# Contents of /trunk/doc/user/pyvisi.tex

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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.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} 263 264 The following are some of the methods available:\\ 265 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} 276 277 The following are some of the methods available:\\ 278 Methods from \ActorThreeD and \Transform. 279 280 \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} 288 289 The following are some of the methods available:\\ 290 Methods from \ActorThreeD, \Transform and \Clipper. 291 292 \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} 300 301 The following are some of the methods available:\\ 302 Methods from \ActorThreeD and \Clipper. 303 304 \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} 315 316 The following are some of the methods available:\\ 317 Methods from \ActorThreeD, \GlyphThreeD and \StructuredPoints. 318 319 \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} 327 328 The following are some of the methods available:\\ 329 Methods from \ActorThreeD, \GlyphThreeD, \Transform and \StructuredPoints. 330 331 \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} 339 340 The following are some of the methods available:\\ 341 Methods from \ActorThreeD, \GlyphThreeD, \Transform, \Clipper and 342 \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} 351 352 The following are some of the methods available:\\ 353 Methods from \ActorThreeD, \Sphere, \TensorGlyph and \StructuredPoints. 354 355 \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} 362 363 The following are some of the methods available:\\ 364 Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform and 365 \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} 374 375 The following are some of the methods available:\\ 376 Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform, \Clipper 377 and \StructuredPoints. 378 379 \subsubsection{\Contour class} 380 381 \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} 388 389 The following are some of the methods available:\\ 390 Methods from \ActorThreeD and \ContourModule. 391 392 \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} 400 401 The following are some of the methods available:\\ 402 Methods from \ActorThreeD, \ContourModule and \Transform. 403 404 \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} 412 413 The following are some of the methods available:\\ 414 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} 426 427 The following are some of the methods available:\\ 428 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} 440 441 The following are some of the methods available:\\ 442 Methods from \ActorThreeD, \Warp and \Transform. 443 444 \subsubsection{\Image class} 445 446 \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} 450 451 The following are some of the methods available:\\ 452 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} 464 465 \begin{classdesc}{GlobalPosition}{x_coor, y_coor, z_coor} 466 Class that defines the global positioning coordinate system (3D). 467 \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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