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HH9uI)HHHrQ1 T TT TT TT TT TT TT THI9uILHHHUHAWAVSH(HuH:?HEDvDuHG]܉]y HHt$H(HtD9uEt2LHt71H}111HH([A^A_]H0IHuMt3LILHHHuLLHHHUHSPHH= HtZH=>HtGH=>Ht4H=>Ht!H=>HtHH[]H[]9~??9~>HD>??-@1@@@AAABRBBCCCDDDD1E=EEEkFxF int C++: static vtkTypeBool IsTypeOf(const char *type) Standard methods for instances of this class. IsAV.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Standard methods for instances of this class. SafeDownCastV.SafeDownCast(vtkObjectBase) -> vtkMeasurementCubeHandleRepresentation3D C++: static vtkMeasurementCubeHandleRepresentation3D *SafeDownCast( vtkObjectBase *o) Standard methods for instances of this class. NewInstanceV.NewInstance() -> vtkMeasurementCubeHandleRepresentation3D C++: vtkMeasurementCubeHandleRepresentation3D *NewInstance() Standard methods for instances of this class. SetWorldPositionV.SetWorldPosition([float, float, float]) C++: void SetWorldPosition(double p[3]) override; Set the position of the point in world and display coordinates. SetDisplayPositionV.SetDisplayPosition([float, float, float]) C++: void SetDisplayPosition(double p[3]) override; Set the position of the point in world and display coordinates. GetHandleV.GetHandle() -> vtkPolyData C++: vtkPolyData *GetHandle() Get the handle polydata. SetPropertyV.SetProperty(vtkProperty) C++: void SetProperty(vtkProperty *) Set/Get the handle properties when unselected and selected. SetSelectedPropertyV.SetSelectedProperty(vtkProperty) C++: void SetSelectedProperty(vtkProperty *) Set/Get the handle properties when unselected and selected. GetPropertyV.GetProperty() -> vtkProperty C++: virtual vtkProperty *GetProperty() Set/Get the handle properties when unselected and selected. GetSelectedPropertyV.GetSelectedProperty() -> vtkProperty C++: virtual vtkProperty *GetSelectedProperty() Set/Get the handle properties when unselected and selected. GetTransformV.GetTransform() -> vtkAbstractTransform C++: virtual vtkAbstractTransform *GetTransform() Get the transform used to transform the generic handle polydata before placing it in the render window BuildRepresentationV.BuildRepresentation() C++: void BuildRepresentation() override; Methods to make this class properly act like a vtkWidgetRepresentation. StartWidgetInteractionV.StartWidgetInteraction([float, float]) C++: void StartWidgetInteraction(double eventPos[2]) override; Methods to make this class properly act like a vtkWidgetRepresentation. WidgetInteractionV.WidgetInteraction([float, float]) C++: void WidgetInteraction(double eventPos[2]) override; Methods to make this class properly act like a vtkWidgetRepresentation. ComputeInteractionStateV.ComputeInteractionState(int, int, int) -> int C++: int ComputeInteractionState(int X, int Y, int modify=0) override; Methods to make this class properly act like a vtkWidgetRepresentation. ShallowCopyV.ShallowCopy(vtkProp) C++: void ShallowCopy(vtkProp *prop) override; Methods to make this class behave as a vtkProp. DeepCopyV.DeepCopy(vtkProp) C++: void DeepCopy(vtkProp *prop) override; Methods to make this class behave as a vtkProp. GetActorsV.GetActors(vtkPropCollection) C++: void GetActors(vtkPropCollection *) override; Methods to make this class behave as a vtkProp. ReleaseGraphicsResourcesV.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; Methods to make this class behave as a vtkProp. RenderOpaqueGeometryV.RenderOpaqueGeometry(vtkViewport) -> int C++: int RenderOpaqueGeometry(vtkViewport *viewport) override; Methods to make this class behave as a vtkProp. RenderTranslucentPolygonalGeometryV.RenderTranslucentPolygonalGeometry(vtkViewport) -> int C++: int RenderTranslucentPolygonalGeometry(vtkViewport *viewport) override; Methods to make this class behave as a vtkProp. HasTranslucentPolygonalGeometryV.HasTranslucentPolygonalGeometry() -> int C++: int HasTranslucentPolygonalGeometry() override; Methods to make this class behave as a vtkProp. GetBoundsV.GetBounds() -> (float, ...) C++: double *GetBounds() override; Methods to make this class behave as a vtkProp. SetLabelVisibilityV.SetLabelVisibility(int) C++: virtual void SetLabelVisibility(int _arg) A label may be associated with the cube. The string can be set via SetLabelText. The visibility of the label can be turned on / off. GetLabelVisibilityV.GetLabelVisibility() -> int C++: virtual int GetLabelVisibility() A label may be associated with the cube. The string can be set via SetLabelText. The visibility of the label can be turned on / off. LabelVisibilityOnV.LabelVisibilityOn() C++: virtual void LabelVisibilityOn() A label may be associated with the cube. The string can be set via SetLabelText. The visibility of the label can be turned on / off. LabelVisibilityOffV.LabelVisibilityOff() C++: virtual void LabelVisibilityOff() A label may be associated with the cube. The string can be set via SetLabelText. The visibility of the label can be turned on / off. SetSelectedLabelVisibilityV.SetSelectedLabelVisibility(int) C++: virtual void SetSelectedLabelVisibility(int _arg) A label may be associated with the cube. The string can be set via SetLabelText. The visibility of the label can be turned on / off. GetSelectedLabelVisibilityV.GetSelectedLabelVisibility() -> int C++: virtual int GetSelectedLabelVisibility() A label may be associated with the cube. The string can be set via SetLabelText. The visibility of the label can be turned on / off. SelectedLabelVisibilityOnV.SelectedLabelVisibilityOn() C++: virtual void SelectedLabelVisibilityOn() A label may be associated with the cube. The string can be set via SetLabelText. The visibility of the label can be turned on / off. SelectedLabelVisibilityOffV.SelectedLabelVisibilityOff() C++: virtual void SelectedLabelVisibilityOff() A label may be associated with the cube. The string can be set via SetLabelText. The visibility of the label can be turned on / off. SetLabelTextInputV.SetLabelTextInput(string) C++: virtual void SetLabelTextInput(const char *label) A label may be associated with the cube. The string can be set via SetLabelText. The visibility of the label can be turned on / off. GetLabelTextInputV.GetLabelTextInput() -> string C++: virtual char *GetLabelTextInput() A label may be associated with the cube. The string can be set via SetLabelText. The visibility of the label can be turned on / off. GetLabelTextV.GetLabelText() -> vtkBillboardTextActor3D C++: virtual vtkBillboardTextActor3D *GetLabelText() Get the label text actor SetHandleVisibilityV.SetHandleVisibility(int) C++: virtual void SetHandleVisibility(int _arg) Toggle the visibility of the handle on and off GetHandleVisibilityV.GetHandleVisibility() -> int C++: virtual int GetHandleVisibility() Toggle the visibility of the handle on and off HandleVisibilityOnV.HandleVisibilityOn() C++: virtual void HandleVisibilityOn() Toggle the visibility of the handle on and off HandleVisibilityOffV.HandleVisibilityOff() C++: virtual void HandleVisibilityOff() Toggle the visibility of the handle on and off HighlightV.Highlight(int) C++: void Highlight(int highlight) override; Toggle highlighting (used when the cube is selected). SetSmoothMotionV.SetSmoothMotion(int) C++: virtual void SetSmoothMotion(int _arg) Turn on/off smooth motion of the handle. See the documentation of MoveFocusRequest for details. By default, SmoothMotion is ON. However, in certain applications the user may want to turn it off. For instance when using certain specific PointPlacer's with the representation such as the vtkCellCentersPointPlacer, which causes the representation to snap to the center of cells. In such cases, inherent restrictions on handle placement might conflict with a request for smooth motion of the handles. GetSmoothMotionV.GetSmoothMotion() -> int C++: virtual int GetSmoothMotion() Turn on/off smooth motion of the handle. See the documentation of MoveFocusRequest for details. By default, SmoothMotion is ON. However, in certain applications the user may want to turn it off. For instance when using certain specific PointPlacer's with the representation such as the vtkCellCentersPointPlacer, which causes the representation to snap to the center of cells. In such cases, inherent restrictions on handle placement might conflict with a request for smooth motion of the handles. SmoothMotionOnV.SmoothMotionOn() C++: virtual void SmoothMotionOn() Turn on/off smooth motion of the handle. See the documentation of MoveFocusRequest for details. By default, SmoothMotion is ON. However, in certain applications the user may want to turn it off. For instance when using certain specific PointPlacer's with the representation such as the vtkCellCentersPointPlacer, which causes the representation to snap to the center of cells. In such cases, inherent restrictions on handle placement might conflict with a request for smooth motion of the handles. SmoothMotionOffV.SmoothMotionOff() C++: virtual void SmoothMotionOff() Turn on/off smooth motion of the handle. See the documentation of MoveFocusRequest for details. By default, SmoothMotion is ON. However, in certain applications the user may want to turn it off. For instance when using certain specific PointPlacer's with the representation such as the vtkCellCentersPointPlacer, which causes the representation to snap to the center of cells. In such cases, inherent restrictions on handle placement might conflict with a request for smooth motion of the handles. SetSideLengthV.SetSideLength(float) C++: void SetSideLength(double) Set the length of a side of the cube (default is 1). GetSideLengthV.GetSideLength() -> float C++: virtual double GetSideLength() Set the length of a side of the cube (default is 1). SetAdaptiveScalingV.SetAdaptiveScaling(int) C++: virtual void SetAdaptiveScaling(int _arg) Turn on/off adaptive scaling for the cube. GetAdaptiveScalingV.GetAdaptiveScaling() -> int C++: virtual int GetAdaptiveScaling() Turn on/off adaptive scaling for the cube. AdaptiveScalingOnV.AdaptiveScalingOn() C++: virtual void AdaptiveScalingOn() Turn on/off adaptive scaling for the cube. AdaptiveScalingOffV.AdaptiveScalingOff() C++: virtual void AdaptiveScalingOff() Turn on/off adaptive scaling for the cube. SetRescaleFactorV.SetRescaleFactor(float) C++: virtual void SetRescaleFactor(double _arg) Set/Get the rescaling increment for the cube. This value is applied to each dimension, so volume scaling = std::pow(RescaleFactor, 3). GetRescaleFactorMinValueV.GetRescaleFactorMinValue() -> float C++: virtual double GetRescaleFactorMinValue() Set/Get the rescaling increment for the cube. This value is applied to each dimension, so volume scaling = std::pow(RescaleFactor, 3). GetRescaleFactorMaxValueV.GetRescaleFactorMaxValue() -> float C++: virtual double GetRescaleFactorMaxValue() Set/Get the rescaling increment for the cube. This value is applied to each dimension, so volume scaling = std::pow(RescaleFactor, 3). GetRescaleFactorV.GetRescaleFactor() -> float C++: virtual double GetRescaleFactor() Set/Get the rescaling increment for the cube. This value is applied to each dimension, so volume scaling = std::pow(RescaleFactor, 3). SetMinRelativeCubeScreenAreaV.SetMinRelativeCubeScreenArea(float) C++: void SetMinRelativeCubeScreenArea(double) Set the min/max cube representational area relative to the render window area. If adaptive scaling is on and the cube's image is outside of these bounds, the cube is adaptively scaled. The max and min relative cube sizes are clamped between 1. and 1.e-6, and MaxRelativeubeSize must be more than greater than MinRelativeCubeScreenArea. GetMinRelativeCubeScreenAreaV.GetMinRelativeCubeScreenArea() -> float C++: virtual double GetMinRelativeCubeScreenArea() Set the min/max cube representational area relative to the render window area. If adaptive scaling is on and the cube's image is outside of these bounds, the cube is adaptively scaled. The max and min relative cube sizes are clamped between 1. and 1.e-6, and MaxRelativeubeSize must be more than greater than MinRelativeCubeScreenArea. SetMaxRelativeCubeScreenAreaV.SetMaxRelativeCubeScreenArea(float) C++: void SetMaxRelativeCubeScreenArea(double) Set the min/max cube representational area relative to the render window area. If adaptive scaling is on and the cube's image is outside of these bounds, the cube is adaptively scaled. The max and min relative cube sizes are clamped between 1. and 1.e-6, and MaxRelativeubeSize must be more than greater than MinRelativeCubeScreenArea. GetMaxRelativeCubeScreenAreaV.GetMaxRelativeCubeScreenArea() -> float C++: virtual double GetMaxRelativeCubeScreenArea() Set the min/max cube representational area relative to the render window area. If adaptive scaling is on and the cube's image is outside of these bounds, the cube is adaptively scaled. The max and min relative cube sizes are clamped between 1. and 1.e-6, and MaxRelativeubeSize must be more than greater than MinRelativeCubeScreenArea. SetLengthUnitV.SetLengthUnit(string) C++: virtual void SetLengthUnit(const char *_arg) Set the label for the unit of length of a side of the cube. GetLengthUnitV.GetLengthUnit() -> string C++: virtual char *GetLengthUnit() Set the label for the unit of length of a side of the cube. vtkHandleRepresentationvtkWidgetRepresentationvtkPropvtkObjectvtkObjectBasevtkPropertyvtkPropCollectionvtkWindowvtkViewportp_voidOP `pa`!!mama!aPa ! !p ! ! 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