Gets or Sets the attenuation vector.
Gets or sets the diffuse color in js object format: {r:number, g:number, b:number)} where number is from 0 - 255
Gets or sets the vector direction of the camera.
Returns true if the Brep.TryConvertBrep function will be successful for this object
The hot spot setting runs from 0.0 to 1.0 and is used to provides a linear interface for controlling the focus or concentration of a spotlight. A hot spot setting of 0.0 corresponds to a spot exponent of 128. A hot spot setting of 1.0 corresponds to a spot exponent of 0.0.
Gets or sets the light intensity.
true if object can be accurately modified with "squishy" transformations like projections, shears, and non-uniform scaling.
Gets a value indicating whether the light style is CameraDirectional or WorldDirectional.
Gets or sets a value that defines if the light is turned on (true) or off (false).
Gets a value indicating whether the light style is WorldLinear.
Gets a value indicating whether the light style is CameraPoint or WorldPoint.
Gets a value indicating whether the light style is WorldRectangular.
Gets a value indicating whether the light style is CameraSpot or WorldSpot.
Tests an object to see if it is valid.
...
Gets or sets the height in linear and rectangular lights. (ignored for non-linear/rectangular lights.)
Gets or sets a light style on this camera.
Gets or sets the light or 3D position or location.
Gets or sets the spot light name.
Useful for switch statements that need to differentiate between basic object types like points, curves, surfaces, and so on.
Gets a perpendicular vector to the camera direction.
Gets or sets the light power in candelas (cd).
Gets or sets the light power in lumens (lm).
Gets or sets the light power in watts (W).
Gets or sets the shadow intensity for the light.
Gets or sets the specular color in js object format: {r:number, g:number, b:number)} where number is from 0 - 255
Gets or sets the spot angle in radians. Ignored for non-spot lights.angle = 0 to pi/2 (0 to 90 degrees).
The spot exponent varies from 0.0 to 128.0 and provides an exponential interface for controlling the focus or concentration of a spotlight (like the OpenGL GL_SPOT_EXPONENT parameter). The spot exponent and hot spot parameters are linked; changing one will change the other. A hot spot setting of 0.0 corresponds to a spot exponent of 128. A hot spot setting of 1.0 corresponds to a spot exponent of 0.0.
Gets the amount of user strings.
Gets or sets the width in linear and rectangular lights. (ignored for non-linear/rectangular lights.)
An object of the same type as this, with the same properties and behavior.
Constructs a deep (full) copy of this object.
If true, a physically accurate bounding box will be computed. If not, a bounding box estimate will be computed. For some geometry types there is no difference between the estimate and the accurate bounding box. Estimated bounding boxes can be computed much (much) faster than accurate (or "tight") bounding boxes. Estimated bounding boxes are always similar to or larger than accurate bounding boxes.
The bounding box of the geometry in world coordinates or BoundingBox.Empty if not bounding box could be found.
Bounding box solver. Gets the world axis aligned bounding box for the geometry.
[boolean, number, number] (boolean) true if operation succeeded; otherwise, false. (number) The inner radius. This out parameter is assigned during this call. (number) The outer radius. This out parameter is assigned during this call.
Gets the spot light radii.
false if object cannot be converted to a deformable object. true if object was already deformable or was converted into a deformable object.
If possible, converts the object into a form that can be accurately modified with "squishy" transformations like projections, shears, an non-uniform scaling.
Angle of rotation in radians.
Direction of the axis of rotation.
Point on the axis of rotation.
true if geometry successfully rotated.
Rotates the object about the specified axis. A positive rotation angle results in a counter-clockwise rotation about the axis (right hand rule).
The new constant attenuation divisor term.
The new reverse linear attenuation divisor term.
The new reverse quadratic attenuation divisor term.
Sets the attenuation settings (ignored for "directional" and "ambient" lights). attenuation = 1/(a0 + da1 + d^2a2) where d = distance to light.
Transformation to apply to geometry.
true if geometry successfully transformed.
Transforms the geometry. If the input Transform has a SimilarityType of OrientationReversing, you may want to consider flipping the transformed geometry after calling this function when it makes sense. For example, you may want to call Flip() on a Brep after transforming it.
Static
decodeA json formatted object in the following format (values are orientative):
{
version: 10000,
archive3dm: 60,
opennurbs: -1877964208,
data: 'encoded 3dm object data'
}
Decodes a Rhino Object
Generated using TypeDoc
Gets or sets the ambient color in js object format: {r:number, g:number, b:number)} where number is from 0 - 255