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1 gross 606 \chapter{The module \pyvisi}
2 jongui 879 \label{PYVISI CHAP}
3 jongui 1002 \declaremodule{extension}{esys.pyvisi}
4     \modulesynopsis{Python Visualization Interface}
5 jongui 879
6 gross 999 \section{Introduction}
7 jongui 1002 \pyvisi is a Python module that is used to generate 2D and 3D visualization
8     for escript and its PDE solvers: finley and bruce. This module provides
9 jongui 1035 an easy to use interface to the \VTK library (\VTKUrl). There are three forms
10     of rendering an object: (1) online: a single rendered object is displayed and
11     interaction (i.e. zoom and rotate) can occur, (2) offline: multiple rendered
12     objects are not displayed but are instead saved as a series of images. No
13     interaction can occur and (3) animate: similar to offline except that multiple
14     rendered objects are displayed one after another (animated on-the-fly) and
15     no images are saved. No interaction can occur.
16 gross 606
17 jongui 1002 The general rule of thumb when using \pyvisi is to perform the following
18     in sequence:
19 gross 606
20 jongui 1002 \begin{enumerate}
21 jongui 1035 \item Create a scene instance (i.e. \Scene), which is a window in which objects are to be
22     rendered on.
23     \item Create an input instance (i.e. \DataCollector), which reads and loads
24     the source data for visualization.
25     \item Create a data visualization instance (i.e. \Map, \Velocity, \Ellipsoid,
26     \Contour and \Carpet), which proccesses and manipulates the source data.
27     \item Create a camera (i.e. \Camera) instance, which controls the viewing angle.
28     \item Lastly, render the object online, offline or animate.
29 jongui 1002 \end{enumerate}
30     \begin{center}
31     \begin{math}
32     scene \rightarrow input \rightarrow visualization \rightarrow
33     camera \rightarrow render
34     \end{math}
35     \end{center}
36 gross 999
37 jongui 1002 The sequence in which instances are created is very important due to
38     to the dependencies among them. For example, an input instance must
39     always be created BEFORE a data visualisation instance is created.
40     If the sequence is switched, the program will throw an error because a
41     source data needs to be specified before the data can be
42     manipulated. Similarly, a camera instance must always be created
43     AFTER an input instance has been created. Otherwise, the program will throw
44     an error because the camera instance needs to calculate its
45     default position (automatically carried out in the background) based on
46     the source data.
47 gross 999
48     \section{\pyvisi Classes}
49 jongui 1035 The following subsections give a brief overview of the important classes
50     and some of their corresponding methods. Please refer to \ReferenceGuide for
51     full details.
52    
53    
54     %#############################################################################
55    
56    
57 gross 999 \subsection{Scene Classes}
58 jongui 1035 This subsection details the instances used to setup the viewing environment.
59    
60     \subsubsection{\Scene class}
61    
62 jongui 1002 \begin{classdesc}{Scene}{renderer = Renderer.ONLINE, num_viewport = 1,
63     x_size = 1152, y_size = 864}
64 jongui 1035 A scene is a window in which objects are to be rendered on. Only
65     one scene needs to be created and can display data from one source. However,
66     a scene may be divided into four smaller windows called viewports (if needed).
67     The four viewports in turn can display data from four different sources.
68 gross 999 \end{classdesc}
69    
70 jongui 1035 The following are some of the methods available:
71     \begin{methoddesc}[Scene]{setBackground}{color}
72     Set the background color of the scene.
73     \end{methoddesc}
74    
75     \begin{methoddesc}[Scene]{saveImage}{image_name}
76     Save the rendered object as an image offline. No interaction can occur.
77     \end{methoddesc}
78    
79     \begin{methoddesc}[Scene]{animate}{}
80     Animate the rendered object on-the-fly. No interaction can occur.
81     \end{methoddesc}
82    
83     \begin{methoddesc}[Scene]{render}{}
84     Render the object online. Interaction can occur.
85     \end{methoddesc}
86    
87     \subsubsection{\Camera class}
88    
89     \begin{classdesc}{Camera}{scene, data_collector, viewport = Viewport.SOUTH_WEST}
90     A camera controls the display angle of the rendered object and one is
91     usually created for a \Scene. However, if a \Scene has four viewports, then a
92     separate camera may be created for each viewport.
93 gross 999 \end{classdesc}
94    
95 jongui 1035 The following are some of the methods available:
96     \begin{methoddesc}[Camera]{setFocalPoint}{position}
97     Set the focal point of the camera.
98     \end{methoddesc}
99    
100     \begin{methoddesc}[Camera]{setPosition}{position}
101     Set the position of the camera.
102     \end{methoddesc}
103    
104     \begin{methoddesc}[Camera]{setClippingRange}{near_clipping, far_clipping}
105     Set the near and far clipping plane of the camera.
106     \end{methoddesc}
107    
108     \begin{methoddesc}[Camera]{setViewUp}{position}
109     Set the view up direction of the camera.
110     \end{methoddesc}
111    
112     \begin{methoddesc}[Camera]{azimuth}{angle}
113     Rotate the camera to the left and right.
114     \end{methoddesc}
115    
116     \begin{methoddesc}[Camera]{elevation}{angle}
117     Rotate the camera to the top and bottom (only between -90 and 90).
118     \end{methoddesc}
119    
120     \begin{methoddesc}[Camera]{backView}{}
121     Rotate the camera to view the back of the rendered object.
122     \end{methoddesc}
123    
124     \begin{methoddesc}[Camera]{topView}{}
125     Rotate the camera to view the top of the rendered object.
126     \end{methoddesc}
127    
128     \begin{methoddesc}[Camera]{bottomView}{}
129     Rotate the camera to view the bottom of the rendered object.
130     \end{methoddesc}
131    
132     \begin{methoddesc}[Camera]{leftView}{}
133     Rotate the camera to view the left side of the rendered object.
134     \end{methoddesc}
135    
136     \begin{methoddesc}[Camera]{rightView}{position}
137     Rotate the camera to view the right side of the rendered object.
138     \end{methoddesc}
139    
140     \begin{methoddesc}[Camera]{isometricView}{position}
141     Rotate the camera to view the isometric angle of the rendered object.
142     \end{methoddesc}
143    
144     \begin{methoddesc}[Camera]{dolly}{distance}
145     Move the camera towards (greater than 1) and away (less than 1) from
146     the rendered object.
147     \end{methoddesc}
148    
149     \subsubsection{\Light class}
150    
151     \begin{classdesc}{Light}{scene, data_collector, viewport = Viewport.SOUTH_WEST}
152     A light controls the source of light for the rendered object and works in
153     a similar way to \Camera.
154 gross 999 \end{classdesc}
155    
156 jongui 1035 The following are some of the methods available:
157     \begin{methoddesc}[Light]{setColor}{color}
158     Set the light color.
159     \end{methoddesc}
160    
161     \begin{methoddesc}[Light]{setFocalPoint}{position}
162     Set the focal point of the light.
163     \end{methoddesc}
164    
165     \begin{methoddesc}[Light]{setPosition}{position}
166     Set the position of the camera.
167     \end{methoddesc}
168    
169     \begin{methoddesc}[Light]{setAngle}{elevation = 0, azimuth = 0}
170     An alternative to set the position and focal point of the light using the
171     elevation and azimuth degrees.
172     \end{methoddesc}
173    
174    
175     %##############################################################################
176    
177    
178 gross 999 \subsection{Input Classes}
179 jongui 1035 This subsection details the instances used to read and load the source data
180     for visualization.
181 gross 999
182 jongui 1035 \subsubsection{\DataCollector class}
183 gross 999
184 jongui 1035 \begin{classdesc}{DataCollector}{source = Source.XML}
185     % need to say something about the escript object not just d xml file.
186     A data collector is used to read data from an XML file or from
187     an escript object directly. Please note that a separate data collector needs
188     to be created when two or more attributes of the same type from
189     the same file needs to be specified (i.e.two scalar attributes from a file).
190 gross 999 \end{classdesc}
191    
192 jongui 1035 The following are some of the methods available:
193     \begin{methoddesc}[DataCollector]{setFileName}{file_name}
194     Set the XML source file name to be read.
195     \end{methoddesc}
196 gross 999
197 jongui 1035 \begin{methoddesc}[DataCollector]{setData}{**args}
198     Create data using the \textless name\textgreater=\textless data\textgreater
199     pairing. Assumption is made that the data will be given in the
200     appropriate format.
201     \end{methoddesc}
202 gross 999
203 jongui 1035 \begin{methoddesc}[DataCollector]{setActiveScalar}{scalar}
204     Specify the scalar field to load.
205     \end{methoddesc}
206 gross 999
207 jongui 1035 \begin{methoddesc}[DataCollector]{setActiveVector}{vector}
208     Specify the vector field to load.
209     \end{methoddesc}
210 gross 999
211 jongui 1035 \begin{methoddesc}[DataCollector]{setActiveTensor}{tensor}
212     Specify the tensor field to load.
213     \end{methoddesc}
214 gross 999
215 jongui 1035 \subsubsection{\ImageReader class}
216    
217     \begin{classdesc}{ImageReader}{format}
218     An image reader is used to read data from an image in a variety of formats.
219 gross 999 \end{classdesc}
220    
221 jongui 1035 The following are some of the methods available:
222     \begin{methoddesc}[ImageReader]{setImageName}{image_name}
223     Set the image name to be read.
224     \end{methoddesc}
225    
226     \subsubsection{\TextTwoD class}
227    
228     \begin{classdesc}{Text2D}{scene, text, viewport = Viewport.SOUTH_WEST}
229     2D text is used to annotate the rendered object (i.e. adding titles, authors
230     and labels).
231 gross 999 \end{classdesc}
232    
233 jongui 1035 The following are some of the methods available:
234     \begin{methoddesc}[Text2D]{setFontSize}{size}
235     Set the 2D text size.
236     \end{methoddesc}
237    
238     \begin{methoddesc}[Text2D]{boldOn}{}
239     Bold the 2D text.
240     \end{methoddesc}
241    
242     \begin{methoddesc}[Text2D]{setColor}{color}
243     Set the color of the 2D text.
244     \end{methoddesc}
245    
246     Including methods from \ActorTwoD.
247    
248    
249     %##############################################################################
250    
251    
252     \subsection{Data Visualization Classes}
253     This subsection details the instances used to process and manipulate the source
254     data.
255     \subsubsection{\Map class}
256    
257     \begin{classdesc}{Map}{scene, data_collector,
258     viewport = Viewport.Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
259     Class that shows a scalar field on a domain surface. The domain surface
260     can either be colored or grey-scaled, depending on the lookup table used.
261 gross 999 \end{classdesc}
262    
263 jongui 1035 The following are some of the methods available:\\
264     Methods from \ActorThreeD.
265    
266     \subsubsection{\MapOnPlaneCut class}
267    
268     \begin{classdesc}{MapOnPlaneCut}{scene, data_collector,
269     viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
270     This class works in a similar way to \Map, except that it shows a scalar
271     field on a plane. The plane can be translated and rotated along the X, Y and
272     Z axes.
273 gross 999 \end{classdesc}
274    
275 jongui 1035 The following are some of the methods available:\\
276     Methods from \ActorThreeD and \Transform.
277    
278     \subsubsection{\MapOnPlaneClip class}
279    
280     \begin{classdesc}{MapOnPlaneClip}{scene, data_collector,
281     viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
282     This class works in a similar way to \MapOnPlaneCut, except that it shows a
283     scalar field clipped using a plane.
284 gross 999 \end{classdesc}
285    
286 jongui 1035 The following are some of the methods available:\\
287     Methods from \ActorThreeD, \Transform and \Clipper.
288    
289     \subsubsection{\MapOnScalarClip class}
290    
291     \begin{classdesc}{MapOnScalarClip}{scene, data_collector,
292     viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
293     This class works in a similar way to \Map, except that it shows a scalar
294     field clipped using a scalar value.
295 gross 999 \end{classdesc}
296    
297 jongui 1035 The following are some of the methods available:\\
298     Methods from \ActorThreeD and \Clipper.
299    
300     \subsubsection{\Velocity class}
301    
302     \begin{classdesc}{Velocity}{scene, data_collector,
303     viewport = Viewport.SOUTH_WEST, color_mode = ColorMode.VECTOR,
304     arrow = Arrow.TWO_D, lut = Lut.COLOR, outline = True}
305     Class that shows a vector field using arrows. The arrows can either be
306     colored or grey-scaled, depending on the lookup table used. If the arrows
307     are colored, there are two possible coloring modes, either using vector data or
308     scalar data. Similarly, there are two possible types of arrows, either
309     using two-dimensional or three-dimensional.
310 gross 999 \end{classdesc}
311    
312 jongui 1035 The following are some of the methods available:\\
313     Methods from \ActorThreeD, \GlyphThreeD and \StructuredPoints.
314    
315     \subsubsection{\VelocityOnPlaneCut class}
316    
317     \begin{classdesc}{VelocityOnPlaneCut}{scene, data_collector,
318     arrow = Arrow.TWO_D, color_mode = ColorMode.VECTOR,
319     viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
320     This class works in a similar way to \MapOnPlaneCut, except that
321     it shows a vector field using arrows on a plane.
322 gross 999 \end{classdesc}
323    
324 jongui 1035 The following are some of the methods available:\\
325     Methods from \ActorThreeD, \GlyphThreeD, \Transform and \StructuredPoints.
326    
327     \subsubsection{\VelocityOnPlaneClip class}
328    
329     \begin{classdesc}{VelocityOnPlaneClip}{scene, data_collector,
330     arrow = Arrow.TWO_D, color_mode = ColorMode.VECTOR,
331     viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, online = True}
332     This class works in a similar way to \MapOnPlaneClip, except that it shows a
333     vector field using arrows clipped using a plane.
334 gross 999 \end{classdesc}
335 jongui 961
336 jongui 1035 The following are some of the methods available:\\
337     Methods from \ActorThreeD, \GlyphThreeD, \Transform, \Clipper and
338     \StructuredPoints.
339    
340     \subsubsection{\Ellipsoid class}
341    
342     \begin{classdesc}{Ellipsoid}{scene, data_collector,
343     viewport = Viewport = SOUTH_WEST, lut = Lut.COLOR, outline = True}
344     Class that shows a tensor field using ellipsoids. The ellipsoids can either be
345     colored or grey-scaled, depending on the lookup table used.
346 gross 999 \end{classdesc}
347    
348 jongui 1035 The following are some of the methods available:\\
349     Methods from \ActorThreeD, \Sphere, \TensorGlyph and \StructuredPoints.
350    
351     \subsubsection{\EllipsoidOnPlaneCut class}
352    
353     \begin{classdesc}{EllipsoidOnPlaneCut}{scene, data_collector,
354     viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
355     This class works in a similar way to \MapOnPlaneCut, except that it shows
356     a tensor field using ellipsoids cut using a plane.
357 gross 999 \end{classdesc}
358    
359 jongui 1035 The following are some of the methods available:\\
360     Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform and
361     \StructuredPoints.
362    
363     \subsubsection{\EllipsoidOnPlaneClip class}
364    
365     \begin{classdesc}{EllipsoidOnPlaneClip}{scene, data_collector,
366     viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
367     This class works in a similar way to \MapOnPlaneClip, except that it shows a
368     tensor field using ellipsoids clipped using a plane.
369 gross 999 \end{classdesc}
370 jongui 1035
371     The following are some of the methods available:\\
372     Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform, \Clipper
373     and \StructuredPoints.
374 gross 999
375 jongui 1035 \subsubsection{\Contour class}
376    
377     \begin{classdesc}{Contour}{scene, data_collector,
378     viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
379     Class that shows a scalar field by contour surfaces. The contour surfaces can
380     either be colored or grey-scaled, depending on the lookup table used. This
381     class can also be used to generate iso surfaces.
382 gross 999 \end{classdesc}
383    
384 jongui 1035 The following are some of the methods available:\\
385     Methods from \ActorThreeD and \ContourModule.
386    
387     \subsubsection{\ContourOnPlaneCut class}
388    
389     \begin{classdesc}{ContourOnPlaneCut}{scene, data_collector,
390     viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
391     This class works in a similar way to \MapOnPlaneCut, except that it shows a
392     scalar field by contour surfaces on a plane.
393 gross 999 \end{classdesc}
394 gross 606
395 jongui 1035 The following are some of the methods available:\\
396     Methods from \ActorThreeD, \ContourModule and \Transform.
397    
398     \subsubsection{\ContourOnPlaneClip class}
399    
400     \begin{classdesc}{ContourOnPlaneClip}{scene, data_collector,
401     viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
402     This class works in a similar way to \MapOnPlaneClip, except that it shows a
403     scalar field by contour surfaces clipped using a plane.
404 gross 999 \end{classdesc}
405    
406 jongui 1035 The following are some of the methods available:\\
407     Methods from \ActorThreeD, \ContourModule, \Transform and \Clipper.
408    
409     \subsubsection{\StreamLine class}
410    
411     \begin{classdesc}{StreamLine}{scene, data_collector,
412     viewport = Viewport.SOUTH_WEST, color_mode = ColorMode.VECTOR, lut = Lut.COLOR,
413     outline = True}
414     Class that shows the direction of particles of a vector field using streamlines.
415     The streamlines can either be colored or grey-scaled, depending on the lookup
416     table used. If the streamlines are colored, there are two possible coloring
417     modes, either using vector data or scalar data.
418 gross 999 \end{classdesc}
419    
420 jongui 1035 The following are some of the methods available:\\
421     Methods from \ActorThreeD, \PointSource, \StreamLineModule and \Tube.
422    
423     \subsubsection{\Carpet class}
424    
425     \begin{classdesc}{Carpet}{scene, data_collector,
426     viewport = Viewport.Viewport.SOUTH_WEST, warp_mode = WarpMode.SCALAR,
427     lut = Lut.COLOR, outline = True}
428     This class works in a similar way to \MapOnPlaneCut, except that it shows a
429     scalar field on a plane deformated (warp) along the normal. The plane can
430     either be colored or grey-scaled, depending on the lookup table used.
431     Similarly, the plane can be deformated either using scalar data or vector data.
432 gross 999 \end{classdesc}
433    
434 jongui 1035 The following are some of the methods available:\\
435     Methods from \ActorThreeD, \Warp and \Transform.
436 gross 999
437 jongui 1035 \subsubsection{\Image class}
438    
439     \begin{classdesc}{Image}{scene, image_reader, viewport = Viewport.SOUTH_WEST}
440     Class that displays an image which can be scaled (upwards and downwards). The
441     image can also be translated and rotated along the X, Y and Z axes.
442 gross 999 \end{classdesc}
443    
444 jongui 1035 The following are some of the methods available:\\
445     Methods from \ActorThreeD, \PlaneSource and \Transform.
446    
447    
448     %##############################################################################
449    
450    
451     \subsection{Coordiante Classes}
452     This subsection details the instances used to position the rendered object.
453    
454     \begin{classdesc}{LocalPosition}{x_coor, y_coor}
455     Class that defines the local positioning coordinate system (2D).
456 gross 999 \end{classdesc}
457    
458 jongui 1035 \begin{classdesc}{GlobalPosition}{x_coor, y_coor, z_coor}
459     Class that defines the global positioning coordinate system (3D).
460 gross 999 \end{classdesc}
461    
462 jongui 1035
463     %##############################################################################
464    
465    
466     \subsection{Supporting Classes}
467     This subsection details the supporting classes inherited by the data
468     visualization classes. These supporting
469    
470     \subsubsection{\ActorThreeD class}
471    
472     The following are some of the methods available:
473    
474     \begin{methoddesc}[Actor3D]{setOpacity}{opacity}
475     Set the opacity (transparency) of the 3D actor.
476     \end{methoddesc}
477    
478     \begin{methoddesc}[Actor3D]{setColor}{color}
479     Set the color of the 3D actor.
480     \end{methoddesc}
481    
482     \begin{methoddesc}[Actor3D]{setRepresentationToWireframe}{}
483     Set the representation of the 3D actor to wireframe.
484     \end{methoddesc}
485    
486     \subsubsection{\ActorTwoD class}
487    
488     The following are some of the methods available:
489    
490     \begin{methoddesc}[Actor2D]{setPosition}{position}
491     Set the position (XY) of the 2D actor. Default position is the lower left hand
492     corner of the window / viewport.
493     \end{methoddesc}
494    
495     \subsubsection{\Clipper class}
496    
497     The following are some of the methods available:
498    
499     \begin{methoddesc}[Clipper]{setInsideOutOn}{}
500     Clips one side of the rendered object.
501     \end{methoddesc}
502    
503     \begin{methoddesc}[Clipper]{setInsideOutOff}{}
504     Clips the other side of the rendered object.
505     \end{methoddesc}
506    
507     \begin{methoddesc}[Clipper]{setClipValue}{value}
508     Set the scalar clip value.
509     \end{methoddesc}
510    
511     \subsubsection{\ContourModule class}
512    
513     The following are some of the methods available:
514    
515     \begin{methoddesc}[ContourModule]{generateContours}{contours,
516     lower_range = None, upper_range = None}
517     Generate the specified number of contours within the specified range.
518     \end{methoddesc}
519    
520     \subsubsection{\GlyphThreeD class}
521    
522     The following are some of the methods available:
523    
524     \begin{methoddesc}[Glyph3D]{setScaleModeByVector}{}
525     Set the 3D glyph to scale according to the vector data.
526     \end{methoddesc}
527    
528     \begin{methoddesc}[Glyph3D]{setScaleModeByScalar}{}
529     Set the 3D glyph to scale according to the scalar data.
530     \end{methoddesc}
531    
532     \begin{methoddesc}[Glyph3D]{setScaleFactor}{scale_factor}
533     Set the 3D glyph scale factor.
534     \end{methoddesc}
535    
536     \subsubsection{\TensorGlyph class}
537    
538     The following are some of the methods available:
539    
540     \begin{methoddesc}[TensorGlyph]{setScaleFactor}{scale_factor}
541     Set the scale factor for the tensor glyph.
542     \end{methoddesc}
543    
544     \subsubsection{\PlaneSource class}
545    
546     The following are some of the methods available:
547    
548     \begin{methoddesc}[PlaneSource]{setPoint1}{position}
549     Set the first point from the origin of the plane source.
550     \end{methoddesc}
551    
552     \begin{methoddesc}[PlaneSource]{setPoint2}{position}
553     Set the second point from the origin of the plane source.
554     \end{methoddesc}
555    
556     \subsubsection{\PointSource class}
557    
558     The following are some of the methods available:
559    
560     \begin{methoddesc}[PointSource]{setPointSourceRadius}{radius}
561     Set the radius of the sphere.
562     \end{methoddesc}
563    
564     \begin{methoddesc}[PointSource]{setPointSourceNumberOfPoints}{points}
565     Set the number of points to generate within the sphere (the larger the
566     number of points, the more streamlines are generated).
567     \end{methoddesc}
568    
569     \subsubsection{\StructuredPoints class}
570    
571     The following are some of the methods available:
572    
573     \begin{methoddesc}[StructuredPoints]{setDimension}{x, y, z}
574     Set the dimension on the x, y and z axes. The smaller the dimension,
575     the more points are populated.
576     \end{methoddesc}
577    
578     \subsubsection{\Sphere class}
579    
580     The following are some of the methods available:
581    
582     \begin{methoddesc}[Sphere]{setThetaResolution}{resolution}
583     Set the theta resolution of the sphere.
584     \end{methoddesc}
585    
586     \begin{methoddesc}[Sphere]{setPhiResolution}{resolution}
587     Set the phi resoluton of the sphere.
588     \end{methoddesc}
589    
590     \subsubsection{\StreamLineModule class}
591    
592     The following are some of the methods available:
593    
594     \begin{methoddesc}[StreamLineModule]{setMaximumPropagationTime}{time}
595     Set the maximum length of the streamline expressed in elapsed time.
596     \end{methoddesc}
597    
598     \begin{methoddesc}[StreamLineModule]{setIntegrationToBothDirections}{}
599     Set the integration to occur both sides: forward (where the streamline
600     goes) and backward (where the streamline came from).
601     \end{methoddesc}
602    
603     \subsubsection{\Transform class}
604    
605     \begin{methoddesc}[Transform]{translate}{x_offset, y_offset, z_offset}
606     Translate the rendered object along the x, y and z-axes.
607     \end{methoddesc}
608    
609     \begin{methoddesc}[Transform]{rotateX}{angle}
610     Rotate the plane along the x-axis.
611     \end{methoddesc}
612    
613     \begin{methoddesc}[Transform]{rotateY}{angle}
614     Rotate the plane along the y-axis.
615     \end{methoddesc}
616    
617     \begin{methoddesc}[Transform]{rotateZ}{angle}
618     Rotate the plane along the z-axis.
619     \end{methoddesc}
620    
621     \begin{methoddesc}[Transform]{setPlaneToXY}{offset = 0}
622     Set the plane orthogonal to the z-axis.
623     \end{methoddesc}
624    
625     \begin{methoddesc}[Transform]{setPlaneToYZ}{offset = 0}
626     Set the plane orthogonal to the x-axis.
627     \end{methoddesc}
628    
629     \begin{methoddesc}[Transform]{setPlaneToXZ}{offset = 0}
630     Set the plane orthogonal to the y-axis.
631     \end{methoddesc}
632    
633     \subsubsection{\Tube class}
634    
635     \begin{methoddesc}[Tube]{setTubeRadius}{radius}
636     Set the radius of the tube.
637     \end{methoddesc}
638    
639     \begin{methoddesc}[Tube]{setTubeRadiusToVaryByVector}{}
640     Set the radius of the tube to vary by vector data.
641     \end{methoddesc}
642    
643     \begin{methoddesc}[Tube]{setTubeRadiusToVaryByScalar}{}
644     Set the radius of the tube to vary by scalar data.
645     \end{methoddesc}
646    
647     \subsubsection{\Warp class}
648    
649     \begin{methoddesc}[Warp]{setScaleFactor}{scale_factor}
650     Set the displacement scale factor.
651     \end{methoddesc}
652    
653    
654     \section{Online Rendering Mechnism}
655    
656    
657    
658 jongui 1002 same word on rendering, off-line, on-line, how to rotate, zoom, close the window, ...
659 gross 999
660 jongui 1002 %==============================================
661     \section{How to Make a Movie}

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