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The data can be written in either binary (little or big endian) or ASCII representation. As for PointData and CellData, vtkPLYWriter cannot handle normals or vectors. It only handles RGB PointData and CellData. You need to set the name of the array (using SetName for the array and SetArrayName for the writer). If the array is not a vtkUnsignedCharArray with 3 or 4 components, you need to specify a vtkLookupTable to map the scalars to RGB. To enable saving out alpha (opacity) values, you must enable alpha using `vtkPLYWriter::SetEnableAlpha()`. @warning PLY does not handle big endian versus little endian correctly. @sa vtkPLYReader IsTypeOfV.IsTypeOf(string) -> int C++: static vtkTypeBool IsTypeOf(const char *type) Return 1 if this class type is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. IsAV.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Return 1 if this class is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. SafeDownCastV.SafeDownCast(vtkObjectBase) -> vtkPLYWriter C++: static vtkPLYWriter *SafeDownCast(vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkPLYWriter C++: vtkPLYWriter *NewInstance() SetDataByteOrderV.SetDataByteOrder(int) C++: virtual void SetDataByteOrder(int _arg) If the file type is binary, then the user can specify which byte order to use (little versus big endian). GetDataByteOrderMinValueV.GetDataByteOrderMinValue() -> int C++: virtual int GetDataByteOrderMinValue() If the file type is binary, then the user can specify which byte order to use (little versus big endian). GetDataByteOrderMaxValueV.GetDataByteOrderMaxValue() -> int C++: virtual int GetDataByteOrderMaxValue() If the file type is binary, then the user can specify which byte order to use (little versus big endian). GetDataByteOrderV.GetDataByteOrder() -> int C++: virtual int GetDataByteOrder() If the file type is binary, then the user can specify which byte order to use (little versus big endian). SetDataByteOrderToBigEndianV.SetDataByteOrderToBigEndian() C++: void SetDataByteOrderToBigEndian() If the file type is binary, then the user can specify which byte order to use (little versus big endian). SetDataByteOrderToLittleEndianV.SetDataByteOrderToLittleEndian() C++: void SetDataByteOrderToLittleEndian() If the file type is binary, then the user can specify which byte order to use (little versus big endian). SetColorModeV.SetColorMode(int) C++: virtual void SetColorMode(int _arg) These methods enable the user to control how to add color into the PLY output file. The default behavior is as follows. The user provides the name of an array and a component number. If the type of the array is three components, unsigned char, then the data is written as three separate "red", "green" and "blue" properties. If the type of the array is four components, unsigned char, then the data is written as three separate "red", "green" and "blue" properties, dropping the "alpha". If the type is not unsigned char, and a lookup table is provided, then the array/component are mapped through the table to generate three separate "red", "green" and "blue" properties in the PLY file. The user can also set the ColorMode to specify a uniform color for the whole part (on a vertex colors, face colors, or both. (Note: vertex colors or cell colors may be written, depending on where the named array is found. If points and cells have the arrays with the same name, then both colors will be written.) GetColorModeV.GetColorMode() -> int C++: virtual int GetColorMode() These methods enable the user to control how to add color into the PLY output file. The default behavior is as follows. The user provides the name of an array and a component number. If the type of the array is three components, unsigned char, then the data is written as three separate "red", "green" and "blue" properties. If the type of the array is four components, unsigned char, then the data is written as three separate "red", "green" and "blue" properties, dropping the "alpha". If the type is not unsigned char, and a lookup table is provided, then the array/component are mapped through the table to generate three separate "red", "green" and "blue" properties in the PLY file. The user can also set the ColorMode to specify a uniform color for the whole part (on a vertex colors, face colors, or both. (Note: vertex colors or cell colors may be written, depending on where the named array is found. If points and cells have the arrays with the same name, then both colors will be written.) SetColorModeToDefaultV.SetColorModeToDefault() C++: void SetColorModeToDefault() These methods enable the user to control how to add color into the PLY output file. The default behavior is as follows. The user provides the name of an array and a component number. If the type of the array is three components, unsigned char, then the data is written as three separate "red", "green" and "blue" properties. If the type of the array is four components, unsigned char, then the data is written as three separate "red", "green" and "blue" properties, dropping the "alpha". If the type is not unsigned char, and a lookup table is provided, then the array/component are mapped through the table to generate three separate "red", "green" and "blue" properties in the PLY file. The user can also set the ColorMode to specify a uniform color for the whole part (on a vertex colors, face colors, or both. (Note: vertex colors or cell colors may be written, depending on where the named array is found. If points and cells have the arrays with the same name, then both colors will be written.) SetColorModeToUniformCellColorV.SetColorModeToUniformCellColor() C++: void SetColorModeToUniformCellColor() These methods enable the user to control how to add color into the PLY output file. The default behavior is as follows. The user provides the name of an array and a component number. If the type of the array is three components, unsigned char, then the data is written as three separate "red", "green" and "blue" properties. If the type of the array is four components, unsigned char, then the data is written as three separate "red", "green" and "blue" properties, dropping the "alpha". If the type is not unsigned char, and a lookup table is provided, then the array/component are mapped through the table to generate three separate "red", "green" and "blue" properties in the PLY file. The user can also set the ColorMode to specify a uniform color for the whole part (on a vertex colors, face colors, or both. (Note: vertex colors or cell colors may be written, depending on where the named array is found. If points and cells have the arrays with the same name, then both colors will be written.) SetColorModeToUniformPointColorV.SetColorModeToUniformPointColor() C++: void SetColorModeToUniformPointColor() These methods enable the user to control how to add color into the PLY output file. The default behavior is as follows. The user provides the name of an array and a component number. If the type of the array is three components, unsigned char, then the data is written as three separate "red", "green" and "blue" properties. If the type of the array is four components, unsigned char, then the data is written as three separate "red", "green" and "blue" properties, dropping the "alpha". If the type is not unsigned char, and a lookup table is provided, then the array/component are mapped through the table to generate three separate "red", "green" and "blue" properties in the PLY file. The user can also set the ColorMode to specify a uniform color for the whole part (on a vertex colors, face colors, or both. (Note: vertex colors or cell colors may be written, depending on where the named array is found. If points and cells have the arrays with the same name, then both colors will be written.) SetColorModeToUniformColorV.SetColorModeToUniformColor() C++: void SetColorModeToUniformColor() These methods enable the user to control how to add color into the PLY output file. The default behavior is as follows. The user provides the name of an array and a component number. If the type of the array is three components, unsigned char, then the data is written as three separate "red", "green" and "blue" properties. If the type of the array is four components, unsigned char, then the data is written as three separate "red", "green" and "blue" properties, dropping the "alpha". If the type is not unsigned char, and a lookup table is provided, then the array/component are mapped through the table to generate three separate "red", "green" and "blue" properties in the PLY file. The user can also set the ColorMode to specify a uniform color for the whole part (on a vertex colors, face colors, or both. (Note: vertex colors or cell colors may be written, depending on where the named array is found. If points and cells have the arrays with the same name, then both colors will be written.) SetColorModeToOffV.SetColorModeToOff() C++: void SetColorModeToOff() These methods enable the user to control how to add color into the PLY output file. The default behavior is as follows. The user provides the name of an array and a component number. If the type of the array is three components, unsigned char, then the data is written as three separate "red", "green" and "blue" properties. If the type of the array is four components, unsigned char, then the data is written as three separate "red", "green" and "blue" properties, dropping the "alpha". If the type is not unsigned char, and a lookup table is provided, then the array/component are mapped through the table to generate three separate "red", "green" and "blue" properties in the PLY file. The user can also set the ColorMode to specify a uniform color for the whole part (on a vertex colors, face colors, or both. (Note: vertex colors or cell colors may be written, depending on where the named array is found. If points and cells have the arrays with the same name, then both colors will be written.) SetEnableAlphaV.SetEnableAlpha(bool) C++: virtual void SetEnableAlpha(bool _arg) Enable alpha output. Default is off, i.e. only color values will be saved based on ColorMode. GetEnableAlphaV.GetEnableAlpha() -> bool C++: virtual bool GetEnableAlpha() Enable alpha output. Default is off, i.e. only color values will be saved based on ColorMode. EnableAlphaOnV.EnableAlphaOn() C++: virtual void EnableAlphaOn() Enable alpha output. Default is off, i.e. only color values will be saved based on ColorMode. EnableAlphaOffV.EnableAlphaOff() C++: virtual void EnableAlphaOff() Enable alpha output. Default is off, i.e. only color values will be saved based on ColorMode. SetArrayNameV.SetArrayName(string) C++: virtual void SetArrayName(const char *_arg) Specify the array name to use to color the data. GetArrayNameV.GetArrayName() -> string C++: virtual char *GetArrayName() Specify the array name to use to color the data. SetComponentV.SetComponent(int) C++: virtual void SetComponent(int _arg) Specify the array component to use to color the data. GetComponentMinValueV.GetComponentMinValue() -> int C++: virtual int GetComponentMinValue() Specify the array component to use to color the data. GetComponentMaxValueV.GetComponentMaxValue() -> int C++: virtual int GetComponentMaxValue() Specify the array component to use to color the data. GetComponentV.GetComponent() -> int C++: virtual int GetComponent() Specify the array component to use to color the data. SetLookupTableV.SetLookupTable(vtkScalarsToColors) C++: virtual void SetLookupTable(vtkScalarsToColors *) A lookup table can be specified in order to convert data arrays to RGBA colors. GetLookupTableV.GetLookupTable() -> vtkScalarsToColors C++: virtual vtkScalarsToColors *GetLookupTable() A lookup table can be specified in order to convert data arrays to RGBA colors. SetColorV.SetColor(int, int, int) C++: void SetColor(unsigned char, unsigned char, unsigned char) V.SetColor((int, int, int)) C++: void SetColor(unsigned char a[3]) GetColorV.GetColor() -> (int, int, int) C++: unsigned char *GetColor() SetAlphaV.SetAlpha(int) C++: virtual void SetAlpha(unsigned char _arg) Set the alpha to use when using a uniform color (effect point or cells, or both) and EnableAlpha is ON. GetAlphaV.GetAlpha() -> int C++: virtual unsigned char GetAlpha() Set the alpha to use when using a uniform color (effect point or cells, or both) and EnableAlpha is ON. GetInputV.GetInput() -> vtkPolyData C++: vtkPolyData *GetInput() V.GetInput(int) -> vtkPolyData C++: vtkPolyData *GetInput(int port) Get the input to this writer. SetFileNameV.SetFileName(string) C++: virtual void SetFileName(const char *_arg) Specify file name of vtk polygon data file to write. GetFileNameV.GetFileName() -> string C++: virtual char *GetFileName() Specify file name of vtk polygon data file to write. SetFileTypeV.SetFileType(int) C++: virtual void SetFileType(int _arg) Specify file type (ASCII or BINARY) for vtk data file. GetFileTypeMinValueV.GetFileTypeMinValue() -> int C++: virtual int GetFileTypeMinValue() Specify file type (ASCII or BINARY) for vtk data file. GetFileTypeMaxValueV.GetFileTypeMaxValue() -> int C++: virtual int GetFileTypeMaxValue() Specify file type (ASCII or BINARY) for vtk data file. GetFileTypeV.GetFileType() -> int C++: virtual int GetFileType() Specify file type (ASCII or BINARY) for vtk data file. SetFileTypeToASCIIV.SetFileTypeToASCII() C++: void SetFileTypeToASCII() Specify file type (ASCII or BINARY) for vtk data file. SetFileTypeToBinaryV.SetFileTypeToBinary() C++: void SetFileTypeToBinary() Specify file type (ASCII or BINARY) for vtk data file. SetTextureCoordinatesNameV.SetTextureCoordinatesName(int) C++: virtual void SetTextureCoordinatesName(int _arg) Choose the name used for the texture coordinates. (u, v) or (texture_u, texture_v) GetTextureCoordinatesNameMinValueV.GetTextureCoordinatesNameMinValue() -> int C++: virtual int GetTextureCoordinatesNameMinValue() Choose the name used for the texture coordinates. (u, v) or (texture_u, texture_v) GetTextureCoordinatesNameMaxValueV.GetTextureCoordinatesNameMaxValue() -> int C++: virtual int GetTextureCoordinatesNameMaxValue() Choose the name used for the texture coordinates. (u, v) or (texture_u, texture_v) GetTextureCoordinatesNameV.GetTextureCoordinatesName() -> int C++: virtual int GetTextureCoordinatesName() Choose the name used for the texture coordinates. (u, v) or (texture_u, texture_v) SetTextureCoordinatesNameToUVV.SetTextureCoordinatesNameToUV() C++: void SetTextureCoordinatesNameToUV() Choose the name used for the texture coordinates. (u, v) or (texture_u, texture_v) SetTextureCoordinatesNameToTextureUVV.SetTextureCoordinatesNameToTextureUV() C++: void SetTextureCoordinatesNameToTextureUV() Choose the name used for the texture coordinates. 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