X P+xP+__text__TEXTx-__data__DATA@p31__cstring__TEXT0H__compact_unwind__LD'x)4__eh_frame__TEXT(pX+ h2  p5=@9 P,UHH=H5HH uHH=H]ÐUH]fDUHSPHH=H5HRH uHH=H5HHt H tH[]H=H[]fUHAVSH0HuHHEЋFEHEHEH}ȃuoHutqH]H=HAt1H=k%HtH=g%Ht HLcHuL1H0[A^]f.@UHAWAVSH(HuH?HED~D}HG]ԉ]؅yHHLw(HEMA)AuhHuH}}L}tlH=~LAtbH=Z$LtOH=V$LtAddProp(demActor); // the actor(s) containing the terrain. rep->SetPointPlacer(pointPlacer); pointPlacer->SetHeightOffset( 100 ); @sa vtkPointPlacer vtkTerrainContourLineInterpolator IsTypeOfV.IsTypeOf(string) -> 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) -> vtkTerrainDataPointPlacer C++: static vtkTerrainDataPointPlacer *SafeDownCast( vtkObjectBase *o) Standard methods for instances of this class. NewInstanceV.NewInstance() -> vtkTerrainDataPointPlacer C++: vtkTerrainDataPointPlacer *NewInstance() Standard methods for instances of this class. AddPropV.AddProp(vtkProp) C++: virtual void AddProp(vtkProp *) RemoveAllPropsV.RemoveAllProps() C++: virtual void RemoveAllProps() SetHeightOffsetV.SetHeightOffset(float) C++: virtual void SetHeightOffset(double _arg) This is the height above (or below) the terrain that the dictated point should be placed. Positive values indicate distances above the terrain; negative values indicate distances below the terrain. The default is 0.0. GetHeightOffsetV.GetHeightOffset() -> float C++: virtual double GetHeightOffset() This is the height above (or below) the terrain that the dictated point should be placed. Positive values indicate distances above the terrain; negative values indicate distances below the terrain. The default is 0.0. ComputeWorldPositionV.ComputeWorldPosition(vtkRenderer, [float, float], [float, float, float], [float, float, float, float, float, float, float, float, float]) -> int C++: int ComputeWorldPosition(vtkRenderer *ren, double displayPos[2], double worldPos[3], double worldOrient[9]) override; V.ComputeWorldPosition(vtkRenderer, [float, float], [float, float, float], [float, float, float], [float, float, float, float, float, float, float, float, float]) -> int C++: int ComputeWorldPosition(vtkRenderer *ren, double displayPos[2], double refWorldPos[3], double worldPos[3], double worldOrient[9]) override; Given a renderer and a display position in pixel coordinates, compute the world position and orientation where this point will be placed. This method is typically used by the representation to place the point initially. For the Terrain point placer this computes world points that lie at the specified height above the terrain. ValidateWorldPositionV.ValidateWorldPosition([float, float, float]) -> int C++: int ValidateWorldPosition(double worldPos[3]) override; V.ValidateWorldPosition([float, float, float], [float, float, float, float, float, float, float, float, float]) -> int C++: int ValidateWorldPosition(double worldPos[3], double worldOrient[9]) override; Given a world position check the validity of this position according to the constraints of the placer ValidateDisplayPositionV.ValidateDisplayPosition(vtkRenderer, [float, float]) -> int C++: int ValidateDisplayPosition(vtkRenderer *, double displayPos[2]) override; Given a display position, check the validity of this position. 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