Entities & Operators¶
Everything you can place in a scene with add() / new() (or the viz(...)
shorthand) that is a drawable scene object: geometric entities, transformation
operators, axes/grid, point paths, and the active (interactive) elements.
Topics¶
| Guide | What you will learn |
|---|---|
| Entities | Every geometric entity, its style class and parameters, with a live example |
| Operators | Versors (rotor, translator, motor, …) and their style classes/parameters |
| Motor decomposition | How a Motor is stored as a general rotor + translator |
| Axes & Grid | Axes2D/Axes3D, custom Axis, and Grid |
| PointPath | Trail/curve rendering with PointPath and PointPathStyle |
| Active Elements | High-level interactive entities (ActPoint) |
Quick reference¶
| Entity / Operator | Style class | Documented in |
|---|---|---|
| Point | PointStyle / CrossHairPointStyle / SquarePointStyle | Entities |
| Direction | DirectionStyle | Entities |
| HPoint | HPointStyle | Entities |
| PointPair / ImagPointPair | PointPairStyle | Entities |
| Line | LineStyle / CylinderLineStyle | Entities |
| Plane | PlaneStyle | Entities |
| Circle / ImagCircle | CircleStyle | Entities |
| Sphere / ImagSphere | SphereStyle | Entities |
| Space | SpaceStyle | Entities |
| ReflectionPlane / ReflectionLine | ReflectionPlaneStyle / ReflectionLineStyle | Operators |
| ReflectionPoint | ReflectionPointStyle | Operators |
| Inversion | InversionStyle | Operators |
| Rotor | RotorStyle | Operators |
| Translator | TranslatorStyle | Operators |
| Dilator | DilatorStyle | Operators |
| Motor | MotorStyle | Operators |
| GeneralRotor | GeneralRotorStyle | Operators |
| Axes2D / Axes3D / Axis / Grid | Axes2DStyle / Axes3DStyle / AxisStyle / GridStyle | Axes & Grid |
| PointPath | PointPathStyle | PointPath |
| Rectangle2D | Rectangle2DStyle | ActRectangle2D |
| Frustum | FrustumStyle | Camera & Controls (viz-only, no MV) |
Hiding entities¶
Any entity or group can be hidden/shown at runtime without re-serializing its
geometry. Use viz.set_visible(entity_id, False) / viz.hide(entity_id) (or
handle.set_visible / handle.hide on a VizSceneHandle), then viz.flush();
viz.set_visible(entity_id, True) shows it again. A VizObjectRef returned by
new() exposes the same toggle as set_visible(True) / set_visible(False).
For the underlying geometry data classes, see
Entity Data Classes and
Operator Data Classes. Runnable examples:
all_entities.py
and
operators.py.