X 05x05__text__TEXTx7__data__DATA(0>X__cstring__TEXT__compact_unwind__LD8-/@__eh_frame__TEXT0x03 h2  AE F P'UHH=H5HwH uHH=H]ÐUH]fDUHSPHH=H5HH uHH=H5HHt H tH[]H=H[]fUHAVSH0HuHsHEЋFEHEHEH}ȃu\Hut^H]H=OHAtH=+Ht HLcHuL1H0[A^]ÐUHAWAVSH(HuHHED~D}HG]ԉ]؅yHHLw(HEMA)AuQHuH}t|}L}tYH=bLAtOH=*Lt,,,vtkIncrementalForceLayoutvtkInfovisLayoutPython.vtkIncrementalForceLayoutvtkIncrementalForceLayout - incremental force-directed layout. Superclass: vtkObject Performs an incremental force-directed layout of a graph. Set the graph then iteratively execute UpdatePositions() to update the vertex positions. Note that this directly modifies the vertex locations in the graph. This layout is modeled after D3's force layout described at https://github.com/mbostock/d3/wiki/Force-Layout 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) -> vtkIncrementalForceLayout C++: static vtkIncrementalForceLayout *SafeDownCast( vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkIncrementalForceLayout C++: vtkIncrementalForceLayout *NewInstance() SetGraphV.SetGraph(vtkGraph) C++: virtual void SetGraph(vtkGraph *g) Set the graph to be positioned. GetGraphV.GetGraph() -> vtkGraph C++: virtual vtkGraph *GetGraph() Set the graph to be positioned. SetFixedV.SetFixed(int) C++: virtual void SetFixed(vtkIdType fixed) Set the id of the vertex that will not move during the simulation. Set to -1 to allow all the vertices to move. GetFixedV.GetFixed() -> int C++: virtual vtkIdType GetFixed() Set the id of the vertex that will not move during the simulation. Set to -1 to allow all the vertices to move. SetAlphaV.SetAlpha(float) C++: virtual void SetAlpha(float _arg) Set the level of activity in the simulation. Default is 0.1. GetAlphaV.GetAlpha() -> float C++: virtual float GetAlpha() Set the level of activity in the simulation. Default is 0.1. SetThetaV.SetTheta(float) C++: virtual void SetTheta(float _arg) Set the Barnes-Hut threshold for the simulation. Higher values will speed the simulation at the expense of some accuracy. Default is 0.8. GetThetaV.GetTheta() -> float C++: virtual float GetTheta() Set the Barnes-Hut threshold for the simulation. Higher values will speed the simulation at the expense of some accuracy. Default is 0.8. SetChargeV.SetCharge(float) C++: virtual void SetCharge(float _arg) Set the charge of each vertex. Higher negative values will repel vertices from each other more strongly. Default is -30. GetChargeV.GetCharge() -> float C++: virtual float GetCharge() Set the charge of each vertex. Higher negative values will repel vertices from each other more strongly. Default is -30. SetStrengthV.SetStrength(float) C++: virtual void SetStrength(float _arg) Set the rigitity of links in the simulation. Default is 2. GetStrengthV.GetStrength() -> float C++: virtual float GetStrength() Set the rigitity of links in the simulation. Default is 2. SetDistanceV.SetDistance(float) C++: virtual void SetDistance(float _arg) Set the resting distance of each link in scene units, which is equal to pixels when there is no scene scaling. Default is 20. GetDistanceV.GetDistance() -> float C++: virtual float GetDistance() Set the resting distance of each link in scene units, which is equal to pixels when there is no scene scaling. Default is 20. SetGravityV.SetGravity(float) C++: virtual void SetGravity(float _arg) Set the amount of gravitational pull toward the gravity point. Default is 0.01. GetGravityV.GetGravity() -> float C++: virtual float GetGravity() Set the amount of gravitational pull toward the gravity point. Default is 0.01. SetFrictionV.SetFriction(float) C++: virtual void SetFriction(float _arg) Set the multiplier for scaling down velocity in the simulation, where values closer to 1 are more frictionless. Default is 0.95. GetFrictionV.GetFriction() -> float C++: virtual float GetFriction() Set the multiplier for scaling down velocity in the simulation, where values closer to 1 are more frictionless. Default is 0.95. SetGravityPointV.SetGravityPoint(vtkVector2f) C++: virtual void SetGravityPoint(const vtkVector2f &point) Set the gravity point where all vertices will migrate. Generally this should be set to the location in the center of the scene. Default location is (200, 200). 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