ActiViz .NET  5.10.1
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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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Public Types

enum  LightKitSubType {
  LightKitSubType.Azimuth = 3, LightKitSubType.Elevation = 2, LightKitSubType.Intensity = 1, LightKitSubType.KBRatio = 5,
  LightKitSubType.KFRatio = 4, LightKitSubType.KHRatio = 6, LightKitSubType.Warmth = 0
}
 Undocumented Block More...
 
enum  LightKitType { LightKitType.TBackLight = 2, LightKitType.TFillLight = 1, LightKitType.THeadLight = 3, LightKitType.TKeyLight = 0 }
 Undocumented Block More...
 

Public Member Functions

 vtkLightKit (IntPtr rawCppThis, bool callDisposalMethod, bool strong)
 Automatically generated constructor - called from generated code. DO NOT call directly. More...
 
 vtkLightKit ()
 Undocumented Block More...
 
void AddLightsToRenderer (vtkRenderer renderer)
 Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired. More...
 
void DeepCopy (vtkLightKit kit)
 Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired. More...
 
virtual double[] GetBackLightAngle ()
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
virtual void GetBackLightAngle (IntPtr data)
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
double GetBackLightAzimuth ()
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
virtual double[] GetBackLightColor ()
 Returns the floating-point RGB values of each of the light's color. More...
 
virtual void GetBackLightColor (IntPtr data)
 Returns the floating-point RGB values of each of the light's color. More...
 
double GetBackLightElevation ()
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
virtual double GetBackLightWarmth ()
 Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly. More...
 
virtual double[] GetFillLightAngle ()
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
virtual void GetFillLightAngle (IntPtr data)
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
double GetFillLightAzimuth ()
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
virtual double[] GetFillLightColor ()
 Returns the floating-point RGB values of each of the light's color. More...
 
virtual void GetFillLightColor (IntPtr data)
 Returns the floating-point RGB values of each of the light's color. More...
 
double GetFillLightElevation ()
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
virtual double GetFillLightWarmth ()
 Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly. More...
 
virtual double[] GetHeadLightColor ()
 Returns the floating-point RGB values of each of the light's color. More...
 
virtual void GetHeadLightColor (IntPtr data)
 Returns the floating-point RGB values of each of the light's color. More...
 
virtual double GetHeadLightWarmth ()
 Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly. More...
 
void GetHeadlightColor (IntPtr color)
 To maintain a deprecation API: More...
 
double GetHeadlightWarmth ()
 To maintain a deprecation API: More...
 
virtual double[] GetKeyLightAngle ()
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
virtual void GetKeyLightAngle (IntPtr data)
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
double GetKeyLightAzimuth ()
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
virtual double[] GetKeyLightColor ()
 Returns the floating-point RGB values of each of the light's color. More...
 
virtual void GetKeyLightColor (IntPtr data)
 Returns the floating-point RGB values of each of the light's color. More...
 
double GetKeyLightElevation ()
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
virtual double GetKeyLightIntensity ()
 Set/Get the intensity of the key light. The key light is the brightest light in the scene. The intensities of the other two lights are ratios of the key light's intensity. More...
 
virtual double GetKeyLightWarmth ()
 Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly. More...
 
virtual double GetKeyToBackRatio ()
 Set/Get the key-to-back light ratio. This ratio controls how bright the back lights are compared to the key light: larger values correspond to dimmer back lights. The back lights fill in the remaining high-contrast regions behind the object. Values between 2 and 10 are good. More...
 
virtual double GetKeyToBackRatioMaxValue ()
 Set/Get the key-to-back light ratio. This ratio controls how bright the back lights are compared to the key light: larger values correspond to dimmer back lights. The back lights fill in the remaining high-contrast regions behind the object. Values between 2 and 10 are good. More...
 
virtual double GetKeyToBackRatioMinValue ()
 Set/Get the key-to-back light ratio. This ratio controls how bright the back lights are compared to the key light: larger values correspond to dimmer back lights. The back lights fill in the remaining high-contrast regions behind the object. Values between 2 and 10 are good. More...
 
virtual double GetKeyToFillRatio ()
 Set/Get the key-to-fill ratio. This ratio controls how bright the fill light is compared to the key light: larger values correspond to a dimmer fill light. The purpose of the fill light is to light parts of the object not lit by the key light, while still maintaining constrast. This type of lighting may correspond to indirect illumination from the key light, bounced off a wall, floor, or other object. The fill light should never be brighter than the key light: a good range for the key-to-fill ratio is between 2 and 10. More...
 
virtual double GetKeyToFillRatioMaxValue ()
 Set/Get the key-to-fill ratio. This ratio controls how bright the fill light is compared to the key light: larger values correspond to a dimmer fill light. The purpose of the fill light is to light parts of the object not lit by the key light, while still maintaining constrast. This type of lighting may correspond to indirect illumination from the key light, bounced off a wall, floor, or other object. The fill light should never be brighter than the key light: a good range for the key-to-fill ratio is between 2 and 10. More...
 
virtual double GetKeyToFillRatioMinValue ()
 Set/Get the key-to-fill ratio. This ratio controls how bright the fill light is compared to the key light: larger values correspond to a dimmer fill light. The purpose of the fill light is to light parts of the object not lit by the key light, while still maintaining constrast. This type of lighting may correspond to indirect illumination from the key light, bounced off a wall, floor, or other object. The fill light should never be brighter than the key light: a good range for the key-to-fill ratio is between 2 and 10. More...
 
virtual double GetKeyToHeadRatio ()
 Set/Get the key-to-headlight ratio. Similar to the key-to-fill ratio, this ratio controls how bright the headlight light is compared to the key light: larger values correspond to a dimmer headlight light. The headlight is special kind of fill light, lighting only the parts of the object that the camera can see. As such, a headlight tends to reduce the contrast of a scene. It can be used to fill in "shadows" of the object missed by the key and fill lights. The headlight should always be significantly dimmer than the key light: ratios of 2 to 15 are typical. More...
 
virtual double GetKeyToHeadRatioMaxValue ()
 Set/Get the key-to-headlight ratio. Similar to the key-to-fill ratio, this ratio controls how bright the headlight light is compared to the key light: larger values correspond to a dimmer headlight light. The headlight is special kind of fill light, lighting only the parts of the object that the camera can see. As such, a headlight tends to reduce the contrast of a scene. It can be used to fill in "shadows" of the object missed by the key and fill lights. The headlight should always be significantly dimmer than the key light: ratios of 2 to 15 are typical. More...
 
virtual double GetKeyToHeadRatioMinValue ()
 Set/Get the key-to-headlight ratio. Similar to the key-to-fill ratio, this ratio controls how bright the headlight light is compared to the key light: larger values correspond to a dimmer headlight light. The headlight is special kind of fill light, lighting only the parts of the object that the camera can see. As such, a headlight tends to reduce the contrast of a scene. It can be used to fill in "shadows" of the object missed by the key and fill lights. The headlight should always be significantly dimmer than the key light: ratios of 2 to 15 are typical. More...
 
virtual int GetMaintainLuminance ()
 If MaintainLuminance is set, the LightKit will attempt to maintain the apparent intensity of lights based on their perceptual brightnesses. By default, MaintainLuminance is off. More...
 
override int IsA (string type)
 Undocumented Block More...
 
virtual void MaintainLuminanceOff ()
 If MaintainLuminance is set, the LightKit will attempt to maintain the apparent intensity of lights based on their perceptual brightnesses. By default, MaintainLuminance is off. More...
 
virtual void MaintainLuminanceOn ()
 If MaintainLuminance is set, the LightKit will attempt to maintain the apparent intensity of lights based on their perceptual brightnesses. By default, MaintainLuminance is off. More...
 
override void Modified ()
 Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired. More...
 
new vtkLightKit NewInstance ()
 Undocumented Block More...
 
void RemoveLightsFromRenderer (vtkRenderer renderer)
 Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired. More...
 
void SetBackLightAngle (double elevation, double azimuth)
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
void SetBackLightAngle (IntPtr angle)
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
void SetBackLightAzimuth (double x)
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
void SetBackLightElevation (double x)
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
virtual void SetBackLightWarmth (double _arg)
 Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly. More...
 
void SetFillLightAngle (double elevation, double azimuth)
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
void SetFillLightAngle (IntPtr angle)
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
void SetFillLightAzimuth (double x)
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
void SetFillLightElevation (double x)
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
virtual void SetFillLightWarmth (double _arg)
 Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly. More...
 
virtual void SetHeadLightWarmth (double _arg)
 Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly. More...
 
void SetHeadlightWarmth (double v)
 To maintain a deprecation API: More...
 
void SetKeyLightAngle (double elevation, double azimuth)
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
void SetKeyLightAngle (IntPtr angle)
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
void SetKeyLightAzimuth (double x)
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
void SetKeyLightElevation (double x)
 Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). More...
 
virtual void SetKeyLightIntensity (double _arg)
 Set/Get the intensity of the key light. The key light is the brightest light in the scene. The intensities of the other two lights are ratios of the key light's intensity. More...
 
virtual void SetKeyLightWarmth (double _arg)
 Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly. More...
 
virtual void SetKeyToBackRatio (double _arg)
 Set/Get the key-to-back light ratio. This ratio controls how bright the back lights are compared to the key light: larger values correspond to dimmer back lights. The back lights fill in the remaining high-contrast regions behind the object. Values between 2 and 10 are good. More...
 
virtual void SetKeyToFillRatio (double _arg)
 Set/Get the key-to-fill ratio. This ratio controls how bright the fill light is compared to the key light: larger values correspond to a dimmer fill light. The purpose of the fill light is to light parts of the object not lit by the key light, while still maintaining constrast. This type of lighting may correspond to indirect illumination from the key light, bounced off a wall, floor, or other object. The fill light should never be brighter than the key light: a good range for the key-to-fill ratio is between 2 and 10. More...
 
virtual void SetKeyToHeadRatio (double _arg)
 Set/Get the key-to-headlight ratio. Similar to the key-to-fill ratio, this ratio controls how bright the headlight light is compared to the key light: larger values correspond to a dimmer headlight light. The headlight is special kind of fill light, lighting only the parts of the object that the camera can see. As such, a headlight tends to reduce the contrast of a scene. It can be used to fill in "shadows" of the object missed by the key and fill lights. The headlight should always be significantly dimmer than the key light: ratios of 2 to 15 are typical. More...
 
virtual void SetMaintainLuminance (int _arg)
 If MaintainLuminance is set, the LightKit will attempt to maintain the apparent intensity of lights based on their perceptual brightnesses. By default, MaintainLuminance is off. More...
 
void Update ()
 Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired. More...
 
- Public Member Functions inherited from Kitware.VTK.vtkObject
 vtkObject (IntPtr rawCppThis, bool callDisposalMethod, bool strong)
 Automatically generated constructor - called from generated code. DO NOT call directly. More...
 
 vtkObject ()
 Create an object with Debug turned off, modified time initialized to zero, and reference counting on. More...
 
uint AddObserver (uint arg0, vtkCommand arg1, float priority)
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
uint AddObserver (string arg0, vtkCommand arg1, float priority)
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
virtual void DebugOff ()
 Turn debugging output off. More...
 
virtual void DebugOn ()
 Turn debugging output on. More...
 
vtkCommand GetCommand (uint tag)
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
byte GetDebug ()
 Get the value of the debug flag. More...
 
virtual uint GetMTime ()
 Return this object's modified time. More...
 
int HasObserver (uint arg0, vtkCommand arg1)
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
int HasObserver (string arg0, vtkCommand arg1)
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
int HasObserver (uint arg0)
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
int HasObserver (string arg0)
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
int InvokeEvent (uint arg0, IntPtr callData)
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
int InvokeEvent (string arg0, IntPtr callData)
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
int InvokeEvent (uint arg0)
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
int InvokeEvent (string arg0)
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
override int IsA (string type)
 Undocumented Block More...
 
vtkObject NewInstance ()
 Undocumented Block More...
 
void RemoveAllObservers ()
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
void RemoveObserver (vtkCommand arg0)
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
void RemoveObserver (uint tag)
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
void RemoveObservers (uint arg0, vtkCommand arg1)
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
void RemoveObservers (string arg0, vtkCommand arg1)
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
void RemoveObservers (uint arg0)
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
void RemoveObservers (string arg0)
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
void SetDebug (byte debugFlag)
 Set the value of the debug flag. A non-zero value turns debugging on. More...
 
override string ToString ()
 Returns the result of calling vtkObject::Print as a C# string. More...
 
delegate void vtkObjectEventHandler (vtkObject sender, vtkObjectEventArgs e)
 Generic signature for all vtkObject events. More...
 
void RemoveAllHandlersForAllEvents ()
 Call RemoveAllHandlers on each non-null vtkObjectEventRelay. TODO: This method needs to get called by the generated Dispose. Make that happen... More...
 
- Public Member Functions inherited from Kitware.VTK.vtkObjectBase
 vtkObjectBase (IntPtr rawCppThis, bool callDisposalMethod, bool strong)
 Automatically generated constructor - called from generated code. DO NOT call directly. More...
 
 vtkObjectBase ()
 Create an object with Debug turned off, modified time initialized to zero, and reference counting on. More...
 
virtual void Register (vtkObjectBase o)
 Increase the reference count (mark as used by another object). More...
 
virtual void FastDelete ()
 Delete a reference to this object. This version will not invoke garbage collection and can potentially leak the object if it is part of a reference loop. Use this method only when it is known that the object has another reference and would not be collected if a full garbage collection check were done. More...
 
string GetClassName ()
 Return the class name as a string. This method is defined in all subclasses of vtkObjectBase with the vtkTypeMacro found in vtkSetGet.h. More...
 
int GetReferenceCount ()
 Return the current reference count of this object. More...
 
void SetReferenceCount (int arg0)
 Sets the reference count. (This is very dangerous, use with care.) More...
 

Static Public Member Functions

static new vtkLightKit New ()
 Undocumented Block More...
 
static string GetShortStringFromSubType (int subtype)
 Helper method to go from a enum subtype to a string subtype The difference from GetStringFromSubType is that it returns a shorter strings (useful for GUI with minimun space) More...
 
static string GetStringFromSubType (int type)
 Helper method to go from a enum subtype to a string subtype More...
 
static string GetStringFromType (int type)
 Helper method to go from a enum type to a string type More...
 
static vtkLightKit.LightKitSubType GetSubType (vtkLightKit.LightKitType type, int i)
 Return the possible subtype from a given type. You have to pass in a number i [0,3] no check is done. More...
 
static new int IsTypeOf (string type)
 Undocumented Block More...
 
static new vtkLightKit SafeDownCast (vtkObjectBase o)
 Undocumented Block More...
 
- Static Public Member Functions inherited from Kitware.VTK.vtkObject
static new vtkObject New ()
 Create an object with Debug turned off, modified time initialized to zero, and reference counting on. More...
 
static void BreakOnError ()
 This method is called when vtkErrorMacro executes. It allows the debugger to break on error. More...
 
static int GetGlobalWarningDisplay ()
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
static void GlobalWarningDisplayOff ()
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
static void GlobalWarningDisplayOn ()
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
static new int IsTypeOf (string type)
 Undocumented Block More...
 
static vtkObject SafeDownCast (vtkObjectBase o)
 Undocumented Block More...
 
static void SetGlobalWarningDisplay (int val)
 This is a global flag that controls whether any debug, warning or error messages are displayed. More...
 
- Static Public Member Functions inherited from Kitware.VTK.vtkObjectBase
static vtkObjectBase New ()
 Create an object with Debug turned off, modified time initialized to zero, and reference counting on. More...
 
static int IsTypeOf (string name)
 Return 1 if this class type is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. More...
 

Public Attributes

new const string MRFullTypeName = "Kitware.VTK.vtkLightKit"
 Automatically generated type registration mechanics. More...
 
- Public Attributes inherited from Kitware.VTK.vtkObject
new const string MRFullTypeName = "Kitware.VTK.vtkObject"
 Automatically generated type registration mechanics. More...
 
- Public Attributes inherited from Kitware.VTK.vtkObjectBase
new const string MRFullTypeName = "Kitware.VTK.vtkObjectBase"
 Automatically generated type registration mechanics. More...
 
- Public Attributes inherited from Kitware.VTK.WrappedObject
const string vtkChartsEL_dll = "libKitware.VTK.vtkCharts.Unmanaged.so"
 Export layer functions for 'vtkCharts' are exported from the DLL named by the value of this variable. More...
 
const string vtkCommonEL_dll = "libKitware.VTK.vtkCommon.Unmanaged.so"
 Export layer functions for 'vtkCommon' are exported from the DLL named by the value of this variable. More...
 
const string vtkFilteringEL_dll = "libKitware.VTK.vtkFiltering.Unmanaged.so"
 Export layer functions for 'vtkFiltering' are exported from the DLL named by the value of this variable. More...
 
const string vtkGenericFilteringEL_dll = "libKitware.VTK.vtkGenericFiltering.Unmanaged.so"
 Export layer functions for 'vtkGenericFiltering' are exported from the DLL named by the value of this variable. More...
 
const string vtkGeovisEL_dll = "libKitware.VTK.vtkGeovis.Unmanaged.so"
 Export layer functions for 'vtkGeovis' are exported from the DLL named by the value of this variable. More...
 
const string vtkGraphicsEL_dll = "libKitware.VTK.vtkGraphics.Unmanaged.so"
 Export layer functions for 'vtkGraphics' are exported from the DLL named by the value of this variable. More...
 
const string vtkHybridEL_dll = "libKitware.VTK.vtkHybrid.Unmanaged.so"
 Export layer functions for 'vtkHybrid' are exported from the DLL named by the value of this variable. More...
 
const string vtkIOEL_dll = "libKitware.VTK.vtkIO.Unmanaged.so"
 Export layer functions for 'vtkIO' are exported from the DLL named by the value of this variable. More...
 
const string vtkImagingEL_dll = "libKitware.VTK.vtkImaging.Unmanaged.so"
 Export layer functions for 'vtkImaging' are exported from the DLL named by the value of this variable. More...
 
const string vtkInfovisEL_dll = "libKitware.VTK.vtkInfovis.Unmanaged.so"
 Export layer functions for 'vtkInfovis' are exported from the DLL named by the value of this variable. More...
 
const string vtkParallelEL_dll = "libKitware.VTK.vtkParallel.Unmanaged.so"
 Export layer functions for 'vtkParallel' are exported from the DLL named by the value of this variable. More...
 
const string vtkRenderingEL_dll = "libKitware.VTK.vtkRendering.Unmanaged.so"
 Export layer functions for 'vtkRendering' are exported from the DLL named by the value of this variable. More...
 
const string vtkViewsEL_dll = "libKitware.VTK.vtkViews.Unmanaged.so"
 Export layer functions for 'vtkViews' are exported from the DLL named by the value of this variable. More...
 
const string vtkVolumeRenderingEL_dll = "libKitware.VTK.vtkVolumeRendering.Unmanaged.so"
 Export layer functions for 'vtkVolumeRendering' are exported from the DLL named by the value of this variable. More...
 
const string vtkWidgetsEL_dll = "libKitware.VTK.vtkWidgets.Unmanaged.so"
 Export layer functions for 'vtkWidgets' are exported from the DLL named by the value of this variable. More...
 

Static Public Attributes

static new readonly string MRClassNameKey = "11vtkLightKit"
 Automatically generated type registration mechanics. More...
 
- Static Public Attributes inherited from Kitware.VTK.vtkObject
static new readonly string MRClassNameKey = "9vtkObject"
 Automatically generated type registration mechanics. More...
 
- Static Public Attributes inherited from Kitware.VTK.vtkObjectBase
static new readonly string MRClassNameKey = "13vtkObjectBase"
 Automatically generated type registration mechanics. More...
 

Protected Member Functions

override void Dispose (bool disposing)
 Automatically generated protected Dispose method - called from public Dispose or the C# destructor. DO NOT call directly. More...
 
- Protected Member Functions inherited from Kitware.VTK.vtkObject
override void Dispose (bool disposing)
 Automatically generated protected Dispose method - called from public Dispose or the C# destructor. DO NOT call directly. More...
 
- Protected Member Functions inherited from Kitware.VTK.vtkObjectBase
override void Dispose (bool disposing)
 Decrease the reference count (release by another object). This has the same effect as invoking Delete() (i.e., it reduces the reference count by 1). More...
 
- Protected Member Functions inherited from Kitware.VTK.WrappedObject
 WrappedObject (IntPtr rawCppThis, bool callDisposalMethod, bool strong)
 Constructor expected by the mummy Runtime. More...
 

Static Private Member Functions

static vtkLightKit ()
 Automatically generated type registration mechanics. More...
 

Additional Inherited Members

- Properties inherited from Kitware.VTK.vtkObject
Kitware.VTK.vtkObject.vtkObjectEventHandler AbortCheckEvt
 The AbortCheckEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.AbortCheckEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler AnimationCueTickEvt
 The AnimationCueTickEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.AnimationCueTickEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler AnyEvt
 The AnyEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.AnyEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler CharEvt
 The CharEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.CharEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler ConfigureEvt
 The ConfigureEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ConfigureEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler ConnectionClosedEvt
 The ConnectionClosedEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ConnectionClosedEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler ConnectionCreatedEvt
 The ConnectionCreatedEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ConnectionCreatedEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler CreateTimerEvt
 The CreateTimerEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.CreateTimerEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler CursorChangedEvt
 The CursorChangedEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.CursorChangedEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler DeleteEvt
 The DeleteEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.DeleteEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler DestroyTimerEvt
 The DestroyTimerEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.DestroyTimerEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler DisableEvt
 The DisableEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.DisableEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler DomainModifiedEvt
 The DomainModifiedEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.DomainModifiedEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler EnableEvt
 The EnableEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.EnableEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler EndAnimationCueEvt
 The EndAnimationCueEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.EndAnimationCueEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler EndEvt
 The EndEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.EndEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler EndInteractionEvt
 The EndInteractionEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.EndInteractionEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler EndPickEvt
 The EndPickEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.EndPickEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler EndWindowLevelEvt
 The EndWindowLevelEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.EndWindowLevelEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler EnterEvt
 The EnterEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.EnterEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler ErrorEvt
 The ErrorEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ErrorEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler ExecuteInformationEvt
 The ExecuteInformationEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ExecuteInformationEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler ExitEvt
 The ExitEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ExitEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler ExposeEvt
 The ExposeEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ExposeEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler InteractionEvt
 The InteractionEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.InteractionEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler KeyPressEvt
 The KeyPressEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.KeyPressEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler KeyReleaseEvt
 The KeyReleaseEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.KeyReleaseEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler LeaveEvt
 The LeaveEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.LeaveEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler LeftButtonPressEvt
 The LeftButtonPressEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.LeftButtonPressEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler LeftButtonReleaseEvt
 The LeftButtonReleaseEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.LeftButtonReleaseEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler MiddleButtonPressEvt
 The MiddleButtonPressEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.MiddleButtonPressEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler MiddleButtonReleaseEvt
 The MiddleButtonReleaseEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.MiddleButtonReleaseEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler ModifiedEvt
 The ModifiedEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ModifiedEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler MouseMoveEvt
 The MouseMoveEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.MouseMoveEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler MouseWheelBackwardEvt
 The MouseWheelBackwardEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.MouseWheelBackwardEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler MouseWheelForwardEvt
 The MouseWheelForwardEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.MouseWheelForwardEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler PickEvt
 The PickEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.PickEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler PlacePointEvt
 The PlacePointEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.PlacePointEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler PlaceWidgetEvt
 The PlaceWidgetEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.PlaceWidgetEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler ProgressEvt
 The ProgressEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ProgressEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler PropertyModifiedEvt
 The PropertyModifiedEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.PropertyModifiedEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler RegisterEvt
 The RegisterEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.RegisterEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler RenderEvt
 The RenderEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.RenderEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler RenderWindowMessageEvt
 The RenderWindowMessageEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.RenderWindowMessageEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler ResetCameraClippingRangeEvt
 The ResetCameraClippingRangeEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ResetCameraClippingRangeEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler ResetCameraEvt
 The ResetCameraEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ResetCameraEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler ResetWindowLevelEvt
 The ResetWindowLevelEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.ResetWindowLevelEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler RightButtonPressEvt
 The RightButtonPressEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.RightButtonPressEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler RightButtonReleaseEvt
 The RightButtonReleaseEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.RightButtonReleaseEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler SelectionChangedEvt
 The SelectionChangedEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.SelectionChangedEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler SetOutputEvt
 The SetOutputEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.SetOutputEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler StartAnimationCueEvt
 The StartAnimationCueEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.StartAnimationCueEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler StartEvt
 The StartEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.StartEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler StartInteractionEvt
 The StartInteractionEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.StartInteractionEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler StartPickEvt
 The StartPickEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.StartPickEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler StartWindowLevelEvt
 The StartWindowLevelEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.StartWindowLevelEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler TimerEvt
 The TimerEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.TimerEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler UnRegisterEvt
 The UnRegisterEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.UnRegisterEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler UpdateEvt
 The UpdateEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.UpdateEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler UpdateInformationEvt
 The UpdateInformationEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.UpdateInformationEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler UpdatePropertyEvt
 The UpdatePropertyEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.UpdatePropertyEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler VolumeMapperComputeGradientsEndEvt
 The VolumeMapperComputeGradientsEndEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.VolumeMapperComputeGradientsEndEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler VolumeMapperComputeGradientsProgressEvt
 The VolumeMapperComputeGradientsProgressEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.VolumeMapperComputeGradientsProgressEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler VolumeMapperComputeGradientsStartEvt
 The VolumeMapperComputeGradientsStartEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.VolumeMapperComputeGradientsStartEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler VolumeMapperRenderEndEvt
 The VolumeMapperRenderEndEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.VolumeMapperRenderEndEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler VolumeMapperRenderProgressEvt
 The VolumeMapperRenderProgressEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.VolumeMapperRenderProgressEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler VolumeMapperRenderStartEvt
 The VolumeMapperRenderStartEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.VolumeMapperRenderStartEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler WarningEvt
 The WarningEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.WarningEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler WidgetActivateEvt
 The WidgetActivateEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.WidgetActivateEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler WidgetModifiedEvt
 The WidgetModifiedEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.WidgetModifiedEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler WidgetValueChangedEvt
 The WidgetValueChangedEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.WidgetValueChangedEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler WindowLevelEvt
 The WindowLevelEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.WindowLevelEvent as the eventId parameter. More...
 
Kitware.VTK.vtkObject.vtkObjectEventHandler WrongTagEvt
 The WrongTagEvt event is invoked when the sender's InvokeEvent method is called with vtkCommand.EventIds.WrongTagEvent as the eventId parameter. More...
 

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 (mhall.nosp@m.e@bw.nosp@m.h.har.nosp@m.vard.nosp@m..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 ( )
staticprivate

Automatically generated type registration mechanics.

Kitware.VTK.vtkLightKit.vtkLightKit ( IntPtr  rawCppThis,
bool  callDisposalMethod,
bool  strong 
)

Automatically generated constructor - called from generated code. DO NOT call directly.

Kitware.VTK.vtkLightKit.vtkLightKit ( )

Undocumented Block

Member Function Documentation

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.

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.

double Kitware.VTK.vtkLightKit.GetBackLightElevation ( )

Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).

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.

double Kitware.VTK.vtkLightKit.GetFillLightElevation ( )

Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).

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.

void Kitware.VTK.vtkLightKit.GetHeadlightColor ( IntPtr  color)

To maintain a deprecation API:

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.

double Kitware.VTK.vtkLightKit.GetHeadlightWarmth ( )

To maintain a deprecation API:

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.vtkObjectBase.

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

Undocumented Block

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

new vtkLightKit Kitware.VTK.vtkLightKit.NewInstance ( )

Undocumented Block

void Kitware.VTK.vtkLightKit.RemoveLightsFromRenderer ( vtkRenderer  renderer)

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

static new vtkLightKit Kitware.VTK.vtkLightKit.SafeDownCast ( vtkObjectBase  o)
static

Undocumented Block

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).

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.SetHeadlightWarmth ( double  v)

To maintain a deprecation API:

void Kitware.VTK.vtkLightKit.SetKeyLightAngle ( double  elevation,
double  azimuth 
)

Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).

void Kitware.VTK.vtkLightKit.SetKeyLightAngle ( IntPtr  angle)

Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).

void Kitware.VTK.vtkLightKit.SetKeyLightAzimuth ( double  x)

Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).

void Kitware.VTK.vtkLightKit.SetKeyLightElevation ( double  x)

Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind).

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.

Member Data Documentation

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

Automatically generated type registration mechanics.

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

Automatically generated type registration mechanics.


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