NAME

Chart::Plotly::Trace::Mesh3d

SYNOPSIS

use HTML::Show;
use Chart::Plotly;
use Chart::Plotly::Trace::Mesh3d;
my $mesh3d = Chart::Plotly::Trace::Mesh3d->new(x => [1 .. 5], y => [1 .. 5]);

HTML::Show::show(Chart::Plotly::render_full_html(data => [$mesh3d]));

DESCRIPTION

This file has been autogenerated from the official plotly.js source.

If you like Plotly, please support them: https://plot.ly/ Open source announcement: https://plot.ly/javascript/open-source-announcement/

Full reference: https://plot.ly/javascript/reference/#mesh3d

DISCLAIMER

This is an unofficial Plotly Perl module. Currently I'm not affiliated in any way with Plotly. But I think plotly.js is a great library and I want to use it with perl.

METHODS

TO_JSON

Serialize the trace to JSON. This method should be called only by JSON serializer.

type

Trace type.

ATTRIBUTES

  • opacity

    Sets the opacity of the surface.

  • lightposition

  • colorscale

    Sets the colorscale. The colorscale must be an array containing arrays mapping a normalized value to an rgb, rgba, hex, hsl, hsv, or named color string. At minimum, a mapping for the lowest (0) and highest (1) values are required. For example, `[[0, 'rgb(0,0,255)', [1, 'rgb(255,0,0)']]`. To control the bounds of the colorscale in z space, use zmin and zmax

  • y

    Sets the Y coordinates of the vertices. The nth element of vectors `x`, `y` and `z` jointly represent the X, Y and Z coordinates of the nth vertex.

  • showscale

    Determines whether or not a colorbar is displayed for this trace.

  • flatshading

    Determines whether or not normal smoothing is applied to the meshes, creating meshes with an angular, low-poly look via flat reflections.

  • j

    A vector of vertex indices, i.e. integer values between 0 and the length of the vertex vectors, representing the *second* vertex of a triangle. For example, `{i[m], j[m], k[m]}` together represent face m (triangle m) in the mesh, where `j[m] = n` points to the triplet `{x[n], y[n], z[n]}` in the vertex arrays. Therefore, each element in `j` represents a point in space, which is the second vertex of a triangle.

  • x

    Sets the X coordinates of the vertices. The nth element of vectors `x`, `y` and `z` jointly represent the X, Y and Z coordinates of the nth vertex.

  • alphahull

    Determines how the mesh surface triangles are derived from the set of vertices (points) represented by the `x`, `y` and `z` arrays, if the `i`, `j`, `k` arrays are not supplied. For general use of `mesh3d` it is preferred that `i`, `j`, `k` are supplied. If *-1*, Delaunay triangulation is used, which is mainly suitable if the mesh is a single, more or less layer surface that is perpendicular to `delaunayaxis`. In case the `delaunayaxis` intersects the mesh surface at more than one point it will result triangles that are very long in the dimension of `delaunayaxis`. If *>0*, the alpha-shape algorithm is used. In this case, the positive `alphahull` value signals the use of the alpha-shape algorithm, _and_ its value acts as the parameter for the mesh fitting. If *0*, the convex-hull algorithm is used. It is suitable for convex bodies or if the intention is to enclose the `x`, `y` and `z` point set into a convex hull.

  • facecolor

    Sets the color of each face Overrides *color* and *vertexcolor*.

  • color

    Sets the color of the whole mesh

  • vertexcolor

    Sets the color of each vertex Overrides *color*.

  • k

    A vector of vertex indices, i.e. integer values between 0 and the length of the vertex vectors, representing the *third* vertex of a triangle. For example, `{i[m], j[m], k[m]}` together represent face m (triangle m) in the mesh, where `k[m] = n` points to the triplet `{x[n], y[n], z[n]}` in the vertex arrays. Therefore, each element in `k` represents a point in space, which is the third vertex of a triangle.

  • z

    Sets the Z coordinates of the vertices. The nth element of vectors `x`, `y` and `z` jointly represent the X, Y and Z coordinates of the nth vertex.

  • lighting

  • _nestedModules

  • i

    A vector of vertex indices, i.e. integer values between 0 and the length of the vertex vectors, representing the *first* vertex of a triangle. For example, `{i[m], j[m], k[m]}` together represent face m (triangle m) in the mesh, where `i[m] = n` points to the triplet `{x[n], y[n], z[n]}` in the vertex arrays. Therefore, each element in `i` represents a point in space, which is the first vertex of a triangle.

  • contour

  • delaunayaxis

    Sets the Delaunay axis, which is the axis that is perpendicular to the surface of the Delaunay triangulation. It has an effect if `i`, `j`, `k` are not provided and `alphahull` is set to indicate Delaunay triangulation.

  • reversescale

    Reverses the colorscale.

  • intensity

    Sets the vertex intensity values, used for plotting fields on meshes