§
    ³[6gŽ#  ã                   ó6   — d dl mZ d dlZ G d„ de¦  «        ZdS )é    )ÚBaseTraceHierarchyTypeNc                   óÐ  ‡ — e Zd ZdZdZh d£Zed„ ¦   «         Zej        d„ ¦   «         Zed„ ¦   «         Z	e	j        d„ ¦   «         Z	ed„ ¦   «         Z
e
j        d	„ ¦   «         Z
ed
„ ¦   «         Zej        d„ ¦   «         Zed„ ¦   «         Zej        d„ ¦   «         Zed„ ¦   «         Zej        d„ ¦   «         Zed„ ¦   «         Zej        d„ ¦   «         Zed„ ¦   «         Z	 	 	 	 	 	 	 	 dˆ fd„	Zˆ xZS )ÚLightingÚvolumezvolume.lighting>   ÚambientÚdiffuseÚfresnelÚspecularÚ	roughnessÚfacenormalsepsilonÚvertexnormalsepsilonc                 ó   — | 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   © ©Úselfs    úa/var/www/surfInsights/venv3-11/lib/python3.11/site-packages/plotly/graph_objs/volume/_lighting.pyr   zLighting.ambient   ó   € ð �IŒÐó    c                 ó   — || d<   d S )Nr   r   ©r   Úvals     r   r   zLighting.ambient&   ó   € àˆˆY‰ˆˆr   c                 ó   — | d         S )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   s    r   r   zLighting.diffuse,   r   r   c                 ó   — || d<   d S )Nr   r   r   s     r   r   zLighting.diffuse;   r   r   c                 ó   — | d         S )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   s    r   r   zLighting.facenormalsepsilonA   s   € ð Ð(Ô)Ð)r   c                 ó   — || d<   d S )Nr   r   r   s     r   r   zLighting.facenormalsepsilonP   s   € à%(ˆÐ!Ñ"Ð"Ð"r   c                 ó   — | d         S )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   s    r   r	   zLighting.fresnelV   s   € ð �IŒÐr   c                 ó   — || d<   d S )Nr	   r   r   s     r   r	   zLighting.fresnelf   r   r   c                 ó   — | d         S )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   s    r   r   zLighting.roughnessl   s   € ð �KÔ Ð r   c                 ó   — || d<   d S )Nr   r   r   s     r   r   zLighting.roughness{   s   € àˆˆ[ÑÐÐr   c                 ó   — | d         S )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   s    r   r
   zLighting.specular�   s   € ð �JÔÐr   c                 ó   — || d<   d S )Nr
   r   r   s     r   r
   zLighting.specular�   s   € àˆˆZÑÐÐr   c                 ó   — | d         S )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   s    r   r   zLighting.vertexnormalsepsilon–   s   € ð Ð*Ô+Ð+r   c                 ó   — || d<   d S )Nr   r   r   s     r   r   zLighting.vertexnormalsepsilon¥   s   € à'*ˆÐ#Ñ$Ð$Ð$r   c                 ó   — 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   s    r   Ú_prop_descriptionszLighting._prop_descriptions«   s   € ðð r   Nc	           	      óâ  •— t          t          | ¦  «                             d¦  «         d|	v r|	d         | _        dS |€i }nct	          || j        ¦  «        r|                     ¦   «         }n9t	          |t          ¦  «        rt          j	        |¦  «        }nt          d¦  «        ‚|	                     dd¦  «        | _        |	                     dd¦  «        | _        |                     d	d¦  «        }
|�|n|
}
|
�|
| d	<   |                     d
d¦  «        }
|�|n|
}
|
�|
| d
<   |                     dd¦  «        }
|�|n|
}
|
�|
| d<   |                     dd¦  «        }
|�|n|
}
|
�|
| d<   |                     dd¦  «        }
|�|n|
}
|
�|
| d<   |                     dd¦  «        }
|�|n|
}
|
�|
| d<   |                     dd¦  «        }
|�|n|
}
|
�|
| d<    | j        di t          |fi |	¤Ž¤Ž 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.volume.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
        ÚlightingÚ_parentNz“The first argument to the plotly.graph_objs.volume.Lighting
constructor must be a dict or
an instance of :class:`plotly.graph_objs.volume.Lighting`Úskip_invalidFÚ	_validateTr   r   r   r	   r   r
   r   r   )Úsuperr   Ú__init__r)   Ú
isinstanceÚ	__class__Úto_plotly_jsonÚdictÚ_copyÚcopyÚ
ValueErrorÚpopÚ_skip_invalidr+   Ú_process_kwargs)r   Úargr   r   r   r	   r   r
   r   ÚkwargsÚ_vr/   s              €r   r-   zLighting.__init__Ç   sl  ø€ õb 	�h˜ÑÔ×&Ò& zÑ2Ô2Ð2à˜ÐÐØ! )Ô,ˆDŒLØˆFð ˆ;ØˆCˆCÝ˜˜Tœ^Ñ,Ô,ð 
	Ø×$Ò$Ñ&Ô&ˆCˆCÝ˜�TÑ"Ô"ð 	Ý”*˜S‘/”/ˆCˆCåð=ñô ð ð $ŸZšZ¨¸Ñ>Ô>ˆÔØŸš K°Ñ6Ô6ˆŒð �WŠW�Y Ñ%Ô%ˆØÐ+ˆWˆW°ˆØˆ>Ø ˆD�‰OØ�WŠW�Y Ñ%Ô%ˆØÐ+ˆWˆW°ˆØˆ>Ø ˆD�‰OØ�WŠWÐ)¨4Ñ0Ô0ˆØ#5Ð#AÐÐÀrˆØˆ>Ø)+ˆDÐ%Ñ&Ø�WŠW�Y Ñ%Ô%ˆØÐ+ˆWˆW°ˆØˆ>Ø ˆD�‰OØ�WŠW�[ $Ñ'Ô'ˆØ#Ð/ˆYˆY°RˆØˆ>Ø "ˆD�ÑØ�WŠW�Z Ñ&Ô&ˆØ!Ð-ˆXˆX°2ˆØˆ>Ø!ˆD�ÑØ�WŠWÐ+¨TÑ2Ô2ˆØ%9Ð%EÐ!Ð!È2ˆØˆ>Ø+-ˆDÐ'Ñ(ð 	ˆÔÐ3Ð3�t CÐ2Ð2¨6Ð2Ð2Ð3Ð3Ð3ð #ˆÔÐÐr   )NNNNNNNN)Ú__name__Ú
__module__Ú__qualname__Ú_parent_path_strÚ	_path_strÚ_valid_propsÚpropertyr   Úsetterr   r   r	   r   r
   r   r&   r-   Ú__classcell__)r/   s   @r   r   r      s(  ø€ € € € € ð  ÐØ!€Iðð ð €Lð ðð ñ „Xðð „^ðð ñ „^ðð
 ðð ñ „Xðð „^ðð ñ „^ðð
 ð*ð *ñ „Xð*ð Ôð)ð )ñ Ôð)ð
 ðð ñ „Xðð „^ðð ñ „^ðð
 ð!ð !ñ „Xð!ð Ôð ð  ñ Ôð ð
 ð ð  ñ „Xð ð „_ðð ñ „_ðð
 ð,ð ,ñ „Xð,ð Ô ð+ð +ñ !Ô ð+ð
 ðð ñ „Xðð: ØØØØØØØ!ðq#ð q#ð q#ð q#ð q#ð q#ð q#ð q#ð q#ð q#r   r   )Úplotly.basedatatypesr   Ú_BaseTraceHierarchyTyper3   r2   r   r   r   r   ú<module>rF      sb   ðØ RÐ RÐ RÐ RÐ RÐ RØ Ð Ð Ð ðs#ð s#ð s#ð s#ð s#Ð&ñ s#ô s#ð s#ð s#ð s#r   