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1  \chapter{The module \pyvisi}  \chapter{The module \pyvisi}
2  \label{PYVISI CHAP}  \label{PYVISI CHAP}
3    \declaremodule{extension}{esys.pyvisi}
4    \modulesynopsis{Python Visualization Interface}
5    
6  \section{Introduction}  \section{Introduction}
7    \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    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    
17    The general rule of thumb when using \pyvisi is to perform the following
18    in sequence:
19    
20    \begin{enumerate}
21    \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    \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    
37    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    
48  \pyvisi provides an easy to use interface to the \VTK visualization  \section{\pyvisi Classes}
49  tool.    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    
 \section{Rendering}  
 same word on rendering, off-line, on-line, how to rotate, zoom, close the window, ...  
53    
54  \section{How to Make a Movie}  %#############################################################################
55    
 \section{\pyvisi Classes}  
 \declaremodule{extension}{esys.pyvisi}  
 \modulesynopsis{A simple Python visualization interface for \VTK}  
56    
 In this section we give a brief overview over the important classes and their methods. Please  
 check the \ReferenceGuide on details.  
 %=====================================================================================  
57  \subsection{Scene Classes}  \subsection{Scene Classes}
58  \begin{classdesc}{Scene}{}  This subsection details the instances used to setup the viewing environment.
59  Displays a scene in which objects are to be rendered on.  
60    \subsubsection{\Scene class}
61    
62    \begin{classdesc}{Scene}{renderer = Renderer.ONLINE, num_viewport = 1,
63    x_size = 1152, y_size = 864}
64    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  \end{classdesc}  \end{classdesc}
69    
70  \begin{classdesc}{Camera}{}  The following are some of the methods available:
71   Controls the camera manipulation.  \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  \end{classdesc}  \end{classdesc}
94    
95  \begin{classdesc}{Light}{}  The following are some of the methods available:
96   Controls the light manipulation.  \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  \end{classdesc}  \end{classdesc}
155    
156  %============================================================================================================  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  \subsection{Input Classes}  \subsection{Input Classes}
179    This subsection details the instances used to read and load the source data
180    for visualization.
181    
182  \begin{classdesc}{Image}{}  \subsubsection{\DataCollector class}
  Displays an image.  
 \end{classdesc}  
183    
184  \begin{classdesc}{Text}{}  \begin{classdesc}{DataCollector}{source = Source.XML}
185   Shows some 2D text.  % 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  \end{classdesc}  \end{classdesc}
191    
192  \begin{classdesc}{DataCollector}{}  The following are some of the methods available:
193  Deals with the source of data for visualization.  \begin{methoddesc}[DataCollector]{setFileName}{file_name}
194  \end{classdesc}  Set the XML source file name to be read.
195    \end{methoddesc}
196    
197  %============================================================================================================  \begin{methoddesc}[DataCollector]{setData}{**args}
198  \subsection{Data Visualization}  Create data using the \textless name\textgreater=\textless data\textgreater
199  \begin{classdesc}{Map}{}  pairing. Assumption is made that the data will be given in the
200   Displays a scalar field using a domain surface.  appropriate format.
201  \end{classdesc}  \end{methoddesc}
202    
203  \begin{classdesc}{MapOnPlaneCut}{}  \begin{methoddesc}[DataCollector]{setActiveScalar}{scalar}
204   Displays a scalar field using a domain surface cut on a plane.  Specify the scalar field to load.
205  \end{classdesc}  \end{methoddesc}
206    
207  \begin{classdesc}{MapOnPlaneClip}{}  \begin{methoddesc}[DataCollector]{setActiveVector}{vector}
208   Displays a scalar field using a domain surface clipped  Specify the vector field to load.
209          on a plane.  \end{methoddesc}
 \end{classdesc}  
210    
211  \begin{classdesc}{MapOnScalarClip}{}  \begin{methoddesc}[DataCollector]{setActiveTensor}{tensor}
212   Displays a scalar field using a domain surface clipped  Specify the tensor field to load.
213          using a scalar value.  \end{methoddesc}
214  \end{classdesc}  
215    \subsubsection{\ImageReader class}
216    
217  \begin{classdesc}{Velocity}{}  \begin{classdesc}{ImageReader}{format}
218   Displays a vector field using arrows.  An image reader is used to read data from an image in a variety of formats.
219  \end{classdesc}  \end{classdesc}
220    
221  \begin{classdesc}{VelocityOnPlaneCut}{}  The following are some of the methods available:
222   Displays a vector field using arrows cut on a plane.  \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  \end{classdesc}  \end{classdesc}
232    
233  \begin{classdesc}{VelocityOnPlaneClip}{}  The following are some of the methods available:
234   Displays a vector field using arrows clipped on a  \begin{methoddesc}[Text2D]{setFontSize}{size}
235          plane.  Set the 2D text size.
236    \end{methoddesc}
237    
238    \begin{methoddesc}[Text2D]{boldOn}{}
239    Bold the 2D text.
240    \end{methoddesc}
241    
242    \begin{methoddesc}[Text2D]{setColor}{color}
243    Set the color of the 2D text.
244    \end{methoddesc}
245    
246    Including methods from \ActorTwoD.
247    
248    
249    %##############################################################################
250    
251    
252    \subsection{Data Visualization Classes}
253    This subsection details the instances used to process and manipulate the source
254    data.
255    \subsubsection{\Map class}
256    
257    \begin{classdesc}{Map}{scene, data_collector,
258    viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
259    outline = True}
260    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  \end{classdesc}  \end{classdesc}
263    
264  \begin{classdesc}{Ellipsoid}{}  The following are some of the methods available:\\
265   Displays a tensor field using spheres.  Methods from \ActorThreeD.
266    
267    \subsubsection{\MapOnPlaneCut class}
268    
269    \begin{classdesc}{MapOnPlaneCut}{scene, data_collector,
270    viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
271    outline = True}
272    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  \end{classdesc}  \end{classdesc}
276    
277  \begin{classdesc}{EllipsoidOnPlaneCut}{}  The following are some of the methods available:\\
278   Displays a tensor field using spheres cut on a  Methods from \ActorThreeD and \Transform.
279          plane.  
280    \subsubsection{\MapOnPlaneClip class}
281    
282    \begin{classdesc}{MapOnPlaneClip}{scene, data_collector,
283    viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
284    outline = True}
285    This class works in a similar way to \MapOnPlaneCut, except that it shows a
286    scalar field clipped using a plane.
287  \end{classdesc}  \end{classdesc}
288    
289  \begin{classdesc}{EllipsoidOnPlaneClip}{}  The following are some of the methods available:\\
290   Displays a tensor field using spheres clipped  Methods from \ActorThreeD, \Transform and \Clipper.
291          on a plane.  
292    \subsubsection{\MapOnScalarClip class}
293    
294    \begin{classdesc}{MapOnScalarClip}{scene, data_collector,
295    viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
296    outline = True}
297    This class works in a similar way to \Map, except that it shows a scalar
298    field clipped using a scalar value.
299  \end{classdesc}  \end{classdesc}
300    
301            The following are some of the methods available:\\
302  \begin{classdesc}{Contour}{}  Methods from \ActorThreeD and \Clipper.
303   Shows a scalar field by contour surfaces.  
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  \end{classdesc}  \end{classdesc}
315    
316  \begin{classdesc}{ContourOnPlane}{}  The following are some of the methods available:\\
317   Shows a scalar field by contour surfaces on  Methods from \ActorThreeD, \GlyphThreeD and \StructuredPoints.
318  a given plane.  
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  \end{classdesc}  \end{classdesc}
327    
328  \begin{classdesc}{ContourOnClip}{}  The following are some of the methods available:\\
329   Shows a scalar field by contour surfaces on  Methods from \ActorThreeD, \GlyphThreeD, \Transform and \StructuredPoints.
330  a given clip.  
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  \end{classdesc}  \end{classdesc}
339    
340  \begin{classdesc}{IsoSurface}{}  The following are some of the methods available:\\
341   Shows a scalar field for a given value by  Methods from \ActorThreeD, \GlyphThreeD, \Transform, \Clipper and
342  an isosurface.  \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  \end{classdesc}  \end{classdesc}
351    
352  \begin{classdesc}{IsoSurfaceOnPlane}{}  The following are some of the methods available:\\
353   Shows a scalar field for a given value by  Methods from \ActorThreeD, \Sphere, \TensorGlyph and \StructuredPoints.
354  an isosurfaceon a given plane.  
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  \end{classdesc}  \end{classdesc}
362    
363  \begin{classdesc}{IsoSurfaceOnClip}{}  The following are some of the methods available:\\
364   Shows a scalar field for a given vlaue by  Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform and
365  an isosurface on a given clip.  \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  \end{classdesc}  \end{classdesc}
374            
375    The following are some of the methods available:\\
376    Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform, \Clipper
377    and \StructuredPoints.
378    
379  \begin{classdesc}{StreamLines}{}  \subsubsection{\Contour class}
380   Shows the path of particles in a vector field.  
381    \begin{classdesc}{Contour}{scene, data_collector,
382    viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
383    outline = True}
384    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  \end{classdesc}  \end{classdesc}
388    
389  \begin{classdesc}{Carpet}{}  The following are some of the methods available:\\
390   Shows a scalar field as plane deformated along  Methods from \ActorThreeD and \ContourModule.
391  the plane normal.  
392    \subsubsection{\ContourOnPlaneCut class}
393    
394    \begin{classdesc}{ContourOnPlaneCut}{scene, data_collector,
395    viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
396    outline = True}
397    This class works in a similar way to \MapOnPlaneCut, except that it shows a
398    scalar field by contour surfaces on a plane.
399  \end{classdesc}  \end{classdesc}
400    
401  \section{Geometry}  The following are some of the methods available:\\
402  \begin{classdesc}{Position}{}  Methods from \ActorThreeD, \ContourModule and \Transform.
403   Defines the x,y and z coordinates rendered object.  
404    \subsubsection{\ContourOnPlaneClip class}
405    
406    \begin{classdesc}{ContourOnPlaneClip}{scene, data_collector,
407    viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
408    outline = True}
409    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  \end{classdesc}  \end{classdesc}
412    
413  \begin{classdesc}{Transform}{}  The following are some of the methods available:\\
414  Defines the orientation of rendered object.  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  \end{classdesc}  \end{classdesc}
426    
427  \begin{classdesc}{Plane}{}  The following are some of the methods available:\\
428  Defines the cutting/clipping of rendered objects.  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  \end{classdesc}  \end{classdesc}
440    
441    The following are some of the methods available:\\
442    Methods from \ActorThreeD, \Warp and \Transform.
443    
444  \subsection{Beautification}  \subsubsection{\Image class}
445  \begin{classdesc}{Style}{}  
446  Defines the style of text.  \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  \end{classdesc}  \end{classdesc}
450    
451  \begin{classdesc}{BlueToRed}{}  The following are some of the methods available:\\
452   Defines a map spectrum from blue to red.  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  \end{classdesc}  \end{classdesc}
464    
465  \begin{classdesc}{RedToBlue}{}  \begin{classdesc}{GlobalPosition}{x_coor, y_coor, z_coor}
466   Defines a map spectrum from red to blue.  Class that defines the global positioning coordinate system (3D).
467  \end{classdesc}  \end{classdesc}
468    
469    
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    same word on rendering, off-line, on-line, how to rotate, zoom, close the window, ...
666    
667    %==============================================
668    \section{How to Make a Movie}

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