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      • ABRFilterExample
      • ABRQueryExample
      • ABRSpaceConvertExample
      • BackgroundColor
      • DebugDraw
      • DisableABRLights
      • GenerateDataAndUseStyle
      • Grabbable
      • Grabber
      • HideShowMenu
      • LightEditor
      • LightEditorTile
      • PerformanceEnhancer
      • SVScreenshot
    • IVLab.ABREngine
      • ABRConfig
      • ABRConfig.Consts
      • ABRConfig.GroupToDataMatrixOverrideFields
      • ABRDataContainer
      • ABREngine
      • ABREngine.StateChangeDelegate
      • ABRInputAttribute
      • ABRInputGenre
      • ABRInputIndexerModule
      • ABRLight
      • ABRLightManager
      • ABRPlateType
      • ABRServer
      • ABRStateParser
      • AnglePrimitive
      • BooleanPrimitive
      • ColormapVisAsset
      • DataImpression
      • DataImpressionGroup
      • DataManager
      • DataPath
      • DataPath.DataPathType
      • DataPoint
      • DataRange<T>
      • DataTopology
      • Dataset
      • FilePathVisAssetFetcher
      • FloatPrimitive
      • GlyphGradient
      • GlyphVisAsset
      • GradientBlendMap
      • HttpDataLoader
      • HttpStateFileLoader
      • HttpVisAssetFetcher
      • IABRInput
      • IABRStateLoader
      • IColormapVisAsset
      • ICoordSpaceConverter
      • IDataAccessor
      • IDataImpressionRenderInfo
      • IDataLoader
      • IDataVariable<T>
      • IFloatPrimitive
      • IGlyphVisAsset
      • IHasDataset
      • IHasKeyData
      • IIntegerPrimitive
      • IKeyDataRenderInfo
      • ILineTextureVisAsset
      • IPrimitive
      • IPrimitiveGradient
      • ISurfaceTextureVisAsset
      • ITextureGradient
      • IVisAsset
      • IVisAssetFetcher
      • IVisAssetGradient<T>
      • IVolumeCoordSpaceConverter
      • IVolumeDataAccessor
      • InstancedMeshRenderer
      • InstancedSurfaceDataImpression
      • IntegerPrimitive
      • KeyData
      • LengthPrimitive
      • LineKeyData
      • LineTextureGradient
      • LineTextureVisAsset
      • MediaDataLoader
      • Notifier
      • PathStateFileLoader
      • PercentPrimitive
      • PointKeyData
      • PrimitiveGradient
      • RawABRInput
      • RawDataset
      • RawDataset.BinaryData
      • RawDataset.JsonHeader
      • RawDatasetAdapter
      • RawPrimitiveGradient
      • RawVisAssetGradient
      • RenderHints
      • ResourceStateFileLoader
      • ResourceVisAssetFetcher
      • ResourcesDataLoader
      • ScalarDataVariable
      • SerializableFloatArray
      • SerializableVectorArray
      • SimpleGlyphDataImpression
      • SimpleLineDataImpression
      • SimpleLineRenderInfo
      • SimpleSurfaceDataImpression
      • SimpleSurfaceRenderInfo
      • SimpleVolumeDataImpression
      • StateLocalVisAssetFetcher
      • SurfaceKeyData
      • SurfaceTextureGradient
      • SurfaceTextureVisAsset
      • TextStateFileLoader
      • TypeExtentions
      • UnityObjectSerializer
      • UpdateLevel
      • VectorDataVariable
      • VisAsset
      • VisAssetGradient
      • VisAssetLoader
      • VisAssetManager
      • VolumeKeyData
    • IVLab.ABREngine.Examples
      • CSVToPoints
      • CreateDataset
      • InteractiveState
      • MtStHelensData
      • MtStHelensVisDriver
    • IVLab.ABREngine.ExtensionMethods
      • DirectoryInfoExtensions
      • ScriptableObjectExtensions
    • IVLab.ABREngine.Legends
      • ABRLegend
      • ABRLegendEntry
      • ABRLegendEntry.Label
      • ABRLegendGeometry

    Namespace IVLab.ABREngine

    Classes

    ABRConfig

    This Scriptable Object controls the ABR configuration before startup. On engine startup, a copy is instantiated for use at runtime.

    ABRConfig.Consts

    Global access to constants in the ABR Engine. Sync this with settings.py in the ABRServer~.

    ABRConfig.GroupToDataMatrixOverrideFields

    ABRDataContainer

    ABREngine

    The ABREngine class is the main operational MonoBehaviour Singleton for the ABREngine-UnityPackage. It is in charge of kicking off all startup processes for ABR, including setting up connections with the server, the data listener, VisAssets and Data managers, etc.

    ABRInputAttribute

    Input attribute used for annotating an ABR input to a data impression (VisAsset, DataVariable, etc.)

    ABRInputIndexerModule

    Convenience class to avoid having to repeatedly manage reflection when adjusting ABR inputs to Data Impressions.

    ABRLight

    ABRLightManager

    Transfer any lights in the ABR scene to variables in the volume rendering shader.

    ABRPlateType

    Attribute to match up this class with the string plate name from the ABR Schema

    ABRServer

    The ABRServer class functions as a passthrough to the Python server. It defines several helpful constants and functions for working with the server (e.g., starting, stopping, etc.)

    ABRStateParser

    The ABRStateParser takes a (text) ABR state from JSON and loads its components into Unity, or takes the current state of objects in the Unity scene and translates it back into text.

    AnglePrimitive

    BooleanPrimitive

    ColormapVisAsset

    DataImpression

    Main class for Data Impressions (layers) in an ABR visualization. Every Data Impression is a GameObject in the scene.

    DataImpressionGroup

    A DataImpressionGroup is a group of data impressions within ABR. DataImpressionGroups can be constrained within a defined bounding box (see ABRDataContainer), and can automatically rescale all of their data to stay within this container. Each time a new KeyData object is loaded into a data impression in this group, the GroupToDataMatrix and GroupBounds are updated.

    DataManager

    Manager where all datasets, key data, and variables live. This class makes the connection between Datasets and RawDatasets. This class is useful for obtaining any KeyData and Variables needed to apply to Data Impressions.

    DataPath

    A path to a data source, be it a KeyData object, a Scalar Variable, a Vector Variable, or something else.

    Should take the form of Organization/DatasetName/*

    Example: TACC/GulfOfMexico/KeyData/bathymetry

    Example: TACC/GulfOfMexico/ScalarVar/temperature

    DataPoint

    A DataPoint describes a point in a dataset. Often, this is useful when querying a dataset, for example, to find the closest data point to a given point in world space.

    DataRange<T>

    Range descriptor for a variable, including a min and max.

    Dataset

    Lightweight container for a collection of KeyData objects and variables that share a common coordinate space. Its bounding box contains all of data, and the rendered objects are children of this object's GameObject.

    FilePathVisAssetFetcher

    Fetch VisAsset from somewhere on local disk

    FloatPrimitive

    GlyphGradient

    GlyphVisAsset

    GradientBlendMap

    Collection of essential textures for making texture-based VisAsset gradients happen. The blend maps are controlled via the BlendMaps and StopMaps texture arrays.

    HttpDataLoader

    Load data from a remote source

    HttpStateFileLoader

    Save/Load a state from a web URL

    HttpVisAssetFetcher

    Fetch VisAssets from a URL via HTTP

    InstancedMeshRenderer

    Custom-tailored Instanced Mesh Renderer for rendering glyphs in ABR. When using this, developers should make sure that "Use Instanced" is checked on the material that these glyphs are using.

    InstancedSurfaceDataImpression

    An Instanced Surface data impression (very similar to glyphs, except geometries are specified from data rather than VisAssets)

    Note

    This data impression type is not supported by the ABR design interface, hence the lack of ABRInputAttribute annotations for its instance variables.

    IntegerPrimitive

    KeyData

    Lightweight container for a data object. From Key Data objects, scalar and vector variables can be obtained (see the example below).

    LengthPrimitive

    LineKeyData

    LineTextureGradient

    LineTextureVisAsset

    MediaDataLoader

    Load data from the ABREngine Media directory (specified in ABRConfig)

    Notifier

    Notifier for ABR state / cache updates, based on WebSockets.

    PathStateFileLoader

    Save/Load a state to a JSON file somewhere on disk

    PercentPrimitive

    PointKeyData

    PrimitiveGradient

    A simple gradient of points associated with values.

    RawABRInput

    Raw string values from a state JSON being passed to ABR

    Matches InputValue definition from ABR State Schema

    Parameters can have one or more inputs

    RawDataset

    The raw variable arrays and geometry for a Data Object. RawDatasets can be loaded from a pair of .json and .bin files (JsonHeader and BinaryData, respectively). This RawDataset defines the specification for each of these files. RawDataset is not to be confused with Dataset, which represents a collection of RawDatasets which share a coordinate space, key data, and variables.

    RawDataset.BinaryData

    Actual geometric representation of the data to load from a file / socket

    RawDataset.JsonHeader

    Header that contains metadata for a particular RawDataset

    RawDatasetAdapter

    Adapter for converting other formats to ABRDataFormat. For example, lists of points => ribbons, or lists of points => glyphs. See the examples below for usage of each of these methods.

    RawPrimitiveGradient

    RawVisAssetGradient

    Serializable version of the VisAsset gradients that interacts with state/schema. Each VisAsset type should be responsible for implementing their own conversion to/from this.

    RenderHints

    Hints for rendering, such as whether a data impression should be hidden

    ResourceStateFileLoader

    Load a state from any Resources folder within Unity (within any Package or Asset)

    ResourceVisAssetFetcher

    Fetch VisAsset from a Resources folder (in an Asset or Package)

    ResourcesDataLoader

    Load data from resources folder. NOTE: The actual data files (.bin) must have their file extension changed to .txt in order to be recognized. When data are imported, the identity of each is lost so we must guess which is which - currently guessing the larger of the two files is the "Data" and the smaller is "Metadata".

    ScalarDataVariable

    SerializableFloatArray

    SerializableVectorArray

    SimpleGlyphDataImpression

    A "Glyphs" data impression that uses hand-sculpted geometry to depict point data.

    SimpleLineDataImpression

    A "Lines" data impression that uses hand-drawn line textures to depict line/flow data.

    SimpleLineRenderInfo

    SimpleSurfaceDataImpression

    A "Surfaces" data impression that uses hand-drawn textures and color to show surface data.

    SimpleSurfaceRenderInfo

    SimpleVolumeDataImpression

    A "Volumes" data impression that uses a user-defined transfer (opacity) map and a colormap to show volumetric data.

    StateLocalVisAssetFetcher

    Fetch a VisAsset from the currently loaded ABR state. Currently only valid for ColormapVisAssets.

    SurfaceKeyData

    SurfaceTextureGradient

    SurfaceTextureVisAsset

    TextStateFileLoader

    Load a state from a serialized JSON string

    TypeExtentions

    UnityObjectSerializer

    Custom converter to allow less verbose Newtonsoft serialization of Unity builtin objects. This converter manually handles several cases, add more as they become necessary.

    VectorDataVariable

    VisAsset

    Generic type for all VisAssets to inherit from

    VisAssetGradient

    Concrete implementation of a VisAsset Gradient, which is a collection of VisAssets that also counts as a single VisAsset.

    VisAssetLoader

    Use a particular fetcher to try and get the VisAsset from its source, and construct the requisite Unity objects and IVisAsset to add.

    VisAssetManager

    The VisAssetManager is where all VisAssets are stored within the ABREngine. VisAssets can be loaded and fetched from various sources defined in VisAssetFetchers. Currently, VisAssets may be loaded from any of the following:

    1. The state itself (`localVisAssets`)
    2. The media directory on the machine ABR is running on
    3. Any Resources folder (in Assets or in any Package)
    4. A VisAsset server

    VolumeKeyData

    Interfaces

    IABRInput

    Interface that includes every input to a data impression. Every type of ABR input should fit into a specific ABRInputGenre.

    IABRStateLoader

    Generic state loader for ABR. Implementations should allow both retrieving a state (GetState) and saving a state (SaveState).

    IColormapVisAsset

    ICoordSpaceConverter

    Interface to implement for helpers to convert between Data Space and Unity's World Space.

    IDataAccessor

    Interface to implement to share easier access to data within ABR.

    IDataImpressionRenderInfo

    IDataLoader

    Generic interface to fetch a RawDataset from somewhere

    IDataVariable<T>

    Lightweight / high level container for a data variable. Variables keep track of their ranges and path, but the actual Data Arrays are preserved within the original RawDataset.

    IFloatPrimitive

    Represents a numeric primitive value (e.g. 10deg, 96cm, or 4.6)

    IGlyphVisAsset

    IHasDataset

    Should be assigned to anything that is associated with a dataset (e.g. KeyData, Variables, and even DataImpressions once they have valid KeyData)

    IHasKeyData

    Indicator that a particular object has some key data attached to it - useful for most DataImpressions.

    IIntegerPrimitive

    Represents an integer primitive value

    IKeyDataRenderInfo

    ILineTextureVisAsset

    IPrimitive

    Representative of a primitive element (usually used in ABR Inputs). These should match the primitive input types in the schema.

    IPrimitiveGradient

    ISurfaceTextureVisAsset

    ITextureGradient

    A VisAsset gradient described by a texture (or, series of textures)

    IVisAsset

    IVisAssetFetcher

    Generic fetcher that supports fetching all types of VisAssets from a particular source.

    IVisAssetGradient<T>

    A gradient consisting of VisAssets of any type. NOTE: Texture-based gradients (Surface/Line textures and colormaps) must have 4 or fewer elements.

    IVolumeCoordSpaceConverter

    Interface to implement for helpers to convert between Data Space and Unity's World Space.

    IVolumeDataAccessor

    Interface to implement to share easier access to volume data within ABR.

    Enums

    ABRInputGenre

    Possible genres of a visualization input

    DataPath.DataPathType

    DataTopology

    Extension of Unity's MeshTopology enum that defines more generic "data" topology, including voxels.

    UpdateLevel

    How "deep" a particular update needs to go to fully address this ABR Input

    Delegates

    ABREngine.StateChangeDelegate

    Delegate callback that is called whenever the ABRState is updated. This is useful for applications that build on ABR and need to know when the state has been updated. OnStateChanged for usage.

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