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HuHt*HHADA ADA H HuH9HxHEAŅ>} rK,H9srJ+I9si1HHLLHtA  HHuHfDA  ALLALLALLHI9uDHpHHH‰уH`s1hHH)1AALLAD AL0D L0AD@ALPD@LPAD`ALpD`LpHHuHt$HHADA D H HuL9}UDEtH}LLH}HLL}~A1fDAA.uzHH9xuHuH}1LHMO}~D1f.DA : u HI9uHuH}LHM HtLE1H}HEH9t Ht)HXH`H9t Ht LHĈ[A\A]A^A_]L-8IEH}HEH9uHH}HEH9tHt HHXH`H9t HtHk DUHAWAVAUATSHHuHGRHEFEHGMMyHHHG(HELeE1L1LÍHcHXnLXH]HcILELÍHcH}>LeHHcLE1HEЅIDEH}NE+ErH}%H}LHU H}HuEM9}H}LHUEM9}H}HuHEȉDž}rII9II91HHHHHtA4A4HHuH3fDA A ALALALALAL AL ALALALALALALALALHH9u1HpHHH‰уHs1pHH)1AALAALAD AL0AD AL0AD@ALPAD@ALPAD`ALpAD`ALpH HuHt*HHADA ADA H HuH9HxHEAŅ>} rK,H9srJ+I9si1HHLLHtA  HHuHfDA  ALLALLALLHI9uDHpHHH‰уH`s1hHH)1AALLAD AL0D L0AD@ALPD@LPAD`ALpD`LpHHuHt$HHADA D H HuL9}UDEtH}LLiH}HLL}~A1fDAA.uzHH9xuHuH}1LHMo}~D1f.DA : u HI9uHuH}LHM+HtLE1H}HEH9t HtIHXH`H9t Ht,LHĈ[A\A]A^A_]L-XIEH}HEH9uHH}HEH9tHt HHXH`H9t HtH DUHAWAVAUATSHHuHMHEFEHGMMyHHpHG(HELeLlÍHcHPLPE1H]HcILEL0ÍHcHpXLpHHcLE1HEIDEH}E+ErH}\H5hH}HU}>IH}LHU#H}HuEM9}H}LHUEM9}H}HuHEHMȅ}s1HU1HUII9sII9s1ЃHpHHH‰уHs1pHH)1AALAALAD AL0AD 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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) -> vtkExporter C++: static vtkExporter *SafeDownCast(vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkExporter C++: vtkExporter *NewInstance() WriteV.Write() C++: virtual void Write() Write data to output. Method executes subclasses WriteData() method, as well as StartWrite() and EndWrite() methods. UpdateV.Update() C++: void Update() Convenient alias for Write() method. SetRenderWindowV.SetRenderWindow(vtkRenderWindow) C++: virtual void SetRenderWindow(vtkRenderWindow *) Set/Get the rendering window that contains the scene to be written. GetRenderWindowV.GetRenderWindow() -> vtkRenderWindow C++: virtual vtkRenderWindow *GetRenderWindow() Set/Get the rendering window that contains the scene to be written. SetInputV.SetInput(vtkRenderWindow) C++: void SetInput(vtkRenderWindow *renWin) These methods are provided for backward compatibility. Will disappear soon. GetInputV.GetInput() -> vtkRenderWindow C++: vtkRenderWindow *GetInput() These methods are provided for backward compatibility. Will disappear soon. SetStartWriteV.SetStartWrite(function) C++: void SetStartWrite(void (*f)(void *), void *arg) Specify a function to be called before data is written. Function will be called with argument provided. SetEndWriteV.SetEndWrite(function) C++: void SetEndWrite(void (*f)(void *), void *arg) Specify a function to be called after data is written. Function will be called with argument provided. GetMTimeV.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Returns the MTime also considering the RenderWindow. vtkObjectvtkObjectBasevtkRenderWindow(i)vtkGL2PSExporterOutputFormatSortSchemePS_FILEEPS_FILEPDF_FILETEX_FILESVG_FILENO_SORTSIMPLE_SORTBSP_SORTvtkIOExportPython.vtkGL2PSExporter.OutputFormatvtkIOExportPython.vtkGL2PSExporter.SortSchemevtkIOExportPython.vtkGL2PSExportervtkGL2PSExporter - export a scene as a PostScript file using GL2PS. Superclass: vtkExporter vtkGL2PSExporter is a concrete subclass of vtkExporter that writes high quality vector PostScript (PS/EPS), PDF or SVG files by using GL2PS. GL2PS can be obtained at: http://www.geuz.org/gl2ps/. This can be very useful when one requires publication quality pictures. This class works best with simple 3D scenes and most 2D plots. Please note that GL2PS has its limitations since PostScript is not an ideal language to represent complex 3D scenes. However, this class does allow one to write mixed vector/raster files by using the Write3DPropsAsRasterImage ivar. Please do read the caveats section of this documentation. By default vtkGL2PSExporter generates Encapsulated PostScript (EPS) output along with the text in portrait orientation with the background color of the window being drawn. The generated output is also compressed using zlib. The various other options are set to sensible defaults. The output file format (FileFormat) can be either PostScript (PS), Encapsulated PostScript (EPS), PDF, SVG or TeX. The file extension is generated automatically depending on the FileFormat. The default is EPS. When TeX output is chosen, only the text strings in the plot are generated and put into a picture environment. One can turn on and off the text when generating PS/EPS/PDF/SVG files by using the Text boolean variable. By default the text is drawn. The background color of the renderwindow is drawn by default. To make the background white instead use the DrawBackgroundOff function. Landscape figures can be generated by using the LandscapeOn function. Portrait orientation is used by default. Several of the GL2PS options can be set. The names of the ivars for these options are similar to the ones that GL2PS provides. Compress, SimpleLineOffset, Silent, BestRoot, PS3Shading and OcclusionCull are similar to the options provided by GL2PS. Please read the function documentation or the GL2PS documentation for more details. The ivar Write3DPropsAsRasterImage allows one to generate mixed vector/raster images. All the 3D props in the scene will be written as a raster image and all 2D actors will be written as vector graphic primitives. This makes it possible to handle transparency and complex 3D scenes. This ivar is set to Off by default. Specific 3D props can be excluded from the rasterization process by adding them to the RasterExclusions ivar. Props in this collection will be rendered as 2D vector primitives instead. @warning By default (with Write3DPropsAsRasterImage set to Off) exporting complex 3D scenes can take a long while and result in huge output files. Generating correct vector graphics output for scenes with transparency is almost impossible. However, one can set Write3DPropsAsRasterImageOn and generate mixed vector/raster files. This should work fine with complex scenes along with transparent actors. @sa vtkExporter @par Thanks: Thanks to Goodwin Lawlor and Prabhu Ramachandran for this class. V.SafeDownCast(vtkObjectBase) -> vtkGL2PSExporter C++: static vtkGL2PSExporter *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkGL2PSExporter C++: vtkGL2PSExporter *NewInstance() SetFilePrefixV.SetFilePrefix(string) C++: virtual void SetFilePrefix(const char *_arg) Specify the prefix of the files to write out. The resulting filenames will have .ps or .eps or .tex appended to them depending on the other options chosen. GetFilePrefixV.GetFilePrefix() -> string C++: virtual char *GetFilePrefix() Specify the prefix of the files to write out. The resulting filenames will have .ps or .eps or .tex appended to them depending on the other options chosen. SetBufferSizeV.SetBufferSize(int) C++: virtual void SetBufferSize(int _arg) The initial size of the GL2PS export buffer in bytes. The buffer is used to store the exported image prior to writing to file. If the buffer is too small, the exporter will enlarge the buffer and rerender until the export is successful. Setting a larger value here can reduce the time needed to export a complex scene by reducing the number of iterations required. The default initial size is 4 MB. GetBufferSizeV.GetBufferSize() -> int C++: virtual int GetBufferSize() The initial size of the GL2PS export buffer in bytes. The buffer is used to store the exported image prior to writing to file. If the buffer is too small, the exporter will enlarge the buffer and rerender until the export is successful. Setting a larger value here can reduce the time needed to export a complex scene by reducing the number of iterations required. The default initial size is 4 MB. SetTitleV.SetTitle(string) C++: virtual void SetTitle(const char *_arg) Set the title for the output, if supported. If nullptr, "VTK GL2PS Export" is used. GetTitleV.GetTitle() -> string C++: virtual char *GetTitle() Set the title for the output, if supported. If nullptr, "VTK GL2PS Export" is used. UsePainterSettingsV.UsePainterSettings() C++: void UsePainterSettings() Configure the exporter to expect a painter-ordered 2D rendering, that is, a rendering at a fixed depth where primitives are drawn from the bottom up. This disables sorting, which will break the painter ordering, and turns off the simple line offset, which can cause line primitives to be drawn on top of all other geometry. SetFileFormatV.SetFileFormat(int) C++: virtual void SetFileFormat(int _arg) Specify the format of file to write out. This can be one of: PS_FILE, EPS_FILE, PDF_FILE, TEX_FILE. Defaults to EPS_FILE. Depending on the option chosen it generates the appropriate file (with correct extension) when the Write function is called. GetFileFormatMinValueV.GetFileFormatMinValue() -> int C++: virtual int GetFileFormatMinValue() Specify the format of file to write out. This can be one of: PS_FILE, EPS_FILE, PDF_FILE, TEX_FILE. Defaults to EPS_FILE. Depending on the option chosen it generates the appropriate file (with correct extension) when the Write function is called. GetFileFormatMaxValueV.GetFileFormatMaxValue() -> int C++: virtual int GetFileFormatMaxValue() Specify the format of file to write out. This can be one of: PS_FILE, EPS_FILE, PDF_FILE, TEX_FILE. Defaults to EPS_FILE. Depending on the option chosen it generates the appropriate file (with correct extension) when the Write function is called. GetFileFormatV.GetFileFormat() -> int C++: virtual int GetFileFormat() Specify the format of file to write out. This can be one of: PS_FILE, EPS_FILE, PDF_FILE, TEX_FILE. Defaults to EPS_FILE. Depending on the option chosen it generates the appropriate file (with correct extension) when the Write function is called. SetFileFormatToPSV.SetFileFormatToPS() C++: void SetFileFormatToPS() Specify the format of file to write out. This can be one of: PS_FILE, EPS_FILE, PDF_FILE, TEX_FILE. Defaults to EPS_FILE. Depending on the option chosen it generates the appropriate file (with correct extension) when the Write function is called. SetFileFormatToEPSV.SetFileFormatToEPS() C++: void SetFileFormatToEPS() Specify the format of file to write out. This can be one of: PS_FILE, EPS_FILE, PDF_FILE, TEX_FILE. Defaults to EPS_FILE. Depending on the option chosen it generates the appropriate file (with correct extension) when the Write function is called. SetFileFormatToPDFV.SetFileFormatToPDF() C++: void SetFileFormatToPDF() Specify the format of file to write out. This can be one of: PS_FILE, EPS_FILE, PDF_FILE, TEX_FILE. Defaults to EPS_FILE. Depending on the option chosen it generates the appropriate file (with correct extension) when the Write function is called. SetFileFormatToTeXV.SetFileFormatToTeX() C++: void SetFileFormatToTeX() Specify the format of file to write out. This can be one of: PS_FILE, EPS_FILE, PDF_FILE, TEX_FILE. Defaults to EPS_FILE. Depending on the option chosen it generates the appropriate file (with correct extension) when the Write function is called. SetFileFormatToSVGV.SetFileFormatToSVG() C++: void SetFileFormatToSVG() Specify the format of file to write out. This can be one of: PS_FILE, EPS_FILE, PDF_FILE, TEX_FILE. Defaults to EPS_FILE. Depending on the option chosen it generates the appropriate file (with correct extension) when the Write function is called. GetFileFormatAsStringV.GetFileFormatAsString() -> string C++: const char *GetFileFormatAsString() Specify the format of file to write out. This can be one of: PS_FILE, EPS_FILE, PDF_FILE, TEX_FILE. Defaults to EPS_FILE. Depending on the option chosen it generates the appropriate file (with correct extension) when the Write function is called. SetSortV.SetSort(int) C++: virtual void SetSort(int _arg) Set the the type of sorting algorithm to order primitives from back to front. Successive algorithms are more memory intensive. Simple is the default but BSP is perhaps the best. GetSortMinValueV.GetSortMinValue() -> int C++: virtual int GetSortMinValue() Set the the type of sorting algorithm to order primitives from back to front. Successive algorithms are more memory intensive. Simple is the default but BSP is perhaps the best. GetSortMaxValueV.GetSortMaxValue() -> int C++: virtual int GetSortMaxValue() Set the the type of sorting algorithm to order primitives from back to front. Successive algorithms are more memory intensive. Simple is the default but BSP is perhaps the best. GetSortV.GetSort() -> int C++: virtual int GetSort() Set the the type of sorting algorithm to order primitives from back to front. Successive algorithms are more memory intensive. Simple is the default but BSP is perhaps the best. SetSortToOffV.SetSortToOff() C++: void SetSortToOff() Set the the type of sorting algorithm to order primitives from back to front. Successive algorithms are more memory intensive. Simple is the default but BSP is perhaps the best. SetSortToSimpleV.SetSortToSimple() C++: void SetSortToSimple() Set the the type of sorting algorithm to order primitives from back to front. Successive algorithms are more memory intensive. Simple is the default but BSP is perhaps the best. SetSortToBSPV.SetSortToBSP() C++: void SetSortToBSP() Set the the type of sorting algorithm to order primitives from back to front. Successive algorithms are more memory intensive. Simple is the default but BSP is perhaps the best. GetSortAsStringV.GetSortAsString() -> string C++: const char *GetSortAsString() Set the the type of sorting algorithm to order primitives from back to front. Successive algorithms are more memory intensive. Simple is the default but BSP is perhaps the best. SetCompressV.SetCompress(int) C++: virtual void SetCompress(int _arg) Turn on/off compression when generating PostScript or PDF output. By default compression is on. GetCompressV.GetCompress() -> int C++: virtual int GetCompress() Turn on/off compression when generating PostScript or PDF output. By default compression is on. CompressOnV.CompressOn() C++: virtual void CompressOn() Turn on/off compression when generating PostScript or PDF output. By default compression is on. CompressOffV.CompressOff() C++: virtual void CompressOff() Turn on/off compression when generating PostScript or PDF output. By default compression is on. SetDrawBackgroundV.SetDrawBackground(int) C++: virtual void SetDrawBackground(int _arg) Turn on/off drawing the background frame. If off the background is treated as white. By default the background is drawn. On the OpenGL2 backend, the background is always drawn. GetDrawBackgroundV.GetDrawBackground() -> int C++: virtual int GetDrawBackground() Turn on/off drawing the background frame. If off the background is treated as white. By default the background is drawn. On the OpenGL2 backend, the background is always drawn. DrawBackgroundOnV.DrawBackgroundOn() C++: virtual void DrawBackgroundOn() Turn on/off drawing the background frame. If off the background is treated as white. By default the background is drawn. On the OpenGL2 backend, the background is always drawn. DrawBackgroundOffV.DrawBackgroundOff() C++: virtual void DrawBackgroundOff() Turn on/off drawing the background frame. If off the background is treated as white. By default the background is drawn. On the OpenGL2 backend, the background is always drawn. SetSimpleLineOffsetV.SetSimpleLineOffset(int) C++: virtual void SetSimpleLineOffset(int _arg) Turn on/off the GL2PS_SIMPLE_LINE_OFFSET option. When enabled a small offset is added in the z-buffer to all the lines in the plot. This results in an anti-aliasing like solution. Defaults to on. GetSimpleLineOffsetV.GetSimpleLineOffset() -> int C++: virtual int GetSimpleLineOffset() Turn on/off the GL2PS_SIMPLE_LINE_OFFSET option. When enabled a small offset is added in the z-buffer to all the lines in the plot. This results in an anti-aliasing like solution. Defaults to on. SimpleLineOffsetOnV.SimpleLineOffsetOn() C++: virtual void SimpleLineOffsetOn() Turn on/off the GL2PS_SIMPLE_LINE_OFFSET option. When enabled a small offset is added in the z-buffer to all the lines in the plot. This results in an anti-aliasing like solution. Defaults to on. SimpleLineOffsetOffV.SimpleLineOffsetOff() C++: virtual void SimpleLineOffsetOff() Turn on/off the GL2PS_SIMPLE_LINE_OFFSET option. When enabled a small offset is added in the z-buffer to all the lines in the plot. This results in an anti-aliasing like solution. Defaults to on. SetSilentV.SetSilent(int) C++: virtual void SetSilent(int _arg) Turn on/off GL2PS messages sent to stderr (GL2PS_SILENT). When enabled GL2PS messages are suppressed. Defaults to off. GetSilentV.GetSilent() -> int C++: virtual int GetSilent() Turn on/off GL2PS messages sent to stderr (GL2PS_SILENT). When enabled GL2PS messages are suppressed. Defaults to off. SilentOnV.SilentOn() C++: virtual void SilentOn() Turn on/off GL2PS messages sent to stderr (GL2PS_SILENT). When enabled GL2PS messages are suppressed. Defaults to off. SilentOffV.SilentOff() C++: virtual void SilentOff() Turn on/off GL2PS messages sent to stderr (GL2PS_SILENT). When enabled GL2PS messages are suppressed. Defaults to off. SetBestRootV.SetBestRoot(int) C++: virtual void SetBestRoot(int _arg) Turn on/off the GL2PS_BEST_ROOT option. When enabled the construction of the BSP tree is optimized by choosing the root primitives leading to the minimum number of splits. Defaults to on. GetBestRootV.GetBestRoot() -> int C++: virtual int GetBestRoot() Turn on/off the GL2PS_BEST_ROOT option. When enabled the construction of the BSP tree is optimized by choosing the root primitives leading to the minimum number of splits. Defaults to on. BestRootOnV.BestRootOn() C++: virtual void BestRootOn() Turn on/off the GL2PS_BEST_ROOT option. When enabled the construction of the BSP tree is optimized by choosing the root primitives leading to the minimum number of splits. Defaults to on. BestRootOffV.BestRootOff() C++: virtual void BestRootOff() Turn on/off the GL2PS_BEST_ROOT option. When enabled the construction of the BSP tree is optimized by choosing the root primitives leading to the minimum number of splits. Defaults to on. SetTextV.SetText(int) C++: virtual void SetText(int _arg) Turn on/off drawing the text. If on (default) the text is drawn. If the FileFormat is set to TeX output then a LaTeX picture is generated with the text strings. If off text output is suppressed. GetTextV.GetText() -> int C++: virtual int GetText() Turn on/off drawing the text. If on (default) the text is drawn. If the FileFormat is set to TeX output then a LaTeX picture is generated with the text strings. If off text output is suppressed. TextOnV.TextOn() C++: virtual void TextOn() Turn on/off drawing the text. If on (default) the text is drawn. If the FileFormat is set to TeX output then a LaTeX picture is generated with the text strings. If off text output is suppressed. TextOffV.TextOff() C++: virtual void TextOff() Turn on/off drawing the text. If on (default) the text is drawn. If the FileFormat is set to TeX output then a LaTeX picture is generated with the text strings. If off text output is suppressed. SetLandscapeV.SetLandscape(int) C++: virtual void SetLandscape(int _arg) Turn on/off landscape orientation. If off (default) the orientation is set to portrait. GetLandscapeV.GetLandscape() -> int C++: virtual int GetLandscape() Turn on/off landscape orientation. If off (default) the orientation is set to portrait. LandscapeOnV.LandscapeOn() C++: virtual void LandscapeOn() Turn on/off landscape orientation. If off (default) the orientation is set to portrait. LandscapeOffV.LandscapeOff() C++: virtual void LandscapeOff() Turn on/off landscape orientation. If off (default) the orientation is set to portrait. SetPS3ShadingV.SetPS3Shading(int) C++: virtual void SetPS3Shading(int _arg) Turn on/off the GL2PS_PS3_SHADING option. When enabled the shfill PostScript level 3 operator is used. Read the GL2PS documentation for more details. Defaults to on. GetPS3ShadingV.GetPS3Shading() -> int C++: virtual int GetPS3Shading() Turn on/off the GL2PS_PS3_SHADING option. When enabled the shfill PostScript level 3 operator is used. Read the GL2PS documentation for more details. Defaults to on. PS3ShadingOnV.PS3ShadingOn() C++: virtual void PS3ShadingOn() Turn on/off the GL2PS_PS3_SHADING option. When enabled the shfill PostScript level 3 operator is used. Read the GL2PS documentation for more details. Defaults to on. PS3ShadingOffV.PS3ShadingOff() C++: virtual void PS3ShadingOff() Turn on/off the GL2PS_PS3_SHADING option. When enabled the shfill PostScript level 3 operator is used. Read the GL2PS documentation for more details. Defaults to on. SetOcclusionCullV.SetOcclusionCull(int) C++: virtual void SetOcclusionCull(int _arg) Turn on/off culling of occluded polygons (GL2PS_OCCLUSION_CULL). When enabled hidden polygons are removed. This reduces file size considerably. Defaults to on. GetOcclusionCullV.GetOcclusionCull() -> int C++: virtual int GetOcclusionCull() Turn on/off culling of occluded polygons (GL2PS_OCCLUSION_CULL). When enabled hidden polygons are removed. This reduces file size considerably. Defaults to on. OcclusionCullOnV.OcclusionCullOn() C++: virtual void OcclusionCullOn() Turn on/off culling of occluded polygons (GL2PS_OCCLUSION_CULL). When enabled hidden polygons are removed. This reduces file size considerably. Defaults to on. OcclusionCullOffV.OcclusionCullOff() C++: virtual void OcclusionCullOff() Turn on/off culling of occluded polygons (GL2PS_OCCLUSION_CULL). When enabled hidden polygons are removed. This reduces file size considerably. Defaults to on. SetWrite3DPropsAsRasterImageV.SetWrite3DPropsAsRasterImage(int) C++: virtual void SetWrite3DPropsAsRasterImage(int _arg) Turn on/off writing 3D props as raster images. 2D props are rendered using vector graphics primitives. If you have hi-res actors and are using transparency you probably need to turn this on. Defaults to Off. This option has no effect when the OpenGL2 backend is in use, as all 3D props (excluding vtkTextActor3D) are rasterized into the background. GetWrite3DPropsAsRasterImageV.GetWrite3DPropsAsRasterImage() -> int C++: virtual int GetWrite3DPropsAsRasterImage() Turn on/off writing 3D props as raster images. 2D props are rendered using vector graphics primitives. If you have hi-res actors and are using transparency you probably need to turn this on. Defaults to Off. This option has no effect when the OpenGL2 backend is in use, as all 3D props (excluding vtkTextActor3D) are rasterized into the background. Write3DPropsAsRasterImageOnV.Write3DPropsAsRasterImageOn() C++: virtual void Write3DPropsAsRasterImageOn() Turn on/off writing 3D props as raster images. 2D props are rendered using vector graphics primitives. If you have hi-res actors and are using transparency you probably need to turn this on. Defaults to Off. This option has no effect when the OpenGL2 backend is in use, as all 3D props (excluding vtkTextActor3D) are rasterized into the background. Write3DPropsAsRasterImageOffV.Write3DPropsAsRasterImageOff() C++: virtual void Write3DPropsAsRasterImageOff() Turn on/off writing 3D props as raster images. 2D props are rendered using vector graphics primitives. If you have hi-res actors and are using transparency you probably need to turn this on. Defaults to Off. This option has no effect when the OpenGL2 backend is in use, as all 3D props (excluding vtkTextActor3D) are rasterized into the background. SetTextAsPathV.SetTextAsPath(bool) C++: virtual void SetTextAsPath(bool _arg) Turn on/off exporting text as path information, rather than character data. This is useful for the PDF backend, which does not properly support aligned text otherwise. Defaults to Off. GetTextAsPathV.GetTextAsPath() -> bool C++: virtual bool GetTextAsPath() Turn on/off exporting text as path information, rather than character data. This is useful for the PDF backend, which does not properly support aligned text otherwise. Defaults to Off. TextAsPathOnV.TextAsPathOn() C++: virtual void TextAsPathOn() Turn on/off exporting text as path information, rather than character data. This is useful for the PDF backend, which does not properly support aligned text otherwise. Defaults to Off. TextAsPathOffV.TextAsPathOff() C++: virtual void TextAsPathOff() Turn on/off exporting text as path information, rather than character data. This is useful for the PDF backend, which does not properly support aligned text otherwise. Defaults to Off. SetRasterExclusionsV.SetRasterExclusions(vtkPropCollection) C++: void SetRasterExclusions(vtkPropCollection *) Collection of props to exclude from rasterization. These will be rendered as 2D vector primitives in the output. This setting is ignored if Write3DPropsAsRasterImage is false. Behind the scenes, these props are treated as 2D props during the vector output generation. GetRasterExclusionsV.GetRasterExclusions() -> vtkPropCollection C++: virtual vtkPropCollection *GetRasterExclusions() Collection of props to exclude from rasterization. These will be rendered as 2D vector primitives in the output. This setting is ignored if Write3DPropsAsRasterImage is false. Behind the scenes, these props are treated as 2D props during the vector output generation. SetPointSizeFactorV.SetPointSizeFactor(float) C++: virtual void SetPointSizeFactor(float _arg) Set the ratio between the OpenGL PointSize and that used by GL2PS to generate PostScript. Defaults to a ratio of 5/7. GetPointSizeFactorV.GetPointSizeFactor() -> float C++: virtual float GetPointSizeFactor() Set the ratio between the OpenGL PointSize and that used by GL2PS to generate PostScript. Defaults to a ratio of 5/7. SetLineWidthFactorV.SetLineWidthFactor(float) C++: virtual void SetLineWidthFactor(float _arg) Set the ratio between the OpenGL LineWidth and that used by GL2PS to generate PostScript. Defaults to a ratio of 5/7. GetLineWidthFactorV.GetLineWidthFactor() -> float C++: virtual float GetLineWidthFactor() Set the ratio between the OpenGL LineWidth and that used by GL2PS to generate PostScript. Defaults to a ratio of 5/7. PSEPSPDFTeXSVGOffSimpleBSPvtkPropCollectionvtkIVExportervtkIOExportPython.vtkIVExportervtkIVExporter - export a scene into OpenInventor 2.0 format. Superclass: vtkExporter vtkIVExporter is a concrete subclass of vtkExporter that writes OpenInventor 2.0 files. @sa vtkExporter V.SafeDownCast(vtkObjectBase) -> vtkIVExporter C++: static vtkIVExporter *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkIVExporter C++: vtkIVExporter *NewInstance() SetFileNameV.SetFileName(string) C++: virtual void SetFileName(const char *_arg) Specify the name of the OpenInventor file to write. GetFileNameV.GetFileName() -> string C++: virtual char *GetFileName() Specify the name of the OpenInventor file to write. vtkOBJExportervtkIOExportPython.vtkOBJExportervtkOBJExporter - export a scene into Wavefront format. Superclass: vtkExporter vtkOBJExporter is a concrete subclass of vtkExporter that writes wavefront .OBJ files in ASCII form. It also writes out a mtl file that contains the material properties. The filenames are derived by appending the .obj and .mtl suffix onto the user specified FilePrefix. @sa vtkExporter V.SafeDownCast(vtkObjectBase) -> vtkOBJExporter C++: static vtkOBJExporter *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOBJExporter C++: vtkOBJExporter *NewInstance() V.SetFilePrefix(string) C++: virtual void SetFilePrefix(const char *_arg) Specify the prefix of the files to write out. The resulting filenames will have .obj and .mtl appended to them. V.GetFilePrefix() -> string C++: virtual char *GetFilePrefix() Specify the prefix of the files to write out. The resulting filenames will have .obj and .mtl appended to them. vtkOOGLExportervtkIOExportPython.vtkOOGLExportervtkOOGLExporter - export a scene into Geomview OOGL format. Superclass: vtkExporter vtkOOGLExporter is a concrete subclass of vtkExporter that writes Geomview OOGL files. @sa vtkExporter V.SafeDownCast(vtkObjectBase) -> vtkOOGLExporter C++: static vtkOOGLExporter *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOOGLExporter C++: vtkOOGLExporter *NewInstance() V.SetFileName(string) C++: virtual void SetFileName(const char *_arg) Specify the name of the Geomview file to write. V.GetFileName() -> string C++: virtual char *GetFileName() Specify the name of the Geomview file to write. vtkPDFContextDevice2DvtkIOExportPython.vtkPDFContextDevice2DvtkPDFContextDevice2D - vtkContextDevice2D implementation for use with vtkPDFExporter. Superclass: vtkContextDevice2D V.SafeDownCast(vtkObjectBase) -> vtkPDFContextDevice2D C++: static vtkPDFContextDevice2D *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkPDFContextDevice2D C++: vtkPDFContextDevice2D *NewInstance() SetHaruObjectsV.SetHaruObjects(void, void) C++: void SetHaruObjects(void *doc, void *page) Set the HPDF_Doc and HPDF_Page to use while exporting the scene. The type is void* to keep the libharu opaque types from leaking into headers. This function expects HPDF_Document* and HPDF_Page* as the arguments. SetRendererV.SetRenderer(vtkRenderer) C++: void SetRenderer(vtkRenderer *) DrawPolyV.DrawPoly([float, ...], int, [int, ...], int) C++: void DrawPoly(float *points, int n, unsigned char *colors=nullptr, int nc_comps=0) override; Draw a poly line using the points - fastest code path due to memory layout of the coordinates. The line will be colored by the colors array, which must be have nc_comps components (defining a single color). \sa DrawLines() DrawLinesV.DrawLines([float, ...], int, [int, ...], int) C++: void DrawLines(float *f, int n, unsigned char *colors=nullptr, int nc_comps=0) override; Draw lines using the points - memory layout is as follows: l1p1,l1p2,l2p1,l2p2... The lines will be colored by colors array which has nc_comps components (defining a single color). \sa DrawPoly() DrawPointsV.DrawPoints([float, ...], int, [int, ...], int) C++: void DrawPoints(float *points, int n, unsigned char *colors=nullptr, int nc_comps=0) override; Draw a series of points - fastest code path due to memory layout of the coordinates. The colors and nc_comps are optional - color array. DrawPointSpritesV.DrawPointSprites(vtkImageData, [float, ...], int, [int, ...], int) C++: void DrawPointSprites(vtkImageData *sprite, float *points, int n, unsigned char *colors=nullptr, int nc_comps=0) override; Draw a series of point sprites, images centred at the points supplied. The supplied vtkImageData is the sprite to be drawn, only squares will be drawn and the size is set using SetPointSize. \param colors is an optional array of colors. \param nc_comps is the number of components for the color. DrawMarkersV.DrawMarkers(int, bool, [float, ...], int, [int, ...], int) C++: void DrawMarkers(int shape, bool highlight, float *points, int n, unsigned char *colors=nullptr, int nc_comps=0) override; Draw a series of markers centered at the points supplied. The shape argument controls the marker shape, and can be one of - VTK_MARKER_CROSS - VTK_MARKER_PLUS - VTK_MARKER_SQUARE - VTK_MARKER_CIRCLE - VTK_MARKER_DIAMOND \param colors is an optional array of colors. \param nc_comps is the number of components for the color. DrawQuadV.DrawQuad([float, ...], int) C++: void DrawQuad(float *, int) override; Draw a quad using the specified number of points. DrawQuadStripV.DrawQuadStrip([float, ...], int) C++: void DrawQuadStrip(float *, int) override; Draw a quad using the specified number of points. DrawPolygonV.DrawPolygon([float, ...], int) C++: void DrawPolygon(float *, int) override; DrawColoredPolygonV.DrawColoredPolygon([float, ...], int, [int, ...], int) C++: void DrawColoredPolygon(float *points, int numPoints, unsigned char *colors=nullptr, int nc_comps=0) override; DrawEllipseWedgeV.DrawEllipseWedge(float, float, float, float, float, float, float, float) C++: void DrawEllipseWedge(float x, float y, float outRx, float outRy, float inRx, float inRy, float startAngle, float stopAngle) override; Draw an elliptic wedge with center at x, y, outer radii outRx, outRy, inner radii inRx, inRy between angles startAngle and stopAngle (expressed in degrees). \pre positive_outRx: outRx>=0 \pre positive_outRy: outRy>=0 \pre positive_inRx: inRx>=0 \pre positive_inRy: inRy>=0 \pre ordered_rx: inRx<=outRx \pre ordered_ry: inRy<=outRy DrawEllipticArcV.DrawEllipticArc(float, float, float, float, float, float) C++: void DrawEllipticArc(float x, float y, float rX, float rY, float startAngle, float stopAngle) override; Draw an elliptic arc with center at x,y with radii rX and rY between angles startAngle and stopAngle (expressed in degrees). \pre positive_rX: rX>=0 \pre positive_rY: rY>=0 DrawStringV.DrawString([float, ...], string) C++: void DrawString(float *point, const vtkStdString &string) override; V.DrawString([float, ...], unicode) C++: void DrawString(float *point, const vtkUnicodeString &string) override; Draw some text to the screen. ComputeStringBoundsV.ComputeStringBounds(string, [float, float, float, float]) C++: void ComputeStringBounds(const vtkStdString &string, float bounds[4]) override; V.ComputeStringBounds(unicode, [float, float, float, float]) C++: void ComputeStringBounds(const vtkUnicodeString &string, float bounds[4]) override; Compute the bounds of the supplied string. The bounds will be copied to the supplied bounds variable, the first two elements are the bottom corner of the string, and the second two elements are the width and height of the bounding box. NOTE: This function does not take account of the text rotation or justification. ComputeJustifiedStringBoundsV.ComputeJustifiedStringBounds(string, [float, float, float, float]) C++: void ComputeJustifiedStringBounds(const char *string, float bounds[4]) override; Compute the bounds of the supplied string while taking into account the justification of the currently applied text property. Simple rotations (0, 90, 180, 270) are also correctly taken into account. DrawMathTextStringV.DrawMathTextString([float, ...], string) C++: void DrawMathTextString(float *point, const vtkStdString &str) override; Draw text using MathText markup for mathematical equations. See http://matplotlib.sourceforge.net/users/mathtext.html for more information. DrawImageV.DrawImage([float, float], float, vtkImageData) C++: void DrawImage(float p[2], float scale, vtkImageData *image) override; V.DrawImage(vtkRectf, vtkImageData) C++: void DrawImage(const vtkRectf &pos, vtkImageData *image) override; Draw the supplied image at the given x, y (p[0], p[1]) (bottom corner), scaled by scale (1.0 would match the image). SetColor4V.SetColor4([int, int, int, int]) C++: void SetColor4(unsigned char color[4]) override; Set the color for the device using unsigned char of length 4, RGBA. SetTextureV.SetTexture(vtkImageData, int) C++: void SetTexture(vtkImageData *image, int properties) override; Set the texture for the device, it is used to fill the polygons SetPointSizeV.SetPointSize(float) C++: void SetPointSize(float size) override; Set the point size for glyphs/sprites. SetLineWidthV.SetLineWidth(float) C++: void SetLineWidth(float width) override; Set the line width. DrawPolyDataV.DrawPolyData([float, float], float, vtkPolyData, vtkUnsignedCharArray, int) C++: void DrawPolyData(float p[2], float scale, vtkPolyData *polyData, vtkUnsignedCharArray *colors, int scalarMode) override; Draw the supplied PolyData at the given x, y (p[0], p[1]) (bottom corner), scaled by scale (1.0 would match the actual dataset). Only lines and polys are rendered. Only the x/y coordinates of the polydata are used. @param p Offset to apply to polydata. @param scale Isotropic scale for polydata. Applied after offset. @param polyData Draw lines and polys from this dataset. @param colors RGBA for points or cells, depending on value of scalarMode. Must not be NULL. @param scalarMode Must be either VTK_SCALAR_MODE_USE_POINT_DATA or VTK_SCALAR_MODE_USE_CELL_DATA. The base implementation breaks the polydata apart and renders each polygon individually using the device API. Subclasses should override this method with a batch-drawing implementation if performance is a concern. SetLineTypeV.SetLineType(int) C++: void SetLineType(int type) override; Set the line type type (using anonymous enum in vtkPen). SetMatrixV.SetMatrix(vtkMatrix3x3) C++: void SetMatrix(vtkMatrix3x3 *m) override; Set the model view matrix for the display GetMatrixV.GetMatrix(vtkMatrix3x3) C++: void GetMatrix(vtkMatrix3x3 *m) override; Set the model view matrix for the display MultiplyMatrixV.MultiplyMatrix(vtkMatrix3x3) C++: void MultiplyMatrix(vtkMatrix3x3 *m) override; Multiply the current model view matrix by the supplied one PushMatrixV.PushMatrix() C++: void PushMatrix() override; Push the current matrix onto the stack. PopMatrixV.PopMatrix() C++: void PopMatrix() override; Pop the current matrix off of the stack. SetClippingV.SetClipping([int, ...]) C++: void SetClipping(int *x) override; Supply a float array of length 4 with x1, y1, width, height specifying clipping region for the device in pixels. EnableClippingV.EnableClipping(bool) C++: void EnableClipping(bool enable) override; Enable or disable the clipping of the scene. vtkContextDevice2DvtkRenderervtkImageData@Ps *f@Pu *f@sP *f@uP *fvtkRectfvtkPolyDatavtkUnsignedCharArrayvtkMatrix3x3vtkPDFExportervtkIOExportPython.vtkPDFExportervtkPDFExporter - Exports vtkContext2D scenes to PDF. Superclass: vtkExporter This exporter draws context2D scenes into a PDF file. V.SafeDownCast(vtkObjectBase) -> vtkPDFExporter C++: static vtkPDFExporter *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkPDFExporter C++: vtkPDFExporter *NewInstance() V.SetTitle(string) C++: virtual void SetTitle(const char *_arg) V.GetTitle() -> string C++: virtual char *GetTitle() V.SetFileName(string) C++: virtual void SetFileName(const char *_arg) V.GetFileName() -> string C++: virtual char *GetFileName() vtkPOVExportervtkIOExportPython.vtkPOVExportervtkPOVExporter - Export scene into povray format. Superclass: vtkExporter This Exporter can be attached to a render window in order to generate scene description files for the Persistence of Vision Raytracer www.povray.org. @par Thanks: Li-Ta Lo (ollie@lanl.gov) and Jim Ahrens (ahrens@lanl.gov) Los Alamos National Laboratory V.SafeDownCast(vtkObjectBase) -> vtkPOVExporter C++: static vtkPOVExporter *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkPOVExporter C++: vtkPOVExporter *NewInstance() V.SetFileName(string) C++: virtual void SetFileName(const char *_arg) The filename to save into. V.GetFileName() -> string C++: virtual char *GetFileName() The filename to save into. vtkRIBExportervtkIOExportPython.vtkRIBExportervtkRIBExporter - export a scene into RenderMan RIB format. Superclass: vtkExporter vtkRIBExporter is a concrete subclass of vtkExporter that writes a Renderman .RIB files. The input specifies a vtkRenderWindow. All visible actors and lights will be included in the rib file. The following file naming conventions apply: rib file - FilePrefix.rib image file created by RenderMan - FilePrefix.tif texture files - TexturePrefix_0xADDR_MTIME.tif This object does NOT generate an image file. The user must run either RenderMan or a RenderMan emulator like Blue Moon Ray Tracer (BMRT). vtk properties are convert to Renderman shaders as follows: Normal property, no texture map - plastic.sl Normal property with texture map - txtplastic.sl These two shaders must be compiled by the rendering package being used. vtkRIBExporter also supports custom shaders. The shaders are written using the Renderman Shading Language. See "The Renderman Companion", ISBN 0-201-50868, 1989 for details on writing shaders. vtkRIBProperty specifies the declarations and parameter settings for custom shaders. Tcl Example: generate a rib file for the current rendering. vtkRIBExporter myRIB myRIB SetInput $renWin myRIB SetFilePrefix mine myRIB Write This will create a file mine.rib. After running this file through a Renderman renderer a file mine.tif will contain the rendered image. @sa vtkExporter vtkRIBProperty vtkRIBLight V.SafeDownCast(vtkObjectBase) -> vtkRIBExporter C++: static vtkRIBExporter *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkRIBExporter C++: vtkRIBExporter *NewInstance() SetSizeV.SetSize(int, int) C++: void SetSize(int, int) V.SetSize((int, int)) C++: void SetSize(int a[2]) GetSizeV.GetSize() -> (int, int) C++: int *GetSize() Specify the size of the image for RenderMan. If none is specified, the size of the render window will be used. SetPixelSamplesV.SetPixelSamples(int, int) C++: void SetPixelSamples(int, int) V.SetPixelSamples((int, int)) C++: void SetPixelSamples(int a[2]) GetPixelSamplesV.GetPixelSamples() -> (int, int) C++: int *GetPixelSamples() Specify the sampling rate for the rendering. Default is 2 2. V.SetFilePrefix(string) C++: virtual void SetFilePrefix(const char *_arg) Specify the prefix of the files to write out. The resulting file names will have .rib appended to them. V.GetFilePrefix() -> string C++: virtual char *GetFilePrefix() Specify the prefix of the files to write out. The resulting file names will have .rib appended to them. SetTexturePrefixV.SetTexturePrefix(string) C++: virtual void SetTexturePrefix(const char *_arg) Specify the prefix of any generated texture files. GetTexturePrefixV.GetTexturePrefix() -> string C++: virtual char *GetTexturePrefix() Specify the prefix of any generated texture files. SetBackgroundV.SetBackground(int) C++: virtual void SetBackground(int _arg) Set/Get the background flag. Default is 0 (off). If set, the rib file will contain an image shader that will use the renderer window's background color. Normally, RenderMan does generate backgrounds. Backgrounds are composited into the scene with the tiffcomp program that comes with Pixar's RenderMan Toolkit. In fact, Pixar's Renderman will accept an image shader but only sets the alpha of the background. Images created this way will still have a black background but contain an alpha of 1 at all pixels and CANNOT be subsequently composited with other images using tiffcomp. However, other RenderMan compliant renderers like Blue Moon Ray Tracing (BMRT) do allow image shaders and properly set the background color. If this sounds too confusing, use the following rules: If you are using Pixar's Renderman, leave the Background off. Otherwise, try setting BackGroundOn and see if you get the desired results. GetBackgroundV.GetBackground() -> int C++: virtual int GetBackground() Set/Get the background flag. Default is 0 (off). If set, the rib file will contain an image shader that will use the renderer window's background color. Normally, RenderMan does generate backgrounds. Backgrounds are composited into the scene with the tiffcomp program that comes with Pixar's RenderMan Toolkit. In fact, Pixar's Renderman will accept an image shader but only sets the alpha of the background. Images created this way will still have a black background but contain an alpha of 1 at all pixels and CANNOT be subsequently composited with other images using tiffcomp. However, other RenderMan compliant renderers like Blue Moon Ray Tracing (BMRT) do allow image shaders and properly set the background color. If this sounds too confusing, use the following rules: If you are using Pixar's Renderman, leave the Background off. Otherwise, try setting BackGroundOn and see if you get the desired results. BackgroundOnV.BackgroundOn() C++: virtual void BackgroundOn() Set/Get the background flag. Default is 0 (off). If set, the rib file will contain an image shader that will use the renderer window's background color. Normally, RenderMan does generate backgrounds. Backgrounds are composited into the scene with the tiffcomp program that comes with Pixar's RenderMan Toolkit. In fact, Pixar's Renderman will accept an image shader but only sets the alpha of the background. Images created this way will still have a black background but contain an alpha of 1 at all pixels and CANNOT be subsequently composited with other images using tiffcomp. However, other RenderMan compliant renderers like Blue Moon Ray Tracing (BMRT) do allow image shaders and properly set the background color. If this sounds too confusing, use the following rules: If you are using Pixar's Renderman, leave the Background off. Otherwise, try setting BackGroundOn and see if you get the desired results. BackgroundOffV.BackgroundOff() C++: virtual void BackgroundOff() Set/Get the background flag. Default is 0 (off). If set, the rib file will contain an image shader that will use the renderer window's background color. Normally, RenderMan does generate backgrounds. Backgrounds are composited into the scene with the tiffcomp program that comes with Pixar's RenderMan Toolkit. In fact, Pixar's Renderman will accept an image shader but only sets the alpha of the background. Images created this way will still have a black background but contain an alpha of 1 at all pixels and CANNOT be subsequently composited with other images using tiffcomp. However, other RenderMan compliant renderers like Blue Moon Ray Tracing (BMRT) do allow image shaders and properly set the background color. If this sounds too confusing, use the following rules: If you are using Pixar's Renderman, leave the Background off. Otherwise, try setting BackGroundOn and see if you get the desired results. SetExportArraysV.SetExportArrays(int) C++: virtual void SetExportArrays(int _arg) Set or get the ExportArrays. If ExportArrays is set, then all point data, field data, and cell data arrays will get exported together with polygons. Default is Off (0). GetExportArraysMinValueV.GetExportArraysMinValue() -> int C++: virtual int GetExportArraysMinValue() Set or get the ExportArrays. If ExportArrays is set, then all point data, field data, and cell data arrays will get exported together with polygons. Default is Off (0). GetExportArraysMaxValueV.GetExportArraysMaxValue() -> int C++: virtual int GetExportArraysMaxValue() Set or get the ExportArrays. If ExportArrays is set, then all point data, field data, and cell data arrays will get exported together with polygons. Default is Off (0). ExportArraysOnV.ExportArraysOn() C++: virtual void ExportArraysOn() Set or get the ExportArrays. If ExportArrays is set, then all point data, field data, and cell data arrays will get exported together with polygons. Default is Off (0). ExportArraysOffV.ExportArraysOff() C++: virtual void ExportArraysOff() Set or get the ExportArrays. If ExportArrays is set, then all point data, field data, and cell data arrays will get exported together with polygons. Default is Off (0). GetExportArraysV.GetExportArrays() -> int C++: virtual int GetExportArrays() Set or get the ExportArrays. If ExportArrays is set, then all point data, field data, and cell data arrays will get exported together with polygons. Default is Off (0). vtkRIBLightvtkIOExportPython.vtkRIBLightvtkRIBLight - RIP Light Superclass: vtkLight vtkRIBLight is a subclass of vtkLight that allows the user to specify light source shaders and shadow casting lights for use with RenderMan. @sa vtkRIBExporter vtkRIBProperty V.SafeDownCast(vtkObjectBase) -> vtkRIBLight C++: static vtkRIBLight *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkRIBLight C++: vtkRIBLight *NewInstance() ShadowsOnV.ShadowsOn() C++: virtual void ShadowsOn() ShadowsOffV.ShadowsOff() C++: virtual void ShadowsOff() SetShadowsV.SetShadows(int) C++: virtual void SetShadows(int _arg) GetShadowsV.GetShadows() -> int C++: virtual int GetShadows() RenderV.Render(vtkRenderer, int) C++: void Render(vtkRenderer *ren, int index) override; Abstract interface to renderer. Each concrete subclass of vtkLight will load its data into the graphics system in response to this method invocation. The actual loading is performed by a vtkLightDevice subclass, which will get created automatically. vtkLightvtkRIBPropertyvtkIOExportPython.vtkRIBPropertyvtkRIBProperty - RIP Property Superclass: vtkProperty vtkRIBProperty is a subclass of vtkProperty that allows the user to specify named shaders for use with RenderMan. Both surface and displacement shaders can be specified. Parameters for the shaders can be declared and set. @sa vtkRIBExporter vtkRIBLight V.SafeDownCast(vtkObjectBase) -> vtkRIBProperty C++: static vtkRIBProperty *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkRIBProperty C++: vtkRIBProperty *NewInstance() SetSurfaceShaderUsesDefaultParametersV.SetSurfaceShaderUsesDefaultParameters(bool) C++: virtual void SetSurfaceShaderUsesDefaultParameters(bool _arg) If true (default) the surface shader uses the usual shader parameters: Ka - Ambient amount Kd - Diffuse amount Ks - Specular amount Roughness SpecularColor Additional surface shader parameters can be added with the Set/AddSurfaceShaderParameter methods. If false, all surface shader parameters must be specified GetSurfaceShaderUsesDefaultParametersV.GetSurfaceShaderUsesDefaultParameters() -> bool C++: virtual bool GetSurfaceShaderUsesDefaultParameters() If true (default) the surface shader uses the usual shader parameters: Ka - Ambient amount Kd - Diffuse amount Ks - Specular amount Roughness SpecularColor Additional surface shader parameters can be added with the Set/AddSurfaceShaderParameter methods. If false, all surface shader parameters must be specified SurfaceShaderUsesDefaultParametersOnV.SurfaceShaderUsesDefaultParametersOn() C++: virtual void SurfaceShaderUsesDefaultParametersOn() If true (default) the surface shader uses the usual shader parameters: Ka - Ambient amount Kd - Diffuse amount Ks - Specular amount Roughness SpecularColor Additional surface shader parameters can be added with the Set/AddSurfaceShaderParameter methods. If false, all surface shader parameters must be specified SurfaceShaderUsesDefaultParametersOffV.SurfaceShaderUsesDefaultParametersOff() C++: virtual void SurfaceShaderUsesDefaultParametersOff() If true (default) the surface shader uses the usual shader parameters: Ka - Ambient amount Kd - Diffuse amount Ks - Specular amount Roughness SpecularColor Additional surface shader parameters can be added with the Set/AddSurfaceShaderParameter methods. If false, all surface shader parameters must be specified SetSurfaceShaderV.SetSurfaceShader(string) C++: virtual void SetSurfaceShader(const char *_arg) Specify the name of a surface shader. GetSurfaceShaderV.GetSurfaceShader() -> string C++: virtual char *GetSurfaceShader() Specify the name of a surface shader. SetDisplacementShaderV.SetDisplacementShader(string) C++: virtual void SetDisplacementShader(const char *_arg) Specify the name of a displacement shader. GetDisplacementShaderV.GetDisplacementShader() -> string C++: virtual char *GetDisplacementShader() Specify the name of a displacement shader. SetVariableV.SetVariable(string, string) C++: void SetVariable(const char *variable, const char *declaration) Specify declarations for variables.. AddVariableV.AddVariable(string, string) C++: void AddVariable(const char *variable, const char *declaration) Specify declarations for variables.. GetDeclarationsV.GetDeclarations() -> string C++: char *GetDeclarations() Get variable declarations SetParameterV.SetParameter(string, string) C++: void SetParameter(const char *parameter, const char *value) Specify parameter values for variables. DEPRECATED: use (Set/Add)SurfaceShaderParameter instead. AddParameterV.AddParameter(string, string) C++: void AddParameter(const char *parameter, const char *value) Specify parameter values for variables. DEPRECATED: use (Set/Add)SurfaceShaderParameter instead. SetSurfaceShaderParameterV.SetSurfaceShaderParameter(string, string) C++: void SetSurfaceShaderParameter(const char *parameter, const char *value) Specify parameter values for surface shader parameters AddSurfaceShaderParameterV.AddSurfaceShaderParameter(string, string) C++: void AddSurfaceShaderParameter(const char *parameter, const char *value) Specify parameter values for surface shader parameters SetDisplacementShaderParameterV.SetDisplacementShaderParameter(string, string) C++: void SetDisplacementShaderParameter(const char *parameter, const char *value) Specify parameter values for displacement shader parameters AddDisplacementShaderParameterV.AddDisplacementShaderParameter(string, string) C++: void AddDisplacementShaderParameter(const char *parameter, const char *value) Specify parameter values for displacement shader parameters GetParametersV.GetParameters() -> string C++: char *GetParameters() Get parameters. GetSurfaceShaderParametersV.GetSurfaceShaderParameters() -> string C++: char *GetSurfaceShaderParameters() Get parameters. GetDisplacementShaderParametersV.GetDisplacementShaderParameters() -> string C++: char *GetDisplacementShaderParameters() Get parameters. vtkPropertyvtkSVGContextDevice2DvtkIOExportPython.vtkSVGContextDevice2DvtkSVGContextDevice2D - vtkContextDevice2D implementation for use with vtkSVGExporter. Superclass: vtkContextDevice2D Limitations: - The Nearest/Linear texture properties are ignored, since SVG doesn't provide any reliable control over interpolation. - Embedded fonts are experimental and poorly tested. Viewer support is lacking at the time of writing, hence the feature is largely useless. By default, fonts are not embedded since they're basically useless bloat. - TextAsPath is enabled by default, since viewers differ wildly in how they handle text objects (eg. Inkscape renders at expected size, but webkit is way too big). - Pattern fills and markers are not shown on some viewers, e.g. KDE's okular (Webkit seems to work, though). - Clipping seems to be broken in most viewers. Webkit is buggy and forces the clip coordinates to objectBoundingBox, even when explicitly set to userSpaceOnUse. - Many viewers anti-alias the output, leaving thin outlines around the triangles that make up larger polygons. This is a viewer issue and there not much we can do about it from the VTK side of things (and most viewers don't seem to have an antialiasing toggle, either...). V.SafeDownCast(vtkObjectBase) -> vtkSVGContextDevice2D C++: static vtkSVGContextDevice2D *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkSVGContextDevice2D C++: vtkSVGContextDevice2D *NewInstance() SetSVGContextV.SetSVGContext(vtkXMLDataElement, vtkXMLDataElement) C++: void SetSVGContext(vtkXMLDataElement *context, vtkXMLDataElement *defs) The svg container element to draw into, and the global definitions element. SetEmbedFontsV.SetEmbedFonts(bool) C++: virtual void SetEmbedFonts(bool _arg) GetEmbedFontsV.GetEmbedFonts() -> bool C++: virtual bool GetEmbedFonts() EmbedFontsOnV.EmbedFontsOn() C++: virtual void EmbedFontsOn() EmbedFontsOffV.EmbedFontsOff() C++: virtual void EmbedFontsOff() V.SetTextAsPath(bool) C++: virtual void SetTextAsPath(bool _arg) V.GetTextAsPath() -> bool C++: virtual bool GetTextAsPath() V.TextAsPathOn() C++: virtual void TextAsPathOn() V.TextAsPathOff() C++: virtual void TextAsPathOff() SetSubdivisionThresholdV.SetSubdivisionThreshold(float) C++: virtual void SetSubdivisionThreshold(float _arg) GetSubdivisionThresholdV.GetSubdivisionThreshold() -> float C++: virtual float GetSubdivisionThreshold() GenerateDefinitionsV.GenerateDefinitions() C++: void GenerateDefinitions() Write any definition information (fonts, images, etc) that are accumulated between actors. BeginV.Begin(vtkViewport) C++: void Begin(vtkViewport *) override; Begin drawing, pass in the viewport to set up the view. EndV.End() C++: void End() override; End drawing, clean up the view. vtkXMLDataElementvtkViewportvtkSVGExportervtkIOExportPython.vtkSVGExportervtkSVGExporter - Exports vtkContext2D scenes to SVG. Superclass: vtkExporter This exporter draws context2D scenes into a SVG file. Limitations: - The Nearest/Linear texture properties are ignored, since SVG doesn't provide any reliable control over interpolation. - Embedded fonts are experimental and poorly tested. Viewer support is lacking at the time of writing, hence the feature is largely useless. By default, fonts are not embedded since they're basically useless bloat. (this option is not exposed in vtkSVGExporter). - TextAsPath is enabled by default, since viewers differ wildly in how they handle text objects (eg. Inkscape renders at expected size, but webkit is way too big). - Pattern fills and markers are not shown on some viewers, e.g. KDE's okular (Webkit seems to work, though). - Clipping seems to be broken in most viewers. Webkit is buggy and forces the clip coordinates to objectBoundingBox, even when explicitly set to userSpaceOnUse. - Many viewers anti-alias the output, leaving thin outlines around the triangles that make up larger polygons. This is a viewer issue and there not much we can do about it from the VTK side of things (and most viewers don't seem to have an antialiasing toggle, either...). V.SafeDownCast(vtkObjectBase) -> vtkSVGExporter C++: static vtkSVGExporter *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkSVGExporter C++: vtkSVGExporter *NewInstance() SetDescriptionV.SetDescription(string) C++: virtual void SetDescription(const char *_arg) GetDescriptionV.GetDescription() -> string C++: virtual char *GetDescription() V.SetDrawBackground(bool) C++: virtual void SetDrawBackground(bool _arg) V.GetDrawBackground() -> bool C++: virtual bool GetDrawBackground() V.DrawBackgroundOn() C++: virtual void DrawBackgroundOn() V.DrawBackgroundOff() C++: virtual void DrawBackgroundOff() vtkVRMLExportervtkIOExportPython.vtkVRMLExportervtkVRMLExporter - export a scene into VRML 2.0 format. Superclass: vtkExporter vtkVRMLExporter is a concrete subclass of vtkExporter that writes VRML 2.0 files. This is based on the VRML 2.0 draft #3 but it should be pretty stable since we aren't using any of the newer features. @sa vtkExporter V.SafeDownCast(vtkObjectBase) -> vtkVRMLExporter C++: static vtkVRMLExporter *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkVRMLExporter C++: vtkVRMLExporter *NewInstance() V.SetFileName(string) C++: virtual void SetFileName(const char *_arg) Specify the name of the VRML file to write. V.GetFileName() -> string C++: virtual char *GetFileName() Specify the name of the VRML file to write. SetSpeedV.SetSpeed(float) C++: virtual void SetSpeed(double _arg) Specify the Speed of navigation. Default is 4. GetSpeedV.GetSpeed() -> float C++: virtual double GetSpeed() Specify the Speed of navigation. Default is 4. vtkX3DvtkCommonCorePython.vtkX3D.X3DTypesvtkCommonCorePython.vtkX3D.X3DElementvtkCommonCorePython.vtkX3D.X3DAttributeX3DTypesX3DElementX3DAttributeSFVEC3FSFVEC2FMFVEC3FMFVEC2FSFCOLORMFCOLORSFROTATIONMFROTATIONSFSTRINGMFSTRINGMFINT32SFIMAGEShapeAppearanceMaterialIndexedFaceSetProtoInstanceTransformImageTextureTextureTransformCoordinateNormalColorColorRGBATextureCoordinateROUTEfieldValueGroupLODSwitchScriptIndexedTriangleFanSetIndexedTriangleSetIndexedTriangleStripSetMultiTextureMultiTextureCoordinateMultiTextureTransformIndexedLineSetPointSetStaticGroupSphereBoxConeAnchorArc2DArcClose2DAudioClipBackgroundBillboardBooleanFilterBooleanSequencerBooleanToggleBooleanTriggerCircle2DCollisionColorInterpolatorContour2DContourPolyline2DCoordinateDoubleCoordinateInterpolatorCoordinateInterpolator2DCylinderCylinderSensorDirectionalLightDisk2DEXPORTElevationGridEspduTransformExternProtoDeclareExtrusionFillPropertiesFogFontStyleGeoCoordinateGeoElevationGridGeoLODGeoLocationGeoMetadataGeoOriginGeoPositionInterpolatorGeoTouchSensorGeoViewpointHAnimDisplacerHAnimHumanoidHAnimJointHAnimSegmentHAnimSiteIMPORTISInlineIntegerSequencerIntegerTriggerKeySensorLinePropertiesLineSetLoadSensorMetadataDoubleMetadataFloatMetadataIntegerMetadataSetMetadataStringMovieTextureNavigationInfoNormalInterpolatorNurbsCurveNurbsCurve2DNurbsOrientationInterpolatorNurbsPatchSurfaceNurbsPositionInterpolatorNurbsSetNurbsSurfaceInterpolatorNurbsSweptSurfaceNurbsSwungSurfaceNurbsTextureCoordinateNurbsTrimmedSurfaceOrientationInterpolatorPixelTexturePlaneSensorPointLightPolyline2DPolypoint2DPositionInterpolatorPositionInterpolator2DProtoBodyProtoDeclareProtoInterfaceProximitySensorReceiverPduRectangle2DScalarInterpolatorSceneSignalPduSoundSphereSensorSpotLightStringSensorTextTextureBackgroundTextureCoordinateGeneratorTimeSensorTimeTriggerTouchSensorTransmitterPduTriangleFanSetTriangleSetTriangleSet2DTriangleStripSetViewpointVisibilitySensorWorldInfoX3DcomponentconnectfieldheadhumanoidBodyTypemetaCADAssemblyCADFaceCADLayerCADPartComposedCubeMapTextureComposedShaderComposedTexture3DFloatVertexAttributeFogCoordinateGeneratedCubeMapTextureImageCubeMapTextureImageTexture3DIndexedQuadSetLocalFogMatrix3VertexAttributeMatrix4VertexAttributePackagedShaderPixelTexture3DProgramShaderQuadSetShaderPartShaderProgramTextureCoordinate3DTextureCoordinate4DTextureTransform3DTextureTransformMatrix3DDEFUSEcontainerFieldfromNodefromFieldtoNodetoFieldnamevaluecolorcolorIndexcoordIndextexCoordIndexnormalIndexcolorPerVertexnormalPerVertexrotationscalecenterscaleOrientationtranslationurlrepeatSrepeatTpointvectorrangeambientIntensitydiffuseColoremissiveColorshininessspecularColortransparencywhichChoiceindexmodesourcefunctionalphavertexCountradiussizeheightsolidccwkeykeyValueenableddirectionpositionorientationbboxCenterbboxSizeASInlineDEFaccessTypeactionKeyPressactionKeyReleaseaddressaltKeyantennaLocationantennaPatternLengthantennaPatternTypeapplicationIDarticulationParameterArrayarticulationParameterChangeIndicatorArrayarticulationParameterCountarticulationParameterDesignatorArrayarticulationParameterIdPartAttachedArrayarticulationParameterTypeArrayattenuationautoOffsetavatarSizeaxisOfRotationbackUrlbeamWidthbeginCapbindTimebottombottomRadiusbottomUrlcenterOfMasscenterOfRotationchild1Urlchild2Urlchild3Urlchild4Url_classclosureTypecollideTimecontentcontrolKeycontrolPointconvexcoordinateSystemcopyrightcreaseAnglecrossSectioncryptoKeyIDcryptoSystemcutOffAnglecycleIntervalcycleTimedatadataFormatdataLengthdataUrldatedeadReckoningdeletionAlloweddescriptiondetonateTimedirdirectOutputdiskAngledisplacementsdocumentationelapsedTimeellipsoidencodingSchemeendAngleendCapenterTimeenteredTextentityCategoryentityCountryentityDomainentityExtraentityIDentityKindentitySpecificentitySubCategoryexitTimeextentfamilyfanCountfieldOfViewfilledfinalTextfireMissionIndexfired1fired2firedTimefiringRangefiringRatefogTypeforceIDfrequencyfrontUrlfusegeoCoordsgeoGridOrigingeoSystemgroundAnglegroundColorhatchColorhatchStylehatchedheadlighthorizontalhorizontalDatumhttp_equivimageimportedDEFinfoinnerRadiusinputFalseinputNegateinputSourceinputTrueintegerKeyintensityjumpjustifykeyPresskeyReleaseknotlanglanguageleftToRightleftUrllengthlengthOfModulationParameterslevellimitOrientationlineSegmentslinearAccelerationlinearVelocitylinetypelinewidthScaleFactorllimitloadloadTimelocalDEFlocationloopmarkingmassmaxAnglemaxBackmaxExtentmaxFrontmaxPositionmetadataFormatminAngleminBackminFrontminPositionmodulationTypeDetailmodulationTypeMajormodulationTypeSpreadSpectrummodulationTypeSystemmomentsOfInertiamulticastRelayHostmulticastRelayPortmunitionApplicationIDmunitionEndPointmunitionEntityIDmunitionQuantitymunitionSiteIDmunitionStartPointmustEvaluatenavTypenetworkModenextnodeFieldoffsetonorderoriginatorouterRadiusparameterpauseTimepitchpointsportpowerpreviouspriorityprofileprogressprotoFieldradioEntityTypeCategoryradioEntityTypeCountryradioEntityTypeDomainradioEntityTypeKindradioEntityTypeNomenclatureradioEntityTypeNomenclatureVersionradioIDreadIntervalreceivedPowerreceiverStatereferencerelativeAntennaLocationresolutionresumeTimerightUrlrootUrlrotateYUprtpHeaderExpectedsampleRatesamplesshiftKeysidesiteIDskinCoordIndexskinCoordWeightskyAngleskyColorspacingspatializespeedspeedFactorspinestartAnglestartTimestiffnessstopTimestringstripCountstylesummarytdlTypetessellationtessellationScaletimetimeOuttimestamptitletoggletoptopToBottomtopUrltouchTimetransmitFrequencyBandwidthtransmitStatetransmitterApplicationIDtransmitterEntityIDtransmitterRadioIDtransmitterSiteIDtransparenttriggerTimetriggerTruetriggerValuetypeuDimensionuKnotuOrderuTessellationulimitvDimensionvKnotvOrdervTessellationversionverticalDatumverticesvisibilityLimitvisibilityRangewarheadweightwhichGeometrywriteIntervalxDimensionxSpacingyScalezDimensionzSpacingvtkX3DExportervtkIOExportPython.vtkX3DExportervtkX3DExporter - create an x3d file Superclass: vtkExporter vtkX3DExporter is a render window exporter which writes out the renderered scene into an X3D file. X3D is an XML-based format for representation 3D scenes (similar to VRML). Check out http://www.web3d.org/x3d/ for more details.@par Thanks: X3DExporter is contributed by Christophe Mouton at EDF. V.SafeDownCast(vtkObjectBase) -> vtkX3DExporter C++: static vtkX3DExporter *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkX3DExporter C++: vtkX3DExporter *NewInstance() V.SetFileName(string) C++: virtual void SetFileName(const char *_arg) Set/Get the output file name. V.GetFileName() -> string C++: virtual char *GetFileName() Set/Get the output file name. SetBinaryV.SetBinary(int) C++: virtual void SetBinary(int _arg) Turn on binary mode GetBinaryMinValueV.GetBinaryMinValue() -> int C++: virtual int GetBinaryMinValue() Turn on binary mode GetBinaryMaxValueV.GetBinaryMaxValue() -> int C++: virtual int GetBinaryMaxValue() Turn on binary mode BinaryOnV.BinaryOn() C++: virtual void BinaryOn() Turn on binary mode BinaryOffV.BinaryOff() C++: virtual void BinaryOff() Turn on binary mode GetBinaryV.GetBinary() -> int C++: virtual int GetBinary() Turn on binary mode SetFastestV.SetFastest(int) C++: virtual void SetFastest(int _arg) In binary mode use fastest instead of best compression GetFastestMinValueV.GetFastestMinValue() -> int C++: virtual int GetFastestMinValue() In binary mode use fastest instead of best compression GetFastestMaxValueV.GetFastestMaxValue() -> int C++: virtual int GetFastestMaxValue() In binary mode use fastest instead of best compression FastestOnV.FastestOn() C++: virtual void FastestOn() In binary mode use fastest instead of best compression FastestOffV.FastestOff() C++: virtual void FastestOff() In binary mode use fastest instead of best compression GetFastestV.GetFastest() -> int C++: virtual int GetFastest() In binary mode use fastest instead of best compression SetWriteToOutputStringV.SetWriteToOutputString(int) C++: virtual void SetWriteToOutputString(int _arg) Enable writing to an OutputString instead of the default, a file. GetWriteToOutputStringV.GetWriteToOutputString() -> int C++: virtual int GetWriteToOutputString() Enable writing to an OutputString instead of the default, a file. WriteToOutputStringOnV.WriteToOutputStringOn() C++: virtual void WriteToOutputStringOn() Enable writing to an OutputString instead of the default, a file. WriteToOutputStringOffV.WriteToOutputStringOff() C++: virtual void WriteToOutputStringOff() Enable writing to an OutputString instead of the default, a file. GetOutputStringLengthV.GetOutputStringLength() -> int C++: virtual int GetOutputStringLength() When WriteToOutputString in on, then a string is allocated, written to, and can be retrieved with these methods. The string is deleted during the next call to write ... GetOutputStringV.GetOutputString() -> string C++: virtual char *GetOutputString() When WriteToOutputString in on, then a string is allocated, written to, and can be retrieved with these methods. The string is deleted during the next call to write ... GetBinaryOutputStringV.GetBinaryOutputString() -> (int, ...) C++: unsigned char *GetBinaryOutputString() When WriteToOutputString in on, then a string is allocated, written to, and can be retrieved with these methods. The string is deleted during the next call to write ... RegisterAndGetOutputStringV.RegisterAndGetOutputString() -> string C++: char *RegisterAndGetOutputString() This convenience method returns the string, sets the IVAR to nullptr, so that the user is responsible for deleting the string. I am not sure what the name should be, so it may change in the future. p_voidvtkX3DExporterFIWritervtkIOExportPython.vtkX3DExporterFIWritervtkX3DExporterFIWriter - Superclass: vtkX3DExporterWriter V.SafeDownCast(vtkObjectBase) -> vtkX3DExporterFIWriter C++: static vtkX3DExporterFIWriter *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkX3DExporterFIWriter C++: vtkX3DExporterFIWriter *NewInstance() CloseFileV.CloseFile() C++: void CloseFile() override; OpenFileV.OpenFile(string) -> int C++: int OpenFile(const char *file) override; Opens the file specified with file returns 1 if successful otherwise 0 OpenStreamV.OpenStream() -> int C++: int OpenStream() override; Init data support to be a stream instead of a file FlushV.Flush() C++: void Flush() override; StartDocumentV.StartDocument() C++: void StartDocument() override; Starts a document and sets all necessary information, i.e. the header of the implemented encoding EndDocumentV.EndDocument() C++: void EndDocument() override; Ends a document and sets all necessary information or necessary bytes to finish the encoding correctly StartNodeV.StartNode(int) C++: void StartNode(int elementID) override; Starts/ends a new X3D node specified via nodeID. The list of nodeIds can be found in vtkX3DExportWriterSymbols.h. The EndNode function closes the last open node. So there must be corresponding Start/EndNode() calls for every node EndNodeV.EndNode() C++: void EndNode() override; Starts/ends a new X3D node specified via nodeID. The list of nodeIds can be found in vtkX3DExportWriterSymbols.h. The EndNode function closes the last open node. So there must be corresponding Start/EndNode() calls for every node SetFieldV.SetField(int, string, bool) C++: void SetField(int attributeID, const char *, bool mfstring=false) override; V.SetField(int, int) C++: void SetField(int attributeID, int) override; V.SetField(int, float) C++: void SetField(int attributeID, double) override; V.SetField(int, bool) C++: void SetField(int attributeID, bool) override; V.SetField(int, int, (float, ...)) C++: void SetField(int attributeID, int type, const double *a) override; V.SetField(int, int, vtkDataArray) C++: void SetField(int attributeID, int type, vtkDataArray *a) override; V.SetField(int, (float, ...), int) C++: void SetField(int attributeID, const double *values, size_t size) override; V.SetField(int, int, vtkCellArray) C++: void SetField(int attributeID, int type, vtkCellArray *a) V.SetField(int, (int, ...), int, bool) C++: void SetField(int attributeID, const int *values, size_t size, bool image=false) override; Sets the field specified with attributeID of the active node to the given value. The type of the field is SFString and MFString virtual void SetField(int attributeID, const std::string &value) = 0; V.SetFastest(int) C++: virtual void SetFastest(int _arg) Use fastest instead of best compression V.GetFastestMinValue() -> int C++: virtual int GetFastestMinValue() Use fastest instead of best compression V.GetFastestMaxValue() -> int C++: virtual int GetFastestMaxValue() Use fastest instead of best compression V.FastestOn() C++: virtual void FastestOn() Use fastest instead of best compression V.FastestOff() C++: virtual void FastestOff() Use fastest instead of best compression V.GetFastest() -> int C++: virtual int GetFastest() Use fastest instead of best compression vtkX3DExporterWriter@iz|q@ii@id@iq@iiP *d@iiV *vtkDataArray@iPK *d@iiV *vtkCellArray@iPK|q *ivtkDataArrayvtkCellArrayvtkIOExportPython.vtkX3DExporterWritervtkX3DExporterWriter - X3D Exporter Writer Superclass: vtkObject vtkX3DExporterWriter is the definition for classes that implement a encoding for the X3D exporter V.SafeDownCast(vtkObjectBase) -> vtkX3DExporterWriter C++: static vtkX3DExporterWriter *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkX3DExporterWriter C++: vtkX3DExporterWriter *NewInstance() V.OpenFile(string) -> int C++: virtual int OpenFile(const char *file) Opens the file specified with file returns 1 if successful otherwise 0 V.OpenStream() -> int C++: virtual int OpenStream() Init data support to be a stream instead of a file V.CloseFile() C++: virtual void CloseFile() V.Flush() C++: virtual void Flush() V.StartDocument() C++: virtual void StartDocument() Starts a document and sets all necessary information, i.e. the header of the implemented encoding V.EndDocument() C++: virtual void EndDocument() Ends a document and sets all necessary information or necessary bytes to finish the encoding correctly V.StartNode(int) C++: virtual void StartNode(int nodeID) Starts/ends a new X3D node specified via nodeID. The list of nodeIds can be found in vtkX3DExportWriterSymbols.h. The EndNode function closes the last open node. So there must be corresponding Start/EndNode() calls for every node V.EndNode() C++: virtual void EndNode() Starts/ends a new X3D node specified via nodeID. The list of nodeIds can be found in vtkX3DExportWriterSymbols.h. The EndNode function closes the last open node. So there must be corresponding Start/EndNode() calls for every node V.SetField(int, string, bool) C++: virtual void SetField(int attributeID, const char *value, bool mfstring=false) V.SetField(int, int) C++: virtual void SetField(int attributeID, int) V.SetField(int, float) C++: virtual void SetField(int attributeID, double) V.SetField(int, bool) C++: virtual void SetField(int attributeID, bool) V.SetField(int, int, (float, ...)) C++: virtual void SetField(int attributeID, int type, const double *a) V.SetField(int, int, vtkDataArray) C++: virtual void SetField(int attributeID, int type, vtkDataArray *a) V.SetField(int, (float, ...), int) C++: virtual void SetField(int attributeID, const double *values, size_t size) V.SetField(int, (int, ...), int, bool) C++: virtual void SetField(int attributeID, const int *values, size_t size, bool image=false) Sets the field specified with attributeID of the active node to the given value. The type of the field is SFString and MFString virtual void SetField(int attributeID, const std::string &value) = 0; vtkX3DExporterXMLWritervtkIOExportPython.vtkX3DExporterXMLWritervtkX3DExporterXMLWriter - X3D Exporter XML Writer Superclass: vtkX3DExporterWriter vtkX3DExporterXMLWriter V.SafeDownCast(vtkObjectBase) -> vtkX3DExporterXMLWriter C++: static vtkX3DExporterXMLWriter *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkX3DExporterXMLWriter C++: vtkX3DExporterXMLWriter *NewInstance() V.SetField(int, string, bool) C++: void SetField(int attributeID, const char *, bool mfstring=true) override; V.SetField(int, int) C++: void SetField(int attributeID, int) override; V.SetField(int, float) C++: void SetField(int attributeID, double) override; V.SetField(int, bool) C++: void SetField(int attributeID, bool) override; V.SetField(int, int, (float, ...)) C++: void SetField(int attributeID, int type, const double *a) override; V.SetField(int, int, vtkDataArray) C++: void SetField(int attributeID, int type, vtkDataArray *a) override; V.SetField(int, (float, ...), int) C++: void SetField(int attributeID, const double *values, size_t size) override; V.SetField(int, (int, ...), int, bool) C++: void SetField(int attributeID, const int *values, size_t size, bool image=false) override; Sets the field specified with attributeID of the active node to the given value. 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