xZZ__text__TEXT]__literal4__TEXT "__literal8__TEXTH"__data__DATA (#fv__cstring__TEXT0&)H)__compact_unwind__LDORhj&__eh_frame__TEXTTW h2  kRp| P&&(*UHH=H5H&H uHH=H]ÐUH]fDUHSPHH=H5H%H uHH=H5~%HHt H tH[]H=H[]fUHAVSH0HuH'HEЋFEHEHEH}ȃuoHutqH]H=$HAt1H=SNHtH=WNHt HLcHuL1H0[A^]f.@UHAWAVSH(HuH'HED~D}HG]ԉ]؅yHHLw(HEMA)AuhHuH}}L}tlH=#LAtbH=BMLtOH=FMLt4W455F7e788P:g:;;<<= > ?#?@&@yAABCeDuDEEqFFG%GGGHHII J#JJJKK)MFMwNNvtkCommunity2DLayoutStrategyvtkInfovisLayoutPython.vtkCommunity2DLayoutStrategyvtkCommunity2DLayoutStrategy - a simple fast 2D graph layout that looks for a community array on it's input and strengthens edges within a community and weakens edges not within the community. Superclass: vtkGraphLayoutStrategy This class is a density grid based force directed layout strategy. Also please note that 'fast' is relative to quite slow. :) The layout running time is O(V+E) with an extremely high constant.@par Thanks: Thanks to Godzilla for not eating my computer so that this class could be written. 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) -> vtkCommunity2DLayoutStrategy C++: static vtkCommunity2DLayoutStrategy *SafeDownCast( vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkCommunity2DLayoutStrategy C++: vtkCommunity2DLayoutStrategy *NewInstance() SetRandomSeedV.SetRandomSeed(int) C++: virtual void SetRandomSeed(int _arg) Seed the random number generator used to jitter point positions. This has a significant effect on their final positions when the layout is complete. GetRandomSeedMinValueV.GetRandomSeedMinValue() -> int C++: virtual int GetRandomSeedMinValue() Seed the random number generator used to jitter point positions. This has a significant effect on their final positions when the layout is complete. GetRandomSeedMaxValueV.GetRandomSeedMaxValue() -> int C++: virtual int GetRandomSeedMaxValue() Seed the random number generator used to jitter point positions. This has a significant effect on their final positions when the layout is complete. GetRandomSeedV.GetRandomSeed() -> int C++: virtual int GetRandomSeed() Seed the random number generator used to jitter point positions. This has a significant effect on their final positions when the layout is complete. SetMaxNumberOfIterationsV.SetMaxNumberOfIterations(int) C++: virtual void SetMaxNumberOfIterations(int _arg) Set/Get the maximum number of iterations to be used. The higher this number, the more iterations through the algorithm is possible, and thus, the more the graph gets modified. The default is '100' for no particular reason Note: The strong recommendation is that you do not change this parameter. :) GetMaxNumberOfIterationsMinValueV.GetMaxNumberOfIterationsMinValue() -> int C++: virtual int GetMaxNumberOfIterationsMinValue() Set/Get the maximum number of iterations to be used. The higher this number, the more iterations through the algorithm is possible, and thus, the more the graph gets modified. The default is '100' for no particular reason Note: The strong recommendation is that you do not change this parameter. :) GetMaxNumberOfIterationsMaxValueV.GetMaxNumberOfIterationsMaxValue() -> int C++: virtual int GetMaxNumberOfIterationsMaxValue() Set/Get the maximum number of iterations to be used. The higher this number, the more iterations through the algorithm is possible, and thus, the more the graph gets modified. The default is '100' for no particular reason Note: The strong recommendation is that you do not change this parameter. :) GetMaxNumberOfIterationsV.GetMaxNumberOfIterations() -> int C++: virtual int GetMaxNumberOfIterations() Set/Get the maximum number of iterations to be used. The higher this number, the more iterations through the algorithm is possible, and thus, the more the graph gets modified. The default is '100' for no particular reason Note: The strong recommendation is that you do not change this parameter. :) SetIterationsPerLayoutV.SetIterationsPerLayout(int) C++: virtual void SetIterationsPerLayout(int _arg) Set/Get the number of iterations per layout. The only use for this ivar is for the application to do visualizations of the layout before it's complete. The default is '100' to match the default 'MaxNumberOfIterations' Note: Changing this parameter is just fine :) GetIterationsPerLayoutMinValueV.GetIterationsPerLayoutMinValue() -> int C++: virtual int GetIterationsPerLayoutMinValue() Set/Get the number of iterations per layout. The only use for this ivar is for the application to do visualizations of the layout before it's complete. The default is '100' to match the default 'MaxNumberOfIterations' Note: Changing this parameter is just fine :) GetIterationsPerLayoutMaxValueV.GetIterationsPerLayoutMaxValue() -> int C++: virtual int GetIterationsPerLayoutMaxValue() Set/Get the number of iterations per layout. The only use for this ivar is for the application to do visualizations of the layout before it's complete. The default is '100' to match the default 'MaxNumberOfIterations' Note: Changing this parameter is just fine :) GetIterationsPerLayoutV.GetIterationsPerLayout() -> int C++: virtual int GetIterationsPerLayout() Set/Get the number of iterations per layout. The only use for this ivar is for the application to do visualizations of the layout before it's complete. The default is '100' to match the default 'MaxNumberOfIterations' Note: Changing this parameter is just fine :) SetInitialTemperatureV.SetInitialTemperature(float) C++: virtual void SetInitialTemperature(float _arg) Set the initial temperature. The temperature default is '5' for no particular reason Note: The strong recommendation is that you do not change this parameter. :) GetInitialTemperatureMinValueV.GetInitialTemperatureMinValue() -> float C++: virtual float GetInitialTemperatureMinValue() Set the initial temperature. The temperature default is '5' for no particular reason Note: The strong recommendation is that you do not change this parameter. :) GetInitialTemperatureMaxValueV.GetInitialTemperatureMaxValue() -> float C++: virtual float GetInitialTemperatureMaxValue() Set the initial temperature. The temperature default is '5' for no particular reason Note: The strong recommendation is that you do not change this parameter. :) GetInitialTemperatureV.GetInitialTemperature() -> float C++: virtual float GetInitialTemperature() Set the initial temperature. The temperature default is '5' for no particular reason Note: The strong recommendation is that you do not change this parameter. :) SetCoolDownRateV.SetCoolDownRate(float) C++: virtual void SetCoolDownRate(double _arg) Set/Get the Cool-down rate. The higher this number is, the longer it will take to "cool-down", and thus, the more the graph will be modified. The default is '10' for no particular reason. Note: The strong recommendation is that you do not change this parameter. :) GetCoolDownRateMinValueV.GetCoolDownRateMinValue() -> float C++: virtual double GetCoolDownRateMinValue() Set/Get the Cool-down rate. The higher this number is, the longer it will take to "cool-down", and thus, the more the graph will be modified. The default is '10' for no particular reason. Note: The strong recommendation is that you do not change this parameter. :) GetCoolDownRateMaxValueV.GetCoolDownRateMaxValue() -> float C++: virtual double GetCoolDownRateMaxValue() Set/Get the Cool-down rate. The higher this number is, the longer it will take to "cool-down", and thus, the more the graph will be modified. The default is '10' for no particular reason. Note: The strong recommendation is that you do not change this parameter. :) GetCoolDownRateV.GetCoolDownRate() -> float C++: virtual double GetCoolDownRate() Set/Get the Cool-down rate. The higher this number is, the longer it will take to "cool-down", and thus, the more the graph will be modified. The default is '10' for no particular reason. Note: The strong recommendation is that you do not change this parameter. :) SetRestDistanceV.SetRestDistance(float) C++: virtual void SetRestDistance(float _arg) Manually set the resting distance. Otherwise the distance is computed automatically. GetRestDistanceV.GetRestDistance() -> float C++: virtual float GetRestDistance() Manually set the resting distance. Otherwise the distance is computed automatically. InitializeV.Initialize() C++: void Initialize() override; This strategy sets up some data structures for faster processing of each Layout() call LayoutV.Layout() C++: void Layout() override; This is the layout method where the graph that was set in SetGraph() is laid out. The method can either entirely layout the graph or iteratively lay out the graph. If you have an iterative layout please implement the IsLayoutComplete() method. IsLayoutCompleteV.IsLayoutComplete() -> int C++: int IsLayoutComplete() override; I'm an iterative layout so this method lets the caller know if I'm done laying out the graph GetCommunityArrayNameV.GetCommunityArrayName() -> string C++: virtual char *GetCommunityArrayName() Get/Set the community array name SetCommunityArrayNameV.SetCommunityArrayName(string) C++: virtual void SetCommunityArrayName(const char *_arg) Get/Set the community array name SetCommunityStrengthV.SetCommunityStrength(float) C++: virtual void SetCommunityStrength(float _arg) Set the community 'strength'. The default is '1' which means vertices in the same community will be placed close together, values closer to .1 (minimum) will mean a layout closer to traditional force directed. GetCommunityStrengthMinValueV.GetCommunityStrengthMinValue() -> float C++: virtual float GetCommunityStrengthMinValue() Set the community 'strength'. The default is '1' which means vertices in the same community will be placed close together, values closer to .1 (minimum) will mean a layout closer to traditional force directed. GetCommunityStrengthMaxValueV.GetCommunityStrengthMaxValue() -> float C++: virtual float GetCommunityStrengthMaxValue() Set the community 'strength'. The default is '1' which means vertices in the same community will be placed close together, values closer to .1 (minimum) will mean a layout closer to traditional force directed. GetCommunityStrengthV.GetCommunityStrength() -> float C++: virtual float GetCommunityStrength() Set the community 'strength'. 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