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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). 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 \section{\pyvisi Classes}
49 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
53
54 %#############################################################################
55
56
57 \subsection{Scene Classes}
58 This subsection details the instances used to setup the viewing environment.
59
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}
69
70 The following are some of the methods available:
71 \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}
94
95 The following are some of the methods available:
96 \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}
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}
179 This subsection details the instances used to read and load the source data
180 for visualization.
181
182 \subsubsection{\DataCollector class}
183
184 \begin{classdesc}{DataCollector}{source = Source.XML}
185 % 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}
191
192 The following are some of the methods available:
193 \begin{methoddesc}[DataCollector]{setFileName}{file_name}
194 Set the XML source file name to be read.
195 \end{methoddesc}
196
197 \begin{methoddesc}[DataCollector]{setData}{**args}
198 Create data using the \textless name\textgreater=\textless data\textgreater
199 pairing. Assumption is made that the data will be given in the
200 appropriate format.
201 \end{methoddesc}
202
203 \begin{methoddesc}[DataCollector]{setActiveScalar}{scalar}
204 Specify the scalar field to load.
205 \end{methoddesc}
206
207 \begin{methoddesc}[DataCollector]{setActiveVector}{vector}
208 Specify the vector field to load.
209 \end{methoddesc}
210
211 \begin{methoddesc}[DataCollector]{setActiveTensor}{tensor}
212 Specify the tensor field to load.
213 \end{methoddesc}
214
215 \subsubsection{\ImageReader class}
216
217 \begin{classdesc}{ImageReader}{format}
218 An image reader is used to read data from an image in a variety of formats.
219 \end{classdesc}
220
221 The following are some of the methods available:
222 \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}
232
233 The following are some of the methods available:
234 \begin{methoddesc}[Text2D]{setFontSize}{size}
235 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.Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
259 Class that shows a scalar field on a domain surface. The domain surface
260 can either be colored or grey-scaled, depending on the lookup table used.
261 \end{classdesc}
262
263 The following are some of the methods available:\\
264 Methods from \ActorThreeD.
265
266 \subsubsection{\MapOnPlaneCut class}
267
268 \begin{classdesc}{MapOnPlaneCut}{scene, data_collector,
269 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
270 This class works in a similar way to \Map, except that it shows a scalar
271 field on a plane. The plane can be translated and rotated along the X, Y and
272 Z axes.
273 \end{classdesc}
274
275 The following are some of the methods available:\\
276 Methods from \ActorThreeD and \Transform.
277
278 \subsubsection{\MapOnPlaneClip class}
279
280 \begin{classdesc}{MapOnPlaneClip}{scene, data_collector,
281 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
282 This class works in a similar way to \MapOnPlaneCut, except that it shows a
283 scalar field clipped using a plane.
284 \end{classdesc}
285
286 The following are some of the methods available:\\
287 Methods from \ActorThreeD, \Transform and \Clipper.
288
289 \subsubsection{\MapOnScalarClip class}
290
291 \begin{classdesc}{MapOnScalarClip}{scene, data_collector,
292 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
293 This class works in a similar way to \Map, except that it shows a scalar
294 field clipped using a scalar value.
295 \end{classdesc}
296
297 The following are some of the methods available:\\
298 Methods from \ActorThreeD and \Clipper.
299
300 \subsubsection{\Velocity class}
301
302 \begin{classdesc}{Velocity}{scene, data_collector,
303 viewport = Viewport.SOUTH_WEST, color_mode = ColorMode.VECTOR,
304 arrow = Arrow.TWO_D, lut = Lut.COLOR, outline = True}
305 Class that shows a vector field using arrows. The arrows can either be
306 colored or grey-scaled, depending on the lookup table used. If the arrows
307 are colored, there are two possible coloring modes, either using vector data or
308 scalar data. Similarly, there are two possible types of arrows, either
309 using two-dimensional or three-dimensional.
310 \end{classdesc}
311
312 The following are some of the methods available:\\
313 Methods from \ActorThreeD, \GlyphThreeD and \StructuredPoints.
314
315 \subsubsection{\VelocityOnPlaneCut class}
316
317 \begin{classdesc}{VelocityOnPlaneCut}{scene, data_collector,
318 arrow = Arrow.TWO_D, color_mode = ColorMode.VECTOR,
319 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
320 This class works in a similar way to \MapOnPlaneCut, except that
321 it shows a vector field using arrows on a plane.
322 \end{classdesc}
323
324 The following are some of the methods available:\\
325 Methods from \ActorThreeD, \GlyphThreeD, \Transform and \StructuredPoints.
326
327 \subsubsection{\VelocityOnPlaneClip class}
328
329 \begin{classdesc}{VelocityOnPlaneClip}{scene, data_collector,
330 arrow = Arrow.TWO_D, color_mode = ColorMode.VECTOR,
331 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, online = True}
332 This class works in a similar way to \MapOnPlaneClip, except that it shows a
333 vector field using arrows clipped using a plane.
334 \end{classdesc}
335
336 The following are some of the methods available:\\
337 Methods from \ActorThreeD, \GlyphThreeD, \Transform, \Clipper and
338 \StructuredPoints.
339
340 \subsubsection{\Ellipsoid class}
341
342 \begin{classdesc}{Ellipsoid}{scene, data_collector,
343 viewport = Viewport = SOUTH_WEST, lut = Lut.COLOR, outline = True}
344 Class that shows a tensor field using ellipsoids. The ellipsoids can either be
345 colored or grey-scaled, depending on the lookup table used.
346 \end{classdesc}
347
348 The following are some of the methods available:\\
349 Methods from \ActorThreeD, \Sphere, \TensorGlyph and \StructuredPoints.
350
351 \subsubsection{\EllipsoidOnPlaneCut class}
352
353 \begin{classdesc}{EllipsoidOnPlaneCut}{scene, data_collector,
354 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
355 This class works in a similar way to \MapOnPlaneCut, except that it shows
356 a tensor field using ellipsoids cut using a plane.
357 \end{classdesc}
358
359 The following are some of the methods available:\\
360 Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform and
361 \StructuredPoints.
362
363 \subsubsection{\EllipsoidOnPlaneClip class}
364
365 \begin{classdesc}{EllipsoidOnPlaneClip}{scene, data_collector,
366 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
367 This class works in a similar way to \MapOnPlaneClip, except that it shows a
368 tensor field using ellipsoids clipped using a plane.
369 \end{classdesc}
370
371 The following are some of the methods available:\\
372 Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform, \Clipper
373 and \StructuredPoints.
374
375 \subsubsection{\Contour class}
376
377 \begin{classdesc}{Contour}{scene, data_collector,
378 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
379 Class that shows a scalar field by contour surfaces. The contour surfaces can
380 either be colored or grey-scaled, depending on the lookup table used. This
381 class can also be used to generate iso surfaces.
382 \end{classdesc}
383
384 The following are some of the methods available:\\
385 Methods from \ActorThreeD and \ContourModule.
386
387 \subsubsection{\ContourOnPlaneCut class}
388
389 \begin{classdesc}{ContourOnPlaneCut}{scene, data_collector,
390 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
391 This class works in a similar way to \MapOnPlaneCut, except that it shows a
392 scalar field by contour surfaces on a plane.
393 \end{classdesc}
394
395 The following are some of the methods available:\\
396 Methods from \ActorThreeD, \ContourModule and \Transform.
397
398 \subsubsection{\ContourOnPlaneClip class}
399
400 \begin{classdesc}{ContourOnPlaneClip}{scene, data_collector,
401 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, outline = True}
402 This class works in a similar way to \MapOnPlaneClip, except that it shows a
403 scalar field by contour surfaces clipped using a plane.
404 \end{classdesc}
405
406 The following are some of the methods available:\\
407 Methods from \ActorThreeD, \ContourModule, \Transform and \Clipper.
408
409 \subsubsection{\StreamLine class}
410
411 \begin{classdesc}{StreamLine}{scene, data_collector,
412 viewport = Viewport.SOUTH_WEST, color_mode = ColorMode.VECTOR, lut = Lut.COLOR,
413 outline = True}
414 Class that shows the direction of particles of a vector field using streamlines.
415 The streamlines can either be colored or grey-scaled, depending on the lookup
416 table used. If the streamlines are colored, there are two possible coloring
417 modes, either using vector data or scalar data.
418 \end{classdesc}
419
420 The following are some of the methods available:\\
421 Methods from \ActorThreeD, \PointSource, \StreamLineModule and \Tube.
422
423 \subsubsection{\Carpet class}
424
425 \begin{classdesc}{Carpet}{scene, data_collector,
426 viewport = Viewport.Viewport.SOUTH_WEST, warp_mode = WarpMode.SCALAR,
427 lut = Lut.COLOR, outline = True}
428 This class works in a similar way to \MapOnPlaneCut, except that it shows a
429 scalar field on a plane deformated (warp) along the normal. The plane can
430 either be colored or grey-scaled, depending on the lookup table used.
431 Similarly, the plane can be deformated either using scalar data or vector data.
432 \end{classdesc}
433
434 The following are some of the methods available:\\
435 Methods from \ActorThreeD, \Warp and \Transform.
436
437 \subsubsection{\Image class}
438
439 \begin{classdesc}{Image}{scene, image_reader, viewport = Viewport.SOUTH_WEST}
440 Class that displays an image which can be scaled (upwards and downwards). The
441 image can also be translated and rotated along the X, Y and Z axes.
442 \end{classdesc}
443
444 The following are some of the methods available:\\
445 Methods from \ActorThreeD, \PlaneSource and \Transform.
446
447
448 %##############################################################################
449
450
451 \subsection{Coordiante Classes}
452 This subsection details the instances used to position the rendered object.
453
454 \begin{classdesc}{LocalPosition}{x_coor, y_coor}
455 Class that defines the local positioning coordinate system (2D).
456 \end{classdesc}
457
458 \begin{classdesc}{GlobalPosition}{x_coor, y_coor, z_coor}
459 Class that defines the global positioning coordinate system (3D).
460 \end{classdesc}
461
462
463 %##############################################################################
464
465
466 \subsection{Supporting Classes}
467 This subsection details the supporting classes inherited by the data
468 visualization classes. These supporting
469
470 \subsubsection{\ActorThreeD class}
471
472 The following are some of the methods available:
473
474 \begin{methoddesc}[Actor3D]{setOpacity}{opacity}
475 Set the opacity (transparency) of the 3D actor.
476 \end{methoddesc}
477
478 \begin{methoddesc}[Actor3D]{setColor}{color}
479 Set the color of the 3D actor.
480 \end{methoddesc}
481
482 \begin{methoddesc}[Actor3D]{setRepresentationToWireframe}{}
483 Set the representation of the 3D actor to wireframe.
484 \end{methoddesc}
485
486 \subsubsection{\ActorTwoD class}
487
488 The following are some of the methods available:
489
490 \begin{methoddesc}[Actor2D]{setPosition}{position}
491 Set the position (XY) of the 2D actor. Default position is the lower left hand
492 corner of the window / viewport.
493 \end{methoddesc}
494
495 \subsubsection{\Clipper class}
496
497 The following are some of the methods available:
498
499 \begin{methoddesc}[Clipper]{setInsideOutOn}{}
500 Clips one side of the rendered object.
501 \end{methoddesc}
502
503 \begin{methoddesc}[Clipper]{setInsideOutOff}{}
504 Clips the other side of the rendered object.
505 \end{methoddesc}
506
507 \begin{methoddesc}[Clipper]{setClipValue}{value}
508 Set the scalar clip value.
509 \end{methoddesc}
510
511 \subsubsection{\ContourModule class}
512
513 The following are some of the methods available:
514
515 \begin{methoddesc}[ContourModule]{generateContours}{contours,
516 lower_range = None, upper_range = None}
517 Generate the specified number of contours within the specified range.
518 \end{methoddesc}
519
520 \subsubsection{\GlyphThreeD class}
521
522 The following are some of the methods available:
523
524 \begin{methoddesc}[Glyph3D]{setScaleModeByVector}{}
525 Set the 3D glyph to scale according to the vector data.
526 \end{methoddesc}
527
528 \begin{methoddesc}[Glyph3D]{setScaleModeByScalar}{}
529 Set the 3D glyph to scale according to the scalar data.
530 \end{methoddesc}
531
532 \begin{methoddesc}[Glyph3D]{setScaleFactor}{scale_factor}
533 Set the 3D glyph scale factor.
534 \end{methoddesc}
535
536 \subsubsection{\TensorGlyph class}
537
538 The following are some of the methods available:
539
540 \begin{methoddesc}[TensorGlyph]{setScaleFactor}{scale_factor}
541 Set the scale factor for the tensor glyph.
542 \end{methoddesc}
543
544 \subsubsection{\PlaneSource class}
545
546 The following are some of the methods available:
547
548 \begin{methoddesc}[PlaneSource]{setPoint1}{position}
549 Set the first point from the origin of the plane source.
550 \end{methoddesc}
551
552 \begin{methoddesc}[PlaneSource]{setPoint2}{position}
553 Set the second point from the origin of the plane source.
554 \end{methoddesc}
555
556 \subsubsection{\PointSource class}
557
558 The following are some of the methods available:
559
560 \begin{methoddesc}[PointSource]{setPointSourceRadius}{radius}
561 Set the radius of the sphere.
562 \end{methoddesc}
563
564 \begin{methoddesc}[PointSource]{setPointSourceNumberOfPoints}{points}
565 Set the number of points to generate within the sphere (the larger the
566 number of points, the more streamlines are generated).
567 \end{methoddesc}
568
569 \subsubsection{\StructuredPoints class}
570
571 The following are some of the methods available:
572
573 \begin{methoddesc}[StructuredPoints]{setDimension}{x, y, z}
574 Set the dimension on the x, y and z axes. The smaller the dimension,
575 the more points are populated.
576 \end{methoddesc}
577
578 \subsubsection{\Sphere class}
579
580 The following are some of the methods available:
581
582 \begin{methoddesc}[Sphere]{setThetaResolution}{resolution}
583 Set the theta resolution of the sphere.
584 \end{methoddesc}
585
586 \begin{methoddesc}[Sphere]{setPhiResolution}{resolution}
587 Set the phi resoluton of the sphere.
588 \end{methoddesc}
589
590 \subsubsection{\StreamLineModule class}
591
592 The following are some of the methods available:
593
594 \begin{methoddesc}[StreamLineModule]{setMaximumPropagationTime}{time}
595 Set the maximum length of the streamline expressed in elapsed time.
596 \end{methoddesc}
597
598 \begin{methoddesc}[StreamLineModule]{setIntegrationToBothDirections}{}
599 Set the integration to occur both sides: forward (where the streamline
600 goes) and backward (where the streamline came from).
601 \end{methoddesc}
602
603 \subsubsection{\Transform class}
604
605 \begin{methoddesc}[Transform]{translate}{x_offset, y_offset, z_offset}
606 Translate the rendered object along the x, y and z-axes.
607 \end{methoddesc}
608
609 \begin{methoddesc}[Transform]{rotateX}{angle}
610 Rotate the plane along the x-axis.
611 \end{methoddesc}
612
613 \begin{methoddesc}[Transform]{rotateY}{angle}
614 Rotate the plane along the y-axis.
615 \end{methoddesc}
616
617 \begin{methoddesc}[Transform]{rotateZ}{angle}
618 Rotate the plane along the z-axis.
619 \end{methoddesc}
620
621 \begin{methoddesc}[Transform]{setPlaneToXY}{offset = 0}
622 Set the plane orthogonal to the z-axis.
623 \end{methoddesc}
624
625 \begin{methoddesc}[Transform]{setPlaneToYZ}{offset = 0}
626 Set the plane orthogonal to the x-axis.
627 \end{methoddesc}
628
629 \begin{methoddesc}[Transform]{setPlaneToXZ}{offset = 0}
630 Set the plane orthogonal to the y-axis.
631 \end{methoddesc}
632
633 \subsubsection{\Tube class}
634
635 \begin{methoddesc}[Tube]{setTubeRadius}{radius}
636 Set the radius of the tube.
637 \end{methoddesc}
638
639 \begin{methoddesc}[Tube]{setTubeRadiusToVaryByVector}{}
640 Set the radius of the tube to vary by vector data.
641 \end{methoddesc}
642
643 \begin{methoddesc}[Tube]{setTubeRadiusToVaryByScalar}{}
644 Set the radius of the tube to vary by scalar data.
645 \end{methoddesc}
646
647 \subsubsection{\Warp class}
648
649 \begin{methoddesc}[Warp]{setScaleFactor}{scale_factor}
650 Set the displacement scale factor.
651 \end{methoddesc}
652
653
654 \section{Online Rendering Mechnism}
655
656
657
658 same word on rendering, off-line, on-line, how to rotate, zoom, close the window, ...
659
660 %==============================================
661 \section{How to Make a Movie}

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