pub struct Light { /* private fields */ }Expand description
Light source
Lights can be attached to bones to move with animations. They affect how the model is rendered in the game engine.
Implementations§
Source§impl Light
impl Light
Sourcepub fn node(&self) -> Ref<'_, Node>
pub fn node(&self) -> Ref<'_, Node>
Base node data Borrows the field in place — no copy, no allocation.
pub fn node_mut(&mut self) -> RefMut<'_, Node>
pub fn set_type_(&mut self, value: LightType)
Sourcepub fn attenuation_start(&self) -> f32
pub fn attenuation_start(&self) -> f32
Distance where attenuation begins
pub fn set_attenuation_start(&mut self, value: f32)
Sourcepub fn attenuation_end(&self) -> f32
pub fn attenuation_end(&self) -> f32
Distance where light reaches zero
pub fn set_attenuation_end(&mut self, value: f32)
pub fn set_color(&mut self, value: Vector3f)
pub fn set_intensity(&mut self, value: f32)
Sourcepub fn ambient_color(&self) -> Vector3f
pub fn ambient_color(&self) -> Vector3f
Ambient light color
pub fn set_ambient_color(&mut self, value: Vector3f)
Sourcepub fn ambient_intensity(&self) -> f32
pub fn ambient_intensity(&self) -> f32
Ambient intensity
pub fn set_ambient_intensity(&mut self, value: f32)
Sourcepub fn shadow_intensity(&self) -> f32
pub fn shadow_intensity(&self) -> f32
Shadow darkness (Reforged)
pub fn set_shadow_intensity(&mut self, value: f32)
Sourcepub fn attenuation_start_tracks(&self) -> Ref<'_, TrackF32>
pub fn attenuation_start_tracks(&self) -> Ref<'_, TrackF32>
Attenuation start animation Borrows the field in place — no copy, no allocation.
pub fn attenuation_start_tracks_mut(&mut self) -> RefMut<'_, TrackF32>
Sourcepub fn attenuation_end_tracks(&self) -> Ref<'_, TrackF32>
pub fn attenuation_end_tracks(&self) -> Ref<'_, TrackF32>
Attenuation end animation Borrows the field in place — no copy, no allocation.
pub fn attenuation_end_tracks_mut(&mut self) -> RefMut<'_, TrackF32>
Sourcepub fn color_tracks(&self) -> Ref<'_, TrackVector3f>
pub fn color_tracks(&self) -> Ref<'_, TrackVector3f>
Color animation Borrows the field in place — no copy, no allocation.
pub fn color_tracks_mut(&mut self) -> RefMut<'_, TrackVector3f>
Sourcepub fn intensity_tracks(&self) -> Ref<'_, TrackF32>
pub fn intensity_tracks(&self) -> Ref<'_, TrackF32>
Intensity animation Borrows the field in place — no copy, no allocation.
pub fn intensity_tracks_mut(&mut self) -> RefMut<'_, TrackF32>
Sourcepub fn ambient_intensity_tracks(&self) -> Ref<'_, TrackF32>
pub fn ambient_intensity_tracks(&self) -> Ref<'_, TrackF32>
Ambient intensity animation Borrows the field in place — no copy, no allocation.
pub fn ambient_intensity_tracks_mut(&mut self) -> RefMut<'_, TrackF32>
Sourcepub fn ambient_color_tracks(&self) -> Ref<'_, TrackVector3f>
pub fn ambient_color_tracks(&self) -> Ref<'_, TrackVector3f>
Ambient color animation Borrows the field in place — no copy, no allocation.
pub fn ambient_color_tracks_mut(&mut self) -> RefMut<'_, TrackVector3f>
Sourcepub fn visibility_tracks(&self) -> Ref<'_, TrackF32>
pub fn visibility_tracks(&self) -> Ref<'_, TrackF32>
Visibility animation Borrows the field in place — no copy, no allocation.
pub fn visibility_tracks_mut(&mut self) -> RefMut<'_, TrackF32>
Sourcepub fn shadow_intensity_tracks(&self) -> Ref<'_, TrackF32>
pub fn shadow_intensity_tracks(&self) -> Ref<'_, TrackF32>
Shadow intensity animation (Reforged) Borrows the field in place — no copy, no allocation.