System

tissue_forge.system.print_performance_counters() void
tissue_forge.system.context_has_current() bool
tissue_forge.system.context_make_current() HRESULT
tissue_forge.system.context_release() HRESULT
tissue_forge.system.camera_move_to(*args) HRESULT

Overload 1:

Set the camera view parameters

Parameters:
  • eye (FVector3) – camera eye

  • center (FVector3) – view center

  • up (FVector3) – view upward direction

Return type:

int

Returns:

HRESULT


Overload 2:

Set the camera view parameters

Parameters:
  • center (FVector3) – target camera view center position

  • rotation (FQuaternion) – target camera rotation

  • zoom (float) – target camera zoom

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_view_bottom() HRESULT

Move the camera to view the domain from the bottm

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_view_top() HRESULT

Move the camera to view the domain from the top

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_view_left() HRESULT

Move the camera to view the domain from the left

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_view_right() HRESULT

Move the camera to view the domain from the right

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_view_back() HRESULT

Move the camera to view the domain from the back

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_view_front() HRESULT

Move the camera to view the domain from the front

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_reset() HRESULT

Reset the camera

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_rotate_mouse(mousePos: iVector2) HRESULT
tissue_forge.system.camera_translate_mouse(mousePos: iVector2) HRESULT
tissue_forge.system.camera_translate_down() HRESULT

Translate the camera down

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_translate_up() HRESULT

Translate the camera up

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_translate_right() HRESULT

Translate the camera right

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_translate_left() HRESULT

Translate the camera left

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_translate_forward() HRESULT

Translate the camera forward

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_translate_backward() HRESULT

Translate the camera backward

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_rotate_down() HRESULT

Rotate the camera down

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_rotate_up() HRESULT

Rotate the camera up

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_rotate_left() HRESULT

Rotate the camera left

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_rotate_right() HRESULT

Rotate the camera right

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_roll_left() HRESULT

Roll the camera left

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_roll_right() HRESULT

Rotate the camera right

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_zoom_in() HRESULT

Zoom the camera in

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_zoom_out() HRESULT

Zoom the camera out

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_init_mouse(mousePos: iVector2) HRESULT
tissue_forge.system.camera_translate_by(trans: fVector2) HRESULT
tissue_forge.system.camera_zoom_by(delta: float const &) HRESULT

Zoom the camera by an increment in distance.

Positive values zoom in.

Parameters:

delta (float) – zoom increment

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_zoom_to(distance: float const &) HRESULT

Zoom the camera to a distance.

Parameters:

distance (float) – zoom distance

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_rotate_to_axis(axis: fVector3, distance: float const &) HRESULT

Rotate the camera to a point from the view center a distance along an axis.

Only rotates the view to the given eye position.

Parameters:
  • axis (FVector3) – axis from the view center

  • distance (float) – distance along the axis

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_rotate_to_euler_angle(angles: fVector3) HRESULT

Rotate the camera to a set of Euler angles.

Rotations are Z-Y-X.

Parameters:

angles (FVector3) –

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_rotate_by_euler_angle(angles: fVector3) HRESULT

Rotate the camera by a set of Euler angles.

Rotations are Z-Y-X.

Parameters:

angles (FVector3) –

Return type:

int

Returns:

HRESULT

tissue_forge.system.camera_center() TissueForge::FVector3

Get the current camera view center position

Return type:

FVector3

Returns:

FVector3

tissue_forge.system.camera_rotation() TissueForge::FQuaternion

Get the current camera rotation

Return type:

FQuaternion

Returns:

FQuaternion

tissue_forge.system.camera_zoom() float

Get the current camera zoom

Return type:

float

Returns:

float

tissue_forge.system.get_renderer() TissueForge::rendering::UniverseRenderer *

Get the universe renderer

Return type:

TissueForge::rendering::UniverseRenderer

Returns:

struct rendering::UniverseRenderer*

tissue_forge.system.get_rendering_3d_bonds() bool const

Get whether bonds are renderered with 3D objects

tissue_forge.system.set_rendering_3d_bonds(_flag: bool const &) void

Set whether bonds are renderered with 3D objects

tissue_forge.system.toggle_rendering_3d_bonds() void

Toggle whether bonds are renderered with 3D objects

tissue_forge.system.get_rendering_3d_angles() bool const

Get whether angles are renderered with 3D objects

tissue_forge.system.set_rendering_3d_angles(_flag: bool const &) void

Set whether angles are renderered with 3D objects

tissue_forge.system.toggle_rendering_3d_angles() void

Toggle whether angles are renderered with 3D objects

tissue_forge.system.get_rendering_3d_dihedrals() bool const

Get whether dihedrals are renderered with 3D objects

tissue_forge.system.set_rendering_3d_dihedrals(_flag: bool const &) void

Set whether dihedrals are renderered with 3D objects

tissue_forge.system.toggle_rendering_3d_dihedrals() void

Toggle whether dihedrals are renderered with 3D objects

tissue_forge.system.set_rendering_3d_all(_flag: bool const &) void

Set whether bonds, angle and dihedrals are renderered with 3D objects

tissue_forge.system.toggle_rendering_3d_all() void

Toggle whether bonds, angle and dihedrals are renderered with 3D objects

tissue_forge.system.get_ambient_color() TissueForge::FVector3

Get the ambient color

Return type:

FVector3

Returns:

FVector3

tissue_forge.system.set_ambient_color(*args) HRESULT

Overload 1:

Set the ambient color

Parameters:

color (FVector3) –

Return type:

int

Returns:

HRESULT


Overload 2:

Set the ambient color of a subrenderer

Parameters:
  • color (FVector3) –

  • srFlag (int) –

Return type:

int

Returns:

HRESULT

tissue_forge.system.get_diffuse_color() TissueForge::FVector3

Get the diffuse color

Return type:

FVector3

Returns:

FVector3

tissue_forge.system.set_diffuse_color(*args) HRESULT

Overload 1:

Set the diffuse color

Parameters:

color (FVector3) –

Return type:

int

Returns:

HRESULT


Overload 2:

Set the diffuse color of a subrenderer

Parameters:
  • color (FVector3) –

  • srFlag (int) –

Return type:

int

Returns:

HRESULT

tissue_forge.system.get_specular_color() TissueForge::FVector3

Get specular color

Return type:

FVector3

Returns:

FVector3

tissue_forge.system.set_specular_color(*args) HRESULT

Overload 1:

Set the specular color

Parameters:

color (FVector3) –

Return type:

int

Returns:

HRESULT


Overload 2:

Set the specular color of a subrenderer

Parameters:
  • color (FVector3) –

  • srFlag (int) –

Return type:

int

Returns:

HRESULT

tissue_forge.system.get_shininess() float

Get the shininess

Return type:

float

Returns:

float

tissue_forge.system.set_shininess(*args) HRESULT

Overload 1:

Set the shininess

Parameters:

shininess (float) –

Return type:

int

Returns:

HRESULT


Overload 2:

Set the shininess of a subrenderer

Parameters:
  • shininess (float) –

  • srFlag (int) –

Return type:

int

Returns:

HRESULT

tissue_forge.system.get_grid_color() TissueForge::FVector3

Get the grid color

Return type:

FVector3

Returns:

FVector3

tissue_forge.system.set_grid_color(color: fVector3) HRESULT

Set the grid color

Parameters:

color (FVector3) –

Return type:

int

Returns:

HRESULT

tissue_forge.system.get_scene_box_color() TissueForge::FVector3

Get the scene box color

Return type:

FVector3

Returns:

FVector3

tissue_forge.system.set_scene_box_color(color: fVector3) HRESULT

Set the scene box color

Parameters:

color (FVector3) –

Return type:

int

Returns:

HRESULT

tissue_forge.system.get_light_direction() TissueForge::FVector3

Get the light direction

Return type:

FVector3

Returns:

FVector3

tissue_forge.system.set_light_direction(*args) HRESULT

Overload 1:

Set the light direction

Parameters:

lightDir (FVector3) –

Return type:

int

Returns:

HRESULT


Overload 2:

Set the light direction of a subrenderer

Parameters:
  • lightDir (FVector3) –

  • srFlag (int) –

Return type:

int

Returns:

HRESULT

tissue_forge.system.get_light_color() TissueForge::FVector3

Get the light color

Return type:

FVector3

Returns:

FVector3

tissue_forge.system.set_light_color(*args) HRESULT

Overload 1:

Set the light color

Parameters:

color (FVector3) –

Return type:

int

Returns:

HRESULT


Overload 2:

Set the light color of a subrenderer

Parameters:
  • color (FVector3) –

  • srFlag (int) –

Return type:

int

Returns:

HRESULT

tissue_forge.system.get_background_color() TissueForge::FVector3

Get the background color

Return type:

FVector3

Returns:

FVector3

tissue_forge.system.set_background_color(color: fVector3) HRESULT

Set the background color

Parameters:

color (FVector3) –

Return type:

int

Returns:

HRESULT

tissue_forge.system.decorated() bool

Test whether the rendered scene is decorated

Return type:

boolean

Returns:

true

Return type:

boolean

Returns:

false

tissue_forge.system.decorate_scene(decorate: bool const &) HRESULT

Set flag to draw/not draw scene decorators (e.g., grid)

Parameters:

decorate (boolean) – flag; true says to decorate

Return type:

int

Returns:

HRESULT

tissue_forge.system.showing_discretization() bool

Test whether discretization is current shown

Return type:

boolean

Returns:

true

Return type:

boolean

Returns:

false

tissue_forge.system.show_discretization(show: bool const &) HRESULT

Set flag to draw/not draw discretization

Parameters:

show (boolean) – flag; true says to show

Return type:

int

Returns:

HRESULT

tissue_forge.system.get_discretizationColor() TissueForge::FVector3

Get the current color of the discretization grid

Return type:

FVector3

Returns:

FVector3

tissue_forge.system.set_discretizationColor(color: fVector3) HRESULT

Set the color of the discretization grid

Parameters:

color (FVector3) –

Return type:

int

Returns:

HRESULT

tissue_forge.system.view_reshape(windowSize: iVector2) HRESULT
tissue_forge.system.performance_counters() std::string
tissue_forge.system.egl_info() std::string

Get EGL info

Return type:

string

Returns:

std::string

tissue_forge.system.image_data() PyObject *
tissue_forge.system.is_terminal_interactive() bool

Test whether Tissue Forge is running in an interactive terminal

Return type:

boolean

Returns:

true if running in an interactive terminal

Return type:

boolean

Returns:

false

tissue_forge.system.is_jupyter_notebook() bool

Test whether Tissue Forge is running in a Jupyter notebook

Return type:

boolean

Returns:

true if running in a Jupyter notebook

Return type:

boolean

Returns:

false

tissue_forge.system.jwidget_init(args: PyObject *, kwargs: PyObject *) PyObject *
tissue_forge.system.jwidget_run(args: PyObject *, kwargs: PyObject *) PyObject *
tissue_forge.system.color_mapper_names() std::vector< std::string,std::allocator< std::string > >

Get all available color mapper names

tissue_forge.system.add_render_arrow(*args) std::pair< int,TissueForge::rendering::ArrowData * >

Overload 1:

Adds a vector visualization specification.

The passed pointer is borrowed. The client is responsible for maintaining the underlying data. The returned integer can be used to reference the arrow when doing subsequent operations with the renderer (e.g., removing an arrow from the scene).

Parameters:

arrow (ArrowData) – pointer to visualization specs

Return type:

int

Returns:

id of arrow according to the renderer


Overload 2:

Adds a vector visualization specification.

The passed pointer is borrowed. The client is responsible for maintaining the underlying data. The returned integer can be used to reference the arrow when doing subsequent operations with the renderer (e.g., removing an arrow from the scene).

Parameters:
  • position (FVector3) – position of vector

  • components (FVector3) – components of vector

  • style (Style) – style of vector

  • scale (float) – scale of vector; defaults to 1.0

Return type:

std::pair< int,TissueForge::rendering::ArrowData * >

Returns:

id of arrow according to the renderer and arrow

tissue_forge.system.remove_render_arrow(arrowId: int const &) HRESULT

Removes a vector visualization specification.

The removed pointer is only forgotten. The client is responsible for clearing the underlying data.

Parameters:

arrowId (int) – id of arrow according to the renderer

tissue_forge.system.get_render_arrow(arrowId: int const &) TissueForge::rendering::ArrowData *

Gets a vector visualization specification.

Parameters:

arrowId (int) – id of arrow according to the renderer

tissue_forge.system.cpu_info() dict

Dictionary of CPU info

tissue_forge.system.compile_flags() dict

Dictionary of CPU info

tissue_forge.system.gl_info() dict

Dictionary of OpenGL info

tissue_forge.system.screenshot(filepath: str, decorate: bool | None = None, bgcolor=None)

Save a screenshot of the current scene

Parameters:
  • filepath (str) – path of file to save

  • decorate (bool) – flag to decorate the scene in the screenshot

  • bgcolor (FVector3 or [float, float, float] or (float, float, float) or float) – background color of the scene in the screenshot

Return type:

int

Returns:

HRESULT