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\chapter{The module \pyvisi} |
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\label{PYVISI CHAP} |
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\declaremodule{extension}{esys.pyvisi} |
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\modulesynopsis{Python Visualization Interface} |
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\section{Introduction} |
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\pyvisi is a Python module that is used to generate 2D and 3D visualization |
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for escript and its PDE solvers: finley and bruce. This module provides |
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an easy to use interface to the \VTK library (\VTKUrl). There are three |
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approaches of rendering an object. (1) Online - object is rendered on-screen |
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with interaction (i.e. zoom and rotate) capability, (2) Offline - object is |
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rendered off-screen (no window comes up) and (3) Display - object is rendered |
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on-screen but with no interaction capability (able to produce on-the-fly |
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animation). All three approaches have the option to save the rendered object |
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as an image. |
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The following points outline the general guidelines when using \pyvisi: |
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\begin{enumerate} |
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\item Create a \Scene instance, a window in which objects are to be rendered on. |
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\item Create a data input instance (i.e. \DataCollector or \ImageReader), which |
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reads and loads the source data for visualization. |
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\item Create a data visualization instance (i.e. \Map, \Velocity, \Ellipsoid, |
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\Contour, \Carpet, \StreamLine or \Image), which proccesses and manipulates the |
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source data. |
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\item Create a \Camera or \Light instance, which controls the viewing angle and |
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lighting effects. |
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\item Render the object using either the Online, Offline or Display approach. |
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\end{enumerate} |
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\begin{center} |
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\begin{math} |
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scene \rightarrow data input \rightarrow data visualization \rightarrow |
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camera/light \rightarrow render |
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\end{math} |
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\end{center} |
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The sequence in which instances are created is very important due to |
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to the dependencies among them. For example, a data input instance must |
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be created BEFORE a data visualization instance, because the source data must |
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be specified before it can be manipulated. If the sequence is switched, |
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the program will throw an error. Similarly, a camera and light instance must |
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be created AFTER a data input instance because the camera and light instance |
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calculates their position based on the source data. If the sequence is switched, |
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the programthe will throw an error . |
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\section{\pyvisi Classes} |
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The following subsections give a brief overview of the important classes |
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and some of their corresponding methods. Please refer to \ReferenceGuide for |
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full details. |
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%############################################################################# |
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\subsection{Scene Classes} |
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This subsection details the instances used to setup the viewing environment. |
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\subsubsection{\Scene class} |
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\begin{classdesc}{Scene}{renderer = Renderer.ONLINE, num_viewport = 1, |
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x_size = 1152, y_size = 864} |
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A scene is a window in which objects are to be rendered on. Only |
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one scene needs to be created. However, a scene may be divided into four |
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smaller windows called viewports (if needed). Each viewport can |
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render a different object. |
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\end{classdesc} |
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The following are some of the methods available: |
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\begin{methoddesc}[Scene]{setBackground}{color} |
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Set the background color of the scene. |
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\end{methoddesc} |
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\begin{methoddesc}[Scene]{render}{image_name = None} |
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Render the object using either the Online, Offline or Display mode. |
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\end{methoddesc} |
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\subsubsection{\Camera class} |
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\begin{classdesc}{Camera}{scene, data_collector, viewport = Viewport.SOUTH_WEST} |
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A camera controls the display angle of the rendered object and one is |
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usually created for a \Scene. However, if a \Scene has four viewports, then a |
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separate camera may be created for each viewport. |
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\end{classdesc} |
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The following are some of the methods available: |
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\begin{methoddesc}[Camera]{setFocalPoint}{position} |
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Set the focal point of the camera. |
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\end{methoddesc} |
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\begin{methoddesc}[Camera]{setPosition}{position} |
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Set the position of the camera. |
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\end{methoddesc} |
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\begin{methoddesc}[Camera]{azimuth}{angle} |
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Rotate the camera to the left and right. |
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\end{methoddesc} |
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\begin{methoddesc}[Camera]{elevation}{angle} |
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Rotate the camera to the top and bottom (only between -90 and 90). |
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\end{methoddesc} |
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\begin{methoddesc}[Camera]{backView}{} |
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Rotate the camera to view the back of the rendered object. |
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\end{methoddesc} |
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\begin{methoddesc}[Camera]{topView}{} |
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Rotate the camera to view the top of the rendered object. |
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\end{methoddesc} |
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\begin{methoddesc}[Camera]{bottomView}{} |
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Rotate the camera to view the bottom of the rendered object. |
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\end{methoddesc} |
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\begin{methoddesc}[Camera]{leftView}{} |
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Rotate the camera to view the left side of the rendered object. |
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\end{methoddesc} |
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\begin{methoddesc}[Camera]{rightView}{} |
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Rotate the camera to view the right side of the rendered object. |
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\end{methoddesc} |
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\begin{methoddesc}[Camera]{isometricView}{} |
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Rotate the camera to view the isometric angle of the rendered object. |
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\end{methoddesc} |
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\begin{methoddesc}[Camera]{dolly}{distance} |
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Move the camera towards (greater than 1) and away (less than 1) from |
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the rendered object. |
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\end{methoddesc} |
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\subsubsection{\Light class} |
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\begin{classdesc}{Light}{scene, data_collector, viewport = Viewport.SOUTH_WEST} |
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A light controls the lighting for the rendered object and works in |
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a similar way to \Camera. |
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\end{classdesc} |
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The following are some of the methods available: |
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\begin{methoddesc}[Light]{setColor}{color} |
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Set the light color. |
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\end{methoddesc} |
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\begin{methoddesc}[Light]{setFocalPoint}{position} |
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Set the focal point of the light. |
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\end{methoddesc} |
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\begin{methoddesc}[Light]{setPosition}{position} |
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Set the position of the light. |
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\end{methoddesc} |
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\begin{methoddesc}[Light]{setAngle}{elevation = 0, azimuth = 0} |
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An alternative to set the position and focal point of the light by using the |
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elevation and azimuth. |
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\end{methoddesc} |
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%############################################################################## |
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\subsection{Input Classes} |
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This subsection details the instances used to read and load the source data |
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for visualization. |
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\subsubsection{\DataCollector class} |
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\begin{classdesc}{DataCollector}{source = Source.XML} |
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A data collector is used to read data from an XML file or from |
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an escript object directly. |
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\end{classdesc} |
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The following are some of the methods available: |
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\begin{methoddesc}[DataCollector]{setFileName}{file_name} |
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Set the XML file name to read. |
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\end{methoddesc} |
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\begin{methoddesc}[DataCollector]{setData}{**args} |
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Create data using the \textless name\textgreater=\textless data\textgreater |
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pairing. Assumption is made that the data will be given in the |
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appropriate format. |
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BUG: Reading source data directly from an escript object is NOT |
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work properly. Therefore this method should NOT be used at this stage. |
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\end{methoddesc} |
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\begin{methoddesc}[DataCollector]{setActiveScalar}{scalar} |
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Specify the scalar field to load. |
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\end{methoddesc} |
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\begin{methoddesc}[DataCollector]{setActiveVector}{vector} |
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Specify the vector field to load. |
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\end{methoddesc} |
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\begin{methoddesc}[DataCollector]{setActiveTensor}{tensor} |
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Specify the tensor field to load. |
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\end{methoddesc} |
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\subsubsection{\ImageReader class} |
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\begin{classdesc}{ImageReader}{format} |
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An image reader is used to read data from an image in a variety of formats. |
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\end{classdesc} |
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The following are some of the methods available: |
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\begin{methoddesc}[ImageReader]{setImageName}{image_name} |
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Set the image name to be read. |
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\end{methoddesc} |
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\subsubsection{\TextTwoD class} |
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\begin{classdesc}{Text2D}{scene, text, viewport = Viewport.SOUTH_WEST} |
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A two-dimensional text is used to annotate the rendered object |
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(i.e. adding titles, authors and labels). |
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\end{classdesc} |
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The following are some of the methods available: |
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\begin{methoddesc}[Text2D]{setFontSize}{size} |
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Set the 2D text size. |
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\end{methoddesc} |
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\begin{methoddesc}[Text2D]{boldOn}{} |
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Bold the 2D text. |
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\end{methoddesc} |
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\begin{methoddesc}[Text2D]{setColor}{color} |
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Set the color of the 2D text. |
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\end{methoddesc} |
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Including methods from \ActorTwoD. |
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%############################################################################## |
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\subsection{Data Visualization Classes} |
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This subsection details the instances used to process and manipulate the source |
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data. |
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One point to note is that the source can either be point or cell data. If the |
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source is cell data, a conversion to point data may or may not be |
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required, in order for the object to be rendered correctly. |
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If a conversion is needed, the 'cell_to_point' flag (see below) must be set to |
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'True', otherwise 'False' (which is the default). |
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\subsubsection{\Map class} |
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\begin{classdesc}{Map}{scene, data_collector, |
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viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False, |
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outline = True} |
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Class that shows a scalar field on a domain surface. The domain surface |
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can either be colored or grey-scaled, depending on the lookup table used. |
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\end{classdesc} |
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The following are some of the methods available:\\ |
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Methods from \ActorThreeD. |
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\subsubsection{\MapOnPlaneCut class} |
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\begin{classdesc}{MapOnPlaneCut}{scene, data_collector, |
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viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False, |
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outline = True} |
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This class works in a similar way to \Map, except that it shows a scalar |
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field on a plane. The plane can be translated and rotated along the X, Y and |
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Z axes. |
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\end{classdesc} |
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The following are some of the methods available:\\ |
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Methods from \ActorThreeD and \Transform. |
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\subsubsection{\MapOnPlaneClip class} |
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\begin{classdesc}{MapOnPlaneClip}{scene, data_collector, |
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viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False, |
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outline = True} |
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This class works in a similar way to \MapOnPlaneCut, except that it shows a |
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scalar field clipped using a plane. |
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\end{classdesc} |
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The following are some of the methods available:\\ |
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Methods from \ActorThreeD, \Transform and \Clipper. |
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\subsubsection{\MapOnScalarClip class} |
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\begin{classdesc}{MapOnScalarClip}{scene, data_collector, |
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viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False, |
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outline = True} |
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This class works in a similar way to \Map, except that it shows a scalar |
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field clipped using a scalar value. |
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\end{classdesc} |
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The following are some of the methods available:\\ |
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Methods from \ActorThreeD and \Clipper. |
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\subsubsection{\Velocity class} |
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\begin{classdesc}{Velocity}{scene, data_collector, |
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viewport = Viewport.SOUTH_WEST, color_mode = ColorMode.VECTOR, |
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arrow = Arrow.TWO_D, lut = Lut.COLOR, cell_to_point = False, outline = True} |
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Class that shows a vector field using arrows. The arrows can either be |
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colored or grey-scaled, depending on the lookup table used. If the arrows |
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are colored, there are two possible coloring modes, either using vector data or |
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scalar data. Similarly, there are two possible types of arrows, either |
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using two-dimensional or three-dimensional. |
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\end{classdesc} |
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The following are some of the methods available:\\ |
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Methods from \ActorThreeD, \GlyphThreeD and \MaskPoints. |
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\subsubsection{\VelocityOnPlaneCut class} |
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\begin{classdesc}{VelocityOnPlaneCut}{scene, data_collector, |
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arrow = Arrow.TWO_D, color_mode = ColorMode.VECTOR, |
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viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, |
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cell_to_point = False, outline = True} |
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This class works in a similar way to \MapOnPlaneCut, except that |
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it shows a vector field using arrows on a plane. |
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\end{classdesc} |
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The following are some of the methods available:\\ |
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Methods from \ActorThreeD, \GlyphThreeD, \Transform and \MaskPoints. |
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|
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\subsubsection{\VelocityOnPlaneClip class} |
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\begin{classdesc}{VelocityOnPlaneClip}{scene, data_collector, |
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arrow = Arrow.TWO_D, color_mode = ColorMode.VECTOR, |
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viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, |
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cell_to_point = False, online = True} |
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This class works in a similar way to \MapOnPlaneClip, except that it shows a |
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vector field using arrows clipped using a plane. |
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\end{classdesc} |
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The following are some of the methods available:\\ |
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Methods from \ActorThreeD, \GlyphThreeD, \Transform, \Clipper and |
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\MaskPoints. |
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\subsubsection{\Ellipsoid class} |
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\begin{classdesc}{Ellipsoid}{scene, data_collector, |
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viewport = Viewport = SOUTH_WEST, lut = Lut.COLOR, outline = True} |
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Class that shows a tensor field using ellipsoids. The ellipsoids can either be |
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colored or grey-scaled, depending on the lookup table used. |
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\end{classdesc} |
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The following are some of the methods available:\\ |
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Methods from \ActorThreeD, \Sphere, \TensorGlyph and \StructuredPoints. |
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\subsubsection{\EllipsoidOnPlaneCut class} |
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\begin{classdesc}{EllipsoidOnPlaneCut}{scene, data_collector, |
349 |
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viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True} |
350 |
|
|
This class works in a similar way to \MapOnPlaneCut, except that it shows |
351 |
|
|
a tensor field using ellipsoids cut using a plane. |
352 |
gross |
999 |
\end{classdesc} |
353 |
|
|
|
354 |
jongui |
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The following are some of the methods available:\\ |
355 |
|
|
Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform and |
356 |
|
|
\StructuredPoints. |
357 |
|
|
|
358 |
|
|
\subsubsection{\EllipsoidOnPlaneClip class} |
359 |
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|
360 |
|
|
\begin{classdesc}{EllipsoidOnPlaneClip}{scene, data_collector, |
361 |
|
|
viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True} |
362 |
|
|
This class works in a similar way to \MapOnPlaneClip, except that it shows a |
363 |
|
|
tensor field using ellipsoids clipped using a plane. |
364 |
gross |
999 |
\end{classdesc} |
365 |
jongui |
1035 |
|
366 |
|
|
The following are some of the methods available:\\ |
367 |
|
|
Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform, \Clipper |
368 |
|
|
and \StructuredPoints. |
369 |
gross |
999 |
|
370 |
jongui |
1035 |
\subsubsection{\Contour class} |
371 |
|
|
|
372 |
|
|
\begin{classdesc}{Contour}{scene, data_collector, |
373 |
jongui |
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viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False, |
374 |
|
|
outline = True} |
375 |
jongui |
1035 |
Class that shows a scalar field by contour surfaces. The contour surfaces can |
376 |
|
|
either be colored or grey-scaled, depending on the lookup table used. This |
377 |
|
|
class can also be used to generate iso surfaces. |
378 |
gross |
999 |
\end{classdesc} |
379 |
|
|
|
380 |
jongui |
1035 |
The following are some of the methods available:\\ |
381 |
|
|
Methods from \ActorThreeD and \ContourModule. |
382 |
|
|
|
383 |
|
|
\subsubsection{\ContourOnPlaneCut class} |
384 |
|
|
|
385 |
|
|
\begin{classdesc}{ContourOnPlaneCut}{scene, data_collector, |
386 |
jongui |
1051 |
viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False, |
387 |
|
|
outline = True} |
388 |
jongui |
1035 |
This class works in a similar way to \MapOnPlaneCut, except that it shows a |
389 |
|
|
scalar field by contour surfaces on a plane. |
390 |
gross |
999 |
\end{classdesc} |
391 |
gross |
606 |
|
392 |
jongui |
1035 |
The following are some of the methods available:\\ |
393 |
|
|
Methods from \ActorThreeD, \ContourModule and \Transform. |
394 |
|
|
|
395 |
|
|
\subsubsection{\ContourOnPlaneClip class} |
396 |
|
|
|
397 |
|
|
\begin{classdesc}{ContourOnPlaneClip}{scene, data_collector, |
398 |
jongui |
1051 |
viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False, |
399 |
|
|
outline = True} |
400 |
jongui |
1035 |
This class works in a similar way to \MapOnPlaneClip, except that it shows a |
401 |
|
|
scalar field by contour surfaces clipped using a plane. |
402 |
gross |
999 |
\end{classdesc} |
403 |
|
|
|
404 |
jongui |
1035 |
The following are some of the methods available:\\ |
405 |
|
|
Methods from \ActorThreeD, \ContourModule, \Transform and \Clipper. |
406 |
|
|
|
407 |
|
|
\subsubsection{\StreamLine class} |
408 |
|
|
|
409 |
|
|
\begin{classdesc}{StreamLine}{scene, data_collector, |
410 |
|
|
viewport = Viewport.SOUTH_WEST, color_mode = ColorMode.VECTOR, lut = Lut.COLOR, |
411 |
|
|
outline = True} |
412 |
|
|
Class that shows the direction of particles of a vector field using streamlines. |
413 |
|
|
The streamlines can either be colored or grey-scaled, depending on the lookup |
414 |
|
|
table used. If the streamlines are colored, there are two possible coloring |
415 |
|
|
modes, either using vector data or scalar data. |
416 |
gross |
999 |
\end{classdesc} |
417 |
|
|
|
418 |
jongui |
1035 |
The following are some of the methods available:\\ |
419 |
|
|
Methods from \ActorThreeD, \PointSource, \StreamLineModule and \Tube. |
420 |
|
|
|
421 |
|
|
\subsubsection{\Carpet class} |
422 |
|
|
|
423 |
|
|
\begin{classdesc}{Carpet}{scene, data_collector, |
424 |
|
|
viewport = Viewport.Viewport.SOUTH_WEST, warp_mode = WarpMode.SCALAR, |
425 |
|
|
lut = Lut.COLOR, outline = True} |
426 |
|
|
This class works in a similar way to \MapOnPlaneCut, except that it shows a |
427 |
|
|
scalar field on a plane deformated (warp) along the normal. The plane can |
428 |
|
|
either be colored or grey-scaled, depending on the lookup table used. |
429 |
|
|
Similarly, the plane can be deformated either using scalar data or vector data. |
430 |
gross |
999 |
\end{classdesc} |
431 |
|
|
|
432 |
jongui |
1035 |
The following are some of the methods available:\\ |
433 |
|
|
Methods from \ActorThreeD, \Warp and \Transform. |
434 |
gross |
999 |
|
435 |
jongui |
1035 |
\subsubsection{\Image class} |
436 |
|
|
|
437 |
|
|
\begin{classdesc}{Image}{scene, image_reader, viewport = Viewport.SOUTH_WEST} |
438 |
|
|
Class that displays an image which can be scaled (upwards and downwards). The |
439 |
|
|
image can also be translated and rotated along the X, Y and Z axes. |
440 |
gross |
999 |
\end{classdesc} |
441 |
|
|
|
442 |
jongui |
1035 |
The following are some of the methods available:\\ |
443 |
|
|
Methods from \ActorThreeD, \PlaneSource and \Transform. |
444 |
|
|
|
445 |
|
|
|
446 |
|
|
%############################################################################## |
447 |
|
|
|
448 |
|
|
|
449 |
jongui |
1076 |
\subsection{Coordinate Classes} |
450 |
jongui |
1035 |
This subsection details the instances used to position the rendered object. |
451 |
|
|
|
452 |
|
|
\begin{classdesc}{LocalPosition}{x_coor, y_coor} |
453 |
|
|
Class that defines the local positioning coordinate system (2D). |
454 |
gross |
999 |
\end{classdesc} |
455 |
|
|
|
456 |
jongui |
1035 |
\begin{classdesc}{GlobalPosition}{x_coor, y_coor, z_coor} |
457 |
|
|
Class that defines the global positioning coordinate system (3D). |
458 |
gross |
999 |
\end{classdesc} |
459 |
|
|
|
460 |
jongui |
1035 |
|
461 |
|
|
%############################################################################## |
462 |
|
|
|
463 |
|
|
|
464 |
|
|
\subsection{Supporting Classes} |
465 |
|
|
This subsection details the supporting classes inherited by the data |
466 |
|
|
visualization classes. These supporting |
467 |
|
|
|
468 |
|
|
\subsubsection{\ActorThreeD class} |
469 |
|
|
|
470 |
|
|
The following are some of the methods available: |
471 |
|
|
|
472 |
|
|
\begin{methoddesc}[Actor3D]{setOpacity}{opacity} |
473 |
|
|
Set the opacity (transparency) of the 3D actor. |
474 |
|
|
\end{methoddesc} |
475 |
|
|
|
476 |
|
|
\begin{methoddesc}[Actor3D]{setColor}{color} |
477 |
|
|
Set the color of the 3D actor. |
478 |
|
|
\end{methoddesc} |
479 |
|
|
|
480 |
|
|
\begin{methoddesc}[Actor3D]{setRepresentationToWireframe}{} |
481 |
|
|
Set the representation of the 3D actor to wireframe. |
482 |
|
|
\end{methoddesc} |
483 |
|
|
|
484 |
|
|
\subsubsection{\ActorTwoD class} |
485 |
|
|
|
486 |
|
|
The following are some of the methods available: |
487 |
|
|
|
488 |
|
|
\begin{methoddesc}[Actor2D]{setPosition}{position} |
489 |
|
|
Set the position (XY) of the 2D actor. Default position is the lower left hand |
490 |
|
|
corner of the window / viewport. |
491 |
|
|
\end{methoddesc} |
492 |
|
|
|
493 |
|
|
\subsubsection{\Clipper class} |
494 |
|
|
|
495 |
|
|
The following are some of the methods available: |
496 |
|
|
|
497 |
|
|
\begin{methoddesc}[Clipper]{setInsideOutOn}{} |
498 |
|
|
Clips one side of the rendered object. |
499 |
|
|
\end{methoddesc} |
500 |
|
|
|
501 |
|
|
\begin{methoddesc}[Clipper]{setInsideOutOff}{} |
502 |
|
|
Clips the other side of the rendered object. |
503 |
|
|
\end{methoddesc} |
504 |
|
|
|
505 |
|
|
\begin{methoddesc}[Clipper]{setClipValue}{value} |
506 |
|
|
Set the scalar clip value. |
507 |
|
|
\end{methoddesc} |
508 |
|
|
|
509 |
|
|
\subsubsection{\ContourModule class} |
510 |
|
|
|
511 |
|
|
The following are some of the methods available: |
512 |
|
|
|
513 |
|
|
\begin{methoddesc}[ContourModule]{generateContours}{contours, |
514 |
|
|
lower_range = None, upper_range = None} |
515 |
|
|
Generate the specified number of contours within the specified range. |
516 |
|
|
\end{methoddesc} |
517 |
|
|
|
518 |
|
|
\subsubsection{\GlyphThreeD class} |
519 |
|
|
|
520 |
|
|
The following are some of the methods available: |
521 |
|
|
|
522 |
|
|
\begin{methoddesc}[Glyph3D]{setScaleModeByVector}{} |
523 |
|
|
Set the 3D glyph to scale according to the vector data. |
524 |
|
|
\end{methoddesc} |
525 |
|
|
|
526 |
|
|
\begin{methoddesc}[Glyph3D]{setScaleModeByScalar}{} |
527 |
|
|
Set the 3D glyph to scale according to the scalar data. |
528 |
|
|
\end{methoddesc} |
529 |
|
|
|
530 |
|
|
\begin{methoddesc}[Glyph3D]{setScaleFactor}{scale_factor} |
531 |
|
|
Set the 3D glyph scale factor. |
532 |
|
|
\end{methoddesc} |
533 |
|
|
|
534 |
|
|
\subsubsection{\TensorGlyph class} |
535 |
|
|
|
536 |
|
|
The following are some of the methods available: |
537 |
|
|
|
538 |
|
|
\begin{methoddesc}[TensorGlyph]{setScaleFactor}{scale_factor} |
539 |
|
|
Set the scale factor for the tensor glyph. |
540 |
|
|
\end{methoddesc} |
541 |
|
|
|
542 |
|
|
\subsubsection{\PlaneSource class} |
543 |
|
|
|
544 |
|
|
The following are some of the methods available: |
545 |
|
|
|
546 |
|
|
\begin{methoddesc}[PlaneSource]{setPoint1}{position} |
547 |
|
|
Set the first point from the origin of the plane source. |
548 |
|
|
\end{methoddesc} |
549 |
|
|
|
550 |
|
|
\begin{methoddesc}[PlaneSource]{setPoint2}{position} |
551 |
|
|
Set the second point from the origin of the plane source. |
552 |
|
|
\end{methoddesc} |
553 |
|
|
|
554 |
|
|
\subsubsection{\PointSource class} |
555 |
|
|
|
556 |
|
|
The following are some of the methods available: |
557 |
|
|
|
558 |
|
|
\begin{methoddesc}[PointSource]{setPointSourceRadius}{radius} |
559 |
|
|
Set the radius of the sphere. |
560 |
|
|
\end{methoddesc} |
561 |
|
|
|
562 |
|
|
\begin{methoddesc}[PointSource]{setPointSourceNumberOfPoints}{points} |
563 |
|
|
Set the number of points to generate within the sphere (the larger the |
564 |
|
|
number of points, the more streamlines are generated). |
565 |
|
|
\end{methoddesc} |
566 |
|
|
|
567 |
|
|
\subsubsection{\StructuredPoints class} |
568 |
|
|
|
569 |
|
|
The following are some of the methods available: |
570 |
|
|
|
571 |
|
|
\begin{methoddesc}[StructuredPoints]{setDimension}{x, y, z} |
572 |
|
|
Set the dimension on the x, y and z axes. The smaller the dimension, |
573 |
|
|
the more points are populated. |
574 |
|
|
\end{methoddesc} |
575 |
|
|
|
576 |
|
|
\subsubsection{\Sphere class} |
577 |
|
|
|
578 |
|
|
The following are some of the methods available: |
579 |
|
|
|
580 |
|
|
\begin{methoddesc}[Sphere]{setThetaResolution}{resolution} |
581 |
|
|
Set the theta resolution of the sphere. |
582 |
|
|
\end{methoddesc} |
583 |
|
|
|
584 |
|
|
\begin{methoddesc}[Sphere]{setPhiResolution}{resolution} |
585 |
|
|
Set the phi resoluton of the sphere. |
586 |
|
|
\end{methoddesc} |
587 |
|
|
|
588 |
|
|
\subsubsection{\StreamLineModule class} |
589 |
|
|
|
590 |
|
|
The following are some of the methods available: |
591 |
|
|
|
592 |
|
|
\begin{methoddesc}[StreamLineModule]{setMaximumPropagationTime}{time} |
593 |
|
|
Set the maximum length of the streamline expressed in elapsed time. |
594 |
|
|
\end{methoddesc} |
595 |
|
|
|
596 |
|
|
\begin{methoddesc}[StreamLineModule]{setIntegrationToBothDirections}{} |
597 |
|
|
Set the integration to occur both sides: forward (where the streamline |
598 |
|
|
goes) and backward (where the streamline came from). |
599 |
|
|
\end{methoddesc} |
600 |
|
|
|
601 |
|
|
\subsubsection{\Transform class} |
602 |
|
|
|
603 |
|
|
\begin{methoddesc}[Transform]{translate}{x_offset, y_offset, z_offset} |
604 |
|
|
Translate the rendered object along the x, y and z-axes. |
605 |
|
|
\end{methoddesc} |
606 |
|
|
|
607 |
|
|
\begin{methoddesc}[Transform]{rotateX}{angle} |
608 |
|
|
Rotate the plane along the x-axis. |
609 |
|
|
\end{methoddesc} |
610 |
|
|
|
611 |
|
|
\begin{methoddesc}[Transform]{rotateY}{angle} |
612 |
|
|
Rotate the plane along the y-axis. |
613 |
|
|
\end{methoddesc} |
614 |
|
|
|
615 |
|
|
\begin{methoddesc}[Transform]{rotateZ}{angle} |
616 |
|
|
Rotate the plane along the z-axis. |
617 |
|
|
\end{methoddesc} |
618 |
|
|
|
619 |
|
|
\begin{methoddesc}[Transform]{setPlaneToXY}{offset = 0} |
620 |
|
|
Set the plane orthogonal to the z-axis. |
621 |
|
|
\end{methoddesc} |
622 |
|
|
|
623 |
|
|
\begin{methoddesc}[Transform]{setPlaneToYZ}{offset = 0} |
624 |
|
|
Set the plane orthogonal to the x-axis. |
625 |
|
|
\end{methoddesc} |
626 |
|
|
|
627 |
|
|
\begin{methoddesc}[Transform]{setPlaneToXZ}{offset = 0} |
628 |
|
|
Set the plane orthogonal to the y-axis. |
629 |
|
|
\end{methoddesc} |
630 |
|
|
|
631 |
|
|
\subsubsection{\Tube class} |
632 |
|
|
|
633 |
|
|
\begin{methoddesc}[Tube]{setTubeRadius}{radius} |
634 |
|
|
Set the radius of the tube. |
635 |
|
|
\end{methoddesc} |
636 |
|
|
|
637 |
|
|
\begin{methoddesc}[Tube]{setTubeRadiusToVaryByVector}{} |
638 |
|
|
Set the radius of the tube to vary by vector data. |
639 |
|
|
\end{methoddesc} |
640 |
|
|
|
641 |
|
|
\begin{methoddesc}[Tube]{setTubeRadiusToVaryByScalar}{} |
642 |
|
|
Set the radius of the tube to vary by scalar data. |
643 |
|
|
\end{methoddesc} |
644 |
|
|
|
645 |
|
|
\subsubsection{\Warp class} |
646 |
|
|
|
647 |
|
|
\begin{methoddesc}[Warp]{setScaleFactor}{scale_factor} |
648 |
|
|
Set the displacement scale factor. |
649 |
|
|
\end{methoddesc} |
650 |
|
|
|
651 |
|
|
|
652 |
|
|
\section{Online Rendering Mechnism} |
653 |
|
|
|
654 |
|
|
|
655 |
|
|
|
656 |
jongui |
1002 |
same word on rendering, off-line, on-line, how to rotate, zoom, close the window, ... |
657 |
gross |
999 |
|
658 |
jongui |
1002 |
%============================================== |
659 |
|
|
\section{How to Make a Movie} |