Lighting

public struct Lighting : Encodable

Note

Used by Isosurface<XData, YData, ZData, ValueData>.lighting, Volume<XYZData, ValueData>.lighting, Mesh3D<XData, YData, ZData, IntensityData, VertexcolorData, FacecolorData>.lighting, Cone<XYZData, UVWData>.lighting, StreamTube<XYZData, UVWData>.lighting.
  • Epsilon for vertex normals calculation avoids math issues arising from degenerate geometry.

    Declaration

    Swift

    public var vertexNormalsEpsilon: Double?
  • Epsilon for face normals calculation avoids math issues arising from degenerate geometry.

    Declaration

    Swift

    public var faceNormalsEpsilon: Double?
  • Ambient light increases overall color visibility but can wash out the image.

    Declaration

    Swift

    public var ambient: Double?
  • Represents the extent that incident rays are reflected in a range of angles.

    Declaration

    Swift

    public var diffuse: Double?
  • Represents the level that incident rays are reflected in a single direction, causing shine.

    Declaration

    Swift

    public var specular: Double?
  • Alters specular reflection; the rougher the surface, the wider and less contrasty the shine.

    Declaration

    Swift

    public var roughness: Double?
  • Represents the reflectance as a dependency of the viewing angle; e.g.

    paper is reflective when viewing it from the edge of the paper (almost 90 degrees), causing shine.

    Declaration

    Swift

    public var fresnel: Double?
  • Creates Lighting object with specified properties.

    Declaration

    Swift

    public init(vertexNormalsEpsilon: Double? = nil, faceNormalsEpsilon: Double? = nil, ambient:
            Double? = nil, diffuse: Double? = nil, specular: Double? = nil, roughness: Double? = nil,
            fresnel: Double? = nil)

    Parameters

    vertexNormalsEpsilon

    Epsilon for vertex normals calculation avoids math issues arising from degenerate geometry.

    faceNormalsEpsilon

    Epsilon for face normals calculation avoids math issues arising from degenerate geometry.

    ambient

    Ambient light increases overall color visibility but can wash out the image.

    diffuse

    Represents the extent that incident rays are reflected in a range of angles.

    specular

    Represents the level that incident rays are reflected in a single direction, causing shine.

    roughness

    Alters specular reflection; the rougher the surface, the wider and less contrasty the shine.

    fresnel

    Represents the reflectance as a dependency of the viewing angle; e.g.