DirectionalLight3D

package
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Published: Jan 30, 2025 License: MIT Imports: 21 Imported by: 0

Documentation

Overview

Package DirectionalLight3D provides methods for working with DirectionalLight3D object instances.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsDirectionalLight3D() Instance
}

type Instance

type Instance [1]gdclass.DirectionalLight3D

A directional light is a type of [Light3D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight3D transform (origin) is ignored. Only the basis is used to determine light direction.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsDirectionalLight3D

func (self Instance) AsDirectionalLight3D() Instance

func (Instance) AsLight3D

func (self Instance) AsLight3D() Light3D.Instance

func (Instance) AsNode

func (self Instance) AsNode() Node.Instance

func (Instance) AsNode3D

func (self Instance) AsNode3D() Node3D.Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsVisualInstance3D

func (self Instance) AsVisualInstance3D() VisualInstance3D.Instance

func (Instance) DirectionalShadowBlendSplits

func (self Instance) DirectionalShadowBlendSplits() bool

func (Instance) DirectionalShadowMode

func (self Instance) DirectionalShadowMode() gdclass.DirectionalLight3DShadowMode

func (Instance) SetDirectionalShadowBlendSplits

func (self Instance) SetDirectionalShadowBlendSplits(value bool)

func (Instance) SetDirectionalShadowMode

func (self Instance) SetDirectionalShadowMode(value gdclass.DirectionalLight3DShadowMode)

func (Instance) SetSkyMode

func (self Instance) SetSkyMode(value gdclass.DirectionalLight3DSkyMode)

func (Instance) SkyMode

func (*Instance) UnsafePointer

func (self *Instance) UnsafePointer() unsafe.Pointer

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type ShadowMode

type ShadowMode = gdclass.DirectionalLight3DShadowMode //gd:DirectionalLight3D.ShadowMode
const (
	/*Renders the entire scene's shadow map from an orthogonal point of view. This is the fastest directional shadow mode. May result in blurrier shadows on close objects.*/
	ShadowOrthogonal ShadowMode = 0
	/*Splits the view frustum in 2 areas, each with its own shadow map. This shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and [constant SHADOW_PARALLEL_4_SPLITS] in terms of performance.*/
	ShadowParallel2Splits ShadowMode = 1
	/*Splits the view frustum in 4 areas, each with its own shadow map. This is the slowest directional shadow mode.*/
	ShadowParallel4Splits ShadowMode = 2
)

type SkyMode

type SkyMode = gdclass.DirectionalLight3DSkyMode //gd:DirectionalLight3D.SkyMode
const (
	/*Makes the light visible in both scene lighting and sky rendering.*/
	SkyModeLightAndSky SkyMode = 0
	/*Makes the light visible in scene lighting only (including direct lighting and global illumination). When using this mode, the light will not be visible from sky shaders.*/
	SkyModeLightOnly SkyMode = 1
	/*Makes the light visible to sky shaders only. When using this mode the light will not cast light into the scene (either through direct lighting or through global illumination), but can be accessed through sky shaders. This can be useful, for example, when you want to control sky effects without illuminating the scene (during a night cycle, for example).*/
	SkyModeSkyOnly SkyMode = 2
)

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