Documentation
¶
Overview ¶
Package LightmapGIData provides methods for working with LightmapGIData object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AddUser(path string, uv_scale Rect2.PositionSize, slice_index int, sub_instance int)
- func (self Instance) AsLightmapGIData() Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) ClearUsers()
- func (self Instance) GetUserCount() int
- func (self Instance) GetUserPath(user_idx int) string
- func (self Instance) LightTexture() [1]gdclass.TextureLayered
- func (self Instance) LightmapTextures() [][1]gdclass.TextureLayered
- func (self Instance) SetLightTexture(value [1]gdclass.TextureLayered)
- func (self Instance) SetLightmapTextures(value [][1]gdclass.TextureLayered)
- func (self Instance) SetShadowmaskTextures(value [][1]gdclass.TextureLayered)
- func (self Instance) SetUsesSphericalHarmonics(value bool)
- func (self Instance) ShadowmaskTextures() [][1]gdclass.TextureLayered
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) UsesSphericalHarmonics() bool
- func (self Instance) Virtual(name string) reflect.Value
- type ShadowmaskMode
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 Instance ¶
type Instance [1]gdclass.LightmapGIData
[LightmapGIData] contains baked lightmap and dynamic object probe data for [LightmapGI]. It is replaced every time lightmaps are baked in [LightmapGI].
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AddUser ¶
func (self Instance) AddUser(path string, uv_scale Rect2.PositionSize, slice_index int, sub_instance int)
Adds an object that is considered baked within this [LightmapGIData].
func (Instance) AsLightmapGIData ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) ClearUsers ¶
func (self Instance) ClearUsers()
Clear all objects that are considered baked within this [LightmapGIData].
func (Instance) GetUserCount ¶
Returns the number of objects that are considered baked within this [LightmapGIData].
func (Instance) GetUserPath ¶
Returns the [NodePath] of the baked object at index [param user_idx].
func (Instance) LightTexture ¶
func (self Instance) LightTexture() [1]gdclass.TextureLayered
func (Instance) LightmapTextures ¶
func (self Instance) LightmapTextures() [][1]gdclass.TextureLayered
func (Instance) SetLightTexture ¶
func (self Instance) SetLightTexture(value [1]gdclass.TextureLayered)
func (Instance) SetLightmapTextures ¶
func (self Instance) SetLightmapTextures(value [][1]gdclass.TextureLayered)
func (Instance) SetShadowmaskTextures ¶
func (self Instance) SetShadowmaskTextures(value [][1]gdclass.TextureLayered)
func (Instance) SetUsesSphericalHarmonics ¶
func (Instance) ShadowmaskTextures ¶
func (self Instance) ShadowmaskTextures() [][1]gdclass.TextureLayered
func (*Instance) UnsafePointer ¶
func (Instance) UsesSphericalHarmonics ¶
type ShadowmaskMode ¶
type ShadowmaskMode = gdclass.LightmapGIDataShadowmaskMode //gd:LightmapGIData.ShadowmaskMode
const ( /*Shadowmasking is disabled. No shadowmask texture will be created when baking lightmaps. Existing shadowmask textures will be removed during baking.*/ ShadowmaskModeNone ShadowmaskMode = 0 /*Shadowmasking is enabled. Directional shadows that are outside the [member DirectionalLight3D.directional_shadow_max_distance] will be rendered using the shadowmask texture. Shadows that are inside the range will be rendered using real-time shadows exclusively. This mode allows for more precise real-time shadows up close, without the potential "smearing" effect that can occur when using lightmaps with a high texel size. The downside is that when the camera moves fast, the transition between the real-time light and shadowmask can be obvious. Also, objects that only have shadows baked in the shadowmask (and no real-time shadows) won't display any shadows up close.*/ ShadowmaskModeReplace ShadowmaskMode = 1 /*Shadowmasking is enabled. Directional shadows will be rendered with real-time shadows overlaid on top of the shadowmask texture. This mode makes for smoother shadow transitions when the camera moves fast, at the cost of a potential smearing effect for directional shadows that are up close (due to the real-time shadow being mixed with a low-resolution shadowmask). Objects that only have shadows baked in the shadowmask (and no real-time shadows) will keep their shadows up close.*/ ShadowmaskModeOverlay ShadowmaskMode = 2 )