Light

The global light source.

Check the online documentation.

class Light : LightDslReceiver, StyleContract.StyleLightExtension

Constructors

Light
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fun Light()

Types

Companion
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Static variables and methods.

object Companion

Functions

anchor
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Set the Anchor property

open override fun anchor(anchor: Expression): Light

Set the Anchor property.

Whether extruded geometries are lit relative to the map or viewport.

open override fun anchor(anchor: Anchor): Light
bindTo
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Bind the light to the map controller.

open override fun bindTo(delegate: StyleInterface)
color
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Set the Color property

open override fun color(color: Expression): Light

Set the Color property.

open override fun color(@ColorInt() color: Int): Light

Set the Color property.

Color tint for lighting extruded geometries.

open override fun color(color: String): Light
colorTransition
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Set the Color property transition options.

open override fun colorTransition(options: StyleTransition): Light
open override fun colorTransition(block: StyleTransition.Builder.() -> Unit): Light
equals
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open operator override fun equals(other: Any?): Boolean
hashCode
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open override fun hashCode(): Int
intensity
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Set the Intensity property

open override fun intensity(intensity: Expression): Light

Set the Intensity property.

Intensity of lighting (on a scale from 0 to 1). Higher numbers will present as more extreme contrast.

open override fun intensity(intensity: Double): Light
intensityTransition
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Set the Intensity property transition options.

open override fun intensityTransition(options: StyleTransition): Light
open override fun intensityTransition(block: StyleTransition.Builder.() -> Unit): Light
position
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Set the Position property

open override fun position(position: Expression): Light

Set the Position property.

Position of the light source relative to lit (extruded) geometries, in r radial coordinate, a azimuthal angle, p polar angle where r indicates the distance from the center of the base of an object to its light, a indicates the position of the light relative to 0 degree (0 degree when light.anchor is set to viewport corresponds to the top of the viewport, or 0 degree when light.anchor is set to map corresponds to due north, and degrees proceed clockwise), and p indicates the height of the light (from 0 degree, directly above, to 180 degree, directly below).

open override fun position(position: LightPosition): Light

DSL for setting LightPosition.

open override fun position(radialCoordinate: Double, azimuthalAngle: Double, polarAngle: Double): Light
positionTransition
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Set the Position property transition options.

open override fun positionTransition(options: StyleTransition): Light
open override fun positionTransition(block: StyleTransition.Builder.() -> Unit): Light
toString
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open override fun toString(): String

Properties

anchor
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Whether extruded geometries are lit relative to the map or viewport.

val anchor: Anchor?
anchorAsExpression
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This is an Expression representation of "anchor".

Whether extruded geometries are lit relative to the map or viewport.

val anchorAsExpression: Expression?
color
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Color tint for lighting extruded geometries.

val color: String?
colorAsColorInt
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Color tint for lighting extruded geometries.

val colorAsColorInt: Int?
colorAsExpression
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This is an Expression representation of "color".

Color tint for lighting extruded geometries.

val colorAsExpression: Expression?
colorTransition
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Color property transition options.

val colorTransition: StyleTransition?
intensity
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Intensity of lighting (on a scale from 0 to 1). Higher numbers will present as more extreme contrast.

val intensity: Double?
intensityAsExpression
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This is an Expression representation of "intensity".

Intensity of lighting (on a scale from 0 to 1). Higher numbers will present as more extreme contrast.

val intensityAsExpression: Expression?
intensityTransition
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Intensity property transition options.

val intensityTransition: StyleTransition?
position
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Position of the light source relative to lit (extruded) geometries, in r radial coordinate, a azimuthal angle, p polar angle where r indicates the distance from the center of the base of an object to its light, a indicates the position of the light relative to 0 degree (0 degree when light.anchor is set to viewport corresponds to the top of the viewport, or 0 degree when light.anchor is set to map corresponds to due north, and degrees proceed clockwise), and p indicates the height of the light (from 0 degree, directly above, to 180 degree, directly below).

val position: LightPosition?
positionAsExpression
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This is an Expression representation of "position".

Position of the light source relative to lit (extruded) geometries, in r radial coordinate, a azimuthal angle, p polar angle where r indicates the distance from the center of the base of an object to its light, a indicates the position of the light relative to 0 degree (0 degree when light.anchor is set to viewport corresponds to the top of the viewport, or 0 degree when light.anchor is set to map corresponds to due north, and degrees proceed clockwise), and p indicates the height of the light (from 0 degree, directly above, to 180 degree, directly below).

val positionAsExpression: Expression?
positionTransition
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Position property transition options.

val positionTransition: StyleTransition?