/usr/share/doc/dx/help/dxall903 is in dx-doc 1:4.4.4-9.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 | #!F-adobe-helvetica-medium-r-normal--18*
#!N
#!N #!Rpick Pick #!N #!N Category #!N #!N #!Lcatspe,dxall761 h Special #!EL #!N
#!N Function #!N #!N Outputs a pick structure. #!N #!N Syntax
#!N #!N #!CForestGreen #!N #!F-adobe-courier-bold-r-normal--18* #!N #!F-adobe-times-bold-r-normal--18* picked #!EF = Pick(
#!F-adobe-times-bold-r-normal--18* pickname, imagename, locations, reexecute, first, #!N persistent, interpolate, object, camera
#!EF ); #!EF #!N #!N #!EC #!N #!N Inputs #!T,1,91,276,461,646 #!F-adobe-times-medium-r-normal--14*
#!F-adobe-times-bold-r-normal--18* #!N TAB Name TAB Type TAB Default TAB Description #!EF
#!N TAB pickname TAB string TAB none TAB name of cached
picks #!N TAB imagename TAB string TAB none TAB name of
cached scene #!N TAB locations TAB vectorlist TAB no default TAB
2-D screen coordinate pick #!N TAB - TAB - TAB -
TAB positions #!N TAB reexecute TAB flag TAB none TAB cause
reexecution whenever pick #!N TAB - TAB - TAB - TAB
list is reset #!N TAB first TAB flag TAB 1 TAB
0: include all "picks" #!N TAB - TAB - TAB -
TAB 1: include only first "picks" #!N TAB persistent TAB flag
TAB 1 TAB 0: "picks" not saved #!N TAB - TAB
- TAB - TAB 1: "picks" saved #!N TAB interpolate TAB
integer TAB 0 TAB 0: no data interpolation #!N TAB -
TAB - TAB - TAB 1: nearest vertex interpolation 2: #!N
TAB - TAB - TAB - TAB interpolate #!N TAB object
TAB object TAB no default TAB object to be "poked" #!N
TAB camera TAB camera TAB none TAB camera used to create
scene picked #!N TAB - TAB - TAB - TAB in
#!N TAB - TAB - TAB - TAB #!EF #!N #!N
Outputs #!T,1,161,321,646 #!F-adobe-times-medium-r-normal--14* #!F-adobe-times-bold-r-normal--18* #!N TAB Name TAB Type TAB Description
#!EF #!N TAB picked TAB field TAB pick structure #!N TAB
- TAB - TAB #!EF #!N #!N Functional Details #!N #!N
Picking involves using the mouse to determine information about an object
rendered in an image. (If there is more than one image
in the visual program, then the image which is assumed is
the one from which picking was made active using the View
Control dialog.) The user may select one or more points on
the screen by positioning the mouse and pressing the left button;
each such action is referred to as a "poke." Each poke
may intersect the object at one or more places or may
miss the object altogether. Each intersection is called a "pick." For
example, a poke on a spherical isosurface will result in two
picks, one on the front surface and one on the rear.
#!N #!N Individual subobjects in a structured scene may be made
unpickable by attaching an attribute named "pickable," with a value of
0 (zero), to the root of the subobject, using the Options
module. #!N #!N The information returned by Pick in #!F-adobe-times-bold-r-normal--18* picked
#!EF includes the positions in the (xyz) world-coordinate system at which
the picks occurred. These positions (contained in the "positions" component of
#!F-adobe-times-bold-r-normal--18* picked #!EF ) may be used to determine the coordinates
of points on objects, to start streamlines, or to label points
on the surface (by using AutoGlyph appropriately). These kinds of operations
can be done directly in a visual program, without writing a
special module. #!N #!N In addition to the pick positions, #!F-adobe-times-bold-r-normal--18*
picked #!EF contains information identifying the individual elements of the object
structure that was picked. This information can be used to select
elements of the object structure at any level down to the
connections element and vertex closest to the pick point. See IBM
Visualization Data Explorer Programmer's Reference for an example module that uses
the position information contained in the pick structure. #!N #!I0 #!N
#!N #!I0 #!N #!F-adobe-times-bold-r-normal--18* #!F-adobe-times-bold-r-normal--18* pickname #!EF #!EF #!I50 #!N is
used only by the user interface and is not intended to
be set by users. #!N #!I0 #!N #!F-adobe-times-bold-r-normal--18* #!F-adobe-times-bold-r-normal--18* imagename #!EF
#!EF #!I50 #!N is used only by the user interface and
is not intended to be set by users. #!N #!I0 #!N
#!F-adobe-times-bold-r-normal--18* #!F-adobe-times-bold-r-normal--18* locations #!EF #!EF #!I50 #!N is a list of
2 dimensional screen coordinates pixel positions identifying the picks. If you
are using the Image tool, this parameter is set automatically for
you by the user interface. If you are using SuperviseWindow and
SuperviseState, then the #!F-adobe-times-bold-r-normal--18* events #!EF output of SuperviseState should be
used to provide this input. #!N #!I0 #!N #!F-adobe-times-bold-r-normal--18* #!F-adobe-times-bold-r-normal--18* reexecute
#!EF #!EF #!I50 #!N is used only by the user interface
and is not intended to be set by users. #!N #!I0
#!N #!F-adobe-times-bold-r-normal--18* #!F-adobe-times-bold-r-normal--18* first #!EF #!EF #!I50 #!N specifies whether all
picks generated by a poke intersecting an object are to be
added to the pick structure or only the first pick (i.e.,
the pick closest to the viewpoint): #!N #!I0 #!N #!N #!I0
#!N #!F-adobe-times-bold-r-normal--18* 0 #!EF #!I50 #!N All picks are added to
the output. #!N #!I0 #!N #!F-adobe-times-bold-r-normal--18* 1 #!EF #!I50 #!N Only
the first pick is reported for each poke. #!I0 #!N #!N
#!N #!I0 #!N #!F-adobe-times-bold-r-normal--18* #!F-adobe-times-bold-r-normal--18* persistent #!EF #!EF #!I50 #!N specifies
whether or not picks are saved between executions: #!N #!I0 #!N
#!N #!I0 #!N #!F-adobe-times-bold-r-normal--18* 0 #!EF #!I50 #!N Picks are not
saved. #!N #!I0 #!N #!F-adobe-times-bold-r-normal--18* 1 #!EF #!I50 #!N Picks are
saved and are deleted only when the user makes new pokes.
Note: When new picks are made, the previous pick points are
discarded. #!I0 #!N #!N #!N #!I0 #!N #!F-adobe-times-bold-r-normal--18* #!F-adobe-times-bold-r-normal--18* interpolate #!EF
#!EF #!I50 #!N specifies whether a "data" component should be created
in #!F-adobe-times-bold-r-normal--18* picked #!EF and, if so, how the interpolation of
values for that component should be performed. #!N #!N If the
#!F-adobe-times-bold-r-normal--18* interpolate #!EF parameter is set to 1 or 2, the
Pick output object will contain a set of components matching the
set of dependent components in the picked object. Each of the
components in the output object is dependent on the "positions" component
of #!F-adobe-times-bold-r-normal--18* picked #!EF . For components that are dependent on
connections in the picked object, the data for the picked element
will be placed in the output component. #!N #!N For components
that are dependent on positions in the picked object, the data
placed in the output object is determined by one of two
options: #!N #!I0 #!N #!N #!I0 #!N #!F-adobe-times-bold-r-normal--18* #!F-adobe-times-medium-r-normal--18* 1 =
"nearest vertex" #!EF #!EF #!I50 #!N The data corresponding to the
vertex nearest the pick point is extracted. #!N #!I0 #!N #!F-adobe-times-bold-r-normal--18*
#!F-adobe-times-medium-r-normal--18* 2 = "interpolated data" #!EF #!EF #!I50 #!N The data
is interpolated from the vertex data of the picked element. #!I0
#!N #!N In either case, an additional component is created (called
"closest vertex") that receives the coordinates of the vertex closest to
the pick point among the vertices of the picked element. Note:
Regardless of which of the two options is selected, if different
picks result in different sets of components or different data types
in components of the same name, an error results. #!N #!I0
#!N #!F-adobe-times-bold-r-normal--18* #!F-adobe-times-bold-r-normal--18* object #!EF #!EF #!I50 #!N allows the user
to override the object being picked. By default, this object is
the one rendered in the Image window associated with the previous
execution of the graph. If the scene consists of several objects
collected before rendering, and if only some of them are to
be made pickable, the user can pass those objects directly into
Pick. The #!F-adobe-times-bold-r-normal--18* object #!EF parameter also makes it possible to
pick in an object that lies in the same coordinate space
as the scene does but is not in fact a part
of the scene. #!N #!I0 #!N #!F-adobe-times-bold-r-normal--18* #!F-adobe-times-bold-r-normal--18* camera #!EF #!EF
#!I50 #!N sets the camera used to create the scene being
picked in. If you are using the Image tool, this parameter
is set automatically for you by the user interface. If you
are using SuperviseState and SuperviseWindow, then you must provide the camera
used to render the scene. #!I0 #!N #!N Note: Pick currently
supports surfaces, lines, and points. Picking does not support volume elements;
if a poke is made on a volume object in the
image, no picks will result. #!N #!N Example Visual Program #!CForestGreen
#!N #!N #!F-adobe-courier-bold-r-normal--18* #!N PickStreamline.net #!EF #!N #!N #!EC #!N #!N
See Also #!N #!N #!Lsupwind,dxall961 h SuperviseWindow #!EL , #!Lsupstat,dxall958 h SuperviseState #!EL #!N #!N #!Lpickin,dxall322 h Using Pick #!EL in
IBM Visualization Data Explorer User's Guide. #!N #!N #!N #!F-adobe-times-medium-i-normal--18* Next
Topic #!EF #!N #!N #!Lplot,dxall904 h Plot #!EL #!N #!F-adobe-times-medium-i-normal--18* #!N
|