webgui

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4 years 5 months ago #2847 by matthiash
Replied by matthiash on topic webgui
Hi Guosheng,

Q1: That's a good point. The Draw() function handles some arguments already (like min, max draw_surf, draw_vol). We still need to think about an interface to expose other settings (like camera, clipping plane etc.)

Q2: That's already work in progress and will be merged within the next days.

Best,
Matthias
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4 years 5 months ago #2853 by Guosheng Fu
Replied by Guosheng Fu on topic webgui
Hi Matthias,

Cool!
Another feature I would like to have is the ability to adjust bounding box size of the gui, like in matplotlib, we can do
Code:
plt.rcParams['figure.figsize'] = (10.0, 8.0) # set default size of plots
The current default size might not be optimal. e.g. the example below on a slightly stretched domain, it has quit large empty white spaces:
[
Best,
Guosheng
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4 years 4 months ago - 4 years 4 months ago #2915 by ddrake
Replied by ddrake on topic webgui
This is great! I just tested it in Mac OS (High Sierra) and Ubuntu 20.04. I will try to test soon in Windows...

Best,
Dow

ps. I assume this is based heavily on the new ngsgui -- will it be able to support ngsgui plugins like the 'tents_visualization' ?
Last edit: 4 years 4 months ago by ddrake.
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4 years 2 months ago #3131 by Manuel Sanchez
Replied by Manuel Sanchez on topic webgui
Hi,

I think it is great!

One thing I couldn't figure out is if the webgui can be updated by the command ReDraw to generate a short animation as in the wave DG tutorial. Is this possible?
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4 years 2 months ago #3132 by joachim
Replied by joachim on topic webgui
Hi,

see the Navier-Stokes tutorial:

ngsolve.org/docu/latest/i-tutorials/wta/navierstokes.html

Code:
scene = Draw(gfu...) ... scene.Redraw()
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4 years 2 months ago #3133 by Manuel Sanchez
Replied by Manuel Sanchez on topic webgui
Thanks. it works great.
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