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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
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 \section{\pyvisi Classes}
47 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
51
52 %#############################################################################
53
54
55 \subsection{Scene Classes}
56 This subsection details the instances used to setup the viewing environment.
57
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}
67
68 The following are some of the methods available:
69 \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}
84
85 The following are some of the methods available:
86 \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}
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}
161 This subsection details the instances used to read and load the source data
162 for visualization.
163
164 \subsubsection{\DataCollector class}
165
166 \begin{classdesc}{DataCollector}{source = Source.XML}
167 A data collector is used to read data from an XML file or from
168 an escript object directly.
169 \end{classdesc}
170
171 The following are some of the methods available:
172 \begin{methoddesc}[DataCollector]{setFileName}{file_name}
173 Set the XML file name to read.
174 \end{methoddesc}
175
176 \begin{methoddesc}[DataCollector]{setData}{**args}
177 Create data using the \textless name\textgreater=\textless data\textgreater
178 pairing. Assumption is made that the data will be given in the
179 appropriate format.
180
181 BUG: Reading source data directly from an escript object is NOT
182 work properly. Therefore this method should NOT be used at this stage.
183 \end{methoddesc}
184
185 \begin{methoddesc}[DataCollector]{setActiveScalar}{scalar}
186 Specify the scalar field to load.
187 \end{methoddesc}
188
189 \begin{methoddesc}[DataCollector]{setActiveVector}{vector}
190 Specify the vector field to load.
191 \end{methoddesc}
192
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}{ImageReader}{format}
200 An image reader is used to read data from an image in a variety of formats.
201 \end{classdesc}
202
203 The following are some of the methods available:
204 \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}
214
215 The following are some of the methods available:
216 \begin{methoddesc}[Text2D]{setFontSize}{size}
217 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}
252
253 The following are some of the methods available:\\
254 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}
265
266 The following are some of the methods available:\\
267 Methods from \ActorThreeD and \Transform.
268
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}
277
278 The following are some of the methods available:\\
279 Methods from \ActorThreeD, \Transform and \Clipper.
280
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}
289
290 The following are some of the methods available:\\
291 Methods from \ActorThreeD and \Clipper.
292
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}
304
305 The following are some of the methods available:\\
306 Methods from \ActorThreeD, \GlyphThreeD and \MaskPoints.
307
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}
317
318 The following are some of the methods available:\\
319 Methods from \ActorThreeD, \GlyphThreeD, \Transform and \MaskPoints.
320
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}
330
331 The following are some of the methods available:\\
332 Methods from \ActorThreeD, \GlyphThreeD, \Transform, \Clipper and
333 \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}
342
343 The following are some of the methods available:\\
344 Methods from \ActorThreeD, \Sphere, \TensorGlyph and \StructuredPoints.
345
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}
353
354 The following are some of the methods available:\\
355 Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform and
356 \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}
365
366 The following are some of the methods available:\\
367 Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform, \Clipper
368 and \StructuredPoints.
369
370 \subsubsection{\Contour class}
371
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}
379
380 The following are some of the methods available:\\
381 Methods from \ActorThreeD and \ContourModule.
382
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}
391
392 The following are some of the methods available:\\
393 Methods from \ActorThreeD, \ContourModule and \Transform.
394
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}
403
404 The following are some of the methods available:\\
405 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}
417
418 The following are some of the methods available:\\
419 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}
431
432 The following are some of the methods available:\\
433 Methods from \ActorThreeD, \Warp and \Transform.
434
435 \subsubsection{\Image class}
436
437 \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}
441
442 The following are some of the methods available:\\
443 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}
455
456 \begin{classdesc}{GlobalPosition}{x_coor, y_coor, z_coor}
457 Class that defines the global positioning coordinate system (3D).
458 \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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