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visual3d:documentation:pipeline:pipeline_overview [2024/06/17 18:18] – created sgrangervisual3d:documentation:pipeline:pipeline_overview [2024/10/30 14:19] (current) – Cleaned up page as part of review and added internal links. wikisysop
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 +===== Pipeline Overview =====
  
- +The Pipeline is a set of Visual3D commands that are processed in sequence. The Pipeline processor provides access to the core of Visual3D functionality through commands with each of Visual3D's functions represented by a command.
- +
- +
-===== Overview ===== +
- +
-**The Pipeline** is a set of Visual3D commands that are processed in sequence.+
  
 **Note:** The pipeline is a **COMMAND** language, not a **SCRIPTING language**. **Note:** The pipeline is a **COMMAND** language, not a **SCRIPTING language**.
  
-The Pipeline processor provides access to the core of Visual3D functionality through commands. Each function is represented by a command. The Pipeline is typically used to automate processing steps. +The Pipeline is typically used to automate processing steps. It has the ability to manage files, define events, execute signal processing computations, create and edit modes, create and modify reports, and generated statistics. Edit boxes are usually provided for configuring each process step. The pipeline processor (or any text processor) can be used to create the pipeline. Any pipeline command that can be run interactively through the pipeline processor may be saved to a text command file. This file may be reloaded later, or combined with other command files to build a more complex pipeline. The pipeline processor can be launched from the Visual3D tool bar or from the Pipeline menu.
- +
-The Pipeline has the ability to manage files, define events, execute signal processing computations, create and edit modes, create and modify reports, and generated statistics. Edit boxes are usually provided for configuring each process step. +
- +
-The pipeline processor (or any text processor) can be used to create the pipeline. Any pipeline command that can be run interactively through the pipeline processor may be saved to a text command file. This file may be reloaded later, or combined with other command files to build a more complex pipeline. The pipeline processor can be launched from the Visual3D tool bar or from the Pipeline menu. +
- +
-[[Tutorial4_1.jpg]] +
- +
-In special cases, C-Motion creates custom pipeline commands for users. These commands are usually fully functional but hidden from the interface. Users requiring these special commands will need to remember the syntax for the commands. +
- +
-A detailed **tutorial** to teach you how to use the command processing pipeline and introduce you to pipeline commands can be found here: [[Visual3D:Tutorials:Pipeline:Command_Pipeline_|**Tutorial: The Command Pipeline**]]+
  
-===== Pipeline Commands =====+{{:Tutorial4_1.jpg}}
  
-Pipeline commands are divided into various categories: File, Signal, Event, etc. Commands under these folders are added to the pipeline by expanding the folder for a categoryand selecting the function to be added by clicking the "Add" button. The selected function will be added to the pipeline immediately after the command that is currently highlighted in the pipelineCommands can be repositioned in the pipeline using the arrow keys to the right of the list box.+A common use case for the Visual3D Pipeline is to define the processing steps for a given experimental data analysis protocol. This allows, for example, the director of the laboratory to control the processing that is done by a member of the laboratoryThis may be essential for some experimental studies that require that all of the data analysis be performed consistently.
  
-A pipeline can be used to define the processing steps for a given experimental data analysis protocol. This allows, for example, the director of the laboratory to control the processing that is done by a member of the laboratory. This may be essential for some experimental studies that require that all of the data analysis be performed consistently.+If this is your first introduction to the Visual3D Pipeline then we recommend that you work through our [[Visual3D:Tutorials:Pipeline:Command_Pipeline_|detailedintroductory tutorial]] to teach you how to use the Pipeline and introduce you to pipeline commands.
  
-Visual3D plug ins integrate seamlessly into Visual3D and are accessed through the pipeline processor. The Pipeline can be saved to disk as an ASCII file ([[#Pipeline_v3s_File|The Pipeline (.v3s) File]]) that can be edited with any common word processing program.+==== Pipeline Commands ====
  
-For details of specific commands that can be used through the Visual3D pipeline, see: **[[Visual3D:Documentation:Pipeline:General_Information:Pipeline_Commands_Reference|Pipeline Commands Reference]]**+Pipeline commands are divided into various categories: File, Signal, Event, etc. Commands under these folders are added to the pipeline by expanding the folder for a category, and selecting the function to be added by clicking the "Add" button. The selected function will be added to the pipeline immediately after the command that is currently highlighted in the pipeline. Commands can be repositioned in the pipeline using the arrow keys to the right of the list box. For details of specific commands that can be used through the Visual3D pipeline, see: **[[Visual3D:Documentation:Pipeline:General_Information:Pipeline_Commands_Reference|Pipeline Commands Reference]]**
  
-==== Pipeline Commands: Active Files ====+=== Pipeline Commands: Active Files ===
  
-Pipeline commands usually process the "Active Files"; e.g. those files active in the Visual3D Workspace. If only one file is selected in the file selection box, the pipeline, when executed, will perform actions only on the data from that file. If ALL_FILES is selected, the script will perform actions on every file individually, as if the script had been run sequentially for each file. More information on these active files can be found here: **[[Visual3D:Documentation:Definitions:Active_Files|Active Files]]**.+Pipeline commands usually process the [[Visual3D:Documentation:Definitions:Active_Files|Active Files]]; e.g. those files active in the Visual3D Workspace. If only one file is selected in the file selection box, the pipeline, when executed, will perform actions only on the data from that file. If ALL_FILES is selected, the script will perform actions on every file individually, as if the script had been run sequentially for each file.
  
-==== Pipeline Commands: Syntax ====+=== Pipeline Commands: Syntax ===
  
 Each Pipeline command consists of two parts - the command and its parameters. Each Pipeline command consists of two parts - the command and its parameters.
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 </code> </code>
  
-**Note:** that each parameter begins with a slash and that the command is terminated with semicolon.+^Special Character ^ Meaning ^ 
 +| / | Each parameter begins with a forward slash. | 
 +| ; | The semi-colon character terminates a command. | 
 +| ! | The exclamation point indicates that the remainder of the line is a comment. | 
 +| + | The plus sign is a delimeter separating entries. For example, 1+2 indicates that the variable has two values (1 and 2). | 
 +| & | The ampersand indicates a concatenation. For example, this&that will be interpreted in the pipeline as thisthat|
  
-The "!" character is used to comment out a parameter. If the "!" character is at the beginning of a line, the line is ignored, and the default values for the parameter are used in the processing. The script text is provided so that these optional parameters may be un-commented and additional parameter values added.+If the "!" character is at the beginning of a line, the line is ignored, and the default values for the parameter are used in the processing. The script text is provided so that users are aware of the default values and can easily uncomment these optional parameters and pass non-default values.
  
 To pass more than one set of parameters to the command, list the values of each parameter, separated by "+" signs. The generalized command above passes one set of three parameters to the command "Command_Name". To pass more than one set of parameters to the command, list the values of each parameter, separated by "+" signs. The generalized command above passes one set of three parameters to the command "Command_Name".
  
-Optional parameter are commented out - thus they start with an exclamation mark. When command is first added to the pipeline the default values are displayed on the line, so that the user is aware of the default values.+=== Pipeline Commands: Specifying Signals in Command ===
  
-==== Pipeline Commands: Special Command Characters ==== +Signals in Visual3D must be identified by 3 namesaccording to that signal's location in the [[visual3d:documentation:visual3d_signal_types:data_tree|data tree]]: 
- +  - **Signal_Type TargetAnalog, etc.** 
-The pipeline commands reserve 4 special characters +  - **Signal_Folder OriginalProcessed, etc.**
- +
-  * **!** - if this is the first character of a line, the line is considered a comment. If the ! is at the beginning of a variable name, the default value of the variable is used +
-  * **/** indicates a command variable +
-  * **+** - is a delimeter separating entries. For example1+2 indicates that the variable as two values (1 and 2). +
-  * **&** - indicates a concatenation. For example, this&that will be interpreted in the pipeline as thisthat +
- +
-==== Pipeline Commands: Specifying Signals in a Command ==== +
- +
-Signals in Visual3D must be identified by 3 components +
- +
-  - **Signal_Type TargetAnalog, etc**+
   - **Signal_Name - Signal Name**   - **Signal_Name - Signal Name**
-  - **Signal_Folder - The specific folder** 
- 
-Signals can be represented in two different ways depending on the command. 
  
-Many commands contain the following three parameters:+Signals can be explicitly represented by the following three parameters:
  
 <code> <code>
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 </code> </code>
  
-These commands allow the user to import the checked signals in the data treeso the syntax need not be remembered.+If only the signal type is specified then all signals of that type (and the default folder) are implicitly selected for use in the command. For legacy support (e.g. Visual3D version 1.0)if the SIGNAL_FOLDER is empty it defaults to ORIGINAL. For example: to apply a lowpass filter to all TARGETS. This is accomplished by specifying the SIGNAL_TYPE and SIGNAL_FOLDER but leaving SIGNAL_NAMES empty.
  
-=== Implicit Behaviors === +<code> 
- +Lowpass_Filter
-If only the signal type is specified. All signals of that type (and the default folder) are implicitly selected for use in the command. +
- +
-For example: to apply a lowpass filter to all TARGETS. This is accomplished by specifying the SIGNAL_TYPE and SIGNAL_FOLDER but leaving SIGNAL_NAMES empty. +
- +
-**Lowpass_Filter**+
 /SIGNAL_TYPES=TARGET /SIGNAL_TYPES=TARGET
 /SIGNAL_FOLDER=ORIGINAL /SIGNAL_FOLDER=ORIGINAL
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 /TOTAL_BUFFER_SIZE=6 /TOTAL_BUFFER_SIZE=6
 /NUM_BIDIRECTIONAL_PASSES=1 /NUM_BIDIRECTIONAL_PASSES=1
-**;** +
-For legacy support (e.g. Visual3D version 1.0), if the SIGNAL_FOLDER is empty it defaults to ORIGINAL. In other words+</code>
  
-/SIGNAL_FOLDER= +Some commands act on signals (Target, Analog, etc). You can select a signal name for the command to work on by checking the signals in the data tree (**Signal and Event** processing mode) and pressing the **Import Signals from Data Tree** button. This will add the signal information (Type,Name,Folder) to the command. Many of the commands that act on signals will not show the signals in the dialog. This can be a bit of an annoyance when there are only a few signals selected, but often commands contain so many signals that the list box in the dialog will become meaningless because of all the signals. To make it easier to enter the signal types, names, and folders into a command, there is a button to add all "checked" signals from the data tree.
-is equivalent to +
-/SIGNAL_FOLDER=ORIGINAL +
-=== Entering Signal Names into a Command ===+
  
-Some commands act on signals (TargetAnalog, etc). You can select a signal name for the command to work on by checking the signals in the data tree (**Signal and Event** processing mode) and pressing the **Import Signals from Data Tree** button. This will add the signal information (Type,Name,Folder) to the command. +Alternatively, for some commands signals are represented using the pipeline parameter syntax from the [[Visual3D:Documentation:Pipeline:Expressions:Expressions_Overview|Evaluate_Expression]] command. For example, to identify the RFT1 signal we use the syntax TYPE::FOLDER::NAME
- +
-Many of the commands that act on signals will not show the signals in the dialog. This can be a bit of an annoyance when there are only a few signals selected, but often commands contain so many signals that the list box in the dialog will become meaningless because of all the signals. +
- +
-To make it easier to enter the signal types, names, and folders into a command, there is a button to add all "checked" signals from the data tree. +
- +
-==== Pipeline Commands: Expressions ==== +
- +
-For some commandssignals are represented using the pipeline parameter syntax. This type of syntax is used in the evaluate_expression command. For example, to identify the RFT1 signal we use the syntax TYPE::FOLDER::NAME+
  
 +<code>
 TARGET::PROCESSED::RFT1 TARGET::PROCESSED::RFT1
-More details on Expressions and evaluate_expression can be found here: **[[Visual3D:Documentation:Pipeline:Expressions:Overview|Expressions]]** +</code>
- +
-===== Pipeline Parameters =====+
  
-An important feature of the pipeline is the ability to create and use Pipeline Parameters. A **PIPELINE PARAMETER** is a way to store a text string for use in Pipeline commands.+==== Pipeline Parameters ====
  
-In one sense it is similar to specifying a global variablesuch as body weight, that could be used in computations. It is actually much more flexible than that in the pipeline. The Visual3D pipeline commands permit multiple entries on a single line, and since the entire line can be represented as a string, a single PIPELINE PARAMETER can represent multiple entries.+An important feature of the pipeline is the ability to create and use [[Visual3D:Documentation:Pipeline:General_Information:Pipeline_Parameters|Pipeline Parameters]]which is a way to store a text string for use in pipeline commands.
  
-More details on naming and using parameters in pipelines can be found here: **[[Visual3D:Documentation:Pipeline:General_Information:Pipeline_Parameters|Pipeline Parameters]]**+In one sense it is similar to specifying a global variable, such as body weight, that could be used in computations. Within the Visual3D pipeline, however, it is actually much more flexible since pipeline commands permit multiple entries on a single line. Since the entire line can be represented as a string, a single Pipeline Parameter can represent multiple entries.
  
-==== Editing Pipeline Parameters ====+==== Editing Pipeline Scripts ====
  
-Parameters in pipeline commands may be edited in 3 ways:+Pipeline commands in a script may be edited in 3 ways:
  
   - Using the built-in text editor (select the **TEXT** Button)   - Using the built-in text editor (select the **TEXT** Button)
   - Using a dialog (select the **EDIT button**). Most, but not all Visual3D commands have an edit dialog. If no dialog exists, then the text editor appears.   - Using a dialog (select the **EDIT button**). Most, but not all Visual3D commands have an edit dialog. If no dialog exists, then the text editor appears.
-  - Using an independent [[#Pipeline_v3s_File|TEXT]] editor such as [[https://www.c-motion.com/free-downloads/#did1|Notepad++]].+  - Using an independent text editor such as [[https://notepad-plus-plus.org/|Notepad++]].
  
-===== Pipeline Control =====+==== Pipeline Control ====
  
-==== RECALC Pipeline ====+=== RECALC Pipeline ===
  
-The RECALC button updates the Visual3D Workspace by performing the following:+The [[Visual3D:Documentation:Pipeline:General_Information:RECALC_Pipeline|RECALC]] button updates the Visual3D Workspace by performing the following:
  
   - If "use processed analog" is set, re-process force platforms.   - If "use processed analog" is set, re-process force platforms.
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   - Recompute the Report graphs   - Recompute the Report graphs
  
-More details on RECALC in the Visual3D workspace and pipelines can be found here: **[[Visual3D:Documentation:Pipeline:General_Information:RECALC_Pipeline|Pipeline Commands:RECALC Pipeline]]**+=== Pipeline Favorites ===
  
-==== Pipeline Favorites ====+The [[Visual3D:Documentation:Pipeline:General_Information:Pipeline_Favorites|Pipeline Commands:Pipeline Favorites]] feature allows you to list your pipeline scripts as a Table of Contents. Your list of pipeline scripts can be viewed or run from the 'Pipeline Favorites' list box.
  
-Pipeline Favorites is a very powerful way for you to list your pipeline scripts as a Table of Contents. Your list of pipeline scripts can be viewed or run from the 'Pipeline Favorites' list box. More detail on pipeline favorites can be found here: **[[Visual3D:Documentation:Pipeline:General_Information:Pipeline_Favorites|Pipeline Commands:Pipeline Favorites]]**+=== Launching Visual3D Pipeline Externally ===
  
-==== Launching Visual3D & Pipeline Externally ==== +Visual3D can be launched from a [[visual3d:getting_started:commandline|DOS command line]] (or an external program).
- +
-Launching Visual3D from a DOS Command Line (or an external program)+
  
 If you have a DOS PATH set to the Visual3D directory you can type If you have a DOS PATH set to the Visual3D directory you can type
  
-**Visual3D.exe**+<code> 
 +Visual3D.exe 
 +</code>
  
 If not, you must specify the full path to Visual3D. If not, you must specify the full path to Visual3D.
  
-**c:\Program Files\Visual3D\Visual3D.exe**+<code> 
 +c:\Program Files\Visual3D\Visual3D.exe 
 +</code>
  
 It is possible to have a pipeline executed immediately on launching Visual3D using the following syntax. It is possible to have a pipeline executed immediately on launching Visual3D using the following syntax.
  
-**Visual3D.exe /s c:\exampleData\test.v3s**+<code> 
 +Visual3D.exe /s c:\exampleData\test.v3s 
 +</code>
  
 Note that the full path to the pipeline file is required unless the DOS PATH to this folder is specified. Note that the full path to the pipeline file is required unless the DOS PATH to this folder is specified.
  
-===== Creating a Pipeline ====+==== Creating a Pipeline ====
- +
-==== Pipeline v3s File ==== +
- +
-The .v3s file is an ASCII file that can be saved to disk and can be edited with any common word processing program such as [[Notepad%2B%2B|Notepad++]]. When Visual3D loads the .v3s file it parses this ASCII file into the individual commands that are displayed in the pipeline dialog.+
  
-Many of the topics in the wiki pages contain pipelines or snippets of pipelines, with a note saying that the text can be copied and pasted into a file.+The .v3s file is an ASCII file that can be saved to disk and can be edited with any common word processing program such as [[visual3d:documentation:pipeline:general_information:notepad|Notepad++]]. When Visual3D loads the .v3s file it parses this ASCII file into the individual commands that are displayed in the pipeline dialog.
  
-For example,+Many of the pages in this wiki pages contain pipelines or snippets of pipelines, with a note saying that the text can be copied and pasted into a file. For example,
  
 <code> <code>
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   - This command can now be opened in the Visual3D pipeline dialog   - This command can now be opened in the Visual3D pipeline dialog
  
-\\ +==== Pipeline Examples ====
- +
- +
-===== Pipeline Examples ====+
- +
-See the pipeline examples page for a collection of pipeline processing examples, found here: [[Visual3D:Documentation:Pipeline:General_Information:Pipeline_Examples|Pipeline_Examples]] +
- +
- +
- +
  
 +See the [[Visual3D:Documentation:Pipeline:General_Information:Pipeline_Examples|Pipeline Examples]] page for a collection of pipeline processing examples.
visual3d/documentation/pipeline/pipeline_overview.1718648295.txt.gz · Last modified: 2024/06/17 18:18 by sgranger