Struct three::HemisphereLight
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pub struct HemisphereLight { /* fields omitted */ }
HemisphereLight
uses two different colors in opposite to
AmbientLight
.
The color of each fragment is determined by direction of normal. If the normal points in the direction of the upper hemisphere, the fragment has color of the "sky". If the direction of the normal is opposite, then fragment takes color of the "ground". In other cases, color is determined as interpolation between colors of upper and lower hemispheres, depending on how much the normal is oriented to the upper and the lower hemisphere.
Methods from Deref<Target = Object>
fn set_visible(&mut self, visible: bool)
Invisible objects are not rendered by cameras.
fn look_at<P>(&mut self, eye: P, target: P, up: Option<Vector3<f32>>) where
P: Into<[f32; 3]>,
P: Into<[f32; 3]>,
Rotates object in the specific direction of target
.
fn set_transform<P, Q>(&mut self, pos: P, rot: Q, scale: f32) where
P: Into<Point3<f32>>,
Q: Into<Quaternion<f32>>,
P: Into<Point3<f32>>,
Q: Into<Quaternion<f32>>,
Set both position, orientation and scale.
fn set_position<P>(&mut self, pos: P) where
P: Into<Point3<f32>>,
P: Into<Point3<f32>>,
Set position.
fn set_orientation<Q>(&mut self, rot: Q) where
Q: Into<Quaternion<f32>>,
Q: Into<Quaternion<f32>>,
Set orientation.
fn set_scale(&mut self, scale: f32)
Set scale.
fn sync(&mut self, scene: &Scene) -> NodeInfo
Get actual information about itself from the scene
.
Panics
Panics if scene
doesn't have this Object
.
Trait Implementations
impl AsRef<NodePointer> for HemisphereLight
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fn as_ref(&self) -> &NodePointer
Performs the conversion.
impl Deref for HemisphereLight
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type Target = Object
The resulting type after dereferencing
fn deref(&self) -> &Object
The method called to dereference a value