ActiViz .NET
5.8.0
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vtkLightKit - a simple but quality lighting kit More...
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. |
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.
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.
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.
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).
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).
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).
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).
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).
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).
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.
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).
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.
virtual double Kitware.VTK.vtkLightKit.GetKeyToBackRatioMaxValue | ( | ) | [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 double Kitware.VTK.vtkLightKit.GetKeyToBackRatioMinValue | ( | ) | [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 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.
virtual double Kitware.VTK.vtkLightKit.GetKeyToFillRatioMaxValue | ( | ) | [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 double Kitware.VTK.vtkLightKit.GetKeyToFillRatioMinValue | ( | ) | [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 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.
virtual double Kitware.VTK.vtkLightKit.GetKeyToHeadRatioMaxValue | ( | ) | [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 double Kitware.VTK.vtkLightKit.GetKeyToHeadRatioMinValue | ( | ) | [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 int Kitware.VTK.vtkLightKit.GetMaintainLuminance | ( | ) | [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.
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.
static vtkLightKit.LightKitSubType Kitware.VTK.vtkLightKit.GetSubType | ( | vtkLightKit.LightKitType | type, |
int | i | ||
) | [static] |
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.
virtual void Kitware.VTK.vtkLightKit.MaintainLuminanceOff | ( | ) | [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.
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.
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.
static new vtkLightKit Kitware.VTK.vtkLightKit.SafeDownCast | ( | vtkObjectBase | o | ) | [static] |
Undocumented Block.
Reimplemented from Kitware.VTK.vtkObject.
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).
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).
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).
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).
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).
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.
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.
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 vtkLightKit.LightKitSubType Kitware.VTK.vtkLightKit.vtkLightKit_GetSubType_41 | ( | vtkLightKit.LightKitType | type, |
int | i | ||
) | [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] |
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.