/[escript]/trunk/doc/user/pyvisi.tex
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revision 1075 by jongui, Wed Mar 21 21:56:54 2007 UTC revision 1076 by jongui, Wed Apr 4 06:40:33 2007 UTC
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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). There are three forms  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    of rendering an object. (1) Online - object is rendered on-screen with
11  interaction (i.e. zoom and rotate) can occur, (2) offline: multiple rendered  interaction (i.e. zoom and rotate) capability, (2) Offline - object is rendered
12  objects are not displayed but are instead saved as a series of images. No  off-screen with no interation capability and (3) Display - object is rendered
13  interaction can occur and (3) animate: similar to offline except that multiple  on-screen but with no interaction capability (able to procude on-the-fly
14  rendered objects are displayed one after another (animated on-the-fly) and  animation). All three approaches has the option to save the rendered object as
15  no images are saved.  No interaction can occur.  an image.
16    
17  The general rule of thumb when using \pyvisi is to perform the following  The following points outlines the general guidelines when using \pyvisi:
 in sequence:  
18    
19  \begin{enumerate}  \begin{enumerate}
20  \item Create a scene instance (i.e. \Scene), which is a window in which objects are to be  \item Create a \Scene instance, a window in which objects are to be rendered on.
21  rendered on.  \item Create a data input instance (i.e. \DataCollector or \ImageReader), which
22  \item Create an input instance (i.e. \DataCollector), which reads and loads  reads and loads the source data for visualization.
 the source data for visualization.  
23  \item Create a data visualization instance (i.e. \Map, \Velocity, \Ellipsoid,  \item Create a data visualization instance (i.e. \Map, \Velocity, \Ellipsoid,
24  \Contour and \Carpet), which proccesses and manipulates the source data.  \Contour, \Carpet, \StreamLine or \Image), which proccesses and manipulates the
25  \item Create a camera (i.e. \Camera) instance, which controls the viewing angle.  source data.
26  \item Lastly, render the object online, offline or animate.  \item Create a \Camera or \Light instance, which controls the viewing angle and
27    lighting effects.
28    \item Lastly, render the object using either the Online, Offline or Display
29    option.
30  \end{enumerate}  \end{enumerate}
31  \begin{center}  \begin{center}
32  \begin{math}  \begin{math}
33  scene \rightarrow input \rightarrow visualization \rightarrow  scene \rightarrow data input \rightarrow data visualization \rightarrow
34  camera \rightarrow render  camera/light \rightarrow render
35  \end{math}  \end{math}
36  \end{center}  \end{center}
37    
38  The sequence in which instances are created is very important due to  The sequence in which instances are created is very important due to
39  to the dependencies among them. For example, an input instance must  to the dependencies among them. For example, a data input instance must
40  always be created BEFORE a data visualisation instance is created.  always be created BEFORE a data visualisation instance.
41  If the sequence is switched, the program will throw an error because a  If the sequence is switched, the program will throw an error because a
42  source data needs to be specified before the data can be  source data must to be specified before it can be
43  manipulated. Similarly, a camera instance must always be created  manipulated. Similarly, a camera and light instance must always be created
44  AFTER an input instance has been created. Otherwise, the program will throw  AFTER an input instance, otherwise the program will throw
45  an error because the camera instance needs to calculate its  an error because the camera and light instance needs to calculates its
46  default position (automatically carried out in the background) based on  position based on the source data.
 the source data.  
47    
48  \section{\pyvisi Classes}  \section{\pyvisi Classes}
49  The following subsections give a brief overview of the important classes  The following subsections give a brief overview of the important classes
# Line 455  Methods from \ActorThreeD, \PlaneSource Line 455  Methods from \ActorThreeD, \PlaneSource
455  %##############################################################################  %##############################################################################
456    
457    
458  \subsection{Coordiante Classes}  \subsection{Coordinate Classes}
459  This subsection details the instances used to position the rendered object.  This subsection details the instances used to position the rendered object.
460    
461  \begin{classdesc}{LocalPosition}{x_coor, y_coor}  \begin{classdesc}{LocalPosition}{x_coor, y_coor}

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