Lighting
public struct Lighting : Encodable
Note
Used byIsosurface<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.