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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
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    
17    The following points outline the general guidelines when using \pyvisi:
18    
19    \begin{enumerate}
20    \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    \item Create a data visualization instance (i.e. \Map, \Velocity, \Ellipsoid,
24    \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    \item Render the object using either the Online, Offline or Display approach.
29    \end{enumerate}
30    \begin{center}
31    \begin{math}
32    scene \rightarrow data input \rightarrow data visualization \rightarrow
33    camera/light \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, a data input instance must
39    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    
46  \pyvisi provides an easy to use interface to the \VTK visualization  \section{\pyvisi Classes}
47  tool.    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    
 \section{Rendering}  
 same word on rendering, off-line, on-line, how to rotate, zoom, close the window, ...  
51    
52  \section{How to Make a Movie}  %#############################################################################
53    
 \section{\pyvisi Classes}  
 \declaremodule{extension}{esys.pyvisi}  
 \modulesynopsis{A simple Python visualization interface for \VTK}  
54    
 In this section we give a brief overview over the important classes and their methods. Please  
 check the \ReferenceGuide on details.  
 %=====================================================================================  
55  \subsection{Scene Classes}  \subsection{Scene Classes}
56  \begin{classdesc}{Scene}{}  This subsection details the instances used to setup the viewing environment.
57  Displays a scene in which objects are to be rendered on.  
58    \subsubsection{\Scene class}
59    
60    \begin{classdesc}{Scene}{renderer = Renderer.ONLINE, num_viewport = 1,
61    x_size = 1152, y_size = 864}
62    A scene is a window in which objects are to be rendered on. Only
63    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  \end{classdesc}  \end{classdesc}
67    
68  \begin{classdesc}{Camera}{}  The following are some of the methods available:
69   Controls the camera manipulation.  \begin{methoddesc}[Scene]{setBackground}{color}
70    Set the background color of the scene.
71    \end{methoddesc}
72    
73    \begin{methoddesc}[Scene]{render}{image_name = None}
74    Render the object using either the Online, Offline or Display mode.
75    \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  \end{classdesc}  \end{classdesc}
84    
85  \begin{classdesc}{Light}{}  The following are some of the methods available:
86   Controls the light manipulation.  \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    \begin{methoddesc}[Camera]{rightView}{}
119    Rotate the camera to view the right side of the rendered object.
120    \end{methoddesc}
121    
122    \begin{methoddesc}[Camera]{isometricView}{}
123    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    A light controls the lighting for the rendered object and works in
135    a similar way to \Camera.
136  \end{classdesc}  \end{classdesc}
137    
138  %============================================================================================================  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    Set the position of the light.
149    \end{methoddesc}
150    
151    \begin{methoddesc}[Light]{setAngle}{elevation = 0, azimuth = 0}
152    An alternative to set the position and focal point of the light by using the
153    elevation and azimuth.
154    \end{methoddesc}
155    
156    
157    %##############################################################################
158    
159    
160  \subsection{Input Classes}  \subsection{Input Classes}
161    This subsection details the instances used to read and load the source data
162    for visualization.
163    
164  \begin{classdesc}{Image}{}  \subsubsection{\DataCollector class}
  Displays an image.  
 \end{classdesc}  
165    
166  \begin{classdesc}{Text}{}  \begin{classdesc}{DataCollector}{source = Source.XML}
167   Shows some 2D text.  A data collector is used to read data from an XML file or from
168    an escript object directly.
169  \end{classdesc}  \end{classdesc}
170    
171  \begin{classdesc}{DataCollector}{}  The following are some of the methods available:
172  Deals with the source of data for visualization.  \begin{methoddesc}[DataCollector]{setFileName}{file_name}
173  \end{classdesc}  Set the XML file name to read.
174    \end{methoddesc}
175    
176  %============================================================================================================  \begin{methoddesc}[DataCollector]{setData}{**args}
177  \subsection{Data Visualization}  Create data using the \textless name\textgreater=\textless data\textgreater
178  \begin{classdesc}{Map}{}  pairing. Assumption is made that the data will be given in the
179   Displays a scalar field using a domain surface.  appropriate format.
 \end{classdesc}  
180    
181  \begin{classdesc}{MapOnPlaneCut}{}  BUG: Reading source data directly from an escript object is NOT
182   Displays a scalar field using a domain surface cut on a plane.  work properly. Therefore this method should NOT be used at this stage.
183  \end{classdesc}  \end{methoddesc}
184    
185  \begin{classdesc}{MapOnPlaneClip}{}  \begin{methoddesc}[DataCollector]{setActiveScalar}{scalar}
186   Displays a scalar field using a domain surface clipped  Specify the scalar field to load.
187          on a plane.  \end{methoddesc}
 \end{classdesc}  
188    
189  \begin{classdesc}{MapOnScalarClip}{}  \begin{methoddesc}[DataCollector]{setActiveVector}{vector}
190   Displays a scalar field using a domain surface clipped  Specify the vector field to load.
191          using a scalar value.  \end{methoddesc}
192  \end{classdesc}  
193    \begin{methoddesc}[DataCollector]{setActiveTensor}{tensor}
194    Specify the tensor field to load.
195    \end{methoddesc}
196    
197    \subsubsection{\ImageReader class}
198    
199  \begin{classdesc}{Velocity}{}  \begin{classdesc}{ImageReader}{format}
200   Displays a vector field using arrows.  An image reader is used to read data from an image in a variety of formats.
201  \end{classdesc}  \end{classdesc}
202    
203  \begin{classdesc}{VelocityOnPlaneCut}{}  The following are some of the methods available:
204   Displays a vector field using arrows cut on a plane.  \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    A two-dimensional text is used to annotate the rendered object
212    (i.e. adding titles, authors and labels).
213  \end{classdesc}  \end{classdesc}
214    
215  \begin{classdesc}{VelocityOnPlaneClip}{}  The following are some of the methods available:
216   Displays a vector field using arrows clipped on a  \begin{methoddesc}[Text2D]{setFontSize}{size}
217          plane.  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    
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    \subsubsection{\Map class}
245    
246    \begin{classdesc}{Map}{scene, data_collector,
247    viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
248    outline = True}
249    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  \end{classdesc}  \end{classdesc}
252    
253  \begin{classdesc}{Ellipsoid}{}  The following are some of the methods available:\\
254   Displays a tensor field using spheres.  Methods from \ActorThreeD.
255    
256    \subsubsection{\MapOnPlaneCut class}
257    
258    \begin{classdesc}{MapOnPlaneCut}{scene, data_collector,
259    viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
260    outline = True}
261    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  \end{classdesc}  \end{classdesc}
265    
266  \begin{classdesc}{EllipsoidOnPlaneCut}{}  The following are some of the methods available:\\
267   Displays a tensor field using spheres cut on a  Methods from \ActorThreeD and \Transform.
268          plane.  
269    \subsubsection{\MapOnPlaneClip class}
270    
271    \begin{classdesc}{MapOnPlaneClip}{scene, data_collector,
272    viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
273    outline = True}
274    This class works in a similar way to \MapOnPlaneCut, except that it shows a
275    scalar field clipped using a plane.
276  \end{classdesc}  \end{classdesc}
277    
278  \begin{classdesc}{EllipsoidOnPlaneClip}{}  The following are some of the methods available:\\
279   Displays a tensor field using spheres clipped  Methods from \ActorThreeD, \Transform and \Clipper.
280          on a plane.  
281    \subsubsection{\MapOnScalarClip class}
282    
283    \begin{classdesc}{MapOnScalarClip}{scene, data_collector,
284    viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
285    outline = True}
286    This class works in a similar way to \Map, except that it shows a scalar
287    field clipped using a scalar value.
288  \end{classdesc}  \end{classdesc}
289    
290            The following are some of the methods available:\\
291  \begin{classdesc}{Contour}{}  Methods from \ActorThreeD and \Clipper.
292   Shows a scalar field by contour surfaces.  
293    \subsubsection{\Velocity class}
294    
295    \begin{classdesc}{Velocity}{scene, data_collector,
296    viewport = Viewport.SOUTH_WEST, color_mode = ColorMode.VECTOR,
297    arrow = Arrow.TWO_D, lut = Lut.COLOR, cell_to_point = False, outline = True}
298    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  \end{classdesc}  \end{classdesc}
304    
305  \begin{classdesc}{ContourOnPlane}{}  The following are some of the methods available:\\
306   Shows a scalar field by contour surfaces on  Methods from \ActorThreeD, \GlyphThreeD and \MaskPoints.
307  a given plane.  
308    \subsubsection{\VelocityOnPlaneCut class}
309    
310    \begin{classdesc}{VelocityOnPlaneCut}{scene, data_collector,
311    arrow = Arrow.TWO_D, color_mode = ColorMode.VECTOR,
312    viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR,
313    cell_to_point = False, outline = True}
314    This class works in a similar way to \MapOnPlaneCut, except that
315    it shows a vector field using arrows on a plane.
316  \end{classdesc}  \end{classdesc}
317    
318  \begin{classdesc}{ContourOnClip}{}  The following are some of the methods available:\\
319   Shows a scalar field by contour surfaces on  Methods from \ActorThreeD, \GlyphThreeD, \Transform and \MaskPoints.
320  a given clip.  
321    \subsubsection{\VelocityOnPlaneClip class}
322    
323    \begin{classdesc}{VelocityOnPlaneClip}{scene, data_collector,
324    arrow = Arrow.TWO_D, color_mode = ColorMode.VECTOR,
325    viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR,
326    cell_to_point = False, online = True}
327    This class works in a similar way to \MapOnPlaneClip, except that it shows a
328    vector field using arrows clipped using a plane.
329  \end{classdesc}  \end{classdesc}
330    
331  \begin{classdesc}{IsoSurface}{}  The following are some of the methods available:\\
332   Shows a scalar field for a given value by  Methods from \ActorThreeD, \GlyphThreeD, \Transform, \Clipper and
333  an isosurface.  \MaskPoints.
334    
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  \end{classdesc}  \end{classdesc}
342    
343  \begin{classdesc}{IsoSurfaceOnPlane}{}  The following are some of the methods available:\\
344   Shows a scalar field for a given value by  Methods from \ActorThreeD, \Sphere, \TensorGlyph and \StructuredPoints.
345  an isosurfaceon a given plane.  
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  \end{classdesc}  \end{classdesc}
353    
354  \begin{classdesc}{IsoSurfaceOnClip}{}  The following are some of the methods available:\\
355   Shows a scalar field for a given vlaue by  Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform and
356  an isosurface on a given clip.  \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  \end{classdesc}  \end{classdesc}
365            
366    The following are some of the methods available:\\
367    Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform, \Clipper
368    and \StructuredPoints.
369    
370  \begin{classdesc}{StreamLines}{}  \subsubsection{\Contour class}
371   Shows the path of particles in a vector field.  
372    \begin{classdesc}{Contour}{scene, data_collector,
373    viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
374    outline = True}
375    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  \end{classdesc}  \end{classdesc}
379    
380  \begin{classdesc}{Carpet}{}  The following are some of the methods available:\\
381   Shows a scalar field as plane deformated along  Methods from \ActorThreeD and \ContourModule.
382  the plane normal.  
383    \subsubsection{\ContourOnPlaneCut class}
384    
385    \begin{classdesc}{ContourOnPlaneCut}{scene, data_collector,
386    viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
387    outline = True}
388    This class works in a similar way to \MapOnPlaneCut, except that it shows a
389    scalar field by contour surfaces on a plane.
390  \end{classdesc}  \end{classdesc}
391    
392  \section{Geometry}  The following are some of the methods available:\\
393  \begin{classdesc}{Position}{}  Methods from \ActorThreeD, \ContourModule and \Transform.
394   Defines the x,y and z coordinates rendered object.  
395    \subsubsection{\ContourOnPlaneClip class}
396    
397    \begin{classdesc}{ContourOnPlaneClip}{scene, data_collector,
398    viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
399    outline = True}
400    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  \end{classdesc}  \end{classdesc}
403    
404  \begin{classdesc}{Transform}{}  The following are some of the methods available:\\
405  Defines the orientation of rendered object.  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  \end{classdesc}  \end{classdesc}
417    
418  \begin{classdesc}{Plane}{}  The following are some of the methods available:\\
419  Defines the cutting/clipping of rendered objects.  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  \end{classdesc}  \end{classdesc}
431    
432    The following are some of the methods available:\\
433    Methods from \ActorThreeD, \Warp and \Transform.
434    
435  \subsection{Beautification}  \subsubsection{\Image class}
436  \begin{classdesc}{Style}{}  
437  Defines the style of text.  \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  \end{classdesc}  \end{classdesc}
441    
442  \begin{classdesc}{BlueToRed}{}  The following are some of the methods available:\\
443   Defines a map spectrum from blue to red.  Methods from \ActorThreeD, \PlaneSource and \Transform.
444    
445    
446    %##############################################################################
447    
448    
449    \subsection{Coordinate Classes}
450    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  \end{classdesc}  \end{classdesc}
455    
456  \begin{classdesc}{RedToBlue}{}  \begin{classdesc}{GlobalPosition}{x_coor, y_coor, z_coor}
457   Defines a map spectrum from red to blue.  Class that defines the global positioning coordinate system (3D).
458  \end{classdesc}  \end{classdesc}
459    
460    
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    same word on rendering, off-line, on-line, how to rotate, zoom, close the window, ...
657    
658    %==============================================
659    \section{How to Make a Movie}

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