LightDraw
namespace Griff.Runtime;
public struct LightDrawA light to draw: its middle in the world, how far it reaches, its color times its brightness, and its softness.
Properties
Section titled “Properties”Casters
Section titled “Casters”public IReadOnlyList<ShadowEdge> Casters { get; init; }For a light with Shadows: the sides that cast its shadows (see CastersFor). Empty for a light without, or with nothing in its way.
Center
Section titled “Center”public Vector2 Center { get; init; }public Color Color { get; init; }Radius
Section titled “Radius”public float Radius { get; init; }Softness
Section titled “Softness”public float Softness { get; init; }Methods
Section titled “Methods”public Vector3 At(Vector2 point)How much light it puts on point, per channel.
Deconstruct
Section titled “Deconstruct”public void Deconstruct(out Vector2 Center, out float Radius, out Color Color, out float Softness)Equals
Section titled “Equals”public override bool Equals(object obj)Equals
Section titled “Equals”public bool Equals(LightDraw other)GetHashCode
Section titled “GetHashCode”public override int GetHashCode()ToString
Section titled “ToString”public override string ToString()public static Color Total(Color ambient, IReadOnlyList<LightDraw> lights, Vector2 point)The light reaching point: ambient, the light everything gets, plus each of lights, each channel at most 1.