(__text__TEXTX__literal8__TEXTX [__cstring__TEXTX\P[__data__DATA@  __compact_unwind__LD عXX__eh_frame__TEXT  h2  x PXX[DUHAVSH=X1HHH=H18IH uHL[A^]DUHAWAVATSH=H5HlXH HL5HHH4HH5*XLHtH u H=H=W11HL%H=H1A$8IH uHMtH5WLLIuLH=W1HH=H1A$8IH uHMtH5zWLLIuLH=(W1HH=H1A$8IH uHMtH52WLLIuLH=H[A\A^A_]f.UH]fDUHSPHH5VHHt H tH[]H=H[]fDUHAVSH0HuH\HEЋFEHEHEH}ȃHuH]H=UHAtDH=Ht1H=HtH=Ht HLcHuL1H0[A^]UHAWAVSH(HuH\HED~D}HG]ԉ]؅yHHLw(HEMA)Au{HuH}}L}tH=TLAtuH=LtbH=LtOH=Lt 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) -> vtkCubeAxesActor2D C++: static vtkCubeAxesActor2D *SafeDownCast(vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkCubeAxesActor2D C++: vtkCubeAxesActor2D *NewInstance() RenderOverlayV.RenderOverlay(vtkViewport) -> int C++: int RenderOverlay(vtkViewport *) override; Draw the axes as per the vtkProp superclass' API. RenderOpaqueGeometryV.RenderOpaqueGeometry(vtkViewport) -> int C++: int RenderOpaqueGeometry(vtkViewport *) override; Draw the axes as per the vtkProp superclass' API. RenderTranslucentPolygonalGeometryV.RenderTranslucentPolygonalGeometry(vtkViewport) -> int C++: int RenderTranslucentPolygonalGeometry(vtkViewport *) override; Draw the axes as per the vtkProp superclass' API. HasTranslucentPolygonalGeometryV.HasTranslucentPolygonalGeometry() -> int C++: int HasTranslucentPolygonalGeometry() override; Does this prop have some translucent polygonal geometry? SetInputConnectionV.SetInputConnection(vtkAlgorithmOutput) C++: virtual void SetInputConnection(vtkAlgorithmOutput *) Use the bounding box of this input dataset to draw the cube axes. If this is not specified, then the class will attempt to determine the bounds from the defined Prop or Bounds. SetInputDataV.SetInputData(vtkDataSet) C++: virtual void SetInputData(vtkDataSet *) Use the bounding box of this input dataset to draw the cube axes. If this is not specified, then the class will attempt to determine the bounds from the defined Prop or Bounds. GetInputV.GetInput() -> vtkDataSet C++: virtual vtkDataSet *GetInput() Use the bounding box of this input dataset to draw the cube axes. If this is not specified, then the class will attempt to determine the bounds from the defined Prop or Bounds. SetViewPropV.SetViewProp(vtkProp) C++: void SetViewProp(vtkProp *prop) Use the bounding box of this prop to draw the cube axes. The ViewProp is used to determine the bounds only if the Input is not defined. GetViewPropV.GetViewProp() -> vtkProp C++: virtual vtkProp *GetViewProp() Use the bounding box of this prop to draw the cube axes. The ViewProp is used to determine the bounds only if the Input is not defined. SetBoundsV.SetBounds(float, float, float, float, float, float) C++: void SetBounds(double, double, double, double, double, double) V.SetBounds((float, float, float, float, float, float)) C++: void SetBounds(double a[6]) GetBoundsV.GetBounds() -> (float, float, float, float, float, float) C++: double *GetBounds() override; V.GetBounds(float, float, float, float, float, float) C++: void GetBounds(double &xmin, double &xmax, double &ymin, double &ymax, double &zmin, double &zmax) V.GetBounds([float, float, float, float, float, float]) C++: void GetBounds(double bounds[6]) Explicitly specify the region in space around which to draw the bounds. The bounds is used only when no Input or Prop is specified. The bounds are specified according to (xmin,xmax, ymin,ymax, zmin,zmax), making sure that the min's are less than the max's. SetRangesV.SetRanges(float, float, float, float, float, float) C++: void SetRanges(double, double, double, double, double, double) V.SetRanges((float, float, float, float, float, float)) C++: void SetRanges(double a[6]) GetRangesV.GetRanges() -> (float, float, float, float, float, float) C++: double *GetRanges() V.GetRanges(float, float, float, float, float, float) C++: void GetRanges(double &xmin, double &xmax, double &ymin, double &ymax, double &zmin, double &zmax) V.GetRanges([float, float, float, float, float, float]) C++: void GetRanges(double ranges[6]) Explicitly specify the range of values used on the bounds. The ranges are specified according to (xmin,xmax, ymin,ymax, zmin,zmax), making sure that the min's are less than the max's. SetXOriginV.SetXOrigin(float) C++: virtual void SetXOrigin(double _arg) Explicitly specify an origin for the axes. These usually intersect at one of the corners of the bounding box, however users have the option to override this if necessary SetYOriginV.SetYOrigin(float) C++: virtual void SetYOrigin(double _arg) Explicitly specify an origin for the axes. These usually intersect at one of the corners of the bounding box, however users have the option to override this if necessary SetZOriginV.SetZOrigin(float) C++: virtual void SetZOrigin(double _arg) Explicitly specify an origin for the axes. These usually intersect at one of the corners of the bounding box, however users have the option to override this if necessary SetUseRangesV.SetUseRanges(int) C++: virtual void SetUseRanges(int _arg) Set/Get a flag that controls whether the axes use the data ranges or the ranges set by SetRanges. By default the axes use the data ranges. GetUseRangesV.GetUseRanges() -> int C++: virtual int GetUseRanges() Set/Get a flag that controls whether the axes use the data ranges or the ranges set by SetRanges. By default the axes use the data ranges. UseRangesOnV.UseRangesOn() C++: virtual void UseRangesOn() Set/Get a flag that controls whether the axes use the data ranges or the ranges set by SetRanges. By default the axes use the data ranges. UseRangesOffV.UseRangesOff() C++: virtual void UseRangesOff() Set/Get a flag that controls whether the axes use the data ranges or the ranges set by SetRanges. By default the axes use the data ranges. SetCameraV.SetCamera(vtkCamera) C++: virtual void SetCamera(vtkCamera *) Set/Get the camera to perform scaling and translation of the vtkCubeAxesActor2D. GetCameraV.GetCamera() -> vtkCamera C++: virtual vtkCamera *GetCamera() Set/Get the camera to perform scaling and translation of the vtkCubeAxesActor2D. SetFlyModeV.SetFlyMode(int) C++: virtual void SetFlyMode(int _arg) Specify a mode to control how the axes are drawn: either outer edges or closest triad to the camera position, or you may also disable flying of the axes. GetFlyModeMinValueV.GetFlyModeMinValue() -> int C++: virtual int GetFlyModeMinValue() Specify a mode to control how the axes are drawn: either outer edges or closest triad to the camera position, or you may also disable flying of the axes. GetFlyModeMaxValueV.GetFlyModeMaxValue() -> int C++: virtual int GetFlyModeMaxValue() Specify a mode to control how the axes are drawn: either outer edges or closest triad to the camera position, or you may also disable flying of the axes. GetFlyModeV.GetFlyMode() -> int C++: virtual int GetFlyMode() Specify a mode to control how the axes are drawn: either outer edges or closest triad to the camera position, or you may also disable flying of the axes. SetFlyModeToOuterEdgesV.SetFlyModeToOuterEdges() C++: void SetFlyModeToOuterEdges() Specify a mode to control how the axes are drawn: either outer edges or closest triad to the camera position, or you may also disable flying of the axes. SetFlyModeToClosestTriadV.SetFlyModeToClosestTriad() C++: void SetFlyModeToClosestTriad() Specify a mode to control how the axes are drawn: either outer edges or closest triad to the camera position, or you may also disable flying of the axes. SetFlyModeToNoneV.SetFlyModeToNone() C++: void SetFlyModeToNone() Specify a mode to control how the axes are drawn: either outer edges or closest triad to the camera position, or you may also disable flying of the axes. SetScalingV.SetScaling(int) C++: virtual void SetScaling(int _arg) Set/Get a flag that controls whether the axes are scaled to fit in the viewport. If off, the axes size remains constant (i.e., stay the size of the bounding box). By default scaling is on so the axes are scaled to fit inside the viewport. GetScalingV.GetScaling() -> int C++: virtual int GetScaling() Set/Get a flag that controls whether the axes are scaled to fit in the viewport. If off, the axes size remains constant (i.e., stay the size of the bounding box). By default scaling is on so the axes are scaled to fit inside the viewport. ScalingOnV.ScalingOn() C++: virtual void ScalingOn() Set/Get a flag that controls whether the axes are scaled to fit in the viewport. If off, the axes size remains constant (i.e., stay the size of the bounding box). By default scaling is on so the axes are scaled to fit inside the viewport. ScalingOffV.ScalingOff() C++: virtual void ScalingOff() Set/Get a flag that controls whether the axes are scaled to fit in the viewport. If off, the axes size remains constant (i.e., stay the size of the bounding box). By default scaling is on so the axes are scaled to fit inside the viewport. SetNumberOfLabelsV.SetNumberOfLabels(int) C++: virtual void SetNumberOfLabels(int _arg) Set/Get the number of annotation labels to show along the x, y, and z axes. This values is a suggestion: the number of labels may vary depending on the particulars of the data. GetNumberOfLabelsMinValueV.GetNumberOfLabelsMinValue() -> int C++: virtual int GetNumberOfLabelsMinValue() Set/Get the number of annotation labels to show along the x, y, and z axes. This values is a suggestion: the number of labels may vary depending on the particulars of the data. GetNumberOfLabelsMaxValueV.GetNumberOfLabelsMaxValue() -> int C++: virtual int GetNumberOfLabelsMaxValue() Set/Get the number of annotation labels to show along the x, y, and z axes. This values is a suggestion: the number of labels may vary depending on the particulars of the data. GetNumberOfLabelsV.GetNumberOfLabels() -> int C++: virtual int GetNumberOfLabels() Set/Get the number of annotation labels to show along the x, y, and z axes. This values is a suggestion: the number of labels may vary depending on the particulars of the data. SetXLabelV.SetXLabel(string) C++: virtual void SetXLabel(const char *_arg) Set/Get the labels for the x, y, and z axes. By default, use "X", "Y" and "Z". GetXLabelV.GetXLabel() -> string C++: virtual char *GetXLabel() Set/Get the labels for the x, y, and z axes. By default, use "X", "Y" and "Z". SetYLabelV.SetYLabel(string) C++: virtual void SetYLabel(const char *_arg) Set/Get the labels for the x, y, and z axes. By default, use "X", "Y" and "Z". GetYLabelV.GetYLabel() -> string C++: virtual char *GetYLabel() Set/Get the labels for the x, y, and z axes. By default, use "X", "Y" and "Z". SetZLabelV.SetZLabel(string) C++: virtual void SetZLabel(const char *_arg) Set/Get the labels for the x, y, and z axes. By default, use "X", "Y" and "Z". GetZLabelV.GetZLabel() -> string C++: virtual char *GetZLabel() Set/Get the labels for the x, y, and z axes. By default, use "X", "Y" and "Z". GetXAxisActor2DV.GetXAxisActor2D() -> vtkAxisActor2D C++: vtkAxisActor2D *GetXAxisActor2D() Retrieve handles to the X, Y and Z axis (so that you can set their text properties for example) GetYAxisActor2DV.GetYAxisActor2D() -> vtkAxisActor2D C++: vtkAxisActor2D *GetYAxisActor2D() GetZAxisActor2DV.GetZAxisActor2D() -> vtkAxisActor2D C++: vtkAxisActor2D *GetZAxisActor2D() SetAxisTitleTextPropertyV.SetAxisTitleTextProperty(vtkTextProperty) C++: virtual void SetAxisTitleTextProperty(vtkTextProperty *p) Set/Get the title text property of all axes. Note that each axis can be controlled individually through the GetX/Y/ZAxisActor2D() methods. GetAxisTitleTextPropertyV.GetAxisTitleTextProperty() -> vtkTextProperty C++: virtual vtkTextProperty *GetAxisTitleTextProperty() Set/Get the title text property of all axes. Note that each axis can be controlled individually through the GetX/Y/ZAxisActor2D() methods. SetAxisLabelTextPropertyV.SetAxisLabelTextProperty(vtkTextProperty) C++: virtual void SetAxisLabelTextProperty(vtkTextProperty *p) Set/Get the labels text property of all axes. Note that each axis can be controlled individually through the GetX/Y/ZAxisActor2D() methods. GetAxisLabelTextPropertyV.GetAxisLabelTextProperty() -> vtkTextProperty C++: virtual vtkTextProperty *GetAxisLabelTextProperty() Set/Get the labels text property of all axes. Note that each axis can be controlled individually through the GetX/Y/ZAxisActor2D() methods. SetLabelFormatV.SetLabelFormat(string) C++: virtual void SetLabelFormat(const char *_arg) Set/Get the format with which to print the labels on each of the x-y-z axes. GetLabelFormatV.GetLabelFormat() -> string C++: virtual char *GetLabelFormat() Set/Get the format with which to print the labels on each of the x-y-z axes. SetFontFactorV.SetFontFactor(float) C++: virtual void SetFontFactor(double _arg) Set/Get the factor that controls the overall size of the fonts used to label and title the axes. GetFontFactorMinValueV.GetFontFactorMinValue() -> float C++: virtual double GetFontFactorMinValue() Set/Get the factor that controls the overall size of the fonts used to label and title the axes. GetFontFactorMaxValueV.GetFontFactorMaxValue() -> float C++: virtual double GetFontFactorMaxValue() Set/Get the factor that controls the overall size of the fonts used to label and title the axes. GetFontFactorV.GetFontFactor() -> float C++: virtual double GetFontFactor() Set/Get the factor that controls the overall size of the fonts used to label and title the axes. SetInertiaV.SetInertia(int) C++: virtual void SetInertia(int _arg) Set/Get the inertial factor that controls how often (i.e, how many renders) the axes can switch position (jump from one axes to another). GetInertiaMinValueV.GetInertiaMinValue() -> int C++: virtual int GetInertiaMinValue() Set/Get the inertial factor that controls how often (i.e, how many renders) the axes can switch position (jump from one axes to another). GetInertiaMaxValueV.GetInertiaMaxValue() -> int C++: virtual int GetInertiaMaxValue() Set/Get the inertial factor that controls how often (i.e, how many renders) the axes can switch position (jump from one axes to another). GetInertiaV.GetInertia() -> int C++: virtual int GetInertia() Set/Get the inertial factor that controls how often (i.e, how many renders) the axes can switch position (jump from one axes to another). SetShowActualBoundsV.SetShowActualBounds(int) C++: virtual void SetShowActualBounds(int _arg) Set/Get the variable that controls whether the actual bounds of the dataset are always shown. Setting this variable to 1 means that clipping is disabled and that the actual value of the bounds is displayed even with corner offsets Setting this variable to 0 means these axis will clip themselves and show variable bounds (legacy mode) GetShowActualBoundsMinValueV.GetShowActualBoundsMinValue() -> int C++: virtual int GetShowActualBoundsMinValue() Set/Get the variable that controls whether the actual bounds of the dataset are always shown. Setting this variable to 1 means that clipping is disabled and that the actual value of the bounds is displayed even with corner offsets Setting this variable to 0 means these axis will clip themselves and show variable bounds (legacy mode) GetShowActualBoundsMaxValueV.GetShowActualBoundsMaxValue() -> int C++: virtual int GetShowActualBoundsMaxValue() Set/Get the variable that controls whether the actual bounds of the dataset are always shown. Setting this variable to 1 means that clipping is disabled and that the actual value of the bounds is displayed even with corner offsets Setting this variable to 0 means these axis will clip themselves and show variable bounds (legacy mode) GetShowActualBoundsV.GetShowActualBounds() -> int C++: virtual int GetShowActualBounds() Set/Get the variable that controls whether the actual bounds of the dataset are always shown. Setting this variable to 1 means that clipping is disabled and that the actual value of the bounds is displayed even with corner offsets Setting this variable to 0 means these axis will clip themselves and show variable bounds (legacy mode) SetCornerOffsetV.SetCornerOffset(float) C++: virtual void SetCornerOffset(double _arg) Specify an offset value to "pull back" the axes from the corner at which they are joined to avoid overlap of axes labels. The "CornerOffset" is the fraction of the axis length to pull back. GetCornerOffsetV.GetCornerOffset() -> float C++: virtual double GetCornerOffset() Specify an offset value to "pull back" the axes from the corner at which they are joined to avoid overlap of axes labels. The "CornerOffset" is the fraction of the axis length to pull back. ReleaseGraphicsResourcesV.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; Release any graphics resources that are being consumed by this actor. The parameter window could be used to determine which graphic resources to release. SetXAxisVisibilityV.SetXAxisVisibility(int) C++: virtual void SetXAxisVisibility(int _arg) Turn on and off the visibility of each axis. GetXAxisVisibilityV.GetXAxisVisibility() -> int C++: virtual int GetXAxisVisibility() Turn on and off the visibility of each axis. XAxisVisibilityOnV.XAxisVisibilityOn() C++: virtual void XAxisVisibilityOn() Turn on and off the visibility of each axis. XAxisVisibilityOffV.XAxisVisibilityOff() C++: virtual void XAxisVisibilityOff() Turn on and off the visibility of each axis. SetYAxisVisibilityV.SetYAxisVisibility(int) C++: virtual void SetYAxisVisibility(int _arg) Turn on and off the visibility of each axis. GetYAxisVisibilityV.GetYAxisVisibility() -> int C++: virtual int GetYAxisVisibility() Turn on and off the visibility of each axis. YAxisVisibilityOnV.YAxisVisibilityOn() C++: virtual void YAxisVisibilityOn() Turn on and off the visibility of each axis. YAxisVisibilityOffV.YAxisVisibilityOff() C++: virtual void YAxisVisibilityOff() Turn on and off the visibility of each axis. SetZAxisVisibilityV.SetZAxisVisibility(int) C++: virtual void SetZAxisVisibility(int _arg) Turn on and off the visibility of each axis. GetZAxisVisibilityV.GetZAxisVisibility() -> int C++: virtual int GetZAxisVisibility() Turn on and off the visibility of each axis. 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