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docs(volume shadow): add documentation on shadow parameters
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Sources/Rendering/Core/VolumeMapper/index.d.ts

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@@ -70,6 +70,30 @@ export interface vtkVolumeMapper extends vtkAbstractMapper {
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*/
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getAverageIPScalarRangeByReference(): Range;
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/**
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* Get the blending coefficient that interpolates between surface and volume rendering
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* @default 0.0
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*/
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getVolumetricScatteringBlending(): number;
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/**
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* Get the global illumination reach of volume shadow
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* @default 0.0
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*/
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getGlobalIlluminationReach(): number;
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/**
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* Get the multipler for volume shadow sampling distance
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* @default 5.0
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*/
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getVolumeShadowSamplingDistFactor(): number;
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/**
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* Get anisotropy of volume shadow scatter
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* @default 0.0
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*/
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getAnisotropy(): number;
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/**
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*
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* @param x
@@ -133,6 +157,37 @@ export interface vtkVolumeMapper extends vtkAbstractMapper {
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*/
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setAutoAdjustSampleDistances(autoAdjustSampleDistances: boolean): boolean;
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/**
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* Set the blending coefficient that determines the interpolation between surface and volume rendering.
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* Default value of 0.0 means shadow effect is computed with phong model.
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* Value of 1.0 means shadow is created by volume occlusion.
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* @param volumeScatterBlendCoef
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*/
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setVolumetricScatteringBlending(volumeScatterBlendCoef: number): void;
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/**
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* Set the global illumination reach of volume shadow. This function is only effective when volumeScatterBlendCoef is greater than 0.
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* Default value of 0.0 means only the neighboring voxel is considered when creating global shadow.
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* Value of 1.0 means the shadow ray traverses through the entire volume.
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* @param globalIlluminationReach
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*/
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setGlobalIlluminationReach(globalIlluminationReach: number): void;
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/**
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* Set the multipler for volume shadow sampling distance. This function is only effective when volumeScatterBlendCoef is greater than 0.
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* For VSSampleDistanceFactor >= 1.0, volume shadow sampling distance = VSSampleDistanceFactor * SampleDistance.
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* @param VSSampleDistanceFactor
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*/
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setVolumeShadowSamplingDistFactor(VSSampleDistanceFactor: number): void;
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/**
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* Set anisotropy of volume shadow scatter. This function is only effective when volumeScatterBlendCoef is greater than 0.
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* Default value of 0.0 means light scatters uniformly in all directions.
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* Value of -1.0 means light scatters backward, value of 1.0 means light scatters forward.
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* @param anisotropy
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*/
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getAnisotropy(anisotropy: number): number;
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/**
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*
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*/

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