H `h__text__TEXTdh__gcc_except_tab__TEXTd|g__literal8__TEXTehh__data__DATAexh__bss__DATA @__cstring__TEXTwJxz__compact_unwind__LD0 Xm__eh_frame__TEXTH8  h2   - PrrxgUHH=H5HH u H=H]f.HtHUHSPH0H HSHHPHKHHHKHHHK HH HK(HH(H[]1UHH=H5HH u H=H]f.UHAWAVAUATSHHIHùHLHAFpCpHCxHǃHǃIFxMI)t^HEHHxHEMILH=ucLIHHCxJHM~LHuLMLIH1HH[A\A]A^A_]H} IHEH8Ht HHL fUHH=H5HH u H=H]f.UHAWAVAUATSPHtyHIHH@H@L;H[L)tIIILH=uKHIIFIJIFH~LLHIMfE1LH[A\A]A^A_]L HI>Ht I~LH f.DUHAVSH=H5Hs1?HL51Ht"HH5sLHH uHHt"HH5WsLHH uH1Ht"HH50sLHH uHHt"HH5sLHH uHHt"HH5rLHH uHHt"HH5rLHH uHH=H[A^]DUHSPHH=H5HH u H=H5ArHHtH u H=H=H5HH u H=H5qHHtH u H=H=H5HH u H=H5qHHtH u H=H5pHHt H tH[]H=H[]UHSPHHHtHH[]f.UH]fDUHSPHHt%HHtHH8H5qU{t1u=0W))@)@ H=ipHH[]1HH[]H5Dp1H[]f.DUHSH(HuHpHE؋FEHEHEuqH5oH}HUHtkHÿ0H HSHHPHKHHHKHHHK HH HK(HH(H=oHHH}Hu (H}о1H}Ht HuHH([]f.UHAVSIH_HtH{xHt HHL[A^]@UH]fDUHSPHHt%HHtHH8H5p{{tWucW))@)@ )@0)@@)@P)@`)@p)HǀH=nHH[]1HH[]H5ln1H[]fUHAWAVAUATSH(HuH9nHEFEHEHEH5nH}HUHHÿIƹHHHCpAFpIFxIdžIdžHH+{xtaMIxIILH=IIIFxJIHsxLI)M~LLMMHIH=3mLHH}Hu (H}1H}Ht HuHH([A\A]A^A_]L HI<$Ht ILH f.UHAVSIH_HtH;Ht H{HL[A^]UH]fDUHSPHHt%HHtHH8H5Am^{t:uFHH@H@H= lHH[]1HH[]H5k1H[]fDUHAWAVATSH0HuHkHEFEHEHEH5kH}HUHHÿIHH@H@H{H+;tLIILH=IIFIJIFH3H[H)H~LHIM~H=jLHH}Hu (H}1H}Ht HuHH0[A\A^A_]L HI>Ht I~LH DUHAVSH HuHmHEDvDuHG]]y HHtHHtD9uHt1H}111 HHHH [A^]UHAWAVATSIHHGH9u IF[A\A^A_]E1HLIAINH)HL9vJ HH;Qxu!J4HHL>Muuf.f1&J HQxHH)HH9v!HIxHMTIxH1+E1#ILPHuHHH([A^A_]UHAWAVSHHHHHEHuH,HED~D}HG]]yHHLw(MA)H}Au2Huк(E)E}tHuL!VIHuLpEf.EuzEf.Eu{HuH}HU1Ht1H H H;Mu#HH[A^A_]HcH H H;MtUHAWAVSH8HuH*HED~D}HG]̉]ЅyHHLw(MA)H}AuHULËE;EtBH1H8[A^A_]E1MuIHUL0ËE;EuE;Et!HuH}HUHuHcUHAWAVSHXHHHEHuH4HED~D}HG]]yHHLw(Mt^A)H}AuBHutDH}Huкt.(E)E}utLHULN1H H H;MHX[A^A_]E1MuIHUL8Ef.EuzEf.Eu{!HuH}HUоHtHcH H H;Mn[ /VV^C(,(9~9~w(wxx(yyy( zzzz{HDJ{ n{#҆Ċ8)?ҏReݑ/ w r9џǡRc ĤYs-ͦߦo3֨8LǫzIg/ڮVe°+(,ʳGY 4IݸkyºSa \pؾ.@vtkContourRepresentationOutsideNearbyInactiveTranslateShiftScalevtkContourRepresentationPointvtkContourRepresentationNodevtkContourRepresentationInternalsvtkInteractionWidgetsPython.vtkContourRepresentationPointvtkContourRepresentationPoint - no description provided. vtkContourRepresentationPoint() vtkContourRepresentationPoint(const &vtkContourRepresentationPoint) this function takes no keyword arguments@W vtkContourRepresentationPointvtkInteractionWidgetsPython.vtkContourRepresentationNodevtkContourRepresentationNode - no description provided. vtkContourRepresentationNode() vtkContourRepresentationNode(const &vtkContourRepresentationNode) @W vtkContourRepresentationNodevtkInteractionWidgetsPython.vtkContourRepresentationInternalsvtkContourRepresentationInternals - no description provided. vtkContourRepresentationInternals() vtkContourRepresentationInternals( const &vtkContourRepresentationInternals) ClearNodesV.ClearNodes() C++: void ClearNodes() @W vtkContourRepresentationInternalsvtkInteractionWidgetsPython.vtkContourRepresentationvtkContourRepresentation - represent the vtkContourWidget Superclass: vtkWidgetRepresentation The vtkContourRepresentation is a superclass for various types of representations for vtkContourWidget. @par Managing contour points: The classes vtkContourRepresentationNode, vtkContourRepresentationInternals, and vtkContourRepresentationPoint manage the data structure used to represent nodes and points on a contour. A contour may contain several nodes and several additional points. Nodes are usually the result of user-clicked points on the contour. Additional points are created between nodes to generate a smooth curve using some Interpolator -- see the method SetLineInterpolator. @par Managing contour points:\par The data structure stores both the world and display positions for every point. (This may seem like a duplication.) The default behaviour of this class is to use the WorldPosition to do all the math. Typically a point is added at a given display position. Its corresponding world position is computed using the point placer, and stored. Any query of the display position of a stored point is done via the Renderer, which computes the display position given a world position. @par Managing contour points:\par So why maintain the display position? Consider drawing a contour on a volume widget. You might want the contour to be located at a certain world position in the volume or you might want to be overlaid over the window like an Actor2D. The default behaviour of this class is to provide the former behaviour. @par Managing contour points:\par To achieve the latter behaviour, override the methods that return the display position (to return the set display position instead of computing it from the world positions) and the method BuildLines() to interpolate lines using their display positions instead of world positions. @sa vtkContourWidget IsTypeOfV.IsTypeOf(string) -> int C++: static vtkTypeBool IsTypeOf(const char *type) Standard VTK methods. IsAV.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Standard VTK methods. SafeDownCastV.SafeDownCast(vtkObjectBase) -> vtkContourRepresentation C++: static vtkContourRepresentation *SafeDownCast( vtkObjectBase *o) Standard VTK methods. NewInstanceV.NewInstance() -> vtkContourRepresentation C++: vtkContourRepresentation *NewInstance() Standard VTK methods. AddNodeAtWorldPositionV.AddNodeAtWorldPosition(float, float, float) -> int C++: virtual int AddNodeAtWorldPosition(double x, double y, double z) V.AddNodeAtWorldPosition([float, float, float]) -> int C++: virtual int AddNodeAtWorldPosition(double worldPos[3]) V.AddNodeAtWorldPosition([float, float, float], [float, float, float, float, float, float, float, float, float]) -> int C++: virtual int AddNodeAtWorldPosition(double worldPos[3], double worldOrient[9]) Add a node at a specific world position. Returns 0 if the node could not be added, 1 otherwise. AddNodeAtDisplayPositionV.AddNodeAtDisplayPosition([float, float]) -> int C++: virtual int AddNodeAtDisplayPosition(double displayPos[2]) V.AddNodeAtDisplayPosition([int, int]) -> int C++: virtual int AddNodeAtDisplayPosition(int displayPos[2]) V.AddNodeAtDisplayPosition(int, int) -> int C++: virtual int AddNodeAtDisplayPosition(int X, int Y) Add a node at a specific display position. This will be converted into a world position according to the current constraints of the point placer. Return 0 if a point could not be added, 1 otherwise. ActivateNodeV.ActivateNode([float, float]) -> int C++: virtual int ActivateNode(double displayPos[2]) V.ActivateNode([int, int]) -> int C++: virtual int ActivateNode(int displayPos[2]) V.ActivateNode(int, int) -> int C++: virtual int ActivateNode(int X, int Y) Given a display position, activate a node. The closest node within tolerance will be activated. If a node is activated, 1 will be returned, otherwise 0 will be returned. SetActiveNodeToWorldPositionV.SetActiveNodeToWorldPosition([float, float, float]) -> int C++: virtual int SetActiveNodeToWorldPosition(double pos[3]) V.SetActiveNodeToWorldPosition([float, float, float], [float, float, float, float, float, float, float, float, float]) -> int C++: virtual int SetActiveNodeToWorldPosition(double pos[3], double orient[9]) SetActiveNodeToDisplayPositionV.SetActiveNodeToDisplayPosition([float, float]) -> int C++: virtual int SetActiveNodeToDisplayPosition(double pos[2]) V.SetActiveNodeToDisplayPosition([int, int]) -> int C++: virtual int SetActiveNodeToDisplayPosition(int pos[2]) V.SetActiveNodeToDisplayPosition(int, int) -> int C++: virtual int SetActiveNodeToDisplayPosition(int X, int Y) Move the active node based on a specified display position. The display position will be converted into a world position. If the new position is not valid or there is no active node, a 0 will be returned. Otherwise, on success a 1 will be returned. ToggleActiveNodeSelectedV.ToggleActiveNodeSelected() -> int C++: virtual int ToggleActiveNodeSelected() Set/Get whether the active or nth node is selected. GetActiveNodeSelectedV.GetActiveNodeSelected() -> int C++: virtual int GetActiveNodeSelected() Set/Get whether the active or nth node is selected. GetNthNodeSelectedV.GetNthNodeSelected(int) -> int C++: virtual int GetNthNodeSelected(int) Set/Get whether the active or nth node is selected. SetNthNodeSelectedV.SetNthNodeSelected(int) -> int C++: virtual int SetNthNodeSelected(int) Set/Get whether the active or nth node is selected. GetActiveNodeWorldPositionV.GetActiveNodeWorldPosition([float, float, float]) -> int C++: virtual int GetActiveNodeWorldPosition(double pos[3]) Get the world position of the active node. Will return 0 if there is no active node, or 1 otherwise. GetActiveNodeWorldOrientationV.GetActiveNodeWorldOrientation([float, float, float, float, float, float, float, float, float]) -> int C++: virtual int GetActiveNodeWorldOrientation(double orient[9]) Get the world orientation of the active node. Will return 0 if there is no active node, or 1 otherwise. GetActiveNodeDisplayPositionV.GetActiveNodeDisplayPosition([float, float]) -> int C++: virtual int GetActiveNodeDisplayPosition(double pos[2]) Get the display position of the active node. Will return 0 if there is no active node, or 1 otherwise. GetNumberOfNodesV.GetNumberOfNodes() -> int C++: virtual int GetNumberOfNodes() Get the number of nodes. GetNthNodeDisplayPositionV.GetNthNodeDisplayPosition(int, [float, float]) -> int C++: virtual int GetNthNodeDisplayPosition(int n, double pos[2]) Get the nth node's display position. Will return 1 on success, or 0 if there are not at least (n+1) nodes (0 based counting). GetNthNodeWorldPositionV.GetNthNodeWorldPosition(int, [float, float, float]) -> int C++: virtual int GetNthNodeWorldPosition(int n, double pos[3]) Get the nth node's world position. Will return 1 on success, or 0 if there are not at least (n+1) nodes (0 based counting). GetNthNodeWorldOrientationV.GetNthNodeWorldOrientation(int, [float, float, float, float, float, float, float, float, float]) -> int C++: virtual int GetNthNodeWorldOrientation(int n, double orient[9]) Get the nth node's world orientation. Will return 1 on success, or 0 if there are not at least (n+1) nodes (0 based counting). SetNthNodeDisplayPositionV.SetNthNodeDisplayPosition(int, int, int) -> int C++: virtual int SetNthNodeDisplayPosition(int n, int X, int Y) V.SetNthNodeDisplayPosition(int, [int, int]) -> int C++: virtual int SetNthNodeDisplayPosition(int n, int pos[2]) V.SetNthNodeDisplayPosition(int, [float, float]) -> int C++: virtual int SetNthNodeDisplayPosition(int n, double pos[2]) Set the nth node's display position. Display position will be converted into world position according to the constraints of the point placer. Will return 1 on success, or 0 if there are not at least (n+1) nodes (0 based counting) or the world position is not valid. SetNthNodeWorldPositionV.SetNthNodeWorldPosition(int, [float, float, float]) -> int C++: virtual int SetNthNodeWorldPosition(int n, double pos[3]) V.SetNthNodeWorldPosition(int, [float, float, float], [float, float, float, float, float, float, float, float, float]) -> int C++: virtual int SetNthNodeWorldPosition(int n, double pos[3], double orient[9]) Set the nth node's world position. Will return 1 on success, or 0 if there are not at least (n+1) nodes (0 based counting) or the world position is not valid according to the point placer. GetNthNodeSlopeV.GetNthNodeSlope(int, [float, float, float]) -> int C++: virtual int GetNthNodeSlope(int idx, double slope[3]) Get the nth node's slope. Will return 1 on success, or 0 if there are not at least (n+1) nodes (0 based counting). GetNumberOfIntermediatePointsV.GetNumberOfIntermediatePoints(int) -> int C++: virtual int GetNumberOfIntermediatePoints(int n) GetIntermediatePointWorldPositionV.GetIntermediatePointWorldPosition(int, int, [float, float, float]) -> int C++: virtual int GetIntermediatePointWorldPosition(int n, int idx, double point[3]) Get the world position of the intermediate point at index idx between nodes n and (n+1) (or n and 0 if n is the last node and the loop is closed). Returns 1 on success or 0 if n or idx are out of range. AddIntermediatePointWorldPositionV.AddIntermediatePointWorldPosition(int, [float, float, float]) -> int C++: virtual int AddIntermediatePointWorldPosition(int n, double point[3]) V.AddIntermediatePointWorldPosition(int, [float, float, float], int) -> int C++: virtual int AddIntermediatePointWorldPosition(int n, double point[3], vtkIdType ptId) Add an intermediate point between node n and n+1 (or n and 0 if n is the last node and the loop is closed). Returns 1 on success or 0 if n is out of range. DeleteLastNodeV.DeleteLastNode() -> int C++: virtual int DeleteLastNode() Delete the last node. Returns 1 on success or 0 if there were not any nodes. DeleteActiveNodeV.DeleteActiveNode() -> int C++: virtual int DeleteActiveNode() Delete the active node. Returns 1 on success or 0 if the active node did not indicate a valid node. DeleteNthNodeV.DeleteNthNode(int) -> int C++: virtual int DeleteNthNode(int n) Delete the nth node. Return 1 on success or 0 if n is out of range. ClearAllNodesV.ClearAllNodes() C++: virtual void ClearAllNodes() Delete all nodes. AddNodeOnContourV.AddNodeOnContour(int, int) -> int C++: virtual int AddNodeOnContour(int X, int Y) Given a specific X, Y pixel location, add a new node on the contour at this location. SetPixelToleranceV.SetPixelTolerance(int) C++: virtual void SetPixelTolerance(int _arg) The tolerance to use when calculations are performed in display coordinates GetPixelToleranceMinValueV.GetPixelToleranceMinValue() -> int C++: virtual int GetPixelToleranceMinValue() The tolerance to use when calculations are performed in display coordinates GetPixelToleranceMaxValueV.GetPixelToleranceMaxValue() -> int C++: virtual int GetPixelToleranceMaxValue() The tolerance to use when calculations are performed in display coordinates GetPixelToleranceV.GetPixelTolerance() -> int C++: virtual int GetPixelTolerance() The tolerance to use when calculations are performed in display coordinates SetWorldToleranceV.SetWorldTolerance(float) C++: virtual void SetWorldTolerance(double _arg) The tolerance to use when calculations are performed in world coordinates GetWorldToleranceMinValueV.GetWorldToleranceMinValue() -> float C++: virtual double GetWorldToleranceMinValue() The tolerance to use when calculations are performed in world coordinates GetWorldToleranceMaxValueV.GetWorldToleranceMaxValue() -> float C++: virtual double GetWorldToleranceMaxValue() The tolerance to use when calculations are performed in world coordinates GetWorldToleranceV.GetWorldTolerance() -> float C++: virtual double GetWorldTolerance() The tolerance to use when calculations are performed in world coordinates GetCurrentOperationV.GetCurrentOperation() -> int C++: virtual int GetCurrentOperation() Set / get the current operation. The widget is either inactive, or it is being translated. SetCurrentOperationV.SetCurrentOperation(int) C++: virtual void SetCurrentOperation(int _arg) Set / get the current operation. The widget is either inactive, or it is being translated. GetCurrentOperationMinValueV.GetCurrentOperationMinValue() -> int C++: virtual int GetCurrentOperationMinValue() Set / get the current operation. The widget is either inactive, or it is being translated. GetCurrentOperationMaxValueV.GetCurrentOperationMaxValue() -> int C++: virtual int GetCurrentOperationMaxValue() Set / get the current operation. The widget is either inactive, or it is being translated. SetCurrentOperationToInactiveV.SetCurrentOperationToInactive() C++: void SetCurrentOperationToInactive() Set / get the current operation. The widget is either inactive, or it is being translated. SetCurrentOperationToTranslateV.SetCurrentOperationToTranslate() C++: void SetCurrentOperationToTranslate() Set / get the current operation. The widget is either inactive, or it is being translated. SetCurrentOperationToShiftV.SetCurrentOperationToShift() C++: void SetCurrentOperationToShift() Set / get the current operation. The widget is either inactive, or it is being translated. SetCurrentOperationToScaleV.SetCurrentOperationToScale() C++: void SetCurrentOperationToScale() Set / get the current operation. The widget is either inactive, or it is being translated. SetPointPlacerV.SetPointPlacer(vtkPointPlacer) C++: void SetPointPlacer(vtkPointPlacer *) GetPointPlacerV.GetPointPlacer() -> vtkPointPlacer C++: virtual vtkPointPlacer *GetPointPlacer() SetLineInterpolatorV.SetLineInterpolator(vtkContourLineInterpolator) C++: void SetLineInterpolator(vtkContourLineInterpolator *) Set / Get the Line Interpolator. The line interpolator is responsible for generating the line segments connecting nodes. GetLineInterpolatorV.GetLineInterpolator() -> vtkContourLineInterpolator C++: virtual vtkContourLineInterpolator *GetLineInterpolator() Set / Get the Line Interpolator. The line interpolator is responsible for generating the line segments connecting nodes. BuildRepresentationV.BuildRepresentation() C++: void BuildRepresentation() override = 0; These are methods that satisfy vtkWidgetRepresentation's API. ComputeInteractionStateV.ComputeInteractionState(int, int, int) -> int C++: int ComputeInteractionState(int X, int Y, int modified=0) override = 0; These are methods that satisfy vtkWidgetRepresentation's API. StartWidgetInteractionV.StartWidgetInteraction([float, float]) C++: void StartWidgetInteraction(double e[2]) override = 0; These are methods that satisfy vtkWidgetRepresentation's API. WidgetInteractionV.WidgetInteraction([float, float]) C++: void WidgetInteraction(double e[2]) override = 0; These are methods that satisfy vtkWidgetRepresentation's API. ReleaseGraphicsResourcesV.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *w) override = 0; Methods required by vtkProp superclass. RenderOverlayV.RenderOverlay(vtkViewport) -> int C++: int RenderOverlay(vtkViewport *viewport) override = 0; Methods required by vtkProp superclass. RenderOpaqueGeometryV.RenderOpaqueGeometry(vtkViewport) -> int C++: int RenderOpaqueGeometry(vtkViewport *viewport) override = 0; Methods required by vtkProp superclass. RenderTranslucentPolygonalGeometryV.RenderTranslucentPolygonalGeometry(vtkViewport) -> int C++: int RenderTranslucentPolygonalGeometry(vtkViewport *viewport) override = 0; Methods required by vtkProp superclass. HasTranslucentPolygonalGeometryV.HasTranslucentPolygonalGeometry() -> int C++: int HasTranslucentPolygonalGeometry() override = 0; Methods required by vtkProp superclass. SetClosedLoopV.SetClosedLoop(int) C++: void SetClosedLoop(int val) Set / Get the ClosedLoop value. This ivar indicates whether the contour forms a closed loop. GetClosedLoopV.GetClosedLoop() -> int C++: virtual int GetClosedLoop() Set / Get the ClosedLoop value. This ivar indicates whether the contour forms a closed loop. ClosedLoopOnV.ClosedLoopOn() C++: virtual void ClosedLoopOn() Set / Get the ClosedLoop value. This ivar indicates whether the contour forms a closed loop. ClosedLoopOffV.ClosedLoopOff() C++: virtual void ClosedLoopOff() Set / Get the ClosedLoop value. This ivar indicates whether the contour forms a closed loop. SetShowSelectedNodesV.SetShowSelectedNodes(int) C++: virtual void SetShowSelectedNodes(int) A flag to indicate whether to show the Selected nodes Default is to set it to false. GetShowSelectedNodesV.GetShowSelectedNodes() -> int C++: virtual int GetShowSelectedNodes() A flag to indicate whether to show the Selected nodes Default is to set it to false. ShowSelectedNodesOnV.ShowSelectedNodesOn() C++: virtual void ShowSelectedNodesOn() A flag to indicate whether to show the Selected nodes Default is to set it to false. ShowSelectedNodesOffV.ShowSelectedNodesOff() C++: virtual void ShowSelectedNodesOff() A flag to indicate whether to show the Selected nodes Default is to set it to false. GetContourRepresentationAsPolyDataV.GetContourRepresentationAsPolyData() -> vtkPolyData C++: virtual vtkPolyData *GetContourRepresentationAsPolyData() Get the points in this contour as a vtkPolyData. GetNodePolyDataV.GetNodePolyData(vtkPolyData) C++: void GetNodePolyData(vtkPolyData *poly) Get the nodes and not the intermediate points in this contour as a vtkPolyData. SetRebuildLocatorV.SetRebuildLocator(bool) C++: virtual void SetRebuildLocator(bool _arg) vtkWidgetRepresentationvtkPropvtkObjectvtkObjectBase@P *d@P *i@iP *i@iP *dvtkPointPlacervtkContourLineInterpolatorvtkWindowvtkViewportvtkPolyDataCPPC'XAd CpXAdP{!yP% 0<!P ` XAd 8!   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