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1 file changed +23
-10
lines changed Original file line number Diff line number Diff line change @@ -153,21 +153,24 @@ module.exports = {
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role : 'style' ,
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min : - 1e5 ,
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max : 1e5 ,
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- dflt : 1e5
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+ dflt : 1e5 ,
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+ description : 'Numeric vector, representing the X coordinate for each vertex.'
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} ,
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y : {
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valType : 'number' ,
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role : 'style' ,
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min : - 1e5 ,
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max : 1e5 ,
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- dflt : 1e5
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+ dflt : 1e5 ,
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+ description : 'Numeric vector, representing the Y coordinate for each vertex.'
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} ,
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z : {
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valType : 'number' ,
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role : 'style' ,
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min : - 1e5 ,
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max : 1e5 ,
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- dflt : 0
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+ dflt : 0 ,
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+ description : 'Numeric vector, representing the Z coordinate for each vertex.'
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}
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} ,
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@@ -177,49 +180,59 @@ module.exports = {
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role : 'style' ,
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min : 0.00 ,
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max : 1.0 ,
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- dflt : 0.8
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+ dflt : 0.8 ,
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+ description : 'Ambient light increases overall color visibility but can wash out the image.'
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} ,
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diffuse : {
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valType : 'number' ,
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role : 'style' ,
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min : 0.00 ,
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max : 1.00 ,
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- dflt : 0.8
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+ dflt : 0.8 ,
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+ description : 'Represents the extent that incident rays are reflected in a range of angles.'
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} ,
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specular : {
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valType : 'number' ,
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role : 'style' ,
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min : 0.00 ,
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max : 2.00 ,
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- dflt : 0.05
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+ dflt : 0.05 ,
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+ description : 'Represents the level that incident rays are reflected in a single direction, causing shine.'
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} ,
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roughness : {
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valType : 'number' ,
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role : 'style' ,
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min : 0.00 ,
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max : 1.00 ,
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- dflt : 0.5
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+ dflt : 0.5 ,
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+ description : 'Alters specular reflection; the rougher the surface, the wider and less contrasty the shine.'
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} ,
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fresnel : {
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valType : 'number' ,
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role : 'style' ,
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min : 0.00 ,
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max : 5.00 ,
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- dflt : 0.2
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+ dflt : 0.2 ,
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+ description : [
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+ 'Represents the reflectance as a dependency of the viewing angle; e.g. paper is reflective' ,
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+ 'when viewing it from the edge of the paper (almost 90 degrees), causing shine.'
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+ ] . join ( ' ' )
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} ,
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vertexnormalsepsilon : {
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valType : 'number' ,
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role : 'style' ,
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min : 0.00 ,
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max : 1 ,
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- dflt : 1e-12 // otherwise finely tessellated things eg. the brain will have no specular light reflection
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+ dflt : 1e-12 , // otherwise finely tessellated things eg. the brain will have no specular light reflection
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+ description : 'Epsilon for vertex normals calculation avoids math issues arising from degenerate geometry.'
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} ,
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facenormalsepsilon : {
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valType : 'number' ,
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role : 'style' ,
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min : 0.00 ,
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max : 1 ,
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- dflt : 1e-6 // even the brain model doesn't appear to need finer than this
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+ dflt : 1e-6 , // even the brain model doesn't appear to need finer than this
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+ description : 'Epsilon for face normals calculation avoids math issues arising from degenerate geometry.'
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}
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} ,
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