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HHt(H(HtD9uEt*H1 wHt(1.H}111IH8OHuHHHH [A^]fUHAWAVSH(HuHLHED~D}HG]ԉ]؅y HHtaLw(MtXA)Au}utBA9v|tAv|ILHu6H}q1H([A^A_]IL@iHuHHfDUHAVSH HuHnHEDvDuHG]]y HHt H(HtD9uEt"_|Ht*11H}111 HHHuHcHHH [A^]UHAVSH HuHHEDvDuHG]]y ^HHt+H(Ht"D9u!Et-H@4Ht(1.H}111HP HuHHHH [A^]f.DUHAVSH HuHHEDvDuHG]]y HHt(H(HtD9uEt*H1@wHt(1.H}111IHXOHuHHHH [A^]fUHAWAVSH(HuHHED~D}HG]ԉ]؅y HHt\Lw(MtSA)Au7H5H}HU}t0}t7LHHu9H}v1H([A^A_]ILHkHuHHUHAVSH HuHHEDvDuHG]]y HHt"H(HtD9uEt$\Ht(1.H}111HHuHoHHH [A^]ÐUHH=mH5noHGH 0]nuHnH=mHm]ÐUH]fDUHSPHH=pmH5 oHH Nmu踹HAnH=:m!H5H'mHt H mtH[]H=mH[]-fUHAVSH0HuHLHEЋFEHEHEH}ȃuoHutqH]H=HAt1H=rHxtH=Het HLcHuL1H0[A^]f.@UHAWAVSH(HuHHED~D}HG]ԉ]؅yHHLw(HEMA)AuhHuH}}L}tlH=LAtbH=aLgtOH=LTtHHt H(HtD9uEt"_lHt*11H}111 H8HuHcHHH [A^]UHAWAVSH(HuH%HED~D}HG]ԉ]؅yHHLw(MA)AuzHuH}t|}Et~ANHW.WZ ]fWwWZf.u{fWUAFHILHu6H}1H([A^A_]IL@HuHmHUHAVSH0HuH%HEDvDuHG]܉]y nHHt%H(HtD9uWEt$EJHt11:H}111)HHZEHuEHHH0[A^]fUHAVSH0HuH%HEDvDuHG]܉]y HHt*H(Ht!D9u Et,UEHt11:H}111W)HPZETHuEKHHH0[A^]@UHAVSH0HuHU&HEDvDuHG]܉]y HHt'H(HtD9uEt)GHEHt-1:H}111)HXEHuEZHHH0[A^]UHAWAVSH(HuH&HED~D}HG]ԉ]؅y,HHLw(MA)AuyHuH}-t{}Et}ANLZ]f(fUfTfVf.u{ZAFLILHu6H}l1H([A^A_]IL`dHuHHӐUHAVSH0HuH&HEDvDuHG]܉]y HHt*H(Ht!D9u Et,ŠEHt-16H}111%HhEHuEHHH0[A^]UHAVSH0HuH'HEDvDuHG]܉]y NHHt*H(Ht!D9u Et,E%Ht-16H}111%HpEHuEHHH0[A^]UHAVSH0HuHM(HEDvDuHG]܉]y HHt+H(Ht"D9u!Et-GLZEdHt-16H}1116%HxE7HuE.HHH0[A^]UHAWAVSH(HuH#HED~D}HG]ԉ]؅y HHtmLw(EMtIA)H}Au@Hut/}EtEA8tAILwHt81>I1+E1#IL?HuHHH([A^A_]UHAVSH HuHHEDvDuHG]]y HHt'H(HtD9uEt)Ht*11H}111 HHuiHHH [A^]UHAWAVSH(HuHI'HED~D}HG]ԉ]؅y ,HHtlLw(MtcA)AuGHuH};tI}EtKAN|.u{AF|ILHu6H}1H([A^A_]ILHuHHHf.UHAVSH0HuH 'HEDvDuHG]܉]y >HHt'H(HtD9uEt)G|EHt-1:H}111)HEHuEZHHH0[A^]UHAVSH HuH&HEDvDuHG]]y ~HHt"H(HtD9uEt$]Ht(1.H}111/H5HuHߤHHH [A^]UHAVSH HuHHEDvDuHG]]y HHt"H(HtD9uEt$^Ht(1.H}111HHuH/HHH [A^]UHAVSH HuHD'HEDvDuHG]]y HHt H(HtD9uEt"_tHt*11H}111 HHuHcHHH [A^]ÐUHAVSH=YH5[HH  Zu~*HSZL5TZ1sHt"HH5LHAH uHBHt"HH5LHH uHH=X-HX[A^]DUH]fDUHSPH"H5FHXHt H XtH[]H=XH[] fDUHAVSH0HuH,HEЋFEHEHEH}ȃuoHuptqH]H=HqAt1H=RHXtH=HEt 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pHHt(H(HtD9uEt*H1oHt(1.H}111pHoHuHIAHHH [A^]fUHAWAVSH(HuHHED~D}HG]ԉ]؅y Hf.UHAVSH0HuH^HEDvDuHG]܉]y ~mHHt%H(HtD9uWEt$EZlHt-16H}111,m%H8E-lHuE$lHHH0[A^]f.UHAVSH0HuHHEDvDuHG]܉]y lHHt*H(Ht!D9u Et,U3EkHt-16H}111gl%H@EhkHuE_kHHH0[A^]UHAVSH0HuHHEDvDuHG]܉]y kHHt'H(HtD9uEt)G`EjHt-16H}111k%HHEjHuEjHHH0[A^]f.UHAWAVSH(HuHHED~D}HG]ԉ]؅y?e1+E1#ILp5dHuH5HH([A^A_]fUHAVSH HuHHEDvDuHG]]y dHHt$H(HtD9uEt&xcHt*11H}111}d HxcHu\cHHH [A^]UHAVSH HuH1HEDvDuHG]]y dHHt+H(Ht"D9u!Et-HpbHt(1.H}111cHbHuHv4HHH [A^]f.DUHAVSH HuHTHEDvDuHG]]y ^cHHt(H(HtD9uEt*H1p7bHt(1.H}111 cHbHuH3HHH [A^]ÐUHH=H5>HH 0b-u+bHvH=oaHc]ÐUH]6cfDUHSPHH=@H5H"H auaHH= qaH5HH%at H tH[]H=H[]}afUHAVSH0HuHmHEЋFEHEHEH}ȃHuaH]H=WHdAtDH=-Hdt1H=+HdtH=qHdt H(aLcN`HuLM`a1H0[A^]UHAWAVSH(HuHmHED~D}HG]ԉ]؅y`HHLw(HEMA)Au{HuH}`}L}tH=>LcAtuH=~LctbH=~LctOH=pLctH}111 P-HHOHuHHx OOHHH [A^]ÐUHH=H5nH1NbuBHH=NH]fDUHSPHH=H5H1N uHVH=OvNH5fH<H*Nt H )tH[]H=H[]Nf.@UHAVSH0HuHZHEЋFEHEHEH}ȃuoHuNtqH]H=ҦHQAt1H=SlHQtH= _HQt 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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) -> vtkArcParallelEdgeStrategy C++: static vtkArcParallelEdgeStrategy *SafeDownCast( vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkArcParallelEdgeStrategy C++: vtkArcParallelEdgeStrategy *NewInstance() LayoutV.Layout() C++: void Layout() override; This is the layout method where the graph that was set in SetGraph() is laid out. GetNumberOfSubdivisionsV.GetNumberOfSubdivisions() -> int C++: virtual int GetNumberOfSubdivisions() Get/Set the number of subdivisions on each edge. SetNumberOfSubdivisionsV.SetNumberOfSubdivisions(int) C++: virtual void SetNumberOfSubdivisions(int _arg) Get/Set the number of subdivisions on each edge. vtkEdgeLayoutStrategyvtkObjectvtkObjectBasevtkAreaLayoutvtkInfovisLayoutPython.vtkAreaLayoutvtkAreaLayout - layout a vtkTree into a tree map Superclass: vtkTreeAlgorithm vtkAreaLayout assigns sector regions to each vertex in the tree, creating a tree ring. The data is added as a data array with four components per tuple representing the location and size of the sector using the format (StartAngle, EndAngle, innerRadius, outerRadius). This algorithm relies on a helper class to perform the actual layout. This helper class is a subclass of vtkAreaLayoutStrategy. @par Thanks: Thanks to Jason Shepherd from Sandia National Laboratories for help developing this class. V.SafeDownCast(vtkObjectBase) -> vtkAreaLayout C++: static vtkAreaLayout *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkAreaLayout C++: vtkAreaLayout *NewInstance() SetSizeArrayNameV.SetSizeArrayName(string) C++: virtual void SetSizeArrayName(const char *name) The array name to use for retrieving the relative size of each vertex. If this array is not found, use constant size for each vertex. GetAreaArrayNameV.GetAreaArrayName() -> string C++: virtual char *GetAreaArrayName() The name for the array created for the area for each vertex. The rectangles are stored in a quadruple float array (startAngle, endAngle, innerRadius, outerRadius). For rectangular layouts, this is (minx, maxx, miny, maxy). SetAreaArrayNameV.SetAreaArrayName(string) C++: virtual void SetAreaArrayName(const char *_arg) The name for the array created for the area for each vertex. The rectangles are stored in a quadruple float array (startAngle, endAngle, innerRadius, outerRadius). For rectangular layouts, this is (minx, maxx, miny, maxy). GetEdgeRoutingPointsV.GetEdgeRoutingPoints() -> bool C++: virtual bool GetEdgeRoutingPoints() Whether to output a second output tree with vertex locations appropriate for routing bundled edges. Default is on. SetEdgeRoutingPointsV.SetEdgeRoutingPoints(bool) C++: virtual void SetEdgeRoutingPoints(bool _arg) Whether to output a second output tree with vertex locations appropriate for routing bundled edges. Default is on. EdgeRoutingPointsOnV.EdgeRoutingPointsOn() C++: virtual void EdgeRoutingPointsOn() Whether to output a second output tree with vertex locations appropriate for routing bundled edges. Default is on. EdgeRoutingPointsOffV.EdgeRoutingPointsOff() C++: virtual void EdgeRoutingPointsOff() Whether to output a second output tree with vertex locations appropriate for routing bundled edges. Default is on. GetLayoutStrategyV.GetLayoutStrategy() -> vtkAreaLayoutStrategy C++: virtual vtkAreaLayoutStrategy *GetLayoutStrategy() The strategy to use when laying out the tree map. SetLayoutStrategyV.SetLayoutStrategy(vtkAreaLayoutStrategy) C++: void SetLayoutStrategy(vtkAreaLayoutStrategy *strategy) The strategy to use when laying out the tree map. GetMTimeV.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Get the modification time of the layout algorithm. FindVertexV.FindVertex([float, float]) -> int C++: vtkIdType FindVertex(float pnt[2]) Get the vertex whose area contains the point, or return -1 if no vertex area covers the point. GetBoundingAreaV.GetBoundingArea(int, [float, ...]) C++: void GetBoundingArea(vtkIdType id, float *sinfo) The bounding area information for a certain vertex id. vtkTreeAlgorithmvtkAlgorithmvtkAreaLayoutStrategyvtkInfovisLayoutPython.vtkAreaLayoutStrategyvtkAreaLayoutStrategy - abstract superclass for all area layout strategies Superclass: vtkObject All subclasses of this class perform a area layout on a tree. This involves assigning a region to each vertex in the tree, and placing that information in a data array with four components per tuple representing (innerRadius, outerRadius, startAngle, endAngle). Instances of subclasses of this class may be assigned as the layout strategy to vtkAreaLayout @par Thanks: Thanks to Jason Shepherd from Sandia National Laboratories for help developing this class. V.SafeDownCast(vtkObjectBase) -> vtkAreaLayoutStrategy C++: static vtkAreaLayoutStrategy *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkAreaLayoutStrategy C++: vtkAreaLayoutStrategy *NewInstance() V.Layout(vtkTree, vtkDataArray, vtkDataArray) C++: virtual void Layout(vtkTree *inputTree, vtkDataArray *areaArray, vtkDataArray *sizeArray) Perform the layout of the input tree, and store the sector bounds of each vertex as a tuple in a data array. For radial layout, this is (innerRadius, outerRadius, startAngle, endAngle). For rectangular layout, this is (xmin, xmax, ymin, ymax). * The sizeArray may be nullptr, or may contain the desired * size of each vertex in the tree. LayoutEdgePointsV.LayoutEdgePoints(vtkTree, vtkDataArray, vtkDataArray, vtkTree) C++: virtual void LayoutEdgePoints(vtkTree *inputTree, vtkDataArray *areaArray, vtkDataArray *sizeArray, vtkTree *edgeLayoutTree) V.FindVertex(vtkTree, vtkDataArray, [float, float]) -> int C++: virtual vtkIdType FindVertex(vtkTree *tree, vtkDataArray *array, float pnt[2]) Returns the vertex id that contains pnt (or -1 if no one contains it) SetShrinkPercentageV.SetShrinkPercentage(float) C++: virtual void SetShrinkPercentage(double _arg) GetShrinkPercentageMinValueV.GetShrinkPercentageMinValue() -> float C++: virtual double GetShrinkPercentageMinValue() GetShrinkPercentageMaxValueV.GetShrinkPercentageMaxValue() -> float C++: virtual double GetShrinkPercentageMaxValue() GetShrinkPercentageV.GetShrinkPercentage() -> float C++: virtual double GetShrinkPercentage() vtkTreevtkDataArrayvtkAssignCoordinatesvtkInfovisLayoutPython.vtkAssignCoordinatesvtkAssignCoordinates - Given two(or three) arrays take the values in those arrays and simply assign them to the coordinates of the vertices. Superclass: vtkPassInputTypeAlgorithm Given two(or three) arrays take the values in those arrays and simply assign them to the coordinates of the vertices. Yes you could do this with the array calculator, but your mom wears army boots so we're not going to. V.SafeDownCast(vtkObjectBase) -> vtkAssignCoordinates C++: static vtkAssignCoordinates *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkAssignCoordinates C++: vtkAssignCoordinates *NewInstance() SetXCoordArrayNameV.SetXCoordArrayName(string) C++: virtual void SetXCoordArrayName(const char *_arg) Set the x coordinate array name. GetXCoordArrayNameV.GetXCoordArrayName() -> string C++: virtual char *GetXCoordArrayName() Set the x coordinate array name. SetYCoordArrayNameV.SetYCoordArrayName(string) C++: virtual void SetYCoordArrayName(const char *_arg) Set the y coordinate array name. GetYCoordArrayNameV.GetYCoordArrayName() -> string C++: virtual char *GetYCoordArrayName() Set the y coordinate array name. SetZCoordArrayNameV.SetZCoordArrayName(string) C++: virtual void SetZCoordArrayName(const char *_arg) Set the z coordinate array name. GetZCoordArrayNameV.GetZCoordArrayName() -> string C++: virtual char *GetZCoordArrayName() Set the z coordinate array name. SetJitterV.SetJitter(bool) C++: virtual void SetJitter(bool _arg) Set if you want a random jitter vtkPassInputTypeAlgorithmvtkAssignCoordinatesLayoutStrategyvtkInfovisLayoutPython.vtkAssignCoordinatesLayoutStrategyvtkAssignCoordinatesLayoutStrategy - uses array values to set vertex locations Superclass: vtkGraphLayoutStrategy Uses vtkAssignCoordinates to use values from arrays as the x, y, and z coordinates. V.SafeDownCast(vtkObjectBase) -> vtkAssignCoordinatesLayoutStrategy C++: static vtkAssignCoordinatesLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkAssignCoordinatesLayoutStrategy C++: vtkAssignCoordinatesLayoutStrategy *NewInstance() V.SetXCoordArrayName(string) C++: virtual void SetXCoordArrayName(const char *name) The array to use for the x coordinate values. V.GetXCoordArrayName() -> string C++: virtual const char *GetXCoordArrayName() The array to use for the x coordinate values. V.SetYCoordArrayName(string) C++: virtual void SetYCoordArrayName(const char *name) The array to use for the y coordinate values. V.GetYCoordArrayName() -> string C++: virtual const char *GetYCoordArrayName() The array to use for the y coordinate values. V.SetZCoordArrayName(string) C++: virtual void SetZCoordArrayName(const char *name) The array to use for the z coordinate values. V.GetZCoordArrayName() -> string C++: virtual const char *GetZCoordArrayName() The array to use for the z coordinate values. V.Layout() C++: void Layout() override; Perform the random layout. vtkGraphLayoutStrategyvtkAttributeClustering2DLayoutStrategyvtkInfovisLayoutPython.vtkAttributeClustering2DLayoutStrategyvtkAttributeClustering2DLayoutStrategy - a simple fast 2D graph layout Superclass: vtkGraphLayoutStrategy This class is a density grid based force directed layout strategy. Also please note that 'fast' is relative to quite slow. :) The layout running time is O(V+E) with an extremely high constant.@par Thanks: Thanks to Godzilla for not eating my computer so that this class could be written. V.SafeDownCast(vtkObjectBase) -> vtkAttributeClustering2DLayoutStrategy C++: static vtkAttributeClustering2DLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkAttributeClustering2DLayoutStrategy C++: vtkAttributeClustering2DLayoutStrategy *NewInstance() GetVertexAttributeV.GetVertexAttribute() -> string C++: virtual char *GetVertexAttribute() The name of the array on the vertices, whose values will be used for determining clusters. SetVertexAttributeV.SetVertexAttribute(string) C++: void SetVertexAttribute(const char *) The name of the array on the vertices, whose values will be used for determining clusters. SetRandomSeedV.SetRandomSeed(int) C++: virtual void SetRandomSeed(int _arg) Seed the random number generator used to jitter point positions. This has a significant effect on their final positions when the layout is complete. GetRandomSeedMinValueV.GetRandomSeedMinValue() -> int C++: virtual int GetRandomSeedMinValue() Seed the random number generator used to jitter point positions. This has a significant effect on their final positions when the layout is complete. GetRandomSeedMaxValueV.GetRandomSeedMaxValue() -> int C++: virtual int GetRandomSeedMaxValue() Seed the random number generator used to jitter point positions. This has a significant effect on their final positions when the layout is complete. GetRandomSeedV.GetRandomSeed() -> int C++: virtual int GetRandomSeed() Seed the random number generator used to jitter point positions. This has a significant effect on their final positions when the layout is complete. SetMaxNumberOfIterationsV.SetMaxNumberOfIterations(int) C++: virtual void SetMaxNumberOfIterations(int _arg) Set/Get the maximum number of iterations to be used. The higher this number, the more iterations through the algorithm is possible, and thus, the more the graph gets modified. The default is '100' for no particular reason Note: The strong recommendation is that you do not change this parameter. :) GetMaxNumberOfIterationsMinValueV.GetMaxNumberOfIterationsMinValue() -> int C++: virtual int GetMaxNumberOfIterationsMinValue() Set/Get the maximum number of iterations to be used. The higher this number, the more iterations through the algorithm is possible, and thus, the more the graph gets modified. The default is '100' for no particular reason Note: The strong recommendation is that you do not change this parameter. :) GetMaxNumberOfIterationsMaxValueV.GetMaxNumberOfIterationsMaxValue() -> int C++: virtual int GetMaxNumberOfIterationsMaxValue() Set/Get the maximum number of iterations to be used. The higher this number, the more iterations through the algorithm is possible, and thus, the more the graph gets modified. The default is '100' for no particular reason Note: The strong recommendation is that you do not change this parameter. :) GetMaxNumberOfIterationsV.GetMaxNumberOfIterations() -> int C++: virtual int GetMaxNumberOfIterations() Set/Get the maximum number of iterations to be used. The higher this number, the more iterations through the algorithm is possible, and thus, the more the graph gets modified. The default is '100' for no particular reason Note: The strong recommendation is that you do not change this parameter. :) SetIterationsPerLayoutV.SetIterationsPerLayout(int) C++: virtual void SetIterationsPerLayout(int _arg) Set/Get the number of iterations per layout. The only use for this ivar is for the application to do visualizations of the layout before it's complete. The default is '100' to match the default 'MaxNumberOfIterations' Note: Changing this parameter is just fine :) GetIterationsPerLayoutMinValueV.GetIterationsPerLayoutMinValue() -> int C++: virtual int GetIterationsPerLayoutMinValue() Set/Get the number of iterations per layout. The only use for this ivar is for the application to do visualizations of the layout before it's complete. The default is '100' to match the default 'MaxNumberOfIterations' Note: Changing this parameter is just fine :) GetIterationsPerLayoutMaxValueV.GetIterationsPerLayoutMaxValue() -> int C++: virtual int GetIterationsPerLayoutMaxValue() Set/Get the number of iterations per layout. The only use for this ivar is for the application to do visualizations of the layout before it's complete. The default is '100' to match the default 'MaxNumberOfIterations' Note: Changing this parameter is just fine :) GetIterationsPerLayoutV.GetIterationsPerLayout() -> int C++: virtual int GetIterationsPerLayout() Set/Get the number of iterations per layout. The only use for this ivar is for the application to do visualizations of the layout before it's complete. The default is '100' to match the default 'MaxNumberOfIterations' Note: Changing this parameter is just fine :) SetInitialTemperatureV.SetInitialTemperature(float) C++: virtual void SetInitialTemperature(float _arg) Set the initial temperature. The temperature default is '5' for no particular reason Note: The strong recommendation is that you do not change this parameter. :) GetInitialTemperatureMinValueV.GetInitialTemperatureMinValue() -> float C++: virtual float GetInitialTemperatureMinValue() Set the initial temperature. The temperature default is '5' for no particular reason Note: The strong recommendation is that you do not change this parameter. :) GetInitialTemperatureMaxValueV.GetInitialTemperatureMaxValue() -> float C++: virtual float GetInitialTemperatureMaxValue() Set the initial temperature. The temperature default is '5' for no particular reason Note: The strong recommendation is that you do not change this parameter. :) GetInitialTemperatureV.GetInitialTemperature() -> float C++: virtual float GetInitialTemperature() Set the initial temperature. The temperature default is '5' for no particular reason Note: The strong recommendation is that you do not change this parameter. :) SetCoolDownRateV.SetCoolDownRate(float) C++: virtual void SetCoolDownRate(double _arg) Set/Get the Cool-down rate. The higher this number is, the longer it will take to "cool-down", and thus, the more the graph will be modified. The default is '10' for no particular reason. Note: The strong recommendation is that you do not change this parameter. :) GetCoolDownRateMinValueV.GetCoolDownRateMinValue() -> float C++: virtual double GetCoolDownRateMinValue() Set/Get the Cool-down rate. The higher this number is, the longer it will take to "cool-down", and thus, the more the graph will be modified. The default is '10' for no particular reason. Note: The strong recommendation is that you do not change this parameter. :) GetCoolDownRateMaxValueV.GetCoolDownRateMaxValue() -> float C++: virtual double GetCoolDownRateMaxValue() Set/Get the Cool-down rate. The higher this number is, the longer it will take to "cool-down", and thus, the more the graph will be modified. The default is '10' for no particular reason. Note: The strong recommendation is that you do not change this parameter. :) GetCoolDownRateV.GetCoolDownRate() -> float C++: virtual double GetCoolDownRate() Set/Get the Cool-down rate. The higher this number is, the longer it will take to "cool-down", and thus, the more the graph will be modified. The default is '10' for no particular reason. Note: The strong recommendation is that you do not change this parameter. :) SetRestDistanceV.SetRestDistance(float) C++: virtual void SetRestDistance(float _arg) Manually set the resting distance. Otherwise the distance is computed automatically. GetRestDistanceV.GetRestDistance() -> float C++: virtual float GetRestDistance() Manually set the resting distance. Otherwise the distance is computed automatically. InitializeV.Initialize() C++: void Initialize() override; This strategy sets up some data structures for faster processing of each Layout() call V.Layout() C++: void Layout() override; This is the layout method where the graph that was set in SetGraph() is laid out. The method can either entirely layout the graph or iteratively lay out the graph. If you have an iterative layout please implement the IsLayoutComplete() method. IsLayoutCompleteV.IsLayoutComplete() -> int C++: int IsLayoutComplete() override; I'm an iterative layout so this method lets the caller know if I'm done laying out the graph vtkBoxLayoutStrategyvtkInfovisLayoutPython.vtkBoxLayoutStrategyvtkBoxLayoutStrategy - a tree map layout that puts vertices in square-ish boxes Superclass: vtkTreeMapLayoutStrategy vtkBoxLayoutStrategy recursively partitions the space for children vertices in a tree-map into square regions (or regions very close to a square). @par Thanks: Thanks to Brian Wylie from Sandia National Laboratories for creating this class. V.SafeDownCast(vtkObjectBase) -> vtkBoxLayoutStrategy C++: static vtkBoxLayoutStrategy *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkBoxLayoutStrategy C++: vtkBoxLayoutStrategy *NewInstance() V.Layout(vtkTree, vtkDataArray, vtkDataArray) C++: void Layout(vtkTree *inputTree, vtkDataArray *coordsArray, vtkDataArray *sizeArray) override; Perform the layout of a tree and place the results as 4-tuples in coordsArray (Xmin, Xmax, Ymin, Ymax). vtkTreeMapLayoutStrategyvtkCirclePackFrontChainLayoutStrategyvtkInfovisLayoutPython.vtkCirclePackFrontChainLayoutStrategyvtkCirclePackFrontChainLayoutStrategy - layout a vtkTree into packed circles using the front chain algorithm. Superclass: vtkCirclePackLayoutStrategy vtkCirclePackFrontChainLayoutStrategy assigns circles to each node of the input vtkTree using the front chain algorithm. The algorithm packs circles by searching a "front chain" of circles around the perimeter of the circles that have already been packed for the current level in the tree hierarchy. Searching the front chain is in general faster than searching all of the circles that have been packed at the current level. WARNING: The algorithm tends to break down and produce packings with overlapping circles when there is a large difference in the radii of the circles at a given level of the tree hierarchy. Roughly on the order a 1000:1 ratio of circle radii. Please see the following reference for more details on the algorithm. Title: "Visualization of large hierarchical data by circle packing" Authors: Weixin Wang, Hui Wang, Guozhong Dai, Hongan Wang Conference: Proceedings of the SIGCHI conference on Human Factors in computing systems Year: 2006 V.SafeDownCast(vtkObjectBase) -> vtkCirclePackFrontChainLayoutStrategy C++: static vtkCirclePackFrontChainLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkCirclePackFrontChainLayoutStrategy C++: vtkCirclePackFrontChainLayoutStrategy *NewInstance() V.Layout(vtkTree, vtkDataArray, vtkDataArray) C++: void Layout(vtkTree *inputTree, vtkDataArray *areaArray, vtkDataArray *sizeArray) override; Perform the layout of the input tree, and store the circle bounds of each vertex as a tuple in a data array. (Xcenter, Ycenter, Radius). GetWidthV.GetWidth() -> int C++: virtual int GetWidth() Width and Height define the size of the output window that the circle packing is placed inside. Defaults to Width 1, Height 1 SetWidthV.SetWidth(int) C++: virtual void SetWidth(int _arg) Width and Height define the size of the output window that the circle packing is placed inside. Defaults to Width 1, Height 1 GetHeightV.GetHeight() -> int C++: virtual int GetHeight() Width and Height define the size of the output window that the circle packing is placed inside. Defaults to Width 1, Height 1 SetHeightV.SetHeight(int) C++: virtual void SetHeight(int _arg) Width and Height define the size of the output window that the circle packing is placed inside. Defaults to Width 1, Height 1 vtkCirclePackLayoutStrategyvtkCirclePackLayoutvtkInfovisLayoutPython.vtkCirclePackLayoutvtkCirclePackLayout - layout a vtkTree as a circle packing. Superclass: vtkTreeAlgorithm vtkCirclePackLayout assigns circle shaped regions to each vertex in the tree, creating a circle packing layout. The data is added as a data array with three components per tuple representing the center and radius of the circle using the format (Xcenter, Ycenter, Radius). This algorithm relies on a helper class to perform the actual layout. This helper class is a subclass of vtkCirclePackLayoutStrategy. An array by default called "size" can be attached to the input tree that specifies the size of each leaf node in the tree. The filter will calculate the sizes of all interior nodes in the tree based on the sum of the leaf node sizes. If no "size" array is given in the input vtkTree, a size of 1 is used for all leaf nodes to find the size of the interior nodes. @par Thanks: Thanks to Thomas Otahal from Sandia National Laboratories for help developing this class. V.SafeDownCast(vtkObjectBase) -> vtkCirclePackLayout C++: static vtkCirclePackLayout *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkCirclePackLayout C++: vtkCirclePackLayout *NewInstance() GetCirclesFieldNameV.GetCirclesFieldName() -> string C++: virtual char *GetCirclesFieldName() The field name to use for storing the circles for each vertex. The rectangles are stored in a triple float array (Xcenter, Ycenter, Radius). Default name is "circles" SetCirclesFieldNameV.SetCirclesFieldName(string) C++: virtual void SetCirclesFieldName(const char *_arg) The field name to use for storing the circles for each vertex. The rectangles are stored in a triple float array (Xcenter, Ycenter, Radius). Default name is "circles" V.SetSizeArrayName(string) C++: virtual void SetSizeArrayName(const char *name) The array to use for the size of each vertex. Default name is "size". V.GetLayoutStrategy() -> vtkCirclePackLayoutStrategy C++: virtual vtkCirclePackLayoutStrategy *GetLayoutStrategy() The strategy to use when laying out the tree map. V.SetLayoutStrategy(vtkCirclePackLayoutStrategy) C++: void SetLayoutStrategy(vtkCirclePackLayoutStrategy *strategy) The strategy to use when laying out the tree map. V.FindVertex([float, float], [float, ...]) -> int C++: vtkIdType FindVertex(double pnt[2], double *cinfo=nullptr) Returns the vertex id that contains pnt (or -1 if no one contains it) pnt[0] is x, and pnt[1] is y. If cinfo[3] is provided, then (Xcenter, Ycenter, Radius) of the circle containing pnt[2] will be returned. GetBoundingCircleV.GetBoundingCircle(int, [float, ...]) C++: void GetBoundingCircle(vtkIdType id, double *cinfo) Return the Xcenter, Ycenter, and Radius of the vertex's bounding circle vtkInfovisLayoutPython.vtkCirclePackLayoutStrategyvtkCirclePackLayoutStrategy - abstract superclass for all circle packing layout strategies. Superclass: vtkObject All subclasses of this class perform a circle packing layout on a vtkTree. This involves assigning a circle to each vertex in the tree, and placing that information in a data array with three components per tuple representing (Xcenter, Ycenter, Radius). Instances of subclasses of this class may be assigned as the layout strategy to vtkCirclePackLayout @par Thanks: Thanks to Thomas Otahal from Sandia National Laboratories for help developing this class. V.SafeDownCast(vtkObjectBase) -> vtkCirclePackLayoutStrategy C++: static vtkCirclePackLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkCirclePackLayoutStrategy C++: vtkCirclePackLayoutStrategy *NewInstance() V.Layout(vtkTree, vtkDataArray, vtkDataArray) C++: virtual void Layout(vtkTree *inputTree, vtkDataArray *areaArray, vtkDataArray *sizeArray) Perform the layout of the input tree, and store the circle bounds of each vertex as a tuple in a data array. (Xcenter, Ycenter, Radius). * The sizeArray may be nullptr, or may contain the desired * size of each vertex in the tree. vtkCirclePackToPolyDatavtkInfovisLayoutPython.vtkCirclePackToPolyDatavtkCirclePackToPolyData - converts a tree to a polygonal data representing a circle packing of the hierarchy. Superclass: vtkPolyDataAlgorithm This algorithm requires that the vtkCirclePackLayout filter has already been applied to the data in order to create the triple array (Xcenter, Ycenter, Radius) of circle bounds or each vertex of the tree. V.SafeDownCast(vtkObjectBase) -> vtkCirclePackToPolyData C++: static vtkCirclePackToPolyData *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkCirclePackToPolyData C++: vtkCirclePackToPolyData *NewInstance() SetCirclesArrayNameV.SetCirclesArrayName(string) C++: virtual void SetCirclesArrayName(const char *name) The field containing triples of the form (Xcenter, Ycenter, Radius). * This field may be added to the tree using vtkCirclePackLayout. * This array must be set. SetResolutionV.SetResolution(int) C++: virtual void SetResolution(unsigned int _arg) Define the number of sides used in output circles. Default is 100. GetResolutionV.GetResolution() -> int C++: virtual unsigned int GetResolution() Define the number of sides used in output circles. Default is 100. FillInputPortInformationV.FillInputPortInformation(int, vtkInformation) -> int C++: int FillInputPortInformation(int port, vtkInformation *info) override; Fill the input port information objects for this algorithm. This is invoked by the first call to GetInputPortInformation for each port so subclasses can specify what they can handle. vtkPolyDataAlgorithmvtkInformationvtkCircularLayoutStrategyvtkInfovisLayoutPython.vtkCircularLayoutStrategyvtkCircularLayoutStrategy - Places vertices around a circle Superclass: vtkGraphLayoutStrategy Assigns points to the vertices around a circle with unit radius. V.SafeDownCast(vtkObjectBase) -> vtkCircularLayoutStrategy C++: static vtkCircularLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkCircularLayoutStrategy C++: vtkCircularLayoutStrategy *NewInstance() V.Layout() C++: void Layout() override; Perform the layout. vtkClustering2DLayoutStrategyvtkInfovisLayoutPython.vtkClustering2DLayoutStrategyvtkClustering2DLayoutStrategy - a simple fast 2D graph layout Superclass: vtkGraphLayoutStrategy This class is a density grid based force directed layout strategy. Also please note that 'fast' is relative to quite slow. :) The layout running time is O(V+E) with an extremely high constant.@par Thanks: Thanks to Godzilla for not eating my computer so that this class could be written. V.SafeDownCast(vtkObjectBase) -> vtkClustering2DLayoutStrategy C++: static vtkClustering2DLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkClustering2DLayoutStrategy C++: vtkClustering2DLayoutStrategy *NewInstance() vtkCommunity2DLayoutStrategyvtkInfovisLayoutPython.vtkCommunity2DLayoutStrategyvtkCommunity2DLayoutStrategy - a simple fast 2D graph layout that looks for a community array on it's input and strengthens edges within a community and weakens edges not within the community. Superclass: vtkGraphLayoutStrategy This class is a density grid based force directed layout strategy. Also please note that 'fast' is relative to quite slow. :) The layout running time is O(V+E) with an extremely high constant.@par Thanks: Thanks to Godzilla for not eating my computer so that this class could be written. V.SafeDownCast(vtkObjectBase) -> vtkCommunity2DLayoutStrategy C++: static vtkCommunity2DLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkCommunity2DLayoutStrategy C++: vtkCommunity2DLayoutStrategy *NewInstance() GetCommunityArrayNameV.GetCommunityArrayName() -> string C++: virtual char *GetCommunityArrayName() Get/Set the community array name SetCommunityArrayNameV.SetCommunityArrayName(string) C++: virtual void SetCommunityArrayName(const char *_arg) Get/Set the community array name SetCommunityStrengthV.SetCommunityStrength(float) C++: virtual void SetCommunityStrength(float _arg) Set the community 'strength'. The default is '1' which means vertices in the same community will be placed close together, values closer to .1 (minimum) will mean a layout closer to traditional force directed. GetCommunityStrengthMinValueV.GetCommunityStrengthMinValue() -> float C++: virtual float GetCommunityStrengthMinValue() Set the community 'strength'. The default is '1' which means vertices in the same community will be placed close together, values closer to .1 (minimum) will mean a layout closer to traditional force directed. GetCommunityStrengthMaxValueV.GetCommunityStrengthMaxValue() -> float C++: virtual float GetCommunityStrengthMaxValue() Set the community 'strength'. The default is '1' which means vertices in the same community will be placed close together, values closer to .1 (minimum) will mean a layout closer to traditional force directed. GetCommunityStrengthV.GetCommunityStrength() -> float C++: virtual float GetCommunityStrength() Set the community 'strength'. The default is '1' which means vertices in the same community will be placed close together, values closer to .1 (minimum) will mean a layout closer to traditional force directed. vtkConeLayoutStrategyvtkInfovisLayoutPython.vtkConeLayoutStrategyvtkConeLayoutStrategy - produce a cone-tree layout for a forest Superclass: vtkGraphLayoutStrategy vtkConeLayoutStrategy positions the nodes of a tree(forest) in 3D space based on the cone-tree approach first described by Robertson, Mackinlay and Card in Proc. CHI'91. This implementation incorporates refinements to the layout developed by Carriere and Kazman, and by Auber. The input graph must be a forest (i.e. a set of trees, or a single tree); in the case of a forest, the input will be converted to a single tree by introducing a new root node, and connecting each root in the input forest to the meta-root. The tree is then laid out, after which the meta-root is removed. The cones are positioned so that children lie in planes parallel to the X-Y plane, with the axis of cones parallel to Z, and with Z coordinate increasing with distance of nodes from the root. @par Thanks: Thanks to David Duke from the University of Leeds for providing this implementation. V.SafeDownCast(vtkObjectBase) -> vtkConeLayoutStrategy C++: static vtkConeLayoutStrategy *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkConeLayoutStrategy C++: vtkConeLayoutStrategy *NewInstance() SetCompactnessV.SetCompactness(float) C++: virtual void SetCompactness(float _arg) Determine the compactness, the ratio between the average width of a cone in the tree, and the height of the cone. The default setting is 0.75 which (empirically) seems reasonable, but this will need adapting depending on the data. GetCompactnessV.GetCompactness() -> float C++: virtual float GetCompactness() Determine the compactness, the ratio between the average width of a cone in the tree, and the height of the cone. The default setting is 0.75 which (empirically) seems reasonable, but this will need adapting depending on the data. SetCompressionV.SetCompression(int) C++: virtual void SetCompression(int _arg) Determine if layout should be compressed, i.e. the layout puts children closer together, possibly allowing sub-trees to overlap. This is useful if the tree is actually the spanning tree of a graph. For "real" trees, non-compressed layout is best, and is the default. GetCompressionV.GetCompression() -> int C++: virtual int GetCompression() Determine if layout should be compressed, i.e. the layout puts children closer together, possibly allowing sub-trees to overlap. This is useful if the tree is actually the spanning tree of a graph. For "real" trees, non-compressed layout is best, and is the default. CompressionOnV.CompressionOn() C++: virtual void CompressionOn() Determine if layout should be compressed, i.e. the layout puts children closer together, possibly allowing sub-trees to overlap. This is useful if the tree is actually the spanning tree of a graph. For "real" trees, non-compressed layout is best, and is the default. CompressionOffV.CompressionOff() C++: virtual void CompressionOff() Determine if layout should be compressed, i.e. the layout puts children closer together, possibly allowing sub-trees to overlap. This is useful if the tree is actually the spanning tree of a graph. For "real" trees, non-compressed layout is best, and is the default. SetSpacingV.SetSpacing(float) C++: virtual void SetSpacing(float _arg) Set the spacing parameter that affects space between layers of the tree. If compression is on, Spacing is the actual distance between layers. If compression is off, actual distance also includes a factor of the compactness and maximum cone radius. GetSpacingV.GetSpacing() -> float C++: virtual float GetSpacing() Set the spacing parameter that affects space between layers of the tree. If compression is on, Spacing is the actual distance between layers. If compression is off, actual distance also includes a factor of the compactness and maximum cone radius. vtkConstrained2DLayoutStrategyvtkInfovisLayoutPython.vtkConstrained2DLayoutStrategyvtkConstrained2DLayoutStrategy - a simple fast 2D graph layout that looks for a 'constraint' array (vtkDoubleArray). Superclass: vtkGraphLayoutStrategy Any entry in the constraint array will indicate the level of impedance a node has to the force calculations during the layout optimization. The array is assumed to be normalized between zero and one, with one being totally constrained, so no force will be applied to the node (i.e. no movement), and zero being full range of movement (no constraints). This class is a density grid based force directed layout strategy. Also please note that 'fast' is relative to quite slow. :) The layout running time is O(V+E) with an extremely high constant.@par Thanks: We would like to thank Mothra for distracting Godzilla while we wrote this class. V.SafeDownCast(vtkObjectBase) -> vtkConstrained2DLayoutStrategy C++: static vtkConstrained2DLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkConstrained2DLayoutStrategy C++: vtkConstrained2DLayoutStrategy *NewInstance() SetInputArrayNameV.SetInputArrayName(string) C++: virtual void SetInputArrayName(const char *_arg) Set/Get the input constraint array name. If no input array name is set then the name 'constraint' is used. GetInputArrayNameV.GetInputArrayName() -> string C++: virtual char *GetInputArrayName() Set/Get the input constraint array name. If no input array name is set then the name 'constraint' is used. vtkCosmicTreeLayoutStrategyvtkInfovisLayoutPython.vtkCosmicTreeLayoutStrategyvtkCosmicTreeLayoutStrategy - tree layout strategy reminiscent of astronomical systems Superclass: vtkGraphLayoutStrategy This layout strategy takes an input tree and places all the children of a node into a containing circle. The placement is such that each child placed can be represented with a circle tangent to the containing circle and (usually) 2 other children. The interior of the circle is left empty so that graph edges drawn on top of the tree will not obfuscate the tree. However, when one child is much larger than all the others, it may encroach on the center of the containing circle; that's OK, because it's large enough not to be obscured by edges drawn atop it. @par Thanks: Thanks to the galaxy and David Thompson hierarchically nested inside it for inspiring this layout strategy. V.SafeDownCast(vtkObjectBase) -> vtkCosmicTreeLayoutStrategy C++: static vtkCosmicTreeLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkCosmicTreeLayoutStrategy C++: vtkCosmicTreeLayoutStrategy *NewInstance() SetSizeLeafNodesOnlyV.SetSizeLeafNodesOnly(int) C++: virtual void SetSizeLeafNodesOnly(int _arg) Should node size specifications be obeyed at leaf nodes only or (with scaling as required to meet constraints) at every node in the tree? This defaults to true, so that leaf nodes are scaled according to the size specification provided, and the parent node sizes are calculated by the algorithm. GetSizeLeafNodesOnlyV.GetSizeLeafNodesOnly() -> int C++: virtual int GetSizeLeafNodesOnly() Should node size specifications be obeyed at leaf nodes only or (with scaling as required to meet constraints) at every node in the tree? This defaults to true, so that leaf nodes are scaled according to the size specification provided, and the parent node sizes are calculated by the algorithm. SizeLeafNodesOnlyOnV.SizeLeafNodesOnlyOn() C++: virtual void SizeLeafNodesOnlyOn() Should node size specifications be obeyed at leaf nodes only or (with scaling as required to meet constraints) at every node in the tree? This defaults to true, so that leaf nodes are scaled according to the size specification provided, and the parent node sizes are calculated by the algorithm. SizeLeafNodesOnlyOffV.SizeLeafNodesOnlyOff() C++: virtual void SizeLeafNodesOnlyOff() Should node size specifications be obeyed at leaf nodes only or (with scaling as required to meet constraints) at every node in the tree? This defaults to true, so that leaf nodes are scaled according to the size specification provided, and the parent node sizes are calculated by the algorithm. SetLayoutDepthV.SetLayoutDepth(int) C++: virtual void SetLayoutDepth(int _arg) How many levels of the tree should be laid out? For large trees, you may wish to set the root and maximum depth in order to retrieve the layout for the visible portion of the tree. When this value is zero or negative, all nodes below and including the LayoutRoot will be presented. This defaults to 0. GetLayoutDepthV.GetLayoutDepth() -> int C++: virtual int GetLayoutDepth() How many levels of the tree should be laid out? For large trees, you may wish to set the root and maximum depth in order to retrieve the layout for the visible portion of the tree. When this value is zero or negative, all nodes below and including the LayoutRoot will be presented. This defaults to 0. SetLayoutRootV.SetLayoutRoot(int) C++: virtual void SetLayoutRoot(vtkIdType _arg) What is the top-most tree node to lay out? This node will become the largest containing circle in the layout. Use this in combination with SetLayoutDepth to retrieve the layout of a subtree of interest for rendering. Setting LayoutRoot to a negative number signals that the root node of the tree should be used as the root node of the layout. This defaults to -1. GetLayoutRootV.GetLayoutRoot() -> int C++: virtual vtkIdType GetLayoutRoot() What is the top-most tree node to lay out? This node will become the largest containing circle in the layout. Use this in combination with SetLayoutDepth to retrieve the layout of a subtree of interest for rendering. Setting LayoutRoot to a negative number signals that the root node of the tree should be used as the root node of the layout. This defaults to -1. SetNodeSizeArrayNameV.SetNodeSizeArrayName(string) C++: virtual void SetNodeSizeArrayName(const char *_arg) Set the array to be used for sizing nodes. If this is set to an empty string or nullptr (the default), then all leaf nodes (or all nodes, when SizeLeafNodesOnly is false) will be assigned a unit size. GetNodeSizeArrayNameV.GetNodeSizeArrayName() -> string C++: virtual char *GetNodeSizeArrayName() Set the array to be used for sizing nodes. If this is set to an empty string or nullptr (the default), then all leaf nodes (or all nodes, when SizeLeafNodesOnly is false) will be assigned a unit size. vtkEdgeLayoutvtkInfovisLayoutPython.vtkEdgeLayoutvtkEdgeLayout - layout graph edges Superclass: vtkGraphAlgorithm This class is a shell for many edge layout strategies which may be set using the SetLayoutStrategy() function. The layout strategies do the actual work. V.SafeDownCast(vtkObjectBase) -> vtkEdgeLayout C++: static vtkEdgeLayout *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkEdgeLayout C++: vtkEdgeLayout *NewInstance() V.SetLayoutStrategy(vtkEdgeLayoutStrategy) C++: void SetLayoutStrategy(vtkEdgeLayoutStrategy *strategy) The layout strategy to use during graph layout. V.GetLayoutStrategy() -> vtkEdgeLayoutStrategy C++: virtual vtkEdgeLayoutStrategy *GetLayoutStrategy() The layout strategy to use during graph layout. vtkGraphAlgorithmvtkInfovisLayoutPython.vtkEdgeLayoutStrategyvtkEdgeLayoutStrategy - abstract superclass for all edge layout strategies Superclass: vtkObject All edge layouts should subclass from this class. vtkEdgeLayoutStrategy works as a plug-in to the vtkEdgeLayout algorithm. V.SafeDownCast(vtkObjectBase) -> vtkEdgeLayoutStrategy C++: static vtkEdgeLayoutStrategy *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkEdgeLayoutStrategy C++: vtkEdgeLayoutStrategy *NewInstance() SetGraphV.SetGraph(vtkGraph) C++: virtual void SetGraph(vtkGraph *graph) Setting the graph for the layout strategy V.Initialize() C++: virtual void Initialize() This method allows the layout strategy to do initialization of data structures or whatever else it might want to do. V.Layout() C++: virtual void Layout() This is the layout method where the graph that was set in SetGraph() is laid out. SetEdgeWeightArrayNameV.SetEdgeWeightArrayName(string) C++: virtual void SetEdgeWeightArrayName(const char *_arg) Set/Get the field to use for the edge weights. GetEdgeWeightArrayNameV.GetEdgeWeightArrayName() -> string C++: virtual char *GetEdgeWeightArrayName() Set/Get the field to use for the edge weights. vtkGraphvtkFast2DLayoutStrategyvtkInfovisLayoutPython.vtkFast2DLayoutStrategyvtkFast2DLayoutStrategy - a simple fast 2D graph layout Superclass: vtkGraphLayoutStrategy This class is a density grid based force directed layout strategy. Also please note that 'fast' is relative to quite slow. :) The layout running time is O(V+E) with an extremely high constant.@par Thanks: Thanks to Godzilla for not eating my computer so that this class could be written. V.SafeDownCast(vtkObjectBase) -> vtkFast2DLayoutStrategy C++: static vtkFast2DLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkFast2DLayoutStrategy C++: vtkFast2DLayoutStrategy *NewInstance() vtkForceDirectedLayoutStrategyvtkInfovisLayoutPython.vtkForceDirectedLayoutStrategyvtkForceDirectedLayoutStrategy - a force directed graph layout algorithm Superclass: vtkGraphLayoutStrategy Lays out a graph in 2D or 3D using a force-directed algorithm. The user may specify whether to layout the graph randomly initially, the bounds, the number of dimensions (2 or 3), and the cool-down rate. @par Thanks: Thanks to Brian Wylie for adding functionality for allowing this layout to be incremental. V.SafeDownCast(vtkObjectBase) -> vtkForceDirectedLayoutStrategy C++: static vtkForceDirectedLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkForceDirectedLayoutStrategy C++: vtkForceDirectedLayoutStrategy *NewInstance() SetGraphBoundsV.SetGraphBounds(float, float, float, float, float, float) C++: void SetGraphBounds(double, double, double, double, double, double) V.SetGraphBounds((float, float, float, float, float, float)) C++: void SetGraphBounds(double a[6]) GetGraphBoundsV.GetGraphBounds() -> (float, float, float, float, float, float) C++: double *GetGraphBounds() Set / get the region in space in which to place the final graph. The GraphBounds only affects the results if AutomaticBoundsComputation is off. SetAutomaticBoundsComputationV.SetAutomaticBoundsComputation(int) C++: virtual void SetAutomaticBoundsComputation(int _arg) Turn on/off automatic graph bounds calculation. If this boolean is off, then the manually specified GraphBounds is used. If on, then the input's bounds us used as the graph bounds. GetAutomaticBoundsComputationV.GetAutomaticBoundsComputation() -> int C++: virtual int GetAutomaticBoundsComputation() Turn on/off automatic graph bounds calculation. If this boolean is off, then the manually specified GraphBounds is used. If on, then the input's bounds us used as the graph bounds. AutomaticBoundsComputationOnV.AutomaticBoundsComputationOn() C++: virtual void AutomaticBoundsComputationOn() Turn on/off automatic graph bounds calculation. If this boolean is off, then the manually specified GraphBounds is used. If on, then the input's bounds us used as the graph bounds. AutomaticBoundsComputationOffV.AutomaticBoundsComputationOff() C++: virtual void AutomaticBoundsComputationOff() Turn on/off automatic graph bounds calculation. If this boolean is off, then the manually specified GraphBounds is used. If on, then the input's bounds us used as the graph bounds. V.SetMaxNumberOfIterations(int) C++: virtual void SetMaxNumberOfIterations(int _arg) Set/Get the maximum number of iterations to be used. The higher this number, the more iterations through the algorithm is possible, and thus, the more the graph gets modified. The default is '50' for no particular reason V.GetMaxNumberOfIterationsMinValue() -> int C++: virtual int GetMaxNumberOfIterationsMinValue() Set/Get the maximum number of iterations to be used. The higher this number, the more iterations through the algorithm is possible, and thus, the more the graph gets modified. The default is '50' for no particular reason V.GetMaxNumberOfIterationsMaxValue() -> int C++: virtual int GetMaxNumberOfIterationsMaxValue() Set/Get the maximum number of iterations to be used. The higher this number, the more iterations through the algorithm is possible, and thus, the more the graph gets modified. The default is '50' for no particular reason V.GetMaxNumberOfIterations() -> int C++: virtual int GetMaxNumberOfIterations() Set/Get the maximum number of iterations to be used. The higher this number, the more iterations through the algorithm is possible, and thus, the more the graph gets modified. The default is '50' for no particular reason V.SetIterationsPerLayout(int) C++: virtual void SetIterationsPerLayout(int _arg) Set/Get the number of iterations per layout. The only use for this ivar is for the application to do visualizations of the layout before it's complete. The default is '50' to match the default 'MaxNumberOfIterations' V.GetIterationsPerLayoutMinValue() -> int C++: virtual int GetIterationsPerLayoutMinValue() Set/Get the number of iterations per layout. The only use for this ivar is for the application to do visualizations of the layout before it's complete. The default is '50' to match the default 'MaxNumberOfIterations' V.GetIterationsPerLayoutMaxValue() -> int C++: virtual int GetIterationsPerLayoutMaxValue() Set/Get the number of iterations per layout. The only use for this ivar is for the application to do visualizations of the layout before it's complete. The default is '50' to match the default 'MaxNumberOfIterations' V.GetIterationsPerLayout() -> int C++: virtual int GetIterationsPerLayout() Set/Get the number of iterations per layout. The only use for this ivar is for the application to do visualizations of the layout before it's complete. The default is '50' to match the default 'MaxNumberOfIterations' V.SetCoolDownRate(float) C++: virtual void SetCoolDownRate(double _arg) Set/Get the Cool-down rate. The higher this number is, the longer it will take to "cool-down", and thus, the more the graph will be modified. V.GetCoolDownRateMinValue() -> float C++: virtual double GetCoolDownRateMinValue() Set/Get the Cool-down rate. The higher this number is, the longer it will take to "cool-down", and thus, the more the graph will be modified. V.GetCoolDownRateMaxValue() -> float C++: virtual double GetCoolDownRateMaxValue() Set/Get the Cool-down rate. The higher this number is, the longer it will take to "cool-down", and thus, the more the graph will be modified. V.GetCoolDownRate() -> float C++: virtual double GetCoolDownRate() Set/Get the Cool-down rate. The higher this number is, the longer it will take to "cool-down", and thus, the more the graph will be modified. SetThreeDimensionalLayoutV.SetThreeDimensionalLayout(int) C++: virtual void SetThreeDimensionalLayout(int _arg) Turn on/off layout of graph in three dimensions. If off, graph layout occurs in two dimensions. By default, three dimensional layout is off. GetThreeDimensionalLayoutV.GetThreeDimensionalLayout() -> int C++: virtual int GetThreeDimensionalLayout() Turn on/off layout of graph in three dimensions. If off, graph layout occurs in two dimensions. By default, three dimensional layout is off. ThreeDimensionalLayoutOnV.ThreeDimensionalLayoutOn() C++: virtual void ThreeDimensionalLayoutOn() Turn on/off layout of graph in three dimensions. If off, graph layout occurs in two dimensions. By default, three dimensional layout is off. ThreeDimensionalLayoutOffV.ThreeDimensionalLayoutOff() C++: virtual void ThreeDimensionalLayoutOff() Turn on/off layout of graph in three dimensions. If off, graph layout occurs in two dimensions. By default, three dimensional layout is off. SetRandomInitialPointsV.SetRandomInitialPoints(int) C++: virtual void SetRandomInitialPoints(int _arg) Turn on/off use of random positions within the graph bounds as initial points. GetRandomInitialPointsV.GetRandomInitialPoints() -> int C++: virtual int GetRandomInitialPoints() Turn on/off use of random positions within the graph bounds as initial points. RandomInitialPointsOnV.RandomInitialPointsOn() C++: virtual void RandomInitialPointsOn() Turn on/off use of random positions within the graph bounds as initial points. RandomInitialPointsOffV.RandomInitialPointsOff() C++: virtual void RandomInitialPointsOff() Turn on/off use of random positions within the graph bounds as initial points. V.SetInitialTemperature(float) C++: virtual void SetInitialTemperature(float _arg) Set the initial temperature. If zero (the default) , the initial temperature will be computed automatically. V.GetInitialTemperatureMinValue() -> float C++: virtual float GetInitialTemperatureMinValue() Set the initial temperature. If zero (the default) , the initial temperature will be computed automatically. V.GetInitialTemperatureMaxValue() -> float C++: virtual float GetInitialTemperatureMaxValue() Set the initial temperature. If zero (the default) , the initial temperature will be computed automatically. V.GetInitialTemperature() -> float C++: virtual float GetInitialTemperature() Set the initial temperature. If zero (the default) , the initial temperature will be computed automatically. vtkGeoEdgeStrategyvtkInfovisLayoutPython.vtkGeoEdgeStrategyvtkGeoEdgeStrategy - Layout graph edges on a globe as arcs. Superclass: vtkEdgeLayoutStrategy vtkGeoEdgeStrategy produces arcs for each edge in the input graph. This is useful for viewing lines on a sphere (e.g. the earth). The arcs may "jump" above the sphere's surface using ExplodeFactor. V.SafeDownCast(vtkObjectBase) -> vtkGeoEdgeStrategy C++: static vtkGeoEdgeStrategy *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkGeoEdgeStrategy C++: vtkGeoEdgeStrategy *NewInstance() SetGlobeRadiusV.SetGlobeRadius(float) C++: virtual void SetGlobeRadius(double _arg) The base radius used to determine the earth's surface. Default is the earth's radius in meters. TODO: Change this to take in a vtkGeoTerrain to get altitude. GetGlobeRadiusV.GetGlobeRadius() -> float C++: virtual double GetGlobeRadius() The base radius used to determine the earth's surface. Default is the earth's radius in meters. TODO: Change this to take in a vtkGeoTerrain to get altitude. SetExplodeFactorV.SetExplodeFactor(float) C++: virtual void SetExplodeFactor(double _arg) Factor on which to "explode" the arcs away from the surface. A value of 0.0 keeps the values on the surface. Values larger than 0.0 push the arcs away from the surface by a distance proportional to the distance between the points. The default is 0.2. GetExplodeFactorV.GetExplodeFactor() -> float C++: virtual double GetExplodeFactor() Factor on which to "explode" the arcs away from the surface. A value of 0.0 keeps the values on the surface. Values larger than 0.0 push the arcs away from the surface by a distance proportional to the distance between the points. The default is 0.2. V.SetNumberOfSubdivisions(int) C++: virtual void SetNumberOfSubdivisions(int _arg) The number of subdivisions in the arc. The default is 20. V.GetNumberOfSubdivisions() -> int C++: virtual int GetNumberOfSubdivisions() The number of subdivisions in the arc. The default is 20. vtkGeoMathvtkInfovisLayoutPython.vtkGeoMathvtkGeoMath - Useful geographic calculations Superclass: vtkObject vtkGeoMath provides some useful geographic calculations. V.SafeDownCast(vtkObjectBase) -> vtkGeoMath C++: static vtkGeoMath *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkGeoMath C++: vtkGeoMath *NewInstance() EarthRadiusMetersV.EarthRadiusMeters() -> float C++: static double EarthRadiusMeters() Returns the average radius of the earth in meters. DistanceSquaredV.DistanceSquared([float, float, float], [float, float, float]) -> float C++: static double DistanceSquared(double pt0[3], double pt1[3]) Returns the squared distance between two points. LongLatAltToRectV.LongLatAltToRect([float, float, float], [float, float, float]) C++: static void LongLatAltToRect(double lla[3], double rect[3]) Converts a (longitude, latitude, altitude) triple to world coordinates where the center of the earth is at the origin. Units are in meters. Note that having altitude realtive to sea level causes issues. vtkGraphLayoutvtkInfovisLayoutPython.vtkGraphLayoutvtkGraphLayout - layout a graph in 2 or 3 dimensions Superclass: vtkGraphAlgorithm This class is a shell for many graph layout strategies which may be set using the SetLayoutStrategy() function. The layout strategies do the actual work. .SECION Thanks Thanks to Brian Wylie from Sandia National Laboratories for adding incremental layout capabilities. V.SafeDownCast(vtkObjectBase) -> vtkGraphLayout C++: static vtkGraphLayout *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkGraphLayout C++: vtkGraphLayout *NewInstance() V.SetLayoutStrategy(vtkGraphLayoutStrategy) C++: void SetLayoutStrategy(vtkGraphLayoutStrategy *strategy) The layout strategy to use during graph layout. V.GetLayoutStrategy() -> vtkGraphLayoutStrategy C++: virtual vtkGraphLayoutStrategy *GetLayoutStrategy() The layout strategy to use during graph layout. V.IsLayoutComplete() -> int C++: virtual int IsLayoutComplete() Ask the layout algorithm if the layout is complete GetZRangeV.GetZRange() -> float C++: virtual double GetZRange() Set the ZRange for the output data. If the initial layout is planar (i.e. all z coordinates are zero), the coordinates will be evenly spaced from 0.0 to ZRange. The default is zero, which has no effect. SetZRangeV.SetZRange(float) C++: virtual void SetZRange(double _arg) Set the ZRange for the output data. If the initial layout is planar (i.e. all z coordinates are zero), the coordinates will be evenly spaced from 0.0 to ZRange. The default is zero, which has no effect. GetTransformV.GetTransform() -> vtkAbstractTransform C++: virtual vtkAbstractTransform *GetTransform() Transform the graph vertices after the layout. SetTransformV.SetTransform(vtkAbstractTransform) C++: virtual void SetTransform(vtkAbstractTransform *t) Transform the graph vertices after the layout. SetUseTransformV.SetUseTransform(bool) C++: virtual void SetUseTransform(bool _arg) Whether to use the specified transform after layout. GetUseTransformV.GetUseTransform() -> bool C++: virtual bool GetUseTransform() Whether to use the specified transform after layout. UseTransformOnV.UseTransformOn() C++: virtual void UseTransformOn() Whether to use the specified transform after layout. UseTransformOffV.UseTransformOff() C++: virtual void UseTransformOff() Whether to use the specified transform after layout. vtkAbstractTransformvtkInfovisLayoutPython.vtkGraphLayoutStrategyvtkGraphLayoutStrategy - abstract superclass for all graph layout strategies Superclass: vtkObject All graph layouts should subclass from this class. vtkGraphLayoutStrategy works as a plug-in to the vtkGraphLayout algorithm. The Layout() function should perform some reasonable "chunk" of the layout. This allows the user to be able to see the progress of the layout. Use IsLayoutComplete() to tell the user when there is no more layout to perform. @par Thanks: Thanks to Brian Wylie from Sandia National Laboratories for adding incremental layout capabilities. V.SafeDownCast(vtkObjectBase) -> vtkGraphLayoutStrategy C++: static vtkGraphLayoutStrategy *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkGraphLayoutStrategy C++: vtkGraphLayoutStrategy *NewInstance() V.Layout() C++: virtual void Layout() This is the layout method where the graph that was set in SetGraph() is laid out. The method can either entirely layout the graph or iteratively lay out the graph. If you have an iterative layout please implement the IsLayoutComplete() method. V.IsLayoutComplete() -> int C++: virtual int IsLayoutComplete() If your concrete class is iterative than you should overload IsLayoutComplete() otherwise it simply returns 1 by default; SetWeightEdgesV.SetWeightEdges(bool) C++: virtual void SetWeightEdges(bool state) Whether to use edge weights in the layout or not. GetWeightEdgesV.GetWeightEdges() -> bool C++: virtual bool GetWeightEdges() Whether to use edge weights in the layout or not. SetEdgeWeightFieldV.SetEdgeWeightField(string) C++: virtual void SetEdgeWeightField(const char *field) Set/Get the field to use for the edge weights. GetEdgeWeightFieldV.GetEdgeWeightField() -> string C++: virtual char *GetEdgeWeightField() Set/Get the field to use for the edge weights. vtkIncrementalForceLayoutvtkInfovisLayoutPython.vtkIncrementalForceLayoutvtkIncrementalForceLayout - incremental force-directed layout. Superclass: vtkObject Performs an incremental force-directed layout of a graph. Set the graph then iteratively execute UpdatePositions() to update the vertex positions. Note that this directly modifies the vertex locations in the graph. This layout is modeled after D3's force layout described at https://github.com/mbostock/d3/wiki/Force-Layout V.SafeDownCast(vtkObjectBase) -> vtkIncrementalForceLayout C++: static vtkIncrementalForceLayout *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkIncrementalForceLayout C++: vtkIncrementalForceLayout *NewInstance() V.SetGraph(vtkGraph) C++: virtual void SetGraph(vtkGraph *g) Set the graph to be positioned. GetGraphV.GetGraph() -> vtkGraph C++: virtual vtkGraph *GetGraph() Set the graph to be positioned. SetFixedV.SetFixed(int) C++: virtual void SetFixed(vtkIdType fixed) Set the id of the vertex that will not move during the simulation. Set to -1 to allow all the vertices to move. GetFixedV.GetFixed() -> int C++: virtual vtkIdType GetFixed() Set the id of the vertex that will not move during the simulation. Set to -1 to allow all the vertices to move. SetAlphaV.SetAlpha(float) C++: virtual void SetAlpha(float _arg) Set the level of activity in the simulation. Default is 0.1. GetAlphaV.GetAlpha() -> float C++: virtual float GetAlpha() Set the level of activity in the simulation. Default is 0.1. SetThetaV.SetTheta(float) C++: virtual void SetTheta(float _arg) Set the Barnes-Hut threshold for the simulation. Higher values will speed the simulation at the expense of some accuracy. Default is 0.8. GetThetaV.GetTheta() -> float C++: virtual float GetTheta() Set the Barnes-Hut threshold for the simulation. Higher values will speed the simulation at the expense of some accuracy. Default is 0.8. SetChargeV.SetCharge(float) C++: virtual void SetCharge(float _arg) Set the charge of each vertex. Higher negative values will repel vertices from each other more strongly. Default is -30. GetChargeV.GetCharge() -> float C++: virtual float GetCharge() Set the charge of each vertex. Higher negative values will repel vertices from each other more strongly. Default is -30. SetStrengthV.SetStrength(float) C++: virtual void SetStrength(float _arg) Set the rigitity of links in the simulation. Default is 2. GetStrengthV.GetStrength() -> float C++: virtual float GetStrength() Set the rigitity of links in the simulation. Default is 2. SetDistanceV.SetDistance(float) C++: virtual void SetDistance(float _arg) Set the resting distance of each link in scene units, which is equal to pixels when there is no scene scaling. Default is 20. GetDistanceV.GetDistance() -> float C++: virtual float GetDistance() Set the resting distance of each link in scene units, which is equal to pixels when there is no scene scaling. Default is 20. SetGravityV.SetGravity(float) C++: virtual void SetGravity(float _arg) Set the amount of gravitational pull toward the gravity point. Default is 0.01. GetGravityV.GetGravity() -> float C++: virtual float GetGravity() Set the amount of gravitational pull toward the gravity point. Default is 0.01. SetFrictionV.SetFriction(float) C++: virtual void SetFriction(float _arg) Set the multiplier for scaling down velocity in the simulation, where values closer to 1 are more frictionless. Default is 0.95. GetFrictionV.GetFriction() -> float C++: virtual float GetFriction() Set the multiplier for scaling down velocity in the simulation, where values closer to 1 are more frictionless. Default is 0.95. SetGravityPointV.SetGravityPoint(vtkVector2f) C++: virtual void SetGravityPoint(const vtkVector2f &point) Set the gravity point where all vertices will migrate. Generally this should be set to the location in the center of the scene. Default location is (200, 200). GetGravityPointV.GetGravityPoint() -> vtkVector2f C++: virtual vtkVector2f GetGravityPoint() UpdatePositionsV.UpdatePositions() C++: void UpdatePositions() Perform one iteration of the force-directed layout. vtkVector2fvtkPassThroughEdgeStrategyvtkInfovisLayoutPython.vtkPassThroughEdgeStrategyvtkPassThroughEdgeStrategy - passes edge routing information through Superclass: vtkEdgeLayoutStrategy Simply passes existing edge layout information from the input to the output without making changes. V.SafeDownCast(vtkObjectBase) -> vtkPassThroughEdgeStrategy C++: static vtkPassThroughEdgeStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkPassThroughEdgeStrategy C++: vtkPassThroughEdgeStrategy *NewInstance() vtkPassThroughLayoutStrategyvtkInfovisLayoutPython.vtkPassThroughLayoutStrategyvtkPassThroughLayoutStrategy - a layout strategy that does absolutely nothing Superclass: vtkGraphLayoutStrategy Yes, this incredible strategy does absoluted nothing to the data so in affect passes through the graph untouched. This strategy is useful in the cases where the graph is already laid out. V.SafeDownCast(vtkObjectBase) -> vtkPassThroughLayoutStrategy C++: static vtkPassThroughLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkPassThroughLayoutStrategy C++: vtkPassThroughLayoutStrategy *NewInstance() vtkPerturbCoincidentVerticesvtkInfovisLayoutPython.vtkPerturbCoincidentVerticesvtkPerturbCoincidentVertices - Perturbs vertices that are coincident. Superclass: vtkGraphAlgorithm This filter perturbs vertices in a graph that have coincident coordinates. In particular this happens all the time with graphs that are georeferenced, so we need a nice scheme to perturb the vertices so that when the user zooms in the vertices can be distiquished. V.SafeDownCast(vtkObjectBase) -> vtkPerturbCoincidentVertices C++: static vtkPerturbCoincidentVertices *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkPerturbCoincidentVertices C++: vtkPerturbCoincidentVertices *NewInstance() SetPerturbFactorV.SetPerturbFactor(float) C++: virtual void SetPerturbFactor(double _arg) Specify the perturbation factor (defaults to 1.0) GetPerturbFactorV.GetPerturbFactor() -> float C++: virtual double GetPerturbFactor() Specify the perturbation factor (defaults to 1.0) vtkRandomLayoutStrategyvtkInfovisLayoutPython.vtkRandomLayoutStrategyvtkRandomLayoutStrategy - randomly places vertices in 2 or 3 dimensions Superclass: vtkGraphLayoutStrategy Assigns points to the vertices of a graph randomly within a bounded range. .SECION Thanks Thanks to Brian Wylie from Sandia National Laboratories for adding incremental layout capabilities. V.SafeDownCast(vtkObjectBase) -> vtkRandomLayoutStrategy C++: static vtkRandomLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkRandomLayoutStrategy C++: vtkRandomLayoutStrategy *NewInstance() V.SetRandomSeed(int) C++: virtual void SetRandomSeed(int _arg) Seed the random number generator used to compute point positions. This has a significant effect on their final positions when the layout is complete. V.GetRandomSeedMinValue() -> int C++: virtual int GetRandomSeedMinValue() Seed the random number generator used to compute point positions. This has a significant effect on their final positions when the layout is complete. V.GetRandomSeedMaxValue() -> int C++: virtual int GetRandomSeedMaxValue() Seed the random number generator used to compute point positions. This has a significant effect on their final positions when the layout is complete. V.GetRandomSeed() -> int C++: virtual int GetRandomSeed() Seed the random number generator used to compute point positions. This has a significant effect on their final positions when the layout is complete. V.SetThreeDimensionalLayout(int) C++: virtual void SetThreeDimensionalLayout(int _arg) Turn on/off layout of graph in three dimensions. If off, graph layout occurs in two dimensions. By default, three dimensional layout is on. V.GetThreeDimensionalLayout() -> int C++: virtual int GetThreeDimensionalLayout() Turn on/off layout of graph in three dimensions. If off, graph layout occurs in two dimensions. By default, three dimensional layout is on. V.ThreeDimensionalLayoutOn() C++: virtual void ThreeDimensionalLayoutOn() Turn on/off layout of graph in three dimensions. If off, graph layout occurs in two dimensions. By default, three dimensional layout is on. V.ThreeDimensionalLayoutOff() C++: virtual void ThreeDimensionalLayoutOff() Turn on/off layout of graph in three dimensions. If off, graph layout occurs in two dimensions. By default, three dimensional layout is on. V.SetGraph(vtkGraph) C++: void SetGraph(vtkGraph *graph) override; Set the graph to layout. vtkSimple2DLayoutStrategyvtkInfovisLayoutPython.vtkSimple2DLayoutStrategyvtkSimple2DLayoutStrategy - a simple 2D graph layout Superclass: vtkGraphLayoutStrategy This class is an implementation of the work presented in: Fruchterman & Reingold "Graph Drawing by Force-directed Placement" Software-Practice and Experience 21(11) 1991). The class includes some optimizations but nothing too fancy. @par Thanks: Thanks to Brian Wylie from Sandia National Laboratories for creating this class. V.SafeDownCast(vtkObjectBase) -> vtkSimple2DLayoutStrategy C++: static vtkSimple2DLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkSimple2DLayoutStrategy C++: vtkSimple2DLayoutStrategy *NewInstance() V.SetJitter(bool) C++: virtual void SetJitter(bool _arg) Set Random jitter of the nodes at initialization to on or off. Note: It's strongly recommendation to have jitter ON even if you have initial coordinates in your graph. Default is ON GetJitterV.GetJitter() -> bool C++: virtual bool GetJitter() Set Random jitter of the nodes at initialization to on or off. Note: It's strongly recommendation to have jitter ON even if you have initial coordinates in your graph. Default is ON vtkSimple3DCirclesStrategyFixedRadiusMethodFixedDistanceMethodvtkInfovisLayoutPython.vtkSimple3DCirclesStrategyvtkSimple3DCirclesStrategy - places vertices on circles in 3D Superclass: vtkGraphLayoutStrategy Places vertices on circles depending on the graph vertices hierarchy level. The source graph could be vtkDirectedAcyclicGraph or vtkDirectedGraph if MarkedStartPoints array was added. The algorithm collects the standalone points, too and take them to a separated circle. If method is FixedRadiusMethod, the radius of the circles will be equal. If method is FixedDistanceMethod, the distance between the points on circles will be equal. In first step initial points are searched. A point is initial, if its in degree equal zero and out degree is greater than zero (or marked by MarkedStartVertices and out degree is greater than zero). Independent vertices (in and out degree equal zero) are collected separatelly. In second step the hierarchical level is generated for every vertex. In third step the hierarchical order is generated. If a vertex has no hierarchical level and it is not independent, the graph has loop so the algorithm exit with error message. Finally the vertices positions are calculated by the hierarchical order and by the vertices hierarchy levels. @par Thanks: Ferenc Nasztanovics, naszta aszta.hu, Budapest University of Technology and Economics, Department of Structural Mechanics @par References: in 3D rotation was used: http://en.citizendium.org/wiki/Rotation_matrix V.SafeDownCast(vtkObjectBase) -> vtkSimple3DCirclesStrategy C++: static vtkSimple3DCirclesStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkSimple3DCirclesStrategy C++: vtkSimple3DCirclesStrategy *NewInstance() SetMethodV.SetMethod(int) C++: virtual void SetMethod(int _arg) Set or get circle generating method (FixedRadiusMethod/FixedDistanceMethod). Default is FixedRadiusMethod. GetMethodV.GetMethod() -> int C++: virtual int GetMethod() Set or get circle generating method (FixedRadiusMethod/FixedDistanceMethod). Default is FixedRadiusMethod. SetRadiusV.SetRadius(float) C++: virtual void SetRadius(double _arg) If Method is FixedRadiusMethod: Set or get the radius of the circles. If Method is FixedDistanceMethod: Set or get the distance of the points in the circle. GetRadiusV.GetRadius() -> float C++: virtual double GetRadius() If Method is FixedRadiusMethod: Set or get the radius of the circles. If Method is FixedDistanceMethod: Set or get the distance of the points in the circle. V.SetHeight(float) C++: virtual void SetHeight(double _arg) Set or get the vertical (local z) distance between the circles. If AutoHeight is on, this is the minimal height between the circle layers V.GetHeight() -> float C++: virtual double GetHeight() Set or get the vertical (local z) distance between the circles. If AutoHeight is on, this is the minimal height between the circle layers SetOriginV.SetOrigin(float, float, float) C++: void SetOrigin(double, double, double) V.SetOrigin((float, float, float)) C++: void SetOrigin(double a[3]) GetOriginV.GetOrigin() -> (float, float, float) C++: double *GetOrigin() SetDirectionV.SetDirection(float, float, float) C++: virtual void SetDirection(double dx, double dy, double dz) V.SetDirection([float, float, float]) C++: virtual void SetDirection(double d[3]) Set or get the normal vector of the circles plain. The height is growing in this direction. The direction must not be zero vector. The default vector is (0.0,0.0,1.0) GetDirectionV.GetDirection() -> (float, float, float) C++: double *GetDirection() SetMarkedStartVerticesV.SetMarkedStartVertices(vtkAbstractArray) C++: virtual void SetMarkedStartVertices(vtkAbstractArray *_arg) Set or get initial vertices. If MarkedStartVertices is added, loop is accepted in the graph. (If all of the loop start vertices are marked in MarkedStartVertices array.) MarkedStartVertices size must be equal with the number of the vertices in the graph. Start vertices must be marked by MarkedValue. (E.g.: if MarkedValue=3 and MarkedStartPoints is { 0, 3, 5, 3 }, the start points ids will be {1,3}.) ) GetMarkedStartVerticesV.GetMarkedStartVertices() -> vtkAbstractArray C++: virtual vtkAbstractArray *GetMarkedStartVertices() Set or get initial vertices. If MarkedStartVertices is added, loop is accepted in the graph. (If all of the loop start vertices are marked in MarkedStartVertices array.) MarkedStartVertices size must be equal with the number of the vertices in the graph. Start vertices must be marked by MarkedValue. (E.g.: if MarkedValue=3 and MarkedStartPoints is { 0, 3, 5, 3 }, the start points ids will be {1,3}.) ) SetMarkedValueV.SetMarkedValue(vtkVariant) C++: virtual void SetMarkedValue(vtkVariant _arg) Set or get MarkedValue. See: MarkedStartVertices. GetMarkedValueV.GetMarkedValue() -> vtkVariant C++: virtual vtkVariant GetMarkedValue(void) Set or get MarkedValue. See: MarkedStartVertices. SetForceToUseUniversalStartPointsFinderV.SetForceToUseUniversalStartPointsFinder(int) C++: virtual void SetForceToUseUniversalStartPointsFinder( int _arg) Set or get ForceToUseUniversalStartPointsFinder. If ForceToUseUniversalStartPointsFinder is true, MarkedStartVertices won't be used. In this case the input graph must be vtkDirectedAcyclicGraph (Default: false). GetForceToUseUniversalStartPointsFinderV.GetForceToUseUniversalStartPointsFinder() -> int C++: virtual int GetForceToUseUniversalStartPointsFinder() Set or get ForceToUseUniversalStartPointsFinder. If ForceToUseUniversalStartPointsFinder is true, MarkedStartVertices won't be used. In this case the input graph must be vtkDirectedAcyclicGraph (Default: false). ForceToUseUniversalStartPointsFinderOnV.ForceToUseUniversalStartPointsFinderOn() C++: virtual void ForceToUseUniversalStartPointsFinderOn() Set or get ForceToUseUniversalStartPointsFinder. If ForceToUseUniversalStartPointsFinder is true, MarkedStartVertices won't be used. In this case the input graph must be vtkDirectedAcyclicGraph (Default: false). ForceToUseUniversalStartPointsFinderOffV.ForceToUseUniversalStartPointsFinderOff() C++: virtual void ForceToUseUniversalStartPointsFinderOff() Set or get ForceToUseUniversalStartPointsFinder. If ForceToUseUniversalStartPointsFinder is true, MarkedStartVertices won't be used. In this case the input graph must be vtkDirectedAcyclicGraph (Default: false). SetAutoHeightV.SetAutoHeight(int) C++: virtual void SetAutoHeight(int _arg) Set or get auto height (Default: false). If AutoHeight is true, (r(i+1) - r(i-1))/Height will be smaller than tan(MinimumRadian). If you want equal distances and parallel circles, you should turn off AutoHeight. GetAutoHeightV.GetAutoHeight() -> int C++: virtual int GetAutoHeight() Set or get auto height (Default: false). If AutoHeight is true, (r(i+1) - r(i-1))/Height will be smaller than tan(MinimumRadian). If you want equal distances and parallel circles, you should turn off AutoHeight. AutoHeightOnV.AutoHeightOn() C++: virtual void AutoHeightOn() Set or get auto height (Default: false). If AutoHeight is true, (r(i+1) - r(i-1))/Height will be smaller than tan(MinimumRadian). If you want equal distances and parallel circles, you should turn off AutoHeight. AutoHeightOffV.AutoHeightOff() C++: virtual void AutoHeightOff() Set or get auto height (Default: false). If AutoHeight is true, (r(i+1) - r(i-1))/Height will be smaller than tan(MinimumRadian). If you want equal distances and parallel circles, you should turn off AutoHeight. SetMinimumRadianV.SetMinimumRadian(float) C++: virtual void SetMinimumRadian(double _arg) Set or get minimum radian (used by auto height). GetMinimumRadianV.GetMinimumRadian() -> float C++: virtual double GetMinimumRadian() Set or get minimum radian (used by auto height). SetMinimumDegreeV.SetMinimumDegree(float) C++: virtual void SetMinimumDegree(double degree) Set or get minimum degree (used by auto height). There is no separated minimum degree, so minimum radian will be changed. GetMinimumDegreeV.GetMinimumDegree() -> float C++: virtual double GetMinimumDegree(void) Set or get minimum degree (used by auto height). There is no separated minimum degree, so minimum radian will be changed. SetHierarchicalLayersV.SetHierarchicalLayers(vtkIntArray) C++: virtual void SetHierarchicalLayers(vtkIntArray *_arg) Set or get hierarchical layers id by vertices (An usual vertex's layer id is greater or equal to zero. If a vertex is standalone, its layer id is -2.) If no HierarchicalLayers array is defined, vtkSimple3DCirclesStrategy will generate it automatically (default). GetHierarchicalLayersV.GetHierarchicalLayers() -> vtkIntArray C++: virtual vtkIntArray *GetHierarchicalLayers() Set or get hierarchical layers id by vertices (An usual vertex's layer id is greater or equal to zero. If a vertex is standalone, its layer id is -2.) If no HierarchicalLayers array is defined, vtkSimple3DCirclesStrategy will generate it automatically (default). SetHierarchicalOrderV.SetHierarchicalOrder(vtkIdTypeArray) C++: virtual void SetHierarchicalOrder(vtkIdTypeArray *_arg) Set or get hierarchical ordering of vertices (The array starts from the first vertex's id. All id must be greater or equal to zero!) If no HierarchicalOrder is defined, vtkSimple3DCirclesStrategy will generate it automatically (default). GetHierarchicalOrderV.GetHierarchicalOrder() -> vtkIdTypeArray C++: virtual vtkIdTypeArray *GetHierarchicalOrder() Set or get hierarchical ordering of vertices (The array starts from the first vertex's id. All id must be greater or equal to zero!) If no HierarchicalOrder is defined, vtkSimple3DCirclesStrategy will generate it automatically (default). V.Layout() C++: void Layout(void) override; Standard layout method V.SetGraph(vtkGraph) C++: void SetGraph(vtkGraph *graph) override; Set graph (warning: HierarchicalOrder and HierarchicalLayers will set to zero. These reference counts will be decreased!) vtkAbstractArrayvtkVariantvtkIntArrayvtkIdTypeArrayvtkSliceAndDiceLayoutStrategyvtkInfovisLayoutPython.vtkSliceAndDiceLayoutStrategyvtkSliceAndDiceLayoutStrategy - a horizontal and vertical slicing tree map layout Superclass: vtkTreeMapLayoutStrategy Lays out a tree-map alternating between horizontal and vertical slices, taking into account the relative size of each vertex. @par Thanks: Slice and dice algorithm comes from: Shneiderman, B. 1992. Tree visualization with tree-maps: 2-d space-filling approach. ACM Trans. Graph. 11, 1 (Jan. 1992), 92-99. V.SafeDownCast(vtkObjectBase) -> vtkSliceAndDiceLayoutStrategy C++: static vtkSliceAndDiceLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkSliceAndDiceLayoutStrategy C++: vtkSliceAndDiceLayoutStrategy *NewInstance() vtkSpanTreeLayoutStrategyvtkInfovisLayoutPython.vtkSpanTreeLayoutStrategyvtkSpanTreeLayoutStrategy - vtkSpanTreeLayout is a strategy for drawing directed graphs that works by first extracting a spanning tree (more accurately, a spanning forest), and using this both to position graph vertices and to plan the placement of non Superclass: vtkGraphLayoutStrategy -tree edges. The latter are drawn with the aid of edge points to produce a tidy drawing. The approach is best suited to "quasi-trees", graphs where the number of edges is of the same order as the number of nodes; it is less well suited to denser graphs. The boolean flag DepthFirstSpanningTree determines whether a depth-first or breadth-first strategy is used to construct the underlying forest, and the choice of strategy affects the output layout significantly. Informal experiments suggest that the breadth-first strategy is better for denser graphs. Different layouts could also be produced by plugging in alternative tree layout strategies. To work with the method of routing non-tree edges, any strategy should draw a tree so that levels are equally spaced along the z-axis, precluding for example the use of a radial or balloon layout. vtkSpanTreeLayout is based on an approach to 3D graph layout first developed as part of the "tulip" tool by Dr. David Auber at LaBRI, U.Bordeaux: see www.tulip-software.org This implementation departs from the original version in that: (a) it is reconstructed to use Titan/VTK data structures; (b) it uses a faster method for dealing with non-tree edges, requiring at most two edge points per edge (c) allows for plugging in different tree layout methods (d) allows selection of two different strategies for building the underlying layout tree, which can yield significantly different results depending on the data. @par Thanks: Thanks to David Duke from the University of Leeds for providing this implementation. V.SafeDownCast(vtkObjectBase) -> vtkSpanTreeLayoutStrategy C++: static vtkSpanTreeLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkSpanTreeLayoutStrategy C++: vtkSpanTreeLayoutStrategy *NewInstance() SetDepthFirstSpanningTreeV.SetDepthFirstSpanningTree(bool) C++: virtual void SetDepthFirstSpanningTree(bool _arg) If set, base the layout on a depth-first spanning tree, rather than the default breadth-first spanning tree. Switching between DFT and BFT may significantly change the layout, and choice must be made on a per-graph basis. Default value is off. GetDepthFirstSpanningTreeV.GetDepthFirstSpanningTree() -> bool C++: virtual bool GetDepthFirstSpanningTree() If set, base the layout on a depth-first spanning tree, rather than the default breadth-first spanning tree. Switching between DFT and BFT may significantly change the layout, and choice must be made on a per-graph basis. Default value is off. DepthFirstSpanningTreeOnV.DepthFirstSpanningTreeOn() C++: virtual void DepthFirstSpanningTreeOn() If set, base the layout on a depth-first spanning tree, rather than the default breadth-first spanning tree. Switching between DFT and BFT may significantly change the layout, and choice must be made on a per-graph basis. Default value is off. DepthFirstSpanningTreeOffV.DepthFirstSpanningTreeOff() C++: virtual void DepthFirstSpanningTreeOff() If set, base the layout on a depth-first spanning tree, rather than the default breadth-first spanning tree. Switching between DFT and BFT may significantly change the layout, and choice must be made on a per-graph basis. Default value is off. vtkSplineGraphEdgesBSPLINECUSTOMvtkInfovisLayoutPython.vtkSplineGraphEdgesvtkSplineGraphEdges - subsample graph edges to make smooth curves Superclass: vtkGraphAlgorithm vtkSplineGraphEdges uses a vtkSpline to make edges into nicely sampled splines. By default, the filter will use an optimized b-spline. Otherwise, it will use a custom vtkSpline instance set by the user. V.SafeDownCast(vtkObjectBase) -> vtkSplineGraphEdges C++: static vtkSplineGraphEdges *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkSplineGraphEdges C++: vtkSplineGraphEdges *NewInstance() SetSplineV.SetSpline(vtkSpline) C++: virtual void SetSpline(vtkSpline *s) If SplineType is CUSTOM, uses this spline. GetSplineV.GetSpline() -> vtkSpline C++: virtual vtkSpline *GetSpline() If SplineType is CUSTOM, uses this spline. SetSplineTypeV.SetSplineType(int) C++: virtual void SetSplineType(int _arg) Spline type used by the filter. BSPLINE (0) - Use optimized b-spline (default). CUSTOM (1) - Use spline set with SetSpline. GetSplineTypeV.GetSplineType() -> int C++: virtual int GetSplineType() Spline type used by the filter. BSPLINE (0) - Use optimized b-spline (default). CUSTOM (1) - Use spline set with SetSpline. V.SetNumberOfSubdivisions(int) C++: virtual void SetNumberOfSubdivisions(vtkIdType _arg) The number of subdivisions in the spline. V.GetNumberOfSubdivisions() -> int C++: virtual vtkIdType GetNumberOfSubdivisions() The number of subdivisions in the spline. vtkSplinevtkSquarifyLayoutStrategyvtkInfovisLayoutPython.vtkSquarifyLayoutStrategyvtkSquarifyLayoutStrategy - uses the squarify tree map layout algorithm Superclass: vtkTreeMapLayoutStrategy vtkSquarifyLayoutStrategy partitions the space for child vertices into regions that use all available space and are as close to squares as possible. The algorithm also takes into account the relative vertex size. @par Thanks: The squarified tree map algorithm comes from: Bruls, D.M., C. Huizing, J.J. van Wijk. Squarified Treemaps. In: W. de Leeuw, R. van Liere (eds.), Data Visualization 2000, Proceedings of the joint Eurographics and IEEE TCVG Symposium on Visualization, 2000, Springer, Vienna, p. 33-42. V.SafeDownCast(vtkObjectBase) -> vtkSquarifyLayoutStrategy C++: static vtkSquarifyLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkSquarifyLayoutStrategy C++: vtkSquarifyLayoutStrategy *NewInstance() vtkStackedTreeLayoutStrategyvtkInfovisLayoutPython.vtkStackedTreeLayoutStrategyvtkStackedTreeLayoutStrategy - lays out tree in stacked boxes or rings Superclass: vtkAreaLayoutStrategy Performs a tree ring layout or "icicle" layout on a tree. This involves assigning a sector region to each vertex in the tree, and placing that information in a data array with four components per tuple representing (innerRadius, outerRadius, startAngle, endAngle). This class may be assigned as the layout strategy to vtkAreaLayout. @par Thanks: Thanks to Jason Shepherd from Sandia National Laboratories for help developing this class. V.SafeDownCast(vtkObjectBase) -> vtkStackedTreeLayoutStrategy C++: static vtkStackedTreeLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkStackedTreeLayoutStrategy C++: vtkStackedTreeLayoutStrategy *NewInstance() V.Layout(vtkTree, vtkDataArray, vtkDataArray) C++: void Layout(vtkTree *inputTree, vtkDataArray *sectorArray, vtkDataArray *sizeArray) override; Perform the layout of the input tree, and store the sector bounds of each vertex as a tuple (innerRadius, outerRadius, startAngle, endAngle) in a data array. V.LayoutEdgePoints(vtkTree, vtkDataArray, vtkDataArray, vtkTree) C++: void LayoutEdgePoints(vtkTree *inputTree, vtkDataArray *sectorArray, vtkDataArray *sizeArray, vtkTree *edgeRoutingTree) override; Fill edgeRoutingTree with points suitable for routing edges of an overlaid graph. SetInteriorRadiusV.SetInteriorRadius(float) C++: virtual void SetInteriorRadius(double _arg) Define the tree ring's interior radius. GetInteriorRadiusV.GetInteriorRadius() -> float C++: virtual double GetInteriorRadius() Define the tree ring's interior radius. SetRingThicknessV.SetRingThickness(float) C++: virtual void SetRingThickness(double _arg) Define the thickness of each of the tree rings. GetRingThicknessV.GetRingThickness() -> float C++: virtual double GetRingThickness() Define the thickness of each of the tree rings. SetRootStartAngleV.SetRootStartAngle(float) C++: virtual void SetRootStartAngle(double _arg) Define the start angle for the root node. NOTE: It is assumed that the root end angle is greater than the root start angle and subtends no more than 360 degrees. GetRootStartAngleV.GetRootStartAngle() -> float C++: virtual double GetRootStartAngle() Define the start angle for the root node. NOTE: It is assumed that the root end angle is greater than the root start angle and subtends no more than 360 degrees. SetRootEndAngleV.SetRootEndAngle(float) C++: virtual void SetRootEndAngle(double _arg) Define the end angle for the root node. NOTE: It is assumed that the root end angle is greater than the root start angle and subtends no more than 360 degrees. GetRootEndAngleV.GetRootEndAngle() -> float C++: virtual double GetRootEndAngle() Define the end angle for the root node. NOTE: It is assumed that the root end angle is greater than the root start angle and subtends no more than 360 degrees. SetUseRectangularCoordinatesV.SetUseRectangularCoordinates(bool) C++: virtual void SetUseRectangularCoordinates(bool _arg) Define whether or not rectangular coordinates are being used (as opposed to polar coordinates). GetUseRectangularCoordinatesV.GetUseRectangularCoordinates() -> bool C++: virtual bool GetUseRectangularCoordinates() Define whether or not rectangular coordinates are being used (as opposed to polar coordinates). UseRectangularCoordinatesOnV.UseRectangularCoordinatesOn() C++: virtual void UseRectangularCoordinatesOn() Define whether or not rectangular coordinates are being used (as opposed to polar coordinates). UseRectangularCoordinatesOffV.UseRectangularCoordinatesOff() C++: virtual void UseRectangularCoordinatesOff() Define whether or not rectangular coordinates are being used (as opposed to polar coordinates). SetReverseV.SetReverse(bool) C++: virtual void SetReverse(bool _arg) Define whether to reverse the order of the tree stacks from low to high. GetReverseV.GetReverse() -> bool C++: virtual bool GetReverse() Define whether to reverse the order of the tree stacks from low to high. ReverseOnV.ReverseOn() C++: virtual void ReverseOn() Define whether to reverse the order of the tree stacks from low to high. ReverseOffV.ReverseOff() C++: virtual void ReverseOff() Define whether to reverse the order of the tree stacks from low to high. SetInteriorLogSpacingValueV.SetInteriorLogSpacingValue(float) C++: virtual void SetInteriorLogSpacingValue(double _arg) The spacing of tree levels in the edge routing tree. Levels near zero give more space to levels near the root, while levels near one (the default) create evenly-spaced levels. Levels above one give more space to levels near the leaves. GetInteriorLogSpacingValueV.GetInteriorLogSpacingValue() -> float C++: virtual double GetInteriorLogSpacingValue() The spacing of tree levels in the edge routing tree. Levels near zero give more space to levels near the root, while levels near one (the default) create evenly-spaced levels. Levels above one give more space to levels near the leaves. V.FindVertex(vtkTree, vtkDataArray, [float, float]) -> int C++: vtkIdType FindVertex(vtkTree *tree, vtkDataArray *array, float pnt[2]) override; Returns the vertex id that contains pnt (or -1 if no one contains it). vtkTreeLayoutStrategyvtkInfovisLayoutPython.vtkTreeLayoutStrategyvtkTreeLayoutStrategy - hierarchical layout Superclass: vtkGraphLayoutStrategy Assigns points to the nodes of a tree in either a standard or radial layout. The standard layout places each level on a horizontal line, while the radial layout places each level on a concentric circle. You may specify the sweep angle of the tree which constrains the tree to be contained within a wedge. Also, you may indicate the log scale of the tree, which diminishes the length of arcs at lower levels of the tree. Values near zero give a large proportion of the space to the tree levels near the root, while values near one give nearly equal proportions of space to all tree levels. The user may also specify an array to use to indicate the distance from the root, either vertically (for standard layout) or radially (for radial layout). You specify this with SetDistanceArrayName(). If the input is not a tree but a general graph, this strategy first extracts a tree from the graph using a breadth-first search starting at vertex ID 0. V.SafeDownCast(vtkObjectBase) -> vtkTreeLayoutStrategy C++: static vtkTreeLayoutStrategy *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTreeLayoutStrategy C++: vtkTreeLayoutStrategy *NewInstance() V.Layout() C++: void Layout() override; Perform the tree layout. SetAngleV.SetAngle(float) C++: virtual void SetAngle(double _arg) The sweep angle of the tree. For a standard tree layout, this should be between 0 and 180. For a radial tree layout, this can be between 0 and 360. GetAngleMinValueV.GetAngleMinValue() -> float C++: virtual double GetAngleMinValue() The sweep angle of the tree. For a standard tree layout, this should be between 0 and 180. For a radial tree layout, this can be between 0 and 360. GetAngleMaxValueV.GetAngleMaxValue() -> float C++: virtual double GetAngleMaxValue() The sweep angle of the tree. For a standard tree layout, this should be between 0 and 180. For a radial tree layout, this can be between 0 and 360. GetAngleV.GetAngle() -> float C++: virtual double GetAngle() The sweep angle of the tree. For a standard tree layout, this should be between 0 and 180. For a radial tree layout, this can be between 0 and 360. SetRadialV.SetRadial(bool) C++: virtual void SetRadial(bool _arg) If set, the tree is laid out with levels on concentric circles around the root. If unset (default), the tree is laid out with levels on horizontal lines. GetRadialV.GetRadial() -> bool C++: virtual bool GetRadial() If set, the tree is laid out with levels on concentric circles around the root. If unset (default), the tree is laid out with levels on horizontal lines. RadialOnV.RadialOn() C++: virtual void RadialOn() If set, the tree is laid out with levels on concentric circles around the root. If unset (default), the tree is laid out with levels on horizontal lines. RadialOffV.RadialOff() C++: virtual void RadialOff() If set, the tree is laid out with levels on concentric circles around the root. If unset (default), the tree is laid out with levels on horizontal lines. SetLogSpacingValueV.SetLogSpacingValue(float) C++: virtual void SetLogSpacingValue(double _arg) The spacing of tree levels. Levels near zero give more space to levels near the root, while levels near one (the default) create evenly-spaced levels. Levels above one give more space to levels near the leaves. GetLogSpacingValueV.GetLogSpacingValue() -> float C++: virtual double GetLogSpacingValue() The spacing of tree levels. Levels near zero give more space to levels near the root, while levels near one (the default) create evenly-spaced levels. Levels above one give more space to levels near the leaves. SetLeafSpacingV.SetLeafSpacing(float) C++: virtual void SetLeafSpacing(double _arg) The spacing of leaves. Levels near one evenly space leaves with no gaps between subtrees. Levels near zero creates large gaps between subtrees. GetLeafSpacingMinValueV.GetLeafSpacingMinValue() -> float C++: virtual double GetLeafSpacingMinValue() The spacing of leaves. Levels near one evenly space leaves with no gaps between subtrees. Levels near zero creates large gaps between subtrees. GetLeafSpacingMaxValueV.GetLeafSpacingMaxValue() -> float C++: virtual double GetLeafSpacingMaxValue() The spacing of leaves. Levels near one evenly space leaves with no gaps between subtrees. Levels near zero creates large gaps between subtrees. GetLeafSpacingV.GetLeafSpacing() -> float C++: virtual double GetLeafSpacing() The spacing of leaves. Levels near one evenly space leaves with no gaps between subtrees. Levels near zero creates large gaps between subtrees. SetDistanceArrayNameV.SetDistanceArrayName(string) C++: virtual void SetDistanceArrayName(const char *_arg) Get/Set the array to use to determine the distance from the root. GetDistanceArrayNameV.GetDistanceArrayName() -> string C++: virtual char *GetDistanceArrayName() Get/Set the array to use to determine the distance from the root. SetRotationV.SetRotation(float) C++: virtual void SetRotation(double _arg) The amount of counter-clockwise rotation to apply after the layout. GetRotationV.GetRotation() -> float C++: virtual double GetRotation() The amount of counter-clockwise rotation to apply after the layout. SetReverseEdgesV.SetReverseEdges(bool) C++: virtual void SetReverseEdges(bool _arg) If set and the input is not a tree but a general graph, the filter will reverse the edges on the graph before extracting a tree using breadth first search. GetReverseEdgesV.GetReverseEdges() -> bool C++: virtual bool GetReverseEdges() If set and the input is not a tree but a general graph, the filter will reverse the edges on the graph before extracting a tree using breadth first search. ReverseEdgesOnV.ReverseEdgesOn() C++: virtual void ReverseEdgesOn() If set and the input is not a tree but a general graph, the filter will reverse the edges on the graph before extracting a tree using breadth first search. ReverseEdgesOffV.ReverseEdgesOff() C++: virtual void ReverseEdgesOff() If set and the input is not a tree but a general graph, the filter will reverse the edges on the graph before extracting a tree using breadth first search. vtkTreeMapLayoutvtkInfovisLayoutPython.vtkTreeMapLayoutvtkTreeMapLayout - layout a vtkTree into a tree map Superclass: vtkTreeAlgorithm vtkTreeMapLayout assigns rectangular regions to each vertex in the tree, creating a tree map. The data is added as a data array with four components per tuple representing the location and size of the rectangle using the format (Xmin, Xmax, Ymin, Ymax). This algorithm relies on a helper class to perform the actual layout. This helper class is a subclass of vtkTreeMapLayoutStrategy. @par Thanks: Thanks to Brian Wylie and Ken Moreland from Sandia National Laboratories for help developing this class. @par Thanks: Tree map concept comes from: Shneiderman, B. 1992. Tree visualization with tree-maps: 2-d space-filling approach. ACM Trans. Graph. 11, 1 (Jan. 1992), 92-99. V.SafeDownCast(vtkObjectBase) -> vtkTreeMapLayout C++: static vtkTreeMapLayout *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTreeMapLayout C++: vtkTreeMapLayout *NewInstance() GetRectanglesFieldNameV.GetRectanglesFieldName() -> string C++: virtual char *GetRectanglesFieldName() The field name to use for storing the rectangles for each vertex. The rectangles are stored in a quadruple float array (minX, maxX, minY, maxY). SetRectanglesFieldNameV.SetRectanglesFieldName(string) C++: virtual void SetRectanglesFieldName(const char *_arg) The field name to use for storing the rectangles for each vertex. The rectangles are stored in a quadruple float array (minX, maxX, minY, maxY). V.SetSizeArrayName(string) C++: virtual void SetSizeArrayName(const char *name) The array to use for the size of each vertex. V.GetLayoutStrategy() -> vtkTreeMapLayoutStrategy C++: virtual vtkTreeMapLayoutStrategy *GetLayoutStrategy() The strategy to use when laying out the tree map. V.SetLayoutStrategy(vtkTreeMapLayoutStrategy) C++: void SetLayoutStrategy(vtkTreeMapLayoutStrategy *strategy) The strategy to use when laying out the tree map. V.FindVertex([float, float], [float, ...]) -> int C++: vtkIdType FindVertex(float pnt[2], float *binfo=nullptr) Returns the vertex id that contains pnt (or -1 if no one contains it) GetBoundingBoxV.GetBoundingBox(int, [float, ...]) C++: void GetBoundingBox(vtkIdType id, float *binfo) Return the min and max 2D points of the vertex's bounding box vtkInfovisLayoutPython.vtkTreeMapLayoutStrategyvtkTreeMapLayoutStrategy - abstract superclass for all tree map layout strategies Superclass: vtkAreaLayoutStrategy All subclasses of this class perform a tree map layout on a tree. This involves assigning a rectangular region to each vertex in the tree, and placing that information in a data array with four components per tuple representing (Xmin, Xmax, Ymin, Ymax). Instances of subclasses of this class may be assigned as the layout strategy to vtkTreeMapLayout @par Thanks: Thanks to Brian Wylie and Ken Moreland from Sandia National Laboratories for help developing this class. V.SafeDownCast(vtkObjectBase) -> vtkTreeMapLayoutStrategy C++: static vtkTreeMapLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkTreeMapLayoutStrategy C++: vtkTreeMapLayoutStrategy *NewInstance() V.FindVertex(vtkTree, vtkDataArray, [float, float]) -> int C++: vtkIdType FindVertex(vtkTree *tree, vtkDataArray *areaArray, float pnt[2]) override; Find the vertex at a certain location, or -1 if none found. vtkTreeMapToPolyDatavtkInfovisLayoutPython.vtkTreeMapToPolyDatavtkTreeMapToPolyData - converts a tree to a polygonal data representing a tree map Superclass: vtkPolyDataAlgorithm This algorithm requires that the vtkTreeMapLayout filter has already applied to the data in order to create the quadruple array (min x, max x, min y, max y) of bounds for each vertex of the tree. V.SafeDownCast(vtkObjectBase) -> vtkTreeMapToPolyData C++: static vtkTreeMapToPolyData *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTreeMapToPolyData C++: vtkTreeMapToPolyData *NewInstance() SetRectanglesArrayNameV.SetRectanglesArrayName(string) C++: virtual void SetRectanglesArrayName(const char *name) The field containing quadruples of the form (min x, max x, min y, max y) representing the bounds of the rectangles for each vertex. This array may be added to the tree using vtkTreeMapLayout. SetLevelArrayNameV.SetLevelArrayName(string) C++: virtual void SetLevelArrayName(const char *name) The field containing the level of each tree node. This can be added using vtkTreeLevelsFilter before this filter. If this is not present, the filter simply calls tree->GetLevel(v) for each vertex, which will produce the same result, but may not be as efficient. GetLevelDeltaZV.GetLevelDeltaZ() -> float C++: virtual double GetLevelDeltaZ() The spacing along the z-axis between tree map levels. SetLevelDeltaZV.SetLevelDeltaZ(float) C++: virtual void SetLevelDeltaZ(double _arg) The spacing along the z-axis between tree map levels. GetAddNormalsV.GetAddNormals() -> bool C++: virtual bool GetAddNormals() The spacing along the z-axis between tree map levels. SetAddNormalsV.SetAddNormals(bool) C++: virtual void SetAddNormals(bool _arg) The spacing along the z-axis between tree map levels. vtkTreeOrbitLayoutStrategyvtkInfovisLayoutPython.vtkTreeOrbitLayoutStrategyvtkTreeOrbitLayoutStrategy - hierarchical orbital layout Superclass: vtkGraphLayoutStrategy Assigns points to the nodes of a tree to an orbital layout. Each parent is orbited by its children, recursively. @par Thanks: Thanks to the galaxy for inspiring this layout strategy. V.SafeDownCast(vtkObjectBase) -> vtkTreeOrbitLayoutStrategy C++: static vtkTreeOrbitLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkTreeOrbitLayoutStrategy C++: vtkTreeOrbitLayoutStrategy *NewInstance() V.Layout() C++: void Layout() override; Perform the orbital layout. V.SetLogSpacingValue(float) C++: virtual void SetLogSpacingValue(double _arg) The spacing of orbital levels. Levels near zero give more space to levels near the root, while levels near one (the default) create evenly-spaced levels. Levels above one give more space to levels near the leaves. V.GetLogSpacingValue() -> float C++: virtual double GetLogSpacingValue() The spacing of orbital levels. Levels near zero give more space to levels near the root, while levels near one (the default) create evenly-spaced levels. Levels above one give more space to levels near the leaves. SetChildRadiusFactorV.SetChildRadiusFactor(float) C++: virtual void SetChildRadiusFactor(double _arg) This is a magic number right now. Controls the radius of the child layout, all of this should be fixed at some point with a more logical layout. Defaults to .5 :) GetChildRadiusFactorV.GetChildRadiusFactor() -> float C++: virtual double GetChildRadiusFactor() This is a magic number right now. Controls the radius of the child layout, all of this should be fixed at some point with a more logical layout. Defaults to .5 :) vtkTreeRingToPolyDatavtkInfovisLayoutPython.vtkTreeRingToPolyDatavtkTreeRingToPolyData - converts a tree to a polygonal data representing radial space filling tree. Superclass: vtkPolyDataAlgorithm This algorithm requires that the vtkTreeRingLayout filter has already been applied to the data in order to create the quadruple array (start angle, end angle, inner radius, outer radius) of bounds for each vertex of the tree. V.SafeDownCast(vtkObjectBase) -> vtkTreeRingToPolyData C++: static vtkTreeRingToPolyData *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTreeRingToPolyData C++: vtkTreeRingToPolyData *NewInstance() SetSectorsArrayNameV.SetSectorsArrayName(string) C++: virtual void SetSectorsArrayName(const char *name) The field containing quadruples of the form (start angle, end angle, inner radius, outer radius) representing the bounds of the rectangles for each vertex. This field may be added to the tree using vtkTreeRingLayout. This array must be set. V.SetShrinkPercentage(float) C++: virtual void SetShrinkPercentage(double _arg) Define a shrink percentage for each of the sectors. V.GetShrinkPercentage() -> float C++: virtual double GetShrinkPercentage() Define a shrink percentage for each of the sectors. vtkKCoreLayoutvtkInfovisLayoutPython.vtkKCoreLayoutvtkKCoreLayout - Produces a layout for a graph labeled with K-Core information. Superclass: vtkGraphAlgorithm vtkKCoreLayout creates coordinates for each vertex that can be used to perform a layout for a k-core view. Prerequisite: Vertices must have an attribute array containing their k-core number. This layout is based on the algorithm described in the paper: "k-core decomposition: a tool for the visualization of large scale networks", by Ignacio Alvarez-Hamelin et. al. This graph algorithm appends either polar coordinates or cartesian coordinates as vertex attributes to the graph giving the position of the vertex in a layout. Input graphs must have the k-core number assigned to each vertex (default attribute array storing kcore numbers is "kcore"). Epsilon - this factor is used to adjust the amount vertices are 'pulled' out of their default ring radius based on the number of neighbors in higher cores. Default=0.2 UnitRadius - Tweaks the base unit radius value. Default=1.0 Still TODO: Still need to work on the connected-components within each shell and associated layout issues with that. Input port 0: graph @par Thanks: Thanks to William McLendon from Sandia National Laboratories for providing this implementation. V.SafeDownCast(vtkObjectBase) -> vtkKCoreLayout C++: static vtkKCoreLayout *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkKCoreLayout C++: vtkKCoreLayout *NewInstance() SetGraphConnectionV.SetGraphConnection(vtkAlgorithmOutput) C++: void SetGraphConnection(vtkAlgorithmOutput *) Convenience function provided for setting the graph input. SetKCoreLabelArrayNameV.SetKCoreLabelArrayName(string) C++: virtual void SetKCoreLabelArrayName(const char *_arg) Set the name of the vertex attribute array storing k-core labels. Default: kcore GetPolarV.GetPolar() -> bool C++: virtual bool GetPolar() Output polar coordinates for vertices if True. Default column names are coord_radius, coord_angle. Default: False SetPolarV.SetPolar(bool) C++: virtual void SetPolar(bool _arg) Output polar coordinates for vertices if True. Default column names are coord_radius, coord_angle. Default: False PolarOnV.PolarOn() C++: virtual void PolarOn() Output polar coordinates for vertices if True. Default column names are coord_radius, coord_angle. Default: False PolarOffV.PolarOff() C++: virtual void PolarOff() Output polar coordinates for vertices if True. Default column names are coord_radius, coord_angle. Default: False GetCartesianV.GetCartesian() -> bool C++: virtual bool GetCartesian() Set whether or not to convert output to cartesian coordinates. If false, coordinates will be returned in polar coordinates (radius, angle). Default: True SetCartesianV.SetCartesian(bool) C++: virtual void SetCartesian(bool _arg) Set whether or not to convert output to cartesian coordinates. If false, coordinates will be returned in polar coordinates (radius, angle). Default: True CartesianOnV.CartesianOn() C++: virtual void CartesianOn() Set whether or not to convert output to cartesian coordinates. If false, coordinates will be returned in polar coordinates (radius, angle). Default: True CartesianOffV.CartesianOff() C++: virtual void CartesianOff() Set whether or not to convert output to cartesian coordinates. If false, coordinates will be returned in polar coordinates (radius, angle). Default: True SetPolarCoordsRadiusArrayNameV.SetPolarCoordsRadiusArrayName(string) C++: virtual void SetPolarCoordsRadiusArrayName(const char *_arg) Polar coordinates array name for radius values. This is only used if OutputCartesianCoordinates is False. Default: coord_radius GetPolarCoordsRadiusArrayNameV.GetPolarCoordsRadiusArrayName() -> string C++: virtual char *GetPolarCoordsRadiusArrayName() Polar coordinates array name for radius values. This is only used if OutputCartesianCoordinates is False. Default: coord_radius SetPolarCoordsAngleArrayNameV.SetPolarCoordsAngleArrayName(string) C++: virtual void SetPolarCoordsAngleArrayName(const char *_arg) Polar coordinates array name for angle values in radians. This is only used if OutputCartesianCoordinates is False. Default: coord_angle GetPolarCoordsAngleArrayNameV.GetPolarCoordsAngleArrayName() -> string C++: virtual char *GetPolarCoordsAngleArrayName() Polar coordinates array name for angle values in radians. This is only used if OutputCartesianCoordinates is False. Default: coord_angle SetCartesianCoordsXArrayNameV.SetCartesianCoordsXArrayName(string) C++: virtual void SetCartesianCoordsXArrayName(const char *_arg) Cartesian coordinates array name for the X coordinates. This is only used if OutputCartesianCoordinates is True. Default: coord_x GetCartesianCoordsXArrayNameV.GetCartesianCoordsXArrayName() -> string C++: virtual char *GetCartesianCoordsXArrayName() Cartesian coordinates array name for the X coordinates. This is only used if OutputCartesianCoordinates is True. Default: coord_x SetCartesianCoordsYArrayNameV.SetCartesianCoordsYArrayName(string) C++: virtual void SetCartesianCoordsYArrayName(const char *_arg) Cartesian coordinates array name for the Y coordinates. This is only used if OutputCartesianCoordinates is True. Default: coord_y GetCartesianCoordsYArrayNameV.GetCartesianCoordsYArrayName() -> string C++: virtual char *GetCartesianCoordsYArrayName() Cartesian coordinates array name for the Y coordinates. This is only used if OutputCartesianCoordinates is True. Default: coord_y SetEpsilonV.SetEpsilon(float) C++: virtual void SetEpsilon(float _arg) Epsilon value used in the algorithm. Default = 0.2 GetEpsilonV.GetEpsilon() -> float C++: virtual float GetEpsilon() Epsilon value used in the algorithm. Default = 0.2 SetUnitRadiusV.SetUnitRadius(float) C++: virtual void SetUnitRadius(float _arg) Unit Radius value used in the algorithm. Default = 1.0 GetUnitRadiusV.GetUnitRadius() -> float C++: virtual float GetUnitRadius() Unit Radius value used in the algorithm. 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