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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 1078 an easy to use interface to the \VTK library (\VTKUrl). There are three
10     approaches of rendering an object. (1) Online - object is rendered on-screen
11     with interaction (i.e. zoom and rotate) capability, (2) Offline - object is
12     rendered off-screen (no window comes up) and (3) Display - object is rendered
13     on-screen but with no interaction capability (able to produce on-the-fly
14     animation). All three approaches have the option to save the rendered object
15     as an image.
16 gross 606
17 jongui 1078 The following points outline the general guidelines when using \pyvisi:
18 gross 606
19 jongui 1002 \begin{enumerate}
20 jongui 1076 \item Create a \Scene instance, a window in which objects are to be rendered on.
21     \item Create a data input instance (i.e. \DataCollector or \ImageReader), which
22     reads and loads the source data for visualization.
23 jongui 1035 \item Create a data visualization instance (i.e. \Map, \Velocity, \Ellipsoid,
24 jongui 1076 \Contour, \Carpet, \StreamLine or \Image), which proccesses and manipulates the
25     source data.
26     \item Create a \Camera or \Light instance, which controls the viewing angle and
27     lighting effects.
28 jongui 1078 \item Render the object using either the Online, Offline or Display approach.
29 jongui 1002 \end{enumerate}
30     \begin{center}
31     \begin{math}
32 jongui 1076 scene \rightarrow data input \rightarrow data visualization \rightarrow
33     camera/light \rightarrow render
34 jongui 1002 \end{math}
35     \end{center}
36 gross 999
37 jongui 1002 The sequence in which instances are created is very important due to
38 jongui 1076 to the dependencies among them. For example, a data input instance must
39 jongui 1078 be created BEFORE a data visualization instance, because the source data must
40     be specified before it can be manipulated. If the sequence is switched,
41     the program will throw an error. Similarly, a camera and light instance must
42     be created AFTER a data input instance because the camera and light instance
43     calculates their position based on the source data. If the sequence is switched,
44     the programthe will throw an error .
45 gross 999
46     \section{\pyvisi Classes}
47 jongui 1035 The following subsections give a brief overview of the important classes
48     and some of their corresponding methods. Please refer to \ReferenceGuide for
49     full details.
50    
51    
52     %#############################################################################
53    
54    
55 gross 999 \subsection{Scene Classes}
56 jongui 1035 This subsection details the instances used to setup the viewing environment.
57    
58     \subsubsection{\Scene class}
59    
60 jongui 1002 \begin{classdesc}{Scene}{renderer = Renderer.ONLINE, num_viewport = 1,
61     x_size = 1152, y_size = 864}
62 jongui 1035 A scene is a window in which objects are to be rendered on. Only
63 jongui 1078 one scene needs to be created. However, a scene may be divided into four
64     smaller windows called viewports (if needed). Each viewport can
65     render a different object.
66 gross 999 \end{classdesc}
67    
68 jongui 1035 The following are some of the methods available:
69     \begin{methoddesc}[Scene]{setBackground}{color}
70     Set the background color of the scene.
71     \end{methoddesc}
72    
73 jongui 1078 \begin{methoddesc}[Scene]{render}{image_name = None}
74     Render the object using either the Online, Offline or Display mode.
75 jongui 1035 \end{methoddesc}
76    
77     \subsubsection{\Camera class}
78    
79     \begin{classdesc}{Camera}{scene, data_collector, viewport = Viewport.SOUTH_WEST}
80     A camera controls the display angle of the rendered object and one is
81     usually created for a \Scene. However, if a \Scene has four viewports, then a
82     separate camera may be created for each viewport.
83 gross 999 \end{classdesc}
84    
85 jongui 1035 The following are some of the methods available:
86     \begin{methoddesc}[Camera]{setFocalPoint}{position}
87     Set the focal point of the camera.
88     \end{methoddesc}
89    
90     \begin{methoddesc}[Camera]{setPosition}{position}
91     Set the position of the camera.
92     \end{methoddesc}
93    
94     \begin{methoddesc}[Camera]{azimuth}{angle}
95     Rotate the camera to the left and right.
96     \end{methoddesc}
97    
98     \begin{methoddesc}[Camera]{elevation}{angle}
99     Rotate the camera to the top and bottom (only between -90 and 90).
100     \end{methoddesc}
101    
102     \begin{methoddesc}[Camera]{backView}{}
103     Rotate the camera to view the back of the rendered object.
104     \end{methoddesc}
105    
106     \begin{methoddesc}[Camera]{topView}{}
107     Rotate the camera to view the top of the rendered object.
108     \end{methoddesc}
109    
110     \begin{methoddesc}[Camera]{bottomView}{}
111     Rotate the camera to view the bottom of the rendered object.
112     \end{methoddesc}
113    
114     \begin{methoddesc}[Camera]{leftView}{}
115     Rotate the camera to view the left side of the rendered object.
116     \end{methoddesc}
117    
118 jongui 1078 \begin{methoddesc}[Camera]{rightView}{}
119 jongui 1035 Rotate the camera to view the right side of the rendered object.
120     \end{methoddesc}
121    
122 jongui 1078 \begin{methoddesc}[Camera]{isometricView}{}
123 jongui 1035 Rotate the camera to view the isometric angle of the rendered object.
124     \end{methoddesc}
125    
126     \begin{methoddesc}[Camera]{dolly}{distance}
127     Move the camera towards (greater than 1) and away (less than 1) from
128     the rendered object.
129     \end{methoddesc}
130    
131     \subsubsection{\Light class}
132    
133     \begin{classdesc}{Light}{scene, data_collector, viewport = Viewport.SOUTH_WEST}
134 jongui 1078 A light controls the lighting for the rendered object and works in
135 jongui 1035 a similar way to \Camera.
136 gross 999 \end{classdesc}
137    
138 jongui 1035 The following are some of the methods available:
139     \begin{methoddesc}[Light]{setColor}{color}
140     Set the light color.
141     \end{methoddesc}
142    
143     \begin{methoddesc}[Light]{setFocalPoint}{position}
144     Set the focal point of the light.
145     \end{methoddesc}
146    
147     \begin{methoddesc}[Light]{setPosition}{position}
148 jongui 1078 Set the position of the light.
149 jongui 1035 \end{methoddesc}
150    
151     \begin{methoddesc}[Light]{setAngle}{elevation = 0, azimuth = 0}
152 jongui 1078 An alternative to set the position and focal point of the light by using the
153     elevation and azimuth.
154 jongui 1035 \end{methoddesc}
155    
156    
157     %##############################################################################
158    
159    
160 gross 999 \subsection{Input Classes}
161 jongui 1035 This subsection details the instances used to read and load the source data
162     for visualization.
163 gross 999
164 jongui 1035 \subsubsection{\DataCollector class}
165 gross 999
166 jongui 1035 \begin{classdesc}{DataCollector}{source = Source.XML}
167     A data collector is used to read data from an XML file or from
168 jongui 1078 an escript object directly.
169 gross 999 \end{classdesc}
170    
171 jongui 1035 The following are some of the methods available:
172     \begin{methoddesc}[DataCollector]{setFileName}{file_name}
173 jongui 1078 Set the XML file name to read.
174 jongui 1035 \end{methoddesc}
175 gross 999
176 jongui 1035 \begin{methoddesc}[DataCollector]{setData}{**args}
177     Create data using the \textless name\textgreater=\textless data\textgreater
178     pairing. Assumption is made that the data will be given in the
179     appropriate format.
180 jongui 1078
181     BUG: Reading source data directly from an escript object is NOT
182     work properly. Therefore this method should NOT be used at this stage.
183 jongui 1035 \end{methoddesc}
184 gross 999
185 jongui 1035 \begin{methoddesc}[DataCollector]{setActiveScalar}{scalar}
186     Specify the scalar field to load.
187     \end{methoddesc}
188 gross 999
189 jongui 1035 \begin{methoddesc}[DataCollector]{setActiveVector}{vector}
190     Specify the vector field to load.
191     \end{methoddesc}
192 gross 999
193 jongui 1035 \begin{methoddesc}[DataCollector]{setActiveTensor}{tensor}
194     Specify the tensor field to load.
195     \end{methoddesc}
196 gross 999
197 jongui 1035 \subsubsection{\ImageReader class}
198    
199     \begin{classdesc}{ImageReader}{format}
200     An image reader is used to read data from an image in a variety of formats.
201 gross 999 \end{classdesc}
202    
203 jongui 1035 The following are some of the methods available:
204     \begin{methoddesc}[ImageReader]{setImageName}{image_name}
205     Set the image name to be read.
206     \end{methoddesc}
207    
208     \subsubsection{\TextTwoD class}
209    
210     \begin{classdesc}{Text2D}{scene, text, viewport = Viewport.SOUTH_WEST}
211 jongui 1078 A two-dimensional text is used to annotate the rendered object
212     (i.e. adding titles, authors and labels).
213 gross 999 \end{classdesc}
214    
215 jongui 1035 The following are some of the methods available:
216     \begin{methoddesc}[Text2D]{setFontSize}{size}
217     Set the 2D text size.
218     \end{methoddesc}
219    
220     \begin{methoddesc}[Text2D]{boldOn}{}
221     Bold the 2D text.
222     \end{methoddesc}
223    
224     \begin{methoddesc}[Text2D]{setColor}{color}
225     Set the color of the 2D text.
226     \end{methoddesc}
227    
228     Including methods from \ActorTwoD.
229    
230    
231     %##############################################################################
232    
233    
234     \subsection{Data Visualization Classes}
235     This subsection details the instances used to process and manipulate the source
236     data.
237 jongui 1078
238     One point to note is that the source can either be point or cell data. If the
239     source is cell data, a conversion to point data may or may not be
240     required, in order for the object to be rendered correctly.
241     If a conversion is needed, the 'cell_to_point' flag (see below) must be set to
242     'True', otherwise 'False' (which is the default).
243    
244 jongui 1035 \subsubsection{\Map class}
245    
246     \begin{classdesc}{Map}{scene, data_collector,
247 jongui 1051 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
248     outline = True}
249 jongui 1035 Class that shows a scalar field on a domain surface. The domain surface
250     can either be colored or grey-scaled, depending on the lookup table used.
251 gross 999 \end{classdesc}
252    
253 jongui 1035 The following are some of the methods available:\\
254     Methods from \ActorThreeD.
255    
256     \subsubsection{\MapOnPlaneCut class}
257    
258     \begin{classdesc}{MapOnPlaneCut}{scene, data_collector,
259 jongui 1051 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
260     outline = True}
261 jongui 1035 This class works in a similar way to \Map, except that it shows a scalar
262     field on a plane. The plane can be translated and rotated along the X, Y and
263     Z axes.
264 gross 999 \end{classdesc}
265    
266 jongui 1035 The following are some of the methods available:\\
267     Methods from \ActorThreeD and \Transform.
268    
269     \subsubsection{\MapOnPlaneClip class}
270    
271     \begin{classdesc}{MapOnPlaneClip}{scene, data_collector,
272 jongui 1051 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
273     outline = True}
274 jongui 1035 This class works in a similar way to \MapOnPlaneCut, except that it shows a
275     scalar field clipped using a plane.
276 gross 999 \end{classdesc}
277    
278 jongui 1035 The following are some of the methods available:\\
279     Methods from \ActorThreeD, \Transform and \Clipper.
280    
281     \subsubsection{\MapOnScalarClip class}
282    
283     \begin{classdesc}{MapOnScalarClip}{scene, data_collector,
284 jongui 1051 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
285     outline = True}
286 jongui 1035 This class works in a similar way to \Map, except that it shows a scalar
287     field clipped using a scalar value.
288 gross 999 \end{classdesc}
289    
290 jongui 1035 The following are some of the methods available:\\
291     Methods from \ActorThreeD and \Clipper.
292    
293     \subsubsection{\Velocity class}
294    
295     \begin{classdesc}{Velocity}{scene, data_collector,
296     viewport = Viewport.SOUTH_WEST, color_mode = ColorMode.VECTOR,
297 jongui 1078 arrow = Arrow.TWO_D, lut = Lut.COLOR, cell_to_point = False, outline = True}
298 jongui 1035 Class that shows a vector field using arrows. The arrows can either be
299     colored or grey-scaled, depending on the lookup table used. If the arrows
300     are colored, there are two possible coloring modes, either using vector data or
301     scalar data. Similarly, there are two possible types of arrows, either
302     using two-dimensional or three-dimensional.
303 gross 999 \end{classdesc}
304    
305 jongui 1035 The following are some of the methods available:\\
306 jongui 1078 Methods from \ActorThreeD, \GlyphThreeD and \MaskPoints.
307 jongui 1035
308     \subsubsection{\VelocityOnPlaneCut class}
309    
310     \begin{classdesc}{VelocityOnPlaneCut}{scene, data_collector,
311     arrow = Arrow.TWO_D, color_mode = ColorMode.VECTOR,
312 jongui 1078 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR,
313     cell_to_point = False, outline = True}
314 jongui 1035 This class works in a similar way to \MapOnPlaneCut, except that
315     it shows a vector field using arrows on a plane.
316 gross 999 \end{classdesc}
317    
318 jongui 1035 The following are some of the methods available:\\
319 jongui 1078 Methods from \ActorThreeD, \GlyphThreeD, \Transform and \MaskPoints.
320 jongui 1035
321     \subsubsection{\VelocityOnPlaneClip class}
322    
323     \begin{classdesc}{VelocityOnPlaneClip}{scene, data_collector,
324     arrow = Arrow.TWO_D, color_mode = ColorMode.VECTOR,
325 jongui 1078 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR,
326     cell_to_point = False, online = True}
327 jongui 1035 This class works in a similar way to \MapOnPlaneClip, except that it shows a
328     vector field using arrows clipped using a plane.
329 gross 999 \end{classdesc}
330 jongui 961
331 jongui 1035 The following are some of the methods available:\\
332     Methods from \ActorThreeD, \GlyphThreeD, \Transform, \Clipper and
333 jongui 1078 \MaskPoints.
334 jongui 1035
335     \subsubsection{\Ellipsoid class}
336    
337     \begin{classdesc}{Ellipsoid}{scene, data_collector,
338     viewport = Viewport = SOUTH_WEST, lut = Lut.COLOR, outline = True}
339     Class that shows a tensor field using ellipsoids. The ellipsoids can either be
340     colored or grey-scaled, depending on the lookup table used.
341 gross 999 \end{classdesc}
342    
343 jongui 1035 The following are some of the methods available:\\
344     Methods from \ActorThreeD, \Sphere, \TensorGlyph and \StructuredPoints.
345    
346     \subsubsection{\EllipsoidOnPlaneCut class}
347    
348     \begin{classdesc}{EllipsoidOnPlaneCut}{scene, data_collector,
349     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 1035 The following are some of the methods available:\\
355     Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform and
356     \StructuredPoints.
357    
358     \subsubsection{\EllipsoidOnPlaneClip class}
359    
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 1051 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}

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