This API documentation was generated automatically and is a work in progress.

visualize

args: (::Tuple, ::Tuple)

Creates a default visualization for any value. The defaults can be customized via the key word arguments and the style parameter. The style can change the the look completely (e.g points displayed as lines, or particles), while the key word arguments just alter the parameters of one visualization. Always returns a context, which can be displayed on a window via view(::Context, [display]).


clicked

args: (::RenderObject, ::MouseButton, ::Screen)

Returns two signals, one boolean signal if clicked over robj and another one that consists of the object clicked on and another argument indicating that it's the first click


sprites

args: (::Any, ::Any, ::Any)

Main assemble functions for sprite particles. Sprites are anything like distance fields, images and simple geometries


play

args: (::Array, ::Integer, ::Integer)

With play, you can slice a 3D array along timedim at time t. This can be used to treat a 3D array like a video and create an image stream from it.


args: (::Image)

Turns an Image into a video stream


args: (::Array, ::Any, ::Any)

Plays a video stream from VideoIO.jl. You need to supply the image buffer, which will be reused for better performance.


cubecamera

args: (::Any)

Creates a camera which is steered by a cube for window.


projection_switch

args: (::Any, ::Any, ::Any)

creates a button that can switch between orthographic and perspective projection


meshparticle

args: (::Any, ::Any, ::Any)

This is the main function to assemble particles with a GLNormalMesh as a primitive


_default

args: (::Union{Signal GPUArray Array}, ::Style, ::Dict)

3D matrices of vectors are 3D vector field with a pyramid (arrow) like default primitive.


args: (::Tuple, ::Style, ::Dict)

Vectors with Vec as element type are treated as vectors of rotations. The position is assumed to be implicitely on the grid the vector defines (1D,2D,3D grid)


args: (::Union{Array GPUArray Signal}, ::Style, ::Dict)

This is the most primitive particle system, which uses simple points as primitives. This is supposed to be very fast!


args: (::Image, ::Style, ::Dict)

Takes a 3D image and decides if it is a volume or an animated Image.


args: (::Union{GPUArray Array Signal}, ::Style, ::Dict)

Matrices of floats are represented as 3D barplots with cubes as primitive


args: (::Tuple, ::Style, ::Dict)

arrays of floats with any geometry primitive, will be spaced out on a grid defined by ranges and will use the floating points as the height for the primitives (scale_z)


args: (::Union{Signal GPUArray Array}, ::Style, ::Dict)

2D matrices of vectors are 2D vector field with a an unicode arrow as the default primitive.


args: (::Tuple, ::Style, ::Dict)

Sprites primitives with a vector of floats are treated as something barplot like


args: (::Tuple, ::Style, ::Dict)

arrays of floats with the sprite primitive type (2D geometry + picture like), will be spaced out on a grid defined by ranges and will use the floating points as the z position for the primitives.


args: (::Union{Signal S}, ::Style, ::Dict)

Transforms text into a particle system of sprites, by inferring the texture coordinates in the texture atlas, widths and positions of the characters.


args: (::Union{Signal GPUArray Array}, ::Style, ::Dict)

A matrix of Intensities will result in a contourf kind of plot


args: (::Union{GPUArray Signal Array}, ::Style, ::Dict)

A matrix of colors is interpreted as an image


args: (::Union{Array GPUArray Signal}, ::Style, ::Dict)

Vectors of n-dimensional points get ndimensional rectangles as default primitives. (Particles)


args: (::Union{Signal Array GPUArray}, ::Style, ::Dict)

Vectors of floats are treated as barplots, so they get a HyperRectangle as default primitive.


args: (::Union{GPUArray Array Signal}, ::Style, ::Dict)

Float matrix with the style distancefield will be interpreted as a distancefield. A distancefield is describing a shape, with positive values denoting the inside of the shape, negative values the outside and 0 the border


args: (::Shader, ::Style, ::Dict)

Takes a shader as a parametric function. The shader should contain a function stubb like this:

uniform float arg1; // you can add arbitrary uniforms and supply them via the keyword args
float function(float x) {
 return arg1*sin(1/tan(x));
}

args: (::Union{Signal G}, ::Style, ::Dict)

We plot simple Geometric primitives as particles with length one. At some point, this should all be appended to the same particle system to increase performance.


create_video

args: (::Tuple, ::Tuple, ::Tuple)

Takes frames, which is supposed to be an array of images, saves them as png's at path and then creates an webm video from that with the name name


to_indices

args: (::Union{Signal Int64})

Converts index arrays to the OpenGL equivalent.


args: (::Array)

If already GLuint, we assume its 0 based (bad heuristic, should better be solved with some Index type)


args: (::Array)

For integers, we transform it to 0 based indices


dragged_on

args: (::RenderObject, ::MouseButton, ::Screen)

Returns a signal with the difference from dragstart and current mouse position, and the index from the current ROBJ id.


is_hovering

args: (::RenderObject, ::Screen)

Returns a boolean signal indicating if the mouse hovers over robj


Grid

args: (::AbstractArray, ::Tuple)

This constructor constructs a grid from ranges given as a tuple. Due to the approach, the tuple ranges can consist of NTuple(2, T) and all kind of range types. The constructor will make sure that all ranges match the size of the dimension of the array a.