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pub fn lights_in_aabb(&mut self, min: Vec3, max: Vec3) -> Vec<LightId>

Query which lights affect a given AABB.

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pub fn irradiance_at(&mut self, point: Vec3, normal: Vec3) -> Color

Compute total irradiance at a world position from all affecting lights.

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pub fn active_count(&self) -> usize

Get the number of active lights.

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pub fn total_count(&self) -> usize

Get the total number of lights (active + disabled).

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pub fn iter(&self) -> impl Iterator<Item = (&LightId, &Light)>

Iterate over all lights.

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pub fn ids(&self) -> impl Iterator<Item = &LightId>

Iterate over all light IDs.

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pub fn clear(&mut self)

Remove all lights.

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pub fn most_important_lights( &mut self, point: Vec3, normal: Vec3, count: usize, ) -> Vec<LightId>

Get the N most important lights for a given point (sorted by contribution).

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pub fn set_enabled(&mut self, id: LightId, enabled: bool)

Enable or disable a light.

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pub fn set_position(&mut self, id: LightId, position: Vec3)

Set the position of a positional light.

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pub fn shadow_casters(&self) -> Vec<(LightId, &Light)>

Get shadow-casting lights for the shadow system.

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pub fn enabled_lights(&self) -> Vec<(LightId, &Light)>

Get all enabled lights as a flat list (useful for GPU upload).

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pub fn stats(&self) -> LightManagerStats

Get statistics about the light manager.

Trait Implementations§

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impl Debug for LightManager

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for LightManager

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fn default() -> Self

Returns the “default value” for a type. Read more

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