light.Rd
add a light source to the scene.
light3d(theta=0, phi=15,
x=NULL, y = NULL, z = NULL,
viewpoint.rel = TRUE,
ambient = "#FFFFFF",
diffuse = "#FFFFFF",
specular = "#FFFFFF")
Up to 8 light sources are supported. They are positioned either in
world space or relative to the camera. By providing polar
coordinates to theta
and phi
a directional light source is used. If
numerical values are given to x, y and z, a point-like light source with
finite distance to the objects in the scene is set up.
If x
is non-null, xyz.coords
will
be used to form the location values, so all three coordinates
can be specified in x
.
If no lights have been added to a subscene, lights from the parent subscene will be used.
See material3d
for a discussion of how
the components of the light affect the display of objects.
This function is called for the side effect of adding a light. A light ID is
returned to allow pop3d
to remove it.
#
# a lightsource moving through the scene
#
data(volcano)
z <- 2 * volcano # Exaggerate the relief
x <- 10 * (1:nrow(z)) # 10 meter spacing (S to N)
y <- 10 * (1:ncol(z)) # 10 meter spacing (E to W)
zlim <- range(z)
zlen <- zlim[2] - zlim[1] + 1
colorlut <- terrain.colors(zlen) # height color lookup table
col <- colorlut[ z - zlim[1] + 1 ] # assign colors to heights for each point
open3d()
bg3d("gray50")
surface3d(x, y, z, color = col, back = "lines")
3D plot
r <- max(y) - mean(y)
lightid <- spheres3d(1, 1, 1, alpha = 0)
frame <- function(time) {
a <- pi*(time - 1)
save <- par3d(skipRedraw = TRUE)
clear3d(type = "lights")
pop3d(id = lightid)
xyz <- matrix(c(r*sin(a) + mean(x), r*cos(a) + mean(y), max(z)), ncol = 3)
light3d(x = xyz, diffuse = "gray75",
specular = "gray75", viewpoint.rel = FALSE)
light3d(diffuse = "gray10", specular = "gray25")
lightid <<- spheres3d(xyz, emission = "white", radius = 4)
par3d(save)
Sys.sleep(0.02)
NULL
}
play3d(frame, duration = 2)