LightOccluder2D
Occludes light cast by a Light2D, casting shadows.
LightOccluder2D.swift:17class LightOccluder2D
Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an OccluderPolygon2D
in order for the shadow to be computed.
Superclasses
class Node2D
A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and Z index.
Citizens in SwiftGodot
Conformances
protocol CustomStringConvertible
A type with a customized textual representation.
protocol Equatable
A type that can be compared for value equality.
protocol Hashable
A type that can be hashed into a
Hasher
to produce an integer hash value.protocol Identifiable<ID>
A class of types whose instances hold the value of an entity with stable identity.
protocol VariantRepresentable
Types that conform to VariantRepresentable can be stored directly in
Variant
with no conversion. These include all of the Variant types from Godot (for exampleGString
,Rect
,Plane
), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.protocol VariantStorable
Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.
Type members
Instance members
var occluder: OccluderPolygon2D?
The
OccluderPolygon2D
used to compute the shadow.var occluderLightMask: Int32
The LightOccluder2D’s occluder light mask. The LightOccluder2D will cast shadows only from Light2D(s) that have the same light mask(s).
var sdfCollision: Bool
If enabled, the occluder will be part of a real-time generated signed distance field that can be used in custom shaders.