ActiViz .NET  5.8.0
Public Types | Public Member Functions | Static Public Member Functions | Public Attributes | Static Public Attributes | Protected Member Functions | Private Member Functions | Static Private Member Functions
Kitware.VTK.vtkLightKit Class Reference

vtkLightKit - a simple but quality lighting kit More...

Inheritance diagram for Kitware.VTK.vtkLightKit:
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Collaboration diagram for Kitware.VTK.vtkLightKit:
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List of all members.

Public Types

enum  LightKitSubType {
  Azimuth = 3, Elevation = 2, Intensity = 1, KBRatio = 5,
  KFRatio = 4, KHRatio = 6, Warmth = 0
}
 Undocumented Block. More...
enum  LightKitType { TBackLight = 2, TFillLight = 1, THeadLight = 3, 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.
 vtkLightKit ()
 Undocumented Block.
void AddLightsToRenderer (vtkRenderer renderer)
 Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired.
void DeepCopy (vtkLightKit kit)
 Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired.
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).
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).
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).
virtual double[] GetBackLightColor ()
 Returns the floating-point RGB values of each of the light's color.
virtual void GetBackLightColor (IntPtr data)
 Returns the floating-point RGB values of each of the light's color.
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).
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.
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).
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).
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).
virtual double[] GetFillLightColor ()
 Returns the floating-point RGB values of each of the light's color.
virtual void GetFillLightColor (IntPtr data)
 Returns the floating-point RGB values of each of the light's color.
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).
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.
virtual double[] GetHeadLightColor ()
 Returns the floating-point RGB values of each of the light's color.
virtual void GetHeadLightColor (IntPtr data)
 Returns the floating-point RGB values of each of the light's color.
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.
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).
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).
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).
virtual double[] GetKeyLightColor ()
 Returns the floating-point RGB values of each of the light's color.
virtual void GetKeyLightColor (IntPtr data)
 Returns the floating-point RGB values of each of the light's color.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
override int IsA (string type)
 Undocumented Block.
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.
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.
override void Modified ()
 Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired.
new vtkLightKit NewInstance ()
 Undocumented Block.
void RemoveLightsFromRenderer (vtkRenderer renderer)
 Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired.
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).
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).
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).
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).
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.
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).
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).
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).
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).
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.
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.
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).
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).
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).
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).
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.
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.
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.
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.
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.
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.
void Update ()
 Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired.

Static Public Member Functions

static new vtkLightKit New ()
 Undocumented Block.
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)
static string GetStringFromSubType (int type)
 Helper method to go from a enum subtype to a string subtype.
static string GetStringFromType (int type)
 Helper method to go from a enum type to a string type.
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.
static new int IsTypeOf (string type)
 Undocumented Block.
static new vtkLightKit SafeDownCast (vtkObjectBase o)
 Undocumented Block.

Public Attributes

new const string MRFullTypeName = "Kitware.VTK.vtkLightKit"
 Automatically generated type registration mechanics.

Static Public Attributes

static new readonly string MRClassNameKey = "11vtkLightKit"
 Automatically generated type registration mechanics.

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.

Private Member Functions

static internal IntPtr vtkLightKit_New (ref uint mteStatus, ref uint mteIndex, ref uint rawRefCount)
static internal void vtkLightKit_AddLightsToRenderer_01 (HandleRef pThis, HandleRef renderer)
static internal void vtkLightKit_DeepCopy_02 (HandleRef pThis, HandleRef kit)
static internal IntPtr vtkLightKit_GetBackLightAngle_03 (HandleRef pThis)
static internal void vtkLightKit_GetBackLightAngle_04 (HandleRef pThis, IntPtr data)
static internal double vtkLightKit_GetBackLightAzimuth_05 (HandleRef pThis)
static internal IntPtr vtkLightKit_GetBackLightColor_06 (HandleRef pThis)
static internal void vtkLightKit_GetBackLightColor_07 (HandleRef pThis, IntPtr data)
static internal double vtkLightKit_GetBackLightElevation_08 (HandleRef pThis)
static internal double vtkLightKit_GetBackLightWarmth_09 (HandleRef pThis)
static internal IntPtr vtkLightKit_GetFillLightAngle_10 (HandleRef pThis)
static internal void vtkLightKit_GetFillLightAngle_11 (HandleRef pThis, IntPtr data)
static internal double vtkLightKit_GetFillLightAzimuth_12 (HandleRef pThis)
static internal IntPtr vtkLightKit_GetFillLightColor_13 (HandleRef pThis)
static internal void vtkLightKit_GetFillLightColor_14 (HandleRef pThis, IntPtr data)
static internal double vtkLightKit_GetFillLightElevation_15 (HandleRef pThis)
static internal double vtkLightKit_GetFillLightWarmth_16 (HandleRef pThis)
static internal IntPtr vtkLightKit_GetHeadLightColor_17 (HandleRef pThis)
static internal void vtkLightKit_GetHeadLightColor_18 (HandleRef pThis, IntPtr data)
static internal double vtkLightKit_GetHeadLightWarmth_19 (HandleRef pThis)
static internal IntPtr vtkLightKit_GetKeyLightAngle_20 (HandleRef pThis)
static internal void vtkLightKit_GetKeyLightAngle_21 (HandleRef pThis, IntPtr data)
static internal double vtkLightKit_GetKeyLightAzimuth_22 (HandleRef pThis)
static internal IntPtr vtkLightKit_GetKeyLightColor_23 (HandleRef pThis)
static internal void vtkLightKit_GetKeyLightColor_24 (HandleRef pThis, IntPtr data)
static internal double vtkLightKit_GetKeyLightElevation_25 (HandleRef pThis)
static internal double vtkLightKit_GetKeyLightIntensity_26 (HandleRef pThis)
static internal double vtkLightKit_GetKeyLightWarmth_27 (HandleRef pThis)
static internal double vtkLightKit_GetKeyToBackRatio_28 (HandleRef pThis)
static internal double vtkLightKit_GetKeyToBackRatioMaxValue_29 (HandleRef pThis)
static internal double vtkLightKit_GetKeyToBackRatioMinValue_30 (HandleRef pThis)
static internal double vtkLightKit_GetKeyToFillRatio_31 (HandleRef pThis)
static internal double vtkLightKit_GetKeyToFillRatioMaxValue_32 (HandleRef pThis)
static internal double vtkLightKit_GetKeyToFillRatioMinValue_33 (HandleRef pThis)
static internal double vtkLightKit_GetKeyToHeadRatio_34 (HandleRef pThis)
static internal double vtkLightKit_GetKeyToHeadRatioMaxValue_35 (HandleRef pThis)
static internal double vtkLightKit_GetKeyToHeadRatioMinValue_36 (HandleRef pThis)
static internal int vtkLightKit_GetMaintainLuminance_37 (HandleRef pThis)
static internal IntPtr vtkLightKit_GetShortStringFromSubType_38 (int subtype)
static internal IntPtr vtkLightKit_GetStringFromSubType_39 (int type)
static internal IntPtr vtkLightKit_GetStringFromType_40 (int type)
static internal
vtkLightKit.LightKitSubType 
vtkLightKit_GetSubType_41 (vtkLightKit.LightKitType type, int i)
static internal int vtkLightKit_IsA_42 (HandleRef pThis, string type)
static internal int vtkLightKit_IsTypeOf_43 (string type)
static internal void vtkLightKit_MaintainLuminanceOff_44 (HandleRef pThis)
static internal void vtkLightKit_MaintainLuminanceOn_45 (HandleRef pThis)
static internal void vtkLightKit_Modified_46 (HandleRef pThis)
static internal IntPtr vtkLightKit_NewInstance_48 (HandleRef pThis, ref uint mteStatus, ref uint mteIndex, ref uint rawRefCount)
static internal void vtkLightKit_RemoveLightsFromRenderer_49 (HandleRef pThis, HandleRef renderer)
static internal IntPtr vtkLightKit_SafeDownCast_50 (HandleRef o, ref uint mteStatus, ref uint mteIndex, ref uint rawRefCount)
static internal void vtkLightKit_SetBackLightAngle_51 (HandleRef pThis, double elevation, double azimuth)
static internal void vtkLightKit_SetBackLightAngle_52 (HandleRef pThis, IntPtr angle)
static internal void vtkLightKit_SetBackLightAzimuth_53 (HandleRef pThis, double x)
static internal void vtkLightKit_SetBackLightElevation_54 (HandleRef pThis, double x)
static internal void vtkLightKit_SetBackLightWarmth_55 (HandleRef pThis, double _arg)
static internal void vtkLightKit_SetFillLightAngle_56 (HandleRef pThis, double elevation, double azimuth)
static internal void vtkLightKit_SetFillLightAngle_57 (HandleRef pThis, IntPtr angle)
static internal void vtkLightKit_SetFillLightAzimuth_58 (HandleRef pThis, double x)
static internal void vtkLightKit_SetFillLightElevation_59 (HandleRef pThis, double x)
static internal void vtkLightKit_SetFillLightWarmth_60 (HandleRef pThis, double _arg)
static internal void vtkLightKit_SetHeadLightWarmth_61 (HandleRef pThis, double _arg)
static internal void vtkLightKit_SetKeyLightAngle_62 (HandleRef pThis, double elevation, double azimuth)
static internal void vtkLightKit_SetKeyLightAngle_63 (HandleRef pThis, IntPtr angle)
static internal void vtkLightKit_SetKeyLightAzimuth_64 (HandleRef pThis, double x)
static internal void vtkLightKit_SetKeyLightElevation_65 (HandleRef pThis, double x)
static internal void vtkLightKit_SetKeyLightIntensity_66 (HandleRef pThis, double _arg)
static internal void vtkLightKit_SetKeyLightWarmth_67 (HandleRef pThis, double _arg)
static internal void vtkLightKit_SetKeyToBackRatio_68 (HandleRef pThis, double _arg)
static internal void vtkLightKit_SetKeyToFillRatio_69 (HandleRef pThis, double _arg)
static internal void vtkLightKit_SetKeyToHeadRatio_70 (HandleRef pThis, double _arg)
static internal void vtkLightKit_SetMaintainLuminance_71 (HandleRef pThis, int _arg)
static internal void vtkLightKit_Update_72 (HandleRef pThis)

Static Private Member Functions

static vtkLightKit ()
 Automatically generated type registration mechanics.

Detailed Description

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 (mhalle@bwh.harvard.edu) at the Surgical Planning Lab, Brigham and Women's Hospital.


Member Enumeration Documentation

Undocumented Block.

Enumerator:
Azimuth 

enum member

Elevation 

enum member

Intensity 

enum member

KBRatio 

enum member

KFRatio 

enum member

KHRatio 

enum member

Warmth 

enum member

Undocumented Block.

Enumerator:
TBackLight 

enum member

TFillLight 

enum member

THeadLight 

enum member

TKeyLight 

enum member


Constructor & Destructor Documentation

static Kitware.VTK.vtkLightKit.vtkLightKit ( ) [static, private]

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.

Undocumented Block.


Member Function Documentation

Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired.

Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired.

override void Kitware.VTK.vtkLightKit.Dispose ( bool  disposing) [protected]

Automatically generated protected Dispose method - called from public Dispose or the C# destructor. DO NOT call directly.

Reimplemented from Kitware.VTK.vtkObject.

virtual double [] Kitware.VTK.vtkLightKit.GetBackLightAngle ( ) [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).

virtual void Kitware.VTK.vtkLightKit.GetBackLightAngle ( IntPtr  data) [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).

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).

virtual double [] Kitware.VTK.vtkLightKit.GetBackLightColor ( ) [virtual]

Returns the floating-point RGB values of each of the light's color.

virtual void Kitware.VTK.vtkLightKit.GetBackLightColor ( IntPtr  data) [virtual]

Returns the floating-point RGB values of each of the light's color.

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).

virtual double Kitware.VTK.vtkLightKit.GetBackLightWarmth ( ) [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.

virtual double [] Kitware.VTK.vtkLightKit.GetFillLightAngle ( ) [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).

virtual void Kitware.VTK.vtkLightKit.GetFillLightAngle ( IntPtr  data) [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).

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).

virtual double [] Kitware.VTK.vtkLightKit.GetFillLightColor ( ) [virtual]

Returns the floating-point RGB values of each of the light's color.

virtual void Kitware.VTK.vtkLightKit.GetFillLightColor ( IntPtr  data) [virtual]

Returns the floating-point RGB values of each of the light's color.

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).

virtual double Kitware.VTK.vtkLightKit.GetFillLightWarmth ( ) [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.

virtual double [] Kitware.VTK.vtkLightKit.GetHeadLightColor ( ) [virtual]

Returns the floating-point RGB values of each of the light's color.

virtual void Kitware.VTK.vtkLightKit.GetHeadLightColor ( IntPtr  data) [virtual]

Returns the floating-point RGB values of each of the light's color.

virtual double Kitware.VTK.vtkLightKit.GetHeadLightWarmth ( ) [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.

virtual double [] Kitware.VTK.vtkLightKit.GetKeyLightAngle ( ) [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).

virtual void Kitware.VTK.vtkLightKit.GetKeyLightAngle ( IntPtr  data) [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).

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).

virtual double [] Kitware.VTK.vtkLightKit.GetKeyLightColor ( ) [virtual]

Returns the floating-point RGB values of each of the light's color.

virtual void Kitware.VTK.vtkLightKit.GetKeyLightColor ( IntPtr  data) [virtual]

Returns the floating-point RGB values of each of the light's color.

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).

virtual double Kitware.VTK.vtkLightKit.GetKeyLightIntensity ( ) [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.

virtual double Kitware.VTK.vtkLightKit.GetKeyLightWarmth ( ) [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.

virtual double Kitware.VTK.vtkLightKit.GetKeyToBackRatio ( ) [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.

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.

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.

virtual double Kitware.VTK.vtkLightKit.GetKeyToFillRatio ( ) [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.

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.

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.

virtual double Kitware.VTK.vtkLightKit.GetKeyToHeadRatio ( ) [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.

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.

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.

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.

static string Kitware.VTK.vtkLightKit.GetShortStringFromSubType ( int  subtype) [static]

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)

static string Kitware.VTK.vtkLightKit.GetStringFromSubType ( int  type) [static]

Helper method to go from a enum subtype to a string subtype.

static string Kitware.VTK.vtkLightKit.GetStringFromType ( int  type) [static]

Helper method to go from a enum type to a string type.

Return the possible subtype from a given type. You have to pass in a number i [0,3] no check is done.

override int Kitware.VTK.vtkLightKit.IsA ( string  type) [virtual]

Undocumented Block.

Reimplemented from Kitware.VTK.vtkObject.

static new int Kitware.VTK.vtkLightKit.IsTypeOf ( string  type) [static]

Undocumented Block.

Reimplemented from Kitware.VTK.vtkObject.

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.

virtual void Kitware.VTK.vtkLightKit.MaintainLuminanceOn ( ) [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.

override void Kitware.VTK.vtkLightKit.Modified ( ) [virtual]

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.

static new vtkLightKit Kitware.VTK.vtkLightKit.New ( ) [static]

Undocumented Block.

Reimplemented from Kitware.VTK.vtkObject.

Undocumented Block.

Reimplemented from Kitware.VTK.vtkObject.

Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired.

Undocumented Block.

Reimplemented from Kitware.VTK.vtkObject.

Here is the call graph for this function:

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).

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).

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).

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).

virtual void Kitware.VTK.vtkLightKit.SetBackLightWarmth ( double  _arg) [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).

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).

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).

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).

virtual void Kitware.VTK.vtkLightKit.SetFillLightWarmth ( double  _arg) [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.

virtual void Kitware.VTK.vtkLightKit.SetHeadLightWarmth ( double  _arg) [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.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).

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).

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).

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).

virtual void Kitware.VTK.vtkLightKit.SetKeyLightIntensity ( double  _arg) [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.

virtual void Kitware.VTK.vtkLightKit.SetKeyLightWarmth ( double  _arg) [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.

virtual void Kitware.VTK.vtkLightKit.SetKeyToBackRatio ( double  _arg) [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.

virtual void Kitware.VTK.vtkLightKit.SetKeyToFillRatio ( double  _arg) [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.

virtual void Kitware.VTK.vtkLightKit.SetKeyToHeadRatio ( double  _arg) [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.

virtual void Kitware.VTK.vtkLightKit.SetMaintainLuminance ( int  _arg) [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.

Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired.

static internal void Kitware.VTK.vtkLightKit.vtkLightKit_AddLightsToRenderer_01 ( HandleRef  pThis,
HandleRef  renderer 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_DeepCopy_02 ( HandleRef  pThis,
HandleRef  kit 
) [private]
static internal IntPtr Kitware.VTK.vtkLightKit.vtkLightKit_GetBackLightAngle_03 ( HandleRef  pThis) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_GetBackLightAngle_04 ( HandleRef  pThis,
IntPtr  data 
) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetBackLightAzimuth_05 ( HandleRef  pThis) [private]
static internal IntPtr Kitware.VTK.vtkLightKit.vtkLightKit_GetBackLightColor_06 ( HandleRef  pThis) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_GetBackLightColor_07 ( HandleRef  pThis,
IntPtr  data 
) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetBackLightElevation_08 ( HandleRef  pThis) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetBackLightWarmth_09 ( HandleRef  pThis) [private]
static internal IntPtr Kitware.VTK.vtkLightKit.vtkLightKit_GetFillLightAngle_10 ( HandleRef  pThis) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_GetFillLightAngle_11 ( HandleRef  pThis,
IntPtr  data 
) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetFillLightAzimuth_12 ( HandleRef  pThis) [private]
static internal IntPtr Kitware.VTK.vtkLightKit.vtkLightKit_GetFillLightColor_13 ( HandleRef  pThis) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_GetFillLightColor_14 ( HandleRef  pThis,
IntPtr  data 
) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetFillLightElevation_15 ( HandleRef  pThis) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetFillLightWarmth_16 ( HandleRef  pThis) [private]
static internal IntPtr Kitware.VTK.vtkLightKit.vtkLightKit_GetHeadLightColor_17 ( HandleRef  pThis) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_GetHeadLightColor_18 ( HandleRef  pThis,
IntPtr  data 
) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetHeadLightWarmth_19 ( HandleRef  pThis) [private]
static internal IntPtr Kitware.VTK.vtkLightKit.vtkLightKit_GetKeyLightAngle_20 ( HandleRef  pThis) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_GetKeyLightAngle_21 ( HandleRef  pThis,
IntPtr  data 
) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetKeyLightAzimuth_22 ( HandleRef  pThis) [private]
static internal IntPtr Kitware.VTK.vtkLightKit.vtkLightKit_GetKeyLightColor_23 ( HandleRef  pThis) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_GetKeyLightColor_24 ( HandleRef  pThis,
IntPtr  data 
) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetKeyLightElevation_25 ( HandleRef  pThis) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetKeyLightIntensity_26 ( HandleRef  pThis) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetKeyLightWarmth_27 ( HandleRef  pThis) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetKeyToBackRatio_28 ( HandleRef  pThis) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetKeyToBackRatioMaxValue_29 ( HandleRef  pThis) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetKeyToBackRatioMinValue_30 ( HandleRef  pThis) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetKeyToFillRatio_31 ( HandleRef  pThis) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetKeyToFillRatioMaxValue_32 ( HandleRef  pThis) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetKeyToFillRatioMinValue_33 ( HandleRef  pThis) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetKeyToHeadRatio_34 ( HandleRef  pThis) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetKeyToHeadRatioMaxValue_35 ( HandleRef  pThis) [private]
static internal double Kitware.VTK.vtkLightKit.vtkLightKit_GetKeyToHeadRatioMinValue_36 ( HandleRef  pThis) [private]
static internal int Kitware.VTK.vtkLightKit.vtkLightKit_GetMaintainLuminance_37 ( HandleRef  pThis) [private]
static internal IntPtr Kitware.VTK.vtkLightKit.vtkLightKit_GetShortStringFromSubType_38 ( int  subtype) [private]
static internal IntPtr Kitware.VTK.vtkLightKit.vtkLightKit_GetStringFromSubType_39 ( int  type) [private]
static internal IntPtr Kitware.VTK.vtkLightKit.vtkLightKit_GetStringFromType_40 ( int  type) [private]
static internal int Kitware.VTK.vtkLightKit.vtkLightKit_IsA_42 ( HandleRef  pThis,
string  type 
) [private]
static internal int Kitware.VTK.vtkLightKit.vtkLightKit_IsTypeOf_43 ( string  type) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_MaintainLuminanceOff_44 ( HandleRef  pThis) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_MaintainLuminanceOn_45 ( HandleRef  pThis) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_Modified_46 ( HandleRef  pThis) [private]
static internal IntPtr Kitware.VTK.vtkLightKit.vtkLightKit_New ( ref uint  mteStatus,
ref uint  mteIndex,
ref uint  rawRefCount 
) [private]
static internal IntPtr Kitware.VTK.vtkLightKit.vtkLightKit_NewInstance_48 ( HandleRef  pThis,
ref uint  mteStatus,
ref uint  mteIndex,
ref uint  rawRefCount 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_RemoveLightsFromRenderer_49 ( HandleRef  pThis,
HandleRef  renderer 
) [private]
static internal IntPtr Kitware.VTK.vtkLightKit.vtkLightKit_SafeDownCast_50 ( HandleRef  o,
ref uint  mteStatus,
ref uint  mteIndex,
ref uint  rawRefCount 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetBackLightAngle_51 ( HandleRef  pThis,
double  elevation,
double  azimuth 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetBackLightAngle_52 ( HandleRef  pThis,
IntPtr  angle 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetBackLightAzimuth_53 ( HandleRef  pThis,
double  x 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetBackLightElevation_54 ( HandleRef  pThis,
double  x 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetBackLightWarmth_55 ( HandleRef  pThis,
double  _arg 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetFillLightAngle_56 ( HandleRef  pThis,
double  elevation,
double  azimuth 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetFillLightAngle_57 ( HandleRef  pThis,
IntPtr  angle 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetFillLightAzimuth_58 ( HandleRef  pThis,
double  x 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetFillLightElevation_59 ( HandleRef  pThis,
double  x 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetFillLightWarmth_60 ( HandleRef  pThis,
double  _arg 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetHeadLightWarmth_61 ( HandleRef  pThis,
double  _arg 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetKeyLightAngle_62 ( HandleRef  pThis,
double  elevation,
double  azimuth 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetKeyLightAngle_63 ( HandleRef  pThis,
IntPtr  angle 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetKeyLightAzimuth_64 ( HandleRef  pThis,
double  x 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetKeyLightElevation_65 ( HandleRef  pThis,
double  x 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetKeyLightIntensity_66 ( HandleRef  pThis,
double  _arg 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetKeyLightWarmth_67 ( HandleRef  pThis,
double  _arg 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetKeyToBackRatio_68 ( HandleRef  pThis,
double  _arg 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetKeyToFillRatio_69 ( HandleRef  pThis,
double  _arg 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetKeyToHeadRatio_70 ( HandleRef  pThis,
double  _arg 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_SetMaintainLuminance_71 ( HandleRef  pThis,
int  _arg 
) [private]
static internal void Kitware.VTK.vtkLightKit.vtkLightKit_Update_72 ( HandleRef  pThis) [private]

Member Data Documentation

new readonly string Kitware.VTK.vtkLightKit.MRClassNameKey = "11vtkLightKit" [static]

Automatically generated type registration mechanics.

Reimplemented from Kitware.VTK.vtkObject.

new const string Kitware.VTK.vtkLightKit.MRFullTypeName = "Kitware.VTK.vtkLightKit"

Automatically generated type registration mechanics.

Reimplemented from Kitware.VTK.vtkObject.


The documentation for this class was generated from the following file: