/[escript]/trunk/doc/user/pyvisi.tex
ViewVC logotype

Diff of /trunk/doc/user/pyvisi.tex

Parent Directory Parent Directory | Revision Log Revision Log | View Patch Patch

revision 1034 by jongui, Wed Feb 28 06:51:33 2007 UTC revision 1035 by jongui, Fri Mar 16 04:54:17 2007 UTC
# Line 6  Line 6 
6  \section{Introduction}  \section{Introduction}
7  \pyvisi is a Python module that is used to generate 2D and 3D visualization  \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  for escript and its PDE solvers: finley and bruce. This module provides
9  an easy to use interface to the \VTK library (\VTKUrl).    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  The general rule of thumb when using \pyvisi is to perform the following
18  in sequence:  in sequence:
19    
20  \begin{enumerate}  \begin{enumerate}
21  \item Create a scene instance, in which objects are to be rendered on.  \item Create a scene instance (i.e. \Scene), which is a window in which objects are to be
22  \item Create an input instance, which deals with the source of data for  rendered on.
23  the visualization.  \item Create an input instance (i.e. \DataCollector), which reads and loads
24  \item Create a data visualization instance (i.e. Map, Velocity, Ellipsoid,  the source data for visualization.
25  etc), which extracts and manipulates the data accordingly.  \item Create a data visualization instance (i.e. \Map, \Velocity, \Ellipsoid,
26  \item Create a camera instance, which controls the lighting  \Contour and \Carpet), which proccesses and manipulates the source data.
27  source and view angle.  \item Create a camera (i.e. \Camera) instance, which controls the viewing angle.
28  \item Finally, render the object.  \item Lastly, render the object online, offline or animate.
29  \end{enumerate}  \end{enumerate}
30  \begin{center}  \begin{center}
31  \begin{math}  \begin{math}
# Line 40  default position (automatically carried Line 46  default position (automatically carried
46  the source data.  the source data.
47    
48  \section{\pyvisi Classes}  \section{\pyvisi Classes}
49  This section gives a brief overview of the important classes and their  The following subsections give a brief overview of the important classes
50  corresponding methods. Please refer to \ReferenceGuide for full details.  and some of their corresponding methods. Please refer to \ReferenceGuide for
51  %=====================================================================================  full details.
52    
53    
54    %#############################################################################
55    
56    
57  \subsection{Scene Classes}  \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,  \begin{classdesc}{Scene}{renderer = Renderer.ONLINE, num_viewport = 1,
63  x_size = 1152, y_size = 864}  x_size = 1152, y_size = 864}
64  Displays a scene in which objects are to be rendered on.  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}  \end{classdesc}
69    
70  \begin{classdesc}{Camera}{}  The following are some of the methods available:
71   Controls the camera manipulation.  \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}  \end{classdesc}
94    
95  \begin{classdesc}{Light}{}  The following are some of the methods available:
96   Controls the light manipulation.  \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}  \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}  \subsection{Input Classes}
179    This subsection details the instances used to read and load the source data
180    for visualization.
181    
182  \begin{classdesc}{Image}{}  \subsubsection{\DataCollector class}
  Displays an image.  
 \end{classdesc}  
183    
184  \begin{classdesc}{Text}{}  \begin{classdesc}{DataCollector}{source = Source.XML}
185   Shows some 2D text.  % 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}  \end{classdesc}
191    
192  \begin{classdesc}{DataCollector}{}  The following are some of the methods available:
193  Deals with the source of data for visualization.  \begin{methoddesc}[DataCollector]{setFileName}{file_name}
194  \end{classdesc}  Set the XML source file name to be read.
195    \end{methoddesc}
196    
197  %============================================================================================================  \begin{methoddesc}[DataCollector]{setData}{**args}
198  \subsection{Data Visualization}  Create data using the \textless name\textgreater=\textless data\textgreater
199  \begin{classdesc}{Map}{}  pairing. Assumption is made that the data will be given in the
200   Displays a scalar field using a domain surface.  appropriate format.
201  \end{classdesc}  \end{methoddesc}
202    
203  \begin{classdesc}{MapOnPlaneCut}{}  \begin{methoddesc}[DataCollector]{setActiveScalar}{scalar}
204   Displays a scalar field using a domain surface cut on a plane.  Specify the scalar field to load.
205  \end{classdesc}  \end{methoddesc}
206    
207  \begin{classdesc}{MapOnPlaneClip}{}  \begin{methoddesc}[DataCollector]{setActiveVector}{vector}
208   Displays a scalar field using a domain surface clipped  Specify the vector field to load.
209          on a plane.  \end{methoddesc}
 \end{classdesc}  
210    
211  \begin{classdesc}{MapOnScalarClip}{}  \begin{methoddesc}[DataCollector]{setActiveTensor}{tensor}
212   Displays a scalar field using a domain surface clipped  Specify the tensor field to load.
213          using a scalar value.  \end{methoddesc}
 \end{classdesc}  
214    
215  \begin{classdesc}{Velocity}{}  \subsubsection{\ImageReader class}
216   Displays a vector field using arrows.  
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}  \end{classdesc}
220    
221  \begin{classdesc}{VelocityOnPlaneCut}{}  The following are some of the methods available:
222   Displays a vector field using arrows cut on a plane.  \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}  \end{classdesc}
232    
233  \begin{classdesc}{VelocityOnPlaneClip}{}  The following are some of the methods available:
234   Displays a vector field using arrows clipped on a  \begin{methoddesc}[Text2D]{setFontSize}{size}
235          plane.  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}  \end{classdesc}
262    
263  \begin{classdesc}{Ellipsoid}{}  The following are some of the methods available:\\
264   Displays a tensor field using spheres.  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}  \end{classdesc}
274    
275  \begin{classdesc}{EllipsoidOnPlaneCut}{}  The following are some of the methods available:\\
276   Displays a tensor field using spheres cut on a  Methods from \ActorThreeD and \Transform.
277          plane.  
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}  \end{classdesc}
285    
286  \begin{classdesc}{EllipsoidOnPlaneClip}{}  The following are some of the methods available:\\
287   Displays a tensor field using spheres clipped  Methods from \ActorThreeD, \Transform and \Clipper.
288          on a plane.  
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}  \end{classdesc}
296    
297            The following are some of the methods available:\\
298  \begin{classdesc}{Contour}{}  Methods from \ActorThreeD and \Clipper.
299   Shows a scalar field by contour surfaces.  
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}  \end{classdesc}
311    
312  \begin{classdesc}{ContourOnPlane}{}  The following are some of the methods available:\\
313   Shows a scalar field by contour surfaces on  Methods from \ActorThreeD, \GlyphThreeD and \StructuredPoints.
314  a given plane.  
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}  \end{classdesc}
323    
324  \begin{classdesc}{ContourOnClip}{}  The following are some of the methods available:\\
325   Shows a scalar field by contour surfaces on  Methods from \ActorThreeD, \GlyphThreeD, \Transform and \StructuredPoints.
326  a given clip.  
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}  \end{classdesc}
335    
336  \begin{classdesc}{IsoSurface}{}  The following are some of the methods available:\\
337   Shows a scalar field for a given value by  Methods from \ActorThreeD, \GlyphThreeD, \Transform, \Clipper and
338  an isosurface.  \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}  \end{classdesc}
347    
348  \begin{classdesc}{IsoSurfaceOnPlane}{}  The following are some of the methods available:\\
349   Shows a scalar field for a given value by  Methods from \ActorThreeD, \Sphere, \TensorGlyph and \StructuredPoints.
350  an isosurfaceon a given plane.  
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}  \end{classdesc}
358    
359  \begin{classdesc}{IsoSurfaceOnClip}{}  The following are some of the methods available:\\
360   Shows a scalar field for a given vlaue by  Methods from \ActorThreeD, \Sphere, \TensorGlyph, \Transform and
361  an isosurface on a given clip.  \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}  \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  \begin{classdesc}{StreamLines}{}  \subsubsection{\Contour class}
376   Shows the path of particles in a vector field.  
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}  \end{classdesc}
383    
384  \begin{classdesc}{Carpet}{}  The following are some of the methods available:\\
385   Shows a scalar field as plane deformated along  Methods from \ActorThreeD and \ContourModule.
386  the plane normal.  
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}  \end{classdesc}
394    
395  \section{Geometry}  The following are some of the methods available:\\
396  \begin{classdesc}{Position}{}  Methods from \ActorThreeD, \ContourModule and \Transform.
397   Defines the x,y and z coordinates rendered object.  
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}  \end{classdesc}
405    
406  \begin{classdesc}{Transform}{}  The following are some of the methods available:\\
407  Defines the orientation of rendered object.  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}  \end{classdesc}
419    
420  \begin{classdesc}{Plane}{}  The following are some of the methods available:\\
421  Defines the cutting/clipping of rendered objects.  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}  \end{classdesc}
433    
434    The following are some of the methods available:\\
435    Methods from \ActorThreeD, \Warp and \Transform.
436    
437  \subsection{Beautification}  \subsubsection{\Image class}
438  \begin{classdesc}{Style}{}  
439  Defines the style of text.  \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}  \end{classdesc}
443    
444  \begin{classdesc}{BlueToRed}{}  The following are some of the methods available:\\
445   Defines a map spectrum from blue to red.  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}  \end{classdesc}
457    
458  \begin{classdesc}{RedToBlue}{}  \begin{classdesc}{GlobalPosition}{x_coor, y_coor, z_coor}
459   Defines a map spectrum from red to blue.  Class that defines the global positioning coordinate system (3D).
460  \end{classdesc}  \end{classdesc}
 %===========================================  
461    
462  \section{Rendering}  
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, ...  same word on rendering, off-line, on-line, how to rotate, zoom, close the window, ...
659    
660  %==============================================  %==============================================

Legend:
Removed from v.1034  
changed lines
  Added in v.1035

  ViewVC Help
Powered by ViewVC 1.1.26