Light3D

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Published: Sep 19, 2025 License: MIT Imports: 28 Imported by: 0

Documentation

Overview

Light3D is the abstract base class for light nodes. As it can't be instantiated, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting.

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
	AsLight3D() Instance
}

type BakeMode

type BakeMode int //gd:Light3D.BakeMode
const (
	// Light is ignored when baking. This is the fastest mode, but the light will not be taken into account when baking global illumination. This mode should generally be used for dynamic lights that change quickly, as the effect of global illumination is less noticeable on those lights.
	//
	// Note: Hiding a light does not affect baking [LightmapGI]. Hiding a light will still affect baking [VoxelGI] and SDFGI (see [Environment.SdfgiEnabled]).
	//
	// [Environment.SdfgiEnabled]: https://pkg.go.dev/graphics.gd/classdb/Environment#Instance.SdfgiEnabled
	// [LightmapGI]: https://pkg.go.dev/graphics.gd/classdb/LightmapGI
	// [VoxelGI]: https://pkg.go.dev/graphics.gd/classdb/VoxelGI
	BakeDisabled BakeMode = 0
	// Light is taken into account in static baking ([VoxelGI], [LightmapGI], SDFGI ([Environment.SdfgiEnabled])). The light can be moved around or modified, but its global illumination will not update in real-time. This is suitable for subtle changes (such as flickering torches), but generally not large changes such as toggling a light on and off.
	//
	// Note: The light is not baked in [LightmapGI] if [EditorOnly] is true.
	//
	// [EditorOnly]: https://pkg.go.dev/graphics.gd/classdb/#Instance.EditorOnly
	// [Environment.SdfgiEnabled]: https://pkg.go.dev/graphics.gd/classdb/Environment#Instance.SdfgiEnabled
	// [LightmapGI]: https://pkg.go.dev/graphics.gd/classdb/LightmapGI
	// [VoxelGI]: https://pkg.go.dev/graphics.gd/classdb/VoxelGI
	BakeStatic BakeMode = 1
	// Light is taken into account in dynamic baking ([VoxelGI] and SDFGI ([Environment.SdfgiEnabled]) only). The light can be moved around or modified with global illumination updating in real-time. The light's global illumination appearance will be slightly different compared to [BakeStatic]. This has a greater performance cost compared to [BakeStatic]. When using SDFGI, the update speed of dynamic lights is affected by [ProjectSettings] "rendering/global_illumination/sdfgi/frames_to_update_lights".
	//
	// [Environment.SdfgiEnabled]: https://pkg.go.dev/graphics.gd/classdb/Environment#Instance.SdfgiEnabled
	// [ProjectSettings]: https://pkg.go.dev/graphics.gd/classdb/ProjectSettings
	// [VoxelGI]: https://pkg.go.dev/graphics.gd/classdb/VoxelGI
	BakeDynamic BakeMode = 2
)

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsLight3D

func (self *Extension[T]) AsLight3D() Instance

func (*Extension[T]) AsNode

func (self *Extension[T]) AsNode() Node.Instance

func (*Extension[T]) AsNode3D

func (self *Extension[T]) AsNode3D() Node3D.Instance

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsVisualInstance3D

func (self *Extension[T]) AsVisualInstance3D() VisualInstance3D.Instance

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

type Instance [1]gdclass.Light3D

Instance of the class with convieniently typed arguments and results.

var Nil Instance

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

func New

func New() Instance

func (Instance) AsLight3D

func (self Instance) AsLight3D() 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) DistanceFadeBegin

func (self Instance) DistanceFadeBegin() Float.X

The distance from the camera at which the light begins to fade away (in 3D units).

Note: Only effective for OmniLight3D and SpotLight3D.

func (Instance) DistanceFadeEnabled

func (self Instance) DistanceFadeEnabled() bool

If true, the light will smoothly fade away when far from the active Camera3D starting at DistanceFadeBegin. This acts as a form of level of detail (LOD). The light will fade out over DistanceFadeBegin + DistanceFadeLength, after which it will be culled and not sent to the shader at all. Use this to reduce the number of active lights in a scene and thus improve performance.

Note: Only effective for OmniLight3D and SpotLight3D.

func (Instance) DistanceFadeLength

func (self Instance) DistanceFadeLength() Float.X

Distance over which the light and its shadow fades. The light's energy and shadow's opacity is progressively reduced over this distance and is completely invisible at the end.

Note: Only effective for OmniLight3D and SpotLight3D.

func (Instance) DistanceFadeShadow

func (self Instance) DistanceFadeShadow() Float.X

The distance from the camera at which the light's shadow cuts off (in 3D units). Set this to a value lower than DistanceFadeBegin + DistanceFadeLength to further improve performance, as shadow rendering is often more expensive than light rendering itself.

Note: Only effective for OmniLight3D and SpotLight3D, and only when ShadowEnabled is true.

func (Instance) EditorOnly

func (self Instance) EditorOnly() bool

If true, the light only appears in the editor and will not be visible at runtime. If true, the light will never be baked in LightmapGI regardless of its LightBakeMode.

func (Instance) GetCorrelatedColor

func (self Instance) GetCorrelatedColor() Color.RGBA

Returns the Color.RGBA of an idealized blackbody at the given LightTemperature. This value is calculated internally based on the LightTemperature. This Color.RGBA is multiplied by LightColor before being sent to the RenderingServer.

func (Instance) ID

func (self Instance) ID() ID

func (Instance) LightAngularDistance

func (self Instance) LightAngularDistance() Float.X

The light's angular size in degrees. Increasing this will make shadows softer at greater distances (also called percentage-closer soft shadows, or PCSS). Only available for DirectionalLight3Ds. For reference, the Sun from the Earth is approximately 0.5. Increasing this value above 0.0 for lights with shadows enabled will have a noticeable performance cost due to PCSS.

Note: LightAngularDistance is not affected by Node3D.Scale (the light's scale or its parent's scale).

Note: PCSS for directional lights is only supported in the Forward+ rendering method, not Mobile or Compatibility.

func (Instance) LightBakeMode

func (self Instance) LightBakeMode() BakeMode

The light's bake mode. This will affect the global illumination techniques that have an effect on the light's rendering.

Note: Meshes' global illumination mode will also affect the global illumination rendering. See GeometryInstance3D.GiMode.

func (Instance) LightColor

func (self Instance) LightColor() Color.RGBA

The light's color in the nonlinear sRGB color space. An overbright color can be used to achieve a result equivalent to increasing the light's LightEnergy.

func (Instance) LightCullMask

func (self Instance) LightCullMask() int

The light will affect objects in the selected layers.

func (Instance) LightEnergy

func (self Instance) LightEnergy() Float.X

The light's strength multiplier (this is not a physical unit). For OmniLight3D and SpotLight3D, changing this value will only change the light color's intensity, not the light's radius.

func (Instance) LightIndirectEnergy

func (self Instance) LightIndirectEnergy() Float.X

Secondary multiplier used with indirect light (light bounces). Used with VoxelGI and SDFGI (see Environment.SdfgiEnabled).

Note: This property is ignored if LightEnergy is equal to 0.0, as the light won't be present at all in the GI shader.

func (Instance) LightIntensityLumens

func (self Instance) LightIntensityLumens() Float.X

Used by positional lights (OmniLight3D and SpotLight3D) when ProjectSettings "rendering/lights_and_shadows/use_physical_light_units" is true. Sets the intensity of the light source measured in Lumens. Lumens are a measure of luminous flux, which is the total amount of visible light emitted by a light source per unit of time.

For SpotLight3Ds, we assume that the area outside the visible cone is surrounded by a perfect light absorbing material. Accordingly, the apparent brightness of the cone area does not change as the cone increases and decreases in size.

A typical household lightbulb can range from around 600 lumens to 1,200 lumens, a candle is about 13 lumens, while a streetlight can be approximately 60,000 lumens.

func (Instance) LightIntensityLux

func (self Instance) LightIntensityLux() Float.X

Used by DirectionalLight3Ds when ProjectSettings "rendering/lights_and_shadows/use_physical_light_units" is true. Sets the intensity of the light source measured in Lux. Lux is a measure of luminous flux per unit area, it is equal to one lumen per square meter. Lux is the measure of how much light hits a surface at a given time.

On a clear sunny day a surface in direct sunlight may be approximately 100,000 lux, a typical room in a home may be approximately 50 lux, while the moonlit ground may be approximately 0.1 lux.

func (Instance) LightNegative

func (self Instance) LightNegative() bool

If true, the light's effect is reversed, darkening areas and casting bright shadows.

func (Instance) LightProjector

func (self Instance) LightProjector() Texture2D.Instance

Texture2D projected by light. ShadowEnabled must be on for the projector to work. Light projectors make the light appear as if it is shining through a colored but transparent object, almost like light shining through stained-glass.

Note: Unlike BaseMaterial3D whose filter mode can be adjusted on a per-material basis, the filter mode for light projector textures is set globally with ProjectSettings "rendering/textures/light_projectors/filter".

Note: Light projector textures are only supported in the Forward+ and Mobile rendering methods, not Compatibility.

func (Instance) LightSize

func (self Instance) LightSize() Float.X

The size of the light in Godot units. Only available for OmniLight3Ds and SpotLight3Ds. Increasing this value will make the light fade out slower and shadows appear blurrier (also called percentage-closer soft shadows, or PCSS). This can be used to simulate area lights to an extent. Increasing this value above 0.0 for lights with shadows enabled will have a noticeable performance cost due to PCSS.

Note: LightSize is not affected by Node3D.Scale (the light's scale or its parent's scale).

Note: PCSS for positional lights is only supported in the Forward+ and Mobile rendering methods, not Compatibility.

func (Instance) LightSpecular

func (self Instance) LightSpecular() Float.X

The intensity of the specular blob in objects affected by the light. At 0, the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface.

func (Instance) LightTemperature

func (self Instance) LightTemperature() Float.X

Sets the color temperature of the light source, measured in Kelvin. This is used to calculate a correlated color temperature which tints the LightColor.

The sun on a cloudy day is approximately 6500 Kelvin, on a clear day it is between 5500 to 6000 Kelvin, and on a clear day at sunrise or sunset it ranges to around 1850 Kelvin.

func (Instance) LightVolumetricFogEnergy

func (self Instance) LightVolumetricFogEnergy() Float.X

Secondary multiplier multiplied with LightEnergy then used with the Environment's volumetric fog (if enabled). If set to 0.0, computing volumetric fog will be skipped for this light, which can improve performance for large amounts of lights when volumetric fog is enabled.

Note: To prevent short-lived dynamic light effects from poorly interacting with volumetric fog, lights used in those effects should have LightVolumetricFogEnergy set to 0.0 unless Environment.VolumetricFogTemporalReprojectionEnabled is disabled (or unless the reprojection amount is significantly lowered).

func (Instance) SetDistanceFadeBegin

func (self Instance) SetDistanceFadeBegin(value Float.X)

SetDistanceFadeBegin sets the property returned by [GetDistanceFadeBegin].

func (Instance) SetDistanceFadeEnabled

func (self Instance) SetDistanceFadeEnabled(value bool)

SetDistanceFadeEnabled sets the property returned by [IsDistanceFadeEnabled].

func (Instance) SetDistanceFadeLength

func (self Instance) SetDistanceFadeLength(value Float.X)

SetDistanceFadeLength sets the property returned by [GetDistanceFadeLength].

func (Instance) SetDistanceFadeShadow

func (self Instance) SetDistanceFadeShadow(value Float.X)

SetDistanceFadeShadow sets the property returned by [GetDistanceFadeShadow].

func (Instance) SetEditorOnly

func (self Instance) SetEditorOnly(value bool)

SetEditorOnly sets the property returned by [IsEditorOnly].

func (Instance) SetLightAngularDistance

func (self Instance) SetLightAngularDistance(value Float.X)

SetLightAngularDistance sets the property returned by [GetParam].

func (Instance) SetLightBakeMode

func (self Instance) SetLightBakeMode(value BakeMode)

SetLightBakeMode sets the property returned by [GetBakeMode].

func (Instance) SetLightColor

func (self Instance) SetLightColor(value Color.RGBA)

SetLightColor sets the property returned by [GetColor].

func (Instance) SetLightCullMask

func (self Instance) SetLightCullMask(value int)

SetLightCullMask sets the property returned by [GetCullMask].

func (Instance) SetLightEnergy

func (self Instance) SetLightEnergy(value Float.X)

SetLightEnergy sets the property returned by [GetParam].

func (Instance) SetLightIndirectEnergy

func (self Instance) SetLightIndirectEnergy(value Float.X)

SetLightIndirectEnergy sets the property returned by [GetParam].

func (Instance) SetLightIntensityLumens

func (self Instance) SetLightIntensityLumens(value Float.X)

SetLightIntensityLumens sets the property returned by [GetParam].

func (Instance) SetLightIntensityLux

func (self Instance) SetLightIntensityLux(value Float.X)

SetLightIntensityLux sets the property returned by [GetParam].

func (Instance) SetLightNegative

func (self Instance) SetLightNegative(value bool)

SetLightNegative sets the property returned by [IsNegative].

func (Instance) SetLightProjector

func (self Instance) SetLightProjector(value Texture2D.Instance)

SetLightProjector sets the property returned by [GetProjector].

func (Instance) SetLightSize

func (self Instance) SetLightSize(value Float.X)

SetLightSize sets the property returned by [GetParam].

func (Instance) SetLightSpecular

func (self Instance) SetLightSpecular(value Float.X)

SetLightSpecular sets the property returned by [GetParam].

func (Instance) SetLightTemperature

func (self Instance) SetLightTemperature(value Float.X)

SetLightTemperature sets the property returned by [GetTemperature].

func (Instance) SetLightVolumetricFogEnergy

func (self Instance) SetLightVolumetricFogEnergy(value Float.X)

SetLightVolumetricFogEnergy sets the property returned by [GetParam].

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) SetShadowBias

func (self Instance) SetShadowBias(value Float.X)

SetShadowBias sets the property returned by [GetParam].

func (Instance) SetShadowBlur

func (self Instance) SetShadowBlur(value Float.X)

SetShadowBlur sets the property returned by [GetParam].

func (Instance) SetShadowCasterMask

func (self Instance) SetShadowCasterMask(value int)

SetShadowCasterMask sets the property returned by [GetShadowCasterMask].

func (Instance) SetShadowEnabled

func (self Instance) SetShadowEnabled(value bool)

SetShadowEnabled sets the property returned by [HasShadow].

func (Instance) SetShadowNormalBias

func (self Instance) SetShadowNormalBias(value Float.X)

SetShadowNormalBias sets the property returned by [GetParam].

func (Instance) SetShadowOpacity

func (self Instance) SetShadowOpacity(value Float.X)

SetShadowOpacity sets the property returned by [GetParam].

func (Instance) SetShadowReverseCullFace

func (self Instance) SetShadowReverseCullFace(value bool)

SetShadowReverseCullFace sets the property returned by [GetShadowReverseCullFace].

func (Instance) SetShadowTransmittanceBias

func (self Instance) SetShadowTransmittanceBias(value Float.X)

SetShadowTransmittanceBias sets the property returned by [GetParam].

func (Instance) ShadowBias

func (self Instance) ShadowBias() Float.X

Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed.

func (Instance) ShadowBlur

func (self Instance) ShadowBlur() Float.X

Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-resolution shadow maps. A high value can impact performance, make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.

func (Instance) ShadowCasterMask

func (self Instance) ShadowCasterMask() int

The light will only cast shadows using objects in the selected layers.

func (Instance) ShadowEnabled

func (self Instance) ShadowEnabled() bool

If true, the light will cast real-time shadows. This has a significant performance cost. Only enable shadow rendering when it makes a noticeable difference in the scene's appearance, and consider using DistanceFadeEnabled to hide the light when far away from the Camera3D.

func (Instance) ShadowNormalBias

func (self Instance) ShadowNormalBias() Float.X

Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using ShadowBias. In practice, this value should be tweaked along with ShadowBias to reduce artifacts as much as possible.

func (Instance) ShadowOpacity

func (self Instance) ShadowOpacity() Float.X

The opacity to use when rendering the light's shadow map. Values lower than 1.0 make the light appear through shadows. This can be used to fake global illumination at a low performance cost.

func (Instance) ShadowReverseCullFace

func (self Instance) ShadowReverseCullFace() bool

If true, reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with [Geometryinstance3d.ShadowCastingSettingDoubleSided].

func (Instance) ShadowTransmittanceBias

func (self Instance) ShadowTransmittanceBias() Float.X

func (Instance) Virtual

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

type Param

type Param int //gd:Light3D.Param
const (
	// Constant for accessing [LightEnergy].
	//
	// [LightEnergy]: https://pkg.go.dev/graphics.gd/classdb/#Instance.LightEnergy
	ParamEnergy Param = 0
	// Constant for accessing [LightIndirectEnergy].
	//
	// [LightIndirectEnergy]: https://pkg.go.dev/graphics.gd/classdb/#Instance.LightIndirectEnergy
	ParamIndirectEnergy Param = 1
	// Constant for accessing [LightVolumetricFogEnergy].
	//
	// [LightVolumetricFogEnergy]: https://pkg.go.dev/graphics.gd/classdb/#Instance.LightVolumetricFogEnergy
	ParamVolumetricFogEnergy Param = 2
	// Constant for accessing [LightSpecular].
	//
	// [LightSpecular]: https://pkg.go.dev/graphics.gd/classdb/#Instance.LightSpecular
	ParamSpecular Param = 3
	// Constant for accessing [OmniLight3D.OmniRange] or [SpotLight3D.SpotRange].
	//
	// [OmniLight3D.OmniRange]: https://pkg.go.dev/graphics.gd/classdb/OmniLight3D#Instance.OmniRange
	// [SpotLight3D.SpotRange]: https://pkg.go.dev/graphics.gd/classdb/SpotLight3D#Instance.SpotRange
	ParamRange Param = 4
	// Constant for accessing [LightSize].
	//
	// [LightSize]: https://pkg.go.dev/graphics.gd/classdb/#Instance.LightSize
	ParamSize Param = 5
	// Constant for accessing [OmniLight3D.OmniAttenuation] or [SpotLight3D.SpotAttenuation].
	//
	// [OmniLight3D.OmniAttenuation]: https://pkg.go.dev/graphics.gd/classdb/OmniLight3D#Instance.OmniAttenuation
	// [SpotLight3D.SpotAttenuation]: https://pkg.go.dev/graphics.gd/classdb/SpotLight3D#Instance.SpotAttenuation
	ParamAttenuation Param = 6
	// Constant for accessing [SpotLight3D.SpotAngle].
	//
	// [SpotLight3D.SpotAngle]: https://pkg.go.dev/graphics.gd/classdb/SpotLight3D#Instance.SpotAngle
	ParamSpotAngle Param = 7
	// Constant for accessing [SpotLight3D.SpotAngleAttenuation].
	//
	// [SpotLight3D.SpotAngleAttenuation]: https://pkg.go.dev/graphics.gd/classdb/SpotLight3D#Instance.SpotAngleAttenuation
	ParamSpotAttenuation Param = 8
	// Constant for accessing [DirectionalLight3D.DirectionalShadowMaxDistance].
	//
	// [DirectionalLight3D.DirectionalShadowMaxDistance]: https://pkg.go.dev/graphics.gd/classdb/DirectionalLight3D#Instance.DirectionalShadowMaxDistance
	ParamShadowMaxDistance Param = 9
	// Constant for accessing [DirectionalLight3D.DirectionalShadowSplit1].
	//
	// [DirectionalLight3D.DirectionalShadowSplit1]: https://pkg.go.dev/graphics.gd/classdb/DirectionalLight3D#Instance.DirectionalShadowSplit1
	ParamShadowSplit1Offset Param = 10
	// Constant for accessing [DirectionalLight3D.DirectionalShadowSplit2].
	//
	// [DirectionalLight3D.DirectionalShadowSplit2]: https://pkg.go.dev/graphics.gd/classdb/DirectionalLight3D#Instance.DirectionalShadowSplit2
	ParamShadowSplit2Offset Param = 11
	// Constant for accessing [DirectionalLight3D.DirectionalShadowSplit3].
	//
	// [DirectionalLight3D.DirectionalShadowSplit3]: https://pkg.go.dev/graphics.gd/classdb/DirectionalLight3D#Instance.DirectionalShadowSplit3
	ParamShadowSplit3Offset Param = 12
	// Constant for accessing [DirectionalLight3D.DirectionalShadowFadeStart].
	//
	// [DirectionalLight3D.DirectionalShadowFadeStart]: https://pkg.go.dev/graphics.gd/classdb/DirectionalLight3D#Instance.DirectionalShadowFadeStart
	ParamShadowFadeStart Param = 13
	// Constant for accessing [ShadowNormalBias].
	//
	// [ShadowNormalBias]: https://pkg.go.dev/graphics.gd/classdb/#Instance.ShadowNormalBias
	ParamShadowNormalBias Param = 14
	// Constant for accessing [ShadowBias].
	//
	// [ShadowBias]: https://pkg.go.dev/graphics.gd/classdb/#Instance.ShadowBias
	ParamShadowBias Param = 15
	// Constant for accessing [DirectionalLight3D.DirectionalShadowPancakeSize].
	//
	// [DirectionalLight3D.DirectionalShadowPancakeSize]: https://pkg.go.dev/graphics.gd/classdb/DirectionalLight3D#Instance.DirectionalShadowPancakeSize
	ParamShadowPancakeSize Param = 16
	// Constant for accessing [ShadowOpacity].
	//
	// [ShadowOpacity]: https://pkg.go.dev/graphics.gd/classdb/#Instance.ShadowOpacity
	ParamShadowOpacity Param = 17
	// Constant for accessing [ShadowBlur].
	//
	// [ShadowBlur]: https://pkg.go.dev/graphics.gd/classdb/#Instance.ShadowBlur
	ParamShadowBlur Param = 18
	// Constant for accessing [ShadowTransmittanceBias].
	//
	// [ShadowTransmittanceBias]: https://pkg.go.dev/graphics.gd/classdb/#Instance.ShadowTransmittanceBias
	ParamTransmittanceBias Param = 19
	// Constant for accessing [LightIntensityLumens] and [LightIntensityLux]. Only used when [ProjectSettings] "rendering/lights_and_shadows/use_physical_light_units" is true.
	//
	// [LightIntensityLumens]: https://pkg.go.dev/graphics.gd/classdb/#Instance.LightIntensityLumens
	// [LightIntensityLux]: https://pkg.go.dev/graphics.gd/classdb/#Instance.LightIntensityLux
	// [ProjectSettings]: https://pkg.go.dev/graphics.gd/classdb/ProjectSettings
	ParamIntensity Param = 20
	// Represents the size of the [Param] enum.
	ParamMax Param = 21
)

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