Light

The global light source.

Check the online documentation.

Constructors

Light
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fun Light()

Types

Companion
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object Companion

Static variables and methods.

Functions

anchor
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open override fun anchor(anchor: Expression): Light
open override fun anchor(anchor: Anchor): Light

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

bindTo
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open override fun bindTo(delegate: StyleInterface)

Bind the light to the map controller.

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

Color tint for lighting extruded geometries.

colorTransition
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open override fun colorTransition(options: StyleTransition): Light

Set the Color property transition options.

open override fun colorTransition(block: StyleTransition.Builder.() -> Unit): Light
intensity
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open override fun intensity(intensity: Expression): Light
open override fun intensity(intensity: Double): Light

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

intensityTransition
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open override fun intensityTransition(options: StyleTransition): Light

Set the Intensity property transition options.

open override fun intensityTransition(block: StyleTransition.Builder.() -> Unit): Light
position
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open override fun position(position: Expression): Light
open override fun position(position: LightPosition): Light
open override fun position(radialCoordinate: Double, azimuthalAngle: Double, polarAngle: Double): Light

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).

positionTransition
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open override fun positionTransition(options: StyleTransition): Light

Set the Position property transition options.

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

Properties

anchor
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val anchor: Anchor?

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

anchorAsExpression
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val anchorAsExpression: Expression?

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

color
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val color: String?

Color tint for lighting extruded geometries.

colorAsColorInt
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val colorAsColorInt: Int?

Color tint for lighting extruded geometries.

colorAsExpression
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val colorAsExpression: Expression?

Color tint for lighting extruded geometries.

colorTransition
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val colorTransition: StyleTransition?

Color property transition options.

intensity
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val intensity: Double?

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

intensityAsExpression
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val intensityAsExpression: Expression?

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

intensityTransition
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val intensityTransition: StyleTransition?

Intensity property transition options.

position
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val position: LightPosition?

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).

positionAsExpression
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val positionAsExpression: Expression?

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).

positionTransition
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val positionTransition: StyleTransition?

Position property transition options.