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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 jongui 1051 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
259     outline = True}
260 jongui 1035 Class that shows a scalar field on a domain surface. The domain surface
261     can either be colored or grey-scaled, depending on the lookup table used.
262 gross 999 \end{classdesc}
263    
264 jongui 1035 The following are some of the methods available:\\
265     Methods from \ActorThreeD.
266    
267     \subsubsection{\MapOnPlaneCut class}
268    
269     \begin{classdesc}{MapOnPlaneCut}{scene, data_collector,
270 jongui 1051 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
271     outline = True}
272 jongui 1035 This class works in a similar way to \Map, except that it shows a scalar
273     field on a plane. The plane can be translated and rotated along the X, Y and
274     Z axes.
275 gross 999 \end{classdesc}
276    
277 jongui 1035 The following are some of the methods available:\\
278     Methods from \ActorThreeD and \Transform.
279    
280     \subsubsection{\MapOnPlaneClip class}
281    
282     \begin{classdesc}{MapOnPlaneClip}{scene, data_collector,
283 jongui 1051 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
284     outline = True}
285 jongui 1035 This class works in a similar way to \MapOnPlaneCut, except that it shows a
286     scalar field clipped using a plane.
287 gross 999 \end{classdesc}
288    
289 jongui 1035 The following are some of the methods available:\\
290     Methods from \ActorThreeD, \Transform and \Clipper.
291    
292     \subsubsection{\MapOnScalarClip class}
293    
294     \begin{classdesc}{MapOnScalarClip}{scene, data_collector,
295 jongui 1051 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
296     outline = True}
297 jongui 1035 This class works in a similar way to \Map, except that it shows a scalar
298     field clipped using a scalar value.
299 gross 999 \end{classdesc}
300    
301 jongui 1035 The following are some of the methods available:\\
302     Methods from \ActorThreeD and \Clipper.
303    
304     \subsubsection{\Velocity class}
305    
306     \begin{classdesc}{Velocity}{scene, data_collector,
307     viewport = Viewport.SOUTH_WEST, color_mode = ColorMode.VECTOR,
308     arrow = Arrow.TWO_D, lut = Lut.COLOR, outline = True}
309     Class that shows a vector field using arrows. The arrows can either be
310     colored or grey-scaled, depending on the lookup table used. If the arrows
311     are colored, there are two possible coloring modes, either using vector data or
312     scalar data. Similarly, there are two possible types of arrows, either
313     using two-dimensional or three-dimensional.
314 gross 999 \end{classdesc}
315    
316 jongui 1035 The following are some of the methods available:\\
317     Methods from \ActorThreeD, \GlyphThreeD and \StructuredPoints.
318    
319     \subsubsection{\VelocityOnPlaneCut class}
320    
321     \begin{classdesc}{VelocityOnPlaneCut}{scene, data_collector,
322     arrow = Arrow.TWO_D, color_mode = ColorMode.VECTOR,
323     viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
324     This class works in a similar way to \MapOnPlaneCut, except that
325     it shows a vector field using arrows on a plane.
326 gross 999 \end{classdesc}
327    
328 jongui 1035 The following are some of the methods available:\\
329     Methods from \ActorThreeD, \GlyphThreeD, \Transform and \StructuredPoints.
330    
331     \subsubsection{\VelocityOnPlaneClip class}
332    
333     \begin{classdesc}{VelocityOnPlaneClip}{scene, data_collector,
334     arrow = Arrow.TWO_D, color_mode = ColorMode.VECTOR,
335     viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, online = True}
336     This class works in a similar way to \MapOnPlaneClip, except that it shows a
337     vector field using arrows clipped using a plane.
338 gross 999 \end{classdesc}
339 jongui 961
340 jongui 1035 The following are some of the methods available:\\
341     Methods from \ActorThreeD, \GlyphThreeD, \Transform, \Clipper and
342     \StructuredPoints.
343    
344     \subsubsection{\Ellipsoid class}
345    
346     \begin{classdesc}{Ellipsoid}{scene, data_collector,
347     viewport = Viewport = SOUTH_WEST, lut = Lut.COLOR, outline = True}
348     Class that shows a tensor field using ellipsoids. The ellipsoids can either be
349     colored or grey-scaled, depending on the lookup table used.
350 gross 999 \end{classdesc}
351    
352 jongui 1035 The following are some of the methods available:\\
353     Methods from \ActorThreeD, \Sphere, \TensorGlyph and \StructuredPoints.
354    
355     \subsubsection{\EllipsoidOnPlaneCut class}
356    
357     \begin{classdesc}{EllipsoidOnPlaneCut}{scene, data_collector,
358     viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
359     This class works in a similar way to \MapOnPlaneCut, except that it shows
360     a tensor field using ellipsoids cut using a plane.
361 gross 999 \end{classdesc}
362    
363 jongui 1035 The following are some of the methods available:\\
364     Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform and
365     \StructuredPoints.
366    
367     \subsubsection{\EllipsoidOnPlaneClip class}
368    
369     \begin{classdesc}{EllipsoidOnPlaneClip}{scene, data_collector,
370     viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
371     This class works in a similar way to \MapOnPlaneClip, except that it shows a
372     tensor field using ellipsoids clipped using a plane.
373 gross 999 \end{classdesc}
374 jongui 1035
375     The following are some of the methods available:\\
376     Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform, \Clipper
377     and \StructuredPoints.
378 gross 999
379 jongui 1035 \subsubsection{\Contour class}
380    
381     \begin{classdesc}{Contour}{scene, data_collector,
382 jongui 1051 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
383     outline = True}
384 jongui 1035 Class that shows a scalar field by contour surfaces. The contour surfaces can
385     either be colored or grey-scaled, depending on the lookup table used. This
386     class can also be used to generate iso surfaces.
387 gross 999 \end{classdesc}
388    
389 jongui 1035 The following are some of the methods available:\\
390     Methods from \ActorThreeD and \ContourModule.
391    
392     \subsubsection{\ContourOnPlaneCut class}
393    
394     \begin{classdesc}{ContourOnPlaneCut}{scene, data_collector,
395 jongui 1051 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
396     outline = True}
397 jongui 1035 This class works in a similar way to \MapOnPlaneCut, except that it shows a
398     scalar field by contour surfaces on a plane.
399 gross 999 \end{classdesc}
400 gross 606
401 jongui 1035 The following are some of the methods available:\\
402     Methods from \ActorThreeD, \ContourModule and \Transform.
403    
404     \subsubsection{\ContourOnPlaneClip class}
405    
406     \begin{classdesc}{ContourOnPlaneClip}{scene, data_collector,
407 jongui 1051 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
408     outline = True}
409 jongui 1035 This class works in a similar way to \MapOnPlaneClip, except that it shows a
410     scalar field by contour surfaces clipped using a plane.
411 gross 999 \end{classdesc}
412    
413 jongui 1035 The following are some of the methods available:\\
414     Methods from \ActorThreeD, \ContourModule, \Transform and \Clipper.
415    
416     \subsubsection{\StreamLine class}
417    
418     \begin{classdesc}{StreamLine}{scene, data_collector,
419     viewport = Viewport.SOUTH_WEST, color_mode = ColorMode.VECTOR, lut = Lut.COLOR,
420     outline = True}
421     Class that shows the direction of particles of a vector field using streamlines.
422     The streamlines can either be colored or grey-scaled, depending on the lookup
423     table used. If the streamlines are colored, there are two possible coloring
424     modes, either using vector data or scalar data.
425 gross 999 \end{classdesc}
426    
427 jongui 1035 The following are some of the methods available:\\
428     Methods from \ActorThreeD, \PointSource, \StreamLineModule and \Tube.
429    
430     \subsubsection{\Carpet class}
431    
432     \begin{classdesc}{Carpet}{scene, data_collector,
433     viewport = Viewport.Viewport.SOUTH_WEST, warp_mode = WarpMode.SCALAR,
434     lut = Lut.COLOR, outline = True}
435     This class works in a similar way to \MapOnPlaneCut, except that it shows a
436     scalar field on a plane deformated (warp) along the normal. The plane can
437     either be colored or grey-scaled, depending on the lookup table used.
438     Similarly, the plane can be deformated either using scalar data or vector data.
439 gross 999 \end{classdesc}
440    
441 jongui 1035 The following are some of the methods available:\\
442     Methods from \ActorThreeD, \Warp and \Transform.
443 gross 999
444 jongui 1035 \subsubsection{\Image class}
445    
446     \begin{classdesc}{Image}{scene, image_reader, viewport = Viewport.SOUTH_WEST}
447     Class that displays an image which can be scaled (upwards and downwards). The
448     image can also be translated and rotated along the X, Y and Z axes.
449 gross 999 \end{classdesc}
450    
451 jongui 1035 The following are some of the methods available:\\
452     Methods from \ActorThreeD, \PlaneSource and \Transform.
453    
454    
455     %##############################################################################
456    
457    
458     \subsection{Coordiante Classes}
459     This subsection details the instances used to position the rendered object.
460    
461     \begin{classdesc}{LocalPosition}{x_coor, y_coor}
462     Class that defines the local positioning coordinate system (2D).
463 gross 999 \end{classdesc}
464    
465 jongui 1035 \begin{classdesc}{GlobalPosition}{x_coor, y_coor, z_coor}
466     Class that defines the global positioning coordinate system (3D).
467 gross 999 \end{classdesc}
468    
469 jongui 1035
470     %##############################################################################
471    
472    
473     \subsection{Supporting Classes}
474     This subsection details the supporting classes inherited by the data
475     visualization classes. These supporting
476    
477     \subsubsection{\ActorThreeD class}
478    
479     The following are some of the methods available:
480    
481     \begin{methoddesc}[Actor3D]{setOpacity}{opacity}
482     Set the opacity (transparency) of the 3D actor.
483     \end{methoddesc}
484    
485     \begin{methoddesc}[Actor3D]{setColor}{color}
486     Set the color of the 3D actor.
487     \end{methoddesc}
488    
489     \begin{methoddesc}[Actor3D]{setRepresentationToWireframe}{}
490     Set the representation of the 3D actor to wireframe.
491     \end{methoddesc}
492    
493     \subsubsection{\ActorTwoD class}
494    
495     The following are some of the methods available:
496    
497     \begin{methoddesc}[Actor2D]{setPosition}{position}
498     Set the position (XY) of the 2D actor. Default position is the lower left hand
499     corner of the window / viewport.
500     \end{methoddesc}
501    
502     \subsubsection{\Clipper class}
503    
504     The following are some of the methods available:
505    
506     \begin{methoddesc}[Clipper]{setInsideOutOn}{}
507     Clips one side of the rendered object.
508     \end{methoddesc}
509    
510     \begin{methoddesc}[Clipper]{setInsideOutOff}{}
511     Clips the other side of the rendered object.
512     \end{methoddesc}
513    
514     \begin{methoddesc}[Clipper]{setClipValue}{value}
515     Set the scalar clip value.
516     \end{methoddesc}
517    
518     \subsubsection{\ContourModule class}
519    
520     The following are some of the methods available:
521    
522     \begin{methoddesc}[ContourModule]{generateContours}{contours,
523     lower_range = None, upper_range = None}
524     Generate the specified number of contours within the specified range.
525     \end{methoddesc}
526    
527     \subsubsection{\GlyphThreeD class}
528    
529     The following are some of the methods available:
530    
531     \begin{methoddesc}[Glyph3D]{setScaleModeByVector}{}
532     Set the 3D glyph to scale according to the vector data.
533     \end{methoddesc}
534    
535     \begin{methoddesc}[Glyph3D]{setScaleModeByScalar}{}
536     Set the 3D glyph to scale according to the scalar data.
537     \end{methoddesc}
538    
539     \begin{methoddesc}[Glyph3D]{setScaleFactor}{scale_factor}
540     Set the 3D glyph scale factor.
541     \end{methoddesc}
542    
543     \subsubsection{\TensorGlyph class}
544    
545     The following are some of the methods available:
546    
547     \begin{methoddesc}[TensorGlyph]{setScaleFactor}{scale_factor}
548     Set the scale factor for the tensor glyph.
549     \end{methoddesc}
550    
551     \subsubsection{\PlaneSource class}
552    
553     The following are some of the methods available:
554    
555     \begin{methoddesc}[PlaneSource]{setPoint1}{position}
556     Set the first point from the origin of the plane source.
557     \end{methoddesc}
558    
559     \begin{methoddesc}[PlaneSource]{setPoint2}{position}
560     Set the second point from the origin of the plane source.
561     \end{methoddesc}
562    
563     \subsubsection{\PointSource class}
564    
565     The following are some of the methods available:
566    
567     \begin{methoddesc}[PointSource]{setPointSourceRadius}{radius}
568     Set the radius of the sphere.
569     \end{methoddesc}
570    
571     \begin{methoddesc}[PointSource]{setPointSourceNumberOfPoints}{points}
572     Set the number of points to generate within the sphere (the larger the
573     number of points, the more streamlines are generated).
574     \end{methoddesc}
575    
576     \subsubsection{\StructuredPoints class}
577    
578     The following are some of the methods available:
579    
580     \begin{methoddesc}[StructuredPoints]{setDimension}{x, y, z}
581     Set the dimension on the x, y and z axes. The smaller the dimension,
582     the more points are populated.
583     \end{methoddesc}
584    
585     \subsubsection{\Sphere class}
586    
587     The following are some of the methods available:
588    
589     \begin{methoddesc}[Sphere]{setThetaResolution}{resolution}
590     Set the theta resolution of the sphere.
591     \end{methoddesc}
592    
593     \begin{methoddesc}[Sphere]{setPhiResolution}{resolution}
594     Set the phi resoluton of the sphere.
595     \end{methoddesc}
596    
597     \subsubsection{\StreamLineModule class}
598    
599     The following are some of the methods available:
600    
601     \begin{methoddesc}[StreamLineModule]{setMaximumPropagationTime}{time}
602     Set the maximum length of the streamline expressed in elapsed time.
603     \end{methoddesc}
604    
605     \begin{methoddesc}[StreamLineModule]{setIntegrationToBothDirections}{}
606     Set the integration to occur both sides: forward (where the streamline
607     goes) and backward (where the streamline came from).
608     \end{methoddesc}
609    
610     \subsubsection{\Transform class}
611    
612     \begin{methoddesc}[Transform]{translate}{x_offset, y_offset, z_offset}
613     Translate the rendered object along the x, y and z-axes.
614     \end{methoddesc}
615    
616     \begin{methoddesc}[Transform]{rotateX}{angle}
617     Rotate the plane along the x-axis.
618     \end{methoddesc}
619    
620     \begin{methoddesc}[Transform]{rotateY}{angle}
621     Rotate the plane along the y-axis.
622     \end{methoddesc}
623    
624     \begin{methoddesc}[Transform]{rotateZ}{angle}
625     Rotate the plane along the z-axis.
626     \end{methoddesc}
627    
628     \begin{methoddesc}[Transform]{setPlaneToXY}{offset = 0}
629     Set the plane orthogonal to the z-axis.
630     \end{methoddesc}
631    
632     \begin{methoddesc}[Transform]{setPlaneToYZ}{offset = 0}
633     Set the plane orthogonal to the x-axis.
634     \end{methoddesc}
635    
636     \begin{methoddesc}[Transform]{setPlaneToXZ}{offset = 0}
637     Set the plane orthogonal to the y-axis.
638     \end{methoddesc}
639    
640     \subsubsection{\Tube class}
641    
642     \begin{methoddesc}[Tube]{setTubeRadius}{radius}
643     Set the radius of the tube.
644     \end{methoddesc}
645    
646     \begin{methoddesc}[Tube]{setTubeRadiusToVaryByVector}{}
647     Set the radius of the tube to vary by vector data.
648     \end{methoddesc}
649    
650     \begin{methoddesc}[Tube]{setTubeRadiusToVaryByScalar}{}
651     Set the radius of the tube to vary by scalar data.
652     \end{methoddesc}
653    
654     \subsubsection{\Warp class}
655    
656     \begin{methoddesc}[Warp]{setScaleFactor}{scale_factor}
657     Set the displacement scale factor.
658     \end{methoddesc}
659    
660    
661     \section{Online Rendering Mechnism}
662    
663    
664    
665 jongui 1002 same word on rendering, off-line, on-line, how to rotate, zoom, close the window, ...
666 gross 999
667 jongui 1002 %==============================================
668     \section{How to Make a Movie}

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