"""Module containing pyvista implementation of :vtk:`vtkLight`.""" from __future__ import annotations from enum import IntEnum import numpy as np # imports here rather than in _vtk to avoid circular imports try: from vtkmodules.vtkCommonMath import vtkMatrix4x4 from vtkmodules.vtkRenderingCore import vtkLight from vtkmodules.vtkRenderingCore import vtkLightActor except ImportError: # pragma: no cover from vtk import vtkLight # type: ignore[no-redef] from vtk import vtkLightActor # type: ignore[no-redef] from vtk import vtkMatrix4x4 # type: ignore[no-redef] from typing import TYPE_CHECKING from pyvista._deprecate_positional_args import _deprecate_positional_args from pyvista.core import _validation from pyvista.core._vtk_core import DisableVtkSnakeCase from pyvista.core.utilities.arrays import vtkmatrix_from_array from pyvista.core.utilities.misc import _NoNewAttrMixin from .colors import Color if TYPE_CHECKING: from pyvista.core._typing_core import TransformLike from ._typing import ColorLike class LightType(IntEnum): """An enumeration for the light types.""" HEADLIGHT = 1 CAMERA_LIGHT = 2 SCENE_LIGHT = 3 def __str__(self): """Pretty name for a light type.""" return self.name.replace('_', ' ').title() class Light(_NoNewAttrMixin, DisableVtkSnakeCase, vtkLight): """Light class. Parameters ---------- position : sequence[float], optional The position of the light. The interpretation of the position depends on the type of the light and whether the light has a transformation matrix. See also the :py:attr:`position` property. focal_point : sequence[float], optional The focal point of the light. The interpretation of the focal point depends on the type of the light and whether the light has a transformation matrix. See also the :py:attr:`focal_point` property. color : ColorLike, optional The color of the light. The ambient, diffuse and specular colors will all be set to this color on creation. light_type : str | int, default: 'scene light' The type of the light. If a string, one of ``'headlight'``, ``'camera light'`` or ``'scene light'``. If an int, one of 1, 2 or 3, respectively. The class constants ``Light.HEADLIGHT``, ``Light.CAMERA_LIGHT`` and ``Light.SCENE_LIGHT`` are also available, respectively. - A headlight is attached to the camera, looking at its focal point along the axis of the camera. - A camera light also moves with the camera, but it can occupy a general position with respect to it. - A scene light is stationary with respect to the scene, as it does not follow the camera. This is the default. intensity : float, optional The brightness of the light (between 0 and 1). positional : bool, optional Set if the light is positional. The default is a directional light, i.e. an infinitely distant point source. A positional light with a cone angle of at least 90 degrees acts like a spherical point source. A positional light with a cone angle that is less than 90 degrees is known as a spotlight. cone_angle : float, optional Cone angle of a positional light in degrees. show_actor : bool, default: False Show an actor for a spotlight that depicts the geometry of the beam. exponent : float, optional The exponent of the cosine used for spotlights. See also the :py:attr:`exponent` property. shadow_attenuation : float, optional The value of shadow attenuation. By default a light will be completely blocked when in shadow. By setting this value to less than 1.0 you can control how much light is attenuated when in shadow. Note that changing the :py:attr:`attenuation_values` of the light can make it pass through objects even if its shadow attenuation is 1. attenuation_values : sequence, optional Quadratic attenuation constants. The values are a 3-length sequence which specifies the constant, linear and quadratic constants in this order. These parameters only have an effect for positional lights. Examples -------- Create a light at (10, 10, 10) and set its diffuse color to red. >>> import pyvista as pv >>> light = pv.Light(position=(10, 10, 10)) >>> light.diffuse_color = 1.0, 0.0, 0.0 Create a positional light at (0, 0, 3) with a cone angle of 30, exponent of 20, and a visible actor. >>> light = pv.Light( ... position=(0, 0, 3), ... show_actor=True, ... positional=True, ... cone_angle=30, ... exponent=20, ... ) """ # pull in light type enum values as class constants HEADLIGHT = LightType.HEADLIGHT CAMERA_LIGHT = LightType.CAMERA_LIGHT SCENE_LIGHT = LightType.SCENE_LIGHT @_deprecate_positional_args def __init__( # noqa: PLR0917 self, position=None, focal_point=None, color=None, light_type='scene light', intensity=None, positional=None, cone_angle=None, show_actor=False, # noqa: FBT002 exponent=None, shadow_attenuation=None, attenuation_values=None, ): """Initialize the light.""" super().__init__() self._renderers = [] self.actor = None if position is not None: self.position = position if focal_point is not None: self.focal_point = focal_point if color is not None: self.ambient_color = color self.diffuse_color = color self.specular_color = color if isinstance(light_type, str): # be forgiving: ignore spaces and case light_type_orig = light_type type_normalized = light_type.replace(' ', '').lower() mapping = { 'headlight': LightType.HEADLIGHT, 'cameralight': LightType.CAMERA_LIGHT, 'scenelight': LightType.SCENE_LIGHT, } try: light_type = mapping[type_normalized] except KeyError: light_keys = ', '.join(mapping) msg = ( f'Invalid light_type "{light_type_orig}"\n' f'Choose from one of the following: {light_keys}' ) raise ValueError(msg) from None elif not isinstance(light_type, int): msg = f'Parameter light_type must be int or str, not {type(light_type).__name__}.' raise TypeError(msg) # LightType is an int subclass self.light_type = light_type if intensity is not None: self.intensity = intensity if cone_angle is not None: self.cone_angle = cone_angle if exponent is not None: self.exponent = exponent if positional is not None: self.positional = positional if shadow_attenuation is not None: self.shadow_attenuation = shadow_attenuation if attenuation_values is not None: self.attenuation_values = attenuation_values # Add the light actor self.actor = vtkLightActor() self.actor.SetLight(self) self.actor.SetVisibility(show_actor) def __repr__(self) -> str: """Print a repr specifying the id of the light and its light type.""" return f'<{self.__class__.__name__} ({self.light_type}) at {hex(id(self))}>' def __eq__(self, other) -> bool: """Compare whether the relevant attributes of two lights are equal.""" # attributes which are native python types and thus implement __eq__ native_attrs = [ 'light_type', 'position', 'focal_point', 'ambient_color', 'diffuse_color', 'specular_color', 'intensity', 'on', 'positional', 'exponent', 'cone_angle', 'attenuation_values', 'shadow_attenuation', ] for attr in native_attrs: if getattr(self, attr) != getattr(other, attr): return False # check transformation matrix element by element (if it exists) this_trans = self.transform_matrix that_trans = other.transform_matrix trans_count = sum(1 for trans in [this_trans, that_trans] if trans is not None) if trans_count == 1: # either but not both are None return False if trans_count == 2: for i in range(4): for j in range(4): if this_trans.GetElement(i, j) != that_trans.GetElement(i, j): return False return True __hash__ = None # type: ignore[assignment] # https://github.com/pyvista/pyvista/pull/7671 def __del__(self): """Clean up when the light is being destroyed.""" self.actor = None self._renderers.clear() @property def shadow_attenuation(self): # numpydoc ignore=RT01 """Return or set the value of shadow attenuation. By default a light will be completely blocked when in shadow. By setting this value to less than 1.0 you can control how much light is attenuated when in shadow. Note that changing the :py:attr:`attenuation_values` of the light can make it pass through objects even if its shadow attenuation is 1. Examples -------- Set the shadow attenuation to 0.5 >>> import pyvista as pv >>> light = pv.Light() >>> light.shadow_attenuation = 0.5 >>> light.shadow_attenuation 0.5 """ return self.GetShadowAttenuation() @shadow_attenuation.setter def shadow_attenuation(self, value): self.SetShadowAttenuation(value) @property def ambient_color(self): # numpydoc ignore=RT01 """Return or set the ambient color of the light. When setting, the color must be a 3-length sequence or a string. For example: * ``color='white'`` * ``color='w'`` * ``color=[1.0, 1.0, 1.0]`` * ``color='#FFFFFF'`` Examples -------- Create a light and set its ambient color to red. >>> import pyvista as pv >>> light = pv.Light() >>> light.ambient_color = 'red' >>> light.ambient_color Color(name='red', hex='#ff0000ff', opacity=255) """ return Color(self.GetAmbientColor()) @ambient_color.setter def ambient_color(self, color: ColorLike): self.SetAmbientColor(Color(color).float_rgb) @property def diffuse_color(self): # numpydoc ignore=RT01 """Return or set the diffuse color of the light. When setting, the color must be a 3-length sequence or a string. For example: * ``color='white'`` * ``color='w'`` * ``color=[1.0, 1.0, 1.0]`` * ``color='#FFFFFF'`` Examples -------- Create a light and set its diffuse color to blue. >>> import pyvista as pv >>> light = pv.Light() >>> light.diffuse_color = (0.0, 0.0, 1.0) >>> light.diffuse_color Color(name='blue', hex='#0000ffff', opacity=255) """ return Color(self.GetDiffuseColor()) @diffuse_color.setter def diffuse_color(self, color: ColorLike): self.SetDiffuseColor(Color(color).float_rgb) @property def specular_color(self): # numpydoc ignore=RT01 """Return or set the specular color of the light. When setting, the color must be a 3-length sequence or a string. For example: * ``color='white'`` * ``color='w'`` * ``color=[1.0, 1.0, 1.0]`` * ``color='#FFFFFF'`` Examples -------- Create a light and set its specular color to bright green. >>> import pyvista as pv >>> light = pv.Light() >>> light.specular_color = '#00FF00' >>> light.specular_color Color(name='lime', hex='#00ff00ff', opacity=255) """ return Color(self.GetSpecularColor()) @specular_color.setter def specular_color(self, color: ColorLike): self.SetSpecularColor(Color(color).float_rgb) @property def position(self): # numpydoc ignore=RT01 """Return the position of the light. Note: the position is defined in the coordinate space indicated by the light's transformation matrix (if it exists). To get the light's world space position, use the (read-only) :py:attr:`world_position` property. Examples -------- Create a light positioned at ``(10, 10, 10)`` after initialization, and note how the position is unaffected by a non-trivial transform matrix. >>> import numpy as np >>> import pyvista as pv >>> light = pv.Light() >>> light.position = (10, 10, 10) >>> # set a "random" transformation matrix >>> light.transform_matrix = np.arange(4 * 4).reshape(4, 4) >>> light.position (10.0, 10.0, 10.0) """ return self.GetPosition() @position.setter def position(self, pos): self.SetPosition(pos) @property def world_position(self): # numpydoc ignore=RT01 """Return the world space position of the light. The world space position is the :py:attr:`position` property transformed by the light's transform matrix if it exists. The value of this read-only property corresponds to the :vtk:`vtkLight.GetTransformedPosition` method. Examples -------- Create a light with a transformation matrix that corresponds to a 90-degree rotation around the z-axis and a shift by (0, 0, -1), and check that the light's position transforms as expected. >>> import numpy as np >>> import pyvista as pv >>> light = pv.Light(position=(1, 0, 3)) >>> trans = np.zeros((4, 4)) >>> trans[:-1, :-1] = [[0, -1, 0], [1, 0, 0], [0, 0, 1]] >>> trans[:-1, -1] = [0, 0, -1] >>> light.transform_matrix = trans >>> light.position (1.0, 0.0, 3.0) >>> light.world_position (0.0, 1.0, 2.0) """ return self.GetTransformedPosition() @property def focal_point(self): # numpydoc ignore=RT01 """Return the focal point of the light. Note: the focal point is defined in the coordinate space indicated by the light's transformation matrix (if it exists). To get the light's world space focal point, use the (read-only) :py:attr:`world_focal_point` property. Examples -------- Create a light at (10, 10, 10) shining at (0, 0, 1). >>> import pyvista as pv >>> light = pv.Light(position=(10, 10, 10)) >>> light.focal_point = (0, 0, 1) """ return self.GetFocalPoint() @focal_point.setter def focal_point(self, pos): self.SetFocalPoint(pos) @property def world_focal_point(self): # numpydoc ignore=RT01 """Return the world space focal point of the light. The world space focal point is the :py:attr:`focal_point` property transformed by the light's transform matrix if it exists. The value of this read-only property corresponds to the :vtk:`vtkLight.GetTransformedFocalPoint` method. Examples -------- Create a light with a transformation matrix that corresponds to a 90-degree rotation around the z-axis and a shift by (0, 0, -1), and check that the light's focal point transforms as expected. >>> import numpy as np >>> import pyvista as pv >>> light = pv.Light(focal_point=(1, 0, 3)) >>> trans = np.zeros((4, 4)) >>> trans[:-1, :-1] = [[0, -1, 0], [1, 0, 0], [0, 0, 1]] >>> trans[:-1, -1] = [0, 0, -1] >>> light.transform_matrix = trans >>> light.focal_point (1.0, 0.0, 3.0) >>> light.world_focal_point (0.0, 1.0, 2.0) """ return self.GetTransformedFocalPoint() @property def intensity(self): # numpydoc ignore=RT01 """Return or set the brightness of the light (between 0 and 1). Examples -------- Light the two sides of a cube with lights of different brightness. >>> import pyvista as pv >>> plotter = pv.Plotter(lighting='none') >>> _ = plotter.add_mesh(pv.Cube(), color='cyan') >>> light_bright = pv.Light(position=(3, 0, 0), light_type='scene light') >>> light_dim = pv.Light(position=(0, 3, 0), light_type='scene light') >>> light_dim.intensity = 0.5 >>> for light in light_bright, light_dim: ... light.positional = True ... plotter.add_light(light) >>> plotter.show() """ return self.GetIntensity() @intensity.setter def intensity(self, intensity): self.SetIntensity(intensity) @property def on(self): # numpydoc ignore=RT01 """Return or set whether the light is on. This corresponds to the Switch state of the :vtk:`vtkLight` class. Examples -------- Create a light, check if it's on by default, and turn it off. >>> import pyvista as pv >>> light = pv.Light() >>> light.on True >>> light.on = False """ return bool(self.GetSwitch()) @on.setter def on(self, state): self.SetSwitch(state) @property def positional(self): # numpydoc ignore=RT01 """Return or set whether the light is positional. The default is a directional light, i.e. an infinitely distant point source. A positional light with a cone angle of at least 90 degrees acts like a spherical point source. A positional light with a cone angle that is less than 90 degrees is known as a spotlight. Attenuation and cone angles are only used for positional lights. The :py:attr:`exponent` property is only used for spotlights. Positional lights with a cone angle of at least 90 degrees don't show angular dependence of their beams, but they display attenuation. If the light is changed to directional, its actor (if previously shown) is automatically hidden. Examples -------- Create a spotlight shining on the origin. >>> import pyvista as pv >>> light = pv.Light(position=(1, 1, 1)) >>> light.positional = True >>> light.cone_angle = 30 """ return bool(self.GetPositional()) @positional.setter def positional(self, state): if not state: self.hide_actor() self.SetPositional(state) self._check_actor() def _check_actor(self): """Check if the light actor should be added or removed from attached renderers. This should be called whenever positional state or cone angle are changed. """ if self.actor is None: # only should occur on __init__ return actor_state = self.cone_angle < 90 and self.positional actor_name = self.actor.GetAddressAsString('') # add or remove the actor from the renderer for renderer in self._renderers: if actor_state: if actor_name not in renderer.actors: renderer.add_actor(self.actor, render=False) elif actor_name in renderer.actors: renderer.remove_actor(self.actor, render=False) @property def exponent(self): # numpydoc ignore=RT01 """Return or set the exponent of the cosine used for spotlights. With a spotlight (a positional light with cone angle less than 90 degrees) the shape of the light beam within the light cone varies with the angle from the light's axis, and the variation of the intensity depends as the cosine of this angle raised to an exponent, which is 1 by default. Increasing the exponent makes the beam sharper (more focused around the axis), decreasing it spreads the beam out. Note that since the angular dependence defined by this property and the truncation performed by the :py:attr:`cone_angle` are independent, for spotlights with narrow beams (small :py:attr:`cone_angle`) it is harder to see the angular variation of the intensity, and a lot higher exponent might be necessary to visibly impact the angular distribution of the beam. Examples -------- Plot three planes lit by three spotlights with exponents of 1, 2 and 5. The one with the lowest exponent has the broadest beam. >>> import pyvista as pv >>> plotter = pv.Plotter(lighting='none') >>> for offset, exponent in zip([0, 1.5, 3], [1, 2, 5]): ... _ = plotter.add_mesh(pv.Plane(center=(offset, 0, 0)), color='white') ... light = pv.Light( ... position=(offset, 0, 0.1), ... focal_point=(offset, 0, 0), ... ) ... light.exponent = exponent ... light.positional = True ... light.cone_angle = 80 ... plotter.add_light(light) >>> plotter.view_xy() >>> plotter.show() """ return self.GetExponent() @exponent.setter def exponent(self, exp): self.SetExponent(exp) @property def cone_angle(self): # numpydoc ignore=RT01 """Return or set the cone angle of a positional light. The angle is in degrees and is measured between the axis of the cone and an extremal ray of the cone. A value smaller than 90 has spot lighting effects, anything equal to and above 90 is just a positional light, i.e. a spherical point source. Regarding the angular distribution of the light, the cone angle merely truncates the beam, the shape of which is defined by the :py:attr:`exponent`. If the cone angle is at least 90 degrees then there is no angular dependence. If the light's cone angle is increased to 90 degrees or above, its actor (if previously shown) is automatically hidden. See Also -------- :ref:`beam_shape_example` Examples -------- Plot three planes lit by three spotlights with varying cone angles. Use a large exponent to cause a visible angular variation of the intensity of the beams. >>> import pyvista as pv >>> plotter = pv.Plotter(lighting='none') >>> for offset, angle in zip([0, 1.5, 3], [70, 30, 20]): ... _ = plotter.add_mesh(pv.Plane(center=(offset, 0, 0)), color='white') ... light = pv.Light(position=(offset, 0, 1), focal_point=(offset, 0, 0)) ... light.exponent = 15 ... light.positional = True ... light.cone_angle = angle ... plotter.add_light(light) >>> plotter.view_xy() >>> plotter.show() """ return self.GetConeAngle() @cone_angle.setter def cone_angle(self, angle): if angle >= 90: self.hide_actor() self.SetConeAngle(angle) self._check_actor() @property def attenuation_values(self): # numpydoc ignore=RT01 """Return or set the quadratic attenuation constants. The values are 3-length sequences which specify the constant, linear and quadratic constants in this order. These parameters only have an effect for positional lights. Attenuation refers to the dampening of a beam of light as it gets further away from the point source. The three constants describe three different profiles for dampening with distance. A larger attenuation constant corresponds to more rapid decay with distance. See Also -------- :ref:`attenuation_example` Examples -------- Plot three cubes lit by two lights with different attenuation profiles. The blue light has slower linear attenuation, the green one has quadratic attenuation that makes it decay faster. Note that there are no shadow effects included so each box gets lit by both lights. >>> import pyvista as pv >>> plotter = pv.Plotter(lighting='none') >>> for offset in 1, 2.5, 4: ... _ = plotter.add_mesh( ... pv.Cube(center=(offset, offset, 0)), color='white' ... ) >>> colors = ['b', 'g'] >>> all_attenuations = [(0, 0.1, 0), (0, 0, 0.1)] >>> centers = [(0, 1, 0), (1, 0, 0)] >>> for color, attenuation_constants, center in zip( ... colors, all_attenuations, centers ... ): ... light = pv.Light(position=center, color=color) ... light.focal_point = (1 + center[0], 1 + center[1], 0) ... light.cone_angle = 90 ... light.positional = True ... light.attenuation_values = attenuation_constants ... plotter.add_light(light) >>> plotter.view_vector((-1, -1, 1)) >>> plotter.show() """ return self.GetAttenuationValues() @attenuation_values.setter def attenuation_values(self, values): self.SetAttenuationValues(values) @property def transform_matrix(self): # numpydoc ignore=RT01 """Return (if any) or set the transformation matrix of the light. The transformation matrix is ``None`` by default, and it is stored as a :vtk:`vtkMatrix4x4` object when set. If set, the light's parameters (position and focal point) are transformed by the matrix before being rendered. See also the :py:attr:`world_position` and :py:attr:`world_focal_point` read-only properties that can differ from :py:attr:`position` and :py:attr:`focal_point`, respectively. The 4-by-4 transformation matrix is a tool to encode a general linear transformation and a translation (an affine transform). The 3-by-3 principal submatrix (the top left corner of the matrix) encodes a three-dimensional linear transformation (e.g. some rotation around the origin). The top three elements in the last column of the matrix encode a three-dimensional translation. The last row of the matrix is redundant. Examples -------- Create a light with a transformation matrix that corresponds to a 90-degree rotation around the z-axis and a shift by (0, 0, -1), and check that the light's position transforms as expected. >>> import numpy as np >>> import pyvista as pv >>> light = pv.Light(position=(1, 0, 3)) >>> trans = np.zeros((4, 4)) >>> trans[:-1, :-1] = [[0, -1, 0], [1, 0, 0], [0, 0, 1]] >>> trans[:-1, -1] = [0, 0, -1] >>> light.transform_matrix = trans >>> light.position (1.0, 0.0, 3.0) >>> light.world_position (0.0, 1.0, 2.0) """ return self.GetTransformMatrix() @transform_matrix.setter def transform_matrix(self, matrix: TransformLike): if matrix is None or isinstance(matrix, vtkMatrix4x4): self.SetTransformMatrix(matrix) else: trans = _validation.validate_transform4x4(matrix) self.SetTransformMatrix(vtkmatrix_from_array(trans)) @property def light_type(self): # numpydoc ignore=RT01 """Return or set the light type. The default light type is a scene light which lives in world coordinate space. A headlight is attached to the camera and always points at the camera's focal point. A camera light also moves with the camera, but it can have an arbitrary relative position to the camera. Camera lights are defined in a coordinate space where the camera is located at (0, 0, 1), looking towards (0, 0, 0) at a distance of 1, with up being (0, 1, 0). Camera lights use the transform matrix to establish this space, i.e. they have a fixed :py:attr:`position` with respect to the camera, and moving the camera only affects the :py:attr:`world_position` via changes in the :py:attr:`transform_matrix` (and the same goes for the focal point). The property returns class constant values from an enum: - ``Light.HEADLIGHT == 1`` - ``Light.CAMERA_LIGHT == 2`` - ``Light.SCENE_LIGHT == 3`` If setting the value, either an integer code or a class constant enum value must be used. Examples -------- Check the type of lights for the first two lights of the default light kit of plotters. >>> import pyvista as pv >>> plotter = pv.Plotter() >>> lights = plotter.renderer.lights[:2] >>> [light.light_type for light in lights] [, ] Change the light type of the default light kit's headlight to a scene light. >>> import pyvista as pv >>> plotter = pv.Plotter() >>> lights = plotter.renderer.lights[:2] >>> lights[0].light_type = pv.Light.SCENE_LIGHT >>> [light.light_type for light in lights] [, ] """ return LightType(self.GetLightType()) @light_type.setter def light_type(self, ltype): if not isinstance(ltype, int): # note that LightType is an int subclass msg = f'Light type must be an integer subclass instance, got {ltype} instead.' raise TypeError(msg) self.SetLightType(ltype) @property def is_headlight(self): # numpydoc ignore=RT01 """Return whether the light is a headlight. Examples -------- Verify that the first light of the default light kit is a headlight. >>> import pyvista as pv >>> plotter = pv.Plotter() >>> lights = plotter.renderer.lights >>> [light.is_headlight for light in lights] [True, False, False, False, False] """ return bool(self.LightTypeIsHeadlight()) @property def is_camera_light(self): # numpydoc ignore=RT01 """Return whether the light is a camera light. Examples -------- Verify that four out of five lights of the default light kit are camera lights. >>> import pyvista as pv >>> plotter = pv.Plotter() >>> lights = plotter.renderer.lights >>> [light.is_camera_light for light in lights] [False, True, True, True, True] """ return bool(self.LightTypeIsCameraLight()) @property def is_scene_light(self): # numpydoc ignore=RT01 """Return whether the light is a scene light. Examples -------- Verify that none of the lights of the default light kit are scene lights. >>> import pyvista as pv >>> plotter = pv.Plotter() >>> lights = plotter.renderer.lights >>> [light.is_scene_light for light in lights] [False, False, False, False, False] """ return bool(self.LightTypeIsSceneLight()) def switch_on(self): """Switch on the light. Examples -------- Create a light, switch it off and switch it back on again. >>> import pyvista as pv >>> light = pv.Light() >>> light.on = False >>> light.switch_on() """ self.SwitchOn() def switch_off(self): """Switch off the light. Examples -------- Create a light and switch it off. >>> import pyvista as pv >>> light = pv.Light() >>> light.switch_off() """ self.SwitchOff() def set_direction_angle(self, elev, azim): """Set the position and focal point of a directional light. The light is switched to directional (non-positional). The focal point is set to the origin. The position is defined in terms of an elevation and an azimuthal angle, both in degrees. Note that the equivalent :vtk:`vtkLight.SetDirectionAngle` method uses a surprising coordinate system where the (x', y', z') axes of the method correspond to the (z, x, y) axes of the renderer. This method reimplements the functionality in a way that ``elev`` is the conventional elevation and ``azim`` is the conventional azimuth. In particular: * ``elev = 0``, ``azim = 0`` is the +x direction * ``elev = 0``, ``azim = 90`` is the +y direction * ``elev = 90``, ``azim = 0`` is the +z direction Parameters ---------- elev : float The elevation of the directional light. azim : float The azimuthal angle of the directional light. Examples -------- Create a light that shines on the origin from a 30-degree elevation in the xz plane. >>> import pyvista as pv >>> light = pv.Light() >>> light.set_direction_angle(30, 0) """ self.positional = False self.focal_point = (0, 0, 0) theta = np.radians(90 - elev) phi = np.radians(azim) self.position = (np.sin(theta) * np.cos(phi), np.sin(theta) * np.sin(phi), np.cos(theta)) @_deprecate_positional_args def copy(self, deep=True): # noqa: FBT002 """Return a shallow or a deep copy of the light. The only mutable attribute of :class:`pyvista.Light` is the transformation matrix (if it exists). Thus asking for a shallow copy merely implies that the returned light and the original share the transformation matrix instance. Parameters ---------- deep : bool, default: True Whether to return a deep copy rather than a shallow one. Returns ------- pyvista.Light Copied light. Examples -------- Create a light and check that it shares a transformation matrix with its shallow copy. >>> import pyvista as pv >>> light = pv.Light() >>> light.transform_matrix = [ ... [1, 0, 0, 0], ... [0, 1, 0, 0], ... [0, 0, 1, 0], ... [0, 0, 0, 1], ... ] >>> shallow_copied = light.copy(deep=False) >>> shallow_copied == light True >>> shallow_copied.transform_matrix is light.transform_matrix True """ immutable_attrs = [ 'light_type', 'position', 'focal_point', 'ambient_color', 'diffuse_color', 'specular_color', 'intensity', 'on', 'positional', 'exponent', 'cone_angle', 'attenuation_values', 'shadow_attenuation', ] new_light = Light() for attr in immutable_attrs: value = getattr(self, attr) setattr(new_light, attr, value) if deep and self.transform_matrix is not None: new_light.transform_matrix = vtkMatrix4x4() new_light.transform_matrix.DeepCopy(self.transform_matrix) else: new_light.transform_matrix = self.transform_matrix # light actors are private, always copy, but copy visibility state as well new_light.actor.SetVisibility(self.actor.GetVisibility()) # type: ignore[union-attr] return new_light def set_headlight(self): """Set the light to be a headlight. Headlights are fixed to the camera and always point to the focal point of the camera. Calling this method will reset the light's transformation matrix. Examples -------- >>> import pyvista as pv >>> light = pv.Light() >>> light.set_headlight() >>> light.light_type """ self.SetLightTypeToHeadlight() def set_camera_light(self): """Set the light to be a camera light. A camera light moves with the camera, but it can have an arbitrary relative position to the camera. Camera lights are defined in a coordinate space where the camera is located at (0, 0, 1), looking towards (0, 0, 0) at a distance of 1, with up being (0, 1, 0). Camera lights use the transformation matrix to establish this space. Calling this method will reset the light's transformation matrix. Examples -------- >>> import pyvista as pv >>> light = pv.Light() >>> light.set_camera_light() >>> light.light_type """ self.SetLightTypeToCameraLight() def set_scene_light(self): """Set the light to be a scene light. Scene lights are stationary with respect to the scene. Calling this method will reset the light's transformation matrix. Examples -------- >>> import pyvista as pv >>> light = pv.Light() >>> light.set_scene_light() >>> light.light_type """ self.SetLightTypeToSceneLight() @classmethod def from_vtk(cls, vtk_light): """Create a light from a :vtk:`vtkLight`, resulting in a copy. Parameters ---------- vtk_light : :vtk:`vtkLight` The :vtk:`vtkLight` to be copied. Returns ------- pyvista.Light Wrapped light. """ if not isinstance(vtk_light, vtkLight): msg = f'Expected vtk.vtkLight object, got {type(vtk_light).__name__} instead.' raise TypeError(msg) light = cls() light.light_type = vtk_light.GetLightType() # resets transformation matrix light.position = vtk_light.GetPosition() light.focal_point = vtk_light.GetFocalPoint() light.ambient_color = vtk_light.GetAmbientColor() light.diffuse_color = vtk_light.GetDiffuseColor() light.specular_color = vtk_light.GetSpecularColor() light.intensity = vtk_light.GetIntensity() light.on = vtk_light.GetSwitch() light.positional = vtk_light.GetPositional() light.exponent = vtk_light.GetExponent() light.cone_angle = vtk_light.GetConeAngle() light.attenuation_values = vtk_light.GetAttenuationValues() trans = vtk_light.GetTransformMatrix() light.transform_matrix = trans light.shadow_attenuation = vtk_light.GetShadowAttenuation() return light def show_actor(self): """Show an actor for a spotlight that depicts the geometry of the beam. For a directional light or a positional light with :py:attr:`cone_angle` of at least 90 degrees the method doesn't do anything. If the light is changed so that it becomes a spotlight, this method has to be called again for the actor to show. To hide the actor see :func:`hide_actor`. Examples -------- Create a scene containing a cube lit with a cyan spotlight and visualize the light using an actor. >>> import pyvista as pv >>> plotter = pv.Plotter() >>> _ = plotter.add_mesh(pv.Cube(), color='white') >>> for light in plotter.renderer.lights: ... light.intensity /= 5 >>> spotlight = pv.Light(position=(-1, 1, 1), color='cyan') >>> spotlight.positional = True >>> spotlight.cone_angle = 20 >>> spotlight.intensity = 10 >>> spotlight.exponent = 40 >>> spotlight.show_actor() >>> plotter.add_light(spotlight) >>> plotter.show() """ if not self.positional or self.cone_angle >= 90: return self.actor.VisibilityOn() # type: ignore[union-attr] def hide_actor(self): """Hide the actor for a positional light that depicts the geometry of the beam. For a directional light the function doesn't do anything. Examples -------- >>> import pyvista as pv >>> light = pv.Light() >>> light.hide_actor() """ if not self.positional: return self.actor.VisibilityOff() # type: ignore[union-attr] @property def renderers(self): # numpydoc ignore=RT01 """Return the renderers associated with this light.""" return self._renderers def add_renderer(self, renderer): """Attach a renderer to this light. Parameters ---------- renderer : :vtk:`vtkRenderer` Renderer. """ # quick check to avoid adding twice if renderer not in self.renderers: self.renderers.append(renderer) # verify that the renderer has the light actor if applicable self._check_actor()