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Wed Feb 28 06:51:33 2007 UTC (13 years ago) by jongui
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Included some try/except statements for error checking and some documentation. Also fixed a bug in DataCollector.
1 \chapter{The module \pyvisi}
2 \label{PYVISI CHAP}
3 \declaremodule{extension}{esys.pyvisi}
4 \modulesynopsis{Python Visualization Interface}
5
6 \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).
10
11 The general rule of thumb when using \pyvisi is to perform the following
12 in sequence:
13
14 \begin{enumerate}
15 \item Create a scene instance, in which objects are to be rendered on.
16 \item Create an input instance, which deals with the source of data for
17 the visualization.
18 \item Create a data visualization instance (i.e. Map, Velocity, Ellipsoid,
19 etc), which extracts and manipulates the data accordingly.
20 \item Create a camera instance, which controls the lighting
21 source and view angle.
22 \item Finally, render the object.
23 \end{enumerate}
24 \begin{center}
25 \begin{math}
26 scene \rightarrow input \rightarrow visualization \rightarrow
27 camera \rightarrow render
28 \end{math}
29 \end{center}
30
31 The sequence in which instances are created is very important due to
32 to the dependencies among them. For example, an input instance must
33 always be created BEFORE a data visualisation instance is created.
34 If the sequence is switched, the program will throw an error because a
35 source data needs to be specified before the data can be
36 manipulated. Similarly, a camera instance must always be created
37 AFTER an input instance has been created. Otherwise, the program will throw
38 an error because the camera instance needs to calculate its
39 default position (automatically carried out in the background) based on
40 the source data.
41
42 \section{\pyvisi Classes}
43 This section gives a brief overview of the important classes and their
44 corresponding methods. Please refer to \ReferenceGuide for full details.
45 %=====================================================================================
46 \subsection{Scene Classes}
47 \begin{classdesc}{Scene}{renderer = Renderer.ONLINE, num_viewport = 1,
48 x_size = 1152, y_size = 864}
49 Displays a scene in which objects are to be rendered on.
50 \end{classdesc}
51
52 \begin{classdesc}{Camera}{}
53 Controls the camera manipulation.
54 \end{classdesc}
55
56 \begin{classdesc}{Light}{}
57 Controls the light manipulation.
58 \end{classdesc}
59
60 %============================================================================================================
61 \subsection{Input Classes}
62
63 \begin{classdesc}{Image}{}
64 Displays an image.
65 \end{classdesc}
66
67 \begin{classdesc}{Text}{}
68 Shows some 2D text.
69 \end{classdesc}
70
71 \begin{classdesc}{DataCollector}{}
72 Deals with the source of data for visualization.
73 \end{classdesc}
74
75 %============================================================================================================
76 \subsection{Data Visualization}
77 \begin{classdesc}{Map}{}
78 Displays a scalar field using a domain surface.
79 \end{classdesc}
80
81 \begin{classdesc}{MapOnPlaneCut}{}
82 Displays a scalar field using a domain surface cut on a plane.
83 \end{classdesc}
84
85 \begin{classdesc}{MapOnPlaneClip}{}
86 Displays a scalar field using a domain surface clipped
87 on a plane.
88 \end{classdesc}
89
90 \begin{classdesc}{MapOnScalarClip}{}
91 Displays a scalar field using a domain surface clipped
92 using a scalar value.
93 \end{classdesc}
94
95 \begin{classdesc}{Velocity}{}
96 Displays a vector field using arrows.
97 \end{classdesc}
98
99 \begin{classdesc}{VelocityOnPlaneCut}{}
100 Displays a vector field using arrows cut on a plane.
101 \end{classdesc}
102
103 \begin{classdesc}{VelocityOnPlaneClip}{}
104 Displays a vector field using arrows clipped on a
105 plane.
106 \end{classdesc}
107
108 \begin{classdesc}{Ellipsoid}{}
109 Displays a tensor field using spheres.
110 \end{classdesc}
111
112 \begin{classdesc}{EllipsoidOnPlaneCut}{}
113 Displays a tensor field using spheres cut on a
114 plane.
115 \end{classdesc}
116
117 \begin{classdesc}{EllipsoidOnPlaneClip}{}
118 Displays a tensor field using spheres clipped
119 on a plane.
120 \end{classdesc}
121
122
123 \begin{classdesc}{Contour}{}
124 Shows a scalar field by contour surfaces.
125 \end{classdesc}
126
127 \begin{classdesc}{ContourOnPlane}{}
128 Shows a scalar field by contour surfaces on
129 a given plane.
130 \end{classdesc}
131
132 \begin{classdesc}{ContourOnClip}{}
133 Shows a scalar field by contour surfaces on
134 a given clip.
135 \end{classdesc}
136
137 \begin{classdesc}{IsoSurface}{}
138 Shows a scalar field for a given value by
139 an isosurface.
140 \end{classdesc}
141
142 \begin{classdesc}{IsoSurfaceOnPlane}{}
143 Shows a scalar field for a given value by
144 an isosurfaceon a given plane.
145 \end{classdesc}
146
147 \begin{classdesc}{IsoSurfaceOnClip}{}
148 Shows a scalar field for a given vlaue by
149 an isosurface on a given clip.
150 \end{classdesc}
151
152 \begin{classdesc}{StreamLines}{}
153 Shows the path of particles in a vector field.
154 \end{classdesc}
155
156 \begin{classdesc}{Carpet}{}
157 Shows a scalar field as plane deformated along
158 the plane normal.
159 \end{classdesc}
160
161 \section{Geometry}
162 \begin{classdesc}{Position}{}
163 Defines the x,y and z coordinates rendered object.
164 \end{classdesc}
165
166 \begin{classdesc}{Transform}{}
167 Defines the orientation of rendered object.
168 \end{classdesc}
169
170 \begin{classdesc}{Plane}{}
171 Defines the cutting/clipping of rendered objects.
172 \end{classdesc}
173
174
175 \subsection{Beautification}
176 \begin{classdesc}{Style}{}
177 Defines the style of text.
178 \end{classdesc}
179
180 \begin{classdesc}{BlueToRed}{}
181 Defines a map spectrum from blue to red.
182 \end{classdesc}
183
184 \begin{classdesc}{RedToBlue}{}
185 Defines a map spectrum from red to blue.
186 \end{classdesc}
187 %===========================================
188
189 \section{Rendering}
190 same word on rendering, off-line, on-line, how to rotate, zoom, close the window, ...
191
192 %==============================================
193 \section{How to Make a Movie}

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