Struct ringl::pointlight::PointLight [−][src]
pub struct PointLight { /* fields omitted */ }
Methods
impl PointLight
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impl PointLight
pub fn new() -> PointLight
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pub fn new() -> PointLight
pub fn set_color<C: ToRgb + ToRgba>(&mut self, color: &C)
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pub fn set_color<C: ToRgb + ToRgba>(&mut self, color: &C)
pub fn set_att_constant(&mut self, att: f32)
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pub fn set_att_constant(&mut self, att: f32)
pub fn set_att_linear(&mut self, att: f32)
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pub fn set_att_linear(&mut self, att: f32)
pub fn set_att_quadratic(&mut self, att: f32)
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pub fn set_att_quadratic(&mut self, att: f32)
pub fn set_strength(&mut self, strength: f32)
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pub fn set_strength(&mut self, strength: f32)
pub fn set_radius(&mut self, radius: f32)
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pub fn set_radius(&mut self, radius: f32)
pub fn data(&self, trafo: &Mvp) -> Data
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pub fn data(&self, trafo: &Mvp) -> Data
Trait Implementations
impl NodeT for PointLight
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impl NodeT for PointLight
fn node(&self) -> &Node
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fn node(&self) -> &Node
fn node_mut(&mut self) -> &mut Node
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fn node_mut(&mut self) -> &mut Node
fn update_with_parent_flags(
&mut self,
parent: Option<&Node>,
flags: Flags
) -> bool
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fn update_with_parent_flags(
&mut self,
parent: Option<&Node>,
flags: Flags
) -> bool
fn set_position(&mut self, pos: &Point<f32, U3>)
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fn set_position(&mut self, pos: &Point<f32, U3>)
fn position(&self) -> Point<f32, U3>
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fn position(&self) -> Point<f32, U3>
fn set_angle_axis(
&mut self,
angle: f32,
axis: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
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fn set_angle_axis(
&mut self,
angle: f32,
axis: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
fn set_orientation(&mut self, q: &Unit<Quaternion<f32>>)
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fn set_orientation(&mut self, q: &Unit<Quaternion<f32>>)
fn orientation(&self) -> Unit<Quaternion<f32>>
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fn orientation(&self) -> Unit<Quaternion<f32>>
fn rotation(&self) -> Rotation<f32, U3>
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fn rotation(&self) -> Rotation<f32, U3>
fn look_at(
&mut self,
at: &Point<f32, U3>,
up: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
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fn look_at(
&mut self,
at: &Point<f32, U3>,
up: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
fn rotate(
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
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fn rotate(
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
fn append_rotation(&mut self, rot: &Unit<Quaternion<f32>>)
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fn append_rotation(&mut self, rot: &Unit<Quaternion<f32>>)
fn translate(
&mut self,
t: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
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fn translate(
&mut self,
t: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
fn scale(
&self
) -> Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
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fn scale(
&self
) -> Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
fn set_scale(
&mut self,
s: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
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fn set_scale(
&mut self,
s: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
fn x_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
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fn x_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
fn y_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
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fn y_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
fn z_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
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fn z_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
fn tilt(&mut self, angle: Rad<f32>)
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fn tilt(&mut self, angle: Rad<f32>)
fn pan(&mut self, angle: Rad<f32>)
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fn pan(&mut self, angle: Rad<f32>)
fn roll(&mut self, angle: Rad<f32>)
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fn roll(&mut self, angle: Rad<f32>)
fn local_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
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fn local_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
fn global_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
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fn global_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
fn global_position(&self) -> Point<f32, U3>
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fn global_position(&self) -> Point<f32, U3>
fn global_orientation(&self) -> Unit<Quaternion<f32>>
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fn global_orientation(&self) -> Unit<Quaternion<f32>>
fn global_scale(
&self
) -> Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
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fn global_scale(
&self
) -> Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
fn inv_local_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
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fn inv_local_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
fn inv_global_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
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fn inv_global_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
fn update_with_parent(&mut self, parent: Option<&Node>) -> bool
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fn update_with_parent(&mut self, parent: Option<&Node>) -> bool
impl Light for PointLight
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impl Light for PointLight
fn ty(&self) -> &str
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fn ty(&self) -> &str
fn uniforms(&self, trafo: &Mvp, _texture_bind_offset: &mut u32) -> Vec<Uniform>
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fn uniforms(&self, trafo: &Mvp, _texture_bind_offset: &mut u32) -> Vec<Uniform>
impl Render3d for PointLight
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impl Render3d for PointLight
fn render<R: RenderSurface>(&self, renderer: &Renderer<R>) where
Self: Sized,
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fn render<R: RenderSurface>(&self, renderer: &Renderer<R>) where
Self: Sized,
Auto Trait Implementations
impl Send for PointLight
impl Send for PointLight
impl Sync for PointLight
impl Sync for PointLight