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H(螚HuyHHH [A^]UHAVSH HuHHEDvDuHG]]y ̚HHt+H(Ht"D9u!Et-H Ht(1.H}111zH0HuHvHHH [A^]f.DUHAVSH HuH HEDvDuHG]]y HHt(H(HtD9uEt*H1 WHt(1.H}111轙H8/HuH)vHHH [A^]fUHAWAVSH(HuH)HED~D}HG]ԉ]؅y ZHHtmLw(EMtIA)H}Au@HuAt/}EtEA8%tA%ILwHt81>ݘ1+E1#IL@?HuH9uHH([A^A_]UHAVSH HuHRHEDvDuHG]]y lHHt'H(HtD9uEt)%踗Ht*11H}111 HH莗HuiHHH [A^]UHAVSH HuHHEDvDuHG]]y 輗HHt+H(Ht"D9u!Et-H@Ht(1.H}111jHPܖHuHsHHH [A^]f.DUHAVSH HuHHEDvDuHG]]y HHt(H(HtD9uEt*H1@GHt(1.H}111譖HXHuHsHHH [A^]fUHAWAVSH(HuHSHED~D}HG]ԉ]؅y JHHtmLw(EMtIA)H}Au@Hu1t/}EtEA8&tA&ILgHt81>͕1+E1#IL`/HuH)rHH([A^A_]UHAVSH HuHHEDvDuHG]]y \HHt'H(HtD9uEt)&訔Ht*11H}111 Hh~HuYHHH [A^]UHAVSH HuHHEDvDuHG]]y 謔HHt+H(Ht"D9u!Et-H`Ht(1.H}111ZHp̓HuHpHHH [A^]f.DUHAVSH HuH{ HEDvDuHG]]y HHt(H(HtD9uEt*H1`7Ht(1.H}111蝓HxHuH pHHH [A^]fUHAVSH HuHHEDvDuHG]]y <HHt"H(HtD9uEt$踖荒Ht(1.H}111HeHuH_oHHH [A^]UHAVSH HuH\HEDvDuHG]]y 茒HHt"H(HtD9uEt$ݑHt(1.H}111CH赑HuHnHHH [A^]UHAVSH HuH HEDvDuHG]]y ܑHHt"H(HtD9uEt$^-Ht(1.H}111蓑HHuHmHHH [A^]ÐUHAVSHBH膑H=mL5lmHL5H=mH5LHHLmHHH HHfHnH#mHHHHHHmHHHHHHHlHHvlHHplHHrlHHDH HH{lHHHHHHHHwHlHHHHxHeHzHHlHkHnHgkHhHeHbH_H\HYHVHSQHVHC[A^]ÐUHH==H5^HH 07uGHH= H]ÐUH]鄐fDUHSPHH=H5HH ҍ`uHH=襍H5HHet H |tH[]H=lH[]降fUHAVSH0HuHHEЋFEHEHEH}ȃHu蒍H]H=THuAtDH= H\t1H= HItH=H6t HLc莌HuL荌1H0[A^]UHAWAVSH(HuH$HED~D}HG]ԉ]؅y誌HHLw(HEMA)Au{HuH}}L}tH=;L\AtuH=LCtbH=L0tOH=LtH+HHHHH HYHHgYHHHHHHHHHH[A^]ÐUHH=H5޽H.H 07|euG|HH= |H]ÐUH]FfDUHSPHH=xH5yHH {u{HIH=B{H5H/He{t H tH[]H= H[]{fUHAVSH0HuHHEЋFEHEHEH}ȃHu{H]H=HuAtDH= H\t1H= HItH=H6t HzLczHuLzz1H0[A^]UHAWAVSH(HuH$HED~D}HG]ԉ]؅yzHHLw(HEMA)Au{HuH}z}L}tH=L\AtuH=LCtbH=L0tOH=Ltk1H0[A^]UHAWAVSH(HuHt|HED~D}HG]ԉ]؅yjHHLw(HEMA)Au{HuH}j}L}tH=LoAtuH=CLotbH=CLotOH=FLmotHHH [A^]UHAVSH HuHHHEDvDuHG]]y aHHt"H(HtD9uEt$ f-aHt(1.H}111aHaHuH=HHH [A^]UHAVSH HuHӾHEDvDuHG]]y ,aHHt"H(HtD9uEt$Pe}`Ht(1.H}111`HU`HuHO=HHH [A^]UHAVSH HuHNHEDvDuHG]]y |`HHt"H(HtD9uEt$d_Ht(1.H}1113`H_HuH<HHH [A^]UHAVSH HuHƽHEDvDuHG]]y _HHt"H(HtD9uEt$c_Ht(1.H}111_H^HuH;HHH [A^]UHAWAVSH(HuHkHED~D}HG]ԉ]؅y _HHtsLw(MtjA)AuNHuH} _tP}EtRAf.u{AIL/^Hu6H}^1H([A^A_]IL ]HuH:H@UHAVSH0HuHHEDvDuHG]܉]y ,^HHt*H(Ht!D9u Et,Eu]Ht-16H}111]%H(EH]HuE?]HHH0[A^]ÐUHAVSHbH]H=:L59HLubN]H=9H5/LZbH#H9HHHHHfHn Hc9H H HHHHA9HHHHHHH9HH8HH8HH8HHDHHH8HHHHHHHHH@8HHHHHHHHH7HH7HHHHH|HyHvHsqHvHc[A^]ÐUHH=]H5HEH 0wZu=/H.H='JZH]ÐUH]\fDUHSPHH=H5YHH Zu.HH=YH5HHYt H tH[]H=H[]YfUHSH(HuH>jHE؋FEHEHEH}Ѓu;HuYt=H]H=H^t/H HcYHu'Y1H([]ûXHuHXH([]UHAWAVSH(HuHjHEDvDuHG]ԉ]؅y YHHtwL(HEMtKA)AuFHuH}Xt1}LutNH=8L]tfL&1XHt?1CH}X1,HE1 ILLPWHuHcWH([A^A_]ûWHuUHAVSH0HuHjHEЋFEHEuGH5nH}HUX}t@HHtCHH5UHPE1LEUWHu+H}ȾW1H0[A^]E1(WHuLWUHAVSH HuHljHEDvDuHG]]y\WHHH(HD9u3HPxHt9HHH5HPE1LEVHucH}111VRE1hVHuCLWHt6HH{Vt)HuVHH1Q@H߾^V1HH [A^]UHSPHH=H[tZH=H{[tGH=mHh[t4H=mHU[t!H=mHB[tHH[]VH[]ÐUHAVSHbH&VH=s2L5 2HLZUH=]2H5/LZH#H1HHHHHfHn H1H H HHHH1HHHHHHHd1HH1H߻H1HٻH1HӻHлDHiHʻH1HĻHɻHHHлHHHH0HHHHHHHHHM0HH0HHHHH|HyHvHsqHvHc[A^]ÐUHH=]H5HH 0RuRH.H='RH]ÐUH]TfDUHAVSIH=H5XH.H qRuRHȻH=DRH5HLRt H t01RHtHuCL?Ht6HH>t)H>HH1Q@H߾>1HH [A^]UHAWAVSH(HuHHED~D}HG]܉]y >HHt$Lw(MtD9uEt&I)>Ht.1:H}111>)IL I=HuL[>HHH([A^A_]fDUHAWAVSH(HuHYHED~D}HG]܉]y >HHt$Lw(MtD9uEt&Ii=Ht.1:H}111=)IL8I;=HuL=HHH([A^A_]fDUHAVSH HuHHEDvDuHG]]y \=HHt#H(HtD9uEt% <Ht*11H}111= HP<HuHc<HHH [A^]@UHAVSH HuHHEDvDuHG]]y <HHt#H(HtD9uEt%$;Ht*11H}111b< HX;HuHc;HHH [A^]@UHAVSH HuHHEDvDuHG]]y ;HHt#H(HtD9uEt%(L;Ht*11H}111; 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When the mouse button is released, a SelectionChangedEvent will be fired. IsTypeOfV.IsTypeOf(string) -> int C++: static vtkTypeBool IsTypeOf(const char *type) Return 1 if this class type is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. IsAV.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Return 1 if this class is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. SafeDownCastV.SafeDownCast(vtkObjectBase) -> vtkInteractorStyleDrawPolygon C++: static vtkInteractorStyleDrawPolygon *SafeDownCast( vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkInteractorStyleDrawPolygon C++: vtkInteractorStyleDrawPolygon *NewInstance() OnMouseMoveV.OnMouseMove() C++: void OnMouseMove() override; Event bindings OnLeftButtonDownV.OnLeftButtonDown() C++: void OnLeftButtonDown() override; Event bindings OnLeftButtonUpV.OnLeftButtonUp() C++: void OnLeftButtonUp() override; Event bindings SetDrawPolygonPixelsV.SetDrawPolygonPixels(bool) C++: virtual void SetDrawPolygonPixels(bool _arg) Whether to draw polygon in screen pixels. Default is ON GetDrawPolygonPixelsV.GetDrawPolygonPixels() -> bool C++: virtual bool GetDrawPolygonPixels() Whether to draw polygon in screen pixels. Default is ON DrawPolygonPixelsOnV.DrawPolygonPixelsOn() C++: virtual void DrawPolygonPixelsOn() Whether to draw polygon in screen pixels. Default is ON DrawPolygonPixelsOffV.DrawPolygonPixelsOff() C++: virtual void DrawPolygonPixelsOff() Whether to draw polygon in screen pixels. Default is ON vtkInteractorStylevtkInteractorObservervtkObjectvtkObjectBasevtkInteractorStyleFlightvtkInteractionStylePython.vtkInteractorStyleFlightvtkInteractorStyleFlight - provides flight motion routines Superclass: vtkInteractorStyle Left mouse button press produces forward motion. Right mouse button press produces reverse motion. Moving mouse during motion steers user in desired direction. Keyboard controls are: Left/Right/Up/Down Arrows for steering direction 'A' forward, 'Z' reverse motion Ctrl Key causes sidestep instead of steering in mouse and key modes Shift key is accelerator in mouse and key modes Ctrl and Shift together causes Roll in mouse and key modes By default, one "step" of motion corresponds to 1/250th of the diagonal of bounding box of visible actors, '+' and '-' keys allow user to increase or decrease step size. V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyleFlight C++: static vtkInteractorStyleFlight *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyleFlight C++: vtkInteractorStyleFlight *NewInstance() JumpToV.JumpTo([float, float, float], [float, float, float]) C++: void JumpTo(double campos[3], double focpos[3]) Move the Eye/Camera to a specific location (no intermediate steps are taken SetMotionStepSizeV.SetMotionStepSize(float) C++: virtual void SetMotionStepSize(double _arg) Set the basic unit step size : by default 1/250 of bounding diagonal GetMotionStepSizeV.GetMotionStepSize() -> float C++: virtual double GetMotionStepSize() Set the basic unit step size : by default 1/250 of bounding diagonal SetMotionAccelerationFactorV.SetMotionAccelerationFactor(float) C++: virtual void SetMotionAccelerationFactor(double _arg) Set acceleration factor when shift key is applied : default 10 GetMotionAccelerationFactorV.GetMotionAccelerationFactor() -> float C++: virtual double GetMotionAccelerationFactor() Set acceleration factor when shift key is applied : default 10 SetAngleStepSizeV.SetAngleStepSize(float) C++: virtual void SetAngleStepSize(double _arg) Set the basic angular unit for turning : default 1 degree GetAngleStepSizeV.GetAngleStepSize() -> float C++: virtual double GetAngleStepSize() Set the basic angular unit for turning : default 1 degree SetAngleAccelerationFactorV.SetAngleAccelerationFactor(float) C++: virtual void SetAngleAccelerationFactor(double _arg) Set angular acceleration when shift key is applied : default 5 GetAngleAccelerationFactorV.GetAngleAccelerationFactor() -> float C++: virtual double GetAngleAccelerationFactor() Set angular acceleration when shift key is applied : default 5 SetDisableMotionV.SetDisableMotion(int) C++: virtual void SetDisableMotion(int _arg) Disable motion (temporarily - for viewing etc) GetDisableMotionV.GetDisableMotion() -> int C++: virtual int GetDisableMotion() Disable motion (temporarily - for viewing etc) DisableMotionOnV.DisableMotionOn() C++: virtual void DisableMotionOn() Disable motion (temporarily - for viewing etc) DisableMotionOffV.DisableMotionOff() C++: virtual void DisableMotionOff() Disable motion (temporarily - for viewing etc) SetRestoreUpVectorV.SetRestoreUpVector(int) C++: virtual void SetRestoreUpVector(int _arg) When flying, apply a restorative force to the "Up" vector. This is activated when the current 'up' is close to the actual 'up' (as defined in DefaultUpVector). This prevents excessive twisting forces when viewing from arbitrary angles, but keep the horizon level when the user is flying over terrain. GetRestoreUpVectorV.GetRestoreUpVector() -> int C++: virtual int GetRestoreUpVector() When flying, apply a restorative force to the "Up" vector. This is activated when the current 'up' is close to the actual 'up' (as defined in DefaultUpVector). This prevents excessive twisting forces when viewing from arbitrary angles, but keep the horizon level when the user is flying over terrain. RestoreUpVectorOnV.RestoreUpVectorOn() C++: virtual void RestoreUpVectorOn() When flying, apply a restorative force to the "Up" vector. This is activated when the current 'up' is close to the actual 'up' (as defined in DefaultUpVector). This prevents excessive twisting forces when viewing from arbitrary angles, but keep the horizon level when the user is flying over terrain. RestoreUpVectorOffV.RestoreUpVectorOff() C++: virtual void RestoreUpVectorOff() When flying, apply a restorative force to the "Up" vector. This is activated when the current 'up' is close to the actual 'up' (as defined in DefaultUpVector). This prevents excessive twisting forces when viewing from arbitrary angles, but keep the horizon level when the user is flying over terrain. GetDefaultUpVectorV.GetDefaultUpVector() -> (float, float, float) C++: double *GetDefaultUpVector() SetDefaultUpVectorV.SetDefaultUpVector((float, float, float)) C++: void SetDefaultUpVector(double a[3]) V.OnMouseMove() C++: void OnMouseMove() override; Concrete implementation of Mouse event bindings for flight V.OnLeftButtonDown() C++: void OnLeftButtonDown() override; Concrete implementation of Mouse event bindings for flight V.OnLeftButtonUp() C++: void OnLeftButtonUp() override; Concrete implementation of Mouse event bindings for flight OnMiddleButtonDownV.OnMiddleButtonDown() C++: void OnMiddleButtonDown() override; Concrete implementation of Mouse event bindings for flight OnMiddleButtonUpV.OnMiddleButtonUp() C++: void OnMiddleButtonUp() override; Concrete implementation of Mouse event bindings for flight OnRightButtonDownV.OnRightButtonDown() C++: void OnRightButtonDown() override; Concrete implementation of Mouse event bindings for flight OnRightButtonUpV.OnRightButtonUp() C++: void OnRightButtonUp() override; Concrete implementation of Mouse event bindings for flight OnCharV.OnChar() C++: void OnChar() override; Concrete implementation of Keyboard event bindings for flight OnKeyDownV.OnKeyDown() C++: void OnKeyDown() override; Concrete implementation of Keyboard event bindings for flight OnKeyUpV.OnKeyUp() C++: void OnKeyUp() override; Concrete implementation of Keyboard event bindings for flight OnTimerV.OnTimer() C++: void OnTimer() override; Concrete implementation of Keyboard event bindings for flight ForwardFlyV.ForwardFly() C++: virtual void ForwardFly() ReverseFlyV.ReverseFly() C++: virtual void ReverseFly() StartForwardFlyV.StartForwardFly() C++: virtual void StartForwardFly() EndForwardFlyV.EndForwardFly() C++: virtual void EndForwardFly() StartReverseFlyV.StartReverseFly() C++: virtual void StartReverseFly() EndReverseFlyV.EndReverseFly() C++: virtual void EndReverseFly() vtkInteractorStyleImageVTKIS_WINDOW_LEVELVTKIS_SLICEVTKIS_IMAGE2DVTKIS_IMAGE3DVTKIS_IMAGE_SLICINGvtkInteractionStylePython.vtkInteractorStyleImagevtkInteractorStyleImage - interactive manipulation of the camera specialized for images Superclass: vtkInteractorStyleTrackballCamera vtkInteractorStyleImage allows the user to interactively manipulate (rotate, pan, zoom etc.) the camera. vtkInteractorStyleImage is specially designed to work with images that are being rendered with vtkImageActor. Several events are overloaded from its superclass vtkInteractorStyle, hence the mouse bindings are different. (The bindings keep the camera's view plane normal perpendicular to the x-y plane.) In summary the mouse events for 2D image interaction are as follows: - Left Mouse button triggers window level events - CTRL Left Mouse spins the camera around its view plane normal - SHIFT Left Mouse pans the camera - CTRL SHIFT Left Mouse dollys (a positional zoom) the camera - Middle mouse button pans the camera - Right mouse button dollys the camera. - SHIFT Right Mouse triggers pick events If SetInteractionModeToImageSlicing() is called, then some of the mouse events are changed as follows: - CTRL Left Mouse slices through the image - SHIFT Middle Mouse slices through the image - CTRL Right Mouse spins the camera If SetInteractionModeToImage3D() is called, then some of the mouse events are changed as follows: - SHIFT Left Mouse rotates the camera for oblique slicing - SHIFT Middle Mouse slices through the image - CTRL Right Mouse also slices through the image In all modes, the following key bindings are in effect: - R Reset the Window/Level - X Reset to a sagittal view - Y Reset to a coronal view - Z Reset to an axial view Note that the renderer's actors are not moved; instead the camera is moved. @sa vtkInteractorStyle vtkInteractorStyleTrackballActor vtkInteractorStyleJoystickCamera vtkInteractorStyleJoystickActor V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyleImage C++: static vtkInteractorStyleImage *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyleImage C++: vtkInteractorStyleImage *NewInstance() GetWindowLevelStartPositionV.GetWindowLevelStartPosition() -> (int, int) C++: int *GetWindowLevelStartPosition() GetWindowLevelCurrentPositionV.GetWindowLevelCurrentPosition() -> (int, int) C++: int *GetWindowLevelCurrentPosition() V.OnMouseMove() C++: void OnMouseMove() override; Event bindings controlling the effects of pressing mouse buttons or moving the mouse. V.OnLeftButtonDown() C++: void OnLeftButtonDown() override; Event bindings controlling the effects of pressing mouse buttons or moving the mouse. V.OnLeftButtonUp() C++: void OnLeftButtonUp() override; Event bindings controlling the effects of pressing mouse buttons or moving the mouse. V.OnMiddleButtonDown() C++: void OnMiddleButtonDown() override; Event bindings controlling the effects of pressing mouse buttons or moving the mouse. V.OnMiddleButtonUp() C++: void OnMiddleButtonUp() override; Event bindings controlling the effects of pressing mouse buttons or moving the mouse. V.OnRightButtonDown() C++: void OnRightButtonDown() override; Event bindings controlling the effects of pressing mouse buttons or moving the mouse. V.OnRightButtonUp() C++: void OnRightButtonUp() override; Event bindings controlling the effects of pressing mouse buttons or moving the mouse. V.OnChar() C++: void OnChar() override; Override the "fly-to" (f keypress) for images. WindowLevelV.WindowLevel() C++: virtual void WindowLevel() PickV.Pick() C++: virtual void Pick() SliceV.Slice() C++: virtual void Slice() StartWindowLevelV.StartWindowLevel() C++: virtual void StartWindowLevel() EndWindowLevelV.EndWindowLevel() C++: virtual void EndWindowLevel() StartPickV.StartPick() C++: virtual void StartPick() EndPickV.EndPick() C++: virtual void EndPick() StartSliceV.StartSlice() C++: virtual void StartSlice() EndSliceV.EndSlice() C++: virtual void EndSlice() SetInteractionModeV.SetInteractionMode(int) C++: virtual void SetInteractionMode(int _arg) Set/Get current mode to 2D or 3D. The default is 2D. In 3D mode, it is possible to rotate the camera to view oblique slices. In Slicing mode, it is possible to slice through the data, but not to generate oblique views by rotating the camera. GetInteractionModeMinValueV.GetInteractionModeMinValue() -> int C++: virtual int GetInteractionModeMinValue() Set/Get current mode to 2D or 3D. The default is 2D. In 3D mode, it is possible to rotate the camera to view oblique slices. In Slicing mode, it is possible to slice through the data, but not to generate oblique views by rotating the camera. GetInteractionModeMaxValueV.GetInteractionModeMaxValue() -> int C++: virtual int GetInteractionModeMaxValue() Set/Get current mode to 2D or 3D. The default is 2D. In 3D mode, it is possible to rotate the camera to view oblique slices. In Slicing mode, it is possible to slice through the data, but not to generate oblique views by rotating the camera. GetInteractionModeV.GetInteractionMode() -> int C++: virtual int GetInteractionMode() Set/Get current mode to 2D or 3D. The default is 2D. In 3D mode, it is possible to rotate the camera to view oblique slices. In Slicing mode, it is possible to slice through the data, but not to generate oblique views by rotating the camera. SetInteractionModeToImage2DV.SetInteractionModeToImage2D() C++: void SetInteractionModeToImage2D() Set/Get current mode to 2D or 3D. The default is 2D. In 3D mode, it is possible to rotate the camera to view oblique slices. In Slicing mode, it is possible to slice through the data, but not to generate oblique views by rotating the camera. SetInteractionModeToImage3DV.SetInteractionModeToImage3D() C++: void SetInteractionModeToImage3D() Set/Get current mode to 2D or 3D. The default is 2D. In 3D mode, it is possible to rotate the camera to view oblique slices. In Slicing mode, it is possible to slice through the data, but not to generate oblique views by rotating the camera. SetInteractionModeToImageSlicingV.SetInteractionModeToImageSlicing() C++: void SetInteractionModeToImageSlicing() Set/Get current mode to 2D or 3D. The default is 2D. In 3D mode, it is possible to rotate the camera to view oblique slices. In Slicing mode, it is possible to slice through the data, but not to generate oblique views by rotating the camera. SetXViewRightVectorV.SetXViewRightVector(float, float, float) C++: void SetXViewRightVector(double, double, double) V.SetXViewRightVector((float, float, float)) C++: void SetXViewRightVector(double a[3]) GetXViewRightVectorV.GetXViewRightVector() -> (float, float, float) C++: double *GetXViewRightVector() SetXViewUpVectorV.SetXViewUpVector(float, float, float) C++: void SetXViewUpVector(double, double, double) V.SetXViewUpVector((float, float, float)) C++: void SetXViewUpVector(double a[3]) GetXViewUpVectorV.GetXViewUpVector() -> (float, float, float) C++: double *GetXViewUpVector() SetYViewRightVectorV.SetYViewRightVector(float, float, float) C++: void SetYViewRightVector(double, double, double) V.SetYViewRightVector((float, float, float)) C++: void SetYViewRightVector(double a[3]) GetYViewRightVectorV.GetYViewRightVector() -> (float, float, float) C++: double *GetYViewRightVector() SetYViewUpVectorV.SetYViewUpVector(float, float, float) C++: void SetYViewUpVector(double, double, double) V.SetYViewUpVector((float, float, float)) C++: void SetYViewUpVector(double a[3]) GetYViewUpVectorV.GetYViewUpVector() -> (float, float, float) C++: double *GetYViewUpVector() SetZViewRightVectorV.SetZViewRightVector(float, float, float) C++: void SetZViewRightVector(double, double, double) V.SetZViewRightVector((float, float, float)) C++: void SetZViewRightVector(double a[3]) GetZViewRightVectorV.GetZViewRightVector() -> (float, float, float) C++: double *GetZViewRightVector() SetZViewUpVectorV.SetZViewUpVector(float, float, float) C++: void SetZViewUpVector(double, double, double) V.SetZViewUpVector((float, float, float)) C++: void SetZViewUpVector(double a[3]) GetZViewUpVectorV.GetZViewUpVector() -> (float, float, float) C++: double *GetZViewUpVector() SetImageOrientationV.SetImageOrientation((float, float, float), (float, float, float) ) C++: void SetImageOrientation(const double leftToRight[3], const double bottomToTop[3]) Set the view orientation, in terms of the horizontal and vertical directions of the computer screen. The first vector gives the direction that will correspond to moving horizontally left-to-right across the screen, and the second vector gives the direction that will correspond to moving bottom-to-top up the screen. This method changes the position of the camera to provide the desired view. SetCurrentImageNumberV.SetCurrentImageNumber(int) C++: virtual void SetCurrentImageNumber(int i) Set the image to use for WindowLevel interaction. Any images for which the Pickable flag is off are ignored. Images are counted back-to-front, so 0 is the rearmost image. Negative values can be used to count front-to-back, so -1 is the frontmost image, -2 is the image behind that one, etc. The default is to use the frontmost image for interaction. If the specified image does not exist, then no WindowLevel interaction will take place. GetCurrentImageNumberV.GetCurrentImageNumber() -> int C++: int GetCurrentImageNumber() GetCurrentImagePropertyV.GetCurrentImageProperty() -> vtkImageProperty C++: vtkImageProperty *GetCurrentImageProperty() Get the current image property, which is set when StartWindowLevel is called immediately before StartWindowLevelEvent is generated. This is the image property of the topmost vtkImageSlice in the renderer or nullptr if no image actors are present. vtkInteractorStyleTrackballCameravtkInteractorStyleJoystickActorvtkInteractionStylePython.vtkInteractorStyleJoystickActorvtkInteractorStyleJoystickActor - manipulate objects in the scene independently of one another Superclass: vtkInteractorStyle The class vtkInteractorStyleJoystickActor allows the user to interact with (rotate, zoom, etc.) separate objects in the scene independent of each other. The position of the mouse relative to the center of the object determines the speed of the object's motion. The mouse's velocity detemines the acceleration of the object's motion, so the object will continue moving even when the mouse is not moving. For a 3-button mouse, the left button is for rotation, the right button for zooming, the middle button for panning, and ctrl + left button for spinning. (With fewer mouse buttons, ctrl + shift + left button is for zooming, and shift + left button is for panning.) @sa vtkInteractorStyleJoystickCamera vtkInteractorStyleTrackballActor vtkInteractorStyleTrackballCamera V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyleJoystickActor C++: static vtkInteractorStyleJoystickActor *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyleJoystickActor C++: vtkInteractorStyleJoystickActor *NewInstance() RotateV.Rotate() C++: void Rotate() override; These methods for the different interactions in different modes are overridden in subclasses to perform the correct motion. Since they might be called from OnTimer, they do not have mouse coord parameters (use interactor's GetEventPosition and GetLastEventPosition) SpinV.Spin() C++: void Spin() override; PanV.Pan() C++: void Pan() override; DollyV.Dolly() C++: void Dolly() override; UniformScaleV.UniformScale() C++: void UniformScale() override; vtkInteractorStyleJoystickCameravtkInteractionStylePython.vtkInteractorStyleJoystickCameravtkInteractorStyleJoystickCamera - interactive manipulation of the camera Superclass: vtkInteractorStyle vtkInteractorStyleJoystickCamera allows the user to move (rotate, pan, etc.) the camera, the point of view for the scene. The position of the mouse relative to the center of the scene determines the speed at which the camera moves, and the speed of the mouse movement determines the acceleration of the camera, so the camera continues to move even if the mouse if not moving. For a 3-button mouse, the left button is for rotation, the right button for zooming, the middle button for panning, and ctrl + left button for spinning. (With fewer mouse buttons, ctrl + shift + left button is for zooming, and shift + left button is for panning.) @sa vtkInteractorStyleJoystickActor vtkInteractorStyleTrackballCamera vtkInteractorStyleTrackballActor V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyleJoystickCamera C++: static vtkInteractorStyleJoystickCamera *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyleJoystickCamera C++: vtkInteractorStyleJoystickCamera *NewInstance() OnMouseWheelForwardV.OnMouseWheelForward() C++: void OnMouseWheelForward() override; Event bindings controlling the effects of pressing mouse buttons or moving the mouse. OnMouseWheelBackwardV.OnMouseWheelBackward() C++: void OnMouseWheelBackward() override; Event bindings controlling the effects of pressing mouse buttons or moving the mouse. vtkInteractorStyleMultiTouchCameravtkInteractionStylePython.vtkInteractorStyleMultiTouchCameravtkInteractorStyleMultiTouchCamera - multitouch manipulation of the camera Superclass: vtkInteractorStyleTrackballCamera vtkInteractorStyleMultiTouchCamera allows the user to interactively manipulate (rotate, pan, etc.) the camera, the viewpoint of the scene using multitouch gestures in addition to regular gestures @sa vtkInteractorStyleTrackballActor vtkInteractorStyleJoystickCamera vtkInteractorStyleJoystickActor V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyleMultiTouchCamera C++: static vtkInteractorStyleMultiTouchCamera *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyleMultiTouchCamera C++: vtkInteractorStyleMultiTouchCamera *NewInstance() OnRotateV.OnRotate() C++: void OnRotate() override; Event bindings for gestures OnPinchV.OnPinch() C++: void OnPinch() override; Event bindings for gestures OnPanV.OnPan() C++: void OnPan() override; Event bindings for gestures vtkInteractorStyleRubberBand2DSELECT_NORMALSELECT_UNIONNONEPANNINGZOOMINGSELECTINGvtkInteractionStylePython.vtkInteractorStyleRubberBand2DvtkInteractorStyleRubberBand2D - A rubber band interactor for a 2D view Superclass: vtkInteractorStyle vtkInteractorStyleRubberBand2D manages interaction in a 2D view. Camera rotation is not allowed with this interactor style. Zooming affects the camera's parallel scale only, and assumes that the camera is in parallel projection mode. The style also allows draws a rubber band using the left button. All camera changes invoke StartInteractionEvent when the button is pressed, InteractionEvent when the mouse (or wheel) is moved, and EndInteractionEvent when the button is released. The bindings are as follows: Left mouse - Select (invokes a SelectionChangedEvent). Right mouse - Zoom. Middle mouse - Pan. Scroll wheel - Zoom. V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyleRubberBand2D C++: static vtkInteractorStyleRubberBand2D *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyleRubberBand2D C++: vtkInteractorStyleRubberBand2D *NewInstance() V.OnLeftButtonDown() C++: void OnLeftButtonDown() override; V.OnLeftButtonUp() C++: void OnLeftButtonUp() override; V.OnMiddleButtonDown() C++: void OnMiddleButtonDown() override; V.OnMiddleButtonUp() C++: void OnMiddleButtonUp() override; V.OnRightButtonDown() C++: void OnRightButtonDown() override; V.OnRightButtonUp() C++: void OnRightButtonUp() override; V.OnMouseMove() C++: void OnMouseMove() override; Generic event bindings can be overridden in subclasses V.OnMouseWheelForward() C++: void OnMouseWheelForward() override; V.OnMouseWheelBackward() C++: void OnMouseWheelBackward() override; SetRenderOnMouseMoveV.SetRenderOnMouseMove(bool) C++: virtual void SetRenderOnMouseMove(bool _arg) Whether to invoke a render when the mouse moves. GetRenderOnMouseMoveV.GetRenderOnMouseMove() -> bool C++: virtual bool GetRenderOnMouseMove() Whether to invoke a render when the mouse moves. RenderOnMouseMoveOnV.RenderOnMouseMoveOn() C++: virtual void RenderOnMouseMoveOn() Whether to invoke a render when the mouse moves. RenderOnMouseMoveOffV.RenderOnMouseMoveOff() C++: virtual void RenderOnMouseMoveOff() Whether to invoke a render when the mouse moves. GetInteractionV.GetInteraction() -> int C++: virtual int GetInteraction() Current interaction state GetStartPositionV.GetStartPosition() -> (int, int) C++: int *GetStartPosition() GetEndPositionV.GetEndPosition() -> (int, int) C++: int *GetEndPosition() vtkInteractorStyleRubberBand3DROTATINGvtkInteractionStylePython.vtkInteractorStyleRubberBand3DvtkInteractorStyleRubberBand3D - A rubber band interactor for a 3D view Superclass: vtkInteractorStyleTrackballCamera vtkInteractorStyleRubberBand3D manages interaction in a 3D view. The style also allows draws a rubber band using the left button. All camera changes invoke StartInteractionEvent when the button is pressed, InteractionEvent when the mouse (or wheel) is moved, and EndInteractionEvent when the button is released. The bindings are as follows: Left mouse - Select (invokes a SelectionChangedEvent). Right mouse - Rotate. Shift + right mouse - Zoom. Middle mouse - Pan. Scroll wheel - Zoom. V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyleRubberBand3D C++: static vtkInteractorStyleRubberBand3D *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyleRubberBand3D C++: vtkInteractorStyleRubberBand3D *NewInstance() vtkInteractorStyleRubberBandPickvtkInteractionStylePython.vtkInteractorStyleRubberBandPickvtkInteractorStyleRubberBandPick - Like TrackBallCamera, but this can pick props underneath a rubber band selection rectangle. Superclass: vtkInteractorStyleTrackballCamera This interactor style allows the user to draw a rectangle in the render window by hitting 'r' and then using the left mouse button. When the mouse button is released, the attached picker operates on the pixel in the center of the selection rectangle. If the picker happens to be a vtkAreaPicker it will operate on the entire selection rectangle. When the 'p' key is hit the above pick operation occurs on a 1x1 rectangle. In other respects it behaves the same as its parent class. @sa vtkAreaPicker V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyleRubberBandPick C++: static vtkInteractorStyleRubberBandPick *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyleRubberBandPick C++: vtkInteractorStyleRubberBandPick *NewInstance() StartSelectV.StartSelect() C++: void StartSelect() V.OnChar() C++: void OnChar() override; Event bindings vtkInteractorStyleRubberBandZoomvtkInteractionStylePython.vtkInteractorStyleRubberBandZoomvtkInteractorStyleRubberBandZoom - zoom in by amount indicated by rubber band box Superclass: vtkInteractorStyle This interactor style allows the user to draw a rectangle in the render window using the left mouse button. When the mouse button is released, the current camera zooms by an amount determined from the shorter side of the drawn rectangle. V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyleRubberBandZoom C++: static vtkInteractorStyleRubberBandZoom *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyleRubberBandZoom C++: vtkInteractorStyleRubberBandZoom *NewInstance() SetLockAspectToViewportV.SetLockAspectToViewport(bool) C++: virtual void SetLockAspectToViewport(bool _arg) When set to true (default, false), the interactor will lock the rendered box to the viewport's aspect ratio. GetLockAspectToViewportV.GetLockAspectToViewport() -> bool C++: virtual bool GetLockAspectToViewport() When set to true (default, false), the interactor will lock the rendered box to the viewport's aspect ratio. LockAspectToViewportOnV.LockAspectToViewportOn() C++: virtual void LockAspectToViewportOn() When set to true (default, false), the interactor will lock the rendered box to the viewport's aspect ratio. LockAspectToViewportOffV.LockAspectToViewportOff() C++: virtual void LockAspectToViewportOff() When set to true (default, false), the interactor will lock the rendered box to the viewport's aspect ratio. SetCenterAtStartPositionV.SetCenterAtStartPosition(bool) C++: virtual void SetCenterAtStartPosition(bool _arg) When set to true (default, false), the position where the user starts the interaction is treated as the center of the box rather that one of the corners of the box. GetCenterAtStartPositionV.GetCenterAtStartPosition() -> bool C++: virtual bool GetCenterAtStartPosition() When set to true (default, false), the position where the user starts the interaction is treated as the center of the box rather that one of the corners of the box. CenterAtStartPositionOnV.CenterAtStartPositionOn() C++: virtual void CenterAtStartPositionOn() When set to true (default, false), the position where the user starts the interaction is treated as the center of the box rather that one of the corners of the box. CenterAtStartPositionOffV.CenterAtStartPositionOff() C++: virtual void CenterAtStartPositionOff() When set to true (default, false), the position where the user starts the interaction is treated as the center of the box rather that one of the corners of the box. SetUseDollyForPerspectiveProjectionV.SetUseDollyForPerspectiveProjection(bool) C++: virtual void SetUseDollyForPerspectiveProjection(bool _arg) If camera is in perspective projection mode, this interactor style uses vtkCamera::Dolly to dolly the camera ahead for zooming. However, that can have unintended consequences such as the camera entering into the data. Another option is to use vtkCamera::Zoom instead. In that case, the camera position is left unchanged, instead the focal point is changed to the center of the target box and then the view angle is changed to zoom in. To use this approach, set this parameter to false (default, true). GetUseDollyForPerspectiveProjectionV.GetUseDollyForPerspectiveProjection() -> bool C++: virtual bool GetUseDollyForPerspectiveProjection() If camera is in perspective projection mode, this interactor style uses vtkCamera::Dolly to dolly the camera ahead for zooming. However, that can have unintended consequences such as the camera entering into the data. Another option is to use vtkCamera::Zoom instead. In that case, the camera position is left unchanged, instead the focal point is changed to the center of the target box and then the view angle is changed to zoom in. To use this approach, set this parameter to false (default, true). UseDollyForPerspectiveProjectionOnV.UseDollyForPerspectiveProjectionOn() C++: virtual void UseDollyForPerspectiveProjectionOn() If camera is in perspective projection mode, this interactor style uses vtkCamera::Dolly to dolly the camera ahead for zooming. However, that can have unintended consequences such as the camera entering into the data. Another option is to use vtkCamera::Zoom instead. In that case, the camera position is left unchanged, instead the focal point is changed to the center of the target box and then the view angle is changed to zoom in. To use this approach, set this parameter to false (default, true). UseDollyForPerspectiveProjectionOffV.UseDollyForPerspectiveProjectionOff() C++: virtual void UseDollyForPerspectiveProjectionOff() If camera is in perspective projection mode, this interactor style uses vtkCamera::Dolly to dolly the camera ahead for zooming. However, that can have unintended consequences such as the camera entering into the data. Another option is to use vtkCamera::Zoom instead. In that case, the camera position is left unchanged, instead the focal point is changed to the center of the target box and then the view angle is changed to zoom in. To use this approach, set this parameter to false (default, true). vtkInteractorStyleTerrainvtkInteractionStylePython.vtkInteractorStyleTerrainvtkInteractorStyleTerrain - manipulate camera in scene with natural view up (e.g., terrain) Superclass: vtkInteractorStyle vtkInteractorStyleTerrain is used to manipulate a camera which is viewing a scene with a natural view up, e.g., terrain. The camera in such a scene is manipulated by specifying azimuth (angle around the view up vector) and elevation (the angle from the horizon). The mouse binding for this class is as follows. Left mouse click followed rotates the camera around the focal point using both elevation and azimuth invocations on the camera. Left mouse motion in the horizontal direction results in azimuth motion; left mouse motion in the vertical direction results in elevation motion. Therefore, diagonal motion results in a combination of azimuth and elevation. (If the shift key is held during motion, then only one of elevation or azimuth is invoked, depending on the whether the mouse motion is primarily horizontal or vertical.) Middle mouse button pans the camera across the scene (again the shift key has a similar effect on limiting the motion to the vertical or horizontal direction. The right mouse is used to dolly (e.g., a type of zoom) towards or away from the focal point. The class also supports some keypress events. The "r" key resets the camera. The "e" key invokes the exit callback and by default exits the program. The "f" key sets a new camera focal point and flys towards that point. The "u" key invokes the user event. The "3" key toggles between stereo and non-stero mode. The "l" key toggles on/off a latitude/longitude markers that can be used to estimate/control position. @sa vtkInteractorObserver vtkInteractorStyle vtk3DWidget V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyleTerrain C++: static vtkInteractorStyleTerrain *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyleTerrain C++: vtkInteractorStyleTerrain *NewInstance() SetLatLongLinesV.SetLatLongLines(int) C++: virtual void SetLatLongLines(int _arg) Turn on/off the latitude/longitude lines. GetLatLongLinesV.GetLatLongLines() -> int C++: virtual int GetLatLongLines() Turn on/off the latitude/longitude lines. LatLongLinesOnV.LatLongLinesOn() C++: virtual void LatLongLinesOn() Turn on/off the latitude/longitude lines. LatLongLinesOffV.LatLongLinesOff() C++: virtual void LatLongLinesOff() Turn on/off the latitude/longitude lines. vtkInteractorStyleTrackballActorvtkInteractionStylePython.vtkInteractorStyleTrackballActorvtkInteractorStyleTrackballActor - manipulate objects in the scene independent of each other Superclass: vtkInteractorStyle vtkInteractorStyleTrackballActor allows the user to interact with (rotate, pan, etc.) objects in the scene indendent of each other. In trackball interaction, the magnitude of the mouse motion is proportional to the actor motion associated with a particular mouse binding. For example, small left-button motions cause small changes in the rotation of the actor around its center point. The mouse bindings are as follows. For a 3-button mouse, the left button is for rotation, the right button for zooming, the middle button for panning, and ctrl + left button for spinning. (With fewer mouse buttons, ctrl + shift + left button is for zooming, and shift + left button is for panning.) @sa vtkInteractorStyleTrackballCamera vtkInteractorStyleJoystickActor vtkInteractorStyleJoystickCamera V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyleTrackballActor C++: static vtkInteractorStyleTrackballActor *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyleTrackballActor C++: vtkInteractorStyleTrackballActor *NewInstance() vtkInteractionStylePython.vtkInteractorStyleTrackballCameravtkInteractorStyleTrackballCamera - interactive manipulation of the camera Superclass: vtkInteractorStyle vtkInteractorStyleTrackballCamera allows the user to interactively manipulate (rotate, pan, etc.) the camera, the viewpoint of the scene. In trackball interaction, the magnitude of the mouse motion is proportional to the camera motion associated with a particular mouse binding. For example, small left-button motions cause small changes in the rotation of the camera around its focal point. For a 3-button mouse, the left button is for rotation, the right button for zooming, the middle button for panning, and ctrl + left button for spinning. (With fewer mouse buttons, ctrl + shift + left button is for zooming, and shift + left button is for panning.) @sa vtkInteractorStyleTrackballActor vtkInteractorStyleJoystickCamera vtkInteractorStyleJoystickActor V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyleTrackballCamera C++: static vtkInteractorStyleTrackballCamera *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyleTrackballCamera C++: vtkInteractorStyleTrackballCamera *NewInstance() SetMotionFactorV.SetMotionFactor(float) C++: virtual void SetMotionFactor(double _arg) Set the apparent sensitivity of the interactor style to mouse motion. GetMotionFactorV.GetMotionFactor() -> float C++: virtual double GetMotionFactor() Set the apparent sensitivity of the interactor style to mouse motion. vtkInteractorStyleTrackballvtkInteractionStylePython.vtkInteractorStyleTrackballvtkInteractorStyleTrackball - provides trackball motion control Superclass: vtkInteractorStyleSwitch vtkInteractorStyleTrackball is an implementation of vtkInteractorStyle that defines the trackball style. It is now deprecated and as such a subclass of vtkInteractorStyleSwitch @sa vtkInteractorStyleSwitch vtkInteractorStyleTrackballActor vtkInteractorStyleJoystickCamera V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyleTrackball C++: static vtkInteractorStyleTrackball *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyleTrackball C++: vtkInteractorStyleTrackball *NewInstance() vtkInteractorStyleSwitchvtkInteractorStyleSwitchBasevtkInteractorStyleUnicamVTK_UNICAM_NONEVTK_UNICAM_BUTTON_LEFTVTK_UNICAM_BUTTON_MIDDLEVTK_UNICAM_BUTTON_RIGHTVTK_UNICAM_CAM_INT_ROTVTK_UNICAM_CAM_INT_CHOOSEVTK_UNICAM_CAM_INT_PANVTK_UNICAM_CAM_INT_DOLLYvtkInteractionStylePython.vtkInteractorStyleUnicamvtkInteractorStyleUnicam - provides Unicam navigation style Superclass: vtkInteractorStyle UniCam is a camera interactor. Here, just the primary features of the UniCam technique are implemented. UniCam requires just one mouse button and supports context sensitive dollying, panning, and rotation. (In this implementation, it uses the right mouse button, leaving the middle and left available for other functions.) For more information, see the paper at: ftp://ftp.cs.brown.edu/pub/papers/graphics/research/unicam.pdf The following is a brief description of the UniCam Camera Controls. You can perform 3 operations on the camera: rotate, pan, and dolly the camera. All operations are reached through the right mouse button & mouse movements. IMPORTANT: UniCam assumes there is an axis that makes sense as a "up" vector for the world. By default, this axis is defined to be the vector <0,0,1>. You can set it explicitly for the data you are viewing with the 'SetWorldUpVector(..)' method in C++, or similarly in Tcl/Tk (or other interpreted languages). 1. ROTATE: Position the cursor over the point you wish to rotate around and press and release the left mouse button. A 'focus dot' appears indicating the point that will be the center of rotation. To rotate, press and hold the left mouse button and drag the mouse.. release the button to complete the rotation. Rotations can be done without placing a focus dot first by moving the mouse cursor to within 10% of the window border & pressing and holding the left button followed by dragging the mouse. The last focus dot position will be re-used. 2. PAN: Click and hold the left mouse button, and initially move the mouse left or right. The point under the initial pick will pick correlate w/ the mouse tip-- (i.e., direct manipulation). 3. DOLLY (+ PAN): Click and hold the left mouse button, and initially move the mouse up or down. Moving the mouse down will dolly towards the picked point, and moving the mouse up will dolly away from it. Dollying occurs relative to the picked point which simplifies the task of dollying towards a region of interest. Left and right mouse movements will pan the camera left and right. @warning (NOTE: This implementation of Unicam assumes a perspective camera. It could be modified relatively easily to also support an orthographic projection.) V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyleUnicam C++: static vtkInteractorStyleUnicam *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyleUnicam C++: vtkInteractorStyleUnicam *NewInstance() SetWorldUpVectorV.SetWorldUpVector([float, float, float]) C++: void SetWorldUpVector(double a[3]) V.SetWorldUpVector(float, float, float) C++: void SetWorldUpVector(double x, double y, double z) GetWorldUpVectorV.GetWorldUpVector() -> (float, float, float) C++: double *GetWorldUpVector() V.OnMouseMove() C++: void OnMouseMove() override; Concrete implementation of event bindings V.OnLeftButtonDown() C++: void OnLeftButtonDown() override; Concrete implementation of event bindings V.OnLeftButtonUp() C++: void OnLeftButtonUp() override; Concrete implementation of event bindings OnLeftButtonMoveV.OnLeftButtonMove() C++: virtual void OnLeftButtonMove() Concrete implementation of event bindings V.OnTimer() C++: void OnTimer() override; OnTimer calls RotateCamera, RotateActor etc which should be overridden by style subclasses. vtkInteractorStyleUserVTKIS_USERINTERACTIONvtkInteractionStylePython.vtkInteractorStyleUservtkInteractorStyleUser - provides customizable interaction routines Superclass: vtkInteractorStyle The most common way to customize user interaction is to write a subclass of vtkInteractorStyle: vtkInteractorStyleUser allows you to customize the interaction to without subclassing vtkInteractorStyle. This is particularly useful for setting up custom interaction modes in scripting languages such as Tcl and Python. This class allows you to hook into the MouseMove, ButtonPress/Release, KeyPress/Release, etc. events. If you want to hook into just a single mouse button, but leave the interaction modes for the others unchanged, you must use e.g. SetMiddleButtonPressMethod() instead of the more general SetButtonPressMethod(). V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyleUser C++: static vtkInteractorStyleUser *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyleUser C++: vtkInteractorStyleUser *NewInstance() GetLastPosV.GetLastPos() -> (int, int) C++: int *GetLastPos() GetOldPosV.GetOldPos() -> (int, int) C++: int *GetOldPos() GetShiftKeyV.GetShiftKey() -> int C++: virtual int GetShiftKey() Test whether modifiers were held down when mouse button or key was pressed. GetCtrlKeyV.GetCtrlKey() -> int C++: virtual int GetCtrlKey() Test whether modifiers were held down when mouse button or key was pressed. GetCharV.GetChar() -> int C++: virtual int GetChar() Get the character for a Char event. GetKeySymV.GetKeySym() -> string C++: virtual char *GetKeySym() Get the KeySym (in the same format as vtkRenderWindowInteractor KeySyms) for a KeyPress or KeyRelease method. GetButtonV.GetButton() -> int C++: virtual int GetButton() Get the mouse button that was last pressed inside the window (returns zero when the button is released). V.OnMouseMove() C++: void OnMouseMove() override; Generic event bindings V.OnLeftButtonDown() C++: void OnLeftButtonDown() override; Generic event bindings V.OnLeftButtonUp() C++: void OnLeftButtonUp() override; Generic event bindings V.OnMiddleButtonDown() C++: void OnMiddleButtonDown() override; Generic event bindings V.OnMiddleButtonUp() C++: void OnMiddleButtonUp() override; Generic event bindings V.OnRightButtonDown() C++: void OnRightButtonDown() override; Generic event bindings V.OnRightButtonUp() C++: void OnRightButtonUp() override; Generic event bindings V.OnMouseWheelForward() C++: void OnMouseWheelForward() override; Generic event bindings V.OnMouseWheelBackward() C++: void OnMouseWheelBackward() override; Generic event bindings V.OnChar() C++: void OnChar() override; Keyboard functions OnKeyPressV.OnKeyPress() C++: void OnKeyPress() override; Keyboard functions OnKeyReleaseV.OnKeyRelease() C++: void OnKeyRelease() override; Keyboard functions OnExposeV.OnExpose() C++: void OnExpose() override; These are more esoteric events, but are useful in some cases. OnConfigureV.OnConfigure() C++: void OnConfigure() override; These are more esoteric events, but are useful in some cases. OnEnterV.OnEnter() C++: void OnEnter() override; These are more esoteric events, but are useful in some cases. OnLeaveV.OnLeave() C++: void OnLeave() override; These are more esoteric events, but are useful in some cases. V.OnTimer() C++: void OnTimer() override; OnTimer calls Rotate, Rotate etc which should be overridden by style subclasses. VTKIS_JOYSTICKVTKIS_TRACKBALLVTKIS_CAMERAVTKIS_ACTORvtkInteractionStylePython.vtkInteractorStyleSwitchvtkInteractorStyleSwitch - class to swap between interactory styles Superclass: vtkInteractorStyleSwitchBase The class vtkInteractorStyleSwitch allows handles interactively switching between four interactor styles -- joystick actor, joystick camera, trackball actor, and trackball camera. Type 'j' or 't' to select joystick or trackball, and type 'c' or 'a' to select camera or actor. The default interactor style is joystick camera. @sa vtkInteractorStyleJoystickActor vtkInteractorStyleJoystickCamera vtkInteractorStyleTrackballActor vtkInteractorStyleTrackballCamera V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyleSwitch C++: static vtkInteractorStyleSwitch *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyleSwitch C++: vtkInteractorStyleSwitch *NewInstance() SetInteractorV.SetInteractor(vtkRenderWindowInteractor) C++: void SetInteractor(vtkRenderWindowInteractor *iren) override; The sub styles need the interactor too. SetAutoAdjustCameraClippingRangeV.SetAutoAdjustCameraClippingRange(int) C++: void SetAutoAdjustCameraClippingRange(int value) override; We must override this method in order to pass the setting down to the underlying styles GetCurrentStyleV.GetCurrentStyle() -> vtkInteractorStyle C++: virtual vtkInteractorStyle *GetCurrentStyle() Set/Get current style SetCurrentStyleToJoystickActorV.SetCurrentStyleToJoystickActor() C++: void SetCurrentStyleToJoystickActor() Set/Get current style SetCurrentStyleToJoystickCameraV.SetCurrentStyleToJoystickCamera() C++: void SetCurrentStyleToJoystickCamera() Set/Get current style SetCurrentStyleToTrackballActorV.SetCurrentStyleToTrackballActor() C++: void SetCurrentStyleToTrackballActor() Set/Get current style SetCurrentStyleToTrackballCameraV.SetCurrentStyleToTrackballCamera() C++: void SetCurrentStyleToTrackballCamera() Set/Get current style SetCurrentStyleToMultiTouchCameraV.SetCurrentStyleToMultiTouchCamera() C++: void SetCurrentStyleToMultiTouchCamera() Set/Get current style V.OnChar() C++: void OnChar() override; Only care about the char event, which is used to switch between different styles. SetDefaultRendererV.SetDefaultRenderer(vtkRenderer) C++: void SetDefaultRenderer(vtkRenderer *) override; Overridden from vtkInteractorObserver because the interactor styles used by this class must also be updated. SetCurrentRendererV.SetCurrentRenderer(vtkRenderer) C++: void SetCurrentRenderer(vtkRenderer *) override; Overridden from vtkInteractorObserver because the interactor styles used by this class must also be updated. vtkRenderWindowInteractorvtkRenderervtkParallelCoordinatesInteractorStyleINTERACT_HOVERINTERACT_INSPECTINTERACT_ZOOMINTERACT_PANvtkInteractionStylePython.vtkParallelCoordinatesInteractorStylevtkParallelCoordinatesInteractorStyle - interactive manipulation of the camera specialized for parallel coordinates Superclass: vtkInteractorStyleTrackballCamera vtkParallelCoordinatesInteractorStyle allows the user to interactively manipulate (rotate, pan, zoom etc.) the camera. Several events are overloaded from its superclass vtkInteractorStyleTrackballCamera, hence the mouse bindings are different. (The bindings keep the camera's view plane normal perpendicular to the x-y plane.) In summary, the mouse events are as follows: + Left Mouse button triggers window level events + CTRL Left Mouse spins the camera around its view plane normal + SHIFT Left Mouse pans the camera + CTRL SHIFT Left Mouse dollys (a positional zoom) the camera + Middle mouse button pans the camera + Right mouse button dollys the camera. + SHIFT Right Mouse triggers pick events Note that the renderer's actors are not moved; instead the camera is moved. @sa vtkInteractorStyle vtkInteractorStyleTrackballActor vtkInteractorStyleJoystickCamera vtkInteractorStyleJoystickActor V.SafeDownCast(vtkObjectBase) -> vtkParallelCoordinatesInteractorStyle C++: static vtkParallelCoordinatesInteractorStyle *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkParallelCoordinatesInteractorStyle C++: vtkParallelCoordinatesInteractorStyle *NewInstance() GetCursorStartPositionV.GetCursorStartPosition() -> (int, int) C++: int *GetCursorStartPosition() V.GetCursorStartPosition(vtkViewport, [float, float]) C++: void GetCursorStartPosition(vtkViewport *viewport, double pos[2]) GetCursorCurrentPositionV.GetCursorCurrentPosition() -> (int, int) C++: int *GetCursorCurrentPosition() V.GetCursorCurrentPosition(vtkViewport, [float, float]) C++: void GetCursorCurrentPosition(vtkViewport *viewport, double pos[2]) GetCursorLastPositionV.GetCursorLastPosition() -> (int, int) C++: int *GetCursorLastPosition() V.GetCursorLastPosition(vtkViewport, [float, float]) C++: void GetCursorLastPosition(vtkViewport *viewport, double pos[2]) V.OnLeave() C++: void OnLeave() override; Event bindings controlling the effects of pressing mouse buttons or moving the mouse. StartInspectV.StartInspect(int, int) C++: virtual void StartInspect(int x, int y) InspectV.Inspect(int, int) C++: virtual void Inspect(int x, int y) EndInspectV.EndInspect() C++: virtual void EndInspect() StartZoomV.StartZoom() C++: void StartZoom() override; Interaction mode entry points used internally. ZoomV.Zoom() C++: void Zoom() override; EndZoomV.EndZoom() C++: void EndZoom() override; Interaction mode entry points used internally. StartPanV.StartPan() C++: void StartPan() override; Interaction mode entry points used internally. EndPanV.EndPan() C++: void EndPan() override; Interaction mode entry points used internally. vtkViewportreal_initvtkInteractionStylePythoncan't get dictionary for module vtkInteractionStylePythonvtkInteractionStylePython,0!apPH;#P2   @   p0 @ @ @ p"0012`3P4670CE@H`J K@MN PPSSUVX`[\0]_@``aboop`qrP`PЊ0P0 pPЭ`pppp`p`P0p`P0pp    P @ `P!"11P334p6 8P<>ABBCpEK QR`XXQ#3D`M0a upp 0(()))&)0):)D)N)X)1111))b)l)))>211111112 22 2*242H2))))))))* ***(*2*<*F*P*Z*d*n*x**************+++"+,+6+@+J+T+^+h+r+|++++++++++++++,,,&,0,:,D,N,X,b,l,v,,,,,,,,,,,,,,- -- -*-4->-H-R-\-f-p-z--------------...$...8.B.L.V.`.j.t.~............./ ///(/2/>@>~?@?#@05@@@AA8BIBBBaCP|CD@6DDDWEhEEERFPcFFFYHlHII\KPoKLLCMVM370M7N7N O@OOO%P7PPPP9Q@QQQ R`(RRRSS?SpJSzS SSSTTRT0`T"4+4,5 05%6/\6\ ](]]]37@]7^7_ OP_O@`%P`P`ja9QaUbabbpbb bbb5cDc|c0ccccc!d@ *dVd ide eg *guhp hi ik :kyl`lmmn no-ooo=pQp q qvqq6rGrrrfszss`sttt@ u7wP!MwQy "gyy"y"4'+4,5p(05%6)!6`*37`+]7,^7,_ Op-_O .@`%P.`P/ja00%Y0^1@2ځ2"4@7+4,5 805%6`9Ѕ6:f37;]7;^7p<_ O 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