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Right mouse button press produces reverse motion. Moving mouse during motion steers user in desired direction. Keyboard controls are: Left/Right/Up/Down Arrows for steering direction 'A' forward, 'Z' reverse motion Ctrl Key causes sidestep instead of steering in mouse and key modes Shift key is accelerator in mouse and key modes Ctrl and Shift together causes Roll in mouse and key modes By default, one "step" of motion corresponds to 1/250th of the diagonal of bounding box of visible actors, '+' and '-' keys allow user to increase or decrease step size. 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) -> vtkInteractorStyleFlight C++: static vtkInteractorStyleFlight *SafeDownCast( vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkInteractorStyleFlight C++: vtkInteractorStyleFlight *NewInstance() JumpToV.JumpTo([float, float, float], [float, float, float]) C++: void JumpTo(double campos[3], double focpos[3]) Move the Eye/Camera to a specific location (no intermediate steps are taken SetMotionStepSizeV.SetMotionStepSize(float) C++: virtual void SetMotionStepSize(double _arg) Set the basic unit step size : by default 1/250 of bounding diagonal GetMotionStepSizeV.GetMotionStepSize() -> float C++: virtual double GetMotionStepSize() Set the basic unit step size : by default 1/250 of bounding diagonal SetMotionAccelerationFactorV.SetMotionAccelerationFactor(float) C++: virtual void SetMotionAccelerationFactor(double _arg) Set acceleration factor when shift key is applied : default 10 GetMotionAccelerationFactorV.GetMotionAccelerationFactor() -> float C++: virtual double GetMotionAccelerationFactor() Set acceleration factor when shift key is applied : default 10 SetAngleStepSizeV.SetAngleStepSize(float) C++: virtual void SetAngleStepSize(double _arg) Set the basic angular unit for turning : default 1 degree GetAngleStepSizeV.GetAngleStepSize() -> float C++: virtual double GetAngleStepSize() Set the basic angular unit for turning : default 1 degree SetAngleAccelerationFactorV.SetAngleAccelerationFactor(float) C++: virtual void SetAngleAccelerationFactor(double _arg) Set angular acceleration when shift key is applied : default 5 GetAngleAccelerationFactorV.GetAngleAccelerationFactor() -> float C++: virtual double GetAngleAccelerationFactor() Set angular acceleration when shift key is applied : default 5 SetDisableMotionV.SetDisableMotion(int) C++: virtual void SetDisableMotion(int _arg) Disable motion (temporarily - for viewing etc) GetDisableMotionV.GetDisableMotion() -> int C++: virtual int GetDisableMotion() Disable motion (temporarily - for viewing etc) DisableMotionOnV.DisableMotionOn() C++: virtual void DisableMotionOn() Disable motion (temporarily - for viewing etc) DisableMotionOffV.DisableMotionOff() C++: virtual void DisableMotionOff() Disable motion (temporarily - for viewing etc) SetRestoreUpVectorV.SetRestoreUpVector(int) C++: virtual void SetRestoreUpVector(int _arg) When flying, apply a restorative force to the "Up" vector. This is activated when the current 'up' is close to the actual 'up' (as defined in DefaultUpVector). This prevents excessive twisting forces when viewing from arbitrary angles, but keep the horizon level when the user is flying over terrain. GetRestoreUpVectorV.GetRestoreUpVector() -> int C++: virtual int GetRestoreUpVector() When flying, apply a restorative force to the "Up" vector. This is activated when the current 'up' is close to the actual 'up' (as defined in DefaultUpVector). This prevents excessive twisting forces when viewing from arbitrary angles, but keep the horizon level when the user is flying over terrain. RestoreUpVectorOnV.RestoreUpVectorOn() C++: virtual void RestoreUpVectorOn() When flying, apply a restorative force to the "Up" vector. This is activated when the current 'up' is close to the actual 'up' (as defined in DefaultUpVector). This prevents excessive twisting forces when viewing from arbitrary angles, but keep the horizon level when the user is flying over terrain. RestoreUpVectorOffV.RestoreUpVectorOff() C++: virtual void RestoreUpVectorOff() When flying, apply a restorative force to the "Up" vector. This is activated when the current 'up' is close to the actual 'up' (as defined in DefaultUpVector). This prevents excessive twisting forces when viewing from arbitrary angles, but keep the horizon level when the user is flying over terrain. GetDefaultUpVectorV.GetDefaultUpVector() -> (float, float, float) C++: double *GetDefaultUpVector() SetDefaultUpVectorV.SetDefaultUpVector((float, float, float)) C++: void SetDefaultUpVector(double a[3]) OnMouseMoveV.OnMouseMove() C++: void OnMouseMove() override; Concrete implementation of Mouse event bindings for flight OnLeftButtonDownV.OnLeftButtonDown() C++: void OnLeftButtonDown() override; Concrete implementation of Mouse event bindings for flight OnLeftButtonUpV.OnLeftButtonUp() C++: void OnLeftButtonUp() override; Concrete implementation of Mouse event bindings for flight OnMiddleButtonDownV.OnMiddleButtonDown() C++: void OnMiddleButtonDown() override; Concrete implementation of Mouse event bindings for flight OnMiddleButtonUpV.OnMiddleButtonUp() C++: void OnMiddleButtonUp() override; Concrete implementation of Mouse event bindings for flight OnRightButtonDownV.OnRightButtonDown() C++: void OnRightButtonDown() override; Concrete implementation of Mouse event bindings for flight OnRightButtonUpV.OnRightButtonUp() C++: void OnRightButtonUp() override; Concrete implementation of Mouse event bindings for flight OnCharV.OnChar() C++: void OnChar() override; Concrete implementation of Keyboard event bindings for flight OnKeyDownV.OnKeyDown() C++: void OnKeyDown() override; Concrete implementation of Keyboard event bindings for flight OnKeyUpV.OnKeyUp() C++: void OnKeyUp() override; Concrete implementation of Keyboard event bindings for flight OnTimerV.OnTimer() C++: void OnTimer() override; Concrete implementation of Keyboard event bindings for flight ForwardFlyV.ForwardFly() C++: virtual void ForwardFly() ReverseFlyV.ReverseFly() C++: virtual void ReverseFly() StartForwardFlyV.StartForwardFly() C++: virtual void StartForwardFly() EndForwardFlyV.EndForwardFly() C++: virtual void EndForwardFly() StartReverseFlyV.StartReverseFly() C++: virtual void StartReverseFly() EndReverseFlyV.EndReverseFly() C++: virtual void EndReverseFly() vtkInteractorStylevtkInteractorObservervtkObjectvtkObjectBaseA! 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