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Adding attribute documentation
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src/traces/surface/attributes.js

Lines changed: 23 additions & 10 deletions
Original file line numberDiff line numberDiff 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,
156-
dflt: 1e5
156+
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,
163-
dflt: 1e5
164+
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,
170-
dflt: 0
172+
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,
180-
dflt: 0.8
183+
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,
187-
dflt: 0.8
191+
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,
194-
dflt: 0.05
199+
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,
201-
dflt: 0.5
207+
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,
208-
dflt: 0.2
215+
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,
215-
dflt: 1e-12 // otherwise finely tessellated things eg. the brain will have no specular light reflection
226+
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,
222-
dflt: 1e-6 // even the brain model doesn't appear to need finer than this
234+
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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