from abaqusConstants import *
from .LightArray import LightArray
[docs]class LightOptions:
"""The LightOptions object stores settings that control how objects are lit when the
*renderStyle* is set to SHADED. LightOptions objects are accessed in one of two ways:
- The default light options. These settings are used as defaults when you start a
session and by the Defaults button on the Light ConstrainedSketchOptions dialog box.
- The light options associated with a particular viewport.
The LightOptions object has no constructor; Abaqus creates the *defaultLightOptions*
member when a session is started. When a new viewport is created, the *lightOptions*
member is copied from the current viewport.
Attributes
----------
shading: SymbolicConstant
A SymbolicConstant specifying the shading technique that should be used to fill facets
for geometric bodies when **renderStyle** =SHADED. The lighting of facets for meshed
geometry is not affected by this setting. Possible values are:GOURAUD, specifying that
lighting values should be computed for each corner of a facet and interpolated to fill
the remainder of the facet.PHONG, specifying that lighting values should be computed for
each pixel of a facet.The default value is GOURAUD.When set to **shading** =GOURAUD,
lighting values are computed for each corner of a facet and the lighting for the
remainder of the facet is interpolated from the corner values. When **shading** =PHONG,
lighting values are computed for each pixel of a facet.Note:The shading technique can
only be set to PHONG when the **shadersAvailable** member of GraphicsOptions is
True.Printed output will only contain Phong shading if the output format is raster and
the **accelerateOffScreen** member of GraphicsOptions is ON.The **renderStyle** setting is
part of AssemblyDisplayOptions, PartDisplayOptions, and various other :py:class:`~.options` objects
not listed here since they are generally used for meshed geometry.
viewpoint: SymbolicConstant
A SymbolicConstant specifying how specular highlights should be calculated. Possible
values are:INFINITE, specifying that a constant vector should be used for the direction
from the camera to a vertex when computing specular highlights.LOCAL, specifying that
the vector from the camera to each vertex should be calculated when computing specular
highlights.The default value is INFINITE.When set to **viewpoint** =INFINITE, a constant
vector is used for the direction from the camera (viewpoint) to a vertex. When
**viewpoint** =LOCAL, the result is more realistic because the actual vector from the
camera to each vertex is calculated. However, overall performance is decreased.
materialShininess: float
A Float specifying the degree to which specular reflection is focused. The higher the
**materialShininess** argument, the more focused the specular highlight. Possible values
are 0.0 ≤≤ **polygonOffsetConstant** ≤≤ 128.0. The default value is 105.0.
lights: LightArray
A :py:class:`~abaqus.DisplayOptions.LightArray.LightArray` object of length 8.
ambientColor: str
A String specifying the light applied evenly to the entire scene independent of any
individual light. The initial value is 20% gray. A list of valid color strings is in the
**colors** map in the **session** object.
Notes
-----
This object can be accessed by:
.. code-block::
session.defaultLightOptions
session.viewports[name].lightOptions
"""
# A SymbolicConstant specifying the shading technique that should be used to fill facets
# for geometric bodies when *renderStyle* =SHADED. The lighting of facets for meshed
# geometry is not affected by this setting. Possible values are:GOURAUD, specifying that
# lighting values should be computed for each corner of a facet and interpolated to fill
# the remainder of the facet.PHONG, specifying that lighting values should be computed for
# each pixel of a facet.The default value is GOURAUD.When set to *shading* =GOURAUD,
# lighting values are computed for each corner of a facet and the lighting for the
# remainder of the facet is interpolated from the corner values. When *shading* =PHONG,
# lighting values are computed for each pixel of a facet.Note:The shading technique can
# only be set to PHONG when the *shadersAvailable* member of GraphicsOptions is
# True.Printed output will only contain Phong shading if the output format is raster and
# the *accelerateOffScreen* member of GraphicsOptions is ON.The *renderStyle* setting is
# part of AssemblyDisplayOptions, PartDisplayOptions, and various other options objects
# not listed here since they are generally used for meshed geometry.
shading: SymbolicConstant = GOURAUD
# A SymbolicConstant specifying how specular highlights should be calculated. Possible
# values are:INFINITE, specifying that a constant vector should be used for the direction
# from the camera to a vertex when computing specular highlights.LOCAL, specifying that
# the vector from the camera to each vertex should be calculated when computing specular
# highlights.The default value is INFINITE.When set to *viewpoint* =INFINITE, a constant
# vector is used for the direction from the camera (viewpoint) to a vertex. When
# *viewpoint* =LOCAL, the result is more realistic because the actual vector from the
# camera to each vertex is calculated. However, overall performance is decreased.
viewpoint: SymbolicConstant = INFINITE
# A Float specifying the degree to which specular reflection is focused. The higher the
# *materialShininess* argument, the more focused the specular highlight. Possible values
# are 0.0 ≤≤ *polygonOffsetConstant* ≤≤ 128.0. The default value is 105.0.
materialShininess: float = 105
# A LightArray object of length 8.
lights: LightArray = LightArray()
# A String specifying the light applied evenly to the entire scene independent of any
# individual light. The initial value is 20% gray. A list of valid color strings is in the
# *colors* map in the *session* object.
ambientColor: str = ''
[docs] def setValues(self, shading: SymbolicConstant = GOURAUD, viewpoint: SymbolicConstant = INFINITE,
ambientColor: str = '', materialShininess: float = 105):
"""This method modifies the LightOptions object.
Parameters
----------
shading
A SymbolicConstant specifying the shading technique that should be used to fill facets
for geometric bodies when *renderStyle* =SHADED. The lighting of facets for meshed
geometry is not affected by this setting. Possible values are:GOURAUD, specifying that
lighting values should be computed for each corner of a facet and interpolated to fill
the remainder of the facet.PHONG, specifying that lighting values should be computed for
each pixel of a facet.The default value is GOURAUD.When set to *shading* =GOURAUD,
lighting values are computed for each corner of a facet and the lighting for the
remainder of the facet is interpolated from the corner values. When *shading* =PHONG,
lighting values are computed for each pixel of a facet.Note:The shading technique can
only be set to PHONG when the *shadersAvailable* member of GraphicsOptions is
True.Printed output will only contain Phong shading if the output format is raster and
the *accelerateOffScreen* member of GraphicsOptions is ON.The *renderStyle* setting is
part of AssemblyDisplayOptions, PartDisplayOptions, and various other options objects
not listed here since they are generally used for meshed geometry.
viewpoint
A SymbolicConstant specifying how specular highlights should be calculated. Possible
values are:INFINITE, specifying that a constant vector should be used for the direction
from the camera to a vertex when computing specular highlights.LOCAL, specifying that
the vector from the camera to each vertex should be calculated when computing specular
highlights.The default value is INFINITE.When set to *viewpoint* =INFINITE, a constant
vector is used for the direction from the camera (viewpoint) to a vertex. When
*viewpoint* =LOCAL, the result is more realistic because the actual vector from the
camera to each vertex is calculated. However, overall performance is decreased.
ambientColor
A String specifying the light applied evenly to the entire scene independent of any
individual light. The initial value is 20% gray. A list of valid color strings is in the
*colors* map in the *session* object.
materialShininess
A Float specifying the degree to which specular reflection is focused. The higher the
*materialShininess* argument, the more focused the specular highlight. Possible values
are 0.0 ≤≤ *polygonOffsetConstant* ≤≤ 128.0. The default value is 105.0.
Raises
------
RangeError
"""
pass