X 'x'__text__TEXT x*__data__DATA @X @.1__cstring__TEXT __compact_unwind__LD@#%/__eh_frame__TEXT %p' h2  @063l P%UHAVSH=H5HH HL51Ht"HH5 LHH uHHt"HH5 LHH uHHt"HH5 LHH uHH=H[A^]UH]fDUHSPHH5 HHt H tH[]H=H[]fDUHAVSH0HuHHEЋFEHEHEH}ȃHuH]H=w HAtDH=#!Ht1H="!HtH=%!Ht HLcHuL1H0[A^]UHAWAVSH(HuHZHED~D}HG]ԉ]؅yHHLw(HEMA)Au{HuH}}L}tH=^ LAtuH= LtbH= LtOH= Lt int C++: static vtkTypeBool IsTypeOf(const char *type) Standard methods for a VTK class. IsAV.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Standard methods for a VTK class. SafeDownCastV.SafeDownCast(vtkObjectBase) -> vtkDistanceWidget C++: static vtkDistanceWidget *SafeDownCast(vtkObjectBase *o) Standard methods for a VTK class. NewInstanceV.NewInstance() -> vtkDistanceWidget C++: vtkDistanceWidget *NewInstance() Standard methods for a VTK class. SetEnabledV.SetEnabled(int) C++: void SetEnabled(int) override; The method for activating and deactivating this widget. This method must be overridden because it is a composite widget and does more than its superclasses' vtkAbstractWidget::SetEnabled() method. SetRepresentationV.SetRepresentation(vtkDistanceRepresentation) C++: void SetRepresentation(vtkDistanceRepresentation *r) Specify an instance of vtkWidgetRepresentation used to represent this widget in the scene. Note that the representation is a subclass of vtkProp so it can be added to the renderer independent of the widget. GetDistanceRepresentationV.GetDistanceRepresentation() -> vtkDistanceRepresentation C++: vtkDistanceRepresentation *GetDistanceRepresentation() Return the representation as a vtkDistanceRepresentation. CreateDefaultRepresentationV.CreateDefaultRepresentation() C++: void CreateDefaultRepresentation() override; Create the default widget representation if one is not set. SetProcessEventsV.SetProcessEvents(int) C++: void SetProcessEvents(int) override; Methods to change the whether the widget responds to interaction. Overridden to pass the state to component widgets. SetWidgetStateToStartV.SetWidgetStateToStart() C++: virtual void SetWidgetStateToStart() Set the state of the widget. If the state is set to "Manipulate" then it is assumed that the widget and its representation will be initialized programmatically and is not interactively placed. Initially the widget state is set to "Start" which means nothing will appear and the user must interactively place the widget with repeated mouse selections. Set the state to "Start" if you want interactive placement. Generally state changes must be followed by a Render() for things to visually take effect. SetWidgetStateToManipulateV.SetWidgetStateToManipulate() C++: virtual void SetWidgetStateToManipulate() Set the state of the widget. If the state is set to "Manipulate" then it is assumed that the widget and its representation will be initialized programmatically and is not interactively placed. Initially the widget state is set to "Start" which means nothing will appear and the user must interactively place the widget with repeated mouse selections. Set the state to "Start" if you want interactive placement. Generally state changes must be followed by a Render() for things to visually take effect. GetWidgetStateV.GetWidgetState() -> int C++: virtual int GetWidgetState() Return the current widget state. vtkAbstractWidgetvtkInteractorObservervtkObjectvtkObjectBasevtkDistanceRepresentation! 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