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HHH([A^A_]fDUHAWAVSH(HuHaHED~D}HG]ԉ]؅y  HHtgLw(Mt^A)AuBHuH} tD}utHA9tAIL Hu6H} 1H([A^A_]IL HuH yHUHAVSH HuHaHEDvDuHG]]y 2 HHt&H(HtD9uH O Ht1H}111 H~xHHH [A^]UHAVSH HuH"bHEDvDuHG]]y HHt&H(HtD9uH  Ht1H}111E HwHHH [A^]UHAVSH HuHbHEDvDuHG]]y HHt&H(HtD9uH Ht1H}111 H>wHHH [A^]UHAVSH HuHbHEDvDuHG]]y R HHt&H(HtD9uHo Ht1H}111 HvHHH [A^]UHAVSH HuHxcHEDvDuHG]]y HHt&H(HtD9uHHt1H}111e HuHHH [A^]UHAVSH HuHcHEDvDuHG]]y  HHt&H(HtD9uH /Ht1H}111 H^uHHH [A^]UHAVSH HuHddHEDvDuHG]]y rHHt&H(HtD9uHHt1H}111% HtHHH [A^]UHAVSH HuHdHEDvDuHG]]y HHt&H(HtD9uHHt1H}111 HtHHH [A^]UHAVSH HuHVeHEDvDuHG]]y 2HHt&H(HtD9uHOHt1H}111 H~sHHH [A^]UHAVSH HuHeHEDvDuHG]]y HHt&H(HtD9uHHt1H}111E HrHHH [A^]UHAVSH HuHBfHEDvDuHG]]y HHt&H(HtD9uHHt1H}111 H>rHHH [A^]UHAVSH HuHfHEDvDuHG]]y RHHt#H(HtD9uEt%rHt*11H}111 HHHuHcGHHH [A^]@UHAWAVSH(HuHfHED~D}HG]ԉ]؅y HHtsLw(MtjA)AuNHuH}tP}EtRAf.u{AILHu6H}1H([A^A_]ILMHuHpH@UHAVSH0HuHZgHEDvDuHG]܉]y HHt*H(Ht!D9u Et,EHt-16H}111a%HEHuEHHH0[A^]UHAWAVSH(HuHgHED~D}HG]ԉ]؅y HHtsLw(MtjA)AuNHuH}tP}EtRAf.u{AILHu6H}i1H([A^A_]ILHuHnH@UHAVSH0HuH;hHEDvDuHG]܉]y HHt*H(Ht!D9u Et,EHt-16H}111%HEHuEHHH0[A^]ÐUHAVSH=bIHHt{HHH%HHEHLHUWH=kHUvH݆HeH蝿HHHL[A^]H=-hH5Fh~%%%% % %%%%%%%%%% %"%$%&%(%*%,%.%0%2%4%6%8%:%<%>%@%B%D%F%H%J%L%N%P%R%T%V%X%Z%\%^%`%b%d%f%h%j%l%n%p%r%t%v%x%z%|%~%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%­%ĭ%ƭ%ȭhzh!ph=fhP\hfRhHh>h4h*h hhC hWLMAS%jhhhh]h~hhh!hDhhhhxh-nhQdhZhPhFh h4h*h h ho hhh hrh>hThnh{hvtkBooleanTexturevtkImagingHybridPython.vtkBooleanTexturevtkBooleanTexture - generate 2D texture map based on combinations of inside, outside, and on region boundary Superclass: vtkImageAlgorithm vtkBooleanTexture is a filter to generate a 2D texture map based on combinations of inside, outside, and on region boundary. The "region" is implicitly represented via 2D texture coordinates. These texture coordinates are normally generated using a filter like vtkImplicitTextureCoords, which generates the texture coordinates for any implicit function. vtkBooleanTexture generates the map according to the s-t texture coordinates plus the notion of being in, on, or outside of a region. An in region is when the texture coordinate is between (0,0.5-thickness/2). An out region is where the texture coordinate is (0.5+thickness/2). An on region is between (0.5-thickness/2,0.5+thickness/2). The combination in, on, and out for each of the s-t texture coordinates results in 16 possible combinations (see text). For each combination, a different value of intensity and transparency can be assigned. To assign maximum intensity and/or opacity use the value 255. A minimum value of 0 results in a black region (for intensity) and a fully transparent region (for transparency). @sa vtkImplicitTextureCoords vtkThresholdTextureCoords 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) -> vtkBooleanTexture C++: static vtkBooleanTexture *SafeDownCast(vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkBooleanTexture C++: vtkBooleanTexture *NewInstance() SetXSizeV.SetXSize(int) C++: virtual void SetXSize(int _arg) Set the X texture map dimension. GetXSizeV.GetXSize() -> int C++: virtual int GetXSize() Set the X texture map dimension. SetYSizeV.SetYSize(int) C++: virtual void SetYSize(int _arg) Set the Y texture map dimension. GetYSizeV.GetYSize() -> int C++: virtual int GetYSize() Set the Y texture map dimension. SetThicknessV.SetThickness(int) C++: virtual void SetThickness(int _arg) Set the thickness of the "on" region. GetThicknessV.GetThickness() -> int C++: virtual int GetThickness() Set the thickness of the "on" region. SetInInV.SetInIn(int, int) C++: void SetInIn(unsigned char, unsigned char) V.SetInIn((int, int)) C++: void SetInIn(unsigned char a[2]) GetInInV.GetInIn() -> (int, int) C++: unsigned char *GetInIn() Specify intensity/transparency for "in/in" region. SetInOutV.SetInOut(int, int) C++: void SetInOut(unsigned char, unsigned char) V.SetInOut((int, int)) C++: void SetInOut(unsigned char a[2]) GetInOutV.GetInOut() -> (int, int) C++: unsigned char *GetInOut() Specify intensity/transparency for "in/out" region. SetOutInV.SetOutIn(int, int) C++: void SetOutIn(unsigned char, unsigned char) V.SetOutIn((int, int)) C++: void SetOutIn(unsigned char a[2]) GetOutInV.GetOutIn() -> (int, int) C++: unsigned char *GetOutIn() Specify intensity/transparency for "out/in" region. SetOutOutV.SetOutOut(int, int) C++: void SetOutOut(unsigned char, unsigned char) V.SetOutOut((int, int)) C++: void SetOutOut(unsigned char a[2]) GetOutOutV.GetOutOut() -> (int, int) C++: unsigned char *GetOutOut() Specify intensity/transparency for "out/out" region. SetOnOnV.SetOnOn(int, int) C++: void SetOnOn(unsigned char, unsigned char) V.SetOnOn((int, int)) C++: void SetOnOn(unsigned char a[2]) GetOnOnV.GetOnOn() -> (int, int) C++: unsigned char *GetOnOn() Specify intensity/transparency for "on/on" region. SetOnInV.SetOnIn(int, int) C++: void SetOnIn(unsigned char, unsigned char) V.SetOnIn((int, int)) C++: void SetOnIn(unsigned char a[2]) GetOnInV.GetOnIn() -> (int, int) C++: unsigned char *GetOnIn() Specify intensity/transparency for "on/in" region. SetOnOutV.SetOnOut(int, int) C++: void SetOnOut(unsigned char, unsigned char) V.SetOnOut((int, int)) C++: void SetOnOut(unsigned char a[2]) GetOnOutV.GetOnOut() -> (int, int) C++: unsigned char *GetOnOut() Specify intensity/transparency for "on/out" region. SetInOnV.SetInOn(int, int) C++: void SetInOn(unsigned char, unsigned char) V.SetInOn((int, int)) C++: void SetInOn(unsigned char a[2]) GetInOnV.GetInOn() -> (int, int) C++: unsigned char *GetInOn() Specify intensity/transparency for "in/on" region. SetOutOnV.SetOutOn(int, int) C++: void SetOutOn(unsigned char, unsigned char) V.SetOutOn((int, int)) C++: void SetOutOn(unsigned char a[2]) GetOutOnV.GetOutOn() -> (int, int) C++: unsigned char *GetOutOn() Specify intensity/transparency for "out/on" region. vtkImageAlgorithmvtkAlgorithmvtkObjectvtkObjectBasevtkCheckerboardSplatterVTK_ACCUMULATION_MODE_MINVTK_ACCUMULATION_MODE_MAXVTK_ACCUMULATION_MODE_SUMvtkImagingHybridPython.vtkCheckerboardSplattervtkCheckerboardSplatter - splat points into a volume with an elliptical, Gaussian distribution Superclass: vtkImageAlgorithm vtkCheckerboardSplatter is a filter that injects input points into a structured points (volume) dataset using a multithreaded 8-way checkerboard approach. It produces a scalar field of a specified type. As each point is injected, it "splats" or distributes values to nearby voxels. Data is distributed using an elliptical, Gaussian distribution function. The distribution function is modified using scalar values (expands distribution) or normals (creates ellipsoidal distribution rather than spherical). This algorithm is designed for scalability through multithreading. In general, the Gaussian distribution function f(x) around a given splat point p is given by f(x) = ScaleFactor * exp( ExponentFactor*((r/Radius)**2) ) where x is the current voxel sample point; r is the distance |x-p| ExponentFactor <= 0.0, and ScaleFactor can be multiplied by the scalar value of the point p that is currently being splatted. If point normals are present (and NormalWarping is on), then the splat function becomes elliptical (as compared to the spherical one described by the previous equation). The Gaussian distribution function then becomes: f(x) = ScaleFactor * exp( ExponentFactor*( ((rxy/E)**2 + z**2)/R**2) ) where E is a user-defined eccentricity factor that controls the elliptical shape of the splat; z is the distance of the current voxel sample point along normal N; and rxy is the distance of x in the direction prependicular to N. This class is typically used to convert point-valued distributions into a volume representation. The volume is then usually iso-surfaced or volume rendered to generate a visualization. It can be used to create surfaces from point distributions, or to create structure (i.e., topology) when none exists. This class makes use of vtkSMPTools to implement a parallel, shared-memory implementation. Hence performance will be significantly improved if VTK is built with VTK_SMP_IMPLEMENTATION_TYPE set to something other than "Sequential" (typically TBB). For example, on a standard laptop with four threads it is common to see a >10x speedup as compared to the serial version of vtkGaussianSplatter. In summary, the algorithm operates by dividing the volume into a 3D checkerboard, where the squares of the checkerboard overlay voxels in the volume. The checkerboard overlay is designed as a function of the splat footprint, so that when splatting occurs in a group (or color) of checkerboard squares, the splat operation will not cause write contention as the splatting proceeds in parallel. There are eight colors in this checkerboard (like an octree) and parallel splatting occurs simultaneously in one of the eight colors (e.g., octants). A single splat operation (across the given 3D footprint) may also be parallelized if the splat is large enough. @warning The input to this filter is of type vtkPointSet. Currently only real types (e.g., float, double) are supported as input, but this could easily be extended to other types. The output type is limited to real types as well. @warning Some voxels may never receive a contribution during the splatting process. The final value of these points can be specified with the "NullValue" instance variable. Note that NullValue is also the initial value of the output voxel values and will affect the accumulation process. @warning While this class is very similar to vtkGaussianSplatter, it does produce slightly different output in most cases (due to the way the footprint is computed). @sa vtkShepardMethod vtkGaussianSplatter V.SafeDownCast(vtkObjectBase) -> vtkCheckerboardSplatter C++: static vtkCheckerboardSplatter *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkCheckerboardSplatter C++: vtkCheckerboardSplatter *NewInstance() SetSampleDimensionsV.SetSampleDimensions(int, int, int) C++: void SetSampleDimensions(int i, int j, int k) V.SetSampleDimensions([int, int, int]) C++: void SetSampleDimensions(int dim[3]) Set / get the dimensions of the sampling structured point set. Higher values produce better results but may be much slower. GetSampleDimensionsV.GetSampleDimensions() -> (int, int, int) C++: int *GetSampleDimensions() Set / get the dimensions of the sampling structured point set. Higher values produce better results but may be much slower. SetModelBoundsV.SetModelBounds(float, float, float, float, float, float) C++: void SetModelBounds(double, double, double, double, double, double) V.SetModelBounds((float, float, float, float, float, float)) C++: void SetModelBounds(double a[6]) GetModelBoundsV.GetModelBounds() -> (float, float, float, float, float, float) C++: double *GetModelBounds() Set / get the (xmin,xmax, ymin,ymax, zmin,zmax) bounding box in which the sampling is performed. If any of the (min,max) bounds values are min >= max, then the bounds will be computed automatically from the input data. Otherwise, the user-specified bounds will be used. SetFootprintV.SetFootprint(int) C++: virtual void SetFootprint(int _arg) Control the footprint size of the splat in terms of propagation across a voxel neighborhood. The Footprint value simply indicates the number of neigboring voxels in the i-j-k directions to extend the splat. A value of zero means that only the voxel containing the splat point is affected. A value of one means the immediate neighbors touching the affected voxel are affected as well. Larger numbers increase the splat footprint and significantly increase processing time. Note that the footprint is always 3D rectangular. GetFootprintMinValueV.GetFootprintMinValue() -> int C++: virtual int GetFootprintMinValue() Control the footprint size of the splat in terms of propagation across a voxel neighborhood. The Footprint value simply indicates the number of neigboring voxels in the i-j-k directions to extend the splat. A value of zero means that only the voxel containing the splat point is affected. A value of one means the immediate neighbors touching the affected voxel are affected as well. Larger numbers increase the splat footprint and significantly increase processing time. Note that the footprint is always 3D rectangular. GetFootprintMaxValueV.GetFootprintMaxValue() -> int C++: virtual int GetFootprintMaxValue() Control the footprint size of the splat in terms of propagation across a voxel neighborhood. The Footprint value simply indicates the number of neigboring voxels in the i-j-k directions to extend the splat. A value of zero means that only the voxel containing the splat point is affected. A value of one means the immediate neighbors touching the affected voxel are affected as well. Larger numbers increase the splat footprint and significantly increase processing time. Note that the footprint is always 3D rectangular. GetFootprintV.GetFootprint() -> int C++: virtual int GetFootprint() Control the footprint size of the splat in terms of propagation across a voxel neighborhood. The Footprint value simply indicates the number of neigboring voxels in the i-j-k directions to extend the splat. A value of zero means that only the voxel containing the splat point is affected. A value of one means the immediate neighbors touching the affected voxel are affected as well. Larger numbers increase the splat footprint and significantly increase processing time. Note that the footprint is always 3D rectangular. SetRadiusV.SetRadius(float) C++: virtual void SetRadius(double _arg) Set / get the radius variable that controls the Gaussian exponential function (see equation above). If set to zero, it is automatically set to the radius of the circumsphere bounding a single voxel. (By default, the Radius is set to zero and is automatically computed.) GetRadiusMinValueV.GetRadiusMinValue() -> float C++: virtual double GetRadiusMinValue() Set / get the radius variable that controls the Gaussian exponential function (see equation above). If set to zero, it is automatically set to the radius of the circumsphere bounding a single voxel. (By default, the Radius is set to zero and is automatically computed.) GetRadiusMaxValueV.GetRadiusMaxValue() -> float C++: virtual double GetRadiusMaxValue() Set / get the radius variable that controls the Gaussian exponential function (see equation above). If set to zero, it is automatically set to the radius of the circumsphere bounding a single voxel. (By default, the Radius is set to zero and is automatically computed.) GetRadiusV.GetRadius() -> float C++: virtual double GetRadius() Set / get the radius variable that controls the Gaussian exponential function (see equation above). If set to zero, it is automatically set to the radius of the circumsphere bounding a single voxel. (By default, the Radius is set to zero and is automatically computed.) SetScaleFactorV.SetScaleFactor(float) C++: virtual void SetScaleFactor(double _arg) Multiply Gaussian splat distribution by this value. If ScalarWarping is on, then the Scalar value will be multiplied by the ScaleFactor times the Gaussian function. GetScaleFactorMinValueV.GetScaleFactorMinValue() -> float C++: virtual double GetScaleFactorMinValue() Multiply Gaussian splat distribution by this value. If ScalarWarping is on, then the Scalar value will be multiplied by the ScaleFactor times the Gaussian function. GetScaleFactorMaxValueV.GetScaleFactorMaxValue() -> float C++: virtual double GetScaleFactorMaxValue() Multiply Gaussian splat distribution by this value. If ScalarWarping is on, then the Scalar value will be multiplied by the ScaleFactor times the Gaussian function. GetScaleFactorV.GetScaleFactor() -> float C++: virtual double GetScaleFactor() Multiply Gaussian splat distribution by this value. If ScalarWarping is on, then the Scalar value will be multiplied by the ScaleFactor times the Gaussian function. SetExponentFactorV.SetExponentFactor(float) C++: virtual void SetExponentFactor(double _arg) Set / get the sharpness of decay of the splats. This is the exponent constant in the Gaussian equation described above. Normally this is a negative value. GetExponentFactorV.GetExponentFactor() -> float C++: virtual double GetExponentFactor() Set / get the sharpness of decay of the splats. This is the exponent constant in the Gaussian equation described above. Normally this is a negative value. SetScalarWarpingV.SetScalarWarping(int) C++: virtual void SetScalarWarping(int _arg) Turn on/off the scaling of splats by scalar value. GetScalarWarpingV.GetScalarWarping() -> int C++: virtual int GetScalarWarping() Turn on/off the scaling of splats by scalar value. ScalarWarpingOnV.ScalarWarpingOn() C++: virtual void ScalarWarpingOn() Turn on/off the scaling of splats by scalar value. ScalarWarpingOffV.ScalarWarpingOff() C++: virtual void ScalarWarpingOff() Turn on/off the scaling of splats by scalar value. SetNormalWarpingV.SetNormalWarping(int) C++: virtual void SetNormalWarping(int _arg) Turn on/off the generation of elliptical splats. If normal warping is on, then the input normals affect the distribution of the splat. This boolean is used in combination with the Eccentricity ivar. GetNormalWarpingV.GetNormalWarping() -> int C++: virtual int GetNormalWarping() Turn on/off the generation of elliptical splats. If normal warping is on, then the input normals affect the distribution of the splat. This boolean is used in combination with the Eccentricity ivar. NormalWarpingOnV.NormalWarpingOn() C++: virtual void NormalWarpingOn() Turn on/off the generation of elliptical splats. If normal warping is on, then the input normals affect the distribution of the splat. This boolean is used in combination with the Eccentricity ivar. NormalWarpingOffV.NormalWarpingOff() C++: virtual void NormalWarpingOff() Turn on/off the generation of elliptical splats. If normal warping is on, then the input normals affect the distribution of the splat. This boolean is used in combination with the Eccentricity ivar. SetEccentricityV.SetEccentricity(float) C++: virtual void SetEccentricity(double _arg) Control the shape of elliptical splatting. Eccentricity is the ratio of the major axis (aligned along normal) to the minor (axes) aligned along other two axes. So Eccentricity > 1 creates needles with the long axis in the direction of the normal; Eccentricity<1 creates pancakes perpendicular to the normal vector. GetEccentricityMinValueV.GetEccentricityMinValue() -> float C++: virtual double GetEccentricityMinValue() Control the shape of elliptical splatting. Eccentricity is the ratio of the major axis (aligned along normal) to the minor (axes) aligned along other two axes. So Eccentricity > 1 creates needles with the long axis in the direction of the normal; Eccentricity<1 creates pancakes perpendicular to the normal vector. GetEccentricityMaxValueV.GetEccentricityMaxValue() -> float C++: virtual double GetEccentricityMaxValue() Control the shape of elliptical splatting. Eccentricity is the ratio of the major axis (aligned along normal) to the minor (axes) aligned along other two axes. So Eccentricity > 1 creates needles with the long axis in the direction of the normal; Eccentricity<1 creates pancakes perpendicular to the normal vector. GetEccentricityV.GetEccentricity() -> float C++: virtual double GetEccentricity() Control the shape of elliptical splatting. Eccentricity is the ratio of the major axis (aligned along normal) to the minor (axes) aligned along other two axes. So Eccentricity > 1 creates needles with the long axis in the direction of the normal; Eccentricity<1 creates pancakes perpendicular to the normal vector. SetAccumulationModeV.SetAccumulationMode(int) C++: virtual void SetAccumulationMode(int _arg) Specify the scalar accumulation mode. This mode expresses how scalar values are combined when splats overlap one another. The Max mode acts like a set union operation and is the most commonly used; the Min mode acts like a set intersection, and the sum is just weird (and can potentially cause accumulation overflow in extreme cases). Note that the NullValue must be set consistent with the accumulation operation. GetAccumulationModeMinValueV.GetAccumulationModeMinValue() -> int C++: virtual int GetAccumulationModeMinValue() Specify the scalar accumulation mode. This mode expresses how scalar values are combined when splats overlap one another. The Max mode acts like a set union operation and is the most commonly used; the Min mode acts like a set intersection, and the sum is just weird (and can potentially cause accumulation overflow in extreme cases). Note that the NullValue must be set consistent with the accumulation operation. GetAccumulationModeMaxValueV.GetAccumulationModeMaxValue() -> int C++: virtual int GetAccumulationModeMaxValue() Specify the scalar accumulation mode. This mode expresses how scalar values are combined when splats overlap one another. The Max mode acts like a set union operation and is the most commonly used; the Min mode acts like a set intersection, and the sum is just weird (and can potentially cause accumulation overflow in extreme cases). Note that the NullValue must be set consistent with the accumulation operation. GetAccumulationModeV.GetAccumulationMode() -> int C++: virtual int GetAccumulationMode() Specify the scalar accumulation mode. This mode expresses how scalar values are combined when splats overlap one another. The Max mode acts like a set union operation and is the most commonly used; the Min mode acts like a set intersection, and the sum is just weird (and can potentially cause accumulation overflow in extreme cases). Note that the NullValue must be set consistent with the accumulation operation. SetAccumulationModeToMinV.SetAccumulationModeToMin() C++: void SetAccumulationModeToMin() Specify the scalar accumulation mode. This mode expresses how scalar values are combined when splats overlap one another. The Max mode acts like a set union operation and is the most commonly used; the Min mode acts like a set intersection, and the sum is just weird (and can potentially cause accumulation overflow in extreme cases). Note that the NullValue must be set consistent with the accumulation operation. SetAccumulationModeToMaxV.SetAccumulationModeToMax() C++: void SetAccumulationModeToMax() Specify the scalar accumulation mode. This mode expresses how scalar values are combined when splats overlap one another. The Max mode acts like a set union operation and is the most commonly used; the Min mode acts like a set intersection, and the sum is just weird (and can potentially cause accumulation overflow in extreme cases). Note that the NullValue must be set consistent with the accumulation operation. SetAccumulationModeToSumV.SetAccumulationModeToSum() C++: void SetAccumulationModeToSum() Specify the scalar accumulation mode. This mode expresses how scalar values are combined when splats overlap one another. The Max mode acts like a set union operation and is the most commonly used; the Min mode acts like a set intersection, and the sum is just weird (and can potentially cause accumulation overflow in extreme cases). Note that the NullValue must be set consistent with the accumulation operation. GetAccumulationModeAsStringV.GetAccumulationModeAsString() -> string C++: const char *GetAccumulationModeAsString() Specify the scalar accumulation mode. This mode expresses how scalar values are combined when splats overlap one another. The Max mode acts like a set union operation and is the most commonly used; the Min mode acts like a set intersection, and the sum is just weird (and can potentially cause accumulation overflow in extreme cases). Note that the NullValue must be set consistent with the accumulation operation. SetOutputScalarTypeV.SetOutputScalarType(int) C++: virtual void SetOutputScalarType(int _arg) Set what type of scalar data this source should generate. Only double and float types are supported currently due to precision requirements during accumulation. By default, float scalars are produced. GetOutputScalarTypeV.GetOutputScalarType() -> int C++: virtual int GetOutputScalarType() Set what type of scalar data this source should generate. Only double and float types are supported currently due to precision requirements during accumulation. By default, float scalars are produced. SetOutputScalarTypeToDoubleV.SetOutputScalarTypeToDouble() C++: void SetOutputScalarTypeToDouble() Set what type of scalar data this source should generate. Only double and float types are supported currently due to precision requirements during accumulation. By default, float scalars are produced. SetOutputScalarTypeToFloatV.SetOutputScalarTypeToFloat() C++: void SetOutputScalarTypeToFloat() Set what type of scalar data this source should generate. Only double and float types are supported currently due to precision requirements during accumulation. By default, float scalars are produced. SetCappingV.SetCapping(int) C++: virtual void SetCapping(int _arg) Turn on/off the capping of the outer boundary of the volume to a specified cap value. This can be used to close surfaces (after iso-surfacing) and create other effects. GetCappingV.GetCapping() -> int C++: virtual int GetCapping() Turn on/off the capping of the outer boundary of the volume to a specified cap value. This can be used to close surfaces (after iso-surfacing) and create other effects. CappingOnV.CappingOn() C++: virtual void CappingOn() Turn on/off the capping of the outer boundary of the volume to a specified cap value. This can be used to close surfaces (after iso-surfacing) and create other effects. CappingOffV.CappingOff() C++: virtual void CappingOff() Turn on/off the capping of the outer boundary of the volume to a specified cap value. This can be used to close surfaces (after iso-surfacing) and create other effects. SetCapValueV.SetCapValue(float) C++: virtual void SetCapValue(double _arg) Specify the cap value to use. (This instance variable only has effect if the ivar Capping is on.) GetCapValueV.GetCapValue() -> float C++: virtual double GetCapValue() Specify the cap value to use. (This instance variable only has effect if the ivar Capping is on.) SetNullValueV.SetNullValue(float) C++: virtual void SetNullValue(double _arg) Set the Null value for output points not receiving a contribution from the input points. (This is the initial value of the voxel samples, by default it is set to zero.) Note that the value should be consistent with the output dataset type. The NullValue also provides the initial value on which the accumulations process operates. GetNullValueV.GetNullValue() -> float C++: virtual double GetNullValue() Set the Null value for output points not receiving a contribution from the input points. (This is the initial value of the voxel samples, by default it is set to zero.) Note that the value should be consistent with the output dataset type. The NullValue also provides the initial value on which the accumulations process operates. SetMaximumDimensionV.SetMaximumDimension(int) C++: virtual void SetMaximumDimension(int _arg) Set/Get the maximum dimension of the checkerboard (i.e., the number of squares in any of the i, j, or k directions). This number also impacts the granularity of the parallel threading (since each checker square is processed separaely). Because of the internal addressing, the maximum dimension is limited to 255 (maximum value of an unsigned char). GetMaximumDimensionMinValueV.GetMaximumDimensionMinValue() -> int C++: virtual int GetMaximumDimensionMinValue() Set/Get the maximum dimension of the checkerboard (i.e., the number of squares in any of the i, j, or k directions). This number also impacts the granularity of the parallel threading (since each checker square is processed separaely). Because of the internal addressing, the maximum dimension is limited to 255 (maximum value of an unsigned char). GetMaximumDimensionMaxValueV.GetMaximumDimensionMaxValue() -> int C++: virtual int GetMaximumDimensionMaxValue() Set/Get the maximum dimension of the checkerboard (i.e., the number of squares in any of the i, j, or k directions). This number also impacts the granularity of the parallel threading (since each checker square is processed separaely). Because of the internal addressing, the maximum dimension is limited to 255 (maximum value of an unsigned char). GetMaximumDimensionV.GetMaximumDimension() -> int C++: virtual int GetMaximumDimension() Set/Get the maximum dimension of the checkerboard (i.e., the number of squares in any of the i, j, or k directions). This number also impacts the granularity of the parallel threading (since each checker square is processed separaely). Because of the internal addressing, the maximum dimension is limited to 255 (maximum value of an unsigned char). SetParallelSplatCrossoverV.SetParallelSplatCrossover(int) C++: virtual void SetParallelSplatCrossover(int _arg) Set/get the crossover point expressed in footprint size where the splatting operation is parallelized (through vtkSMPTools). By default the parallel crossover point is for splat footprints of size two or greater (i.e., at footprint=2 then splat is 5x5x5 and parallel splatting occurs). This is really meant for experimental purposes. GetParallelSplatCrossoverMinValueV.GetParallelSplatCrossoverMinValue() -> int C++: virtual int GetParallelSplatCrossoverMinValue() Set/get the crossover point expressed in footprint size where the splatting operation is parallelized (through vtkSMPTools). By default the parallel crossover point is for splat footprints of size two or greater (i.e., at footprint=2 then splat is 5x5x5 and parallel splatting occurs). This is really meant for experimental purposes. GetParallelSplatCrossoverMaxValueV.GetParallelSplatCrossoverMaxValue() -> int C++: virtual int GetParallelSplatCrossoverMaxValue() Set/get the crossover point expressed in footprint size where the splatting operation is parallelized (through vtkSMPTools). By default the parallel crossover point is for splat footprints of size two or greater (i.e., at footprint=2 then splat is 5x5x5 and parallel splatting occurs). This is really meant for experimental purposes. GetParallelSplatCrossoverV.GetParallelSplatCrossover() -> int C++: virtual int GetParallelSplatCrossover() Set/get the crossover point expressed in footprint size where the splatting operation is parallelized (through vtkSMPTools). By default the parallel crossover point is for splat footprints of size two or greater (i.e., at footprint=2 then splat is 5x5x5 and parallel splatting occurs). This is really meant for experimental purposes. ComputeModelBoundsV.ComputeModelBounds(vtkDataSet, vtkImageData, vtkInformation) C++: void ComputeModelBounds(vtkDataSet *input, vtkImageData *output, vtkInformation *outInfo) Compute the size of the sample bounding box automatically from the input data. This is an internal helper function. vtkDataSetvtkImageDatavtkInformationvtkFastSplatterNoneLimitClampLimitScaleLimitFreezeScaleLimitvtkImagingHybridPython.vtkFastSplattervtkFastSplatter - A splatter optimized for splatting single kernels. Superclass: vtkImageAlgorithm vtkFastSplatter takes any vtkPointSet as input (of which vtkPolyData and vtkUnstructuredGrid inherit). Each point in the data set is considered to be an impulse. These impulses are convolved with a given splat image. In other words, the splat image is added to the final image at every place where there is an input point. Note that point and cell data are thrown away. If you want a sampling of unstructured points consider vtkGaussianSplatter or vtkShepardMethod. Use input port 0 for the impulse data (vtkPointSet), and input port 1 for the splat image (vtkImageData) @bug Any point outside of the extents of the image is thrown away, even if it is close enough such that it's convolution with the splat image would overlap the extents. V.SafeDownCast(vtkObjectBase) -> vtkFastSplatter C++: static vtkFastSplatter *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkFastSplatter C++: vtkFastSplatter *NewInstance() SetOutputDimensionsV.SetOutputDimensions(int, int, int) C++: void SetOutputDimensions(int, int, int) V.SetOutputDimensions((int, int, int)) C++: void SetOutputDimensions(int a[3]) GetOutputDimensionsV.GetOutputDimensions() -> (int, int, int) C++: int *GetOutputDimensions() SetLimitModeV.SetLimitMode(int) C++: virtual void SetLimitMode(int _arg) Set/get the way voxel values will be limited. If this is set to None (the default), the output can have arbitrarily large values. If set to clamp, the output will be clamped to [MinValue,MaxValue]. If set to scale, the output will be linearly scaled between MinValue and MaxValue. GetLimitModeV.GetLimitMode() -> int C++: virtual int GetLimitMode() Set/get the way voxel values will be limited. If this is set to None (the default), the output can have arbitrarily large values. If set to clamp, the output will be clamped to [MinValue,MaxValue]. If set to scale, the output will be linearly scaled between MinValue and MaxValue. SetLimitModeToNoneV.SetLimitModeToNone() C++: void SetLimitModeToNone() Set/get the way voxel values will be limited. If this is set to None (the default), the output can have arbitrarily large values. If set to clamp, the output will be clamped to [MinValue,MaxValue]. If set to scale, the output will be linearly scaled between MinValue and MaxValue. SetLimitModeToClampV.SetLimitModeToClamp() C++: void SetLimitModeToClamp() Set/get the way voxel values will be limited. If this is set to None (the default), the output can have arbitrarily large values. If set to clamp, the output will be clamped to [MinValue,MaxValue]. If set to scale, the output will be linearly scaled between MinValue and MaxValue. SetLimitModeToScaleV.SetLimitModeToScale() C++: void SetLimitModeToScale() Set/get the way voxel values will be limited. If this is set to None (the default), the output can have arbitrarily large values. If set to clamp, the output will be clamped to [MinValue,MaxValue]. If set to scale, the output will be linearly scaled between MinValue and MaxValue. SetLimitModeToFreezeScaleV.SetLimitModeToFreezeScale() C++: void SetLimitModeToFreezeScale() Set/get the way voxel values will be limited. If this is set to None (the default), the output can have arbitrarily large values. If set to clamp, the output will be clamped to [MinValue,MaxValue]. If set to scale, the output will be linearly scaled between MinValue and MaxValue. SetMinValueV.SetMinValue(float) C++: virtual void SetMinValue(double _arg) See the LimitMode method. GetMinValueV.GetMinValue() -> float C++: virtual double GetMinValue() See the LimitMode method. SetMaxValueV.SetMaxValue(float) C++: virtual void SetMaxValue(double _arg) See the LimitMode method. GetMaxValueV.GetMaxValue() -> float C++: virtual double GetMaxValue() See the LimitMode method. GetNumberOfPointsSplattedV.GetNumberOfPointsSplatted() -> int C++: virtual int GetNumberOfPointsSplatted() This returns the number of points splatted (as opposed to discarded for being outside the image) during the previous pass. SetSplatConnectionV.SetSplatConnection(vtkAlgorithmOutput) C++: void SetSplatConnection(vtkAlgorithmOutput *) Convenience function for connecting the splat algorithm source. This is provided mainly for convenience using the filter with ParaView, VTK users should prefer SetInputConnection(1, splat) instead. vtkAlgorithmOutputvtkGaussianSplattervtkImagingHybridPython.vtkGaussianSplattervtkGaussianSplatter - splat points into a volume with an elliptical, Gaussian distribution Superclass: vtkImageAlgorithm vtkGaussianSplatter is a filter that injects input points into a structured points (volume) dataset. As each point is injected, it "splats" or distributes values to nearby voxels. Data is distributed using an elliptical, Gaussian distribution function. The distribution function is modified using scalar values (expands distribution) or normals (creates ellipsoidal distribution rather than spherical). In general, the Gaussian distribution function f(x) around a given splat point p is given by f(x) = ScaleFactor * exp( ExponentFactor*((r/Radius)**2) ) where x is the current voxel sample point; r is the distance |x-p| ExponentFactor <= 0.0, and ScaleFactor can be multiplied by the scalar value of the point p that is currently being splatted. If points normals are present (and NormalWarping is on), then the splat function becomes elliptical (as compared to the spherical one described by the previous equation). The Gaussian distribution function then becomes: f(x) = ScaleFactor * exp( ExponentFactor*( ((rxy/E)**2 + z**2)/R**2) ) where E is a user-defined eccentricity factor that controls the elliptical shape of the splat; z is the distance of the current voxel sample point along normal N; and rxy is the distance of x in the direction prependicular to N. This class is typically used to convert point-valued distributions into a volume representation. The volume is then usually iso-surfaced or volume rendered to generate a visualization. It can be used to create surfaces from point distributions, or to create structure (i.e., topology) when none exists. @warning The input to this filter is any dataset type. This filter can be used to resample any form of data, i.e., the input data need not be unstructured. @warning Some voxels may never receive a contribution during the splatting process. The final value of these points can be specified with the "NullValue" instance variable. @warning This class has been threaded with vtkSMPTools. Using TBB or other non-sequential type (set in the CMake variable VTK_SMP_IMPLEMENTATION_TYPE) may improve performance significantly. @sa vtkShepardMethod vtkCheckerboardSplatter V.SafeDownCast(vtkObjectBase) -> vtkGaussianSplatter C++: static vtkGaussianSplatter *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkGaussianSplatter C++: vtkGaussianSplatter *NewInstance() V.SetSampleDimensions(int, int, int) C++: void SetSampleDimensions(int i, int j, int k) V.SetSampleDimensions([int, int, int]) C++: void SetSampleDimensions(int dim[3]) Set / get the dimensions of the sampling structured point set. Higher values produce better results but are much slower. V.GetSampleDimensions() -> (int, int, int) C++: int *GetSampleDimensions() Set / get the dimensions of the sampling structured point set. Higher values produce better results but are much slower. V.SetRadius(float) C++: virtual void SetRadius(double _arg) Set / get the radius of propagation of the splat. This value is expressed as a percentage of the length of the longest side of the sampling volume. Smaller numbers greatly reduce execution time. V.GetRadiusMinValue() -> float C++: virtual double GetRadiusMinValue() Set / get the radius of propagation of the splat. This value is expressed as a percentage of the length of the longest side of the sampling volume. Smaller numbers greatly reduce execution time. V.GetRadiusMaxValue() -> float C++: virtual double GetRadiusMaxValue() Set / get the radius of propagation of the splat. This value is expressed as a percentage of the length of the longest side of the sampling volume. Smaller numbers greatly reduce execution time. V.GetRadius() -> float C++: virtual double GetRadius() Set / get the radius of propagation of the splat. This value is expressed as a percentage of the length of the longest side of the sampling volume. Smaller numbers greatly reduce execution time. V.SetExponentFactor(float) C++: virtual void SetExponentFactor(double _arg) Set / get the sharpness of decay of the splats. This is the exponent constant in the Gaussian equation. Normally this is a negative value. V.GetExponentFactor() -> float C++: virtual double GetExponentFactor() Set / get the sharpness of decay of the splats. This is the exponent constant in the Gaussian equation. Normally this is a negative value. V.SetAccumulationMode(int) C++: virtual void SetAccumulationMode(int _arg) Specify the scalar accumulation mode. This mode expresses how scalar values are combined when splats are overlapped. The Max mode acts like a set union operation and is the most commonly used; the Min mode acts like a set intersection, and the sum is just weird. V.GetAccumulationModeMinValue() -> int C++: virtual int GetAccumulationModeMinValue() Specify the scalar accumulation mode. This mode expresses how scalar values are combined when splats are overlapped. The Max mode acts like a set union operation and is the most commonly used; the Min mode acts like a set intersection, and the sum is just weird. V.GetAccumulationModeMaxValue() -> int C++: virtual int GetAccumulationModeMaxValue() Specify the scalar accumulation mode. This mode expresses how scalar values are combined when splats are overlapped. The Max mode acts like a set union operation and is the most commonly used; the Min mode acts like a set intersection, and the sum is just weird. V.GetAccumulationMode() -> int C++: virtual int GetAccumulationMode() Specify the scalar accumulation mode. This mode expresses how scalar values are combined when splats are overlapped. The Max mode acts like a set union operation and is the most commonly used; the Min mode acts like a set intersection, and the sum is just weird. V.SetAccumulationModeToMin() C++: void SetAccumulationModeToMin() Specify the scalar accumulation mode. This mode expresses how scalar values are combined when splats are overlapped. The Max mode acts like a set union operation and is the most commonly used; the Min mode acts like a set intersection, and the sum is just weird. V.SetAccumulationModeToMax() C++: void SetAccumulationModeToMax() Specify the scalar accumulation mode. This mode expresses how scalar values are combined when splats are overlapped. The Max mode acts like a set union operation and is the most commonly used; the Min mode acts like a set intersection, and the sum is just weird. V.SetAccumulationModeToSum() C++: void SetAccumulationModeToSum() Specify the scalar accumulation mode. This mode expresses how scalar values are combined when splats are overlapped. The Max mode acts like a set union operation and is the most commonly used; the Min mode acts like a set intersection, and the sum is just weird. V.GetAccumulationModeAsString() -> string C++: const char *GetAccumulationModeAsString() Specify the scalar accumulation mode. This mode expresses how scalar values are combined when splats are overlapped. The Max mode acts like a set union operation and is the most commonly used; the Min mode acts like a set intersection, and the sum is just weird. V.SetNullValue(float) C++: virtual void SetNullValue(double _arg) Set the Null value for output points not receiving a contribution from the input points. (This is the initial value of the voxel samples.) V.GetNullValue() -> float C++: virtual double GetNullValue() Set the Null value for output points not receiving a contribution from the input points. (This is the initial value of the voxel samples.) V.ComputeModelBounds(vtkDataSet, vtkImageData, vtkInformation) C++: void ComputeModelBounds(vtkDataSet *input, vtkImageData *output, vtkInformation *outInfo) V.ComputeModelBounds(vtkCompositeDataSet, vtkImageData, vtkInformation) C++: void ComputeModelBounds(vtkCompositeDataSet *input, vtkImageData *output, vtkInformation *outInfo) Compute the size of the sample bounding box automatically from the input data. This is an internal helper function. SamplePointV.SamplePoint([float, float, float]) -> float C++: double SamplePoint(double x[3]) Provide access to templated helper class. Note that SamplePoint() method is public here because some compilers don't handle friend functions properly. SetScalarV.SetScalar(int, float, [float, ...]) C++: void SetScalar(int idx, double dist2, double *sPtr) Provide access to templated helper class. Note that SamplePoint() method is public here because some compilers don't handle friend functions properly. @VVV *vtkDataSet *vtkImageData *vtkInformation@VVV *vtkCompositeDataSet *vtkImageData *vtkInformationvtkCompositeDataSetvtkImageCursor3DvtkImagingHybridPython.vtkImageCursor3DvtkImageCursor3D - Paints a cursor on top of an image or volume. Superclass: vtkImageInPlaceFilter vtkImageCursor3D will draw a cursor on a 2d image or 3d volume. V.SafeDownCast(vtkObjectBase) -> vtkImageCursor3D C++: static vtkImageCursor3D *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkImageCursor3D C++: vtkImageCursor3D *NewInstance() SetCursorPositionV.SetCursorPosition(float, float, float) C++: void SetCursorPosition(double, double, double) V.SetCursorPosition((float, float, float)) C++: void SetCursorPosition(double a[3]) GetCursorPositionV.GetCursorPosition() -> (float, float, float) C++: double *GetCursorPosition() SetCursorValueV.SetCursorValue(float) C++: virtual void SetCursorValue(double _arg) Sets/Gets what pixel value to draw the cursor in. GetCursorValueV.GetCursorValue() -> float C++: virtual double GetCursorValue() Sets/Gets what pixel value to draw the cursor in. SetCursorRadiusV.SetCursorRadius(int) C++: virtual void SetCursorRadius(int _arg) Sets/Gets the radius of the cursor. The radius determines how far the axis lines project out from the cursors center. GetCursorRadiusV.GetCursorRadius() -> int C++: virtual int GetCursorRadius() Sets/Gets the radius of the cursor. The radius determines how far the axis lines project out from the cursors center. vtkImageInPlaceFiltervtkImageRectilinearWipeVTK_WIPE_QUADVTK_WIPE_HORIZONTALVTK_WIPE_VERTICALVTK_WIPE_LOWER_LEFTVTK_WIPE_LOWER_RIGHTVTK_WIPE_UPPER_LEFTVTK_WIPE_UPPER_RIGHTvtkImagingHybridPython.vtkImageRectilinearWipevtkImageRectilinearWipe - make a rectilinear combination of two images. Superclass: vtkThreadedImageAlgorithm vtkImageRectilinearWipe makes a rectilinear combination of two images. The two input images must correspond in size, scalar type and number of components. The resulting image has four possible configurations called: Quad - alternate input 0 and input 1 horizontally and vertically. Select this with SetWipeModeToQuad. The Position specifies the location of the quad intersection. Corner - 3 of one input and 1 of the other. Select the location of input 0 with with SetWipeModeToLowerLeft, SetWipeModeToLowerRight, SetWipeModeToUpperLeft and SetWipeModeToUpperRight. The Position selects the location of the corner. Horizontal - alternate input 0 and input 1 with a vertical split. Select this with SetWipeModeToHorizontal. Position[0] specifies the location of the vertical transition between input 0 and input 1. Vertical - alternate input 0 and input 1 with a horizontal split. Only the y The intersection point of the rectilinear points is controlled with the Point ivar. @par Thanks: This work was supported by PHS Research Grant No. 1 P41 RR13218-01 from the National Center for Research Resources. @sa vtkImageCheckerboard V.SafeDownCast(vtkObjectBase) -> vtkImageRectilinearWipe C++: static vtkImageRectilinearWipe *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkImageRectilinearWipe C++: vtkImageRectilinearWipe *NewInstance() SetPositionV.SetPosition(int, int) C++: void SetPosition(int, int) V.SetPosition((int, int)) C++: void SetPosition(int a[2]) GetPositionV.GetPosition() -> (int, int) C++: int *GetPosition() Set/Get the location of the image transition. Note that position is specified in pixels. SetAxisV.SetAxis(int, int) C++: void SetAxis(int, int) V.SetAxis((int, int)) C++: void SetAxis(int a[2]) GetAxisV.GetAxis() -> (int, int) C++: int *GetAxis() Set/Get the location of the wipe axes. The default is X,Y (ie vector values of 0 and 1). SetInput1DataV.SetInput1Data(vtkDataObject) C++: virtual void SetInput1Data(vtkDataObject *in) Set the two inputs to this filter. SetInput2DataV.SetInput2Data(vtkDataObject) C++: virtual void SetInput2Data(vtkDataObject *in) SetWipeV.SetWipe(int) C++: virtual void SetWipe(int _arg) Specify the wipe mode. This mode determnis how input 0 and input 1 are combined to produce the output. Each mode uses one or both of the values stored in Position. SetWipeToQuad - alternate input 0 and input 1 horizontally and vertically. The Position specifies the location of the quad intersection. SetWipeToLowerLeft{LowerRight,UpperLeft.UpperRight} - 3 of one input and 1 of the other. Select the location of input 0 to the LowerLeft{LowerRight,UpperLeft,UpperRight}. Position selects the location of the corner. SetWipeToHorizontal - alternate input 0 and input 1 with a vertical split. Position[0] specifies the location of the vertical transition between input 0 and input 1. SetWipeToVertical - alternate input 0 and input 1 with a horizontal split. Position[1] specifies the location of the horizonal transition between input 0 and input 1. GetWipeMinValueV.GetWipeMinValue() -> int C++: virtual int GetWipeMinValue() Specify the wipe mode. This mode determnis how input 0 and input 1 are combined to produce the output. Each mode uses one or both of the values stored in Position. SetWipeToQuad - alternate input 0 and input 1 horizontally and vertically. The Position specifies the location of the quad intersection. SetWipeToLowerLeft{LowerRight,UpperLeft.UpperRight} - 3 of one input and 1 of the other. Select the location of input 0 to the LowerLeft{LowerRight,UpperLeft,UpperRight}. Position selects the location of the corner. SetWipeToHorizontal - alternate input 0 and input 1 with a vertical split. Position[0] specifies the location of the vertical transition between input 0 and input 1. SetWipeToVertical - alternate input 0 and input 1 with a horizontal split. Position[1] specifies the location of the horizonal transition between input 0 and input 1. GetWipeMaxValueV.GetWipeMaxValue() -> int C++: virtual int GetWipeMaxValue() Specify the wipe mode. This mode determnis how input 0 and input 1 are combined to produce the output. Each mode uses one or both of the values stored in Position. SetWipeToQuad - alternate input 0 and input 1 horizontally and vertically. The Position specifies the location of the quad intersection. SetWipeToLowerLeft{LowerRight,UpperLeft.UpperRight} - 3 of one input and 1 of the other. Select the location of input 0 to the LowerLeft{LowerRight,UpperLeft,UpperRight}. Position selects the location of the corner. SetWipeToHorizontal - alternate input 0 and input 1 with a vertical split. Position[0] specifies the location of the vertical transition between input 0 and input 1. SetWipeToVertical - alternate input 0 and input 1 with a horizontal split. Position[1] specifies the location of the horizonal transition between input 0 and input 1. GetWipeV.GetWipe() -> int C++: virtual int GetWipe() Specify the wipe mode. This mode determnis how input 0 and input 1 are combined to produce the output. Each mode uses one or both of the values stored in Position. SetWipeToQuad - alternate input 0 and input 1 horizontally and vertically. The Position specifies the location of the quad intersection. SetWipeToLowerLeft{LowerRight,UpperLeft.UpperRight} - 3 of one input and 1 of the other. Select the location of input 0 to the LowerLeft{LowerRight,UpperLeft,UpperRight}. Position selects the location of the corner. SetWipeToHorizontal - alternate input 0 and input 1 with a vertical split. Position[0] specifies the location of the vertical transition between input 0 and input 1. SetWipeToVertical - alternate input 0 and input 1 with a horizontal split. Position[1] specifies the location of the horizonal transition between input 0 and input 1. SetWipeToQuadV.SetWipeToQuad() C++: void SetWipeToQuad() Specify the wipe mode. This mode determnis how input 0 and input 1 are combined to produce the output. Each mode uses one or both of the values stored in Position. SetWipeToQuad - alternate input 0 and input 1 horizontally and vertically. The Position specifies the location of the quad intersection. SetWipeToLowerLeft{LowerRight,UpperLeft.UpperRight} - 3 of one input and 1 of the other. Select the location of input 0 to the LowerLeft{LowerRight,UpperLeft,UpperRight}. Position selects the location of the corner. SetWipeToHorizontal - alternate input 0 and input 1 with a vertical split. Position[0] specifies the location of the vertical transition between input 0 and input 1. SetWipeToVertical - alternate input 0 and input 1 with a horizontal split. Position[1] specifies the location of the horizonal transition between input 0 and input 1. SetWipeToHorizontalV.SetWipeToHorizontal() C++: void SetWipeToHorizontal() Specify the wipe mode. This mode determnis how input 0 and input 1 are combined to produce the output. Each mode uses one or both of the values stored in Position. SetWipeToQuad - alternate input 0 and input 1 horizontally and vertically. The Position specifies the location of the quad intersection. SetWipeToLowerLeft{LowerRight,UpperLeft.UpperRight} - 3 of one input and 1 of the other. Select the location of input 0 to the LowerLeft{LowerRight,UpperLeft,UpperRight}. Position selects the location of the corner. SetWipeToHorizontal - alternate input 0 and input 1 with a vertical split. Position[0] specifies the location of the vertical transition between input 0 and input 1. SetWipeToVertical - alternate input 0 and input 1 with a horizontal split. Position[1] specifies the location of the horizonal transition between input 0 and input 1. SetWipeToVerticalV.SetWipeToVertical() C++: void SetWipeToVertical() Specify the wipe mode. This mode determnis how input 0 and input 1 are combined to produce the output. Each mode uses one or both of the values stored in Position. SetWipeToQuad - alternate input 0 and input 1 horizontally and vertically. The Position specifies the location of the quad intersection. SetWipeToLowerLeft{LowerRight,UpperLeft.UpperRight} - 3 of one input and 1 of the other. Select the location of input 0 to the LowerLeft{LowerRight,UpperLeft,UpperRight}. Position selects the location of the corner. SetWipeToHorizontal - alternate input 0 and input 1 with a vertical split. Position[0] specifies the location of the vertical transition between input 0 and input 1. SetWipeToVertical - alternate input 0 and input 1 with a horizontal split. Position[1] specifies the location of the horizonal transition between input 0 and input 1. SetWipeToLowerLeftV.SetWipeToLowerLeft() C++: void SetWipeToLowerLeft() Specify the wipe mode. This mode determnis how input 0 and input 1 are combined to produce the output. Each mode uses one or both of the values stored in Position. SetWipeToQuad - alternate input 0 and input 1 horizontally and vertically. The Position specifies the location of the quad intersection. SetWipeToLowerLeft{LowerRight,UpperLeft.UpperRight} - 3 of one input and 1 of the other. Select the location of input 0 to the LowerLeft{LowerRight,UpperLeft,UpperRight}. Position selects the location of the corner. SetWipeToHorizontal - alternate input 0 and input 1 with a vertical split. Position[0] specifies the location of the vertical transition between input 0 and input 1. SetWipeToVertical - alternate input 0 and input 1 with a horizontal split. Position[1] specifies the location of the horizonal transition between input 0 and input 1. SetWipeToLowerRightV.SetWipeToLowerRight() C++: void SetWipeToLowerRight() Specify the wipe mode. This mode determnis how input 0 and input 1 are combined to produce the output. Each mode uses one or both of the values stored in Position. SetWipeToQuad - alternate input 0 and input 1 horizontally and vertically. The Position specifies the location of the quad intersection. SetWipeToLowerLeft{LowerRight,UpperLeft.UpperRight} - 3 of one input and 1 of the other. Select the location of input 0 to the LowerLeft{LowerRight,UpperLeft,UpperRight}. Position selects the location of the corner. SetWipeToHorizontal - alternate input 0 and input 1 with a vertical split. Position[0] specifies the location of the vertical transition between input 0 and input 1. SetWipeToVertical - alternate input 0 and input 1 with a horizontal split. Position[1] specifies the location of the horizonal transition between input 0 and input 1. SetWipeToUpperLeftV.SetWipeToUpperLeft() C++: void SetWipeToUpperLeft() Specify the wipe mode. This mode determnis how input 0 and input 1 are combined to produce the output. Each mode uses one or both of the values stored in Position. SetWipeToQuad - alternate input 0 and input 1 horizontally and vertically. The Position specifies the location of the quad intersection. SetWipeToLowerLeft{LowerRight,UpperLeft.UpperRight} - 3 of one input and 1 of the other. Select the location of input 0 to the LowerLeft{LowerRight,UpperLeft,UpperRight}. Position selects the location of the corner. SetWipeToHorizontal - alternate input 0 and input 1 with a vertical split. Position[0] specifies the location of the vertical transition between input 0 and input 1. SetWipeToVertical - alternate input 0 and input 1 with a horizontal split. Position[1] specifies the location of the horizonal transition between input 0 and input 1. SetWipeToUpperRightV.SetWipeToUpperRight() C++: void SetWipeToUpperRight() Specify the wipe mode. This mode determnis how input 0 and input 1 are combined to produce the output. Each mode uses one or both of the values stored in Position. SetWipeToQuad - alternate input 0 and input 1 horizontally and vertically. The Position specifies the location of the quad intersection. SetWipeToLowerLeft{LowerRight,UpperLeft.UpperRight} - 3 of one input and 1 of the other. Select the location of input 0 to the LowerLeft{LowerRight,UpperLeft,UpperRight}. Position selects the location of the corner. SetWipeToHorizontal - alternate input 0 and input 1 with a vertical split. Position[0] specifies the location of the vertical transition between input 0 and input 1. SetWipeToVertical - alternate input 0 and input 1 with a horizontal split. Position[1] specifies the location of the horizonal transition between input 0 and input 1. vtkThreadedImageAlgorithmvtkDataObjectvtkImageToPointsvtkImagingHybridPython.vtkImageToPointsvtkImageToPoints - Extract all image voxels as points. Superclass: vtkPolyDataAlgorithm This filter takes an input image and an optional stencil, and creates a vtkPolyData that contains the points and the point attributes but no cells. If a stencil is provided, only the points inside the stencil are included.@par Thanks: Thanks to David Gobbi, Calgary Image Processing and Analysis Centre, University of Calgary, for providing this class. V.SafeDownCast(vtkObjectBase) -> vtkImageToPoints C++: static vtkImageToPoints *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkImageToPoints C++: vtkImageToPoints *NewInstance() SetStencilConnectionV.SetStencilConnection(vtkAlgorithmOutput) C++: void SetStencilConnection(vtkAlgorithmOutput *port) Only extract the points that lie within the stencil. GetStencilConnectionV.GetStencilConnection() -> vtkAlgorithmOutput C++: vtkAlgorithmOutput *GetStencilConnection() Only extract the points that lie within the stencil. SetStencilDataV.SetStencilData(vtkImageStencilData) C++: void SetStencilData(vtkImageStencilData *stencil) Only extract the points that lie within the stencil. SetOutputPointsPrecisionV.SetOutputPointsPrecision(int) C++: virtual void SetOutputPointsPrecision(int _arg) Set the desired precision for the output points. See vtkAlgorithm::DesiredOutputPrecision for the available choices. The default is double precision. GetOutputPointsPrecisionV.GetOutputPointsPrecision() -> int C++: virtual int GetOutputPointsPrecision() Set the desired precision for the output points. See vtkAlgorithm::DesiredOutputPrecision for the available choices. The default is double precision. vtkPolyDataAlgorithmvtkImageStencilDatavtkPointLoadvtkImagingHybridPython.vtkPointLoadvtkPointLoad - compute stress tensors given point load on semi-infinite domain Superclass: vtkImageAlgorithm vtkPointLoad is a source object that computes stress tensors on a volume. The tensors are computed from the application of a point load on a semi-infinite domain. (The analytical results are adapted from Saada - see text.) It also is possible to compute effective stress scalars if desired. This object serves as a specialized data generator for some of the examples in the text. @sa vtkTensorGlyph, vtkHyperStreamline V.SafeDownCast(vtkObjectBase) -> vtkPointLoad C++: static vtkPointLoad *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkPointLoad C++: vtkPointLoad *NewInstance() SetLoadValueV.SetLoadValue(float) C++: virtual void SetLoadValue(double _arg) Set/Get value of applied load. GetLoadValueV.GetLoadValue() -> float C++: virtual double GetLoadValue() Set/Get value of applied load. V.SetSampleDimensions(int, int, int) C++: void SetSampleDimensions(int i, int j, int k) V.SetSampleDimensions([int, int, int]) C++: void SetSampleDimensions(int dim[3]) Specify the dimensions of the volume. A stress tensor will be computed for each point in the volume. V.GetSampleDimensions() -> (int, int, int) C++: int *GetSampleDimensions() Specify the dimensions of the volume. A stress tensor will be computed for each point in the volume. V.GetModelBounds() -> (float, float, float, float, float, float) C++: double *GetModelBounds() Specify the region in space over which the tensors are computed. The point load is assumed to be applied at top center of the volume. SetPoissonsRatioV.SetPoissonsRatio(float) C++: virtual void SetPoissonsRatio(double _arg) Set/Get Poisson's ratio. GetPoissonsRatioV.GetPoissonsRatio() -> float C++: virtual double GetPoissonsRatio() Set/Get Poisson's ratio. SetComputeEffectiveStressV.SetComputeEffectiveStress(int) C++: void SetComputeEffectiveStress(int) Turn on/off computation of effective stress scalar. These methods do nothing. The effective stress is always computed. GetComputeEffectiveStressV.GetComputeEffectiveStress() -> int C++: int GetComputeEffectiveStress() ComputeEffectiveStressOnV.ComputeEffectiveStressOn() C++: void ComputeEffectiveStressOn() ComputeEffectiveStressOffV.ComputeEffectiveStressOff() C++: void ComputeEffectiveStressOff() vtkSampleFunctionvtkImagingHybridPython.vtkSampleFunctionvtkSampleFunction - sample an implicit function over a structured point set Superclass: vtkImageAlgorithm vtkSampleFunction is a source object that evaluates an implicit function and normals at each point in a vtkStructuredPoints. The user can specify the sample dimensions and location in space to perform the sampling. To create closed surfaces (in conjunction with the vtkContourFilter), capping can be turned on to set a particular value on the boundaries of the sample space. @sa vtkImplicitModeller V.SafeDownCast(vtkObjectBase) -> vtkSampleFunction C++: static vtkSampleFunction *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkSampleFunction C++: vtkSampleFunction *NewInstance() SetImplicitFunctionV.SetImplicitFunction(vtkImplicitFunction) C++: virtual void SetImplicitFunction(vtkImplicitFunction *) Specify the implicit function to use to generate data. GetImplicitFunctionV.GetImplicitFunction() -> vtkImplicitFunction C++: virtual vtkImplicitFunction *GetImplicitFunction() Specify the implicit function to use to generate data. V.SetOutputScalarType(int) C++: virtual void SetOutputScalarType(int _arg) Set what type of scalar data this source should generate. V.GetOutputScalarType() -> int C++: virtual int GetOutputScalarType() Set what type of scalar data this source should generate. V.SetOutputScalarTypeToDouble() C++: void SetOutputScalarTypeToDouble() Set what type of scalar data this source should generate. V.SetOutputScalarTypeToFloat() C++: void SetOutputScalarTypeToFloat() Set what type of scalar data this source should generate. SetOutputScalarTypeToLongV.SetOutputScalarTypeToLong() C++: void SetOutputScalarTypeToLong() Set what type of scalar data this source should generate. SetOutputScalarTypeToUnsignedLongV.SetOutputScalarTypeToUnsignedLong() C++: void SetOutputScalarTypeToUnsignedLong() Set what type of scalar data this source should generate. SetOutputScalarTypeToIntV.SetOutputScalarTypeToInt() C++: void SetOutputScalarTypeToInt() Set what type of scalar data this source should generate. SetOutputScalarTypeToUnsignedIntV.SetOutputScalarTypeToUnsignedInt() C++: void SetOutputScalarTypeToUnsignedInt() Set what type of scalar data this source should generate. SetOutputScalarTypeToShortV.SetOutputScalarTypeToShort() C++: void SetOutputScalarTypeToShort() Set what type of scalar data this source should generate. SetOutputScalarTypeToUnsignedShortV.SetOutputScalarTypeToUnsignedShort() C++: void SetOutputScalarTypeToUnsignedShort() Set what type of scalar data this source should generate. SetOutputScalarTypeToCharV.SetOutputScalarTypeToChar() C++: void SetOutputScalarTypeToChar() Set what type of scalar data this source should generate. SetOutputScalarTypeToUnsignedCharV.SetOutputScalarTypeToUnsignedChar() C++: void SetOutputScalarTypeToUnsignedChar() Set what type of scalar data this source should generate. V.SetSampleDimensions(int, int, int) C++: void SetSampleDimensions(int i, int j, int k) V.SetSampleDimensions([int, int, int]) C++: void SetSampleDimensions(int dim[3]) Specify the dimensions of the data on which to sample. V.GetSampleDimensions() -> (int, int, int) C++: int *GetSampleDimensions() Specify the dimensions of the data on which to sample. V.SetModelBounds((float, float, float, float, float, float)) C++: void SetModelBounds(const double bounds[6]) V.SetModelBounds(float, float, float, float, float, float) C++: void SetModelBounds(double xMin, double xMax, double yMin, double yMax, double zMin, double zMax) Specify the region in space over which the sampling occurs. The bounds is specified as (xMin,xMax, yMin,yMax, zMin,zMax). V.GetModelBounds() -> (float, float, float, float, float, float) C++: double *GetModelBounds() Specify the region in space over which the sampling occurs. The bounds is specified as (xMin,xMax, yMin,yMax, zMin,zMax). V.SetCapping(int) C++: virtual void SetCapping(int _arg) Turn on/off capping. If capping is on, then the outer boundaries of the structured point set are set to cap value. This can be used to insure surfaces are closed. V.GetCapping() -> int C++: virtual int GetCapping() Turn on/off capping. If capping is on, then the outer boundaries of the structured point set are set to cap value. This can be used to insure surfaces are closed. V.CappingOn() C++: virtual void CappingOn() Turn on/off capping. If capping is on, then the outer boundaries of the structured point set are set to cap value. This can be used to insure surfaces are closed. V.CappingOff() C++: virtual void CappingOff() Turn on/off capping. If capping is on, then the outer boundaries of the structured point set are set to cap value. This can be used to insure surfaces are closed. V.SetCapValue(float) C++: virtual void SetCapValue(double _arg) Set the cap value. V.GetCapValue() -> float C++: virtual double GetCapValue() Set the cap value. SetComputeNormalsV.SetComputeNormals(int) C++: virtual void SetComputeNormals(int _arg) Turn on/off the computation of normals (normals are float values). GetComputeNormalsV.GetComputeNormals() -> int C++: virtual int GetComputeNormals() Turn on/off the computation of normals (normals are float values). ComputeNormalsOnV.ComputeNormalsOn() C++: virtual void ComputeNormalsOn() Turn on/off the computation of normals (normals are float values). ComputeNormalsOffV.ComputeNormalsOff() C++: virtual void ComputeNormalsOff() Turn on/off the computation of normals (normals are float values). SetScalarArrayNameV.SetScalarArrayName(string) C++: virtual void SetScalarArrayName(const char *_arg) Set/get the scalar array name for this data set. Initial value is "scalars". GetScalarArrayNameV.GetScalarArrayName() -> string C++: virtual char *GetScalarArrayName() Set/get the scalar array name for this data set. Initial value is "scalars". SetNormalArrayNameV.SetNormalArrayName(string) C++: virtual void SetNormalArrayName(const char *_arg) Set/get the normal array name for this data set. Initial value is "normals". GetNormalArrayNameV.GetNormalArrayName() -> string C++: virtual char *GetNormalArrayName() Set/get the normal array name for this data set. Initial value is "normals". GetMTimeV.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Return the MTime also considering the implicit function. vtkImplicitFunctionvtkShepardMethodvtkImagingHybridPython.vtkShepardMethodvtkShepardMethod - interpolate points and associated scalars onto volume using the method of Shepard Superclass: vtkImageAlgorithm vtkShepardMethod is a filter used to interpolate point scalar values using Shepard's method. The method works by resampling the scalars associated with points defined on an arbitrary dataset onto a volume (i.e., structured points) dataset. The influence functions are described as "inverse distance weighted". Once the interpolation is performed across the volume, the usual volume visualization techniques (e.g., iso-contouring or volume rendering) can be used. Note that this implementation also provides the ability to specify the power parameter p. Given the generalized Inverse Distance Weighting (IDW) function with distance between points measured as d(x,xi), p is defined as: u(x) = Sum(wi(x) * ui) / Sum(wi(x)) if d(x,xi) != 0 u(x) = ui if d(x,xi) == 0 where wi(x) = 1 / (d(x,xi)^p Typically p=2, so the weights wi(x) are the inverse of the distance squared. However, power parameters > 2 can be used which assign higher weights for data closer to the interpolated point; or <2 which assigns greater weight to points further away. (Note that if p!=2, performance may be significantly impacted as the algorihm is tuned for p=2.) @warning Strictly speaking, this is a modified Shepard's methodsince only points within the MaxiumDistance are used for interpolation. By setting the maximum distance to include the entire bounding box and therefore all points, the class executes much slower but incorporates all points into the interpolation process (i.e., a pure Shepard method). @warning The input to this filter is any dataset type. This filter can be used to resample the points of any type of dataset onto the output volume; i.e., the input data need not be unstructured with explicit point representations. @warning The bounds of the data (i.e., the sample space) is automatically computed if not set by the user. @warning If you use a maximum distance less than 1.0 (i.e., using a modified Shephard's method), some output points may never receive a contribution. The final value of these points can be specified with the "NullValue" instance variable. @warning This class has been threaded with vtkSMPTools. Using TBB or other non-sequential type (set in the CMake variable VTK_SMP_IMPLEMENTATION_TYPE) may improve performance significantly. @sa vtkGaussianSplatter vtkCheckerboardSplatter V.IsTypeOf(string) -> int C++: static vtkTypeBool IsTypeOf(const char *type) Standard type and print methods. V.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Standard type and print methods. V.SafeDownCast(vtkObjectBase) -> vtkShepardMethod C++: static vtkShepardMethod *SafeDownCast(vtkObjectBase *o) Standard type and print methods. V.NewInstance() -> vtkShepardMethod C++: vtkShepardMethod *NewInstance() Standard type and print methods. V.SetSampleDimensions(int, int, int) C++: void SetSampleDimensions(int i, int j, int k) V.SetSampleDimensions([int, int, int]) C++: void SetSampleDimensions(int dim[3]) Set the i-j-k dimensions on which to interpolate the input points. V.GetSampleDimensions() -> (int, int, int) C++: int *GetSampleDimensions() Retrieve the i-j-k dimensions on which to interpolate the input points. SetMaximumDistanceV.SetMaximumDistance(float) C++: virtual void SetMaximumDistance(double _arg) Specify the maximum influence distance of each input point. This distance is a fraction of the length of the diagonal of the sample space. Thus, values of 1.0 will cause each input point to influence all points in the volume dataset. Values less than 1.0 can improve performance significantly. By default the maximum distance is 0.25. GetMaximumDistanceMinValueV.GetMaximumDistanceMinValue() -> float C++: virtual double GetMaximumDistanceMinValue() Specify the maximum influence distance of each input point. This distance is a fraction of the length of the diagonal of the sample space. Thus, values of 1.0 will cause each input point to influence all points in the volume dataset. Values less than 1.0 can improve performance significantly. By default the maximum distance is 0.25. GetMaximumDistanceMaxValueV.GetMaximumDistanceMaxValue() -> float C++: virtual double GetMaximumDistanceMaxValue() Specify the maximum influence distance of each input point. This distance is a fraction of the length of the diagonal of the sample space. Thus, values of 1.0 will cause each input point to influence all points in the volume dataset. Values less than 1.0 can improve performance significantly. By default the maximum distance is 0.25. GetMaximumDistanceV.GetMaximumDistance() -> float C++: virtual double GetMaximumDistance() Specify the maximum influence distance of each input point. This distance is a fraction of the length of the diagonal of the sample space. Thus, values of 1.0 will cause each input point to influence all points in the volume dataset. Values less than 1.0 can improve performance significantly. By default the maximum distance is 0.25. V.SetNullValue(float) C++: virtual void SetNullValue(double _arg) Set the value for output points not receiving a contribution from any input point(s). Output points may not receive a contribution when the MaximumDistance < 1. V.GetNullValue() -> float C++: virtual double GetNullValue() Set the value for output points not receiving a contribution from any input point(s). Output points may not receive a contribution when the MaximumDistance < 1. V.GetModelBounds() -> (float, float, float, float, float, float) C++: double *GetModelBounds() Specify the position in space to perform the sampling. The ModelBounds and SampleDimensions together define the output volume. (Note: if the ModelBounds are set to an invalid state [zero or negative volume] then the bounds are computed automatically.) SetPowerParameterV.SetPowerParameter(float) C++: virtual void SetPowerParameter(double _arg) Set / Get the power parameter p. By default p=2. Values (which must be a positive, real value) != 2 may affect performance significantly. GetPowerParameterMinValueV.GetPowerParameterMinValue() -> float C++: virtual double GetPowerParameterMinValue() Set / Get the power parameter p. By default p=2. Values (which must be a positive, real value) != 2 may affect performance significantly. GetPowerParameterMaxValueV.GetPowerParameterMaxValue() -> float C++: virtual double GetPowerParameterMaxValue() Set / Get the power parameter p. By default p=2. Values (which must be a positive, real value) != 2 may affect performance significantly. GetPowerParameterV.GetPowerParameter() -> float C++: virtual double GetPowerParameter() Set / Get the power parameter p. By default p=2. Values (which must be a positive, real value) != 2 may affect performance significantly. V.ComputeModelBounds([float, float, float], [float, float, float]) -> float C++: double ComputeModelBounds(double origin[3], double ar[3]) Compute ModelBounds from the input geometry. vtkSliceCubesvtkImagingHybridPython.vtkSliceCubesvtkSliceCubes - generate isosurface(s) from volume four slices at a time Superclass: vtkObject vtkSliceCubes is a special version of the marching cubes filter. Instead of ingesting an entire volume at once it processes only four slices at a time. This way, it can generate isosurfaces from huge volumes. Also, the output of this object is written to a marching cubes triangle file. That way, output triangles do not need to be held in memory. To use vtkSliceCubes you must specify an instance of vtkVolumeReader to read the data. Set this object up with the proper file prefix, image range, data origin, data dimensions, header size, data mask, and swap bytes flag. The vtkSliceCubes object will then take over and read slices as necessary. You also will need to specify the name of an output marching cubes triangle file. @warning This process object is both a source and mapper (i.e., it reads and writes data to a file). This is different than the other marching cubes objects (and most process objects in the system). It's specialized to handle very large data. @warning This object only extracts a single isosurface. This compares with the other contouring objects in vtk that generate multiple surfaces. @warning To read the output file use vtkMCubesReader. @sa vtkMarchingCubes vtkContourFilter vtkMCubesReader vtkDividingCubes vtkVolumeReader V.SafeDownCast(vtkObjectBase) -> vtkSliceCubes C++: static vtkSliceCubes *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkSliceCubes C++: vtkSliceCubes *NewInstance() WriteV.Write() C++: void Write() UpdateV.Update() C++: void Update() SetReaderV.SetReader(vtkVolumeReader) C++: virtual void SetReader(vtkVolumeReader *) Set/get object to read slices. GetReaderV.GetReader() -> vtkVolumeReader C++: virtual vtkVolumeReader *GetReader() Set/get object to read slices. SetFileNameV.SetFileName(string) C++: virtual void SetFileName(const char *_arg) Specify file name of marching cubes output file. GetFileNameV.GetFileName() -> string C++: virtual char *GetFileName() Specify file name of marching cubes output file. SetValueV.SetValue(float) C++: virtual void SetValue(double _arg) Set/get isosurface contour value. GetValueV.GetValue() -> float C++: virtual double GetValue() Set/get isosurface contour value. SetLimitsFileNameV.SetLimitsFileName(string) C++: virtual void SetLimitsFileName(const char *_arg) Specify file name of marching cubes limits file. The limits file speeds up subsequent reading of output triangle file. GetLimitsFileNameV.GetLimitsFileName() -> string C++: virtual char *GetLimitsFileName() Specify file name of marching cubes limits file. The limits file speeds up subsequent reading of output triangle file. vtkVolumeReadervtkSurfaceReconstructionFiltervtkImagingHybridPython.vtkSurfaceReconstructionFiltervtkSurfaceReconstructionFilter - reconstructs a surface from unorganized points Superclass: vtkImageAlgorithm vtkSurfaceReconstructionFilter takes a list of points assumed to lie on the surface of a solid 3D object. A signed measure of the distance to the surface is computed and sampled on a regular grid. The grid can then be contoured at zero to extract the surface. The default values for neighborhood size and sample spacing should give reasonable results for most uses but can be set if desired. This procedure is based on the PhD work of Hugues Hoppe: http://www.research.microsoft.com/~hoppe V.SafeDownCast(vtkObjectBase) -> vtkSurfaceReconstructionFilter C++: static vtkSurfaceReconstructionFilter *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkSurfaceReconstructionFilter C++: vtkSurfaceReconstructionFilter *NewInstance() GetNeighborhoodSizeV.GetNeighborhoodSize() -> int C++: virtual int GetNeighborhoodSize() Specify the number of neighbors each point has, used for estimating the local surface orientation. The default value of 20 should be OK for most applications, higher values can be specified if the spread of points is uneven. Values as low as 10 may yield adequate results for some surfaces. Higher values cause the algorithm to take longer. Higher values will cause errors on sharp boundaries. SetNeighborhoodSizeV.SetNeighborhoodSize(int) C++: virtual void SetNeighborhoodSize(int _arg) Specify the number of neighbors each point has, used for estimating the local surface orientation. The default value of 20 should be OK for most applications, higher values can be specified if the spread of points is uneven. Values as low as 10 may yield adequate results for some surfaces. Higher values cause the algorithm to take longer. Higher values will cause errors on sharp boundaries. GetSampleSpacingV.GetSampleSpacing() -> float C++: virtual double GetSampleSpacing() Specify the spacing of the 3D sampling grid. If not set, a reasonable guess will be made. SetSampleSpacingV.SetSampleSpacing(float) C++: virtual void SetSampleSpacing(double _arg) Specify the spacing of the 3D sampling grid. If not set, a reasonable guess will be made. vtkTriangularTexturevtkImagingHybridPython.vtkTriangularTexturevtkTriangularTexture - generate 2D triangular texture map Superclass: vtkImageAlgorithm vtkTriangularTexture is a filter that generates a 2D texture map based on the paper "Opacity-modulating Triangular Textures for Irregular Surfaces," by Penny Rheingans, IEEE Visualization '96, pp. 219-225. The textures assume texture coordinates of (0,0), (1.0) and (.5, sqrt(3)/2). The sequence of texture values is the same along each edge of the triangular texture map. So, the assignment order of texture coordinates is arbitrary. @sa vtkTriangularTCoords V.SafeDownCast(vtkObjectBase) -> vtkTriangularTexture C++: static vtkTriangularTexture *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTriangularTexture C++: vtkTriangularTexture *NewInstance() V.SetScaleFactor(float) C++: virtual void SetScaleFactor(double _arg) Set a Scale Factor. V.GetScaleFactor() -> float C++: virtual double GetScaleFactor() Set a Scale Factor. V.SetXSize(int) C++: virtual void SetXSize(int _arg) Set the X texture map dimension. Default is 64. V.GetXSize() -> int C++: virtual int GetXSize() Set the X texture map dimension. Default is 64. V.SetYSize(int) C++: virtual void SetYSize(int _arg) Set the Y texture map dimension. Default is 64. V.GetYSize() -> int C++: virtual int GetYSize() Set the Y texture map dimension. Default is 64. SetTexturePatternV.SetTexturePattern(int) C++: virtual void SetTexturePattern(int _arg) Set the texture pattern. 1 = opaque at centroid (default) 2 = opaque at vertices 3 = opaque in rings around vertices GetTexturePatternMinValueV.GetTexturePatternMinValue() -> int C++: virtual int GetTexturePatternMinValue() Set the texture pattern. 1 = opaque at centroid (default) 2 = opaque at vertices 3 = opaque in rings around vertices GetTexturePatternMaxValueV.GetTexturePatternMaxValue() -> int C++: virtual int GetTexturePatternMaxValue() Set the texture pattern. 1 = opaque at centroid (default) 2 = opaque at vertices 3 = opaque in rings around vertices GetTexturePatternV.GetTexturePattern() -> int C++: virtual int GetTexturePattern() Set the texture pattern. 1 = opaque at centroid (default) 2 = opaque at vertices 3 = opaque in rings around vertices vtkVoxelModellervtkImagingHybridPython.vtkVoxelModellervtkVoxelModeller - convert an arbitrary dataset to a voxel representation Superclass: vtkImageAlgorithm vtkVoxelModeller is a filter that converts an arbitrary data set to a structured point (i.e., voxel) representation. It is very similar to vtkImplicitModeller, except that it doesn't record distance; instead it records occupancy. By default it supports a compact output of 0/1 VTK_BIT. Other vtk scalar types can be specified. The Foreground and Background values of the output can also be specified. NOTE: Not all vtk filters/readers/writers support the VTK_BIT scalar type. You may want to use VTK_CHAR as an alternative. @sa vtkImplicitModeller V.SafeDownCast(vtkObjectBase) -> vtkVoxelModeller C++: static vtkVoxelModeller *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkVoxelModeller C++: vtkVoxelModeller *NewInstance() V.ComputeModelBounds([float, float, float], [float, float, float]) -> float C++: double ComputeModelBounds(double origin[3], double ar[3]) Compute the ModelBounds based on the input geometry. V.SetSampleDimensions(int, int, int) C++: void SetSampleDimensions(int i, int j, int k) V.SetSampleDimensions([int, int, int]) C++: void SetSampleDimensions(int dim[3]) Set the i-j-k dimensions on which to sample the distance function. Default is (50, 50, 50) V.GetSampleDimensions() -> (int, int, int) C++: int *GetSampleDimensions() Set the i-j-k dimensions on which to sample the distance function. Default is (50, 50, 50) V.SetMaximumDistance(float) C++: virtual void SetMaximumDistance(double _arg) Specify distance away from surface of input geometry to sample. Smaller values make large increases in performance. Default is 1.0. V.GetMaximumDistanceMinValue() -> float C++: virtual double GetMaximumDistanceMinValue() Specify distance away from surface of input geometry to sample. Smaller values make large increases in performance. Default is 1.0. V.GetMaximumDistanceMaxValue() -> float C++: virtual double GetMaximumDistanceMaxValue() Specify distance away from surface of input geometry to sample. Smaller values make large increases in performance. Default is 1.0. V.GetMaximumDistance() -> float C++: virtual double GetMaximumDistance() Specify distance away from surface of input geometry to sample. Smaller values make large increases in performance. Default is 1.0. V.SetModelBounds((float, float, float, float, float, float)) C++: void SetModelBounds(const double bounds[6]) V.SetModelBounds(float, float, float, float, float, float) C++: void SetModelBounds(double xmin, double xmax, double ymin, double ymax, double zmin, double zmax) Specify the position in space to perform the voxelization. Default is (0, 0, 0, 0, 0, 0) V.GetModelBounds() -> (float, float, float, float, float, float) C++: double *GetModelBounds() Specify the position in space to perform the voxelization. Default is (0, 0, 0, 0, 0, 0) SetScalarTypeV.SetScalarType(int) C++: virtual void SetScalarType(int _arg) Control the scalar type of the output image. The default is VTK_BIT. NOTE: Not all filters/readers/writers support the VTK_BIT scalar type. You may want to use VTK_CHAR as an alternative. SetScalarTypeToFloatV.SetScalarTypeToFloat() C++: void SetScalarTypeToFloat() Control the scalar type of the output image. The default is VTK_BIT. NOTE: Not all filters/readers/writers support the VTK_BIT scalar type. You may want to use VTK_CHAR as an alternative. SetScalarTypeToDoubleV.SetScalarTypeToDouble() C++: void SetScalarTypeToDouble() Control the scalar type of the output image. The default is VTK_BIT. NOTE: Not all filters/readers/writers support the VTK_BIT scalar type. You may want to use VTK_CHAR as an alternative. SetScalarTypeToIntV.SetScalarTypeToInt() C++: void SetScalarTypeToInt() Control the scalar type of the output image. The default is VTK_BIT. NOTE: Not all filters/readers/writers support the VTK_BIT scalar type. You may want to use VTK_CHAR as an alternative. SetScalarTypeToUnsignedIntV.SetScalarTypeToUnsignedInt() C++: void SetScalarTypeToUnsignedInt() Control the scalar type of the output image. The default is VTK_BIT. NOTE: Not all filters/readers/writers support the VTK_BIT scalar type. You may want to use VTK_CHAR as an alternative. SetScalarTypeToLongV.SetScalarTypeToLong() C++: void SetScalarTypeToLong() Control the scalar type of the output image. The default is VTK_BIT. NOTE: Not all filters/readers/writers support the VTK_BIT scalar type. You may want to use VTK_CHAR as an alternative. SetScalarTypeToUnsignedLongV.SetScalarTypeToUnsignedLong() C++: void SetScalarTypeToUnsignedLong() Control the scalar type of the output image. The default is VTK_BIT. NOTE: Not all filters/readers/writers support the VTK_BIT scalar type. You may want to use VTK_CHAR as an alternative. SetScalarTypeToShortV.SetScalarTypeToShort() C++: void SetScalarTypeToShort() Control the scalar type of the output image. The default is VTK_BIT. NOTE: Not all filters/readers/writers support the VTK_BIT scalar type. You may want to use VTK_CHAR as an alternative. SetScalarTypeToUnsignedShortV.SetScalarTypeToUnsignedShort() C++: void SetScalarTypeToUnsignedShort() Control the scalar type of the output image. The default is VTK_BIT. NOTE: Not all filters/readers/writers support the VTK_BIT scalar type. You may want to use VTK_CHAR as an alternative. SetScalarTypeToUnsignedCharV.SetScalarTypeToUnsignedChar() C++: void SetScalarTypeToUnsignedChar() Control the scalar type of the output image. The default is VTK_BIT. NOTE: Not all filters/readers/writers support the VTK_BIT scalar type. You may want to use VTK_CHAR as an alternative. SetScalarTypeToCharV.SetScalarTypeToChar() C++: void SetScalarTypeToChar() Control the scalar type of the output image. The default is VTK_BIT. NOTE: Not all filters/readers/writers support the VTK_BIT scalar type. You may want to use VTK_CHAR as an alternative. SetScalarTypeToBitV.SetScalarTypeToBit() C++: void SetScalarTypeToBit() Control the scalar type of the output image. The default is VTK_BIT. NOTE: Not all filters/readers/writers support the VTK_BIT scalar type. You may want to use VTK_CHAR as an alternative. GetScalarTypeV.GetScalarType() -> int C++: virtual int GetScalarType() Control the scalar type of the output image. The default is VTK_BIT. NOTE: Not all filters/readers/writers support the VTK_BIT scalar type. You may want to use VTK_CHAR as an alternative. SetForegroundValueV.SetForegroundValue(float) C++: virtual void SetForegroundValue(double _arg) Set the Foreground/Background values of the output. The Foreground value is set when a voxel is occupied. The Background value is set when a voxel is not occupied. The default ForegroundValue is 1. The default BackgroundValue is 0. GetForegroundValueV.GetForegroundValue() -> float C++: virtual double GetForegroundValue() Set the Foreground/Background values of the output. The Foreground value is set when a voxel is occupied. The Background value is set when a voxel is not occupied. The default ForegroundValue is 1. The default BackgroundValue is 0. SetBackgroundValueV.SetBackgroundValue(float) C++: virtual void SetBackgroundValue(double _arg) Set the Foreground/Background values of the output. The Foreground value is set when a voxel is occupied. The Background value is set when a voxel is not occupied. The default ForegroundValue is 1. The default BackgroundValue is 0. GetBackgroundValueV.GetBackgroundValue() -> float C++: virtual double GetBackgroundValue() Set the Foreground/Background values of the output. The Foreground value is set when a voxel is occupied. The Background value is set when a voxel is not occupied. The default ForegroundValue is 1. 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