TOC PREV NEXT INDEX

The Graphics Display Kit




Contents
1

Architectural Overview

1.1 Introduction 1-2
1.2 Base types 1-4
1.3 Editors 1-7
1.4 Components 1-9
1.5 Graphics Display Kit module execution 1-10
1.6 Rendering subsystem 1-12
1.6.1 Background 1-12
1.6.2 View render routine 1-14
1.6.3 3D camera render routine 1-15
1.6.4 2D camera render routine 1-15
1.6.5 Object render routine 1-16
1.6.6 Object draw routine 1-17
1.6.7 Supported render methods 1-17
2

Tutorials

2.1 Before you begin 2-2
2.1.1 Essential parts of an application 2-2
2.1.2 Two ways to build each part of an application 2-3
2.1.3 Completed tutorials 2-3
2.1.4 Location of objects 2-3
2.2 Creating a view 2-4
2.2.1 Starting up 2-4
2.2.2 Create the view 2-5
2.2.3 Create a window 2-5
2.2.4 Render an object 2-6
2.2.5 Clean up 2-7
2.3 Creating an object 2-8
2.3.1 Starting up 2-9
2.3.2 Create the data object 2-9
2.3.3 Create a view and window 2-9
2.3.4 Render an object 2-10
2.3.5 Clean up 2-11
2.4 Creating a view's window 2-12
2.4.1 Starting up 2-12
2.4.2 Instance and connect the UI objects 2-12
2.4.3 Create a view 2-13
2.4.4 Create an object and generate field data 2-14
2.4.5 Clean up 2-14
2.5 Adding to a view's pull-down menus 2-15
2.5.1 Starting up 2-16
2.5.2 Create a window and a view 2-16
2.5.3 Create view and light editors 2-16
2.5.4 Create an object and generate field data 2-17
2.5.5 Clean up 2-18
2.6 Viewing multiple objects from one set of data 2-19
2.6.1 Starting up 2-19
2.6.2 Instance Viewer3D 2-19
2.6.3 Create four objects 2-19
2.6.4 Manipulate the objects 2-21
2.6.5 Explore Uviewer3D's capabilities 2-21
2.6.6 Clean up 2-23
2.7 Creating an object hierarchy 2-24
2.7.1 Starting up 2-24
2.7.2 Instance Uviewer3D 2-24
2.7.3 Create the object hierarchy 2-24
2.7.4 Manipulate the objects 2-26
2.7.5 Clean up 2-26
2.8 Creating a custom transformation editor 2-27
2.8.1 Starting up 2-28
2.8.2 Construct the base application 2-28
2.8.3 Resize the view's rendering panel 2-28
2.8.4 Create the transform editor 2-30
2.8.5 Look at MyXformEditor 2-32
2.8.6 Create sliders and connect them to the panel 2-33
2.8.7 Connect the sliders to GDxform_edit 2-35
2.8.8 Configure GDxform_edit 2-37
2.8.9 Try the application 2-38
2.8.10 Clean up 2-38
2.9 Adding interactors to a view 2-39
2.9.1 Starting up 2-39
2.9.2 Create a window and a view 2-39
2.9.3 Create an object and generate field data 2-39
2.9.4 Provide access to view information 2-40
2.9.5 Create the interactor and trackball editor 2-40
2.9.6 Explore the trackball editor's capabliities 2-42
2.9.7 Clean up 2-44
2.10 Modifying a camera for annotation 2-45
2.10.1 Starting up 2-45
2.10.2 Instance Uviewer 2-45
2.10.3 Create an object and generate field data 2-45
2.10.4 Modify the 2D camera 2-46
2.10.5 Add some annotation 2-46
2.10.6 Add a legend 2-47
2.10.7 Clean up 2-48
2.11 Adding a second view window 2-49
2.11.1 Starting up 2-49
2.11.2 Instance Uviewer3D 2-49
2.11.3 Create a second view window 2-49
2.11.4 Create two objects and generate field data 2-52
2.11.5 Use the editors 2-53
2.11.6 Clean up 2-53
2.12 Using accelerate mode in a view 2-54
2.12.1 Starting up 2-55
2.12.2 Instance the example network, Accel2DGlyph 2-55
2.12.3 Investigate the controls that affect accelerate mode 2-56
2.12.4 Move the dynamic object 2-57
2.12.5 Compare rendering performance 2-58
2.12.6 Clean up 2-58
3
Assembling a Graphics Display Kit application

3.1 Introduction 3-2
3.1.1 Parts of an application 3-2
3.1.2 Two ways to build each part 3-3
3.1.3 Application program interface 3-3
3.2 Graphics Display Kit objects 3-4
3.2.1 Base objects 3-4
3.2.2 Application components 3-8
3.2.3 Alternate objects 3-9
3.2.3.1 Rendering object bounds 3-10
3.2.3.2 Rendering data with different attributes 3-10
3.2.3.3 Rendering some other data 3-12
3.2.3.4 Force rendering with 2D primitives 3-13
3.3 Datamaps 3-14
3.3.1 Base objects 3-15
3.3.2 Using DataObject to provide a datamap 3-18
3.3.3 Example: Replacing DefaultDatamap in DataObject 3-19
3.3.3.1 Starting up 3-19
3.3.3.2 Create the network 3-19
3.3.3.3 Read the data 3-20
3.3.3.4 Display the datamap editor 3-20
3.3.3.5 Replace the datamap 3-21
3.3.3.6 Cleanup 3-21
3.4 Views 3-22
3.4.1 Base objects 3-22
3.4.2 Application components 3-25
3.5 Virtual palettes 3-26
3.5.1 Relationship with other components 3-28
3.5.2 Color allocation scheme 3-29
3.5.3 Color allocation examples 3-30
3.5.4 Standard virtual palettes 3-32
3.5.5 Using an X11 standard colormap 3-32
3.5.6 Example: Using a ramp 3-33
3.5.6.1 Starting up 3-33
3.5.6.2 Configure the virtual palette 3-33
3.5.6.3 Configure the object 3-34
3.5.6.4 Modify the datamap 3-35
3.5.6.5 Change the ramp size 3-35
3.5.6.6 Clean up 3-36
3.6 Window 3-37
3.6.1 Base objects 3-37
3.6.2 Application components 3-38
3.7 Editors 3-39
3.7.1 Base objects 3-39
3.7.2 What an edit object looks like 3-41
3.7.3 Application components 3-42
4

Render methods

4.1 Overview 4-2
4.2 Structured field rendering 4-3
4.3 Unstructured field rendering 4-6
4.4 "Tiled" field rendering 4-9
4.5 Text rendering 4-12
4.6 Object cache 4-15
5

Interactivity

5.1 Introduction 5-2
5.2 Constructing the drawing 5-3
5.3 Mapping the drawing 5-7
5.4 Editing the drawing 5-10
5.5 Converting vector data to raster data 5-13
5.6 Components 5-14
5.7 Examples 5-15
5.8 Sketch in a 2D view, display in a 3D view 5-16
5.8.1 Starting up 5-16
5.8.2 Instance the example 5-17
5.8.3 Construct the drawing 5-17
5.8.4 View the drawing in the 3D view 5-18
5.8.5 Cleanup 5-19
5.9 Sketch and edit in a 2D view 5-20
5.9.1 Starting up 5-20
5.9.2 Instance the example 5-21
5.9.3 Construct the drawing 5-21
5.9.4 Edit the drawing 5-22
5.9.5 Cleanup 5-23
5.10 Draw a region of interest (ROI) 5-24
5.10.1 Starting up 5-24
5.10.2 Instance the example 5-24
5.10.3 Construct the drawing 5-25
5.10.4 Convert the polygons to a raster mask 5-26
5.10.5 Edit the drawing 5-27
5.10.6 Cleanup 5-28
5.11 Crop a 3D region 5-29
5.11.1 Starting up 5-29
5.11.2 Instance the example 5-29
5.11.3 Select a region from the image 5-30
5.11.4 View the region in the 3D view 5-31
5.11.5 Edit the region 5-31
5.11.6 Cleanup 5-32
5.12 Cropping a 2D region 5-33
5.12.1 Starting up 5-33
5.12.2 Instance the example 5-33
5.12.3 Select a region from the image 5-34
5.12.4 View the region in the second 2D view 5-35
5.12.5 Edit the region 5-35
5.12.6 Cleanup 5-36
5.13 Probe a location in a 2D view 5-37
5.13.1 Starting up 5-37
5.13.2 Instance the example 5-37
5.13.3 Probe the image 5-37
5.13.4 Cleanup 5-39
5.14 Probe a value in a 2D view 5-40
5.14.1 Starting up 5-40
5.14.2 Instance the example 5-40
5.14.3 Probe the image 5-41
5.14.4 Cleanup 5-42
5.15 Probe locations on a 2D line 5-43
5.15.1 Starting up 5-43
5.15.2 Instance the example 5-44
5.15.3 Probe the slice 5-44
5.15.4 Cleanup 5-45
5.16 Measure images 5-46
5.16.1 Starting up 5-46
5.16.2 Instance the example 5-47
5.16.3 Probe the slice 5-47
5.16.4 Cleanup 5-48
5.17 Place annotation interactively 5-49
5.17.1 Starting up 5-49
5.17.2 Instance the example 5-49
5.17.3 Annotate the image 5-50
5.17.4 Cleanup 5-51
5.18 Calculating Image Statistics 5-52
5.18.1 Starting up 5-52
5.18.2 Instance the example 5-52
5.18.3 Select a region from the image 5-53
5.18.4 Examining the image statistics 5-54
5.18.5 Cleanup 5-54
6 Geometry API User Guide
6.1 Introduction 57
6.2 Fundamentals 57
6.3 Creating Geometry 57
6.3 GeomObjs 58
6.3 Mesh Objects 58
6.3 Polyhedron Objects 58
6.3 Polytriangle Objects 59
6.3 Sphere Objects 59
6.3 Label Objects 59
6.3 Routine Listing 59
6.3 Object Creation Routines 59
6.3 Object Utility Routines 60
6.3 Object Texture-Mapping Routines 60
6.3 Object File Utilities 61
6.3 Object Debugging Routines 61
6.3 Example 61
6.3 GEOMedit_list 62
3. GEOMinit_edit_list Routines 63
3. Example 63
6.4 Converting Geometry 65
6.4 Exposure to the Object Manager 65
6.5 Geometry API conversion routines 67
6.5 Header Files 68
6.5 The V file 68
6.6 Restrictions 69
6.6 Geometry Primitives 69
6.6 Meshes and Polyhedron 69
6.6 Labels 69
6.6 Primitive data and vertex data 69
6.6 Extents 69
6.6 Object Attribute 70
6.6 FORTRAN API 70
6.7 Example Express Module 71
6.7 The "V" module definition 71
6.7 The C source code 72
6.8 The Geometry API Reference 82
Geometry Object Library 82
Description 82
Object Creation Routines 83
Creating an Object 83
Extents 83
Flags 84
User Supplied Primitive Data 84
User Supplied Vertex Data 84
Object Utility Routines 94
Object Property Routines 97
Object Texture Mapping Routines 98
Object Vertex Transparency Routines 99
Object File Utilities 99
Object Debugging Facilities 100
AVS Module Interface Routines 101
Edit Lists 101
Object Transformations 103
Light Transformations 103
Camera Transformations 104
A
Obsolete Graphics Display Kit objects

A.1 CameraEditor B-2
A.2 ClickSketch B-4
A.3 ContinuousSketch B-8
A.4 Datamap components B-12
A.4.1 DefaultLinearRange B-12
A.4.2 DefaultStepRange B-12
A.4.3 DefaultLinear B-12
A.4.4 GreyScale B-13
A.4.5 VolumeRender B-13
A.4.6 HotMetal B-14
A.4.7 CyanYellowRed B-15
A.5 DrawCursor2D B-16
A.6 DrawLine2D B-18
A.7 EditMesh B-20
A.8 GeomAttribPopup B-22
A.9 ImageAttrPopup B-23
A.10 LightAttribPopup B-25
A.11 LightInfoEditor B-26
A.12 LineAttribPopup B-28
A.13 MaterialPopup B-29
A.14 ModesEditor B-31
A.15 ObjCmdList B-33
A.16 Obj2DCmdList B-34
A.17 ObjectEditor B-35
A.18 ObjectEditors B-37
A.19 Object2DEditors B-39
A.20 ObjectSelector B-41
A.21 OutputEditor B-43
A.22 OutputField B-45
A.23 OutputFile B-48
A.24 PropsEditor B-51
A.25 SimpleCmdList B-53
A.26 SimpleEditors B-54
A.27 SimpleViewer B-56
A.28 SimpleViewer2D B-58
A.29 SimpleViewer3D B-60
A.30 StandAloneDatamapEditor B-62
A.31 SurfConvPopup B-63
A.32 TextureEditor B-65
A.33 TrackEditor B-67
A.34 Vector2Raster B-69
A.35 View B-71
A.36 View2D B-73
A.37 View3D B-75
A.38 ViewCmdList B-77
A.39 View2DCmdList B-78
A.40 ViewEditor B-79
A.41 ViewEditors B-81
A.42 View2DEditors B-83
A.43 Viewer B-85
A.44 Viewer2D B-87
A.45 Viewer3D B-89
A.46 ViewUI B-91
A.47 XformEditor B-93
B.6 DrawLine2D B-18
B.7 EditMesh B-20
B.8 GeomAttribPopup B-22
B.9 ImageAttrPopup B-23
B.10 LightAttribPopup B-25
B.11 LightInfoEditor B-26
B.12 LineAttribPopup B-28
B.13 MaterialPopup B-29
B.14 ModesEditor B-31
B.15 ObjCmdList B-33
B.16 Obj2DCmdList B-34
B.17 ObjectEditor B-35
B.18 ObjectEditors B-37
B.19 Object2DEditors B-39
B.20 ObjectSelector B-41
B.21 OutputEditor B-43
B.22 OutputField B-45
B.23 OutputFile B-48
B.24 PropsEditor B-51
B.25 SimpleCmdList B-53
B.26 SimpleEditors B-54
B.27 SimpleViewer B-56
B.28 SimpleViewer2D B-58
B.29 SimpleViewer3D B-60
B.30 StandAloneDatamapEditor B-62
B.31 SurfConvPopup B-63
B.32 TextureEditor B-65
B.33 TrackEditor B-67
B.34 Vector2Raster B-69
B.35 View B-71
B.36 View2D B-73
B.37 View3D B-75
B.38 ViewCmdList B-77
B.39 View2DCmdList B-78
B.40 ViewEditor B-79
B.41 ViewEditors B-81
B.42 View2DEditors B-83
B.43 Viewer B-85
B.44 Viewer2D B-87
B.45 Viewer3D B-89
B.46 ViewUI B-91
B.47 XformEditor B-93


TOC PREV NEXT INDEX

Copyright © 2001 Advanced Visual Systems Inc.
All rights reserved.