Source code for abaqus.DisplayOptions.LightOptions

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