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Updated more epydocs and the user guide. At this stage, a DataCollector should only be used to read either point data or cell data but not both. If both point and cell data are read using the same DataCollector, the object rendered may be incorrect.
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 cut using a plane. The plane can be translated and rotated along the
263 X, Y and 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 cut using 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, cell_to_point = False,
339 outline = True}
340 Class that shows a tensor field using ellipsoids. The ellipsoids can either be
341 colored or grey-scaled, depending on the lookup table used.
342 \end{classdesc}
343
344 The following are some of the methods available:\\
345 Methods from \ActorThreeD, \Sphere, \TensorGlyph and \MaskPoints.
346
347 \subsubsection{\EllipsoidOnPlaneCut class}
348
349 \begin{classdesc}{EllipsoidOnPlaneCut}{scene, data_collector,
350 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
351 outline = True}
352 This class works in a similar way to \MapOnPlaneCut, except that it shows
353 a tensor field using ellipsoids cut using a plane.
354 \end{classdesc}
355
356 The following are some of the methods available:\\
357 Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform and
358 \MaskPoints.
359
360 \subsubsection{\EllipsoidOnPlaneClip class}
361
362 \begin{classdesc}{EllipsoidOnPlaneClip}{scene, data_collector,
363 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
364 outline = True}
365 This class works in a similar way to \MapOnPlaneClip, except that it shows a
366 tensor field using ellipsoids clipped using a plane.
367 \end{classdesc}
368
369 The following are some of the methods available:\\
370 Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform, \Clipper
371 and \MaskPoints.
372
373 \subsubsection{\Contour class}
374
375 \begin{classdesc}{Contour}{scene, data_collector,
376 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
377 outline = True}
378 Class that shows a scalar field using contour surfaces. The contour surfaces can
379 either be colored or grey-scaled, depending on the lookup table used. This
380 class can also be used to generate iso surfaces.
381 \end{classdesc}
382
383 The following are some of the methods available:\\
384 Methods from \ActorThreeD and \ContourModule.
385
386 \subsubsection{\ContourOnPlaneCut class}
387
388 \begin{classdesc}{ContourOnPlaneCut}{scene, data_collector,
389 viewport = Viewport.SOUTH_WEST, lut = Lut.COLOR, cell_to_point = False,
390 outline = True}
391 This class works in a similar way to \MapOnPlaneCut, except that it shows a
392 scalar field using contour surfaces cut using 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, cell_to_point = False,
402 outline = True}
403 This class works in a similar way to \MapOnPlaneClip, except that it shows a
404 scalar field using contour surfaces clipped using a plane.
405 \end{classdesc}
406
407 The following are some of the methods available:\\
408 Methods from \ActorThreeD, \ContourModule, \Transform and \Clipper.
409
410 \subsubsection{\StreamLine class}
411
412 \begin{classdesc}{StreamLine}{scene, data_collector,
413 viewport = Viewport.SOUTH_WEST, color_mode = ColorMode.VECTOR, lut = Lut.COLOR,
414 outline = True}
415 Class that shows the direction of particles of a vector field using streamlines.
416 The streamlines can either be colored or grey-scaled, depending on the lookup
417 table used. If the streamlines are colored, there are two possible coloring
418 modes, either using vector data or scalar data.
419 \end{classdesc}
420
421 The following are some of the methods available:\\
422 Methods from \ActorThreeD, \PointSource, \StreamLineModule and \Tube.
423
424 \subsubsection{\Carpet class}
425
426 \begin{classdesc}{Carpet}{scene, data_collector,
427 viewport = Viewport.Viewport.SOUTH_WEST, warp_mode = WarpMode.SCALAR,
428 lut = Lut.COLOR, outline = True}
429 This class works in a similar way to \MapOnPlaneCut, except that it shows a
430 scalar field cut on a plane and deformated (warp) along the normal. The
431 plane can either be colored or grey-scaled, depending on the lookup table used.
432 Similarly, the plane can be deformated either using scalar data or vector data.
433 \end{classdesc}
434
435 The following are some of the methods available:\\
436 Methods from \ActorThreeD, \Warp and \Transform.
437
438 \subsubsection{\Image class}
439
440 \begin{classdesc}{Image}{scene, image_reader, viewport = Viewport.SOUTH_WEST}
441 Class that displays an image which can be scaled (upwards and downwards). The
442 image can also be translated and rotated along the X, Y and Z axes.
443 \end{classdesc}
444
445 The following are some of the methods available:\\
446 Methods from \ActorThreeD, \PlaneSource and \Transform.
447
448
449 %##############################################################################
450
451
452 \subsection{Coordinate Classes}
453 This subsection details the instances used to position the rendered object.
454
455 \begin{classdesc}{LocalPosition}{x_coor, y_coor}
456 Class that defines the local positioning coordinate system (2D).
457 \end{classdesc}
458
459 \begin{classdesc}{GlobalPosition}{x_coor, y_coor, z_coor}
460 Class that defines the global positioning coordinate system (3D).
461 \end{classdesc}
462
463
464 %##############################################################################
465
466
467 \subsection{Supporting Classes}
468 This subsection details the supporting classes inherited by the data
469 visualization classes and their available methods.
470
471 \subsubsection{\ActorThreeD class}
472
473 The following are some of the methods available:
474
475 \begin{methoddesc}[Actor3D]{setOpacity}{opacity}
476 Set the opacity (transparency) of the 3D actor.
477 \end{methoddesc}
478
479 \begin{methoddesc}[Actor3D]{setColor}{color}
480 Set the color of the 3D actor.
481 \end{methoddesc}
482
483 \begin{methoddesc}[Actor3D]{setRepresentationToWireframe}{}
484 Set the representation of the 3D actor to wireframe.
485 \end{methoddesc}
486
487 \subsubsection{\ActorTwoD class}
488
489 The following are some of the methods available:
490
491 \begin{methoddesc}[Actor2D]{setPosition}{position}
492 Set the position (XY) of the 2D actor. Default position is the lower left hand
493 corner of the window / viewport.
494 \end{methoddesc}
495
496 \subsubsection{\Clipper class}
497
498 The following are some of the methods available:
499
500 \begin{methoddesc}[Clipper]{setInsideOutOn}{}
501 Clips one side of the rendered object.
502 \end{methoddesc}
503
504 \begin{methoddesc}[Clipper]{setInsideOutOff}{}
505 Clips the other side of the rendered object.
506 \end{methoddesc}
507
508 \begin{methoddesc}[Clipper]{setClipValue}{value}
509 Set the scalar clip value (instead of using a plane) for the clipper.
510 \end{methoddesc}
511
512 \subsubsection{\ContourModule class}
513
514 The following are some of the methods available:
515
516 \begin{methoddesc}[ContourModule]{generateContours}{contours,
517 lower_range = None, upper_range = None}
518 Generate the specified number of contours within the specified range.
519 In order to generate an iso surface, the 'lower_range' and 'upper_range'
520 must be equal.
521 \end{methoddesc}
522
523 \subsubsection{\GlyphThreeD class}
524
525 The following are some of the methods available:
526
527 \begin{methoddesc}[Glyph3D]{setScaleModeByVector}{}
528 Set the 3D glyph to scale according to the vector data.
529 \end{methoddesc}
530
531 \begin{methoddesc}[Glyph3D]{setScaleModeByScalar}{}
532 Set the 3D glyph to scale according to the scalar data.
533 \end{methoddesc}
534
535 \begin{methoddesc}[Glyph3D]{setScaleFactor}{scale_factor}
536 Set the 3D glyph scale factor.
537 \end{methoddesc}
538
539 \subsubsection{\TensorGlyph class}
540
541 The following are some of the methods available:
542
543 \begin{methoddesc}[TensorGlyph]{setScaleFactor}{scale_factor}
544 Set the scale factor for the tensor glyph.
545 \end{methoddesc}
546
547 \begin{methoddesc}[TensorGlyph]{setMaxScaleFactor}{max_scale_factor}
548 Set the maximum allowable 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]{setPointSourceCenter}{position}
572 Set the center of the sphere.
573 \end{methoddesc}
574
575 \begin{methoddesc}[PointSource]{setPointSourceNumberOfPoints}{points}
576 Set the number of points to generate within the sphere (the larger the
577 number of points, the more streamlines are generated).
578 \end{methoddesc}
579
580 \subsubsection{\Sphere class}
581
582 The following are some of the methods available:
583
584 \begin{methoddesc}[Sphere]{setThetaResolution}{resolution}
585 Set the theta resolution of the sphere.
586 \end{methoddesc}
587
588 \begin{methoddesc}[Sphere]{setPhiResolution}{resolution}
589 Set the phi resoluton of the sphere.
590 \end{methoddesc}
591
592 \subsubsection{\StreamLineModule class}
593
594 The following are some of the methods available:
595
596 \begin{methoddesc}[StreamLineModule]{setMaximumPropagationTime}{time}
597 Set the maximum length of the streamline expressed in elapsed time.
598 \end{methoddesc}
599
600 \begin{methoddesc}[StreamLineModule]{setIntegrationToBothDirections}{}
601 Set the integration to occur both sides: forward (where the streamline
602 goes) and backward (where the streamline came from).
603 \end{methoddesc}
604
605 \subsubsection{\Transform class}
606
607 \begin{methoddesc}[Transform]{translate}{x_offset, y_offset, z_offset}
608 Translate the rendered object along the x, y and z-axes.
609 \end{methoddesc}
610
611 \begin{methoddesc}[Transform]{rotateX}{angle}
612 Rotate the plane along the x-axis.
613 \end{methoddesc}
614
615 \begin{methoddesc}[Transform]{rotateY}{angle}
616 Rotate the plane along the y-axis.
617 \end{methoddesc}
618
619 \begin{methoddesc}[Transform]{rotateZ}{angle}
620 Rotate the plane along the z-axis.
621 \end{methoddesc}
622
623 \begin{methoddesc}[Transform]{setPlaneToXY}{offset = 0}
624 Set the plane orthogonal to the z-axis.
625 \end{methoddesc}
626
627 \begin{methoddesc}[Transform]{setPlaneToYZ}{offset = 0}
628 Set the plane orthogonal to the x-axis.
629 \end{methoddesc}
630
631 \begin{methoddesc}[Transform]{setPlaneToXZ}{offset = 0}
632 Set the plane orthogonal to the y-axis.
633 \end{methoddesc}
634
635 \subsubsection{\Tube class}
636
637 \begin{methoddesc}[Tube]{setTubeRadius}{radius}
638 Set the radius of the tube.
639 \end{methoddesc}
640
641 \begin{methoddesc}[Tube]{setTubeRadiusToVaryByVector}{}
642 Set the radius of the tube to vary by vector data.
643 \end{methoddesc}
644
645 \begin{methoddesc}[Tube]{setTubeRadiusToVaryByScalar}{}
646 Set the radius of the tube to vary by scalar data.
647 \end{methoddesc}
648
649 \subsubsection{\Warp class}
650
651 \begin{methoddesc}[Warp]{setScaleFactor}{scale_factor}
652 Set the displacement scale factor.
653 \end{methoddesc}
654
655 \subsubsection{\MaskPoints class}
656
657 \begin{methoddesc}[MaskPoints]{setRatio}{ratio}
658 Mask every nth point.
659 \end{methoddesc}
660
661 \begin{methoddesc}[MaskPoints]{randomOn}{}
662 Enables the randomization of the points selected for masking.
663 \end{methoddesc}
664
665
666
667
668
669 \section{Online Rendering Mechnism}
670
671
672
673 same word on rendering, off-line, on-line, how to rotate, zoom, close the window, ...
674
675 %==============================================
676 \section{How to Make a Movie}

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