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 164)
128fn example_with_lighting() {
129 // Create a simple wavy surface mesh without explicit indices
130 // The mesh will be auto-triangulated
131 let mut x = Vec::new();
132 let mut y = Vec::new();
133 let mut z = Vec::new();
134
135 let n = 20;
136 for i in 0..n {
137 for j in 0..n {
138 let xi = (i as f64 / (n - 1) as f64) * 2.0 - 1.0;
139 let yj = (j as f64 / (n - 1) as f64) * 2.0 - 1.0;
140 x.push(xi);
141 y.push(yj);
142 // Create a wavy surface
143 z.push(0.3 * ((xi * 3.0).sin() + (yj * 3.0).cos()));
144 }
145 }
146
147 let dataset = DataFrame::new(
148 x.len(),
149 vec![
150 Column::new("x".into(), x),
151 Column::new("y".into(), y),
152 Column::new("z".into(), z),
153 ],
154 )
155 .unwrap();
156
157 Mesh3D::builder()
158 .data(&dataset)
159 .x("x")
160 .y("y")
161 .z("z")
162 .color(Rgb(200, 200, 255))
163 .lighting(
164 &Lighting::new()
165 .ambient(0.5)
166 .diffuse(0.8)
167 .specular(0.5)
168 .roughness(0.2)
169 .fresnel(0.2),
170 )
171 .light_position((1, 1, 2))
172 .opacity(1.0)
173 .flat_shading(false)
174 .contour(true)
175 .plot_title(Text::from("Mesh 3D").font("Arial").size(22))
176 .build()
177 .plot();
178}More examples
examples/faceting.rs (line 375)
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(
363 x_vals.len(),
364 vec![
365 Column::new("x".into(), x_vals),
366 Column::new("y".into(), y_vals),
367 Column::new("z".into(), z_vals),
368 Column::new("surface_type".into(), surface_type),
369 ],
370 )
371 .unwrap();
372
373 let config = FacetConfig::new().cols(3).rows(1);
374
375 let lighting = Lighting::new().ambient(0.6).diffuse(0.8).specular(0.4);
376
377 Mesh3D::builder()
378 .data(&dataset)
379 .x("x")
380 .y("y")
381 .z("z")
382 .facet("surface_type")
383 .facet_config(&config)
384 .color(Rgb(100, 150, 200))
385 .lighting(&lighting)
386 .plot_title(
387 Text::from("Mathematical Surfaces Comparison")
388 .font("Arial")
389 .size(20),
390 )
391 .build()
392 .plot();
393}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 165)
128fn example_with_lighting() {
129 // Create a simple wavy surface mesh without explicit indices
130 // The mesh will be auto-triangulated
131 let mut x = Vec::new();
132 let mut y = Vec::new();
133 let mut z = Vec::new();
134
135 let n = 20;
136 for i in 0..n {
137 for j in 0..n {
138 let xi = (i as f64 / (n - 1) as f64) * 2.0 - 1.0;
139 let yj = (j as f64 / (n - 1) as f64) * 2.0 - 1.0;
140 x.push(xi);
141 y.push(yj);
142 // Create a wavy surface
143 z.push(0.3 * ((xi * 3.0).sin() + (yj * 3.0).cos()));
144 }
145 }
146
147 let dataset = DataFrame::new(
148 x.len(),
149 vec![
150 Column::new("x".into(), x),
151 Column::new("y".into(), y),
152 Column::new("z".into(), z),
153 ],
154 )
155 .unwrap();
156
157 Mesh3D::builder()
158 .data(&dataset)
159 .x("x")
160 .y("y")
161 .z("z")
162 .color(Rgb(200, 200, 255))
163 .lighting(
164 &Lighting::new()
165 .ambient(0.5)
166 .diffuse(0.8)
167 .specular(0.5)
168 .roughness(0.2)
169 .fresnel(0.2),
170 )
171 .light_position((1, 1, 2))
172 .opacity(1.0)
173 .flat_shading(false)
174 .contour(true)
175 .plot_title(Text::from("Mesh 3D").font("Arial").size(22))
176 .build()
177 .plot();
178}More examples
examples/faceting.rs (line 375)
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(
363 x_vals.len(),
364 vec![
365 Column::new("x".into(), x_vals),
366 Column::new("y".into(), y_vals),
367 Column::new("z".into(), z_vals),
368 Column::new("surface_type".into(), surface_type),
369 ],
370 )
371 .unwrap();
372
373 let config = FacetConfig::new().cols(3).rows(1);
374
375 let lighting = Lighting::new().ambient(0.6).diffuse(0.8).specular(0.4);
376
377 Mesh3D::builder()
378 .data(&dataset)
379 .x("x")
380 .y("y")
381 .z("z")
382 .facet("surface_type")
383 .facet_config(&config)
384 .color(Rgb(100, 150, 200))
385 .lighting(&lighting)
386 .plot_title(
387 Text::from("Mathematical Surfaces Comparison")
388 .font("Arial")
389 .size(20),
390 )
391 .build()
392 .plot();
393}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 166)
128fn example_with_lighting() {
129 // Create a simple wavy surface mesh without explicit indices
130 // The mesh will be auto-triangulated
131 let mut x = Vec::new();
132 let mut y = Vec::new();
133 let mut z = Vec::new();
134
135 let n = 20;
136 for i in 0..n {
137 for j in 0..n {
138 let xi = (i as f64 / (n - 1) as f64) * 2.0 - 1.0;
139 let yj = (j as f64 / (n - 1) as f64) * 2.0 - 1.0;
140 x.push(xi);
141 y.push(yj);
142 // Create a wavy surface
143 z.push(0.3 * ((xi * 3.0).sin() + (yj * 3.0).cos()));
144 }
145 }
146
147 let dataset = DataFrame::new(
148 x.len(),
149 vec![
150 Column::new("x".into(), x),
151 Column::new("y".into(), y),
152 Column::new("z".into(), z),
153 ],
154 )
155 .unwrap();
156
157 Mesh3D::builder()
158 .data(&dataset)
159 .x("x")
160 .y("y")
161 .z("z")
162 .color(Rgb(200, 200, 255))
163 .lighting(
164 &Lighting::new()
165 .ambient(0.5)
166 .diffuse(0.8)
167 .specular(0.5)
168 .roughness(0.2)
169 .fresnel(0.2),
170 )
171 .light_position((1, 1, 2))
172 .opacity(1.0)
173 .flat_shading(false)
174 .contour(true)
175 .plot_title(Text::from("Mesh 3D").font("Arial").size(22))
176 .build()
177 .plot();
178}More examples
examples/faceting.rs (line 375)
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(
363 x_vals.len(),
364 vec![
365 Column::new("x".into(), x_vals),
366 Column::new("y".into(), y_vals),
367 Column::new("z".into(), z_vals),
368 Column::new("surface_type".into(), surface_type),
369 ],
370 )
371 .unwrap();
372
373 let config = FacetConfig::new().cols(3).rows(1);
374
375 let lighting = Lighting::new().ambient(0.6).diffuse(0.8).specular(0.4);
376
377 Mesh3D::builder()
378 .data(&dataset)
379 .x("x")
380 .y("y")
381 .z("z")
382 .facet("surface_type")
383 .facet_config(&config)
384 .color(Rgb(100, 150, 200))
385 .lighting(&lighting)
386 .plot_title(
387 Text::from("Mathematical Surfaces Comparison")
388 .font("Arial")
389 .size(20),
390 )
391 .build()
392 .plot();
393}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 169)
128fn example_with_lighting() {
129 // Create a simple wavy surface mesh without explicit indices
130 // The mesh will be auto-triangulated
131 let mut x = Vec::new();
132 let mut y = Vec::new();
133 let mut z = Vec::new();
134
135 let n = 20;
136 for i in 0..n {
137 for j in 0..n {
138 let xi = (i as f64 / (n - 1) as f64) * 2.0 - 1.0;
139 let yj = (j as f64 / (n - 1) as f64) * 2.0 - 1.0;
140 x.push(xi);
141 y.push(yj);
142 // Create a wavy surface
143 z.push(0.3 * ((xi * 3.0).sin() + (yj * 3.0).cos()));
144 }
145 }
146
147 let dataset = DataFrame::new(
148 x.len(),
149 vec![
150 Column::new("x".into(), x),
151 Column::new("y".into(), y),
152 Column::new("z".into(), z),
153 ],
154 )
155 .unwrap();
156
157 Mesh3D::builder()
158 .data(&dataset)
159 .x("x")
160 .y("y")
161 .z("z")
162 .color(Rgb(200, 200, 255))
163 .lighting(
164 &Lighting::new()
165 .ambient(0.5)
166 .diffuse(0.8)
167 .specular(0.5)
168 .roughness(0.2)
169 .fresnel(0.2),
170 )
171 .light_position((1, 1, 2))
172 .opacity(1.0)
173 .flat_shading(false)
174 .contour(true)
175 .plot_title(Text::from("Mesh 3D").font("Arial").size(22))
176 .build()
177 .plot();
178}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 168)
128fn example_with_lighting() {
129 // Create a simple wavy surface mesh without explicit indices
130 // The mesh will be auto-triangulated
131 let mut x = Vec::new();
132 let mut y = Vec::new();
133 let mut z = Vec::new();
134
135 let n = 20;
136 for i in 0..n {
137 for j in 0..n {
138 let xi = (i as f64 / (n - 1) as f64) * 2.0 - 1.0;
139 let yj = (j as f64 / (n - 1) as f64) * 2.0 - 1.0;
140 x.push(xi);
141 y.push(yj);
142 // Create a wavy surface
143 z.push(0.3 * ((xi * 3.0).sin() + (yj * 3.0).cos()));
144 }
145 }
146
147 let dataset = DataFrame::new(
148 x.len(),
149 vec![
150 Column::new("x".into(), x),
151 Column::new("y".into(), y),
152 Column::new("z".into(), z),
153 ],
154 )
155 .unwrap();
156
157 Mesh3D::builder()
158 .data(&dataset)
159 .x("x")
160 .y("y")
161 .z("z")
162 .color(Rgb(200, 200, 255))
163 .lighting(
164 &Lighting::new()
165 .ambient(0.5)
166 .diffuse(0.8)
167 .specular(0.5)
168 .roughness(0.2)
169 .fresnel(0.2),
170 )
171 .light_position((1, 1, 2))
172 .opacity(1.0)
173 .flat_shading(false)
174 .contour(true)
175 .plot_title(Text::from("Mesh 3D").font("Arial").size(22))
176 .build()
177 .plot();
178}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 167)
128fn example_with_lighting() {
129 // Create a simple wavy surface mesh without explicit indices
130 // The mesh will be auto-triangulated
131 let mut x = Vec::new();
132 let mut y = Vec::new();
133 let mut z = Vec::new();
134
135 let n = 20;
136 for i in 0..n {
137 for j in 0..n {
138 let xi = (i as f64 / (n - 1) as f64) * 2.0 - 1.0;
139 let yj = (j as f64 / (n - 1) as f64) * 2.0 - 1.0;
140 x.push(xi);
141 y.push(yj);
142 // Create a wavy surface
143 z.push(0.3 * ((xi * 3.0).sin() + (yj * 3.0).cos()));
144 }
145 }
146
147 let dataset = DataFrame::new(
148 x.len(),
149 vec![
150 Column::new("x".into(), x),
151 Column::new("y".into(), y),
152 Column::new("z".into(), z),
153 ],
154 )
155 .unwrap();
156
157 Mesh3D::builder()
158 .data(&dataset)
159 .x("x")
160 .y("y")
161 .z("z")
162 .color(Rgb(200, 200, 255))
163 .lighting(
164 &Lighting::new()
165 .ambient(0.5)
166 .diffuse(0.8)
167 .specular(0.5)
168 .roughness(0.2)
169 .fresnel(0.2),
170 )
171 .light_position((1, 1, 2))
172 .opacity(1.0)
173 .flat_shading(false)
174 .contour(true)
175 .plot_title(Text::from("Mesh 3D").font("Arial").size(22))
176 .build()
177 .plot();
178}More examples
examples/faceting.rs (line 375)
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(
363 x_vals.len(),
364 vec![
365 Column::new("x".into(), x_vals),
366 Column::new("y".into(), y_vals),
367 Column::new("z".into(), z_vals),
368 Column::new("surface_type".into(), surface_type),
369 ],
370 )
371 .unwrap();
372
373 let config = FacetConfig::new().cols(3).rows(1);
374
375 let lighting = Lighting::new().ambient(0.6).diffuse(0.8).specular(0.4);
376
377 Mesh3D::builder()
378 .data(&dataset)
379 .x("x")
380 .y("y")
381 .z("z")
382 .facet("surface_type")
383 .facet_config(&config)
384 .color(Rgb(100, 150, 200))
385 .lighting(&lighting)
386 .plot_title(
387 Text::from("Mathematical Surfaces Comparison")
388 .font("Arial")
389 .size(20),
390 )
391 .build()
392 .plot();
393}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 UnsafeUnpin for Lighting
impl UnwindSafe for Lighting
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
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Source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
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if into_left is true.
Converts self into a Right variant of Either<Self, Self>
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if into_left(&self) returns true.
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Source§fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
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Read this value from the supplied reader. Same as
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