o
    d#                     @   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h 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ejdd Zedd Z								d fdd	Z  ZS )Lighting
isosurfacezisosurface.lighting>   ambientdiffusefresnelspecular	roughnessfacenormalsepsilonvertexnormalsepsilonc                 C      | 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   k/var/www/html/visualizacion-main/env/lib/python3.10/site-packages/plotly/graph_objs/isosurface/_lighting.pyr         zLighting.ambientc                 C      || d< d S )Nr   r   r   valr   r   r   r   &      c                 C   r   )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   ,   r   zLighting.diffusec                 C   r   )Nr   r   r   r   r   r   r   ;   r   c                 C   r   )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   r   zLighting.facenormalsepsilonc                 C   r   )Nr
   r   r   r   r   r   r
   P   r   c                 C   r   )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   r   )Nr   r   r   r   r   r   r   f   r   c                 C   r   )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   r   zLighting.roughnessc                 C   r   )Nr	   r   r   r   r   r   r	   {   r   c                 C   r   )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      r   zLighting.specularc                 C   r   )Nr   r   r   r   r   r   r      r   c                 C   r   )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      r   zLighting.vertexnormalsepsilonc                 C   r   )Nr   r   r   r   r   r   r      r   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|	v r|	d | _dS |du ri }nt|| jr%| }nt|tr0t	|}nt
d|	dd| _|	dd| _|d	d}
|durN|n|
}
|
durX|
| d	< |d
d}
|durd|n|
}
|
durn|
| d
< |dd}
|durz|n|
}
|
dur|
| d< |dd}
|dur|n|
}
|
dur|
| d< |dd}
|dur|n|
}
|
dur|
| d< |dd}
|dur|n|
}
|
dur|
| d< |dd}
|dur|n|
}
|
dur|
| d< | jdi t|fi |	 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.isosurface.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
        lighting_parentNzThe first argument to the plotly.graph_objs.isosurface.Lighting
constructor must be a dict or
an instance of :class:`plotly.graph_objs.isosurface.Lighting`skip_invalidF	_validateTr   r   r
   r   r	   r   r   r   )superr   __init__r   
isinstance	__class__to_plotly_jsondict_copycopy
ValueErrorpop_skip_invalidr   _process_kwargs)r   argr   r   r
   r   r	   r   r   kwargs_vr   r   r   r      sZ   1


	
zLighting.__init__)NNNNNNNN)__name__
__module____qualname___parent_path_str	_path_str_valid_propspropertyr   setterr   r
   r   r	   r   r   r   r   __classcell__r   r   r*   r   r      sV    














r   )plotly.basedatatypesr   _BaseTraceHierarchyTyper"   r!   r   r   r   r   r   <module>   s    