ActiViz .NET
5.10.1
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vtkLightKit - a simple but quality lighting kit More...
Public Types | |
enum | LightKitSubType { LightKitSubType.Azimuth = 3, LightKitSubType.Elevation = 2, LightKitSubType.Intensity = 1, LightKitSubType.KBRatio = 5, LightKitSubType.KFRatio = 4, LightKitSubType.KHRatio = 6, LightKitSubType.Warmth = 0 } |
Undocumented Block More... | |
enum | LightKitType { LightKitType.TBackLight = 2, LightKitType.TFillLight = 1, LightKitType.THeadLight = 3, LightKitType.TKeyLight = 0 } |
Undocumented Block More... | |
Public Member Functions | |
vtkLightKit (IntPtr rawCppThis, bool callDisposalMethod, bool strong) | |
Automatically generated constructor - called from generated code. DO NOT call directly. More... | |
vtkLightKit () | |
Undocumented Block More... | |
void | AddLightsToRenderer (vtkRenderer renderer) |
Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired. More... | |
void | DeepCopy (vtkLightKit kit) |
Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired. More... | |
virtual double[] | GetBackLightAngle () |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
virtual void | GetBackLightAngle (IntPtr data) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
double | GetBackLightAzimuth () |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
virtual double[] | GetBackLightColor () |
Returns the floating-point RGB values of each of the light's color. More... | |
virtual void | GetBackLightColor (IntPtr data) |
Returns the floating-point RGB values of each of the light's color. More... | |
double | GetBackLightElevation () |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
virtual double | GetBackLightWarmth () |
Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly. More... | |
virtual double[] | GetFillLightAngle () |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
virtual void | GetFillLightAngle (IntPtr data) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
double | GetFillLightAzimuth () |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
virtual double[] | GetFillLightColor () |
Returns the floating-point RGB values of each of the light's color. More... | |
virtual void | GetFillLightColor (IntPtr data) |
Returns the floating-point RGB values of each of the light's color. More... | |
double | GetFillLightElevation () |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
virtual double | GetFillLightWarmth () |
Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly. More... | |
virtual double[] | GetHeadLightColor () |
Returns the floating-point RGB values of each of the light's color. More... | |
virtual void | GetHeadLightColor (IntPtr data) |
Returns the floating-point RGB values of each of the light's color. More... | |
virtual double | GetHeadLightWarmth () |
Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly. More... | |
void | GetHeadlightColor (IntPtr color) |
To maintain a deprecation API: More... | |
double | GetHeadlightWarmth () |
To maintain a deprecation API: More... | |
virtual double[] | GetKeyLightAngle () |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
virtual void | GetKeyLightAngle (IntPtr data) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
double | GetKeyLightAzimuth () |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
virtual double[] | GetKeyLightColor () |
Returns the floating-point RGB values of each of the light's color. More... | |
virtual void | GetKeyLightColor (IntPtr data) |
Returns the floating-point RGB values of each of the light's color. More... | |
double | GetKeyLightElevation () |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
virtual double | GetKeyLightIntensity () |
Set/Get the intensity of the key light. The key light is the brightest light in the scene. The intensities of the other two lights are ratios of the key light's intensity. More... | |
virtual double | GetKeyLightWarmth () |
Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly. More... | |
virtual double | GetKeyToBackRatio () |
Set/Get the key-to-back light ratio. This ratio controls how bright the back lights are compared to the key light: larger values correspond to dimmer back lights. The back lights fill in the remaining high-contrast regions behind the object. Values between 2 and 10 are good. More... | |
virtual double | GetKeyToBackRatioMaxValue () |
Set/Get the key-to-back light ratio. This ratio controls how bright the back lights are compared to the key light: larger values correspond to dimmer back lights. The back lights fill in the remaining high-contrast regions behind the object. Values between 2 and 10 are good. More... | |
virtual double | GetKeyToBackRatioMinValue () |
Set/Get the key-to-back light ratio. This ratio controls how bright the back lights are compared to the key light: larger values correspond to dimmer back lights. The back lights fill in the remaining high-contrast regions behind the object. Values between 2 and 10 are good. More... | |
virtual double | GetKeyToFillRatio () |
Set/Get the key-to-fill ratio. This ratio controls how bright the fill light is compared to the key light: larger values correspond to a dimmer fill light. The purpose of the fill light is to light parts of the object not lit by the key light, while still maintaining constrast. This type of lighting may correspond to indirect illumination from the key light, bounced off a wall, floor, or other object. The fill light should never be brighter than the key light: a good range for the key-to-fill ratio is between 2 and 10. More... | |
virtual double | GetKeyToFillRatioMaxValue () |
Set/Get the key-to-fill ratio. This ratio controls how bright the fill light is compared to the key light: larger values correspond to a dimmer fill light. The purpose of the fill light is to light parts of the object not lit by the key light, while still maintaining constrast. This type of lighting may correspond to indirect illumination from the key light, bounced off a wall, floor, or other object. The fill light should never be brighter than the key light: a good range for the key-to-fill ratio is between 2 and 10. More... | |
virtual double | GetKeyToFillRatioMinValue () |
Set/Get the key-to-fill ratio. This ratio controls how bright the fill light is compared to the key light: larger values correspond to a dimmer fill light. The purpose of the fill light is to light parts of the object not lit by the key light, while still maintaining constrast. This type of lighting may correspond to indirect illumination from the key light, bounced off a wall, floor, or other object. The fill light should never be brighter than the key light: a good range for the key-to-fill ratio is between 2 and 10. More... | |
virtual double | GetKeyToHeadRatio () |
Set/Get the key-to-headlight ratio. Similar to the key-to-fill ratio, this ratio controls how bright the headlight light is compared to the key light: larger values correspond to a dimmer headlight light. The headlight is special kind of fill light, lighting only the parts of the object that the camera can see. As such, a headlight tends to reduce the contrast of a scene. It can be used to fill in "shadows" of the object missed by the key and fill lights. The headlight should always be significantly dimmer than the key light: ratios of 2 to 15 are typical. More... | |
virtual double | GetKeyToHeadRatioMaxValue () |
Set/Get the key-to-headlight ratio. Similar to the key-to-fill ratio, this ratio controls how bright the headlight light is compared to the key light: larger values correspond to a dimmer headlight light. The headlight is special kind of fill light, lighting only the parts of the object that the camera can see. As such, a headlight tends to reduce the contrast of a scene. It can be used to fill in "shadows" of the object missed by the key and fill lights. The headlight should always be significantly dimmer than the key light: ratios of 2 to 15 are typical. More... | |
virtual double | GetKeyToHeadRatioMinValue () |
Set/Get the key-to-headlight ratio. Similar to the key-to-fill ratio, this ratio controls how bright the headlight light is compared to the key light: larger values correspond to a dimmer headlight light. The headlight is special kind of fill light, lighting only the parts of the object that the camera can see. As such, a headlight tends to reduce the contrast of a scene. It can be used to fill in "shadows" of the object missed by the key and fill lights. The headlight should always be significantly dimmer than the key light: ratios of 2 to 15 are typical. More... | |
virtual int | GetMaintainLuminance () |
If MaintainLuminance is set, the LightKit will attempt to maintain the apparent intensity of lights based on their perceptual brightnesses. By default, MaintainLuminance is off. More... | |
override int | IsA (string type) |
Undocumented Block More... | |
virtual void | MaintainLuminanceOff () |
If MaintainLuminance is set, the LightKit will attempt to maintain the apparent intensity of lights based on their perceptual brightnesses. By default, MaintainLuminance is off. More... | |
virtual void | MaintainLuminanceOn () |
If MaintainLuminance is set, the LightKit will attempt to maintain the apparent intensity of lights based on their perceptual brightnesses. By default, MaintainLuminance is off. More... | |
override void | Modified () |
Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired. More... | |
new vtkLightKit | NewInstance () |
Undocumented Block More... | |
void | RemoveLightsFromRenderer (vtkRenderer renderer) |
Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired. More... | |
void | SetBackLightAngle (double elevation, double azimuth) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
void | SetBackLightAngle (IntPtr angle) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
void | SetBackLightAzimuth (double x) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
void | SetBackLightElevation (double x) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
virtual void | SetBackLightWarmth (double _arg) |
Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly. More... | |
void | SetFillLightAngle (double elevation, double azimuth) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
void | SetFillLightAngle (IntPtr angle) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
void | SetFillLightAzimuth (double x) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
void | SetFillLightElevation (double x) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
virtual void | SetFillLightWarmth (double _arg) |
Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly. More... | |
virtual void | SetHeadLightWarmth (double _arg) |
Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly. More... | |
void | SetHeadlightWarmth (double v) |
To maintain a deprecation API: More... | |
void | SetKeyLightAngle (double elevation, double azimuth) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
void | SetKeyLightAngle (IntPtr angle) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
void | SetKeyLightAzimuth (double x) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
void | SetKeyLightElevation (double x) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More... | |
virtual void | SetKeyLightIntensity (double _arg) |
Set/Get the intensity of the key light. The key light is the brightest light in the scene. The intensities of the other two lights are ratios of the key light's intensity. More... | |
virtual void | SetKeyLightWarmth (double _arg) |
Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly. More... | |
virtual void | SetKeyToBackRatio (double _arg) |
Set/Get the key-to-back light ratio. This ratio controls how bright the back lights are compared to the key light: larger values correspond to dimmer back lights. The back lights fill in the remaining high-contrast regions behind the object. Values between 2 and 10 are good. More... | |
virtual void | SetKeyToFillRatio (double _arg) |
Set/Get the key-to-fill ratio. This ratio controls how bright the fill light is compared to the key light: larger values correspond to a dimmer fill light. The purpose of the fill light is to light parts of the object not lit by the key light, while still maintaining constrast. This type of lighting may correspond to indirect illumination from the key light, bounced off a wall, floor, or other object. The fill light should never be brighter than the key light: a good range for the key-to-fill ratio is between 2 and 10. More... | |
virtual void | SetKeyToHeadRatio (double _arg) |
Set/Get the key-to-headlight ratio. Similar to the key-to-fill ratio, this ratio controls how bright the headlight light is compared to the key light: larger values correspond to a dimmer headlight light. The headlight is special kind of fill light, lighting only the parts of the object that the camera can see. As such, a headlight tends to reduce the contrast of a scene. It can be used to fill in "shadows" of the object missed by the key and fill lights. The headlight should always be significantly dimmer than the key light: ratios of 2 to 15 are typical. More... | |
virtual void | SetMaintainLuminance (int _arg) |
If MaintainLuminance is set, the LightKit will attempt to maintain the apparent intensity of lights based on their perceptual brightnesses. By default, MaintainLuminance is off. More... | |
void | Update () |
Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired. More... | |
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vtkObject (IntPtr rawCppThis, bool callDisposalMethod, bool strong) | |
Automatically generated constructor - called from generated code. DO NOT call directly. More... | |
vtkObject () | |
Create an object with Debug turned off, modified time initialized to zero, and reference counting on. More... | |
uint | AddObserver (uint arg0, vtkCommand arg1, float priority) |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
uint | AddObserver (string arg0, vtkCommand arg1, float priority) |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
virtual void | DebugOff () |
Turn debugging output off. More... | |
virtual void | DebugOn () |
Turn debugging output on. More... | |
vtkCommand | GetCommand (uint tag) |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
byte | GetDebug () |
Get the value of the debug flag. More... | |
virtual uint | GetMTime () |
Return this object's modified time. More... | |
int | HasObserver (uint arg0, vtkCommand arg1) |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
int | HasObserver (string arg0, vtkCommand arg1) |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
int | HasObserver (uint arg0) |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
int | HasObserver (string arg0) |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
int | InvokeEvent (uint arg0, IntPtr callData) |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
int | InvokeEvent (string arg0, IntPtr callData) |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
int | InvokeEvent (uint arg0) |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
int | InvokeEvent (string arg0) |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
override int | IsA (string type) |
Undocumented Block More... | |
vtkObject | NewInstance () |
Undocumented Block More... | |
void | RemoveAllObservers () |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
void | RemoveObserver (vtkCommand arg0) |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
void | RemoveObserver (uint tag) |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
void | RemoveObservers (uint arg0, vtkCommand arg1) |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
void | RemoveObservers (string arg0, vtkCommand arg1) |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
void | RemoveObservers (uint arg0) |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
void | RemoveObservers (string arg0) |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
void | SetDebug (byte debugFlag) |
Set the value of the debug flag. A non-zero value turns debugging on. More... | |
override string | ToString () |
Returns the result of calling vtkObject::Print as a C# string. More... | |
delegate void | vtkObjectEventHandler (vtkObject sender, vtkObjectEventArgs e) |
Generic signature for all vtkObject events. More... | |
void | RemoveAllHandlersForAllEvents () |
Call RemoveAllHandlers on each non-null vtkObjectEventRelay. TODO: This method needs to get called by the generated Dispose. Make that happen... More... | |
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vtkObjectBase (IntPtr rawCppThis, bool callDisposalMethod, bool strong) | |
Automatically generated constructor - called from generated code. DO NOT call directly. More... | |
vtkObjectBase () | |
Create an object with Debug turned off, modified time initialized to zero, and reference counting on. More... | |
virtual void | Register (vtkObjectBase o) |
Increase the reference count (mark as used by another object). More... | |
virtual void | FastDelete () |
Delete a reference to this object. This version will not invoke garbage collection and can potentially leak the object if it is part of a reference loop. Use this method only when it is known that the object has another reference and would not be collected if a full garbage collection check were done. More... | |
string | GetClassName () |
Return the class name as a string. This method is defined in all subclasses of vtkObjectBase with the vtkTypeMacro found in vtkSetGet.h. More... | |
int | GetReferenceCount () |
Return the current reference count of this object. More... | |
void | SetReferenceCount (int arg0) |
Sets the reference count. (This is very dangerous, use with care.) More... | |
Static Public Member Functions | |
static new vtkLightKit | New () |
Undocumented Block More... | |
static string | GetShortStringFromSubType (int subtype) |
Helper method to go from a enum subtype to a string subtype The difference from GetStringFromSubType is that it returns a shorter strings (useful for GUI with minimun space) More... | |
static string | GetStringFromSubType (int type) |
Helper method to go from a enum subtype to a string subtype More... | |
static string | GetStringFromType (int type) |
Helper method to go from a enum type to a string type More... | |
static vtkLightKit.LightKitSubType | GetSubType (vtkLightKit.LightKitType type, int i) |
Return the possible subtype from a given type. You have to pass in a number i [0,3] no check is done. More... | |
static new int | IsTypeOf (string type) |
Undocumented Block More... | |
static new vtkLightKit | SafeDownCast (vtkObjectBase o) |
Undocumented Block More... | |
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static new vtkObject | New () |
Create an object with Debug turned off, modified time initialized to zero, and reference counting on. More... | |
static void | BreakOnError () |
This method is called when vtkErrorMacro executes. It allows the debugger to break on error. More... | |
static int | GetGlobalWarningDisplay () |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
static void | GlobalWarningDisplayOff () |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
static void | GlobalWarningDisplayOn () |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
static new int | IsTypeOf (string type) |
Undocumented Block More... | |
static vtkObject | SafeDownCast (vtkObjectBase o) |
Undocumented Block More... | |
static void | SetGlobalWarningDisplay (int val) |
This is a global flag that controls whether any debug, warning or error messages are displayed. More... | |
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static vtkObjectBase | New () |
Create an object with Debug turned off, modified time initialized to zero, and reference counting on. More... | |
static int | IsTypeOf (string name) |
Return 1 if this class type is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. More... | |
Public Attributes | |
new const string | MRFullTypeName = "Kitware.VTK.vtkLightKit" |
Automatically generated type registration mechanics. More... | |
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new const string | MRFullTypeName = "Kitware.VTK.vtkObject" |
Automatically generated type registration mechanics. More... | |
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new const string | MRFullTypeName = "Kitware.VTK.vtkObjectBase" |
Automatically generated type registration mechanics. More... | |
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const string | vtkChartsEL_dll = "libKitware.VTK.vtkCharts.Unmanaged.so" |
Export layer functions for 'vtkCharts' are exported from the DLL named by the value of this variable. More... | |
const string | vtkCommonEL_dll = "libKitware.VTK.vtkCommon.Unmanaged.so" |
Export layer functions for 'vtkCommon' are exported from the DLL named by the value of this variable. More... | |
const string | vtkFilteringEL_dll = "libKitware.VTK.vtkFiltering.Unmanaged.so" |
Export layer functions for 'vtkFiltering' are exported from the DLL named by the value of this variable. More... | |
const string | vtkGenericFilteringEL_dll = "libKitware.VTK.vtkGenericFiltering.Unmanaged.so" |
Export layer functions for 'vtkGenericFiltering' are exported from the DLL named by the value of this variable. More... | |
const string | vtkGeovisEL_dll = "libKitware.VTK.vtkGeovis.Unmanaged.so" |
Export layer functions for 'vtkGeovis' are exported from the DLL named by the value of this variable. More... | |
const string | vtkGraphicsEL_dll = "libKitware.VTK.vtkGraphics.Unmanaged.so" |
Export layer functions for 'vtkGraphics' are exported from the DLL named by the value of this variable. More... | |
const string | vtkHybridEL_dll = "libKitware.VTK.vtkHybrid.Unmanaged.so" |
Export layer functions for 'vtkHybrid' are exported from the DLL named by the value of this variable. More... | |
const string | vtkIOEL_dll = "libKitware.VTK.vtkIO.Unmanaged.so" |
Export layer functions for 'vtkIO' are exported from the DLL named by the value of this variable. More... | |
const string | vtkImagingEL_dll = "libKitware.VTK.vtkImaging.Unmanaged.so" |
Export layer functions for 'vtkImaging' are exported from the DLL named by the value of this variable. More... | |
const string | vtkInfovisEL_dll = "libKitware.VTK.vtkInfovis.Unmanaged.so" |
Export layer functions for 'vtkInfovis' are exported from the DLL named by the value of this variable. More... | |
const string | vtkParallelEL_dll = "libKitware.VTK.vtkParallel.Unmanaged.so" |
Export layer functions for 'vtkParallel' are exported from the DLL named by the value of this variable. More... | |
const string | vtkRenderingEL_dll = "libKitware.VTK.vtkRendering.Unmanaged.so" |
Export layer functions for 'vtkRendering' are exported from the DLL named by the value of this variable. More... | |
const string | vtkViewsEL_dll = "libKitware.VTK.vtkViews.Unmanaged.so" |
Export layer functions for 'vtkViews' are exported from the DLL named by the value of this variable. More... | |
const string | vtkVolumeRenderingEL_dll = "libKitware.VTK.vtkVolumeRendering.Unmanaged.so" |
Export layer functions for 'vtkVolumeRendering' are exported from the DLL named by the value of this variable. More... | |
const string | vtkWidgetsEL_dll = "libKitware.VTK.vtkWidgets.Unmanaged.so" |
Export layer functions for 'vtkWidgets' are exported from the DLL named by the value of this variable. More... | |
Static Public Attributes | |
static new readonly string | MRClassNameKey = "11vtkLightKit" |
Automatically generated type registration mechanics. More... | |
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static new readonly string | MRClassNameKey = "9vtkObject" |
Automatically generated type registration mechanics. More... | |
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static new readonly string | MRClassNameKey = "13vtkObjectBase" |
Automatically generated type registration mechanics. More... | |
Protected Member Functions | |
override void | Dispose (bool disposing) |
Automatically generated protected Dispose method - called from public Dispose or the C# destructor. DO NOT call directly. More... | |
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override void | Dispose (bool disposing) |
Automatically generated protected Dispose method - called from public Dispose or the C# destructor. DO NOT call directly. More... | |
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override void | Dispose (bool disposing) |
Decrease the reference count (release by another object). This has the same effect as invoking Delete() (i.e., it reduces the reference count by 1). More... | |
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WrappedObject (IntPtr rawCppThis, bool callDisposalMethod, bool strong) | |
Constructor expected by the mummy Runtime. More... | |
Static Private Member Functions | |
static | vtkLightKit () |
Automatically generated type registration mechanics. More... | |
Additional Inherited Members | |
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Kitware.VTK.vtkObject.vtkObjectEventHandler | AbortCheckEvt |
The AbortCheckEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.AbortCheckEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | AnimationCueTickEvt |
The AnimationCueTickEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.AnimationCueTickEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | AnyEvt |
The AnyEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.AnyEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | CharEvt |
The CharEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.CharEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | ConfigureEvt |
The ConfigureEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ConfigureEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | ConnectionClosedEvt |
The ConnectionClosedEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ConnectionClosedEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | ConnectionCreatedEvt |
The ConnectionCreatedEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ConnectionCreatedEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | CreateTimerEvt |
The CreateTimerEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.CreateTimerEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | CursorChangedEvt |
The CursorChangedEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.CursorChangedEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | DeleteEvt |
The DeleteEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.DeleteEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | DestroyTimerEvt |
The DestroyTimerEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.DestroyTimerEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | DisableEvt |
The DisableEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.DisableEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | DomainModifiedEvt |
The DomainModifiedEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.DomainModifiedEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | EnableEvt |
The EnableEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.EnableEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | EndAnimationCueEvt |
The EndAnimationCueEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.EndAnimationCueEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | EndEvt |
The EndEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.EndEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | EndInteractionEvt |
The EndInteractionEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.EndInteractionEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | EndPickEvt |
The EndPickEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.EndPickEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | EndWindowLevelEvt |
The EndWindowLevelEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.EndWindowLevelEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | EnterEvt |
The EnterEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.EnterEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | ErrorEvt |
The ErrorEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ErrorEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | ExecuteInformationEvt |
The ExecuteInformationEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ExecuteInformationEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | ExitEvt |
The ExitEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ExitEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | ExposeEvt |
The ExposeEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ExposeEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | InteractionEvt |
The InteractionEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.InteractionEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | KeyPressEvt |
The KeyPressEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.KeyPressEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | KeyReleaseEvt |
The KeyReleaseEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.KeyReleaseEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | LeaveEvt |
The LeaveEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.LeaveEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | LeftButtonPressEvt |
The LeftButtonPressEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.LeftButtonPressEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | LeftButtonReleaseEvt |
The LeftButtonReleaseEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.LeftButtonReleaseEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | MiddleButtonPressEvt |
The MiddleButtonPressEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.MiddleButtonPressEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | MiddleButtonReleaseEvt |
The MiddleButtonReleaseEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.MiddleButtonReleaseEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | ModifiedEvt |
The ModifiedEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ModifiedEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | MouseMoveEvt |
The MouseMoveEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.MouseMoveEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | MouseWheelBackwardEvt |
The MouseWheelBackwardEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.MouseWheelBackwardEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | MouseWheelForwardEvt |
The MouseWheelForwardEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.MouseWheelForwardEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | PickEvt |
The PickEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.PickEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | PlacePointEvt |
The PlacePointEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.PlacePointEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | PlaceWidgetEvt |
The PlaceWidgetEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.PlaceWidgetEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | ProgressEvt |
The ProgressEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ProgressEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | PropertyModifiedEvt |
The PropertyModifiedEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.PropertyModifiedEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | RegisterEvt |
The RegisterEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.RegisterEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | RenderEvt |
The RenderEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.RenderEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | RenderWindowMessageEvt |
The RenderWindowMessageEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.RenderWindowMessageEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | ResetCameraClippingRangeEvt |
The ResetCameraClippingRangeEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ResetCameraClippingRangeEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | ResetCameraEvt |
The ResetCameraEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ResetCameraEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | ResetWindowLevelEvt |
The ResetWindowLevelEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ResetWindowLevelEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | RightButtonPressEvt |
The RightButtonPressEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.RightButtonPressEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | RightButtonReleaseEvt |
The RightButtonReleaseEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.RightButtonReleaseEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | SelectionChangedEvt |
The SelectionChangedEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.SelectionChangedEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | SetOutputEvt |
The SetOutputEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.SetOutputEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | StartAnimationCueEvt |
The StartAnimationCueEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.StartAnimationCueEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | StartEvt |
The StartEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.StartEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | StartInteractionEvt |
The StartInteractionEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.StartInteractionEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | StartPickEvt |
The StartPickEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.StartPickEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | StartWindowLevelEvt |
The StartWindowLevelEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.StartWindowLevelEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | TimerEvt |
The TimerEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.TimerEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | UnRegisterEvt |
The UnRegisterEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.UnRegisterEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | UpdateEvt |
The UpdateEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.UpdateEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | UpdateInformationEvt |
The UpdateInformationEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.UpdateInformationEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | UpdatePropertyEvt |
The UpdatePropertyEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.UpdatePropertyEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | VolumeMapperComputeGradientsEndEvt |
The VolumeMapperComputeGradientsEndEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.VolumeMapperComputeGradientsEndEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | VolumeMapperComputeGradientsProgressEvt |
The VolumeMapperComputeGradientsProgressEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.VolumeMapperComputeGradientsProgressEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | VolumeMapperComputeGradientsStartEvt |
The VolumeMapperComputeGradientsStartEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.VolumeMapperComputeGradientsStartEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | VolumeMapperRenderEndEvt |
The VolumeMapperRenderEndEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.VolumeMapperRenderEndEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | VolumeMapperRenderProgressEvt |
The VolumeMapperRenderProgressEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.VolumeMapperRenderProgressEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | VolumeMapperRenderStartEvt |
The VolumeMapperRenderStartEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.VolumeMapperRenderStartEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | WarningEvt |
The WarningEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.WarningEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | WidgetActivateEvt |
The WidgetActivateEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.WidgetActivateEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | WidgetModifiedEvt |
The WidgetModifiedEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.WidgetModifiedEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | WidgetValueChangedEvt |
The WidgetValueChangedEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.WidgetValueChangedEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | WindowLevelEvt |
The WindowLevelEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.WindowLevelEvent as the eventId parameter. More... | |
Kitware.VTK.vtkObject.vtkObjectEventHandler | WrongTagEvt |
The WrongTagEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.WrongTagEvent as the eventId parameter. More... | |
vtkLightKit - a simple but quality lighting kit
Description vtkLightKit is designed to make general purpose lighting of vtk scenes simple, flexible, and attractive (or at least not horribly ugly without significant effort). Use a LightKit when you want more control over your lighting than you can get with the default vtk light, which is a headlight located at the camera. (HeadLights are very simple to use, but they don't show the shape of objects very well, don't give a good sense of "up" and "down", and don't evenly light the object.)
A LightKit consists of three lights, a key light, a fill light, and a headlight. The main light is the key light. It is usually positioned so that it appears like an overhead light (like the sun, or a ceiling light). It is generally positioned to shine down on the scene from about a 45 degree angle vertically and at least a little offset side to side. The key light usually at least about twice as bright as the total of all other lights in the scene to provide good modeling of object features.
The other lights in the kit (the fill light, headlight, and a pair of back lights) are weaker sources that provide extra illumination to fill in the spots that the key light misses. The fill light is usually positioned across from or opposite from the key light (though still on the same side of the object as the camera) in order to simulate diffuse reflections from other objects in the scene. The headlight, always located at the position of the camera, reduces the contrast between areas lit by the key and fill light. The two back lights, one on the left of the object as seen from the observer and one on the right, fill on the high-contrast areas behind the object. To enforce the relationship between the different lights, the intensity of the fill, back and headlights are set as a ratio to the key light brightness. Thus, the brightness of all the lights in the scene can be changed by changing the key light intensity.
All lights are directional lights (infinitely far away with no falloff). Lights move with the camera.
For simplicity, the position of lights in the LightKit can only be specified using angles: the elevation (latitude) and azimuth (longitude) of each light with respect to the camera, expressed in degrees. (Lights always shine on the camera's lookat point.) For example, a light at (elevation=0, azimuth=0) is located at the camera (a headlight). A light at (elevation=90, azimuth=0) is above the lookat point, shining down. Negative azimuth values move the lights clockwise as seen above, positive values counter-clockwise. So, a light at (elevation=45, azimuth=-20) is above and in front of the object and shining slightly from the left side.
vtkLightKit limits the colors that can be assigned to any light to those of incandescent sources such as light bulbs and sunlight. It defines a special color spectrum called "warmth" from which light colors can be chosen, where 0 is cold blue, 0.5 is neutral white, and 1 is deep sunset red. Colors close to 0.5 are "cool whites" and "warm whites," respectively.
Since colors far from white on the warmth scale appear less bright, key-to-fill and key-to-headlight ratios are skewed by key, fill, and headlight colors. If the flag MaintainLuminance is set, vtkLightKit will attempt to compensate for these perceptual differences by increasing the brightness of more saturated colors.
A LightKit is not explicitly part of the vtk pipeline. Rather, it is a composite object that controls the behavior of lights using a unified user interface. Every time a parameter of vtkLightKit is adjusted, the properties of its lights are modified.
Credits vtkLightKit was originally written and contributed to vtk by Michael Halle (mhall) at the Surgical Planning Lab, Brigham and Women's Hospital. e@bw h.har vard .edu
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staticprivate |
Automatically generated type registration mechanics.
Kitware.VTK.vtkLightKit.vtkLightKit | ( | IntPtr | rawCppThis, |
bool | callDisposalMethod, | ||
bool | strong | ||
) |
Automatically generated constructor - called from generated code. DO NOT call directly.
Kitware.VTK.vtkLightKit.vtkLightKit | ( | ) |
Undocumented Block
void Kitware.VTK.vtkLightKit.AddLightsToRenderer | ( | vtkRenderer | renderer | ) |
Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired.
void Kitware.VTK.vtkLightKit.DeepCopy | ( | vtkLightKit | kit | ) |
Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired.
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protected |
Automatically generated protected Dispose method - called from public Dispose or the C# destructor. DO NOT call directly.
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Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
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Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
double Kitware.VTK.vtkLightKit.GetBackLightAzimuth | ( | ) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
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Returns the floating-point RGB values of each of the light's color.
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Returns the floating-point RGB values of each of the light's color.
double Kitware.VTK.vtkLightKit.GetBackLightElevation | ( | ) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
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virtual |
Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly.
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virtual |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
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virtual |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
double Kitware.VTK.vtkLightKit.GetFillLightAzimuth | ( | ) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
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Returns the floating-point RGB values of each of the light's color.
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Returns the floating-point RGB values of each of the light's color.
double Kitware.VTK.vtkLightKit.GetFillLightElevation | ( | ) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
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virtual |
Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly.
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Returns the floating-point RGB values of each of the light's color.
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Returns the floating-point RGB values of each of the light's color.
void Kitware.VTK.vtkLightKit.GetHeadlightColor | ( | IntPtr | color | ) |
To maintain a deprecation API:
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Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly.
double Kitware.VTK.vtkLightKit.GetHeadlightWarmth | ( | ) |
To maintain a deprecation API:
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virtual |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
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virtual |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
double Kitware.VTK.vtkLightKit.GetKeyLightAzimuth | ( | ) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
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virtual |
Returns the floating-point RGB values of each of the light's color.
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virtual |
Returns the floating-point RGB values of each of the light's color.
double Kitware.VTK.vtkLightKit.GetKeyLightElevation | ( | ) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
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virtual |
Set/Get the intensity of the key light. The key light is the brightest light in the scene. The intensities of the other two lights are ratios of the key light's intensity.
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virtual |
Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly.
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Set/Get the key-to-back light ratio. This ratio controls how bright the back lights are compared to the key light: larger values correspond to dimmer back lights. The back lights fill in the remaining high-contrast regions behind the object. Values between 2 and 10 are good.
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virtual |
Set/Get the key-to-back light ratio. This ratio controls how bright the back lights are compared to the key light: larger values correspond to dimmer back lights. The back lights fill in the remaining high-contrast regions behind the object. Values between 2 and 10 are good.
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virtual |
Set/Get the key-to-back light ratio. This ratio controls how bright the back lights are compared to the key light: larger values correspond to dimmer back lights. The back lights fill in the remaining high-contrast regions behind the object. Values between 2 and 10 are good.
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Set/Get the key-to-fill ratio. This ratio controls how bright the fill light is compared to the key light: larger values correspond to a dimmer fill light. The purpose of the fill light is to light parts of the object not lit by the key light, while still maintaining constrast. This type of lighting may correspond to indirect illumination from the key light, bounced off a wall, floor, or other object. The fill light should never be brighter than the key light: a good range for the key-to-fill ratio is between 2 and 10.
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Set/Get the key-to-fill ratio. This ratio controls how bright the fill light is compared to the key light: larger values correspond to a dimmer fill light. The purpose of the fill light is to light parts of the object not lit by the key light, while still maintaining constrast. This type of lighting may correspond to indirect illumination from the key light, bounced off a wall, floor, or other object. The fill light should never be brighter than the key light: a good range for the key-to-fill ratio is between 2 and 10.
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virtual |
Set/Get the key-to-fill ratio. This ratio controls how bright the fill light is compared to the key light: larger values correspond to a dimmer fill light. The purpose of the fill light is to light parts of the object not lit by the key light, while still maintaining constrast. This type of lighting may correspond to indirect illumination from the key light, bounced off a wall, floor, or other object. The fill light should never be brighter than the key light: a good range for the key-to-fill ratio is between 2 and 10.
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Set/Get the key-to-headlight ratio. Similar to the key-to-fill ratio, this ratio controls how bright the headlight light is compared to the key light: larger values correspond to a dimmer headlight light. The headlight is special kind of fill light, lighting only the parts of the object that the camera can see. As such, a headlight tends to reduce the contrast of a scene. It can be used to fill in "shadows" of the object missed by the key and fill lights. The headlight should always be significantly dimmer than the key light: ratios of 2 to 15 are typical.
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Set/Get the key-to-headlight ratio. Similar to the key-to-fill ratio, this ratio controls how bright the headlight light is compared to the key light: larger values correspond to a dimmer headlight light. The headlight is special kind of fill light, lighting only the parts of the object that the camera can see. As such, a headlight tends to reduce the contrast of a scene. It can be used to fill in "shadows" of the object missed by the key and fill lights. The headlight should always be significantly dimmer than the key light: ratios of 2 to 15 are typical.
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virtual |
Set/Get the key-to-headlight ratio. Similar to the key-to-fill ratio, this ratio controls how bright the headlight light is compared to the key light: larger values correspond to a dimmer headlight light. The headlight is special kind of fill light, lighting only the parts of the object that the camera can see. As such, a headlight tends to reduce the contrast of a scene. It can be used to fill in "shadows" of the object missed by the key and fill lights. The headlight should always be significantly dimmer than the key light: ratios of 2 to 15 are typical.
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If MaintainLuminance is set, the LightKit will attempt to maintain the apparent intensity of lights based on their perceptual brightnesses. By default, MaintainLuminance is off.
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Helper method to go from a enum subtype to a string subtype The difference from GetStringFromSubType is that it returns a shorter strings (useful for GUI with minimun space)
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Helper method to go from a enum subtype to a string subtype
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Helper method to go from a enum type to a string type
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Return the possible subtype from a given type. You have to pass in a number i [0,3] no check is done.
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Undocumented Block
Reimplemented from Kitware.VTK.vtkObjectBase.
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Undocumented Block
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If MaintainLuminance is set, the LightKit will attempt to maintain the apparent intensity of lights based on their perceptual brightnesses. By default, MaintainLuminance is off.
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If MaintainLuminance is set, the LightKit will attempt to maintain the apparent intensity of lights based on their perceptual brightnesses. By default, MaintainLuminance is off.
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Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired.
Reimplemented from Kitware.VTK.vtkObject.
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Undocumented Block
new vtkLightKit Kitware.VTK.vtkLightKit.NewInstance | ( | ) |
Undocumented Block
void Kitware.VTK.vtkLightKit.RemoveLightsFromRenderer | ( | vtkRenderer | renderer | ) |
Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired.
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Undocumented Block
void Kitware.VTK.vtkLightKit.SetBackLightAngle | ( | double | elevation, |
double | azimuth | ||
) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
void Kitware.VTK.vtkLightKit.SetBackLightAngle | ( | IntPtr | angle | ) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
void Kitware.VTK.vtkLightKit.SetBackLightAzimuth | ( | double | x | ) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
void Kitware.VTK.vtkLightKit.SetBackLightElevation | ( | double | x | ) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
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virtual |
Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly.
void Kitware.VTK.vtkLightKit.SetFillLightAngle | ( | double | elevation, |
double | azimuth | ||
) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
void Kitware.VTK.vtkLightKit.SetFillLightAngle | ( | IntPtr | angle | ) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
void Kitware.VTK.vtkLightKit.SetFillLightAzimuth | ( | double | x | ) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
void Kitware.VTK.vtkLightKit.SetFillLightElevation | ( | double | x | ) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
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virtual |
Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly.
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virtual |
Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly.
void Kitware.VTK.vtkLightKit.SetHeadlightWarmth | ( | double | v | ) |
To maintain a deprecation API:
void Kitware.VTK.vtkLightKit.SetKeyLightAngle | ( | double | elevation, |
double | azimuth | ||
) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
void Kitware.VTK.vtkLightKit.SetKeyLightAngle | ( | IntPtr | angle | ) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
void Kitware.VTK.vtkLightKit.SetKeyLightAzimuth | ( | double | x | ) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
void Kitware.VTK.vtkLightKit.SetKeyLightElevation | ( | double | x | ) |
Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).
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virtual |
Set/Get the intensity of the key light. The key light is the brightest light in the scene. The intensities of the other two lights are ratios of the key light's intensity.
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virtual |
Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly.
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virtual |
Set/Get the key-to-back light ratio. This ratio controls how bright the back lights are compared to the key light: larger values correspond to dimmer back lights. The back lights fill in the remaining high-contrast regions behind the object. Values between 2 and 10 are good.
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virtual |
Set/Get the key-to-fill ratio. This ratio controls how bright the fill light is compared to the key light: larger values correspond to a dimmer fill light. The purpose of the fill light is to light parts of the object not lit by the key light, while still maintaining constrast. This type of lighting may correspond to indirect illumination from the key light, bounced off a wall, floor, or other object. The fill light should never be brighter than the key light: a good range for the key-to-fill ratio is between 2 and 10.
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virtual |
Set/Get the key-to-headlight ratio. Similar to the key-to-fill ratio, this ratio controls how bright the headlight light is compared to the key light: larger values correspond to a dimmer headlight light. The headlight is special kind of fill light, lighting only the parts of the object that the camera can see. As such, a headlight tends to reduce the contrast of a scene. It can be used to fill in "shadows" of the object missed by the key and fill lights. The headlight should always be significantly dimmer than the key light: ratios of 2 to 15 are typical.
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virtual |
If MaintainLuminance is set, the LightKit will attempt to maintain the apparent intensity of lights based on their perceptual brightnesses. By default, MaintainLuminance is off.
void Kitware.VTK.vtkLightKit.Update | ( | ) |
Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired.
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static |
Automatically generated type registration mechanics.
new const string Kitware.VTK.vtkLightKit.MRFullTypeName = "Kitware.VTK.vtkLightKit" |
Automatically generated type registration mechanics.