pub struct AreaLight {
pub position: Vec3,
pub direction: Vec3,
pub up: Vec3,
pub color: Color,
pub intensity: f32,
pub shape: AreaShape,
pub enabled: bool,
pub two_sided: bool,
pub radius: f32,
}Expand description
An area light that emits from a shaped surface. Uses an approximated most-representative-point (MRP) technique for irradiance.
Fields§
§position: Vec3§direction: Vec3§up: Vec3§color: Color§intensity: f32§shape: AreaShape§enabled: bool§two_sided: bool§radius: f32Attenuation radius — area light contribution fades to zero here.
Implementations§
Source§impl AreaLight
impl AreaLight
pub fn new_rectangle( position: Vec3, direction: Vec3, width: f32, height: f32, color: Color, intensity: f32, ) -> Self
pub fn new_disc( position: Vec3, direction: Vec3, radius: f32, color: Color, intensity: f32, ) -> Self
Sourcepub fn rect_corners(&self) -> [Vec3; 4]
pub fn rect_corners(&self) -> [Vec3; 4]
Compute the four corners of a rectangular area light in world space.
Sourcepub fn irradiance_at(&self, point: Vec3, normal: Vec3) -> Color
pub fn irradiance_at(&self, point: Vec3, normal: Vec3) -> Color
Approximate irradiance at a point using the most-representative-point method.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for AreaLight
impl RefUnwindSafe for AreaLight
impl Send for AreaLight
impl Sync for AreaLight
impl Unpin for AreaLight
impl UnsafeUnpin for AreaLight
impl UnwindSafe for AreaLight
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more