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The slice can be set to automatically follow the camera, so that the camera controls the slicing.@par Thanks: Thanks to David Gobbi at the Seaman Family MR Centre and Dept. of Clinical Neurosciences, Foothills Medical Centre, Calgary, for providing this class. @sa vtkImageSlice vtkImageProperty vtkImageSliceMapper IsTypeOfV.IsTypeOf(string) -> 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) -> vtkImageResliceMapper C++: static vtkImageResliceMapper *SafeDownCast(vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkImageResliceMapper C++: vtkImageResliceMapper *NewInstance() SetSlicePlaneV.SetSlicePlane(vtkPlane) C++: virtual void SetSlicePlane(vtkPlane *plane) Set the slice that will be used to cut through the image. This slice should be in world coordinates, rather than data coordinates. Use SliceFacesCamera and SliceAtFocalPoint if you want the slice to automatically follow the camera. SetJumpToNearestSliceV.SetJumpToNearestSlice(int) C++: virtual void SetJumpToNearestSlice(int _arg) When using SliceAtFocalPoint, this causes the slicing to occur at the closest slice to the focal point, instead of the default behavior where a new slice is interpolated between the original slices. This flag is ignored if the slicing is oblique to the original slices. JumpToNearestSliceOnV.JumpToNearestSliceOn() C++: virtual void JumpToNearestSliceOn() When using SliceAtFocalPoint, this causes the slicing to occur at the closest slice to the focal point, instead of the default behavior where a new slice is interpolated between the original slices. This flag is ignored if the slicing is oblique to the original slices. JumpToNearestSliceOffV.JumpToNearestSliceOff() C++: virtual void JumpToNearestSliceOff() When using SliceAtFocalPoint, this causes the slicing to occur at the closest slice to the focal point, instead of the default behavior where a new slice is interpolated between the original slices. This flag is ignored if the slicing is oblique to the original slices. GetJumpToNearestSliceV.GetJumpToNearestSlice() -> int C++: virtual int GetJumpToNearestSlice() When using SliceAtFocalPoint, this causes the slicing to occur at the closest slice to the focal point, instead of the default behavior where a new slice is interpolated between the original slices. This flag is ignored if the slicing is oblique to the original slices. SetSlabThicknessV.SetSlabThickness(float) C++: virtual void SetSlabThickness(double _arg) The slab thickness, for thick slicing (default: zero) GetSlabThicknessV.GetSlabThickness() -> float C++: virtual double GetSlabThickness() The slab thickness, for thick slicing (default: zero) SetSlabTypeV.SetSlabType(int) C++: virtual void SetSlabType(int _arg) The slab type, for thick slicing (default: Mean). The resulting view is a parallel projection through the volume. This method can be used to generate a facsimile of a digitally-reconstructed radiograph or a minimum-intensity projection as long as perspective geometry is not required. Note that the Sum mode provides an output with units of intensity times distance, while all other modes provide an output with units of intensity. GetSlabTypeMinValueV.GetSlabTypeMinValue() -> int C++: virtual int GetSlabTypeMinValue() The slab type, for thick slicing (default: Mean). The resulting view is a parallel projection through the volume. This method can be used to generate a facsimile of a digitally-reconstructed radiograph or a minimum-intensity projection as long as perspective geometry is not required. Note that the Sum mode provides an output with units of intensity times distance, while all other modes provide an output with units of intensity. GetSlabTypeMaxValueV.GetSlabTypeMaxValue() -> int C++: virtual int GetSlabTypeMaxValue() The slab type, for thick slicing (default: Mean). The resulting view is a parallel projection through the volume. This method can be used to generate a facsimile of a digitally-reconstructed radiograph or a minimum-intensity projection as long as perspective geometry is not required. Note that the Sum mode provides an output with units of intensity times distance, while all other modes provide an output with units of intensity. GetSlabTypeV.GetSlabType() -> int C++: virtual int GetSlabType() The slab type, for thick slicing (default: Mean). The resulting view is a parallel projection through the volume. This method can be used to generate a facsimile of a digitally-reconstructed radiograph or a minimum-intensity projection as long as perspective geometry is not required. Note that the Sum mode provides an output with units of intensity times distance, while all other modes provide an output with units of intensity. SetSlabTypeToMinV.SetSlabTypeToMin() C++: void SetSlabTypeToMin() The slab type, for thick slicing (default: Mean). The resulting view is a parallel projection through the volume. This method can be used to generate a facsimile of a digitally-reconstructed radiograph or a minimum-intensity projection as long as perspective geometry is not required. Note that the Sum mode provides an output with units of intensity times distance, while all other modes provide an output with units of intensity. SetSlabTypeToMaxV.SetSlabTypeToMax() C++: void SetSlabTypeToMax() The slab type, for thick slicing (default: Mean). The resulting view is a parallel projection through the volume. This method can be used to generate a facsimile of a digitally-reconstructed radiograph or a minimum-intensity projection as long as perspective geometry is not required. Note that the Sum mode provides an output with units of intensity times distance, while all other modes provide an output with units of intensity. SetSlabTypeToMeanV.SetSlabTypeToMean() C++: void SetSlabTypeToMean() The slab type, for thick slicing (default: Mean). The resulting view is a parallel projection through the volume. This method can be used to generate a facsimile of a digitally-reconstructed radiograph or a minimum-intensity projection as long as perspective geometry is not required. Note that the Sum mode provides an output with units of intensity times distance, while all other modes provide an output with units of intensity. SetSlabTypeToSumV.SetSlabTypeToSum() C++: void SetSlabTypeToSum() The slab type, for thick slicing (default: Mean). The resulting view is a parallel projection through the volume. This method can be used to generate a facsimile of a digitally-reconstructed radiograph or a minimum-intensity projection as long as perspective geometry is not required. Note that the Sum mode provides an output with units of intensity times distance, while all other modes provide an output with units of intensity. GetSlabTypeAsStringV.GetSlabTypeAsString() -> string C++: virtual const char *GetSlabTypeAsString() The slab type, for thick slicing (default: Mean). The resulting view is a parallel projection through the volume. This method can be used to generate a facsimile of a digitally-reconstructed radiograph or a minimum-intensity projection as long as perspective geometry is not required. Note that the Sum mode provides an output with units of intensity times distance, while all other modes provide an output with units of intensity. SetSlabSampleFactorV.SetSlabSampleFactor(int) C++: virtual void SetSlabSampleFactor(int _arg) Set the number of slab samples to use as a factor of the number of input slices within the slab thickness. The default value is 2, but 1 will increase speed with very little loss of quality. GetSlabSampleFactorMinValueV.GetSlabSampleFactorMinValue() -> int C++: virtual int GetSlabSampleFactorMinValue() Set the number of slab samples to use as a factor of the number of input slices within the slab thickness. The default value is 2, but 1 will increase speed with very little loss of quality. GetSlabSampleFactorMaxValueV.GetSlabSampleFactorMaxValue() -> int C++: virtual int GetSlabSampleFactorMaxValue() Set the number of slab samples to use as a factor of the number of input slices within the slab thickness. The default value is 2, but 1 will increase speed with very little loss of quality. GetSlabSampleFactorV.GetSlabSampleFactor() -> int C++: virtual int GetSlabSampleFactor() Set the number of slab samples to use as a factor of the number of input slices within the slab thickness. The default value is 2, but 1 will increase speed with very little loss of quality. SetImageSampleFactorV.SetImageSampleFactor(int) C++: virtual void SetImageSampleFactor(int _arg) Set the reslice sample frequency as in relation to the input image sample frequency. The default value is 1, but higher values can be used to improve the results. This is cheaper than turning on ResampleToScreenPixels. GetImageSampleFactorMinValueV.GetImageSampleFactorMinValue() -> int C++: virtual int GetImageSampleFactorMinValue() Set the reslice sample frequency as in relation to the input image sample frequency. The default value is 1, but higher values can be used to improve the results. This is cheaper than turning on ResampleToScreenPixels. GetImageSampleFactorMaxValueV.GetImageSampleFactorMaxValue() -> int C++: virtual int GetImageSampleFactorMaxValue() Set the reslice sample frequency as in relation to the input image sample frequency. The default value is 1, but higher values can be used to improve the results. This is cheaper than turning on ResampleToScreenPixels. GetImageSampleFactorV.GetImageSampleFactor() -> int C++: virtual int GetImageSampleFactor() Set the reslice sample frequency as in relation to the input image sample frequency. The default value is 1, but higher values can be used to improve the results. This is cheaper than turning on ResampleToScreenPixels. SetAutoAdjustImageQualityV.SetAutoAdjustImageQuality(int) C++: virtual void SetAutoAdjustImageQuality(int _arg) Automatically reduce the rendering quality for greater speed when doing an interactive render. This is on by default. AutoAdjustImageQualityOnV.AutoAdjustImageQualityOn() C++: virtual void AutoAdjustImageQualityOn() Automatically reduce the rendering quality for greater speed when doing an interactive render. This is on by default. AutoAdjustImageQualityOffV.AutoAdjustImageQualityOff() C++: virtual void AutoAdjustImageQualityOff() Automatically reduce the rendering quality for greater speed when doing an interactive render. This is on by default. GetAutoAdjustImageQualityV.GetAutoAdjustImageQuality() -> int C++: virtual int GetAutoAdjustImageQuality() Automatically reduce the rendering quality for greater speed when doing an interactive render. This is on by default. SetResampleToScreenPixelsV.SetResampleToScreenPixels(int) C++: virtual void SetResampleToScreenPixels(int _arg) Resample the image directly to the screen pixels, instead of using a texture to scale the image after resampling. This is slower and uses more memory, but provides high-quality results. It is On by default. ResampleToScreenPixelsOnV.ResampleToScreenPixelsOn() C++: virtual void ResampleToScreenPixelsOn() Resample the image directly to the screen pixels, instead of using a texture to scale the image after resampling. This is slower and uses more memory, but provides high-quality results. It is On by default. ResampleToScreenPixelsOffV.ResampleToScreenPixelsOff() C++: virtual void ResampleToScreenPixelsOff() Resample the image directly to the screen pixels, instead of using a texture to scale the image after resampling. This is slower and uses more memory, but provides high-quality results. It is On by default. GetResampleToScreenPixelsV.GetResampleToScreenPixels() -> int C++: virtual int GetResampleToScreenPixels() Resample the image directly to the screen pixels, instead of using a texture to scale the image after resampling. This is slower and uses more memory, but provides high-quality results. It is On by default. SetSeparateWindowLevelOperationV.SetSeparateWindowLevelOperation(int) C++: virtual void SetSeparateWindowLevelOperation(int _arg) Keep the color mapping stage distinct from the reslicing stage. This will improve the quality and possibly the speed of interactive window/level operations, but it uses more memory and might slow down interactive slicing operations. On by default. SeparateWindowLevelOperationOnV.SeparateWindowLevelOperationOn() C++: virtual void SeparateWindowLevelOperationOn() Keep the color mapping stage distinct from the reslicing stage. This will improve the quality and possibly the speed of interactive window/level operations, but it uses more memory and might slow down interactive slicing operations. On by default. SeparateWindowLevelOperationOffV.SeparateWindowLevelOperationOff() C++: virtual void SeparateWindowLevelOperationOff() Keep the color mapping stage distinct from the reslicing stage. This will improve the quality and possibly the speed of interactive window/level operations, but it uses more memory and might slow down interactive slicing operations. On by default. GetSeparateWindowLevelOperationV.GetSeparateWindowLevelOperation() -> int C++: virtual int GetSeparateWindowLevelOperation() Keep the color mapping stage distinct from the reslicing stage. This will improve the quality and possibly the speed of interactive window/level operations, but it uses more memory and might slow down interactive slicing operations. On by default. SetInterpolatorV.SetInterpolator(vtkAbstractImageInterpolator) C++: virtual void SetInterpolator( vtkAbstractImageInterpolator *sampler) Set a custom interpolator. This will only be used if the ResampleToScreenPixels option is on. GetInterpolatorV.GetInterpolator() -> vtkAbstractImageInterpolator C++: virtual vtkAbstractImageInterpolator *GetInterpolator() Set a custom interpolator. This will only be used if the ResampleToScreenPixels option is on. RenderV.Render(vtkRenderer, vtkImageSlice) C++: void Render(vtkRenderer *renderer, vtkImageSlice *prop) override; This should only be called by the renderer. ReleaseGraphicsResourcesV.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; Release any graphics resources that are being consumed by this mapper. The parameter window is used to determine which graphic resources to release. GetMTimeV.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Get the mtime for the mapper. GetBoundsV.GetBounds() -> (float, ...) 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