pub struct Lighting { /* private fields */ }Expand description
A structure describing the lighting model.
§Example
use ndarray::Array;
use plotlars::{ColorBar, Lighting, Palette, Plot, SurfacePlot, Text};
use polars::prelude::*;
use std::iter;
let n: usize = 100;
let x_base: Vec<f64> = Array::linspace(-10.0, 10.0, n).into_raw_vec();
let y_base: Vec<f64> = Array::linspace(-10.0, 10.0, n).into_raw_vec();
let x = x_base
.iter()
.flat_map(|&xi| iter::repeat(xi).take(n))
.collect::<Vec<_>>();
let y = y_base
.iter()
.cycle()
.take(n * n)
.cloned()
.collect::<Vec<_>>();
let z = x_base
.iter()
.map(|i| {
y_base
.iter()
.map(|j| 1.0 / (j * j + 5.0) * j.sin() + 1.0 / (i * i + 5.0) * i.cos())
.collect::<Vec<_>>()
})
.flatten()
.collect::<Vec<_>>();
let dataset = df![
"x" => &x,
"y" => &y,
"z" => &z,
]
.unwrap();
SurfacePlot::builder()
.data(&dataset)
.x("x")
.y("y")
.z("z")
.plot_title(
Text::from("Surface Plot")
.font("Arial")
.size(18),
)
.color_bar(
&ColorBar::new()
.border_width(1),
)
.color_scale(Palette::Cividis)
.reverse_scale(true)
.lighting(
&Lighting::new()
.position(1, 0, 0)
.ambient(1.0)
.diffuse(1.0)
.fresnel(1.0)
.roughness(1.0)
.specular(1.0),
)
.opacity(0.5)
.build()
.plot();
Implementations§
Source§impl Lighting
impl Lighting
Sourcepub fn new() -> Self
pub fn new() -> Self
Creates a new Lighting instance with default values.
Examples found in repository?
examples/mesh3d.rs (line 152)
119fn example_with_lighting() {
120 // Create a simple wavy surface mesh without explicit indices
121 // The mesh will be auto-triangulated
122 let mut x = Vec::new();
123 let mut y = Vec::new();
124 let mut z = Vec::new();
125
126 let n = 20;
127 for i in 0..n {
128 for j in 0..n {
129 let xi = (i as f64 / (n - 1) as f64) * 2.0 - 1.0;
130 let yj = (j as f64 / (n - 1) as f64) * 2.0 - 1.0;
131 x.push(xi);
132 y.push(yj);
133 // Create a wavy surface
134 z.push(0.3 * ((xi * 3.0).sin() + (yj * 3.0).cos()));
135 }
136 }
137
138 let dataset = DataFrame::new(vec![
139 Column::new("x".into(), x),
140 Column::new("y".into(), y),
141 Column::new("z".into(), z),
142 ])
143 .unwrap();
144
145 Mesh3D::builder()
146 .data(&dataset)
147 .x("x")
148 .y("y")
149 .z("z")
150 .color(Rgb(200, 200, 255))
151 .lighting(
152 &Lighting::new()
153 .ambient(0.5)
154 .diffuse(0.8)
155 .specular(0.5)
156 .roughness(0.2)
157 .fresnel(0.2),
158 )
159 .light_position((1, 1, 2))
160 .opacity(1.0)
161 .flat_shading(false)
162 .contour(true)
163 .plot_title(Text::from("Mesh 3D").font("Arial").size(22))
164 .build()
165 .plot();
166}More examples
examples/faceting.rs (line 372)
333fn mesh3d_example() {
334 let mut x_vals = Vec::new();
335 let mut y_vals = Vec::new();
336 let mut z_vals = Vec::new();
337 let mut surface_type = Vec::new();
338
339 let n = 25;
340
341 for surface in ["Gaussian", "Saddle", "Ripple"].iter() {
342 for i in 0..n {
343 for j in 0..n {
344 let x = (i as f64 / (n - 1) as f64) * 4.0 - 2.0;
345 let y = (j as f64 / (n - 1) as f64) * 4.0 - 2.0;
346
347 let z = match *surface {
348 "Gaussian" => (-0.5 * (x * x + y * y)).exp(),
349 "Saddle" => 0.3 * (x * x - y * y),
350 "Ripple" => 0.4 * ((x * 3.0).sin() + (y * 3.0).cos()),
351 _ => 0.0,
352 };
353
354 x_vals.push(x);
355 y_vals.push(y);
356 z_vals.push(z);
357 surface_type.push(surface.to_string());
358 }
359 }
360 }
361
362 let dataset = DataFrame::new(vec![
363 Column::new("x".into(), x_vals),
364 Column::new("y".into(), y_vals),
365 Column::new("z".into(), z_vals),
366 Column::new("surface_type".into(), surface_type),
367 ])
368 .unwrap();
369
370 let config = FacetConfig::new().cols(3).rows(1);
371
372 let lighting = Lighting::new().ambient(0.6).diffuse(0.8).specular(0.4);
373
374 Mesh3D::builder()
375 .data(&dataset)
376 .x("x")
377 .y("y")
378 .z("z")
379 .facet("surface_type")
380 .facet_config(&config)
381 .color(Rgb(100, 150, 200))
382 .lighting(&lighting)
383 .plot_title(
384 Text::from("Mathematical Surfaces Comparison")
385 .font("Arial")
386 .size(20),
387 )
388 .build()
389 .plot();
390}Sourcepub fn position(self, x: i32, y: i32, z: i32) -> Self
pub fn position(self, x: i32, y: i32, z: i32) -> Self
Sets the position of the virtual light source.
§Arguments
x– Ani32value representing the x‑coordinate of the light.y– Ani32value representing the y‑coordinate of the light.z– Ani32value representing the z‑coordinate of the light (positive z points toward the viewer).
Sourcepub fn ambient(self, value: f64) -> Self
pub fn ambient(self, value: f64) -> Self
Sets the ambient light component.
§Arguments
value– Af64value in the range 0.0 – 1.0 specifying the uniform tint strength.
Examples found in repository?
examples/mesh3d.rs (line 153)
119fn example_with_lighting() {
120 // Create a simple wavy surface mesh without explicit indices
121 // The mesh will be auto-triangulated
122 let mut x = Vec::new();
123 let mut y = Vec::new();
124 let mut z = Vec::new();
125
126 let n = 20;
127 for i in 0..n {
128 for j in 0..n {
129 let xi = (i as f64 / (n - 1) as f64) * 2.0 - 1.0;
130 let yj = (j as f64 / (n - 1) as f64) * 2.0 - 1.0;
131 x.push(xi);
132 y.push(yj);
133 // Create a wavy surface
134 z.push(0.3 * ((xi * 3.0).sin() + (yj * 3.0).cos()));
135 }
136 }
137
138 let dataset = DataFrame::new(vec![
139 Column::new("x".into(), x),
140 Column::new("y".into(), y),
141 Column::new("z".into(), z),
142 ])
143 .unwrap();
144
145 Mesh3D::builder()
146 .data(&dataset)
147 .x("x")
148 .y("y")
149 .z("z")
150 .color(Rgb(200, 200, 255))
151 .lighting(
152 &Lighting::new()
153 .ambient(0.5)
154 .diffuse(0.8)
155 .specular(0.5)
156 .roughness(0.2)
157 .fresnel(0.2),
158 )
159 .light_position((1, 1, 2))
160 .opacity(1.0)
161 .flat_shading(false)
162 .contour(true)
163 .plot_title(Text::from("Mesh 3D").font("Arial").size(22))
164 .build()
165 .plot();
166}More examples
examples/faceting.rs (line 372)
333fn mesh3d_example() {
334 let mut x_vals = Vec::new();
335 let mut y_vals = Vec::new();
336 let mut z_vals = Vec::new();
337 let mut surface_type = Vec::new();
338
339 let n = 25;
340
341 for surface in ["Gaussian", "Saddle", "Ripple"].iter() {
342 for i in 0..n {
343 for j in 0..n {
344 let x = (i as f64 / (n - 1) as f64) * 4.0 - 2.0;
345 let y = (j as f64 / (n - 1) as f64) * 4.0 - 2.0;
346
347 let z = match *surface {
348 "Gaussian" => (-0.5 * (x * x + y * y)).exp(),
349 "Saddle" => 0.3 * (x * x - y * y),
350 "Ripple" => 0.4 * ((x * 3.0).sin() + (y * 3.0).cos()),
351 _ => 0.0,
352 };
353
354 x_vals.push(x);
355 y_vals.push(y);
356 z_vals.push(z);
357 surface_type.push(surface.to_string());
358 }
359 }
360 }
361
362 let dataset = DataFrame::new(vec![
363 Column::new("x".into(), x_vals),
364 Column::new("y".into(), y_vals),
365 Column::new("z".into(), z_vals),
366 Column::new("surface_type".into(), surface_type),
367 ])
368 .unwrap();
369
370 let config = FacetConfig::new().cols(3).rows(1);
371
372 let lighting = Lighting::new().ambient(0.6).diffuse(0.8).specular(0.4);
373
374 Mesh3D::builder()
375 .data(&dataset)
376 .x("x")
377 .y("y")
378 .z("z")
379 .facet("surface_type")
380 .facet_config(&config)
381 .color(Rgb(100, 150, 200))
382 .lighting(&lighting)
383 .plot_title(
384 Text::from("Mathematical Surfaces Comparison")
385 .font("Arial")
386 .size(20),
387 )
388 .build()
389 .plot();
390}Sourcepub fn diffuse(self, value: f64) -> Self
pub fn diffuse(self, value: f64) -> Self
Sets the diffuse light component.
§Arguments
value– Af64value in the range 0.0 – 1.0 specifying the Lambertian reflection strength.
Examples found in repository?
examples/mesh3d.rs (line 154)
119fn example_with_lighting() {
120 // Create a simple wavy surface mesh without explicit indices
121 // The mesh will be auto-triangulated
122 let mut x = Vec::new();
123 let mut y = Vec::new();
124 let mut z = Vec::new();
125
126 let n = 20;
127 for i in 0..n {
128 for j in 0..n {
129 let xi = (i as f64 / (n - 1) as f64) * 2.0 - 1.0;
130 let yj = (j as f64 / (n - 1) as f64) * 2.0 - 1.0;
131 x.push(xi);
132 y.push(yj);
133 // Create a wavy surface
134 z.push(0.3 * ((xi * 3.0).sin() + (yj * 3.0).cos()));
135 }
136 }
137
138 let dataset = DataFrame::new(vec![
139 Column::new("x".into(), x),
140 Column::new("y".into(), y),
141 Column::new("z".into(), z),
142 ])
143 .unwrap();
144
145 Mesh3D::builder()
146 .data(&dataset)
147 .x("x")
148 .y("y")
149 .z("z")
150 .color(Rgb(200, 200, 255))
151 .lighting(
152 &Lighting::new()
153 .ambient(0.5)
154 .diffuse(0.8)
155 .specular(0.5)
156 .roughness(0.2)
157 .fresnel(0.2),
158 )
159 .light_position((1, 1, 2))
160 .opacity(1.0)
161 .flat_shading(false)
162 .contour(true)
163 .plot_title(Text::from("Mesh 3D").font("Arial").size(22))
164 .build()
165 .plot();
166}More examples
examples/faceting.rs (line 372)
333fn mesh3d_example() {
334 let mut x_vals = Vec::new();
335 let mut y_vals = Vec::new();
336 let mut z_vals = Vec::new();
337 let mut surface_type = Vec::new();
338
339 let n = 25;
340
341 for surface in ["Gaussian", "Saddle", "Ripple"].iter() {
342 for i in 0..n {
343 for j in 0..n {
344 let x = (i as f64 / (n - 1) as f64) * 4.0 - 2.0;
345 let y = (j as f64 / (n - 1) as f64) * 4.0 - 2.0;
346
347 let z = match *surface {
348 "Gaussian" => (-0.5 * (x * x + y * y)).exp(),
349 "Saddle" => 0.3 * (x * x - y * y),
350 "Ripple" => 0.4 * ((x * 3.0).sin() + (y * 3.0).cos()),
351 _ => 0.0,
352 };
353
354 x_vals.push(x);
355 y_vals.push(y);
356 z_vals.push(z);
357 surface_type.push(surface.to_string());
358 }
359 }
360 }
361
362 let dataset = DataFrame::new(vec![
363 Column::new("x".into(), x_vals),
364 Column::new("y".into(), y_vals),
365 Column::new("z".into(), z_vals),
366 Column::new("surface_type".into(), surface_type),
367 ])
368 .unwrap();
369
370 let config = FacetConfig::new().cols(3).rows(1);
371
372 let lighting = Lighting::new().ambient(0.6).diffuse(0.8).specular(0.4);
373
374 Mesh3D::builder()
375 .data(&dataset)
376 .x("x")
377 .y("y")
378 .z("z")
379 .facet("surface_type")
380 .facet_config(&config)
381 .color(Rgb(100, 150, 200))
382 .lighting(&lighting)
383 .plot_title(
384 Text::from("Mathematical Surfaces Comparison")
385 .font("Arial")
386 .size(20),
387 )
388 .build()
389 .plot();
390}Sourcepub fn fresnel(self, value: f64) -> Self
pub fn fresnel(self, value: f64) -> Self
Sets the Fresnel (edge brightness) component.
§Arguments
value– Af64value in the range 0.0 – 1.0 specifying the rim‑light intensity.
Examples found in repository?
examples/mesh3d.rs (line 157)
119fn example_with_lighting() {
120 // Create a simple wavy surface mesh without explicit indices
121 // The mesh will be auto-triangulated
122 let mut x = Vec::new();
123 let mut y = Vec::new();
124 let mut z = Vec::new();
125
126 let n = 20;
127 for i in 0..n {
128 for j in 0..n {
129 let xi = (i as f64 / (n - 1) as f64) * 2.0 - 1.0;
130 let yj = (j as f64 / (n - 1) as f64) * 2.0 - 1.0;
131 x.push(xi);
132 y.push(yj);
133 // Create a wavy surface
134 z.push(0.3 * ((xi * 3.0).sin() + (yj * 3.0).cos()));
135 }
136 }
137
138 let dataset = DataFrame::new(vec![
139 Column::new("x".into(), x),
140 Column::new("y".into(), y),
141 Column::new("z".into(), z),
142 ])
143 .unwrap();
144
145 Mesh3D::builder()
146 .data(&dataset)
147 .x("x")
148 .y("y")
149 .z("z")
150 .color(Rgb(200, 200, 255))
151 .lighting(
152 &Lighting::new()
153 .ambient(0.5)
154 .diffuse(0.8)
155 .specular(0.5)
156 .roughness(0.2)
157 .fresnel(0.2),
158 )
159 .light_position((1, 1, 2))
160 .opacity(1.0)
161 .flat_shading(false)
162 .contour(true)
163 .plot_title(Text::from("Mesh 3D").font("Arial").size(22))
164 .build()
165 .plot();
166}Sourcepub fn roughness(self, value: f64) -> Self
pub fn roughness(self, value: f64) -> Self
Sets the roughness of the material.
§Arguments
value– Af64value in the range 0.0 – 1.0 that controls highlight width (0.0 = glossy, 1.0 = matte).
Examples found in repository?
examples/mesh3d.rs (line 156)
119fn example_with_lighting() {
120 // Create a simple wavy surface mesh without explicit indices
121 // The mesh will be auto-triangulated
122 let mut x = Vec::new();
123 let mut y = Vec::new();
124 let mut z = Vec::new();
125
126 let n = 20;
127 for i in 0..n {
128 for j in 0..n {
129 let xi = (i as f64 / (n - 1) as f64) * 2.0 - 1.0;
130 let yj = (j as f64 / (n - 1) as f64) * 2.0 - 1.0;
131 x.push(xi);
132 y.push(yj);
133 // Create a wavy surface
134 z.push(0.3 * ((xi * 3.0).sin() + (yj * 3.0).cos()));
135 }
136 }
137
138 let dataset = DataFrame::new(vec![
139 Column::new("x".into(), x),
140 Column::new("y".into(), y),
141 Column::new("z".into(), z),
142 ])
143 .unwrap();
144
145 Mesh3D::builder()
146 .data(&dataset)
147 .x("x")
148 .y("y")
149 .z("z")
150 .color(Rgb(200, 200, 255))
151 .lighting(
152 &Lighting::new()
153 .ambient(0.5)
154 .diffuse(0.8)
155 .specular(0.5)
156 .roughness(0.2)
157 .fresnel(0.2),
158 )
159 .light_position((1, 1, 2))
160 .opacity(1.0)
161 .flat_shading(false)
162 .contour(true)
163 .plot_title(Text::from("Mesh 3D").font("Arial").size(22))
164 .build()
165 .plot();
166}Sourcepub fn specular(self, value: f64) -> Self
pub fn specular(self, value: f64) -> Self
Sets the specular highlight intensity.
§Arguments
value– Af64value in the range 0.0 – 1.0 specifying the mirror‑like highlight strength.
Examples found in repository?
examples/mesh3d.rs (line 155)
119fn example_with_lighting() {
120 // Create a simple wavy surface mesh without explicit indices
121 // The mesh will be auto-triangulated
122 let mut x = Vec::new();
123 let mut y = Vec::new();
124 let mut z = Vec::new();
125
126 let n = 20;
127 for i in 0..n {
128 for j in 0..n {
129 let xi = (i as f64 / (n - 1) as f64) * 2.0 - 1.0;
130 let yj = (j as f64 / (n - 1) as f64) * 2.0 - 1.0;
131 x.push(xi);
132 y.push(yj);
133 // Create a wavy surface
134 z.push(0.3 * ((xi * 3.0).sin() + (yj * 3.0).cos()));
135 }
136 }
137
138 let dataset = DataFrame::new(vec![
139 Column::new("x".into(), x),
140 Column::new("y".into(), y),
141 Column::new("z".into(), z),
142 ])
143 .unwrap();
144
145 Mesh3D::builder()
146 .data(&dataset)
147 .x("x")
148 .y("y")
149 .z("z")
150 .color(Rgb(200, 200, 255))
151 .lighting(
152 &Lighting::new()
153 .ambient(0.5)
154 .diffuse(0.8)
155 .specular(0.5)
156 .roughness(0.2)
157 .fresnel(0.2),
158 )
159 .light_position((1, 1, 2))
160 .opacity(1.0)
161 .flat_shading(false)
162 .contour(true)
163 .plot_title(Text::from("Mesh 3D").font("Arial").size(22))
164 .build()
165 .plot();
166}More examples
examples/faceting.rs (line 372)
333fn mesh3d_example() {
334 let mut x_vals = Vec::new();
335 let mut y_vals = Vec::new();
336 let mut z_vals = Vec::new();
337 let mut surface_type = Vec::new();
338
339 let n = 25;
340
341 for surface in ["Gaussian", "Saddle", "Ripple"].iter() {
342 for i in 0..n {
343 for j in 0..n {
344 let x = (i as f64 / (n - 1) as f64) * 4.0 - 2.0;
345 let y = (j as f64 / (n - 1) as f64) * 4.0 - 2.0;
346
347 let z = match *surface {
348 "Gaussian" => (-0.5 * (x * x + y * y)).exp(),
349 "Saddle" => 0.3 * (x * x - y * y),
350 "Ripple" => 0.4 * ((x * 3.0).sin() + (y * 3.0).cos()),
351 _ => 0.0,
352 };
353
354 x_vals.push(x);
355 y_vals.push(y);
356 z_vals.push(z);
357 surface_type.push(surface.to_string());
358 }
359 }
360 }
361
362 let dataset = DataFrame::new(vec![
363 Column::new("x".into(), x_vals),
364 Column::new("y".into(), y_vals),
365 Column::new("z".into(), z_vals),
366 Column::new("surface_type".into(), surface_type),
367 ])
368 .unwrap();
369
370 let config = FacetConfig::new().cols(3).rows(1);
371
372 let lighting = Lighting::new().ambient(0.6).diffuse(0.8).specular(0.4);
373
374 Mesh3D::builder()
375 .data(&dataset)
376 .x("x")
377 .y("y")
378 .z("z")
379 .facet("surface_type")
380 .facet_config(&config)
381 .color(Rgb(100, 150, 200))
382 .lighting(&lighting)
383 .plot_title(
384 Text::from("Mathematical Surfaces Comparison")
385 .font("Arial")
386 .size(20),
387 )
388 .build()
389 .plot();
390}Trait Implementations§
Auto Trait Implementations§
impl Freeze for Lighting
impl RefUnwindSafe for Lighting
impl Send for Lighting
impl Sync for Lighting
impl Unpin for Lighting
impl UnwindSafe for Lighting
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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Mutably borrows from an owned value. Read more
Source§impl<T> CloneToUninit for Twhere
T: Clone,
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T: Clone,
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Source§fn instrument(self, span: Span) -> Instrumented<Self>
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Source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
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Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
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Source§fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
Read this value from the supplied reader. Same as
ReadEndian::read_from_little_endian().