B
    eJdx#                 @   s(   d dl mZ d dlZG dd deZdS )    )BaseTraceHierarchyTypeNc                   s   e Zd ZdZdZddddddd	hZed
d Zejdd Zedd Z	e	jdd Z	edd Z
e
jdd Z
edd Zejdd Zedd Zejdd Zedd Zejdd Zedd Zejdd Zedd  Zd$ fd"d#	Z  ZS )%LightingZconezcone.lightingambientdiffusefacenormalsepsilonfresnel	roughnessspecularvertexnormalsepsilonc             C   s   | d S )a  
        Ambient light increases overall color visibility but can wash
        out the image.

        The 'ambient' property is a number and may be specified as:
          - An int or float in the interval [0, 1]

        Returns
        -------
        int|float
        r    )selfr   r   R/var/www/html/venv/lib/python3.7/site-packages/plotly/graph_objs/cone/_lighting.pyr      s    zLighting.ambientc             C   s   || d< d S )Nr   r   )r   valr   r   r   r   &   s    c             C   s   | d S )a  
        Represents the extent that incident rays are reflected in a
        range of angles.

        The 'diffuse' property is a number and may be specified as:
          - An int or float in the interval [0, 1]

        Returns
        -------
        int|float
        r   r   )r   r   r   r   r   ,   s    zLighting.diffusec             C   s   || d< d S )Nr   r   )r   r   r   r   r   r   ;   s    c             C   s   | d S )a)  
        Epsilon for face normals calculation avoids math issues arising
        from degenerate geometry.

        The 'facenormalsepsilon' property is a number and may be specified as:
          - An int or float in the interval [0, 1]

        Returns
        -------
        int|float
        r   r   )r   r   r   r   r   A   s    zLighting.facenormalsepsilonc             C   s   || d< d S )Nr   r   )r   r   r   r   r   r   P   s    c             C   s   | d S )au  
        Represents the reflectance as a dependency of the viewing
        angle; e.g. paper is reflective when viewing it from the edge
        of the paper (almost 90 degrees), causing shine.

        The 'fresnel' property is a number and may be specified as:
          - An int or float in the interval [0, 5]

        Returns
        -------
        int|float
        r   r   )r   r   r   r   r   V   s    zLighting.fresnelc             C   s   || d< d S )Nr   r   )r   r   r   r   r   r   f   s    c             C   s   | d S )a#  
        Alters specular reflection; the rougher the surface, the wider
        and less contrasty the shine.

        The 'roughness' property is a number and may be specified as:
          - An int or float in the interval [0, 1]

        Returns
        -------
        int|float
        r   r   )r   r   r   r   r   l   s    zLighting.roughnessc             C   s   || d< d S )Nr   r   )r   r   r   r   r   r   {   s    c             C   s   | d S )a!  
        Represents the level that incident rays are reflected in a
        single direction, causing shine.

        The 'specular' property is a number and may be specified as:
          - An int or float in the interval [0, 2]

        Returns
        -------
        int|float
        r	   r   )r   r   r   r   r	      s    zLighting.specularc             C   s   || d< d S )Nr	   r   )r   r   r   r   r   r	      s    c             C   s   | d S )a-  
        Epsilon for vertex normals calculation avoids math issues
        arising from degenerate geometry.

        The 'vertexnormalsepsilon' property is a number and may be specified as:
          - An int or float in the interval [0, 1]

        Returns
        -------
        int|float
        r
   r   )r   r   r   r   r
      s    zLighting.vertexnormalsepsilonc             C   s   || d< d S )Nr
   r   )r   r   r   r   r   r
      s    c             C   s   dS )Na          ambient
            Ambient light increases overall color visibility but
            can wash out the image.
        diffuse
            Represents the extent that incident rays are reflected
            in a range of angles.
        facenormalsepsilon
            Epsilon for face normals calculation avoids math issues
            arising from degenerate geometry.
        fresnel
            Represents the reflectance as a dependency of the
            viewing angle; e.g. paper is reflective when viewing it
            from the edge of the paper (almost 90 degrees), causing
            shine.
        roughness
            Alters specular reflection; the rougher the surface,
            the wider and less contrasty the shine.
        specular
            Represents the level that incident rays are reflected
            in a single direction, causing shine.
        vertexnormalsepsilon
            Epsilon for vertex normals calculation avoids math
            issues arising from degenerate geometry.
        r   )r   r   r   r   _prop_descriptions   s    zLighting._prop_descriptionsNc	                s  t t| d d|	kr&|	d | _dS |dkr4i }n4t|| jrJ| }nt|tr`t	|}nt
d|	dd| _|	dd| _|d	d}
|dk	r|n|
}
|
dk	r|
| d	< |d
d}
|dk	r|n|
}
|
dk	r|
| d
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|dk	r|n|
}
|
dk	r
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| d< |dd}
|dk	r$|n|
}
|
dk	r:|
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|dk	rT|n|
}
|
dk	rj|
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|dk	r|n|
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|
dk	r|
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|dk	r|n|
}
|
dk	r|
| d< | jf t|f|	 d| _dS )a  
        Construct a new Lighting object

        Parameters
        ----------
        arg
            dict of properties compatible with this constructor or
            an instance of :class:`plotly.graph_objs.cone.Lighting`
        ambient
            Ambient light increases overall color visibility but
            can wash out the image.
        diffuse
            Represents the extent that incident rays are reflected
            in a range of angles.
        facenormalsepsilon
            Epsilon for face normals calculation avoids math issues
            arising from degenerate geometry.
        fresnel
            Represents the reflectance as a dependency of the
            viewing angle; e.g. paper is reflective when viewing it
            from the edge of the paper (almost 90 degrees), causing
            shine.
        roughness
            Alters specular reflection; the rougher the surface,
            the wider and less contrasty the shine.
        specular
            Represents the level that incident rays are reflected
            in a single direction, causing shine.
        vertexnormalsepsilon
            Epsilon for vertex normals calculation avoids math
            issues arising from degenerate geometry.

        Returns
        -------
        Lighting
        Zlighting_parentNzThe first argument to the plotly.graph_objs.cone.Lighting
constructor must be a dict or
an instance of :class:`plotly.graph_objs.cone.Lighting`Zskip_invalidF	_validateTr   r   r   r   r   r	   r
   )superr   __init__r   
isinstance	__class__Zto_plotly_jsondict_copycopy
ValueErrorpopZ_skip_invalidr   Z_process_kwargs)r   argr   r   r   r   r   r	   r
   kwargs_v)r   r   r   r      sX    0







zLighting.__init__)NNNNNNNN)__name__
__module____qualname__Z_parent_path_strZ	_path_strZ_valid_propspropertyr   setterr   r   r   r   r	   r
   r   r   __classcell__r   r   )r   r   r      s@          r   )Zplotly.basedatatypesr   Z_BaseTraceHierarchyTyper   r   r   r   r   r   r   <module>   s   