本文整理汇总了C#中GH_Component.AddColourParameter方法的典型用法代码示例。如果您正苦于以下问题:C# GH_Component.AddColourParameter方法的具体用法?C# GH_Component.AddColourParameter怎么用?C# GH_Component.AddColourParameter使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GH_Component
的用法示例。
在下文中一共展示了GH_Component.AddColourParameter方法的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: RegisterInputParams
/// <summary>
/// Registers all the input parameters for this component.
/// </summary>
protected override void RegisterInputParams(GH_Component.GH_InputParamManager pManager)
{
pManager.AddColourParameter("Color", "C", "Diffuse color of the material", GH_ParamAccess.item);
pManager.AddColourParameter("Ambient Color", "[aC]", "Ambient color of the material, multiplied by the color of the ambient light in the scene. Default is black", GH_ParamAccess.item, System.Drawing.Color.Black);
pManager.AddColourParameter("Emissive Color", "[eC]", "Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.", GH_ParamAccess.item, System.Drawing.Color.Black);
pManager.AddNumberParameter("[Opacity]", "[O]", "Number in the range of 0.0 - 1.0 indicating how transparent the material is. A value of 0.0 indicates fully transparent, 1.0 is fully opaque.", GH_ParamAccess.item, 1.0);
pManager.AddBooleanParameter("Smooth edges?", "[s]", "Smooth edges between faces? If false, mesh will appear faceted.", GH_ParamAccess.item, true);
pManager[1].Optional = true;
pManager[2].Optional = true;
pManager[3].Optional = true;
pManager[4].Optional = true;
}
示例2: RegisterInputParams
/// <summary>
/// Registers all the input parameters for this component.
/// </summary>
protected override void RegisterInputParams(GH_Component.GH_InputParamManager pManager)
{
pManager.AddColourParameter("Color", "C", "Diffuse color of the material", GH_ParamAccess.item);
pManager.AddColourParameter("Ambient Color", "[aC]", "Ambient color of the material, multiplied by the color of the ambient light in the scene. Default is black", GH_ParamAccess.item, System.Drawing.Color.Black);
pManager.AddColourParameter("Emissive Color", "[eC]", "Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.", GH_ParamAccess.item, System.Drawing.Color.Black);
pManager.AddColourParameter("Specular Color", "[sC]", "Specular color of the material, i.e., how shiny the material is and the color of its shine. Setting this the same color as the diffuse value (times some intensity) makes the material more metallic-looking; setting this to some gray makes the material look more plastic. Default is dark gray.", GH_ParamAccess.item, System.Drawing.Color.DarkGray);
pManager.AddNumberParameter("Shininess", "[S]", "How shiny the specular highlight is; a higher value gives a sharper highlight. Default is 30", GH_ParamAccess.item, 30.0);
pManager.AddNumberParameter("[Opacity]", "[O]", "Number in the range of 0.0 - 1.0 indicating how transparent the material is. A value of 0.0 indicates fully transparent, 1.0 is fully opaque.", GH_ParamAccess.item, 1.0);
pManager[1].Optional = true;
pManager[2].Optional = true;
pManager[3].Optional = true;
pManager[4].Optional = true;
pManager[5].Optional = true;
}
示例3: RegisterInputParams
/// <summary>
/// Registers all the input parameters for this component.
/// </summary>
protected override void RegisterInputParams(GH_Component.GH_InputParamManager pManager)
{
pManager.AddLineParameter("Lines", "ln", "The lines to display", GH_ParamAccess.list);
pManager.AddPointParameter("DisplacedNodes", "pFinal", "The displaced nodes", GH_ParamAccess.list);
pManager.AddNumberParameter("Displacement", "displ", "The nodal displacements", GH_ParamAccess.list);
pManager.AddColourParameter("ColourRange", "c", "The colour range (use gradient)", GH_ParamAccess.list);
}
示例4: RegisterInputParams
/// <summary>
/// Registers all the input parameters for this component.
/// </summary>
protected override void RegisterInputParams(GH_Component.GH_InputParamManager pManager)
{
pManager.AddPointParameter("Position", "pos", "The position of the load", GH_ParamAccess.list);
pManager.AddVectorParameter("Load", "load", "The nodal load", GH_ParamAccess.list);
pManager.AddColourParameter("Colour", "c", "The colour of the load", GH_ParamAccess.item, Color.DarkCyan);
pManager.AddNumberParameter("Scale", "sc", "Scale factor", GH_ParamAccess.item, 1.0);
}
示例5: RegisterInputParams
/// <summary>
/// Registers all the input parameters for this component.
/// </summary>
protected override void RegisterInputParams(GH_Component.GH_InputParamManager pManager)
{
pManager.AddMeshParameter("Mesh", "M", "A Grasshopper Mesh", GH_ParamAccess.item);
pManager.AddColourParameter("colors", "C", "A list of colors - one per face.", GH_ParamAccess.list);
pManager.AddTextParameter("Attribute Names", "[aN]", "Attribute Names", GH_ParamAccess.list);
pManager[2].Optional = true;
pManager.AddTextParameter("Attribute Values", "[aV]", "Attribute Values", GH_ParamAccess.list);
pManager[3].Optional = true;
}
示例6: RegisterInputParams
/// <summary>
/// Registers input parameters for component
/// </summary>
/// <param name="pManager"></param>
protected override void RegisterInputParams(GH_Component.GH_InputParamManager pManager)
{
pManager.AddPointParameter("Points", "P", "List of points for repulsion", GH_ParamAccess.list);
pManager.AddNumberParameter("Radius", "R", "Radius of points", GH_ParamAccess.list);
pManager.AddMeshParameter("Mesh", "M", "Mesh on which points will move.", GH_ParamAccess.item);
pManager.AddNumberParameter("Damping", "D", "Damping the system. If damping=1, the system will keep running", GH_ParamAccess.item, 0.95);
pManager.AddNumberParameter("Force", "F", "Force working between points", GH_ParamAccess.item, 15);
pManager.AddColourParameter("Colour", "C", "Vertex Colours in same order as vertices", GH_ParamAccess.list);
pManager.AddNumberParameter("Colour Sensitivity Repulsion", "CIRE", "1 = if black, then NO repulsion, 0 = same repulsions anywhere on mesh", GH_ParamAccess.item, 0.95);
pManager.AddNumberParameter("Colour Sensitivity Radius", "CIRA", "1 = if black, then full radius, if white then radius = 0, 0 = radius doesn't change", GH_ParamAccess.item, 0.7);
pManager.AddBooleanParameter("Reset", "Reset", "Resets the system", GH_ParamAccess.item, true);
}
示例7: RegisterInputParams
protected override void RegisterInputParams(GH_Component.GH_InputParamManager pManager)
{
List<int> optionals = new List<int>();
pManager.AddTextParameter("Name", "Name", "Parameter Name", GH_ParamAccess.item);
pManager.AddTextParameter("View", "View", "View Name", GH_ParamAccess.item);
pManager.AddGenericParameter("Rules", "Rules", "Rules", GH_ParamAccess.list);
optionals.Add(pManager.AddTextParameter("Categories", "Categories", "Category Names", GH_ParamAccess.list));
optionals.Add(pManager.AddColourParameter("CutFillColor", "CutFillColor", "CutFillColor", GH_ParamAccess.item));
optionals.Add(pManager.AddColourParameter("CutLineColor", "CutLineColor", "CutLineColor", GH_ParamAccess.item));
optionals.Add(pManager.AddColourParameter("ProjectionFillColor", "ProjectionFillColor", "ProjectionFillColor", GH_ParamAccess.item));
optionals.Add(pManager.AddColourParameter("ProjectionLineColor", "ProjectionLineColor", "ProjectionLineColor", GH_ParamAccess.item));
optionals.Add(pManager.AddIntegerParameter("CutLineWeight", "CutLineWeight", "CutLineWeight", GH_ParamAccess.item));
optionals.Add(pManager.AddIntegerParameter("ProjectionLineWeight", "ProjectionLineWeight", "ProjectionLineWeight", GH_ParamAccess.item));
optionals.Add(pManager.AddTextParameter("CutFillPattern", "CutFillPattern", "CutFillPattern", GH_ParamAccess.item));
optionals.Add(pManager.AddTextParameter("CutLinePattern", "CutLinePattern", "CutLinePattern", GH_ParamAccess.item));
optionals.Add(pManager.AddTextParameter("ProjectionFillPattern", "ProjectionFillPattern", "ProjectionFillPattern", GH_ParamAccess.item));
optionals.Add(pManager.AddTextParameter("ProjectionLinePattern", "ProjectionLinePattern", "ProjectionLinePattern", GH_ParamAccess.item));
foreach (int i in optionals) pManager[i].Optional = true;
}
示例8: RegisterInputParams
/// <summary>
/// Registers all the input parameters for this component.
/// </summary>
protected override void RegisterInputParams(GH_Component.GH_InputParamManager pManager)
{
pManager.AddColourParameter("Color", "C", "Diffuse color of the material", GH_ParamAccess.item);
pManager.AddNumberParameter("[Opacity]", "[O]", "Number in the range of 0.0 - 1.0 indicating how transparent the material is. A value of 0.0 indicates fully transparent, 1.0 is fully opaque.", GH_ParamAccess.item, 1.0);
pManager[1].Optional = true;
}
示例9: RegisterInputParams
/// <summary>
/// Registers all the input parameters for this component.
/// </summary>
protected override void RegisterInputParams(GH_Component.GH_InputParamManager pManager)
{
pManager.AddColourParameter("Color", "C", "Material Color", GH_ParamAccess.item);
pManager.AddNumberParameter("[Opacity]", "[O]", "Material Opacity", GH_ParamAccess.item);
pManager[1].Optional = true;
pManager.AddTextParameter("[Name]", "[N]", "Material Name", GH_ParamAccess.item);
pManager[2].Optional = true;
}