Comments (3)
Good idea.
isomer.js specifies the direction like so:
/**
* Light source as defined as the angle from
* the object to the source.
*
* We'll define somewhat arbitrarily for now.
*/
this.lightAngle = new Isomer.Vector(2, -1, 3).normalize();
So you could technically write iso.lightAngle = ...
but it should accept from options
.
As for color, I currently compute that in Isomer.prototype._addPath
:
/**
* Brightness is between -1 and 1 and is computed based
* on the dot product between the light source vector and normal.
*/
var brightness = Vector.dotProduct(normal, this.lightAngle);
var color = baseColor.lighten(brightness * this.colorDifference);
I guess lighten
sort of assumes the color is pure white. But for colored light I would have to add the two colors somehow. I'll look into it, thanks :)
from isomer.
Let me know if we need to make any improvements to this. Might be due for a vocabulary check...
from isomer.
Sure thing. Vocabulary is fine for now. Some of the terms aren't really needed unless you start to expand into lots of options for drawing.
from isomer.
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from isomer.