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HEЋFEHEHEH}ȃuoHu tqH]H=A H At1H=m H tH=G H t H Lc HuL A 1H0[A^]f.@UHAWAVSH(HuH? HED~D}HG]ԉ]؅y HHLw(HEMA)AuhHuH} }L}tlH=0 L AtbH=l L tOH=nF L tH}111h -HH HuHHx  HHH [A^]DUHAWAVSH(HuHk HED~D}HG]ԉ]؅y HHt\Lw(MtSA)Au7H5? H}HU }t0}t7LH Hu9H} 1H([A^A_]ILH HuHHUHAWAVSH(HuH9 HED~D}HG]ԉ]؅y  HHt\Lw(MtSA)Au7H5U H}HU }t0}t7LH Hu9H} 1H([A^A_]ILHP HuH%HUHAWAVSH(HuHO3 HED~D}HG]ԉ]؅y 8 HHt\Lw(MtSA)Au7H5 ? H}HU }t0}t7LH  Hu9H} 1H([A^A_]ILH HuHEHUHAVSH HuHJ HEDvDuHG]]y Z HHt$H(HtD9uEt&HW Ht+12H}111 !HH, HuH HHH [A^]fUHAVSH HuH HEDvDuHG]]y HHt$H(HtD9uEt&H Ht+12H}111Y !HH| HuH HHH [A^]ÐUHH=CH5.EH H 0 Du荴HfDH=_CZ HSC]ÐUH] fDUHSPHH=0CH5DHS H ( Cu(HDH=B H5 HBH t H BtH[]H=BH[]= fUHAVSH0HuH# HEЋFEHEHEH}ȃHuR H]H= H AtDH=@z H t1H=?z H tH=+ H t H Lc HuL f 1H0[A^]UHAWAVSH(HuH# HED~D}HG]ԉ]؅y( HHLw(HEMA)Au{HuH}? }L}tH=o L AtuH='y L tbH=&y L tOH=* L t 1H([A^A_]ÐUHH==H5.?H? H 0荻 >u\Hf>H=_=Z HS=]ÐUH], fDUHSPHH=0=H5>Hڑ H ( =u\H>H=< H5 H<H苺 t H <tH[]H=<H[]= fUHAVSH0HuH HEЋFEHEHEH}ȃHuR H]H= H AtDH=n H t1H=H H tH=" H t H Lc躹 HuL迹 f 1H0[A^]UHAWAVSH(HuH HED~D}HG]ԉ]؅y( HHLw(HEMA)Au{HuH}? }L}tH= L AtuH=U L tbH=G L tOH=! L t H}HU }t4LH  HuHHH}辸 1H([A^A_]fUHAVSH HuHn HEDvDuHG]]y z HHt H(HtD9ui H{ Ht1H}111- H HHH [A^]f.fUHAVSH HuH; HEDvDuHG]]y ڷ HHt%H(HtD9uEt' H֮ Ht+12H}111舷 !HH諮 HuH: HHH [A^]ÐUHAWAVSH(HuH HED~D}HG]ԉ]؅y ( HHt`Lw(MtWA)Au;H5. H}HU }t4LH  HuHvHH}讶 1H([A^A_]fUHAVSH HuHG HEDvDuHG]]y j HHt$H(HtD9uEt&Hhg Ht+12H}111 !HH< HuH˶ HHH [A^]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y 踵 HHt\Lw(MtSA)Au7H5A H}HU脵 }t0}t7LHw 蒬 Hu9H}B 1H([A^A_]ILHW HuHţHUHAVSH HuH7 HEDvDuHG]]y ڴ HHt$H(HtD9uEt&Hp׫ Ht+12H}111艴 !HH謫 HuH; HHH [A^]fUHAWAVSH(HuH)h HED~D}HG]ԉ]؅y ( HHt\Lw(MtSA)Au7H5 H}HU }t0}t7LHG  Hu9H}貳 1H([A^A_]ILHǪ HuH5HUHAVSH HuHg HEDvDuHG]]y J HHt$H(HtD9uEt&HxG Ht+12H}111 !HH HuH諳 HHH [A^]fUHAVSHHHHEDvHGD)؃tpjHuH HEDu]ĉ]ȅyw HHJH(H=D9UE] Hc HXHuH_ HEDu]]y HHH_(HH}Hu (E)`(E)pEEEEHuH f(pfMf(`fEfkPuEf.EuzEf.Eu{肨 HuH}HU1ձ d HuHҟHH5a 1H֟HH;EuHHHĐ[A^]H}111߰ HHH HuH߾~ H UHAVSH HuH4~ HEDvDuHG]]y z HHtH(HtD9uEt~ Ht(1.H}1110 HV HuHĞHHH [A^]f.UHAVSH HuHd HEDvDuHG]]y ʯ HHt%H(HtD9uEt' HƦ Ht+1>H}111x -HH蛦 HuHHx蛦 蠦 HHH [A^]DUHAVSH HuH, HEDvDuHG]]y HHt%H(HtD9uEt' H Ht+1>H}111踮 -H Hۥ HuHHxۥ  HHH [A^]DUHAVSH HuH HEDvDuHG]]y J HHt'H(HtD9uEt)\D Ht*11H}111 H Hu HHH [A^]UHAWAVSH(HuHi HED~D}HG]ԉ]؅y 蘭 HHtmLw(EMtIA)H}Au@Hu t/}EtEA8\tA\ILc Ht81> 1+E1#IL+ HuHHH([A^A_]UHAVSH HuH HEDvDuHG]]y 説 HHt+H(Ht"D9u!Et-H蠣 Ht(1.H}111R Hx HuHHHH [A^]f.DUHAVSH HuH HEDvDuHG]]y HHt(H(HtD9uEt*H1 Ht(1.H}111蕫 H 転 HuH)HHH [A^]fUHAVSH HuH HEDvDuHG]]y : HHt'H(HtD9uEt)]4 Ht*11H}111 H( Hu١ HHH [A^]UHAWAVSH(HuHr HED~D}HG]ԉ]؅y 航 HHtmLw(EMtIA)H}Au@Hu豪 t/}EtEA8]tA]ILS Ht81> 1+E1#IL0 HuHHH([A^A_]UHAVSH HuH HEDvDuHG]]y 蚩 HHt+H(Ht"D9u!Et-H0萠 Ht(1.H}111B H8h HuH֗HHH [A^]f.DUHAVSH HuH HEDvDuHG]]y ڨ HHt(H(HtD9uEt*H10ӟ Ht(1.H}111腨 H@諟 HuHHHH [A^]fUHAVSH HuHŏ HEDvDuHG]]y * HHt$H(HtD9uEt&8 ' Ht*11H}111٧ H0 Hu̞ HHH [A^]ÐUHH=&H5(HV H 0 }'u}@H'H=&ڞ H&]ÐUH]j fDUHSPHH=&H5)(H H 訞 'u@Ha'H=Z&u H5 HG&H t H 4&tH[]H=$&H[]齞 fUHAVSH0HuH HEЋFEHEHEH}ȃHuҦ H]H=& H AtDH= H~ t1H=C, Hk tH=$ HX t H蔥 Lc: HuL?  1H0[A^]UHAWAVSH(HuH1 HED~D}HG]ԉ]؅y訥 HHLw(HEMA)Au{HuH}迥 }L}tH= L~ AtuH=Ս Le tbH=*+ LR tOH=  L? t HED~D}HG]ԉ]؅y 踢 HHt`Lw(MtWA)Au;H5- H}HU脢 }t4LH艛 蘙 HuHHH}> 1H([A^A_]fUHAWAVSH(HuHݒ HED~D}HG]ԉ]؅y HHt`Lw(MtWA)Au;H5m H}HUġ }t4LH臚 ؘ HuHFHH}~ 1H([A^A_]fUHAVSH HuH HEDvDuHG]]y : HHtHG(HtD9uH`< Ht1H}111 H趡 HHH [A^]f.UHAWAVSH(HuHLr HED~D}HG]ԉ]؅y 蘠 HHt\Lw(MtSA)Au7H5N H}HUd }t0}t7LHo r Hu9H}" 1H([A^A_]ILH7 HuHHUHAWAVSH(HuH HED~D}HG]ԉ]؅y 踟 HHt\Lw(MtSA)Au7H5M H}HU脟 }t0}t7LH; 蒖 Hu9H}B 1H([A^A_]ILHW HuHōHUHAWAVSH(HuHP HED~D}HG]ԉ]؅y ؞ HHt^Lw(MtUA)Au9H5JM H}HU褞 }t2}t9LH 谕 Hu;H}` 1H([A^A_]ILHs HuHcx fDUHAWAVSH(HuHiP HED~D}HG]ԉ]؅y HHt^Lw(MtUA)Au9H5jL H}HUĝ }t2}t9LH跖 Д Hu;H}耝 1H([A^A_]ILH蓔 HuHc蘔 fDUHAWAVSH(HuH) HED~D}HG]ԉ]؅y  HHt^Lw(MtUA)Au9H5K H}HU }t2}t9LH˕ Hu;H}蠜 1H([A^A_]ILH賓 HuHc踓 fDUHAVSH HuHO HEDvDuHG]]y : HHt$H(HtD9uEt& 7 Ht*11H}111 H HuHc HHH [A^]UHAWAVSH(HuH HED~D}HG]ԉ]؅y 舛 HHt\Lw(MtSA)Au7H5] H}HUT }t0}t7LH5 b Hu9H} 1H([A^A_]ILH' HuHHUHAVSH HuHo HEDvDuHG]]y 誚 HHt"H(HtD9uEt$p 詑 Ht(1.H}111[ HX聑 HuHHHH [A^]UHAVSH HuH HEDvDuHG]]y HHt%H(HtD9uEt'讒 H Ht+12H}111訙 !H`Hː HuHZ HHH [A^]ÐUHAVSH HuH̖ HEDvDuHG]]y J HHt$H(HtD9uEt& G Ht*11H}111 Hh HuHc" HHH [A^]UHAVSHHHHEDvHGD) SHuH HEDu]]yu HH3H_(H&H}Hun  (E)`(E)pEEEEHuHT f(pfMf(`fEfkPuEf.EuzEf.Eu{ HuH}HU1; ʎ HukH8HaHuH HEDu]ĉ]ȅy s HHt5H(Ht,D9uHEtTu Ho HuVH5v  1HHH;EuHHHĐ[A^]H}111 HHH HuH߾蓖 H f.UHAVSH HuH$ HEDvDuHG]]y 芖 HHt%H(HtD9uEt'耏 H膍 Ht+1>H}1118 -HH[ HuHHx[ ` HHH [A^]DUHAWAVSH(HuH HED~D}HG]ԉ]؅y ȕ HHt\Lw(MtSA)Au7H5 H}HU蔕 }t0}t7LH] 袌 Hu9H}R 1H([A^A_]ILHPg HuHՃHUHAWAVSH(HuH_ HEDvDuHG]ԉ]؅y HHt|L(MtsA)AuWH5 H}HU贔 }tPIH5 H}HU藔 }t3}t:LLHE 袋 Hu HuMt3L< ILHl HHu  LL~ HHtvHUHAWAVSH(HuH HED~D}HG]܉]y 與 HHt$Lw(MtD9uEt&Ip~ Ht.1:H}1117 )ILIW~ HuL߆ HHH([A^A_]fDUHSH8HuHHE^HG)Ѓ HuHD HEȉ]ЉUԉU؅y誆 HHH_(HHuH} HuH} }uUtx9pu9tttptHHZHuH HEȉ]ЉUԉU؅y  HHtUH_(HtLHuH}# t6uUHH| HuHdtHH5> 蛅 1H htH H;MuH8[]跟 f.UHAWAVSH(HuH HED~D}HG]ԉ]؅y H HHt`Lw(MtWA)Au;H5 H}HU }t4LH賒 (| HuHsHH}΄ 1H([A^A_]fUHAVSH HuH8 HEDvDuHG]]y 芄 HHt$H(HtD9uEt&Hh{ Ht+12H}1119 !HH\{ HuH HHH [A^]fUHAWAVSH(HuHg HED~D}HG]ԉ]؅y ؃ HHt\Lw(EMt8A)H}Au/Hu t}Et4L9 z Ht81>f 1+E1#IL|z HuHqHH([A^A_]@UHAVSH HuHEf HEDvDuHG]]y HHt$H(HtD9uEt&x y Ht*11H}111詂 Hy Huy HHH [A^]UHAVSH HuHf HEDvDuHG]]y J HHt"H(HtD9uEt$輏 Iy Ht(1.H}111 H!y HuHpHHH [A^]UHAVSH HuHqf HEDvDuHG]]y 蚁 HHt"H(HtD9uEt$ x Ht(1.H}111K Hqx HuHoHHH [A^]UHAWAVSH(HuHf HED~D}HG]ԉ]؅y HHt\Lw(EMt8A)H}Au/Hu t}Et4Lg w Ht81>v 1+E1#ILw HuHnHH([A^A_]@UHAVSH HuH_e HEDvDuHG]]y HHt$H(HtD9uEt&覍 w Ht*11H}111 H v Huv HHH [A^]UHAVSH HuHe HEDvDuHG]]y Z HHt"H(HtD9uEt$ Yv Ht(1.H}111  H(1v HuHmHHH [A^]UHAVSH HuHe HEDvDuHG]]y ~ HHt"H(HtD9uEt$@ u Ht(1.H}111[~ H0u HuHlHHH [A^]UHAVSH HuH@1 HEDvDuHG]]y } HHt$H(HtD9uEt&讋 t Ht*11H}111} Ht HuHct HHH [A^]UHAWAVSH(HuH/ HED~D}HG]ԉ]؅y H} HHt^Lw(MtUA)Au9H5+ H}HU} }t2}t9LHˊ t Hu;H}| 1H([A^A_]ILHs HuHcs fDUHAWAVSH(HuH. HED~D}HG]ԉ]؅y h| HHt^Lw(MtUA)Au9H5* H}HU4| }t2}t9LH @s Hu;H}{ 1H([A^A_]ILHs HuHcs fDUHAWAVSH(HuH HED~D}HG]ԉ]؅y { HHt\Lw(MtSA)Au7H5] H}HUT{ }t0}t7LH br Hu9H}{ 1H([A^A_]ILH'r HuHiHUHAVSHHiHHEDvHGD)؃tp`HuH HEDu]ĉ]ȅyz HH@H(H3D9KESC Hsq H NHuHo HEDu]]yz HHH_(HH}Huz (E)`(E)pEEEEHuH f(pfMf(`fEfkPuEf.EuzEf.Eu{p HuH}HU1y tp HuwH5{ #y 1HgHH;EucHHĐ[A^]H}111x HHHp HuHtH5x Hy HCp HHigH UHAWAVSH(HuHы HED~D}HG]܉]y xx HHt$Lw(MtD9uEt&Iuo Ht.1:H}111'x )IL8IGo HuLw HHH([A^A_]ÐUHH=H5nHy H 0Mo ]uHH=o H]ÐUH]x fDUHSPHH=pH5 H H n uXHAH=:n H5 H'HKn t H tH[]H=H[]n fUHAVSH0HuHI HEЋFEHEHEH}ȃHuw H]H=I Hא AtDH=._ H辐 t1H= H諐 tH=d H蘐 t Hu Lczm HuLm &v 1H0[A^]UHAWAVSH(HuHq HED~D}HG]ԉ]؅yu HHLw(HEMA)Au{HuH}u }L}tH=0 L辏 AtuH=^ L襏 tbH=j L蒏 tOH=K L tH}111Hl -HHkc HuHHxkc pc HHH [A^]DUHAVSH HuH!" HEDvDuHG]]y k HHt H(HtD9ul Hb Ht1H}111k HUl HHH [A^]f.fUHAWAVSH(HuH&" HED~D}HG]ԉ]؅y 8k HHt`Lw(MtWA)Au;H5>9 H}HUk }t4LHl b HuHYHH}j 1H([A^A_]ÐUHH=5H5H\ H 0 b uMb HH=a H]ÐUH]2 fDUHSPHH=H5iH H a Xua HH=ua H5à HH a t H ttH[]H=dH[]a fUHAVSH0HuH HEЋFEHEHEH}ȃu\Hui t^H]H=4 H蟃 AtH=R H膃 t Hh Lch` HuLm` i 1H0[A^]ÐUHAWAVSH(HuHa HED~D}HG]ԉ]؅yh HHLw(HEMA)AuQHuH}h t|}L}tYH=G L貂 AtOH=e L虂 tp Q HuHHHH}%Z 1H([A^A_]UHAWAVSH(HuH HED~D}HG]ԉ]؅y Y HHtYLw(MtPA)Au4HuH}!Z t6ELo P HuH=HHH}uY 1H([A^A_]UHAWAVSH(HuH8 HED~D}HG]ԉ]؅y 8Y HHtYLw(MtPA)Au4HuH}qY t6ELn P HuHGHH}X 1H([A^A_]UHAWAVSH(HuH׀ HED~D}HG]ԉ]؅y X HHtYLw(MtPA)Au4HuH}X t6EL^n oO HuHFHH}X 1H([A^A_]UHAWAVSH(HuH; HED~D}HG]ԉ]؅y W HHtYLw(MtPA)Au4HuH}X t6ELm N HuH-FHH}eW 1H([A^A_]UHAWAVSH(HuH HED~D}HG]ԉ]؅y (W HHtWLw(MtNA)Au2HuH}sW t4uLjl N HuHEHH}V 1H([A^A_]fUHAVSH HuH HEDvDuHG]]y zV HHt#H(HtD9uEt%xM Ht*11H}111*V HNM HuHcSM HHH [A^]@UHAVSH HuH HEDvDuHG]]y U HHt'H(HtD9uEt)k L Ht(1.H}111vU HL HuH DHHH [A^]UHAVSH HuH2 HEDvDuHG]]y U HHt$H(HtD9uEt&1pj L Ht(1.H}111T HK HuH]CHHH [A^]fDUHAWAVSH(HuH HED~D}HG]ԉ]؅y hT HHtWLw(MtNA)Au2HuH}T t4uLi QK HuHBHH}S 1H([A^A_]fUHAVSH HuHW HEDvDuHG]]y S HHt#H(HtD9uEt%(J Ht*11H}111jS H J HuHcJ HHH [A^]@UHAVSH HuH HEDvDuHG]]y S HHt'H(HtD9uEt)h J Ht(1.H}111R H(I HuHJAHHH [A^]UHAVSH HuH HEDvDuHG]]y ZR HHt$H(HtD9uEt&1g WI Ht(1.H}111 R H0/I HuH@HHH [A^]fDUHAWAVSH(HuH# HED~D}HG]ԉ]؅y Q HHtYLw(MtPA)Au4HuH}Q t6ELXf H HuH?HH}5Q 1H([A^A_]UHAVSH0HuH HEDvDuHG]܉]y P HHt*H(Ht!D9u Et,EG Ht-16H}111P %H8EG HuEG HHH0[A^]UHAWAVSH(HuH? HED~D}HG]ԉ]؅y 8P HHtYLw(MtPA)Au4HuH}qP t6ELHH}O 1H([A^A_]UHAVSH0HuH] HEDvDuHG]܉]y O HHt*H(Ht!D9u Et,EF Ht-16H}1113O %H@ETF HuEQF HHH0[A^]UHAWAVSH(HuHi HED~D}HG]ԉ]؅y N HHtYLw(MtPA)Au4HuH}O t6ELtd E HuH=HH}UN 1H([A^A_]UHSHHH=HHE^HG)ЃtyHuH HEȉ]ЉUԉU؅yM HHH_(HHuH}8N HuH}#N EMRHuHs HEȉ]ЉUԉU؅y M HHtUH_(HtLHuH}M t6EMHb tD HuH;HH5 M 1H ;H H;MuHH[]5g fUHAWAVSH(HuH HED~D}HG]܉]y L HHt$Lw(MtD9uEt&IƠC Ht.1:H}111wL )ILHIC HuLL HHH([A^A_]fDUHAWAVSH(HuH HED~D}HG]ԉ]؅y L HHtYLw(MtPA)Au4HuH}AL t6EL` B HuH]:HH}K 1H([A^A_]UHAVSH0HuH HEDvDuHG]܉]y ZK HHt*H(Ht!D9u Et,EQB Ht-16H}111K %H`E$B HuE!B HHH0[A^]UHAWAVSH8HuH HED~D}HG]̉]Ѕy J HHtoLw(MtfA)AuJHuH}J tLHuH}J t;EMLn_ iA HuH8HH}J 1H8[A^A_]f.UHAWAVSH(HuHs HED~D}HG]܉]y I HHt!Lw(MtD9uEt#I0@ Ht.1:H}111zI )ILhI@ HuLI HHH([A^A_]fUHAWAVSH8HuH HED~D}HG]̉]Ѕy I HHtoLw(MtfA)AuJHuH}AI tLHuH}0I t;EML] ? HuHG7HH}H 1H8[A^A_]f.UHAWAVSH(HuH HED~D}HG]ԉ]؅y 8H HHt`Lw(MtWA)Au;H5k H}HUH }t4LH\ ? HuH6HH}G 1H([A^A_]fUHAWAVSH(HuHL HED~D}HG]܉]y xG HHt$Lw(MtD9uEt&Iu> Ht.1:H}111'G )ILIG> HuLF HHH([A^A_]fDUHSHxH5HHE^HG)ЃqHuH HE]UĉUȅyF HHkH_(HEH}HuF 0H}HuF H}HuF EMUH[ HuH, HE]UĉUȅyF HHH_(HH}HuкE EEEEEEHuHZ Ef.EuzEf.EuzEf.Eu{< HuH}HU1E < HuH3HH5T $E 1H 3H H;MuHx[]1H3_ UHAWAVSH(HuH HED~D}HG]܉]y D HHt$Lw(MtD9uEt&I; Ht.1:H}111wD )ILI; HuLD HHH([A^A_]fDUHAWAVSH(HuH HED~D}HG]ԉ]؅y D HHtsLw(MtjA)AuNHuH}AD tP}EtRAf.u{AIL: Hu6H}{C 1H([A^A_]IL: HuH2H@UHAVSH0HuHd HEDvDuHG]܉]y C HHt*H(Ht!D9u Et,E: Ht-16H}111B %HE9 HuE9 HHH0[A^]UHAWAVSH(HuHI HED~D}HG]ԉ]؅y XB HHtsLw(MtjA)AuNHuH}B tP}EtRAf.u{AIL9 Hu6H}A 1H([A^A_]IL8 HuHQ0H@UHAVSH0HuH HEDvDuHG]܉]y jA HHt*H(Ht!D9u Et,Ea8 Ht-16H}111A %HE48 HuE18 HHH0[A^]UHAWAVSH(HuH HED~D}HG]ԉ]؅y @ HHtgLw(Mt^A)AuBHuH}@ tD}utHA9,tA,ILw7 Hu6H}'@ 1H([A^A_]IL?7 HuH.HUHAVSH HuH˕ HEDvDuHG]]y ? HHt#H(HtD9uEt%,6 Ht*11H}111z? H6 HuHc6 HHH [A^]@UHAVSH HuH HEDvDuHG]]y ? HHt+H(Ht"D9u!Et-H6 Ht(1.H}111> H5 HuHV-HHH [A^]f.DUHAVSH HuH HEDvDuHG]]y Z> HHt(H(HtD9uEt*H1S5 Ht(1.H}111> H+5 HuH,HHH [A^]fUHSHXH,HHE^HG)ЃrHuHT HE]UĉUȅy= HHlH_(HFH}Hu= 1H}Hu= H}Hu= }EMU0f.u&z$8f.uz@f.u08@HH3 HHuHW HE]UĉUȅy < HHtZH_(HtQHuH}< t;}t[EMUHHd3 HuNH5 < 1H *H H;MuHHX[]1HHHuH3 HuH*HH *H H;MtU fUHAWAVSH(HuH5 HED~D}HG]܉]y ; HHt$Lw(MtD9uEt&I02 Ht.1:H}1117; )ILIW2 HuL: HHH([A^A_]fDUHSHXH)HHE^HG)ЃrHuH HE]UĉUȅy: HHlH_(HFH}Hu: 1H}Hu: H}Hu: }EMUHf.u&z$Pf.uzXf.uHPXHH1 HHuH HE]UĉUȅy 9 HHtZH_(HtQHuH}9 t;}t[EMUHH0 HuNH5? 39 1H (H H;MuHHX[]1HHHuH 40 HuH'HH 'H H;MtS fUHAWAVSH(HuH HED~D}HG]܉]y 8 HHt$Lw(MtD9uEt&IH/ Ht.1:H}111W8 )IL(Iw/ HuL7 HHH([A^A_]fDUHSHXH&HHE^HG)ЃrHuH HE]UĉUȅy7 HHlH_(HFH}Hu8 1H}Hu7 H}Hu7 }EMU`f.u&z$hf.uzpf.u`hpHH . 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H}HU谍 }t-IH}Hu tULL) 謄 Ht,1H}Z 1E1H([A^A_]H{HUHAWAVSH(HuH HED~D}HG]ԉ]؅y  HHt`Lw(MtWA)Au;H5R H}HUԌ }t4LH[ Hu赃 H}莌 1H([A^A_]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y H HHt`Lw(MtWA)Au;H5 H}HU }t4LH补 & Hu H}΋ 1H([A^A_]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y 舋 HHt`Lw(MtWA)Au;H5 H}HUT }t4LH h HuHyHH} 1H([A^A_]fUHAVSH HuH HEDvDuHG]]y ʊ HHtH(HtD9u{ ΁ Ht1H}111耊 H'yHHH [A^]UHAWAVSHXH$yHHEHuH HEDvDuHG]]y* HHL(MA)AukH5l H}HU }tdIHuH} tKHULL, Hu2HSxHH ixH H;Mt*迣 H}x 1H ?xH H;MuHX[A^A_]UHAVSH`HxHHE^HG)ЃHuH HE]UUy HHbH_(HUH5S H}HUՈ }7IH}Huк EEEEEEHUHLס Ef.EuzEf.EuzEf.Eu{!| HuH}HUӧ [ HHvHHuH HE]UUy HHt\H_(HtSH5Q H}HUӇ }t9H}HH ~ Hu H=, Hu: H54 肇 1H OvH H;Mu H`[A^]蜡 UHAVSH HuH HEDvDuHG]]y : HHtH(HtD9u{ <~ Ht1H}111 } HHH [A^]f.UHAWAVSH(HuH HED~D}HG]ԉ]؅y 蘆 HHt`Lw(MtWA)Au;H5 H}HUd }t4LH诟 v} HuE} H} 1H([A^A_]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y ؅ HHt`Lw(MtWA)Au;H5" H}HU褅 }t4LH | HuH&tHH}^ 1H([A^A_]fUHAVSH HuHʹ HEDvDuHG]]y  HHtH(HtD9u} | Ht1H}111Є HwsHHH [A^]UHAWAVSH8HuH HEDvDuHG]̉]Ѕy 舄 HHtyL(MtpA)AuTH5ҿ H}HUT }tMIHuH}褄 t9ELL蜖 O{ HuHrHH} 1H8[A^A_]UHAWAVSH8HuH HED~D}HG]̉]Ѕy 踃 HHteLw(Mt\A)Au@H5 H}HU脃 }t9LHۜ Ez HuEz H}9 1H8[A^A_]@UHAVSH HuHo HEDvDuHG]]y HHtH(HtD9u_ y Ht1H}111讂 y HHH [A^]f.UHAWAVSH(HuHK HED~D}HG]ԉ]؅y X HHt`Lw(MtWA)Au;H5 H}HU$ }t4LH聛 6y Huy H}ށ 1H([A^A_]fUHAWAVSH(HuH; HED~D}HG]ԉ]؅y 蘁 HHt`Lw(MtWA)Au;H5 H}HUd }t4LHݓ xx HuHoHH} 1H([A^A_]fUHAVSH HuH' HEDvDuHG]]y ڀ HHtH(HtD9um w Ht1H}111萀 H7oHHH [A^]UHAWAVSHHHuH HEDvDuHG]]yH HHL(W)EHEMtuA)AuYH5 H}HU }tRIH}Hu9 t>HULLV v Hu%HknHEu$H} 1Et H}訙 HHH[A^A_]W)EHE1EtHEt H}o HSw  UHAWAVSH(HuH HED~D}HG]ԉ]؅y  HHtkLw(MtbA)AuFH5b H}HU~ }t?LHG Hu Hu'D3At*LsH[&H}~ 1H([A^A_]HIHLu Huu HL~u fDUHAVSH HuH HEDvDuHG]]y *~ HHtH(HtD9u艗 ,u Ht1H}111} t HHH [A^]f.UHAWAVSH(HuH HED~D}HG]ԉ]؅y } HHt`Lw(MtWA)Au;H5Ҹ H}HUT} }t4LH轖 ft Hu5t H}} 1H([A^A_]fUHAWAVSH(HuHܳ HED~D}HG]ԉ]؅y | HHt`Lw(MtWA)Au;H5 H}HU| }t4LH s HuHkHH}N| 1H([A^A_]fUHAVSH HuH̳ HEDvDuHG]]y | HHtH(HtD9u藎 s Ht1H}111{ HgjHHH [A^]UHAVSHHcjHHEH`H HhFpHDžt-H5* H`HUO{ }"HH5 H`HU+{ }IH`Hu3{ (E(M(U)U)M)EHUHL肍 Ef.EuHzFEf.Eu:z8Ef.Eu,z*Ef.EuzEf.EuzEf.Eu{$q HuH`HUz q Hu5HhHH iH H;Mt-a H`z 1H hH H;MuHĐ[A^]ÐUHSH(HuH HE؋FEHEH}ЃHuFz H5* H}HUy }tiHH}Huz tU}HUH Hp HuUH}оGy p HuHz H([]þ1y 1H([]UHH=u0H52H H 0p 0up HF1H=?0Zp H30]ÐUH]x fDUHSPHH=0H51H@ H (p 0uhp H0H=/o H5 H/Ho t H /tH[]H=/H[]=p fUHAVSH0HuH HEЋFEHEHEH}ȃu\HuVx t^H]H=} H AtH= H t HBw Lcn HuLn w 1H0[A^]ÐUHAWAVSH(HuH HED~D}HG]ԉ]؅yXw HHLw(HEMA)AuQHuH}ow t|}L}tYH= L2 AtOH= L t}utBA9vHtAvHILmH Hu6H}Q 1H([A^A_]IL5H HuH?HfDUHAVSH HuH HEDvDuHG]]y P HHt H(HtD9uEt"_HG Ht*11H}111mP HG HuHcG HHH [A^]UHAVSH HuH6 HEDvDuHG]]y P HHt1H(Ht(D9u'H11G HuHt>H1H}111O HH [A^]UHAVSH HuH HEDvDuHG]]y jO HHt&H(HtD9uHeF Ht1H}111O H=HHH [A^]UHAVSH HuH& HEDvDuHG]]y N HHt&H(HtD9uHE Ht1H}111wN H=HHH [A^]UHAVSH HuH HEDvDuHG]]y *N HHt&H(HtD9uH%E Ht1H}111M H~<HHH [A^]UHAVSH HuH HEDvDuHG]]y M HHt&H(HtD9uHD Ht1H}1117M H;HHH [A^]UHAVSH HuH| HEDvDuHG]]y L HHt&H(HtD9uHC Ht1H}111L H>;HHH [A^]UHAWAVSH(HuHݭ HEDvDuHG]܉]y HL HHt H(HtD9uSJ IIC Ht!1H}111K HH([A^A_]Mt3L&f ILHVC HHuB LLB HH^:H뮐UHSHXHh:HHE^HG)ЃfHuHI HE]UĉUȅyQK HHH_(HH}HuK H}HuvK H}HuaK v}EMU[0f.u z[8f.uz[@f.uC0K8S@HHA H HuH^ HE]UĉUȅyfJ HHH_(HHuH}_J }EMUHeHuH HE]UĉUȅy I HHtiH_(Ht`HuH}6J tOHuH}%J t>EMHfWH@ HuH48HH5l kI 1H 88H H;Mu0HX[]1H'HHuHl@ Hu^c fUHAWAVSH(HuHܫ HED~D}HG]܉]y H HHt!Lw(MtD9uEt#I0? 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HU8 Hu"H߾@ H}@ 1H([A^A_]UHAWAVSH(HuH4 HED~D}HG]ԉ]؅y @ HHtuLw(MtlA)AuPH5* H}HU@ }tILH> H7 Hu1Ht9H5S HA H7 H})@ 1H([A^A_]H.HUHAWAVSH(HuH HED~D}HG]ԉ]؅y ? HHtULw(MtLA)Au0H5J H}HU? }t)}t0I06 Hu tqH]H= HW At1H=: HW tH= HW t H= Lc4 HuL4 a= 1H0[A^]f.@UHAWAVSH(HuH HED~D}HG]ԉ]؅y= HHLw(HEMA)AuhHuH}/= }L}tlH= LV AtbH=) LV tOH= LV tH}111, -HH# HuHHx# # HHH [A^]DUHAWAVSH(HuH HED~D}HG]ԉ]؅y , HHt`Lw(MtWA)Au;H5B H}HU+ }t4LH0 " HuHfHH}+ 1H([A^A_]fUHAVSH HuHu6 HEDvDuHG]]y Z+ HHt H(HtD9u+0 H[" Ht1H}111 + H+ HHH [A^]f.fUHH=UH5H$ H 0M" u>H&H=" H]ÐUH]= fDUHSPHH=H5H H ! xuX>HH=! H5 HHK! t H tH[]H=H[]! fUHAVSH0HuHI HEЋFEHEHEH}ȃHu* H]H= HC AtDH= HC t1H=7I HC tH=d HC t H( Lcz HuL &) 1H0[A^]UHAWAVSH(HuHq HED~D}HG]ԉ]؅y( HHLw(HEMA)Au{HuH}( }L}tH=ۣ LB AtuH=g LB tbH=H LB tOH=K LB tuEMUH)7 R HuHHH5= # 1H H H;MuHh[]1HZ> f.UHAWAVSHxHHHEHuH@ HED~D}HG]]y# HHLw(MA)H}AugHx# tfH}Huf# tP(E(M)M)E}HxtbHUL6 Ef.E\" 1H H H;MHx[A^A_]E1MPIHULEf.Eu,z*Ef.EuzEf.EuzEf.Eu{! HuH}HU" u HZHHH H H;MRG< f.UHAWAVSH(HuH HED~D}HG]ԉ]؅y ! 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HHĨ[A\A]A^A_]E1 ؃HpHHH‰уH`s1qHH)1AALADALAD AL0AD AL0AD@ALPAD@ALPAD`ALpAD`ALpHHuHt'HHADA ADALH HuH9r}HuMDEDMEt$LL>& IL0$LLAE~61A A:Lu HH9u, HuH}LD  HeHxHHHY`HH}HEH9t Ht, H  fDUHAVSH HuH& HEDvDuHG]]y Z HHt H(HtD9u#% H[ Ht1H}111  HH [A^]HtH5% H Hc HHHf.fUHAWAVSH(HuHX HED~D}HG]ԉ]؅y  HHtULw(MtLA)Au0HuH} t2}Et4L$ y Hu6H}) 1H([A^A_]ILA HuHHfUHSHxHHHE^HG)Ѓ'HuHh HE]UĉUȅy HH%H_(HH}Hu H}Hu H}Hu }EMU'H# &HuH HE]UĉUȅy  HHtmH_(HtdH}Huк  tNEMU}UMEtTHHXEf.Euv{XrH5E ~ 1H KH H;MHx[]1HHHuH`Ef.EuzEf.EuzEf.Eu{,Q Hu"H}HU1 HHX% HbHHH H H;MZ( f.UHAVSH HuH HEDvDuHG]]y  HHt#H(HtD9uEt%@ Ht*11H}111: H@^ HuHcc HHH [A^]@UHAVSH HuHk* HEDvDuHG]]y HHt%H(HtD9uEt' H Ht+12H}111 !HHH HuH HHH [A^]ÐUHAWAVSH(HuHZ HED~D}HG]ԉ]؅y ( HHt\Lw(MtSA)Au7H5w H}HU }t0}t7LH  Hu9H} 1H([A^A_]ILHp HuH5HUHAVSH HuH= HEDvDuHG]]y J HHt%H(HtD9uEt'% HF Ht+12H}111 !HxH HuH HHH [A^]ÐUHAWAVSH(HuH> HED~D}HG]ԉ]؅y HHtmLw(EMtIA)H}Au@Hu t/}EtEA8`tA`ILc Ht81> 1+E1#IL+ HuHHH([A^A_]UHAVSH HuH HEDvDuHG]]y HHt'H(HtD9uEt)` Ht*11H}111V Hz HuI HHH [A^]UHAVSH HuH HEDvDuHG]]y HHt+H(Ht"D9u!Et-H Ht(1.H}111 H HuH6HHH [A^]f.DUHAVSH HuHç HEDvDuHG]]y : HHt(H(HtD9uEt*H13 Ht(1.H}111 H HuHyHHH [A^]fUHAVSH HuH$l HEDvDuHG]]y  HHt%H(HtD9uEt' H Ht+1>H}1118 -HH[ HuHHx[ ` HHH [A^]ÐUHH=eH5Hv H 0] u H6H=/* H#]ÐUH] fDUHSPHH=H5H H uD HH= H5ݦ HH[ t H tH[]H=H[] fUHAVSH0HuHY^ HEЋFEHEHEH}ȃHu" H]H=F H AtDH=k H t1H=zf H tH=tf H t H Lc HuL 6 1H0[A^]UHAWAVSH(HuH^ HED~D}HG]ԉ]؅y HHLw(HEMA)Au{HuH} }L}tH=- L AtuH=R L tbH=ae L tOH=[e L te 1+E1#IL{ HuHHH([A^A_]UHAVSH HuH HEDvDuHG]]y HHt'H(HtD9uEt) Ht*11H}111 H Hu HHH [A^]UHAVSH HuHr HEDvDuHG]]y J HHt+H(Ht"D9u!Et-H@ Ht(1.H}111 H HuHHHH [A^]f.DUHAVSH HuH' HEDvDuHG]]y HHt(H(HtD9uEt*H1 Ht(1.H}1115 H[ HuHHHH [A^]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y HHLw(HEMA)AHuH} }H]MHL HtMtLH MtLN HHm IIL; II 4J ;H9s J 8H9LHHyHHHƉH`sd1H} 1+HE1ILH H\1H([A^A_]Idž%HH)13L30L0D3 L30D0 L00D3@L3PD0@L0PD3`L3pD0`L0pHHuHt"HHD3 3D0 0H HuI9AHHILHt'1f.  HH9uI)HHHrQ1 T TT TT TT TT TT TT THI9uILn HHHUHAWAVSH(HuH HEDvDuHG]܉]y HHt$H(HtD9uEt2L Ht71H}111 HH([A^A_]HI HuMt3L ILH HHu{ LL^ HHHUHAVSH HuH\ HEDvDuHG]]y HHt%H(HtD9uEt' H Ht+1>H}111 -HH HuHHx  HHH [A^]ÐUHH=uH5H9 H 0 u 4HFH=? H3]ÐUH]l fDUHSPHH=H5HԠ H h u3HH=5 H5 HH t H tH[]H=H[]} fUHSH(HuHN HE؋FEHEHEH}Ѓu1Hu t3H}# Z HuHc_ H([]þ 1H([]UHAWAVSH(HuHQO HED~D}HG]ԉ]؅y HHtdLw(HEMt8A)Au3HuH} t}Hut;Hi Ht<1@H}N 1)HE1ILPd HuHci H([A^A_]f.@UHAVSH0HuH\O HEЋFEHEuGH5U H}HU }t@HHtCHH5 HPE1LE Hu+H}Ⱦ 1H0[A^]E1 HuL3 UHAVSH HuH0O HEDvDuHG]]y* HHH(HD9u3HPxHt9HHH5̝ HPE1LE HucH}111 RE1 HuCLs Ht6HH! t)H HH1Q@H߾ 1HH [A^]UHAWAVSH(HuH HED~D}HG]ԉ]؅y ( HHt\Lw(MtSA)Au7H5 H}HU }t0}t7LH;  Hu9H} 1H([A^A_]ILHH HuH5HUHAVSH HuHG HEDvDuHG]]y J HHt$H(HtD9uEt&HG Ht+12H}111 !HPH HuH HHH [A^]fUHAWAVSH(HuHc HED~D}HG]ԉ]؅y HHt^Lw(MtUA)Au9H5 H}HUd }t2}t9LH p Hu;H} 1H([A^A_]ILH3 HuHc8 fDUHAWAVSH(HuH) HED~D}HG]ԉ]؅y HHt^Lw(MtUA)Au9H5* H}HU }t2}t9LH Hu;H}@ 1H([A^A_]ILHS HuHcX fDUHAWAVSH(HuH HED~D}HG]ԉ]؅y HHt\Lw(MtSA)Au7H5u H}HU }t0}t7LH Hu9H}b 1H([A^A_]ILHXw HuHHUHAVSH HuH@ HEDvDuHG]]y HHt$H(HtD9uEt& Ht*11H}111 H HuHc HHH [A^]UHAWAVSH(HuH_S HED~D}HG]ԉ]؅y H HHt\Lw(MtSA)Au7H5_ H}HU }t0}t7LH= " Hu9H} 1H([A^A_]ILH HuHUHUHAVSH HuH7 HEDvDuHG]]y j HHt"H(HtD9uEt$x i Ht(1.H}111 HA HuHHHH [A^]UHAWAVSH(HuHW HED~D}HG]ԉ]؅y HHt\Lw(MtSA)Au7H5s H}HU }t0}t7LH Hu9H}B 1H([A^A_]ILHPW HuHHUHSPHH= H0 tZH= H tGH=z H  t4H=r H t!H=L H tHH[] H[]ÐUHH=H5~Hx 1 ru" HH= H]fDUHSPHH=H5)H# 1 u HfH=_Z H5 HLH t H 9tH[]H=)H[] f.@UHAVSH0HuHB HEЋFEHEHEH}ȃu\Hu t^H]H=` H AtH=2K Hf t H LcH HuLM  1H0[A^]ÐUHAWAVSH(HuHAC HED~D}HG]ԉ]؅y HHLw(HEMA)AuQHuH} t|}L}tYH=s L AtOH=EJ Ly tHHH [A^]UHAVSH HuH HEDvDuHG]]y J HHt&H(HtD9uHE Ht1H}111 HHHH [A^]UHAWAVSH(HuH HEDvDuHG]܉]y HHt H(HtD9uu I Ht!1H}111[ HH([A^A_]Mt3L ILH HHuU LL8 HHH뮐UHAVSH= 1 HH7H=xH18IH uH L[A^]DUHAWAVATSH=ַH5gHH H  ^`R HL5HH H"H H5 LH\ tH ŵu H= H=ę 11 HL%UH=H1A$8IH uH MtH5 LL IuL H=b 1^ HH=8H1A$8IH uH MtH5P LL IuL[ H= 1 HH=ڴH1A$8IH uH! MtH5 LL2 IuL H= 1 HH=|H1A$8IH uH MtH5˘ LL IuL H=H 1D HH=H1A$8IH uHe MtH5 LLv IuLA H= 1 HH=H1A$8IH uH MtH5B LL IuL H= 1 HH=bH1A$8IH uH MtH5 LL IuL H=. 1* HH=H1A$8IH uHK MtH5 LL\ IuL' H=T HH[A\A^A_]UH]Z fDUHSPH2H5 H H t H tH[]H=H[] fDUHAVSH0HuH) HEЋFEHEHEH}ȃu\Hu t^H]H= H AtH=B2 Hv t H LcX HuL]  1H0[A^]ÐUHAWAVSH(HuHQ* HED~D}HG]ԉ]؅y HHLw(HEMA)AuQHuH} t|}L}tYH= L AtOH=U1 L t 1+E1#IL 衸 HuHHH([A^A_]fUHAVSH HuH׷ HEDvDuHG]]y  HHt$H(HtD9uEt&D Ht*11H}111 H( Hu輷 HHH [A^]UHAVSH HuHC HEDvDuHG]]y j HHt+H(Ht"D9u!Et-H ` Ht(1.H}111 H08 HuHHHH [A^]f.DUHAVSH HuH HEDvDuHG]]y 調 HHt(H(HtD9uEt*H1 裶 Ht(1.H}111U H8{ HuHHHH [A^]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y HHthLw(Mt_A)AuCHuH}C tE}utI1IA9F@tAF@ILƵ Hu6H}v 1H([A^A_]IL@莵 HuHHf.DUHAVSH HuHڼ HEDvDuHG]]y HHtH(HtD9uEt!1 Ht+12H}111辽 !HHHc HuH HHH [A^]UHAWAVSH(HuH HED~D}HG]܉]y X HHt#H(HtD9uAEtV Ht+12H}111 !HPLc+ HuL0 HHH([A^A_]f.DUHAVSH HuH4 HEDvDuHG]]y 蚼 HHt H(HtD9uEt"_@蛳 Ht*11H}111M HXq HuHcv HHH [A^]UHAWAVSH(HuHO HED~D}HG]ԉ]؅y HHtgLw(Mt^A)AuBH5 H}HU蜻 }t;}tBA9FHtAFHIL跲 Hu8H}g 1H([A^A_]IL`} HuHHf.@UHAVSH HuHQ HEDvDuHG]]y HHt H(HtD9uEt,_H Ht41H}111譺 HH [A^]HhDZ HuH=1~ 10 IH¨H=L18HIuLL 롐UHH=H5~Ht H 0譱 muHH=z H]ÐUH] fDUHSPHH=H5H H H uxHQH=J H5ۿ H7H諰 t H $tH[]H=H[]] fUHAVSH0HuH HEЋFEHEHEH}ȃuoHuv tqH]H=L H? At1H=T H& tH= H t HO Lc HuL 衸 1H0[A^]f.@UHAWAVSH(HuH HED~D}HG]ԉ]؅yX HHLw(HEMA)AuhHuH}o }L}tlH=; L. AtbH=C L tOH= L t /H}衷 1'HE1ILLPA賮 Ht 1H([A^A_]Ic諮 fUHAVSH0HuH HEЋFEHEuGH52 H}HU# }t@HHtCHH5D HPE1LE! Hu+H}ȾѶ 1H0[A^]E1 HuL胷 UHAVSH HuH HEDvDuHG]]yz HHH(HD9u3HPxHt9HHH5w HPE1LET HucH}111 RE14 HuCLö Ht6HHq t)Hk HH1Q@H߾T 1HH [A^]UHAVSH HuH HEDvDuHG]]y z HHt"H(HtD9uEt$r y Ht(1.H}111+ H`Q HuHHHH [A^]UHAWAVSH(HuH HED~D}HG]ԉ]؅y ȴ HHtgLw(Mt^A)AuBHuH} tD}utHA9tAIL藫 Hu6H}G 1H([A^A_]ILh_ HuH͢HUHAVSH HuH# HEDvDuHG]]y HHt#H(HtD9uEt% Ht*11H}111蚳 Hp辪 HuHcê HHH [A^]@UHAVSH HuH HEDvDuHG]]y : HHt+H(Ht"D9u!Et-Hh0 Ht(1.H}111 Hx HuHvHHH [A^]f.DUHAVSH HuH HEDvDuHG]]y z HHt(H(HtD9uEt*H1hs Ht(1.H}111% HK HuHHHH [A^]ÐUHH=uH5H_ H 0] u蝩 HFH=?* H3]ÐUH] fDUHSPHH=H5H H u8 HH=ښŨ H5 HǚH[ t H tH[]H=H[] fUHAVSH0HuHY HEЋFEHEHEH}ȃu\Hu& t^H]H=7 H AtH= H t H Lc踧 HuL轧 d 1H0[A^]ÐUHAWAVSH(HuH HED~D}HG]ԉ]؅y( HHLw(HEMA)AuQHuH}? t|}L}tYH=J L AtOH= L tՉ 1+E1#IL8 HuHYxHH([A^A_]UHAVSH HuH HEDvDuHG]]y j HHt'H(HtD9uEt)d Ht*11H}111 H@: Hu HHH [A^]UHAVSH HuH( HEDvDuHG]]y 躈 HHt+H(Ht"D9u!Et-H8 Ht(1.H}111b HH HuHvHHH [A^]f.DUHAVSH HuH HEDvDuHG]]y HHt(H(HtD9uEt*H18~ Ht(1.H}111襇 HP~ HuH9vHHH [A^]fUHAWAVSH(HuH) HED~D}HG]ԉ]؅y H HHtyLw(MtpA)AuTHuH}蓇 tV}utZL1IA9tAIL~ Hu6H}赆 1H([A^A_]ILX} HuH;uHf.@UHAVSH HuH& HEDvDuHG]]y J HHtH(HtD9uEt!1L} Ht+12H}111 !H`Hc!} HuH&} HHH [A^]UHAWAVSH(HuH HED~D}HG]܉]y 蘅 HHt#H(HtD9uAEt| Ht+12H}111H !HhLck| HuLp| HHH([A^A_]f.DUHAVSH HuHҽ HEDvDuHG]]y ڄ HHt#H(HtD9uEt%{ Ht*11H}111芄 Hp{ HuHc{ HHH [A^]@UHAVSH HuH HEDvDuHG]]y * HHt1H(Ht(D9u'H11X&{ HuHrH1H}111̃ HH [A^]UHAVSH HuH HEDvDuHG]]y 芃 HHt&H(HtD9uHXz Ht1H}1117 HqHHH [A^]UHAWAVSH(HuH HEDvDuHG]܉]y HHt H(HtD9uI Iy Ht!1H}111蛂 HH([A^A_]Mt3LƜ ILHy HHuy LLxy HHpH뮐UHAWAVSH(HuH` HED~D}HG]ԉ]؅y  HHtmLw(EMtIA)H}Au@HuA t/}EtEA8tAILx Ht81>蕁 1+E1#ILxx HuHpHH([A^A_]UHAVSH HuHd HEDvDuHG]]y * HHt'H(HtD9uEt)$x Ht*11H}111ր Hw Huw HHH [A^]UHAVSH HuHe HEDvDuHG]]y z HHt+H(Ht"D9u!Et-Hxpw Ht(1.H}111" HHw HuHnHHH [A^]f.DUHAVSH HuHHf HEDvDuHG]]y  HHt(H(HtD9uEt*H1xv Ht(1.H}111e Hv HuHmHHH [A^]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y  HHtmLw(EMtIA)H}Au@Hu1 t/}EtEA8tAILu Ht81>~ 1+E1#ILu HuH mHH([A^A_]UHAVSH HuH HEDvDuHG]]y ~ HHt'H(HtD9uEt)u Ht*11H}111} Ht Hut HHH [A^]UHAVSH HuHZ HEDvDuHG]]y j} HHt+H(Ht"D9u!Et-H`t Ht(1.H}111} H8t HuHkHHH [A^]f.DUHAVSH HuH HEDvDuHG]]y | HHt(H(HtD9uEt*H1s Ht(1.H}111U| H{s HuHjHHH [A^]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y { HHtmLw(EMtIA)H}Au@Hu!| t/}EtEA8tAILr Ht81>u{ 1+E1#ILr HuHiHH([A^A_]UHAVSH HuH HEDvDuHG]]y { HHt'H(HtD9uEt)r Ht*11H}111z Hq Huq HHH [A^]UHAVSH HuH: HEDvDuHG]]y Zz HHt+H(Ht"D9u!Et-HPq Ht(1.H}111z H(q HuHhHHH [A^]f.DUHAVSH HuH HEDvDuHG]]y y HHt(H(HtD9uEt*H1p Ht(1.H}111Ey Hkp HuHgHHH [A^]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y x HHtmLw(EMtIA)H}Au@Huy t/}EtEA8tAILo Ht81>ex 1+E1#IL{o HuHfHH([A^A_]UHAVSH HuH HEDvDuHG]]y w HHt+H(Ht"D9u!Et-Hn Ht(1.H}111w Hn HuH6fHHH [A^]f.DUHAVSH HuH HEDvDuHG]]y :w HHt(H(HtD9uEt*H13n Ht(1.H}111v H n HuHyeHHH [A^]fUHAVSH HuH HEDvDuHG]]y v HHt'H(HtD9uEt)m Ht*11H}1116v HZm Hu)m HHH [A^]UHAVSHHdHHEDvHGD)؃tpHuH HEDu]ĉ]ȅyu HHH(HD9E{ Hl HHuH HEDu]]y Ou HHtrH_(HtiH}HuPu tS(E)`(E)pEEEE}HuHvz H5 t 1HcHH;EHHĐ[A^]H}111t HhHk HuHH5 H+u Hk HHHuHpf(`fEf(pfMfkPuEf.EuzEf.Eu{0k HuH}HU1t k HH|bH UHAWAVSH(HuHo HEDvDuHG]ԉ]؅y s HHt|L(MtsA)AuWH5 H}HUTs }tPIH5hA H}HU7s }t3}t:LLHx Bj Huo 1+E1#ILf HuH ^HH([A^A_]UHAVSH HuH HEDvDuHG]]y o HHt'H(HtD9uEt)f Ht*11H}111n He Hue HHH [A^]UHAVSH HuH HEDvDuHG]]y jn HHt+H(Ht"D9u!Et-H`e Ht(1.H}111n H8e HuH\HHH [A^]f.DUHAVSH HuH HEDvDuHG]]y m HHt(H(HtD9uEt*H1d Ht(1.H}111Um H{d HuH[HHH [A^]fUHHHHGzu H=h]t H5M l 1]@UHHHHGzu H=:h]lt H5 l 1]@UHHHHGzu H=Zh],t H5] jl 1]@UHHHHGzu H=zh]s H5} *l 1]@UHHHHGzu H=h]s H5 k 1]@UHAWAVSH(HuH HED~D}HG]ԉ]؅y k HHtgLw(Mt^A)AuBHuH} l tD}utHA9tAILb Hu6H}7k 1H([A^A_]ILOb HuHYHUHAVSH HuH HEDvDuHG]]y j HHt#H(HtD9uEt%a Ht*10H}111j H a Hu։a HHH [A^]DUHAWAVSH(HuH HED~D}HG]ԉ]؅y (j HHt\Lw(MtSA)Au7H5̉ H}HUi }t0}t7LH o a Hu9H}i 1H([A^A_]ILH(` HuH5XHUHAVSH HuHu HEDvDuHG]]y Ji HHt$H(HtD9uEt&HG` Ht+12H}111h !H0H` HuHi HHH [A^]fUHAWAVSH(HuH3P HED~D}HG]܉]y h HHt#H(HtD9uAEt_ Ht,13H}111Hh "HDj_ HuL9_ HHH([A^A_]f.@UHAWAVSH(HuHH HED~D}HG]ԉ]؅y g HHt\Lw(HEMt0A)Au+HuH}g tHuLl ^ Ht'1-H}fg 1HE1 HUHH([A^A_]fUHAWAVSH(HuHx HED~D}HG]ԉ]؅y g HHtWLw(MtNA)Au2HuH}Sg t4uLk ] HuH_UHH}f 1H([A^A_]fUHAWAVSH(HuHc HED~D}HG]ԉ]؅y Xf HHt\Lw(HEMt0A)Au+HuH}wf tHuLMk 8] Ht'1-H}e 1HE1 HTHH([A^A_]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y e HHtWLw(MtNA)Au2HuH}e t4uLj q\ HuHSHH}e 1H([A^A_]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y d HHt\Lw(HEMt0A)Au+HuH}d tHuLi [ Ht'1-H}fd 1HE1 HRHH([A^A_]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y d HHtWLw(MtNA)Au2HuH}Sd t4uLh Z HuH_RHH}c 1H([A^A_]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y Xc HHt\Lw(HEMt0A)Au+HuH}wc tHuLkh 8Z Ht'1-H}b 1HE1 HQHH([A^A_]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y b HHtWLw(MtNA)Au2HuH}b t4uLg qY HuHPHH}b 1H([A^A_]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y a HHt\Lw(HEMt0A)Au+HuH}a tHuLf X Ht'1-H}fa 1HE1 HOHH([A^A_]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y a HHtWLw(MtNA)Au2HuH}Sa t4uLf W HuH_OHH}` 1H([A^A_]ÐUHAVSH2kHl H=#OL5NHLz H kHnr H=OHLfz HjHNHjHjH HjHfHnjHmNHjHjHjHjHjHKNHjHjHjHjHjHjHNHjHMHjHMHjHMHjHjDH HjHMHjHjHjHjHjHjHtjHajHJMHsjHjHujHbjHOjHdjHijHVjHLHXjHLHRjHOjHLjHIjHFjHCjH@jH=j;jH@jH-j^]ÐUHH=ZH5^\HM H 0=U M[u}U H[H=Z U HZ]ÐUH]U fDUHSPHH=`ZH5[H H T ZuU H1[H=*ZT H5 HZH;T t H ZtH[]H=YH[]T fUHAVSH0HuH9 HEЋFEHEHEH}ȃu\Hu] t^H]H=% Hv AtH= Hv t H[ LcS HuLS D\ 1H0[A^]ÐUHAWAVSH(HuH HED~D}HG]ԉ]؅y\ HHLw(HEMA)AuQHuH}\ t|}L}tYH=8 Lu AtOH= Lu tHf.UHAVSH HuH HEDvDuHG]]y O HHt$H(HtD9uEt&P F Ht*11H}1119O H]F Hu,F HHH [A^]UHAVSH HuH HEDvDuHG]]y N HHt$H(HtD9uEt&P E Ht*11H}111N HE HuHcE HHH [A^]UHAWAVSH(HuHb HED~D}HG]ԉ]؅y (N HHtVLw(MtMA)Au1HuH}sN t3}ut7L HHx6Hf.UHH0HuHW HEFEHEH}؃u'HuH t}P > Ht1H0]þTG 1H0]H5HH0]@UHSH(HuH HEFEHEtH}111F O '> Ht1 Hc(> HHH([]f.UHH0HuH HEFEHEH}؃u'HuG t}O = Ht1H0]þdF 1H0]H5HH0]@UHSH(HuH7 HEFEHEtH}111F O 7= Ht1 Hc8= HHH([]ÐUHH=KH5MH H 0==  Lu8HVLH=OK = HCK]ÐUH]G fDUHSPHH= KH5LH, H < KuX8HKH=J< H5 HJH;< t H JtH[]H=JH[]< fUHSH(HuH; HE؋FEHEHEH}Ѓu;HuE t=H]H=k H^ t/H=Hc; Hu'gD 1H([]û; HuH; H([]UHAWAVSH(HuH HEDvDuHG]ԉ]؅y D HHtwL(HEMtKA)AuFHuH}'D t1}LutNH= L] tfLV: Ht?1CH}{C 1,HE1 ILLP: HuHc: H([A^A_]ûl: HuUHAVSH0HuH| HEЋFEHEuGH5 H}HUB }t@HHtCHH5 HPE1LE9 Hu+H}ȾB 1H0[A^]E19 HuLSC UHAVSH HuHP HEDvDuHG]]yJB HHH(HD9u3HPxHt9HHH5 HPE1LE$9 HucH}111A RE19 HuCLB Ht6HHA9 t)H;9 HH1Q@H߾$9 1HH [A^]UHAWAVSH(HuH/ HEDvDuHG]ԉ]؅y HA HHt|L(MtsA)AuWH5H H}HUA }tPIH5( H}HU@ }t3}t:LLHC 8 Hu HHtTLw(EMt0A)H}Au'Hu> tuL5@ 5 Ht1%>> 1E1 H,HH([A^A_]DUHAVSH HuHO HEDvDuHG]]y = HHtH(HtD9u? 4 Ht1H}111= 4 HHH [A^]f.UHAVSH HuH( HEDvDuHG]]y J= HHtH(HtD9u> N4 Ht1H}111= H+HHH [A^]UHAVSH HuH HEDvDuHG]]y < HHtH(HtD9uU> 3 Ht1H}111p< H+HHH [A^]UHAWAVSH(HuH HED~D}HG]ԉ]؅y (< HHtTLw(EMt0A)H}Au'HuQ< tuL= 3 Ht1%; 1E1 H[*HH([A^A_]DUHAVSH HuHO HEDvDuHG]]y j; HHt'H(HtD9uEt)`d2 Ht*11H}111; H:2 Hu 2 HHH [A^]UHAVSH HuH HEDvDuHG]]y : HHt'H(HtD9uEt)E< 1 Ht(1.H}111f: H1 HuH(HHH [A^]UHAVSH HuH< HEDvDuHG]]y : HHt$H(HtD9uEt&1; 1 Ht(1.H}1119 H0 HuHM(HHH [A^]fDUHAWAVSH(HuH HED~D}HG]ԉ]؅yX9 HHLw(HEMA)AHuH}k9 }H]MhHL HtMtLH S MtLR HHR IILR IhI 4J ;H9s J 8H9LHHyHHHƉH`sd1H}88 1+HE1ILHJ/ H\1H([A^A_]Idžh%HH)13L30L0D3 L30D0 L00D3@L3PD0@L0PD3`L3pD0`L0pHHuHt"HHD3 3D0 0H HuI9AHHILHt'1f.  HH9uI)HHHrQ1 T TT TT TT TT TT TT THI9uIL- HHX%HUHAWAVSH(HuHW HEDvDuHG]܉]y h6 HHt$H(HtD9uEt2Lhe- Ht71H}1116 HH([A^A_]HI.- HuMt3L,P ILH\- HHu, LL, HHd$HUHAWAVSH(HuH HED~D}HG]ԉ]؅y x5 HHtTLw(EMt0A)H}Au'Hu5 tuL)7 \, Ht1%5 1E1 H#HH([A^A_]DUHAVSH HuH HEDvDuHG]]y 4 HHtH(HtD9u6 + Ht1H}111n4 v+ HHH [A^]f.UHAVSH HuH HEDvDuHG]]y 4 HHt'H(HtD9uEt)5 + Ht(1.H}1113 H* HuHZ"HHH [A^]UHAVSH HuHb HEDvDuHG]]y j3 HHt$H(HtD9uEt&145 g* Ht(1.H}1113 H?* HuH!HHH [A^]fDUHAWAVSH(HuH. HED~D}HG]ԉ]؅y 2 HHt\Lw(HEMt0A)Au+HuH}2 tHuL}4 ) Ht'1-H}F2 1HE1 H HH([A^A_]fUHAWAVSH(HuH HEDvDuHG]܉]y 1 HHt H(HtD9u3 I( Ht!1H}1111 HH([A^A_]Mt3LK ILH( HHu( LLx( HHH뮐UHAWAVSH(HuHѿ HED~D}HG]ԉ]؅y 1 HHtTLw(EMt0A)H}Au'HuA1 tuLo2 ' Ht1%0 1E1 HKHH([A^A_]DUHAVSH HuH HEDvDuHG]]y Z0 HHtH(HtD9u1 \' Ht1H}1110 ' HHH [A^]f.UHAVSH HuHQ HEDvDuHG]]y / HHtH(HtD9u1 & Ht1H}111p/ HHHH [A^]UHAVSH HuH# HEDvDuHG]]y */ HHtH(HtD9u0 .& Ht1H}111. HHHH [A^]UHAWAVSH(HuH HED~D}HG]ԉ]؅y. HHLw(HEMA)AHuH}. }H]MHL HtMtLHMH MtLH HH-H IILG II 4J ;H9s J 8H9LHHyHHHƉH`sd1H}x- 1+HE1ILH$ H\1H([A^A_]Idž%HH)13L30L0D3 L30D0 L00D3@L3PD0@L0PD3`L3pD0`L0pHHuHt"HHD3 3D0 0H HuI9AHHILHt'1f.  HH9uI)HHHrQ1 T TT TT TT TT TT TT THI9uIL.# HHHUHAWAVSH(HuH HEDvDuHG]܉]y + HHt$H(HtD9uEt2L" Ht71H}111W+ HH([A^A_]H In" HuMt3LlE ILH" HHu;" LL" HHHUHAWAVSH(HuHu HED~D}HG]ԉ]؅y * HHtgLw(Mt^A)AuBHuH}+ tD}utHA9tAIL! Hu6H}7* 1H([A^A_]IL(O! HuHHUHAVSH HuHC HEDvDuHG]]y ) HHt#H(HtD9uEt% Ht*11H}111) H0 HuHc HHH [A^]@UHAVSH HuH: HEDvDuHG]]y *) HHt+H(Ht"D9u!Et-H( Ht(1.H}111( H8 HuHfHHH [A^]f.DUHAVSH HuH HEDvDuHG]]y j( HHt(H(HtD9uEt*H1(c Ht(1.H}111( H@; HuHHHH [A^]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y' HHLw(HEMA)AHuH}' }H]MHL HtMtLHmA MtL.A HHMA IILA II 4J ;H9s J 8H9LHHyHHHƉH`sd1H}& 1+HE1ILHH H\1H([A^A_]Idž%HH)13L30L0D3 L30D0 L00D3@L3PD0@L0PD3`L3pD0`L0pHHuHt"HHD3 3D0 0H HuI9AHHILHt'1f.  HH9uI)HHHrQ1 T TT TT TT TT TT TT THI9uILN HHHUHAWAVSH(HuHչ HEDvDuHG]܉]y $ HHt$H(HtD9uEt2L Ht71H}111w$ HH([A^A_]HPI HuMt3L> ILH HHu[ LL> HHHUHAWAVSH(HuH HED~D}HG]ԉ]؅y # HHtgLw(Mt^A)AuBHuH}#$ tD}utHA9tAIL Hu6H}W# 1H([A^A_]ILXo HuHHUHAVSH HuHr HEDvDuHG]]y " HHt#H(HtD9uEt% Ht*11H}111" H` HuHc HHH [A^]@UHAVSH HuHu HEDvDuHG]]y J" HHt+H(Ht"D9u!Et-HX@ Ht(1.H}111! Hh HuHHHH [A^]f.DUHAVSH HuH_ HEDvDuHG]]y ! HHt(H(HtD9uEt*H1X Ht(1.H}1115! Hp[ HuHHHH [A^]fUHAWAVSH(HuHZ HED~D}HG]ԉ]؅y HHt\Lw(HEMt0A)Au+HuH} tHuLs"  Ht'1-H}f 1HE1 HHH([A^A_]fUHAWAVSH(HuH HEDvDuHG]܉]y  HHt H(HtD9u! I  Ht!1H}111 HH([A^A_]Mt3L9 ILH HHu LL HHH뮐UHAWAVSH8HuH HED~D}HG]̉]Ѕy 8 HHtpLw(HEMtDA)Au?HuH}W t*HuH}j tHuULM  Ht01!H} 1 HE1H8[A^A_]HB HDUHAVSH HuH̸ HEDvDuHG]]y Z HHtH(HtD9u ^ Ht1H}111 H HHH [A^]UHAWAVAUATSHHHuH HEFEHGM̉MЅy HH-L(H}E11r AC6HcH} LmEIcI\IDME+ẼH}LD EEArKDH9JI91HHLLHtAt4HHuH=fDAL ALLALLAL L HI9uH} E1H}HEH9AFE1DHpHHH‰уHs1iHH)1ADALLAD AL0D L0AD@ALPD@LPAD`ALpD`LpH HuHt8HHf.DADALD H HuL9LL E~81AL; u HI9u HuH}1LD   Ht,E1H}HEH9t HtK5 LHH[A\A]A^A_]L% I$H}HEH9uHH}HEH9t Ht5 H  f.UHAVSH HuH HEDvDuHG]]y  HHt H(HtD9u H Ht1H}111] HH [A^]HtH5- H  H HHHf.fUHAWAVSH(HuH͵ HED~D}HG]ԉ]؅y  HHtWLw(MtNA)Au2HuH}3 t4uL  HuH?HH}w 1H([A^A_]fUHAVSH HuH HEDvDuHG]]y : HHt H(HtD9u H; Ht1H}111 H HHH [A^]f.fUHAWAVSH(HuH HED~D}HG]ԉ]؅y  HHt`Lw(MtWA)Au;H5! H}HUd }t4LH x HuHHH} 1H([A^A_]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y  HHtTLw(EMt0A)H}Au'Hu tuL  Ht1%n 1E1 H HH([A^A_]DUHAVSH HuH@ HEDvDuHG]]y  HHtH(HtD9u  Ht1H}111  HHH [A^]f.UHAVSH HuH HEDvDuHG]]y z HHt'H(HtD9uEt)G t Ht(1.H}111& HxL HuHHHH [A^]UHAVSH HuHݴ HEDvDuHG]]y  HHt$H(HtD9uEt&1 Ht(1.H}111y H HuH HHH [A^]fDUHAVSH0HuH HEDvDuHG]܉]y  HHt*H(Ht!D9u Et,XE Ht-1:H}111 )HE HuEZ HHH0[A^]@UHAWAVSH(HuH^ HED~D}HG]ԉ]؅y X HHtYLw(MtPA)Au4HuH} t6EL ? HuHHH} 1H([A^A_]UHAVSH0HuH( HEDvDuHG]܉]y  HHt*H(Ht!D9u Et,\E Ht-1:H}111S )HEt HuEZm HHH0[A^]@UHAWAVSH(HuHٳ HED~D}HG]ԉ]؅y  HHtYLw(MtPA)Au4HuH}' t6EL~ HuH=HH}u 1H([A^A_]UHAWAVSH(HuHOv HED~D}HG]ԉ]؅y 8 HHt\Lw(MtSA)Au7H5 H}HU }t0}t7LH   Hu9H} 1H([A^A_]ILHH HuHEHUHAVSH HuHt HEDvDuHG]]y Z HHt%H(HtD9uEt'h HV Ht+1>H}111 -HH+ HuHHx+ 0 HHH [A^]DUHAWAVSH(HuH< HED~D}HG]ԉ]؅y  HHt`Lw(MtWA)Au;H5 H}HUd }t4LH x HuHHH} 1H([A^A_]fUHAVSH HuH HEDvDuHG]]y  HHt H(HtD9u H Ht1H}111 HU HHH [A^]f.fUHAVSHH#HHEDvHGD)؃tpHuHgi HEDu]ĉ]ȅy HHH(HD9E H HHuHh HEDu]]y  HHtkH_(HtbH}Hu tL(E)`(E)pEEEE}tzHuH` |H5|h $ 1HHH;EHHĐ[A^]H}111 HhH HuH߾ HHHuHpf(`fEf(pfMfkPuEf.EuzEf.Eu{ HuH}HU1  H#HHm' UHAVSH HuHJ HEDvDuHG]]y HHt$H(HtD9uEt&HH Ht+12H}111 !HH HuHk HHH [A^]fUHAVSH HuHK HEDvDuHG]]y Z HHt$H(HtD9uEt&HPW Ht+12H}111 !HH, HuH HHH [A^]fUHAVSH=*H5HU H :  HL5 Ht"HH5! LH H uH[  Ht"HH5 LH_ H uH* l Ht"HH5˯ LH. H uH ; Ht"HH5 LH H uH   Ht"HH5z LH H uH  Ht"HH5R LH H uHf  Ht"HH5( LHj H uH5 w Ht"HH5 LH9 H uH F Ht"HH5ծ LH H uH H=0C H$^]UH]x fDUHSPHH5, HH t H tH[]H=H[]Z fDUHAVSH0HuH` HEЋFEHEHEH}ȃHur H]H= H7# AtDH=o H# t1H=h H # tH=h H" t H4 Lc HuL  1H0[A^]UHAWAVSH(HuH` HED~D}HG]ԉ]؅yH HHLw(HEMA)Au{HuH}_ }L}tH= L" AtuH=V L" tbH=g L! tOH=g L! tE 1+E1#ILx[ HuHHH([A^A_]UHAVSH HuHi HEDvDuHG]]y  HHt'H(HtD9uEt) Ht*11H}111 H Huy HHH [A^]UHAVSH HuH3 HEDvDuHG]]y * HHt+H(Ht"D9u!Et-Hx Ht(1.H}111 H HuHfHHH [A^]f.DUHAVSH HuH HEDvDuHG]]y j HHt(H(HtD9uEt*H1xc Ht(1.H}111 H; HuHHHH [A^]fUHAWAVSH(HuH8 HED~D}HG]ԉ]؅y HHtsLw(MtjA)AuNHuH} tP}EtRAf.u{AIL{ Hu6H}+ 1H([A^A_]ILC HuHH@UHAVSH0HuH HEDvDuHG]܉]y HHt*H(Ht!D9u Et,E Ht-16H}111s %HE HuE HHH0[A^]UHAWAVSH(HuH~ HED~D}HG]ԉ]؅y  HHt\Lw(MtSA)Au7H5 H}HU }t0}t7LHu Hu9H} 1H([A^A_]ILH HuHHUHAVSH HuH:w HEDvDuHG]]y * HHt%H(HtD9uEt' H& Ht+12H}111 !HH HuH HHH [A^]ÐUHAWAVSH(HuH HED~D}HG]ԉ]؅y x HHt\Lw(EMt8A)H}Au/Hu t}Et4L T Ht81> 1+E1#IL HuHHH([A^A_]@UHAVSH HuHB HEDvDuHG]]y HHt$H(HtD9uEt& Ht*11H}111I Hm Hu< HHH [A^]UHAVSH HuH_ HEDvDuHG]]y HHt%H(HtD9uEt' H Ht+1>H}111 -HH HuHHx  HHH [A^]ÐUHAVSHH H=L5|HLW H{H> H=HL6 H]HfHWHTHʟ HNHfHnDH=HFHCH@H=H:HH4H1H.H+H(H%HHHHHHHH H DH HHHHHHH HHHHHHHHHHHHHHHHHHHHHHHHH^]ÐUHAVSH=D 1E HHH= H18IH uHa L[A^]DUHAWAVATSH=v H5 H֧ H   ] HC L5D H Hu H H H5 LH tH e u H=\  H=d 11c HL%H=6 H1A$8IH uH} MtH51 LL IuLY H= 1 HH=H1A$8IH uH MtH5 LL0 IuL H= 1 HH=zH1A$8IH uH MtH5 LL IuL H=F 1B HH=H1A$8IH uHc MtH5D LLt IuL? 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HH t H tH[]H=H[]J fDUHAVSH0HuHK HEЋFEHEHEH}ȃu\Huf t^H]H= H/ AtH=S H t HR Lc HuL  1H0[A^]ÐUHAWAVSH(HuHK HED~D}HG]ԉ]؅yh HHLw(HEMA)AuQHuH} t|}L}tYH= LB AtOH=R L) t}utBA9vHtAvHIL Hu6H} 1H([A^A_]IL HuHSHfDUHAVSH HuH: HEDvDuHG]]y j HHt H(HtD9uEt"_Hk Ht*11H}111 HA HuHcF HHH [A^]UHAWAVSH(HuH HED~D}HG]ԉ]؅y HHtgLw(EMtCA)H}Au:Hu t)}Et?A8FLtAFLIL Ht81>; 1+E1#ILQ HuHHH([A^A_]fUHAVSH HuH@ HEDvDuHG]]y HHt$H(HtD9uEt&L Ht*11H}111y H Hul HHH [A^]UHAVSH HuH HEDvDuHG]]y  HHt H(HtD9u H Ht1H}111 H HHH [A^]f.fUHAVSH HuH HEDvDuHG]]y z HHt$H(HtD9uEt& w Ht*11H}111) HM Hu HHH [A^]UHAVSH HuH% HEDvDuHG]]y HHtH(HtD9u Ht1H}111 H'HHH [A^]UHAWAVSH(HuH HED~D}HG]ԉ]؅y 8 HHtSLw(MtJA)Au.HuH} t0}ut4Lv  Hu6H} 1H([A^A_]IL HuHQH@UHAWAVSH(HuH HED~D}HG]ԉ]؅y h HHtTLw(MtKA)Au/HuH} t1}Hut4L J Hu6H} 1H([A^A_]IL HuHHUHAWAVSH(HuH HED~D}HG]ԉ]؅y HHtSLw(MtJA)Au.HuH} t0}ut4L { Hu6H}+ 1H([A^A_]ILC HuHH@UHAVSH HuH HEDvDuHG]]y HHt"H(HtD9uEt$ Ht(1.H}111{ H HuHHHH [A^]UHAVSH HuH HEDvDuHG]]y  HHt"H(HtD9uEt$>  Ht(1.H}111 H  HuH_HHH [A^]UHAWAVSH(HuH HED~D}HG]ԉ]؅y h HHtgLw(Mt^A)AuBHuH} tD}utHA9tAIL7 Hu6H} 1H([A^A_]IL( HuHmHUHAVSH HuHS HEDvDuHG]]y HHt#H(HtD9uEt% Ht*11H}111: H0^ HuHcc HHH [A^]@UHAWAVSH(HuHG HED~D}HG]܉]y HHt$Lw(MtD9uEt&IƸ Ht.1:H}111 )IL8I HuL) HHH([A^A_]fDUHSHHHHHE^HG)ЃoHuH HEȉ]ЉUԉU؅y HHiH_(HCH}Hu: .H}Hu% H}Hu }EMU.u$z".uz.uHHS HHuH HEȉ]ЉUԉU؅y HHtZH_(HtQHuH} t;}t[EMUHHP HuNH5M 1H SH H;MuHHH[]1HHHuHX HuHHH H H;Mta DUHAVSH HuH HEDvDuHG]]y HHt#H(HtD9uEt% Ht*11H}111 H` HuHc HHH [A^]@UHAVSHPDvHGD)؃tpHuH HEDu]]y/ HHH(HD9hEHHw8pHuH HEDu]]y HH0H_(HH}Hu" uH}Hu `H}Hu KH}Hu 6}uUċMDE:H HuH HEDu]]y HHH_(HH}Hu. foE}fEtSHf~f:f:fA:Hx>H5 xH}111 i1HZHHuHpHfoEfvEP<t, Hu"H}HU1 HhHV Ht1HHP[A^]H HHHxf.UHAWAVAUATSHHHuHy HEFEHGM̉MЅy HH@L(H}11c AC6HcH} LeEIcM,LDMME+ẼH}LD H}Hu DEArII9IDI91HHHHHtDA4AtHHuH>DA ALALALALALAL AL HH9uH}p 1H}HEH9^cE1؃HpHHH‰уHs1qHH)1AALADALAD AL0AD AL0AD@ALPAD@ALPAD`ALpAD`ALpH HuHt0HHDADA ADALH HuH9}HUt LL ILLIE~91A A;Lu HH9ud HuH}1LD I Ht+1H}HEH9t Ht HHH[A\A]A^A_]L HH}HEH9uHH}HEH9t Ht H  f.UHAWAVSH(HuHǪ HED~D}HG]ԉ]؅y h HHtXLw(MtOA)Au3HuH} t5uL| HN HuH H} 1H([A^A_]ÐUHAWAVSH8HuH̪ HED~D}HG]ĉ]ȅy HHt[Lw(MtRA)Au6H5 H}HUl }t/H}L Ht'1eH}C 1HH8[A^A_]DuAt L}LuIL}LL HHu/ LL HEtH} HEt H} H  f.fUHHPHyHHEHuH; HEFEHEH}Hu H}Hu HEHEE*M ^ZЉMW*U^Z*E^WZM].uzU.uz E.u{! 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tc}EteANXv9]fWfUf.u{AFXILh Hu6H}p 1H([A^A_]ILg HuHJ_Hf.UHAVSH0HuHP HEDvDuHG]܉]y Zp HHt%H(HtD9uWEt$EVg Ht-16H}111p %HE)g HuE&g HHH0[A^]f.UHAVSH0HuHP HEDvDuHG]܉]y o HHt*H(Ht!D9u Et,7Ef Ht-16H}111Co %HEdf HuEaf HHH0[A^]UHAVSH0HuH HEDvDuHG]܉]y n HHt'H(HtD9uEt)GXEe Ht-16H}111n %HEe HuEe HHH0[A^]f.UHAWAVSH(HuH HED~D}HG]ԉ]؅yn HHLw(Mt}A)AuaHuH}Mn tc}EteAN`&6]fWfUf.u{AF`ILd Hu6H}tm 1H([A^A_]ILd HuH[Hf.UHAVSH0HuHU HEDvDuHG]܉]y m HHt%H(HtD9uWEt$Ed Ht-16H}111l %HEc HuEc HHH0[A^]f.UHAVSH0HuH* HEDvDuHG]܉]y Jl HHt*H(Ht!D9u Et,}4EAc Ht-16H}111k %H Ec HuEc HHH0[A^]UHAVSH0HuH HEDvDuHG]܉]y k HHt'H(HtD9uEt)G`Eb Ht-16H}1116k %H(EWb HuETb HHH0[A^]f.UHAWAVSH(HuH HED~D}HG]ԉ]؅yj HHLw(Mt}A)AuaHuH}j tc}EteANh2]fWfUf.u{AFhILta Hu6H}$j 1H([A^A_]IL0f !HXHca] HuHf] HHH [A^]UHAWAVSH(HuH HED~D}HG]܉]y e HHt#H(HtD9uAEt\ Ht+12H}111e !H`Lc\ HuL\ HHH([A^A_]f.DUHAVSH HuHb HEDvDuHG]]y e HHt H(HtD9uEt"_L\ Ht*11H}111d Hh[ HuHc[ HHH [A^]UHAVSH HuH HEDvDuHG]]y jd HHt1H(Ht(D9u'H11Pf[ HuHRH1H}111 d HH [A^]UHAVSH HuHR HEDvDuHG]]y c HHt&H(HtD9uHPZ Ht1H}111wc HRHHH [A^]UHAVSH HuH HEDvDuHG]]y *c HHt&H(HtD9uHP%Z Ht1H}111b H~QHHH [A^]UHAWAVSH(HuHz HEDvDuHG]܉]y b HHt%H(HtD9uEt3Ph IY Ht71H}1116b HH([A^A_]HpIMY HuMt3LK| ILH{Y HHuY LLX HHPHfDUHAWAVSH(HuH HED~D}HG]ԉ]؅y a HHtaLw(MtXA)Au}utBA9vPtAvPILmX Hu6H}a 1H([A^A_]ILx5X HuHOHfDUHAVSH HuHo HEDvDuHG]]y ` HHtHG(HtD9uHcXPW Ht1H}111q` HW HHH [A^]UHAWAVSH(HuH7 HED~D}HG]ԉ]؅y (` HHtaLw(MtXA)Au}utBA9vptAvpILV Hu6H}_ 1H([A^A_]ILV HuH3NHfDUHAVSH HuH4 HEDvDuHG]]y J_ HHt+H(Ht"D9u!Et-H@V Ht(1.H}111^ HV HuHMHHH [A^]f.DUHAVSH HuHA HEDvDuHG]]y ^ HHt(H(HtD9uEt*H1U Ht(1.H}1115^ H[U HuHLHHH [A^]fUHAVSH HuHa HEDvDuHG]]y ] HHt H(HtD9uEt"_pT Ht*11H}111] HT HuHcT HHH [A^]UHSHHHLHHE^HG)Ѓ$HuHS HEȉ]ЉUԉU؅y ] HHH_(HHuH}D] HuH}/] }EMSxf.uzf.u{yCxHH^HuH HEȉ]ЉUԉU؅y Z\ HHtYH_(HtPHuH}[\ t:EMHHH}111HR -HHkI HuHHxkI pI HHH [A^]ÐUHH=EH5އHG H 0mI ͆uHH=:I H]ÐUH]P fDUHSPHH=H5yHF H I huxHH=H H5F HHkH t H tH[]H=tH[]I fUHAVSH0HuHi HEЋFEHEHEH}ȃHu2Q H]H=E Hj AtDH=N9 Hj t1H= Hj tH= Hj t HO LcG HuLG FP 1H0[A^]UHAWAVSH(HuH HED~D}HG]ԉ]؅yP HHLw(HEMA)Au{HuH}P }L}tH=D Li AtuH=58 Li tbH= Li tOH=k Li tO 1'HE1ILLPAPF Ht 1H([A^A_]IcHF fDUHAVSH0HuHL HEЋFEHEuGH5Ү H}HUN }t@HHtCHH5C HPE1LEE Hu+H}ȾqN 1H0[A^]E1E HuL#O UHAVSH HuH HEDvDuHG]]yN HHH(HD9u3HPxHt9HHH5B HPE1LED HucH}111M RE1D HuCLcN Ht6HHE t)H E HH1Q@H߾D 1HH [A^]UHAWAVSH(HuH HED~D}HG]ԉ]؅y M HHt`Lw(MtWA)Au;H5*B H}HUL }t4LHL C HuHf;HH}L 1H([A^A_]fUHAVSH HuH HEDvDuHG]]y ZL HHt$H(HtD9uEt&H`WC Ht+12H}111 L !HH,C HuHL HHH [A^]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y K HHt`Lw(MtWA)Au;H5| H}HUtK }t4LH%J B HuH9HH}.K 1H([A^A_]fUHAVSH HuH1 HEDvDuHG]]y J HHt%H(HtD9uEt'I HA Ht+12H}111J !HHA HuHJK HHH [A^]ÐUHAVSH HuHR HEDvDuHG]]y :J HHtH(HtD9uAI >A Ht1H}111I H8HHH [A^]UHAVSHH8HHEDvHGD)؃tp`HuHף HEDu]ĉ]ȅyI HH@H(H3D9KESH Hs@ H NHuHo HEDu]]yI HHH_(HH}HuI (E)`(E)pEEEEHuH` f(pfMf(`fEfkPuEf.EuzEf.Eu{? HuH}HU1H t? HuwH5{ #H 1H6HH;EucHHĐ[A^]H}111G HHH? HuHtH5x[ HH HC? HHi6Ha UHAVSH0HuH8 HEDvDuHG]܉]y zG HHt"H(HtD9u9F Ey> Ht1H}111+G Ea> HHH0[A^]UHAVSH0HuH; HEDvDuHG]܉]y F HHt"H(HtD9uE E= Ht1H}111F E= HHH0[A^]UHAVSH0HuH> HEDvDuHG]܉]y :F HHt"H(HtD9uD E9= Ht1H}111E E!= HHH0[A^]UHAVSH0HuHA HEDvDuHG]܉]y E HHt"H(HtD9uMD E< Ht1H}111KE E< HHH0[A^]UHAVSH0HuHD HEDvDuHG]܉]y D HHt"H(HtD9uC E; Ht1H}111D E; HHH0[A^]UHAVSH0HuHG HEDvDuHG]܉]y ZD HHt"H(HtD9uC EY; Ht1H}111 D EA; HHH0[A^]UHAVSH HuHT HEDvDuHG]]y C HHt%H(HtD9uEt'B H: Ht+1>H}111hC -HH: HuHHx: : HHH [A^]DUHAVSH HuH% HEDvDuHG]]y B HHt%H(HtD9uEt'A H9 Ht+1>H}111B -H H9 HuHHx9 9 HHH [A^]DUHAVSH HuH' HEDvDuHG]]y :B HHt'H(HtD9uEt)p49 Ht*11H}111A H 9 Hu8 HHH [A^]UHAWAVSH(HuHr' HED~D}HG]ԉ]؅y A HHtmLw(EMtIA)H}Au@HuA t/}EtEA8ptApILS8 Ht81>A 1+E1#IL8 HuH/HH([A^A_]UHAVSH HuH' HEDvDuHG]]y @ HHt+H(Ht"D9u!Et-H7 Ht(1.H}111B@ Hh7 HuH.HHH [A^]f.DUHAVSH HuH& HEDvDuHG]]y ? HHt(H(HtD9uEt*H16 Ht(1.H}111? H6 HuH.HHH [A^]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y (? HHt\Lw(MtSA)Au7H5 H}HU> }t0}t7LH= 6 Hu9H}> 1H([A^A_]ILHP5 HuH5-HUHAWAVSH(HuHǣ HED~D}HG]ԉ]؅y H> HHt`Lw(MtWA)Au;H5 H}HU> }t4LH== (5 HuH,HH}= 1H([A^A_]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y = HHt^Lw(MtUA)Au9H5 H}HUT= }t2}t9LH/< `4 Hu;H}= 1H([A^A_]ILH#4 HuHc(4 fDUHAWAVSH(HuHs HED~D}HG]ԉ]؅y < HHt^Lw(MtUA)Au9H5 H}HUt< }t2}t9LHa; 3 Hu;H}0< 1H([A^A_]ILHC3 HuHcH3 fDUHAWAVSH(HuH9 HED~D}HG]ԉ]؅y ; HHt^Lw(MtUA)Au9H5: H}HU; }t2}t9LH: 2 Hu;H}P; 1H([A^A_]ILHc2 HuHch2 fDUHAVSH HuH0 HEDvDuHG]]y : HHt$H(HtD9uEt&9 1 Ht*11H}111: H1 HuHc1 HHH [A^]UHAWAVSH(HuH HED~D}HG]ԉ]؅y 8: HHt\Lw(MtSA)Au7H58 H}HU: }t0}t7LH9 1 Hu9H}9 1H([A^A_]ILH0 HuHE(HUHAWAVSH(HuHo HED~D}HG]ԉ]؅y X9 HHt\Lw(MtSA)Au7H5- H}HU$9 }t0}t7LH8 20 Hu9H}8 1H([A^A_]ILH/ HuHe'HUHAWAVSH(HuH HED~D}HG]ԉ]؅y x8 HHtWLw(MtNA)Au2HuH}8 t4uL:7 a/ HuH&HH}8 1H([A^A_]ÐUHH=qH5nsH H 0]/ ]ruHrH=q*/ Hq]ÐUH]fB fDUHSPHH=pqH5 sH) H . qu蘂HArH=:q. H5 H'qH[. t H qtH[]H=qH[] / fUHSH(HuH[ HE؋FEHEHEH}Ѓu;Hu(7 t=H]H=h HP t/HHc- Hu'6 1H([]û- HuH- H([]UHAWAVSH(HuH HEDvDuHG]ԉ]؅y (6 HHtwL(HEMtKA)AuFHuH}G6 t1}LutNH= L P tfL, Ht?1CH}5 1,HE1 ILLP, HuHc, H([A^A_]û, HuUHAVSH0HuH HEЋFEHEuGH5" H}HU5 }t@HHtCHH5 HPE1LE, Hu+H}Ⱦ4 1H0[A^]E1+ HuLs5 UHAVSH HuHp HEDvDuHG]]yj4 HHH(HD9u3HPxHt9HHH5ѝ HPE1LED+ HucH}1113 RE1$+ HuCL4 Ht6HHa+ t)H[+ HH1Q@H߾D+ 1HH [A^]UHAWAVSH(HuH^ HED~D}HG]ԉ]؅y h3 HHtSLw(MtJA)Au.HuH}3 t0}ut4L= K* Hu6H}2 1H([A^A_]ILh* HuH!H@UHAVSH HuH HEDvDuHG]]y 2 HHt$H(HtD9uEt& = ) Ht*11H}111I2 Hpm) HuHcr) HHH [A^]UHAVSH HuHٟ HEDvDuHG]]y 1 HHt$H(HtD9uEt&n< ( Ht*11H}1111 Hx( HuHc( HHH [A^]UHAVSH HuH$ HEDvDuHG]]y :1 HHt$H(HtD9uEt&; 7( Ht*11H}1110 H ( HuHc( HHH [A^]UHAWAVSH(HuHm HED~D}HG]ԉ]؅y 0 HHtyLw(MtpA)AuTHuH}0 tV}utZL1IA9tAILE' Hu6H}/ 1H([A^A_]IL ' HuH{Hf.@UHAVSH HuH HEDvDuHG]]y / HHtH(HtD9uEt!1& Ht+12H}111>/ !HHca& HuHf& HHH [A^]UHAWAVSH(HuH& HED~D}HG]܉]y . HHt#H(HtD9uAEt% Ht+12H}111. !HLc% HuL% HHH([A^A_]f.DUHAVSH HuH HEDvDuHG]]y . HHt#H(HtD9uEt%% Ht*11H}111- H$ HuHc$ HHH [A^]@UHAVSH HuH HEDvDuHG]]y j- HHt1H(Ht(D9u'H11f$ HuHH1H}111 - HH [A^]UHAVSH HuH HEDvDuHG]]y , HHt&H(HtD9uH# Ht1H}111w, HHHH [A^]UHAVSH HuH HEDvDuHG]]y *, HHt&H(HtD9uH%# Ht1H}111+ H~HHH [A^]UHAWAVSH(HuH HED~D}HG]ԉ]؅y + HHtgLw(Mt^A)AuBHuH}+ tD}utHA9tAILW" Hu6H}+ 1H([A^A_]IL" HuHHUHAVSH HuHƟ HEDvDuHG]]y * HHt+H(Ht"D9u!Et-H! Ht(1.H}111R* Hx! HuHHHH [A^]f.DUHAVSH HuH HEDvDuHG]]y ) HHt(H(HtD9uEt*H1 Ht(1.H}111) H HuH)HHH [A^]fUHAVSH HuHi HEDvDuHG]]y :) HHt#H(HtD9uEt%8 Ht*11H}111( H HuHc HHH [A^]@UHSHhHxHHE^HG)ЃZHuH HE]UĉUȅyj( HHH_(HH}Hu( H}Hu( yH}Hu( dH}Huw( OH}Hub( :H}HuM( %}uЋUMDEDME9u.9u&9uD9uD9u 9DDHHl HHuHŝ HE]UĉUȅy ' HHtcH_(HtZHuH},' tD}tduЋUԋMDEDMEL$HA HuNH5K & 1H cH H;MuHHh[]1H9HHuH HuHHH H H;Mtq@ DUHAWAVSH(HuH HED~D}HG]܉]y & HHt$Lw(MtD9uEt&IƔ Ht.1:H}111% )ILI HuL_% HHH([A^A_]fDUHAWAVSH(HuH/ HEDvDuHG]ԉ]؅y H% HHt|L(MtsA)AuWH5H H}HU% }tPIH5" H}HU$ }t3}t:LLH/  HuH}111# -HH; HuHHx; @ HHH [A^]DUHAVSHHHHEDvHGD)؃tpHuH| HEDu]ĉ]ȅy" HHH(HD9E- Hs HHuHo| HEDu]]y " HHtrH_(HtiH}Hu " tS(E)`(E)pEEEE}HuH+ H5{ ! 1HZHH;EHHĐ[A^]H}111_! HhH HuHH54 H! H HHHuHpf(`fEf(pfMfkPuEf.EuzEf.Eu{ HuH}HU1S!  HHLH: UHAWAVSHxHDHHEHxH#. 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HH9uI)HHHrQ1 T TT TT TT TT TT TT THI9uIL HHHUHAWAVSH(HuH[ HEDvDuHG]܉]y ( HHt$H(HtD9uEt2L% Ht71H}111 HH([A^A_]HI HuMt3L% ILH HHu LL HH$H또UHH=ENH5OHݕ 1 Nu HOH=N HN]fDUHSPHH=MH5OH 1} }Nu HNH=MJ H5Y HMH t H MtH[]H=MH[] f.@UHAVSH0HuHa HEЋFEHEHEH}ȃu\Hu t^H]H=Ŕ Ho$ AtH="j HV$ t H Lc8 HuL=  1H0[A^]ÐUHAWAVSH(HuH1b HED~D}HG]ԉ]؅y HHLw(HEMA)AuQHuH} t|}L}tYH=ؓ L# AtOH=5i Li# tK1+E1#ILaHuHHH([A^A_]fUHAVSH HuHÞ HEDvDuHG]]y HHt$H(HtD9uEt&LHt*11H}111 HHu|HHH [A^]UHAWAVSH(HuH HED~D}HG]ԉ]؅y (HHtaLw(MtXA)Au}utBA9vPtAvPILHu6H}1H([A^A_]ILHuH3HfDUHAVSH HuH HEDvDuHG]]y JHHt H(HtD9uEt"_PKHt*11H}111 H!HuHc&HHH [A^]UHAVSH HuH HEDvDuHG]]y HHt+H(Ht"D9u!Et-HHt(1.H}111BHhHuHHHH [A^]f.DUHAVSH HuH$ HEDvDuHG]]y HHt(H(HtD9uEt*H1Ht(1.H}111HHuHHHH [A^]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y (HHt]Lw(MtTA)H}Au8Hu[t:}Et>A8FTtAFTILHu51H([A^A_]ILHuH4HUHAVSH0HuH HEDvDuHG]܉]y JHHt H(HtD9uEt"_TKHt*19H}111(H !Huֈ]EH}THHH0[A^]f.DUHAVSH HuH HEDvDuHG]]y HHt!H(HtD9uEt#H_hHt+12H}111<!H(H_HuHHHH [A^]DUHAWAVSH(HuH HED~D}HG]ԉ]؅y HHt\Lw(MtSA)Au7H5z H}HU}t0}t7LH) Hu9H}b1H([A^A_]ILH0wHuHHUHAVSH HuH HEDvDuHG]]y HHt!H(HtD9uEt#H_`Ht+12H}111!H8HHuH^HHH [A^]DUHAWAVSH(HuH HED~D}HG]ԉ]؅y HHHt\Lw(MtSA)Au7H5Hy H}HU}t0}t7LH "Hu9H}1H([A^A_]ILH@HuHUHUHAVSH HuHX HEDvDuHG]]y jHHt"H(HtD9uEt$iHt(1.H}111HHAHuHHHH [A^]UHSHHHHEHuH HEFEHEH5w H}HU}HH}HxH}HuH}HuH}Huкi(E(M)M)ExMUHuHEf.Eu,z*Ef.EuzEf.EuzEf.Eu{!HuH}HUоFHuHCHH}{1H BH H;Mu HĈ[] fUHSHHHHEHuH HEFEHE H5Dv H}HU}HH}HxYH}HuDH}Hu/H}HuкHEHE(E)ExMUHuH!Ef.EuzEf.EuzEf.Eu{!tHuH}HUоSHuHHH}1H H H;Mu HĈ[] UHAWAVSH(HuHV HEDvDuHG]ԉ]؅yHHL(Mt{AArH}c[H5 H}HUY}tAIƋE;E}H5y H}HU4}tH1LLAHt 1H([A^A_]HHDUHAVSH HuH HEDvDuHG]]y HHtH(HtD9u#Ht1H}111p HHHH [A^]UHH=U7H58H H 07u=H&8H=7H7]ÐUH],fDUHSPHH=6H58H) H Xx7uH7H=6%H5 H6Ht H 6tH[]H=6H[]mfUHSH(HuHD HE؋FEHEHEH}Ѓu;Hut=H]H=h HQ t/H轔Hc3Hu'1H([]û HuHH([]UHAWAVSH(HuHE HEDvDuHG]ԉ]؅y HHtwL(HEMtKA)AuFHuH}t1}LutNH= Lj tfL֓MHt?1CH}1,HE1 ILLPHuHcH([A^A_]ûHuUHAVSH0HuHD HEЋFEHEuGH5K H}HUs}t@HHtCHH5 HPE1LEqHu+H}Ⱦ!1H0[A^]E1DHuLUHAVSH HuHD HEDvDuHG]]yHHH(HD9u3HPxHt9HHH5Ѧ HPE1LEHucH}111XRE1HuCLHt6HHt)HHH1Q@H߾1HH [A^]UHAWAVSH(HuH HEDvDuHG]ԉ]؅y HHt|L(MtsA)AuWH5n H}HU}tPIH5 H}HUw}t3}t:LLHHu1+E1#ILHuHHH([A^A_]UHAVSH HuH HEDvDuHG]]y *HHt'H(HtD9uEt)$Ht*11H}111 HHuHHH [A^]UHAVSH HuH5 HEDvDuHG]]y zHHt+H(Ht"D9u!Et-HpHt(1.H}111"HHHuHHHH [A^]f.DUHAVSH HuHl HEDvDuHG]]y HHt(H(HtD9uEt*H1Ht(1.H}111eH HuHHHH [A^]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y HHtsLw(MtjA)AuNHuH}AtP}EtRAf.u{AILHu6H}{1H([A^A_]IL(HuHH@UHAVSH0HuH HEDvDuHG]܉]y HHt*H(Ht!D9u Et,EHt-16H}111%H0EHuEHHH0[A^]UHAVSH HuHT HEDvDuHG]]y ZHHt$H(HtD9uEt&HWHt+12H}111 !H8H,HuHHHH [A^]fUHAWAVSH(HuH? 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HH9uI)HHHrQ1 T TT TT TT TT TT TT THI9uILHHxHUHAWAVSH(HuHHEDvDuHG]܉]y HHt$H(HtD9uEt2L`Ht71H}1117HH([A^A_]HINHuMt3LLILH|HHuLLHHHUHAWAVSH(HuHHED~D}HG]ԉ]؅y HHt\Lw(MtSA)Au7H5H}HUd}t0}t7LH)rHu9H}"1H([A^A_]ILH7HuHHUHAVSH HuHhHEDvDuHG]]y HHt$H(HtD9uEt&HxHt+12H}111i!HHHuHHHH [A^]fUHSH(HuH HEFEHEtH}111.Ht1 H-HHH([]UHAWAVSH(HuH@HED~D}HG]ԉ]؅y HHt\Lw(MtSA)Au7H5\H}HUt}t0}t7LHHu9H}21H([A^A_]ILHPGHuHHUHAVSHHHHEDvHGD)؃tpjHuH/HEDu]ĉ]ȅyHHJH(H=D9UE]HHXHuH/HEDu]]y?HHH_(HH}Hu8(E)`(E)pEEEEHuHf(pfMf(`fEfkPuEf.EuzEf.Eu{HuH}HU1HuHHH5.91HHH;EuHHHĐ[A^]H}111HHH2HuH߾HUHAWAVSHHHHHEHuHH HED~D}HG]]yHHLw(MA)H}AHuк(E)EHuL ËE;EuE;EuE;EuE;EtCHuH}HU1%Hu,Hc*H H H;Mt&1H H H;MuHH[A^A_]fUHAWAVSH(HuH6HED~D}HG]ԉ]؅y hHHt\Lw(MtSA)Au7H5=BH}HU4}t0}t7LHBHu9H}1H([A^A_]ILHHuHuHUHAWAVSH(HuHYHED~D}HG]ԉ]؅y HHt\Lw(EMt8A)H}Au/Hut}Et4LdHt81>1+E1#IL,HuHHH([A^A_]@UHAVSH HuHHEDvDuHG]]y HHt$H(HtD9uEt&THt*11H}111Y H}HuLHHH [A^]UHAVSH HuHVHEDvDuHG]]y HHt"H(HtD9uEt$Ht(1.H}111HHuH?HHH [A^]UHAVSH HuH!HEDvDuHG]]y JHHt"H(HtD9uEt$IHt(1.H}111H!HuHHHH [A^]UHAWAVSH(HuHHED~D}HG]ԉ]؅y HHt\Lw(EMt8A)H}Au/Hut}Et4LCtHt81>&1+E1#IL<HuHHH([A^A_]@UHAVSH HuHHEDvDuHG]]y HHt$H(HtD9uEt&Ht*11H}111i HHu\HHH [A^]UHAVSH HuHHEDvDuHG]]y HHt"H(HtD9uEt$ Ht(1.H}111HHuHOHHH [A^]UHAVSH HuHhHEDvDuHG]]y ZHHt"H(HtD9uEt$YHt(1.H}111 H 1HuHHHH [A^]UHAWAVSH(HuHs}HED~D}HG]ԉ]؅y HHt^Lw(MtUA)Au9H5zH}HUt}t2}t9LHWHu;H}01H([A^A_]ILHCHuHcHfDUHAWAVSH(HuH9}HED~D}HG]ԉ]؅y HHt^Lw(MtUA)Au9H5:yH}HU}t2}t9LHHu;H}P1H([A^A_]ILHcHuHchfDUHAWAVSH(HuHwHED~D}HG]ԉ]؅y HHt^Lw(MtUA)Au9H5ZxH}HU}t2}t9LH[Hu;H}p1H([A^A_]ILHHuHcfDUHAVSH HuHP|HEDvDuHG]]y HHt$H(HtD9uEt&Ht*11H}111 HݿHuHcHHH [A^]ÐUHAVSH=$1%HHH=XH18IH uHAL[A^]DUHAWAVATSH= H5G H԰H )薿> ƿH L5 HHUH HH5 LHܾtH u H=蛿H=D11CHL%յH=vH1A$8IH uH]MtH5 LLnIuL9H=1޾HH=H1A$8IH uHMtH5B LLIuL۾H=1耾HH=H1A$8IH uH衾MtH5 LL貽IuL}H=&1"HH=\H1A$8IH uHCMtH5 LLTIuLH=ȉ1ĽHH=H1A$8IH uHMtH5 LLIuLH=j1fHH=H1A$8IH uH臽MtH5R LL蘼IuLcH= 1HH=BH1A$8IH uH)MtH5 LL:IuLH=uH[A\A^A_]DUH]锽fDUHAVSIH5~HKL׻t H 8t01HtU1+E1#IL8kHuH٠HH([A^A_]UHAVSH HuH HEDvDuHG]]y HHt+H(Ht"D9u!Et-H8Ht(1.H}111蒱H@踨HuH&HHH [A^]f.DUHAVSH HuHa HEDvDuHG]]y *HHt(H(HtD9uEt*H18#Ht(1.H}111հHHHuHiHHH [A^]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y xHHtgLw(Mt^A)AuBHuH}ðtD}utHA9tAILGHu6H}1H([A^A_]ILPHuH}HUHAVSH HuH HEDvDuHG]]y 蚯HHt#H(HtD9uEt%蘦Ht*11H}111J HXnHuHcsHHH [A^]@UHAVSH HuH HEDvDuHG]]y HHt1H(Ht(D9u'H11PHuHTH1H}111茮HH [A^]UHAVSH HuH HEDvDuHG]]y JHHt&H(HtD9uHPEHt1H}111 HHHH [A^]UHAVSH HuH HEDvDuHG]]y 読HHt&H(HtD9uH P襤Ht1H}111W HHHH [A^]UHAWAVSH(HuH HED~D}HG]ԉ]؅y HHtWLw(MtNA)Au2HuH}St4uLpHuH_HH}藬1H([A^A_]fUHAVSH HuH HEDvDuHG]]y ZHHtH(HtD9uѤ\Ht1H}111 HcLHHH [A^]f.UHAVSH HuHo HEDvDuHG]]y 身HHtH(HtD9u+辢Ht1H}111p HHHH [A^]UHAVSH HuHS HEDvDuHG]]y *HHtH(HtD9u解.Ht1H}111 HHHH [A^]UHAWAVSH(HuH0F HED~D}HG]ԉ]؅y 蘪HHtgLw(Mt^A)AuBHuH}tD}utHA9tAILgHu6H}1H([A^A_]IL`/HuHHUHAVSH HuHG HEDvDuHG]]y 躩HHt#H(HtD9uEt%踠Ht*11H}111j Hh莠HuHc蓠HHH [A^]@UHAVSH HuHI HEDvDuHG]]y HHt1H(Ht(D9u'H11`HuHtH1H}111謨HH [A^]UHAVSH HuHK HEDvDuHG]]y jHHt&H(HtD9uH`eHt1H}111 HHHH [A^]UHAVSH HuHM HEDvDuHG]]y ʧHHt&H(HtD9uH`ŞHt1H}111w HHHH [A^]UHAVSH HuHEHEDvDuHG]]y *HHt H(HtD9u迟H+Ht1H}111ݦ H襧HHH [A^]f.fUHAWAVSH(HuHVHED~D}HG]ԉ]؅y 舦HHt`Lw(MtWA)Au;H5H}HUT}t4LHɞhHuH֔HH}1H([A^A_]fUHAVSH HuHHEDvDuHG]]y ʥHHt$H(HtD9uEt&HǜHt+12H}111y!HpH蜜HuH+HHH [A^]fUHAVSH HuH HEDvDuHG]]y HHt$H(HtD9uEt&HHt+12H}111ɤ!HxHHuH{HHH [A^]fUHAWAVSH(HuH HED~D}HG]ԉ]؅y hHHtuLw(MtlA)AuPH5 H}HU4}tILH诜HEHu1Ht9H5H¤HlH}٣1H([A^A_]HuHUHAWAVSH(HuH HED~D}HG]ԉ]؅y 舣HHt`Lw(MtWA)Au;H50H}HUT}t4LH轛hHuH֑HH}1H([A^A_]fUHAVSH HuH HEDvDuHG]]y ʢHHt$H(HtD9uEt&HǙHt+12H}111y!HH蜙HuH+HHH [A^]fUHAVSH HuH HEDvDuHG]]y HHt#H(HtD9uEt%Ht*11H}111ʡ HHuHcHHH [A^]@UHAWAVSH(HuH HED~D}HG]ԉ]؅y hHHtgLw(Mt^A)AuBHuH}賡tD}utHA9tAIL7Hu6H}1H([A^A_]ILHuHmHUHAVSH HuH HEDvDuHG]]y 芠HHt'H(HtD9uEt)脗Ht*11H}1116 HZHu)HHH [A^]UHAWAVSH(HuH HED~D}HG]ԉ]؅y ؟HHtmLw(EMtIA)H}Au@Hut/}EtEA8tAIL裖Ht81>U1+E1#ILkHuHٍHH([A^A_]UHAVSH HuH HEDvDuHG]]y HHt+H(Ht"D9u!Et-HHt(1.H}111蒞H踕HuH&HHH [A^]f.DUHAVSH HuH HEDvDuHG]]y *HHt(H(HtD9uEt*H1#Ht(1.H}111՝HHuHiHHH [A^]fUHAVSH HuH HEDvDuHG]]y zHHt#H(HtD9uEt%xHt*11H}111* HNHuHcSHHH [A^]@UHAWAVSH(HuH HED~D}HG]ԉ]؅y ȜHHtgLw(Mt^A)AuBHuH}tD}utHA9tAIL藓Hu6H}G1H([A^A_]IL_HuH͊HUHAVSH HuHy HEDvDuHG]]y HHt+H(Ht"D9u!Et-HHt(1.H}111蒛H踒HuH&HHH [A^]f.DUHAVSH HuHn HEDvDuHG]]y *HHt(H(HtD9uEt*H1#Ht(1.H}111՚HHuHiHHH [A^]fUHAVSH HuHv HEDvDuHG]]y zHHt$H(HtD9uEt&ԒwHt*11H}111) HMHuHcRHHH [A^]UHAVSH HuHHEDvDuHG]]y ʙHHtH(HtD9uEt!1̐Ht+12H}111~!HHc衐HuH覐HHH [A^]UHAVSH HuH HEDvDuHG]]y HHt'H(HtD9uEt)Ht*11H}111Ƙ HHu蹏HHH [A^]UHAVSH HuH HEDvDuHG]]y jHHt'H(HtD9uEt)賐dHt(1.H}111H<HuHHHH [A^]UHAVSH HuH HEDvDuHG]]y 躗HHt$H(HtD9uEt&1跎Ht(1.H}111iH菎HuHHHH [A^]fDUHAWAVSH(HuHh HED~D}HG]ԉ]؅y HHtTLw(EMt0A)H}Au'Hu1tuL;Ht1%螖1E1 H;HH([A^A_]DUHAVSH HuH̎ HEDvDuHG]]y JHHt'H(HtD9uEt)DHt*11H}111 HHuHHH [A^]UHAWAVSH(HuH HED~D}HG]ԉ]؅y 蘕HHtmLw(EMtIA)H}Au@Hut/}EtEA8tAILcHt81>1+E1#IL+HuHHH([A^A_]UHAVSH HuH͎ HEDvDuHG]]y 誔HHt+H(Ht"D9u!Et-H蠋Ht(1.H}111RHxHuHHHH [A^]f.DUHAVSH HuHЎ HEDvDuHG]]y HHt(H(HtD9uEt*H1Ht(1.H}111蕓H車HuH)HHH [A^]ÐUHH=H5^H H 0͊MuMHH=蚊H]ÐUH]"fDUHSPHH=`H5H H huH1H=*5H5b HHˉt H tH[]H=H[]}fUHAVSH0HuHHEЋFEHEHEH}ȃHu蒒H]H=˘ HWAtDH=@H>t1H=H+tH=Ht HTLcHuL覑1H0[A^]UHAWAVSH(HuHHED~D}HG]ԉ]؅yhHHLw(HEMA)Au{HuH}}L}tH= L>AtuH=?L%tbH=LtOH=LtH}111-HH;HuHHx;@HHH [A^]DUHAWAVSH(HuHHED~D}HG]ԉ]؅y 計HHt\Lw(MtSA)Au7H5H}HUt}t0}t7LHGHu9H}21H([A^A_]ILHPGHuHvHАUHH=H5.H H 0]uHfH=_*HS]ÐUH]鶙fDUHSPHH=0H5H H ~uDHH=~H5L HH[~t H tH[]H=H[] fUHAVSH0HuHYHEЋFEHEHEH}ȃHu"H]H= HAtDH=k/HΠt1H=zH軠tH=tH訠t HLc}HuL}61H0[A^]UHAWAVSH(HuHHED~D}HG]ԉ]؅yHHLw(HEMA)Au{HuH}}L}tH= LΟAtuH=R.L赟tbH=aL袟tOH=[L菟tH}111{-HHrHuHHxrsHHH [A^]DUHAWAVSH(HuHHED~D}HG]ԉ]؅y h{HHt`Lw(MtWA)Au;H5)H}HU4{}t4LH)HrHuHiHH}z1H([A^A_]fUHAVSH HuHHEDvDuHG]]y zHHt$H(HtD9uEt&HqHt+12H}111Yz!HH|qHuH {HHH [A^]ÐUHAVSH=H5;H H q*qHoL5p1!qHt"HH5LHpH uHqpHt"HH5tLHpH uH}qpHt"HH5]LHpH uHLqH=pH[A^]UH]|fDUHSPHH5 HH(pt H tH[]H=qH[]pfDUHAVSH0HuH)HEЋFEHEHEH}ȃu\Huxt^H]H=q H迒AtH=rH覒t HwLcoHuLo4x1H0[A^]ÐUHAWAVSH(HuHHED~D}HG]ԉ]؅ywHHLw(HEMA)AuQHuH}xt|}L}tYH= LґAtOH=L蹑tH}111g-HH;^HuHHx;^@^HHH [A^]DUHAWAVSH8HuHd HED~D}HG]̉]Ѕy 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h=h=h=h>hD>ho>h>h>h>h?hF?h?h?h?~h@th_@jh@`h@Vh ALh=ABhaA8hA.hA$hAh!BhRBhBhBhChAChbChChChDh@Dh}DhDhDh!EhVEzhEphEfhtM\hMRhMHh'N>hfN4hN*hN h9OhzO hOhOhOh(Ph\PhPhPhQhBQhQhQhQhQh$RhFRvhpRlhRbhRXhRNhSDh@S:hlS0hS&hShSh'ThTThThThThUhHUhxUhUhUhVh8VhhVhVhV|hVrh-Whh^W^hWThWJhW@h3X6hlX,hX"hXh Yh3YhZYhYhYhYhZhYZhZhZhZhZh#[hE[h[h[xh[nh\dhE\Zhq\Ph\Fh\h(g4hMg*hsg hghh hIhhuhhhhhhih2ih_ihihihjh>jhmjhjhjhjvh/klhckbhkXhkNhlDh:l:hrl0hl&hlh*mhemhmhmhmh nh/nh[nhnhnhnh ohIohohoho|h)prhRphh{p^hpThpJhq@hGq6hvq,hq"hqh#rhzrhrhrh-shdshshshthOthththth)uh`uhuxhunhudh)vZhSvPh}vFhv>hz4h*h hEh hhh,hThhhhh>hthh؅hhahvhlh=bhbXhNhDh:h"0hU&hhhhJhhhhGhlhh͊hh:hphhҋh|h-rh[hh^hThJh@hM6h,hʍ"hh3hhhhh"hZhhڏhhNhhŐhh@hhxhnh#dhLZhxPhFh̒h$4hw*h hȝh hHhuhhɞhh-hYhhȟhh-hahhנhvhFlh|bhXhNhDhE:hx0h&hh!hhhhݣh$hPh}hhh@hhhh1hoh|hrh"hh^^hThӧJh@hZ6h,hר"hh*hVh}hh˩hhChkhhh3h[hhhˬhxh-nh^dhZhͭPhFhBhy4h*hҺ hh" hVhhĻhh&h_hhμhh1hmhhh hQvhlhbhXh,NhuDh:h0h(&hdhhhAhhhh'hihhhAhhhhEh|hrhhh^hUThJh@h6h7,hl"hhhhFh~hhh1hihhhh`hhh5haxhnhdh Zh<PhqFhhh4h*h h(hc hhhhghhh4hrhhh.hnhhh0vhqlhbhXh6NhxDh:h0hB&hhhh)hYhhhh"hUhhhh/h^hh|h"rhVhh^hThJh=@hl6h,h"hhYhhh hHhhhhVhhhh;hjhhxh9nhhdhZhPhHFhxh94hy*h hh3 hqhhhLhhh-hzhh(hvhhhdhvhlh6bhbXhNhDh:h0h*&hahhhh.hhh6hQhhhhh/hTh{h|hrhhhV^hThJh@h6hE,hf"hhhhh=hvhhhh7hfhhhh0hKhmxhnhdhZhPh(FhNh4h*h hhK hshhhh/hZhhhh h;hmhhhvh*lh\bhXhNhDh':hk0h&hhhFh~hhh'h`hhhhPhhhhgh|hrhEhh^hTh%Jht@h6h ,hW"hhhHhhhhhhh# hE hy h h h h!hL!xhs!nh!dh!Zh!Ph""FhK"h&+4hM+*h+ h+h?, h,h,h%-hx-h-h.hU.h.h.hU/h/h/h<0h0h0vh1lhc1bh1Xh1Nh=2Dh2:h20h 3&hm3h3h4hhahhhh-h hhhBhhh h#h=|h[rhwhh^hThEJhF@h@F6hlF,hF"hFhFhGhBGhqGhGhGhGh0HhmHhHhHhHh%IhMIhuIhIxhJnh;JdhbJZhJPhJFhJ 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) -> vtkAbstractMapper3D C++: static vtkAbstractMapper3D *SafeDownCast(vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkAbstractMapper3D C++: vtkAbstractMapper3D *NewInstance() GetBoundsV.GetBounds() -> (float, float, float, float, float, float) C++: virtual double *GetBounds() V.GetBounds([float, float, float, float, float, float]) C++: virtual void GetBounds(double bounds[6]) Return bounding box (array of six doubles) of data expressed as (xmin,xmax, ymin,ymax, zmin,zmax). Update this->Bounds as a side effect. GetCenterV.GetCenter() -> (float, float, float) C++: double *GetCenter() V.GetCenter([float, float, float]) C++: void GetCenter(double center[3]) Return the Center of this mapper's data. GetLengthV.GetLength() -> float C++: double GetLength() Return the diagonal length of this mappers bounding box. IsARayCastMapperV.IsARayCastMapper() -> int C++: virtual int IsARayCastMapper() Is this a ray cast mapper? A subclass would return 1 if the ray caster is needed to generate an image from this mapper. IsARenderIntoImageMapperV.IsARenderIntoImageMapper() -> int C++: virtual int IsARenderIntoImageMapper() Is this a "render into image" mapper? A subclass would return 1 if the mapper produces an image by rendering into a software image buffer. GetClippingPlaneInDataCoordsV.GetClippingPlaneInDataCoords(vtkMatrix4x4, int, [float, float, float, float]) C++: void GetClippingPlaneInDataCoords(vtkMatrix4x4 *propMatrix, int i, double planeEquation[4]) Get the ith clipping plane as a homogeneous plane equation. Use GetNumberOfClippingPlanes to get the number of planes. vtkAbstractMappervtkAlgorithmvtkObjectvtkObjectBasevtkMatrix4x4VTK_SCALAR_MODE_DEFAULTVTK_SCALAR_MODE_USE_POINT_DATAVTK_SCALAR_MODE_USE_CELL_DATAVTK_SCALAR_MODE_USE_POINT_FIELD_DATAVTK_SCALAR_MODE_USE_CELL_FIELD_DATAVTK_SCALAR_MODE_USE_FIELD_DATAVTK_GET_ARRAY_BY_IDVTK_GET_ARRAY_BY_NAMEvtkRenderingCorePython.vtkAbstractMappervtkAbstractMapper - abstract class specifies interface to map data Superclass: vtkAlgorithm vtkAbstractMapper is an abstract class to specify interface between data and graphics primitives or software rendering techniques. Subclasses of vtkAbstractMapper can be used for rendering 2D data, geometry, or volumetric data. @sa vtkAbstractMapper3D vtkMapper vtkPolyDataMapper vtkVolumeMapper V.SafeDownCast(vtkObjectBase) -> vtkAbstractMapper C++: static vtkAbstractMapper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkAbstractMapper C++: vtkAbstractMapper *NewInstance() GetMTimeV.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Override Modifiedtime as we have added Clipping planes ReleaseGraphicsResourcesV.ReleaseGraphicsResources(vtkWindow) C++: virtual void ReleaseGraphicsResources(vtkWindow *) Release any graphics resources that are being consumed by this mapper. The parameter window could be used to determine which graphic resources to release. GetTimeToDrawV.GetTimeToDraw() -> float C++: virtual double GetTimeToDraw() Get the time required to draw the geometry last time it was rendered AddClippingPlaneV.AddClippingPlane(vtkPlane) C++: void AddClippingPlane(vtkPlane *plane) Specify clipping planes to be applied when the data is mapped (at most 6 clipping planes can be specified). RemoveClippingPlaneV.RemoveClippingPlane(vtkPlane) C++: void RemoveClippingPlane(vtkPlane *plane) Specify clipping planes to be applied when the data is mapped (at most 6 clipping planes can be specified). RemoveAllClippingPlanesV.RemoveAllClippingPlanes() C++: void RemoveAllClippingPlanes() Specify clipping planes to be applied when the data is mapped (at most 6 clipping planes can be specified). SetClippingPlanesV.SetClippingPlanes(vtkPlaneCollection) C++: virtual void SetClippingPlanes(vtkPlaneCollection *) V.SetClippingPlanes(vtkPlanes) C++: void SetClippingPlanes(vtkPlanes *planes) Get/Set the vtkPlaneCollection which specifies the clipping planes. GetClippingPlanesV.GetClippingPlanes() -> vtkPlaneCollection C++: virtual vtkPlaneCollection *GetClippingPlanes() Get/Set the vtkPlaneCollection which specifies the clipping planes. ShallowCopyV.ShallowCopy(vtkAbstractMapper) C++: void ShallowCopy(vtkAbstractMapper *m) Make a shallow copy of this mapper. GetScalarsV.GetScalars(vtkDataSet, int, int, int, string, int) -> vtkDataArray C++: static vtkDataArray *GetScalars(vtkDataSet *input, int scalarMode, int arrayAccessMode, int arrayId, const char *arrayName, int &cellFlag) Internal helper function for getting the active scalars. The scalar mode indicates where the scalars come from. The cellFlag is a return value that is set when the scalars actually are cell scalars. (0 for point scalars, 1 for cell scalars, 2 for field scalars) The arrayAccessMode is used to indicate how to retrieve the scalars from field data, per id or per name (if the scalarMode indicates that). GetAbstractScalarsV.GetAbstractScalars(vtkDataSet, int, int, int, string, int) -> vtkAbstractArray C++: static vtkAbstractArray *GetAbstractScalars( vtkDataSet *input, int scalarMode, int arrayAccessMode, int arrayId, const char *arrayName, int &cellFlag) Internal helper function for getting the active scalars as an abstract array. The scalar mode indicates where the scalars come from. The cellFlag is a return value that is set when the scalars actually are cell scalars. (0 for point scalars, 1 for cell scalars, 2 for field scalars) The arrayAccessMode is used to indicate how to retrieve the scalars from field data, per id or per name (if the scalarMode indicates that). GetNumberOfClippingPlanesV.GetNumberOfClippingPlanes() -> int C++: int GetNumberOfClippingPlanes() Get the number of clipping planes. vtkWindowvtkPlane@V *vtkPlaneCollection@V *vtkPlanesvtkPlaneCollectionvtkPlanesvtkDataSetvtkAbstractPickervtkRenderingCorePython.vtkAbstractPickervtkAbstractPicker - define API for picking subclasses Superclass: vtkObject vtkAbstractPicker is an abstract superclass that defines a minimal API for its concrete subclasses. The minimum functionality of a picker is to return the x-y-z global coordinate position of a pick (the pick itself is defined in display coordinates). The API to this class is to invoke the Pick() method with a selection point (in display coordinates - pixels) and a renderer. Then get the resulting pick position in global coordinates with the GetPickPosition() method. vtkPicker fires events during the picking process. These events are StartPickEvent, PickEvent, and EndPickEvent which are invoked prior to picking, when something is picked, and after all picking candidates have been tested. Note that during the pick process the PickEvent of vtkProp (and its subclasses such as vtkActor) is fired prior to the PickEvent of vtkPicker. @warning vtkAbstractPicker and its subclasses will not pick props that are "unpickable" (see vtkProp) or are fully transparent (if transparency is a property of the vtkProp). @warning There are two classes of pickers: those that pick using geometric methods (typically a ray cast); and those that use rendering hardware. Geometric methods return more information but are slower. Hardware methods are much faster and return minimal information. Examples of geometric pickers include vtkPicker, vtkCellPicker, and vtkPointPicker. Examples of hardware pickers include vtkWorldPointPicker and vtkPropPicker. @sa vtkPropPicker uses hardware acceleration to pick an instance of vtkProp. (This means that 2D and 3D props can be picked, and it's relatively fast.) If you need to pick cells or points, you might wish to use vtkCellPicker or vtkPointPicker. vtkWorldPointPicker is the fastest picker, returning an x-y-z coordinate value using the hardware z-buffer. vtkPicker can be used to pick the bounding box of 3D props. V.SafeDownCast(vtkObjectBase) -> vtkAbstractPicker C++: static vtkAbstractPicker *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkAbstractPicker C++: vtkAbstractPicker *NewInstance() GetRendererV.GetRenderer() -> vtkRenderer C++: virtual vtkRenderer *GetRenderer() Get the renderer in which pick event occurred. GetSelectionPointV.GetSelectionPoint() -> (float, float, float) C++: double *GetSelectionPoint() Get the selection point in screen (pixel) coordinates. The third value is related to z-buffer depth. (Normally should be =0.) GetPickPositionV.GetPickPosition() -> (float, float, float) C++: double *GetPickPosition() Return position in global coordinates of pick point. PickV.Pick(float, float, float, vtkRenderer) -> int C++: virtual int Pick(double selectionX, double selectionY, double selectionZ, vtkRenderer *renderer) V.Pick([float, float, float], vtkRenderer) -> int C++: int Pick(double selectionPt[3], vtkRenderer *ren) Perform pick operation with selection point provided. Normally the first two values for the selection point are x-y pixel coordinate, and the third value is =0. Return non-zero if something was successfully picked. Pick3DPointV.Pick3DPoint([float, float, float], vtkRenderer) -> int C++: virtual int Pick3DPoint(double[3], vtkRenderer *) Perform pick operation with selection point provided. The selectionPt is in world coordinates. Return non-zero if something was successfully picked. Pick3DRayV.Pick3DRay([float, float, float], [float, float, float, float], vtkRenderer) -> int C++: virtual int Pick3DRay(double[3], double[4], vtkRenderer *) Perform pick operation with selection point and orientaion provided. The selectionPt is in world coordinates. Return non-zero if something was successfully picked. SetPickFromListV.SetPickFromList(int) C++: virtual void SetPickFromList(int _arg) Use these methods to control whether to limit the picking to this list (rather than renderer's actors). Make sure that the pick list contains actors that referred to by the picker's renderer. GetPickFromListV.GetPickFromList() -> int C++: virtual int GetPickFromList() Use these methods to control whether to limit the picking to this list (rather than renderer's actors). Make sure that the pick list contains actors that referred to by the picker's renderer. PickFromListOnV.PickFromListOn() C++: virtual void PickFromListOn() Use these methods to control whether to limit the picking to this list (rather than renderer's actors). Make sure that the pick list contains actors that referred to by the picker's renderer. PickFromListOffV.PickFromListOff() C++: virtual void PickFromListOff() Use these methods to control whether to limit the picking to this list (rather than renderer's actors). Make sure that the pick list contains actors that referred to by the picker's renderer. InitializePickListV.InitializePickList() C++: void InitializePickList() Initialize list of actors in pick list. AddPickListV.AddPickList(vtkProp) C++: void AddPickList(vtkProp *) Add an actor to the pick list. DeletePickListV.DeletePickList(vtkProp) C++: void DeletePickList(vtkProp *) Delete an actor from the pick list. GetPickListV.GetPickList() -> vtkPropCollection C++: vtkPropCollection *GetPickList() Return the list of actors in the PickList. vtkRendererERROR: In /Volumes/Data/workspace/med-macos-free/ExtProjs/VTK/Rendering/Core/vtkAbstractPicker.h, line (): Pick3DPoint called without implementation ErrorEventPick3DRay called without implementationvtkPropvtkAbstractVolumeMappervtkRenderingCorePython.vtkAbstractVolumeMappervtkAbstractVolumeMapper - Abstract class for a volume mapper Superclass: vtkAbstractMapper3D vtkAbstractVolumeMapper is the abstract definition of a volume mapper. Specific subclasses deal with different specific types of data input @sa vtkVolumeMapper vtkUnstructuredGridVolumeMapper V.SafeDownCast(vtkObjectBase) -> vtkAbstractVolumeMapper C++: static vtkAbstractVolumeMapper *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkAbstractVolumeMapper C++: vtkAbstractVolumeMapper *NewInstance() GetDataSetInputV.GetDataSetInput() -> vtkDataSet C++: vtkDataSet *GetDataSetInput() Set/Get the input data GetDataObjectInputV.GetDataObjectInput() -> vtkDataObject C++: vtkDataObject *GetDataObjectInput() Set/Get the input data V.GetBounds() -> (float, float, float, float, float, float) C++: double *GetBounds() override; V.GetBounds([float, float, float, float, float, float]) C++: void GetBounds(double bounds[6]) override; Return bounding box (array of six doubles) of data expressed as (xmin,xmax, ymin,ymax, zmin,zmax). SetScalarModeV.SetScalarMode(int) C++: virtual void SetScalarMode(int _arg) Control how the mapper works with scalar point data and cell attribute data. By default (ScalarModeToDefault), the mapper will use point data, and if no point data is available, then cell data is used. Alternatively you can explicitly set the mapper to use point data (ScalarModeToUsePointData) or cell data (ScalarModeToUseCellData). You can also choose to get the scalars from an array in point field data (ScalarModeToUsePointFieldData) or cell field data (ScalarModeToUseCellFieldData). If scalars are coming from a field data array, you must call SelectScalarArray. GetScalarModeV.GetScalarMode() -> int C++: virtual int GetScalarMode() Control how the mapper works with scalar point data and cell attribute data. By default (ScalarModeToDefault), the mapper will use point data, and if no point data is available, then cell data is used. Alternatively you can explicitly set the mapper to use point data (ScalarModeToUsePointData) or cell data (ScalarModeToUseCellData). You can also choose to get the scalars from an array in point field data (ScalarModeToUsePointFieldData) or cell field data (ScalarModeToUseCellFieldData). If scalars are coming from a field data array, you must call SelectScalarArray. SetArrayAccessModeV.SetArrayAccessMode(int) C++: virtual void SetArrayAccessMode(int _arg) Control how the mapper works with scalar point data and cell attribute data. By default (ScalarModeToDefault), the mapper will use point data, and if no point data is available, then cell data is used. Alternatively you can explicitly set the mapper to use point data (ScalarModeToUsePointData) or cell data (ScalarModeToUseCellData). You can also choose to get the scalars from an array in point field data (ScalarModeToUsePointFieldData) or cell field data (ScalarModeToUseCellFieldData). If scalars are coming from a field data array, you must call SelectScalarArray. SetScalarModeToDefaultV.SetScalarModeToDefault() C++: void SetScalarModeToDefault() Control how the mapper works with scalar point data and cell attribute data. By default (ScalarModeToDefault), the mapper will use point data, and if no point data is available, then cell data is used. Alternatively you can explicitly set the mapper to use point data (ScalarModeToUsePointData) or cell data (ScalarModeToUseCellData). You can also choose to get the scalars from an array in point field data (ScalarModeToUsePointFieldData) or cell field data (ScalarModeToUseCellFieldData). If scalars are coming from a field data array, you must call SelectScalarArray. SetScalarModeToUsePointDataV.SetScalarModeToUsePointData() C++: void SetScalarModeToUsePointData() Control how the mapper works with scalar point data and cell attribute data. By default (ScalarModeToDefault), the mapper will use point data, and if no point data is available, then cell data is used. Alternatively you can explicitly set the mapper to use point data (ScalarModeToUsePointData) or cell data (ScalarModeToUseCellData). You can also choose to get the scalars from an array in point field data (ScalarModeToUsePointFieldData) or cell field data (ScalarModeToUseCellFieldData). If scalars are coming from a field data array, you must call SelectScalarArray. SetScalarModeToUseCellDataV.SetScalarModeToUseCellData() C++: void SetScalarModeToUseCellData() Control how the mapper works with scalar point data and cell attribute data. By default (ScalarModeToDefault), the mapper will use point data, and if no point data is available, then cell data is used. Alternatively you can explicitly set the mapper to use point data (ScalarModeToUsePointData) or cell data (ScalarModeToUseCellData). You can also choose to get the scalars from an array in point field data (ScalarModeToUsePointFieldData) or cell field data (ScalarModeToUseCellFieldData). If scalars are coming from a field data array, you must call SelectScalarArray. SetScalarModeToUsePointFieldDataV.SetScalarModeToUsePointFieldData() C++: void SetScalarModeToUsePointFieldData() Control how the mapper works with scalar point data and cell attribute data. By default (ScalarModeToDefault), the mapper will use point data, and if no point data is available, then cell data is used. Alternatively you can explicitly set the mapper to use point data (ScalarModeToUsePointData) or cell data (ScalarModeToUseCellData). You can also choose to get the scalars from an array in point field data (ScalarModeToUsePointFieldData) or cell field data (ScalarModeToUseCellFieldData). If scalars are coming from a field data array, you must call SelectScalarArray. SetScalarModeToUseCellFieldDataV.SetScalarModeToUseCellFieldData() C++: void SetScalarModeToUseCellFieldData() Control how the mapper works with scalar point data and cell attribute data. By default (ScalarModeToDefault), the mapper will use point data, and if no point data is available, then cell data is used. Alternatively you can explicitly set the mapper to use point data (ScalarModeToUsePointData) or cell data (ScalarModeToUseCellData). You can also choose to get the scalars from an array in point field data (ScalarModeToUsePointFieldData) or cell field data (ScalarModeToUseCellFieldData). If scalars are coming from a field data array, you must call SelectScalarArray. SelectScalarArrayV.SelectScalarArray(int) C++: virtual void SelectScalarArray(int arrayNum) V.SelectScalarArray(string) C++: virtual void SelectScalarArray(const char *arrayName) When ScalarMode is set to UsePointFieldData or UseCellFieldData, you can specify which scalar array to use during rendering. The transfer function in the vtkVolumeProperty (attached to the calling vtkVolume) will decide how to convert vectors to colors. GetArrayNameV.GetArrayName() -> string C++: virtual char *GetArrayName() Get the array name or number and component to use for rendering. GetArrayIdV.GetArrayId() -> int C++: virtual int GetArrayId() GetArrayAccessModeV.GetArrayAccessMode() -> int C++: virtual int GetArrayAccessMode() GetScalarModeAsStringV.GetScalarModeAsString() -> string C++: const char *GetScalarModeAsString() Return the method for obtaining scalar data. GetGradientMagnitudeScaleV.GetGradientMagnitudeScale() -> float C++: virtual float GetGradientMagnitudeScale() V.GetGradientMagnitudeScale(int) -> float C++: virtual float GetGradientMagnitudeScale(int) WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE GetGradientMagnitudeBiasV.GetGradientMagnitudeBias() -> float C++: virtual float GetGradientMagnitudeBias() V.GetGradientMagnitudeBias(int) -> float C++: virtual float GetGradientMagnitudeBias(int) WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE RenderV.Render(vtkRenderer, vtkVolume) C++: virtual void Render(vtkRenderer *ren, vtkVolume *vol) WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS Render the volume V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE Release any graphics resources that are being consumed by this mapper. The parameter window could be used to determine which graphic resources to release. @i@zvtkVolumevtkActor2DCollectionvtkRenderingCorePython.vtkActor2DCollectionvtkActor2DCollection - a list of 2D actors Superclass: vtkPropCollection vtkActor2DCollection is a subclass of vtkCollection. vtkActor2DCollection maintains a collection of vtkActor2D objects that is sorted by layer number, with lower layer numbers at the start of the list. This allows the vtkActor2D objects to be rendered in the correct order. @sa vtkActor2D vtkCollection V.SafeDownCast(vtkObjectBase) -> vtkActor2DCollection C++: static vtkActor2DCollection *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkActor2DCollection C++: vtkActor2DCollection *NewInstance() SortV.Sort() C++: void Sort() Sorts the vtkActor2DCollection by layer number. Smaller layer numbers are first. Layer numbers can be any integer value. AddItemV.AddItem(vtkActor2D) C++: void AddItem(vtkActor2D *a) Add an actor to the list. The new actor is inserted in the list according to it's layer number. IsItemPresentV.IsItemPresent(vtkActor2D) -> int C++: int IsItemPresent(vtkActor2D *a) Standard Collection methods GetNextActor2DV.GetNextActor2D() -> vtkActor2D C++: vtkActor2D *GetNextActor2D() Standard Collection methods GetLastActor2DV.GetLastActor2D() -> vtkActor2D C++: vtkActor2D *GetLastActor2D() Standard Collection methods GetNextItemV.GetNextItem() -> vtkActor2D C++: vtkActor2D *GetNextItem() Access routines that are provided for compatibility with previous version of VTK. Please use the GetNextActor2D(), GetLastActor2D() variants where possible. GetLastItemV.GetLastItem() -> vtkActor2D C++: vtkActor2D *GetLastItem() Access routines that are provided for compatibility with previous version of VTK. Please use the GetNextActor2D(), GetLastActor2D() variants where possible. RenderOverlayV.RenderOverlay(vtkViewport) C++: void RenderOverlay(vtkViewport *viewport) Sort and then render the collection of 2D actors. vtkPropCollectionvtkCollectionvtkActor2DvtkViewportvtkRenderingCorePython.vtkActor2DvtkActor2D - a actor that draws 2D data Superclass: vtkProp vtkActor2D is similar to vtkActor, but it is made to be used with two dimensional images and annotation. vtkActor2D has a position but does not use a transformation matrix like vtkActor (see the superclass vtkProp for information on positioning vtkActor2D). vtkActor2D has a reference to a vtkMapper2D object which does the rendering. @sa vtkProp vtkMapper2D vtkProperty2D V.SafeDownCast(vtkObjectBase) -> vtkActor2D C++: static vtkActor2D *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkActor2D C++: vtkActor2D *NewInstance() V.RenderOverlay(vtkViewport) -> int C++: int RenderOverlay(vtkViewport *viewport) override; Support the standard render methods. RenderOpaqueGeometryV.RenderOpaqueGeometry(vtkViewport) -> int C++: int RenderOpaqueGeometry(vtkViewport *viewport) override; Support the standard render methods. RenderTranslucentPolygonalGeometryV.RenderTranslucentPolygonalGeometry(vtkViewport) -> int C++: int RenderTranslucentPolygonalGeometry(vtkViewport *viewport) override; Support the standard render methods. HasTranslucentPolygonalGeometryV.HasTranslucentPolygonalGeometry() -> int C++: int HasTranslucentPolygonalGeometry() override; Does this prop have some translucent polygonal geometry? SetMapperV.SetMapper(vtkMapper2D) C++: virtual void SetMapper(vtkMapper2D *mapper) Set/Get the vtkMapper2D which defines the data to be drawn. GetMapperV.GetMapper() -> vtkMapper2D C++: virtual vtkMapper2D *GetMapper() Set/Get the vtkMapper2D which defines the data to be drawn. SetLayerNumberV.SetLayerNumber(int) C++: virtual void SetLayerNumber(int _arg) Set/Get the layer number in the overlay planes into which to render. GetLayerNumberV.GetLayerNumber() -> int C++: virtual int GetLayerNumber() Set/Get the layer number in the overlay planes into which to render. GetPropertyV.GetProperty() -> vtkProperty2D C++: vtkProperty2D *GetProperty() Returns this actor's vtkProperty2D. Creates a property if one doesn't already exist. SetPropertyV.SetProperty(vtkProperty2D) C++: virtual void SetProperty(vtkProperty2D *) Set this vtkProp's vtkProperty2D. GetPositionCoordinateV.GetPositionCoordinate() -> vtkCoordinate C++: vtkCoordinate *GetPositionCoordinate() Get the PositionCoordinate instance of vtkCoordinate. This is used for for complicated or relative positioning. The position variable controls the lower left corner of the Actor2D SetPositionV.SetPosition(float, float) C++: void SetPosition(double, double) V.SetPosition([float, float]) C++: void SetPosition(double a[2]) Get the PositionCoordinate instance of vtkCoordinate. This is used for for complicated or relative positioning. The position variable controls the lower left corner of the Actor2D GetPositionV.GetPosition() -> (float, float) C++: double *GetPosition() Get the PositionCoordinate instance of vtkCoordinate. This is used for for complicated or relative positioning. The position variable controls the lower left corner of the Actor2D SetDisplayPositionV.SetDisplayPosition(int, int) C++: void SetDisplayPosition(int, int) Set the Prop2D's position in display coordinates. GetPosition2CoordinateV.GetPosition2Coordinate() -> vtkCoordinate C++: vtkCoordinate *GetPosition2Coordinate() Access the Position2 instance variable. This variable controls the upper right corner of the Actor2D. It is by default relative to Position and in normalized viewport coordinates. Some 2D actor subclasses ignore the position2 variable SetPosition2V.SetPosition2(float, float) C++: void SetPosition2(double, double) V.SetPosition2([float, float]) C++: void SetPosition2(double a[2]) Access the Position2 instance variable. This variable controls the upper right corner of the Actor2D. It is by default relative to Position and in normalized viewport coordinates. Some 2D actor subclasses ignore the position2 variable GetPosition2V.GetPosition2() -> (float, float) C++: double *GetPosition2() Access the Position2 instance variable. This variable controls the upper right corner of the Actor2D. It is by default relative to Position and in normalized viewport coordinates. Some 2D actor subclasses ignore the position2 variable SetWidthV.SetWidth(float) C++: void SetWidth(double w) Set/Get the height and width of the Actor2D. The value is expressed as a fraction of the viewport. This really is just another way of setting the Position2 instance variable. GetWidthV.GetWidth() -> float C++: double GetWidth() Set/Get the height and width of the Actor2D. The value is expressed as a fraction of the viewport. This really is just another way of setting the Position2 instance variable. SetHeightV.SetHeight(float) C++: void SetHeight(double h) Set/Get the height and width of the Actor2D. The value is expressed as a fraction of the viewport. This really is just another way of setting the Position2 instance variable. GetHeightV.GetHeight() -> float C++: double GetHeight() Set/Get the height and width of the Actor2D. The value is expressed as a fraction of the viewport. This really is just another way of setting the Position2 instance variable. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Return this objects MTime. GetActors2DV.GetActors2D(vtkPropCollection) C++: void GetActors2D(vtkPropCollection *pc) override; For some exporters and other other operations we must be able to collect all the actors or volumes. These methods are used in that process. V.ShallowCopy(vtkProp) C++: void ShallowCopy(vtkProp *prop) override; Shallow copy of this vtkActor2D. Overloads the virtual vtkProp method. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; Release any graphics resources that are being consumed by this actor. The parameter window could be used to determine which graphic resources to release. GetActualPositionCoordinateV.GetActualPositionCoordinate() -> vtkCoordinate C++: virtual vtkCoordinate *GetActualPositionCoordinate(void) Return the actual vtkCoordinate reference that the mapper should use to position the actor. This is used internally by the mappers and should be overridden in specialized subclasses and otherwise ignored. GetActualPosition2CoordinateV.GetActualPosition2Coordinate() -> vtkCoordinate C++: virtual vtkCoordinate *GetActualPosition2Coordinate(void) Return the actual vtkCoordinate reference that the mapper should use to position the actor. This is used internally by the mappers and should be overridden in specialized subclasses and otherwise ignored. vtkMapper2DvtkProperty2DvtkActorCollectionvtkRenderingCorePython.vtkActorCollectionvtkActorCollection - an ordered list of actors Superclass: vtkPropCollection vtkActorCollection represents and provides methods to manipulate a list of actors (i.e., vtkActor and subclasses). The list is ordered and duplicate entries are not prevented. @sa vtkActor vtkCollection V.SafeDownCast(vtkObjectBase) -> vtkActorCollection C++: static vtkActorCollection *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkActorCollection C++: vtkActorCollection *NewInstance() V.AddItem(vtkActor) C++: void AddItem(vtkActor *a) Add an actor to the bottom of the list. GetNextActorV.GetNextActor() -> vtkActor C++: vtkActor *GetNextActor() Get the next actor in the list. GetLastActorV.GetLastActor() -> vtkActor C++: vtkActor *GetLastActor() Get the last actor in the list. V.GetNextItem() -> vtkActor C++: vtkActor *GetNextItem() Access routines that are provided for compatibility with previous version of VTK. Please use the GetNextActor(), GetLastActor() variants where possible. V.GetLastItem() -> vtkActor C++: vtkActor *GetLastItem() Access routines that are provided for compatibility with previous version of VTK. Please use the GetNextActor(), GetLastActor() variants where possible. ApplyPropertiesV.ApplyProperties(vtkProperty) C++: void ApplyProperties(vtkProperty *p) Apply properties to all actors in this collection. vtkActorvtkPropertyvtkRenderingCorePython.vtkActorvtkActor - represents an object (geometry & properties) in a rendered scene Superclass: vtkProp3D vtkActor is used to represent an entity in a rendering scene. It inherits functions related to the actors position, and orientation from vtkProp. The actor also has scaling and maintains a reference to the defining geometry (i.e., the mapper), rendering properties, and possibly a texture map. vtkActor combines these instance variables into one 4x4 transformation matrix as follows: [x y z 1] = [x y z 1] Translate(-origin) Scale(scale) Rot(y) Rot(x) Rot (z) Trans(origin) Trans(position) @sa vtkProperty vtkTexture vtkMapper vtkAssembly vtkFollower vtkLODActor V.SafeDownCast(vtkObjectBase) -> vtkActor C++: static vtkActor *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkActor C++: vtkActor *NewInstance() GetActorsV.GetActors(vtkPropCollection) C++: void GetActors(vtkPropCollection *) override; For some exporters and other other operations we must be able to collect all the actors or volumes. These methods are used in that process. V.Render(vtkRenderer, vtkMapper) C++: virtual void Render(vtkRenderer *, vtkMapper *) This causes the actor to be rendered. It in turn will render the actor's property, texture map and then mapper. If a property hasn't been assigned, then the actor will create one automatically. Note that a side effect of this method is that the pipeline will be updated. V.ShallowCopy(vtkProp) C++: void ShallowCopy(vtkProp *prop) override; Shallow copy of an actor. Overloads the virtual vtkProp method. V.SetProperty(vtkProperty) C++: void SetProperty(vtkProperty *lut) Set/Get the property object that controls this actors surface properties. This should be an instance of a vtkProperty object. Every actor must have a property associated with it. If one isn't specified, then one will be generated automatically. Multiple actors can share one property object. V.GetProperty() -> vtkProperty C++: vtkProperty *GetProperty() Set/Get the property object that controls this actors surface properties. This should be an instance of a vtkProperty object. Every actor must have a property associated with it. If one isn't specified, then one will be generated automatically. Multiple actors can share one property object. MakePropertyV.MakeProperty() -> vtkProperty C++: virtual vtkProperty *MakeProperty() Create a new property suitable for use with this type of Actor. For example, a vtkMesaActor should create a vtkMesaProperty in this function. The default is to just call vtkProperty::New. SetBackfacePropertyV.SetBackfaceProperty(vtkProperty) C++: void SetBackfaceProperty(vtkProperty *lut) Set/Get the property object that controls this actors backface surface properties. This should be an instance of a vtkProperty object. If one isn't specified, then the front face properties will be used. Multiple actors can share one property object. GetBackfacePropertyV.GetBackfaceProperty() -> vtkProperty C++: virtual vtkProperty *GetBackfaceProperty() Set/Get the property object that controls this actors backface surface properties. This should be an instance of a vtkProperty object. If one isn't specified, then the front face properties will be used. Multiple actors can share one property object. SetTextureV.SetTexture(vtkTexture) C++: virtual void SetTexture(vtkTexture *) Set/Get the texture object to control rendering texture maps. This will be a vtkTexture object. An actor does not need to have an associated texture map and multiple actors can share one texture. GetTextureV.GetTexture() -> vtkTexture C++: virtual vtkTexture *GetTexture() Set/Get the texture object to control rendering texture maps. This will be a vtkTexture object. An actor does not need to have an associated texture map and multiple actors can share one texture. V.SetMapper(vtkMapper) C++: virtual void SetMapper(vtkMapper *) This is the method that is used to connect an actor to the end of a visualization pipeline, i.e. the mapper. This should be a subclass of vtkMapper. Typically vtkPolyDataMapper and vtkDataSetMapper will be used. V.GetMapper() -> vtkMapper C++: virtual vtkMapper *GetMapper() Returns the Mapper that this actor is getting its data from. V.GetBounds() -> (float, float, float, float, float, float) C++: double *GetBounds() override; V.GetBounds([float, float, float, float, float, float]) C++: void GetBounds(double bounds[6]) Get the bounds for this Prop3D as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax). V.ApplyProperties() C++: virtual void ApplyProperties() Apply the current properties to all parts that compose this actor. This method is overloaded in vtkAssembly to apply the assemblies' properties to all its parts in a recursive manner. Typically the use of this method is to set the desired properties in the assembly, and then push the properties down to the assemblies parts with ApplyProperties(). V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Get the actors mtime plus consider its properties and texture if set. GetRedrawMTimeV.GetRedrawMTime() -> int C++: vtkMTimeType GetRedrawMTime() override; Return the mtime of anything that would cause the rendered image to appear differently. Usually this involves checking the mtime of the prop plus anything else it depends on such as properties, textures, etc. GetForceOpaqueV.GetForceOpaque() -> bool C++: virtual bool GetForceOpaque() Force the actor to be treated as opaque or translucent SetForceOpaqueV.SetForceOpaque(bool) C++: virtual void SetForceOpaque(bool _arg) Force the actor to be treated as opaque or translucent ForceOpaqueOnV.ForceOpaqueOn() C++: virtual void ForceOpaqueOn() Force the actor to be treated as opaque or translucent ForceOpaqueOffV.ForceOpaqueOff() C++: virtual void ForceOpaqueOff() Force the actor to be treated as opaque or translucent GetForceTranslucentV.GetForceTranslucent() -> bool C++: virtual bool GetForceTranslucent() Force the actor to be treated as opaque or translucent SetForceTranslucentV.SetForceTranslucent(bool) C++: virtual void SetForceTranslucent(bool _arg) Force the actor to be treated as opaque or translucent ForceTranslucentOnV.ForceTranslucentOn() C++: virtual void ForceTranslucentOn() Force the actor to be treated as opaque or translucent ForceTranslucentOffV.ForceTranslucentOff() C++: virtual void ForceTranslucentOff() Force the actor to be treated as opaque or translucent GetSupportsSelectionV.GetSupportsSelection() -> bool C++: bool GetSupportsSelection() override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS Used by vtkHardwareSelector to determine if the prop supports hardware selection. vtkProp3DvtkMappervtkTexturevtkAssemblyvtkRenderingCorePython.vtkAssemblyvtkAssembly - create hierarchies of vtkProp3Ds (transformable props) Superclass: vtkProp3D vtkAssembly is an object that groups vtkProp3Ds, its subclasses, and other assemblies into a tree-like hierarchy. The vtkProp3Ds and assemblies can then be transformed together by transforming just the root assembly of the hierarchy. A vtkAssembly object can be used in place of an vtkProp3D since it is a subclass of vtkProp3D. The difference is that vtkAssembly maintains a list of vtkProp3D instances (its "parts") that form the assembly. Then, any operation that transforms (i.e., scales, rotates, translates) the parent assembly will transform all its parts. Note that this process is recursive: you can create groups consisting of assemblies and/or vtkProp3Ds to arbitrary depth. To add an assembly to the renderer's list of props, you only need to add the root of the assembly. During rendering, the parts of the assembly are rendered during a hierarchical traversal process. @warning Collections of assemblies are slower to render than an equivalent list of actors. This is because to support arbitrary nesting of assemblies, the state of the assemblies (i.e., transformation matrices) must be propagated through the assembly hierarchy. @warning Assemblies can consist of hierarchies of assemblies, where one actor or assembly used in one hierarchy is also used in other hierarchies. However, make that there are no cycles (e.g., parent->child->parent), this will cause program failure. @warning If you wish to create assemblies without any transformation (using the assembly strictly as a grouping mechanism), then you may wish to consider using vtkPropAssembly. @sa vtkActor vtkTransform vtkMapper vtkPolyDataMapper vtkPropAssembly V.SafeDownCast(vtkObjectBase) -> vtkAssembly C++: static vtkAssembly *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkAssembly C++: vtkAssembly *NewInstance() AddPartV.AddPart(vtkProp3D) C++: void AddPart(vtkProp3D *) Add a part to the list of parts. RemovePartV.RemovePart(vtkProp3D) C++: void RemovePart(vtkProp3D *) Remove a part from the list of parts, GetPartsV.GetParts() -> vtkProp3DCollection C++: vtkProp3DCollection *GetParts() Return the parts (direct descendants) of this assembly. GetVolumesV.GetVolumes(vtkPropCollection) C++: void GetVolumes(vtkPropCollection *) override; For some exporters and other other operations we must be able to collect all the actors or volumes. These methods are used in that process. V.RenderOpaqueGeometry(vtkViewport) -> int C++: int RenderOpaqueGeometry(vtkViewport *ren) override; Render this assembly and all its parts. The rendering process is recursive. Note that a mapper need not be defined. If not defined, then no geometry will be drawn for this assembly. This allows you to create "logical" assemblies; that is, assemblies that only serve to group and transform its parts. V.RenderTranslucentPolygonalGeometry(vtkViewport) -> int C++: int RenderTranslucentPolygonalGeometry(vtkViewport *ren) override; Render this assembly and all its parts. The rendering process is recursive. Note that a mapper need not be defined. If not defined, then no geometry will be drawn for this assembly. This allows you to create "logical" assemblies; that is, assemblies that only serve to group and transform its parts. RenderVolumetricGeometryV.RenderVolumetricGeometry(vtkViewport) -> int C++: int RenderVolumetricGeometry(vtkViewport *ren) override; Render this assembly and all its parts. The rendering process is recursive. Note that a mapper need not be defined. If not defined, then no geometry will be drawn for this assembly. This allows you to create "logical" assemblies; that is, assemblies that only serve to group and transform its parts. InitPathTraversalV.InitPathTraversal() C++: void InitPathTraversal() override; Methods to traverse the parts of an assembly. Each part (starting from the root) will appear properly transformed and with the correct properties (depending upon the ApplyProperty and ApplyTransform ivars). Note that the part appears as an instance of vtkProp. These methods should be contrasted to those that traverse the list of parts using GetParts(). GetParts() returns a list of children of this assembly, not necessarily with the correct transformation or properties. To use the methods below - first invoke InitPathTraversal() followed by repeated calls to GetNextPath(). GetNextPath() returns a NULL pointer when the list is exhausted. GetNextPathV.GetNextPath() -> vtkAssemblyPath C++: vtkAssemblyPath *GetNextPath() override; Methods to traverse the parts of an assembly. Each part (starting from the root) will appear properly transformed and with the correct properties (depending upon the ApplyProperty and ApplyTransform ivars). Note that the part appears as an instance of vtkProp. These methods should be contrasted to those that traverse the list of parts using GetParts(). GetParts() returns a list of children of this assembly, not necessarily with the correct transformation or properties. To use the methods below - first invoke InitPathTraversal() followed by repeated calls to GetNextPath(). GetNextPath() returns a NULL pointer when the list is exhausted. GetNumberOfPathsV.GetNumberOfPaths() -> int C++: int GetNumberOfPaths() override; Methods to traverse the parts of an assembly. Each part (starting from the root) will appear properly transformed and with the correct properties (depending upon the ApplyProperty and ApplyTransform ivars). Note that the part appears as an instance of vtkProp. These methods should be contrasted to those that traverse the list of parts using GetParts(). GetParts() returns a list of children of this assembly, not necessarily with the correct transformation or properties. To use the methods below - first invoke InitPathTraversal() followed by repeated calls to GetNextPath(). GetNextPath() returns a NULL pointer when the list is exhausted. V.GetBounds([float, float, float, float, float, float]) C++: void GetBounds(double bounds[6]) V.GetBounds() -> (float, float, float, float, float, float) C++: double *GetBounds() override; Get the bounds for the assembly as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax). V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Override default GetMTime method to also consider all of the assembly's parts. V.ShallowCopy(vtkProp) C++: void ShallowCopy(vtkProp *prop) override; Shallow copy of an assembly. Overloads the virtual vtkProp method. BuildPathsV.BuildPaths(vtkAssemblyPaths, vtkAssemblyPath) C++: void BuildPaths(vtkAssemblyPaths *paths, vtkAssemblyPath *path) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS Overload the superclass' vtkProp BuildPaths() method. Paths consist of an ordered sequence of actors, with transformations properly concatenated. vtkAssemblyPathsvtkAssemblyPathvtkBackgroundColorMonitorvtkRenderingCorePython.vtkBackgroundColorMonitorvtkBackgroundColorMonitor - tracks state of background color(s). Superclass: vtkObject vtkBackgroundColorMonitor -- A helper for painters that tracks state of background color(s). A Painter could use this to skip expensive processing that is only needed when background color changes. This class queries VTK renderer rather than OpenGL state in order to support VTK's gradient background. this is not intended to be shared. each object should use it's own instance of this class. it's intended to be called once per render. V.SafeDownCast(vtkObjectBase) -> vtkBackgroundColorMonitor C++: static vtkBackgroundColorMonitor *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkBackgroundColorMonitor C++: vtkBackgroundColorMonitor *NewInstance() StateChangedV.StateChanged(vtkRenderer) -> bool C++: bool StateChanged(vtkRenderer *ren) Fetches the current background color state and updates the internal copies of the data. returns true if any of the tracked colors or modes have changed. Typically this is the only function a user needs to call. UpdateV.Update(vtkRenderer) C++: void Update(vtkRenderer *ren) Update the internal state if anything changed. Note, this is done automatically in SateChanged. vtkBillboardTextActor3DvtkRenderingCorePython.vtkBillboardTextActor3DvtkBillboardTextActor3D - Renders pixel-aligned text, facing the camera, anchored at a 3D point. Superclass: vtkProp3D V.SafeDownCast(vtkObjectBase) -> vtkBillboardTextActor3D C++: static vtkBillboardTextActor3D *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkBillboardTextActor3D C++: vtkBillboardTextActor3D *NewInstance() SetInputV.SetInput(string) C++: void SetInput(const char *in) GetInputV.GetInput() -> string C++: virtual char *GetInput() GetDisplayOffsetV.GetDisplayOffset() -> (int, int) C++: int *GetDisplayOffset() SetDisplayOffsetV.SetDisplayOffset(int, int) C++: void SetDisplayOffset(int, int) V.SetDisplayOffset((int, int)) C++: void SetDisplayOffset(int a[2]) SetTextPropertyV.SetTextProperty(vtkTextProperty) C++: void SetTextProperty(vtkTextProperty *tprop) GetTextPropertyV.GetTextProperty() -> vtkTextProperty C++: virtual vtkTextProperty *GetTextProperty() V.SetForceOpaque(bool) C++: virtual void SetForceOpaque(bool opaque) V.GetForceOpaque() -> bool C++: virtual bool GetForceOpaque() V.ForceOpaqueOn() C++: virtual void ForceOpaqueOn() V.ForceOpaqueOff() C++: virtual void ForceOpaqueOff() V.SetForceTranslucent(bool) C++: virtual void SetForceTranslucent(bool trans) V.GetForceTranslucent() -> bool C++: virtual bool GetForceTranslucent() V.ForceTranslucentOn() C++: virtual void ForceTranslucentOn() V.ForceTranslucentOff() C++: virtual void ForceTranslucentOff() V.HasTranslucentPolygonalGeometry() -> int C++: int HasTranslucentPolygonalGeometry() override; Defers to internal actor. V.RenderOpaqueGeometry(vtkViewport) -> int C++: int RenderOpaqueGeometry(vtkViewport *vp) override; Check/update geometry/texture in opaque pass, since it only happens once. V.RenderTranslucentPolygonalGeometry(vtkViewport) -> int C++: int RenderTranslucentPolygonalGeometry(vtkViewport *vp) override; Just render in translucent pass, since it can execute multiple times (depth peeling, for instance). V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *win) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE Release any graphics resources that are being consumed by this actor. The parameter window could be used to determine which graphic resources to release. V.GetBounds() -> (float, ...) C++: double *GetBounds() override; V.GetBounds([float, float, float, float, float, float]) C++: void GetBounds(double bounds[6]) Get the bounds for this Prop3D as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax). GetAnchorDCV.GetAnchorDC() -> (float, float, float) C++: double *GetAnchorDC() vtkTextPropertyp_voidvtkCameraActorvtkRenderingCorePython.vtkCameraActorvtkCameraActor - a frustum to represent a camera. Superclass: vtkProp3D vtkCameraActor is an actor used to represent a camera by its wireframe frustum. @sa vtkLight vtkConeSource vtkFrustumSource vtkCameraActor V.SafeDownCast(vtkObjectBase) -> vtkCameraActor C++: static vtkCameraActor *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkCameraActor C++: vtkCameraActor *NewInstance() SetCameraV.SetCamera(vtkCamera) C++: void SetCamera(vtkCamera *camera) The camera to represent. Initial value is NULL. GetCameraV.GetCamera() -> vtkCamera C++: virtual vtkCamera *GetCamera() The camera to represent. Initial value is NULL. SetWidthByHeightRatioV.SetWidthByHeightRatio(float) C++: virtual void SetWidthByHeightRatio(double _arg) Ratio between the width and the height of the frustum. Initial value is 1.0 (square) GetWidthByHeightRatioV.GetWidthByHeightRatio() -> float C++: virtual double GetWidthByHeightRatio() Ratio between the width and the height of the frustum. Initial value is 1.0 (square) V.HasTranslucentPolygonalGeometry() -> int C++: int HasTranslucentPolygonalGeometry() override; Does this prop have some translucent polygonal geometry? No. V.GetBounds() -> (float, ...) C++: double *GetBounds() override; Get the bounds for this Actor as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax). V.GetProperty() -> vtkProperty C++: vtkProperty *GetProperty() Get property of the internal actor. V.SetProperty(vtkProperty) C++: void SetProperty(vtkProperty *p) Set property of the internal actor. vtkCameravtkRenderingCorePython.vtkCameravtkCamera - a virtual camera for 3D rendering Superclass: vtkObject vtkCamera is a virtual camera for 3D rendering. It provides methods to position and orient the view point and focal point. Convenience methods for moving about the focal point also are provided. More complex methods allow the manipulation of the computer graphics model including view up vector, clipping planes, and camera perspective. @sa vtkPerspectiveTransform V.SafeDownCast(vtkObjectBase) -> vtkCamera C++: static vtkCamera *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkCamera C++: vtkCamera *NewInstance() V.SetPosition(float, float, float) C++: void SetPosition(double x, double y, double z) V.SetPosition((float, float, float)) C++: void SetPosition(const double a[3]) Set/Get the position of the camera in world coordinates. The default position is (0,0,1). V.GetPosition() -> (float, float, float) C++: double *GetPosition() SetFocalPointV.SetFocalPoint(float, float, float) C++: void SetFocalPoint(double x, double y, double z) V.SetFocalPoint((float, float, float)) C++: void SetFocalPoint(const double a[3]) Set/Get the focal of the camera in world coordinates. The default focal point is the origin. GetFocalPointV.GetFocalPoint() -> (float, float, float) C++: double *GetFocalPoint() SetViewUpV.SetViewUp(float, float, float) C++: void SetViewUp(double vx, double vy, double vz) V.SetViewUp((float, float, float)) C++: void SetViewUp(const double a[3]) Set/Get the view up direction for the camera. The default is (0,1,0). GetViewUpV.GetViewUp() -> (float, float, float) C++: double *GetViewUp() OrthogonalizeViewUpV.OrthogonalizeViewUp() C++: void OrthogonalizeViewUp() Recompute the ViewUp vector to force it to be perpendicular to camera->focalpoint vector. Unless you are going to use Yaw or Azimuth on the camera, there is no need to do this. SetDistanceV.SetDistance(float) C++: void SetDistance(double) Move the focal point so that it is the specified distance from the camera position. This distance must be positive. GetDistanceV.GetDistance() -> float C++: virtual double GetDistance() Return the distance from the camera position to the focal point. This distance is positive. GetDirectionOfProjectionV.GetDirectionOfProjection() -> (float, float, float) C++: double *GetDirectionOfProjection() DollyV.Dolly(float) C++: void Dolly(double value) Divide the camera's distance from the focal point by the given dolly value. Use a value greater than one to dolly-in toward the focal point, and use a value less than one to dolly-out away from the focal point. SetRollV.SetRoll(float) C++: void SetRoll(double angle) Set the roll angle of the camera about the direction of projection. GetRollV.GetRoll() -> float C++: double GetRoll() Set the roll angle of the camera about the direction of projection. RollV.Roll(float) C++: void Roll(double angle) Rotate the camera about the direction of projection. This will spin the camera about its axis. AzimuthV.Azimuth(float) C++: void Azimuth(double angle) Rotate the camera about the view up vector centered at the focal point. Note that the view up vector is whatever was set via SetViewUp, and is not necessarily perpendicular to the direction of projection. The result is a horizontal rotation of the camera. YawV.Yaw(float) C++: void Yaw(double angle) Rotate the focal point about the view up vector, using the camera's position as the center of rotation. Note that the view up vector is whatever was set via SetViewUp, and is not necessarily perpendicular to the direction of projection. The result is a horizontal rotation of the scene. ElevationV.Elevation(float) C++: void Elevation(double angle) Rotate the camera about the cross product of the negative of the direction of projection and the view up vector, using the focal point as the center of rotation. The result is a vertical rotation of the scene. PitchV.Pitch(float) C++: void Pitch(double angle) Rotate the focal point about the cross product of the view up vector and the direction of projection, using the camera's position as the center of rotation. The result is a vertical rotation of the camera. SetParallelProjectionV.SetParallelProjection(int) C++: void SetParallelProjection(int flag) Set/Get the value of the ParallelProjection instance variable. This determines if the camera should do a perspective or parallel projection. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. GetParallelProjectionV.GetParallelProjection() -> int C++: virtual int GetParallelProjection() Set/Get the value of the ParallelProjection instance variable. This determines if the camera should do a perspective or parallel projection. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. ParallelProjectionOnV.ParallelProjectionOn() C++: virtual void ParallelProjectionOn() Set/Get the value of the ParallelProjection instance variable. This determines if the camera should do a perspective or parallel projection. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. ParallelProjectionOffV.ParallelProjectionOff() C++: virtual void ParallelProjectionOff() Set/Get the value of the ParallelProjection instance variable. This determines if the camera should do a perspective or parallel projection. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. SetUseHorizontalViewAngleV.SetUseHorizontalViewAngle(int) C++: void SetUseHorizontalViewAngle(int flag) Set/Get the value of the UseHorizontalViewAngle instance variable. If set, the camera's view angle represents a horizontal view angle, rather than the default vertical view angle. This is useful if the application uses a display device which whose specs indicate a particular horizontal view angle, or if the application varies the window height but wants to keep the perspective transform unchanges. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. GetUseHorizontalViewAngleV.GetUseHorizontalViewAngle() -> int C++: virtual int GetUseHorizontalViewAngle() Set/Get the value of the UseHorizontalViewAngle instance variable. If set, the camera's view angle represents a horizontal view angle, rather than the default vertical view angle. This is useful if the application uses a display device which whose specs indicate a particular horizontal view angle, or if the application varies the window height but wants to keep the perspective transform unchanges. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. UseHorizontalViewAngleOnV.UseHorizontalViewAngleOn() C++: virtual void UseHorizontalViewAngleOn() Set/Get the value of the UseHorizontalViewAngle instance variable. If set, the camera's view angle represents a horizontal view angle, rather than the default vertical view angle. This is useful if the application uses a display device which whose specs indicate a particular horizontal view angle, or if the application varies the window height but wants to keep the perspective transform unchanges. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. UseHorizontalViewAngleOffV.UseHorizontalViewAngleOff() C++: virtual void UseHorizontalViewAngleOff() Set/Get the value of the UseHorizontalViewAngle instance variable. If set, the camera's view angle represents a horizontal view angle, rather than the default vertical view angle. This is useful if the application uses a display device which whose specs indicate a particular horizontal view angle, or if the application varies the window height but wants to keep the perspective transform unchanges. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. SetViewAngleV.SetViewAngle(float) C++: void SetViewAngle(double angle) Set/Get the camera view angle, which is the angular height of the camera view measured in degrees. The default angle is 30 degrees. This method has no effect in parallel projection mode. The formula for setting the angle up for perfect perspective viewing is: angle = 2*atan((h/2)/d) where h is the height of the RenderWindow (measured by holding a ruler up to your screen) and d is the distance from your eyes to the screen. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. GetViewAngleV.GetViewAngle() -> float C++: virtual double GetViewAngle() Set/Get the camera view angle, which is the angular height of the camera view measured in degrees. The default angle is 30 degrees. This method has no effect in parallel projection mode. The formula for setting the angle up for perfect perspective viewing is: angle = 2*atan((h/2)/d) where h is the height of the RenderWindow (measured by holding a ruler up to your screen) and d is the distance from your eyes to the screen. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. SetParallelScaleV.SetParallelScale(float) C++: void SetParallelScale(double scale) Set/Get the scaling used for a parallel projection, i.e. the height of the viewport in world-coordinate distances. The default is 1. Note that the "scale" parameter works as an "inverse scale" --- larger numbers produce smaller images. This method has no effect in perspective projection mode. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. GetParallelScaleV.GetParallelScale() -> float C++: virtual double GetParallelScale() Set/Get the scaling used for a parallel projection, i.e. the height of the viewport in world-coordinate distances. The default is 1. Note that the "scale" parameter works as an "inverse scale" --- larger numbers produce smaller images. This method has no effect in perspective projection mode. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. ZoomV.Zoom(float) C++: void Zoom(double factor) In perspective mode, decrease the view angle by the specified factor. In parallel mode, decrease the parallel scale by the specified factor. A value greater than 1 is a zoom-in, a value less than 1 is a zoom-out. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. SetClippingRangeV.SetClippingRange(float, float) C++: void SetClippingRange(double dNear, double dFar) V.SetClippingRange((float, float)) C++: void SetClippingRange(const double a[2]) Set/Get the location of the near and far clipping planes along the direction of projection. Both of these values must be positive. How the clipping planes are set can have a large impact on how well z-buffering works. In particular the front clipping plane can make a very big difference. Setting it to 0.01 when it really could be 1.0 can have a big impact on your z-buffer resolution farther away. The default clipping range is (0.1,1000). Clipping distance is measured in world coordinate unless a scale factor exists in camera's ModelTransformMatrix. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. GetClippingRangeV.GetClippingRange() -> (float, float) C++: double *GetClippingRange() SetThicknessV.SetThickness(float) C++: void SetThickness(double) Set the distance between clipping planes. This method adjusts the far clipping plane to be set a distance 'thickness' beyond the near clipping plane. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. GetThicknessV.GetThickness() -> float C++: virtual double GetThickness() Set the distance between clipping planes. This method adjusts the far clipping plane to be set a distance 'thickness' beyond the near clipping plane. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. SetWindowCenterV.SetWindowCenter(float, float) C++: void SetWindowCenter(double x, double y) Set/Get the center of the window in viewport coordinates. The viewport coordinate range is ([-1,+1],[-1,+1]). This method is for if you have one window which consists of several viewports, or if you have several screens which you want to act together as one large screen. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. GetWindowCenterV.GetWindowCenter() -> (float, float) C++: double *GetWindowCenter() SetObliqueAnglesV.SetObliqueAngles(float, float) C++: void SetObliqueAngles(double alpha, double beta) Get/Set the oblique viewing angles. The first angle, alpha, is the angle (measured from the horizontal) that rays along the direction of projection will follow once projected onto the 2D screen. The second angle, beta, is the angle between the view plane and the direction of projection. This creates a shear transform x' = x + dz*cos(alpha)/tan(beta), y' = dz*sin(alpha)/tan(beta) where dz is the distance of the point from the focal plane. The angles are (45,90) by default. Oblique projections commonly use (30,63.435). ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. ApplyTransformV.ApplyTransform(vtkTransform) C++: void ApplyTransform(vtkTransform *t) Apply a transform to the camera. The camera position, focal-point, and view-up are re-calculated using the transform's matrix to multiply the old points by the new transform. GetViewPlaneNormalV.GetViewPlaneNormal() -> (float, float, float) C++: double *GetViewPlaneNormal() SetViewShearV.SetViewShear(float, float, float) C++: void SetViewShear(double dxdz, double dydz, double center) V.SetViewShear([float, float, float]) C++: void SetViewShear(double d[3]) Set/get the shear transform of the viewing frustum. Parameters are dx/dz, dy/dz, and center. center is a factor that describes where to shear around. The distance dshear from the camera where no shear occurs is given by (dshear = center * FocalDistance). ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. GetViewShearV.GetViewShear() -> (float, float, float) C++: double *GetViewShear() SetEyeAngleV.SetEyeAngle(float) C++: virtual void SetEyeAngle(double _arg) Set/Get the separation between eyes (in degrees). This is used when generating stereo images. GetEyeAngleV.GetEyeAngle() -> float C++: virtual double GetEyeAngle() Set/Get the separation between eyes (in degrees). This is used when generating stereo images. SetFocalDiskV.SetFocalDisk(float) C++: virtual void SetFocalDisk(double _arg) Set the size of the cameras lens in world coordinates. This is only used when the renderer is doing focal depth rendering. When that is being done the size of the focal disk will effect how significant the depth effects will be. GetFocalDiskV.GetFocalDisk() -> float C++: virtual double GetFocalDisk() Set the size of the cameras lens in world coordinates. This is only used when the renderer is doing focal depth rendering. When that is being done the size of the focal disk will effect how significant the depth effects will be. SetUseOffAxisProjectionV.SetUseOffAxisProjection(int) C++: virtual void SetUseOffAxisProjection(int _arg) Set/Get use offaxis frustum. OffAxis frustum is used for off-axis frustum calculations specificly for stereo rendering. For reference see "High Resolution Virtual Reality", in Proc. SIGGRAPH '92, Computer Graphics, pages 195-202, 1992. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. GetUseOffAxisProjectionV.GetUseOffAxisProjection() -> int C++: virtual int GetUseOffAxisProjection() Set/Get use offaxis frustum. OffAxis frustum is used for off-axis frustum calculations specificly for stereo rendering. For reference see "High Resolution Virtual Reality", in Proc. SIGGRAPH '92, Computer Graphics, pages 195-202, 1992. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. UseOffAxisProjectionOnV.UseOffAxisProjectionOn() C++: virtual void UseOffAxisProjectionOn() Set/Get use offaxis frustum. OffAxis frustum is used for off-axis frustum calculations specificly for stereo rendering. For reference see "High Resolution Virtual Reality", in Proc. SIGGRAPH '92, Computer Graphics, pages 195-202, 1992. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. UseOffAxisProjectionOffV.UseOffAxisProjectionOff() C++: virtual void UseOffAxisProjectionOff() Set/Get use offaxis frustum. OffAxis frustum is used for off-axis frustum calculations specificly for stereo rendering. For reference see "High Resolution Virtual Reality", in Proc. SIGGRAPH '92, Computer Graphics, pages 195-202, 1992. ote This setting is ignored when UseExplicitProjectionTransformMatrix is true. SetScreenBottomLeftV.SetScreenBottomLeft(float, float, float) C++: void SetScreenBottomLeft(double, double, double) V.SetScreenBottomLeft((float, float, float)) C++: void SetScreenBottomLeft(double a[3]) GetScreenBottomLeftV.GetScreenBottomLeft() -> (float, float, float) C++: double *GetScreenBottomLeft() SetScreenBottomRightV.SetScreenBottomRight(float, float, float) C++: void SetScreenBottomRight(double, double, double) V.SetScreenBottomRight((float, float, float)) C++: void SetScreenBottomRight(double a[3]) GetScreenBottomRightV.GetScreenBottomRight() -> (float, float, float) C++: double *GetScreenBottomRight() SetScreenTopRightV.SetScreenTopRight(float, float, float) C++: void SetScreenTopRight(double, double, double) V.SetScreenTopRight((float, float, float)) C++: void SetScreenTopRight(double a[3]) GetScreenTopRightV.GetScreenTopRight() -> (float, float, float) C++: double *GetScreenTopRight() SetEyeSeparationV.SetEyeSeparation(float) C++: virtual void SetEyeSeparation(double _arg) Set/Get distance between the eyes. This will be used only for offaxis frustum calculation. Default is 0.06. GetEyeSeparationV.GetEyeSeparation() -> float C++: virtual double GetEyeSeparation() Set/Get distance between the eyes. This will be used only for offaxis frustum calculation. Default is 0.06. SetEyePositionV.SetEyePosition([float, float, float]) C++: void SetEyePosition(double eyePosition[3]) Set/Get the eye position (center point between two eyes). This is a convenience function that sets the translation component of EyeTransformMatrix. This will be used only for offaxis frustum calculation. GetEyePositionV.GetEyePosition([float, float, float]) C++: void GetEyePosition(double eyePosition[3]) Set/Get the eye position (center point between two eyes). This is a convenience function that sets the translation component of EyeTransformMatrix. This will be used only for offaxis frustum calculation. GetEyePlaneNormalV.GetEyePlaneNormal([float, float, float]) C++: void GetEyePlaneNormal(double normal[3]) Get normal vector from eye to screen rotated by EyeTransformMatrix. This will be used only for offaxis frustum calculation. SetEyeTransformMatrixV.SetEyeTransformMatrix(vtkMatrix4x4) C++: void SetEyeTransformMatrix(vtkMatrix4x4 *matrix) V.SetEyeTransformMatrix((float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float)) C++: void SetEyeTransformMatrix(const double elements[16]) Set/Get eye transformation matrix. This is the transformation matrix for the point between eyes. This will be used only for offaxis frustum calculation. Default is identity. GetEyeTransformMatrixV.GetEyeTransformMatrix() -> vtkMatrix4x4 C++: virtual vtkMatrix4x4 *GetEyeTransformMatrix() Set/Get eye transformation matrix. This is the transformation matrix for the point between eyes. This will be used only for offaxis frustum calculation. Default is identity. SetModelTransformMatrixV.SetModelTransformMatrix(vtkMatrix4x4) C++: void SetModelTransformMatrix(vtkMatrix4x4 *matrix) V.SetModelTransformMatrix((float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float)) C++: void SetModelTransformMatrix(const double elements[16]) Set/Get model transformation matrix. This matrix could be used for model related transformations such as scale, shear, roations and translations. GetModelTransformMatrixV.GetModelTransformMatrix() -> vtkMatrix4x4 C++: virtual vtkMatrix4x4 *GetModelTransformMatrix() Set/Get model transformation matrix. This matrix could be used for model related transformations such as scale, shear, roations and translations. GetModelViewTransformMatrixV.GetModelViewTransformMatrix() -> vtkMatrix4x4 C++: virtual vtkMatrix4x4 *GetModelViewTransformMatrix() Return the model view matrix of model view transform. GetModelViewTransformObjectV.GetModelViewTransformObject() -> vtkTransform C++: virtual vtkTransform *GetModelViewTransformObject() Return the model view transform. GetViewTransformMatrixV.GetViewTransformMatrix() -> vtkMatrix4x4 C++: virtual vtkMatrix4x4 *GetViewTransformMatrix() For backward compatibility. Use GetModelViewTransformMatrix() now. Return the matrix of the view transform. The ViewTransform depends on only three ivars: the Position, the FocalPoint, and the ViewUp vector. All the other methods are there simply for the sake of the users' convenience. GetViewTransformObjectV.GetViewTransformObject() -> vtkTransform C++: virtual vtkTransform *GetViewTransformObject() For backward compatibility. Use GetModelViewTransformObject() now. Return the view transform. If the camera's ModelTransformMatrix is identity then the ViewTransform depends on only three ivars: the Position, the FocalPoint, and the ViewUp vector. All the other methods are there simply for the sake of the users' convenience. SetExplicitProjectionTransformMatrixV.SetExplicitProjectionTransformMatrix(vtkMatrix4x4) C++: virtual void SetExplicitProjectionTransformMatrix( vtkMatrix4x4 *) GetExplicitProjectionTransformMatrixV.GetExplicitProjectionTransformMatrix() -> vtkMatrix4x4 C++: virtual vtkMatrix4x4 *GetExplicitProjectionTransformMatrix() SetUseExplicitProjectionTransformMatrixV.SetUseExplicitProjectionTransformMatrix(bool) C++: virtual void SetUseExplicitProjectionTransformMatrix( bool _arg) GetUseExplicitProjectionTransformMatrixV.GetUseExplicitProjectionTransformMatrix() -> bool C++: virtual bool GetUseExplicitProjectionTransformMatrix() UseExplicitProjectionTransformMatrixOnV.UseExplicitProjectionTransformMatrixOn() C++: virtual void UseExplicitProjectionTransformMatrixOn() UseExplicitProjectionTransformMatrixOffV.UseExplicitProjectionTransformMatrixOff() C++: virtual void UseExplicitProjectionTransformMatrixOff() GetProjectionTransformMatrixV.GetProjectionTransformMatrix(float, float, float) -> vtkMatrix4x4 C++: virtual vtkMatrix4x4 *GetProjectionTransformMatrix( double aspect, double nearz, double farz) V.GetProjectionTransformMatrix(vtkRenderer) -> vtkMatrix4x4 C++: virtual vtkMatrix4x4 *GetProjectionTransformMatrix( vtkRenderer *ren) Return the projection transform matrix, which converts from camera coordinates to viewport coordinates. The 'aspect' is the width/height for the viewport, and the nearz and farz are the Z-buffer values that map to the near and far clipping planes. The viewport coordinates of a point located inside the frustum are in the range ([-1,+1],[-1,+1],[nearz,farz]). @sa ExplicitProjectionTransformMatrix GetProjectionTransformObjectV.GetProjectionTransformObject(float, float, float) -> vtkPerspectiveTransform C++: virtual vtkPerspectiveTransform *GetProjectionTransformObject( double aspect, double nearz, double farz) Return the projection transform matrix, which converts from camera coordinates to viewport coordinates. The 'aspect' is the width/height for the viewport, and the nearz and farz are the Z-buffer values that map to the near and far clipping planes. The viewport coordinates of a point located inside the frustum are in the range ([-1,+1],[-1,+1],[nearz,farz]). @sa ExplicitProjectionTransformMatrix GetCompositeProjectionTransformMatrixV.GetCompositeProjectionTransformMatrix(float, float, float) -> vtkMatrix4x4 C++: virtual vtkMatrix4x4 *GetCompositeProjectionTransformMatrix( double aspect, double nearz, double farz) Return the concatenation of the ViewTransform and the ProjectionTransform. This transform will convert world coordinates to viewport coordinates. The 'aspect' is the width/height for the viewport, and the nearz and farz are the Z-buffer values that map to the near and far clipping planes. The viewport coordinates of a point located inside the frustum are in the range ([-1,+1],[-1,+1],[nearz,farz]). @sa ExplicitProjectionTransformMatrix SetUserViewTransformV.SetUserViewTransform(vtkHomogeneousTransform) C++: void SetUserViewTransform(vtkHomogeneousTransform *transform) In addition to the instance variables such as position and orientation, you can add an additional transformation for your own use. This transformation is concatenated to the camera's ViewTransform GetUserViewTransformV.GetUserViewTransform() -> vtkHomogeneousTransform C++: virtual vtkHomogeneousTransform *GetUserViewTransform() In addition to the instance variables such as position and orientation, you can add an additional transformation for your own use. This transformation is concatenated to the camera's ViewTransform SetUserTransformV.SetUserTransform(vtkHomogeneousTransform) C++: void SetUserTransform(vtkHomogeneousTransform *transform) In addition to the instance variables such as position and orientation, you can add an additional transformation for your own use. This transformation is concatenated to the camera's ProjectionTransform GetUserTransformV.GetUserTransform() -> vtkHomogeneousTransform C++: virtual vtkHomogeneousTransform *GetUserTransform() In addition to the instance variables such as position and orientation, you can add an additional transformation for your own use. This transformation is concatenated to the camera's ProjectionTransform V.Render(vtkRenderer) C++: virtual void Render(vtkRenderer *) This method causes the camera to set up whatever is required for viewing the scene. This is actually handled by an subclass of vtkCamera, which is created through New() GetViewingRaysMTimeV.GetViewingRaysMTime() -> int C++: vtkMTimeType GetViewingRaysMTime() Return the MTime that concerns recomputing the view rays of the camera. ViewingRaysModifiedV.ViewingRaysModified() C++: void ViewingRaysModified() Mark that something has changed which requires the view rays to be recomputed. GetFrustumPlanesV.GetFrustumPlanes(float, [float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float]) C++: virtual void GetFrustumPlanes(double aspect, double planes[24]) Get the plane equations that bound the view frustum. The plane normals point inward. The planes array contains six plane equations of the form (Ax+By+Cz+D=0), the first four values are (A,B,C,D) which repeats for each of the planes. The planes are given in the following order: -x,+x,-y,+y,-z,+z. Warning: it means left,right,bottom,top,far,near (NOT near,far) The aspect of the viewport is needed to correctly compute the planes GetOrientationV.GetOrientation() -> (float, float, float) C++: double *GetOrientation() Get the orientation of the camera. GetOrientationWXYZV.GetOrientationWXYZ() -> (float, float, float, float) C++: double *GetOrientationWXYZ() Get the orientation of the camera. ComputeViewPlaneNormalV.ComputeViewPlaneNormal() C++: void ComputeViewPlaneNormal() This method is called automatically whenever necessary, it should never be used outside of vtkCamera.cxx. GetCameraLightTransformMatrixV.GetCameraLightTransformMatrix() -> vtkMatrix4x4 C++: vtkMatrix4x4 *GetCameraLightTransformMatrix() Returns a transformation matrix for a coordinate frame attached to the camera, where the camera is located at (0, 0, 1) looking at the focal point at (0, 0, 0), with up being (0, 1, 0). UpdateViewportV.UpdateViewport(vtkRenderer) C++: virtual void UpdateViewport(vtkRenderer *ren) Update the viewport SetLeftEyeV.SetLeftEye(int) C++: virtual void SetLeftEye(int _arg) Set the Left Eye setting GetLeftEyeV.GetLeftEye() -> int C++: virtual int GetLeftEye() Set the Left Eye setting V.ShallowCopy(vtkCamera) C++: void ShallowCopy(vtkCamera *source) Copy the properties of `source' into `this'. Copy pointers of matrices. \pre source_exists!=0 \pre not_this: source!=this DeepCopyV.DeepCopy(vtkCamera) C++: void DeepCopy(vtkCamera *source) Copy the properties of `source' into `this'. Copy the contents of the matrices. \pre source_exists!=0 \pre not_this: source!=this SetFreezeFocalPointV.SetFreezeFocalPoint(bool) C++: virtual void SetFreezeFocalPoint(bool _arg) Set/Get the value of the FreezeDolly instance variable. This determines if the camera should move the focal point with the camera position. HACK!!! GetFreezeFocalPointV.GetFreezeFocalPoint() -> bool C++: virtual bool GetFreezeFocalPoint() Set/Get the value of the FreezeDolly instance variable. This determines if the camera should move the focal point with the camera position. HACK!!! SetUseScissorV.SetUseScissor(bool) C++: virtual void SetUseScissor(bool _arg) Enable/Disable the scissor GetUseScissorV.GetUseScissor() -> bool C++: virtual bool GetUseScissor() Enable/Disable the scissor SetScissorRectV.SetScissorRect(vtkRecti) C++: void SetScissorRect(vtkRecti scissorRect) Set/Get the vtkRect value of the scissor GetScissorRectV.GetScissorRect(vtkRecti) C++: void GetScissorRect(vtkRecti &scissorRect) Set/Get the vtkRect value of the scissor vtkTransform@V *vtkMatrix4x4@P *dvtkHomogeneousTransformvtkRectivtkCameraInterpolatorINTERPOLATION_TYPE_LINEARINTERPOLATION_TYPE_SPLINEINTERPOLATION_TYPE_MANUALvtkRenderingCorePython.vtkCameraInterpolatorvtkCameraInterpolator - interpolate a series of cameras to update a new camera Superclass: vtkObject This class is used to interpolate a series of cameras to update a specified camera. Either linear interpolation or spline interpolation may be used. The instance variables currently interpolated include position, focal point, view up, view angle, parallel scale, and clipping range. To use this class, specify the type of interpolation to use, and add a series of cameras at various times "t" to the list of cameras from which to interpolate. Then to interpolate in between cameras, simply invoke the function InterpolateCamera(t,camera) where "camera" is the camera to be updated with interpolated values. Note that "t" should be in the range (min,max) times specified with the AddCamera() method. If outside this range, the interpolation is clamped. This class copies the camera information (as compared to referencing the cameras) so you do not need to keep separate instances of the camera around for each camera added to the list of cameras to interpolate. @warning The interpolator classes are initialized the first time InterpolateCamera() is called. Any later changes to the interpolators, or additions to the list of cameras to be interpolated, causes a reinitialization of the interpolators the next time InterpolateCamera() is invoked. Thus the best performance is obtained by 1) configuring the interpolators, 2) adding all the cameras, and 3) finally performing interpolation. @warning Currently position, focal point and view up are interpolated to define the orientation of the camera. Quaternion interpolation may be added in the future as an alternative interpolation method for camera orientation. V.SafeDownCast(vtkObjectBase) -> vtkCameraInterpolator C++: static vtkCameraInterpolator *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkCameraInterpolator C++: vtkCameraInterpolator *NewInstance() GetNumberOfCamerasV.GetNumberOfCameras() -> int C++: int GetNumberOfCameras() Return the number of cameras in the list of cameras. GetMinimumTV.GetMinimumT() -> float C++: double GetMinimumT() Obtain some information about the interpolation range. The numbers returned are undefined if the list of cameras is empty. GetMaximumTV.GetMaximumT() -> float C++: double GetMaximumT() Obtain some information about the interpolation range. The numbers returned are undefined if the list of cameras is empty. InitializeV.Initialize() C++: void Initialize() Clear the list of cameras. AddCameraV.AddCamera(float, vtkCamera) C++: void AddCamera(double t, vtkCamera *camera) Add another camera to the list of cameras defining the camera function. Note that using the same time t value more than once replaces the previous camera value at t. At least one camera must be added to define a function. RemoveCameraV.RemoveCamera(float) C++: void RemoveCamera(double t) Delete the camera at a particular parameter t. If there is no camera defined at location t, then the method does nothing. InterpolateCameraV.InterpolateCamera(float, vtkCamera) C++: void InterpolateCamera(double t, vtkCamera *camera) Interpolate the list of cameras and determine a new camera (i.e., fill in the camera provided). If t is outside the range of (min,max) values, then t is clamped to lie within this range. SetInterpolationTypeV.SetInterpolationType(int) C++: virtual void SetInterpolationType(int _arg) These are convenience methods to switch between linear and spline interpolation. The methods simply forward the request for linear or spline interpolation to the instance variable interpolators (i.e., position, focal point, clipping range, orientation, etc.) interpolators. Note that if the InterpolationType is set to "Manual", then the interpolators are expected to be directly manipulated and this class does not forward the request for interpolation type to its interpolators. GetInterpolationTypeMinValueV.GetInterpolationTypeMinValue() -> int C++: virtual int GetInterpolationTypeMinValue() These are convenience methods to switch between linear and spline interpolation. The methods simply forward the request for linear or spline interpolation to the instance variable interpolators (i.e., position, focal point, clipping range, orientation, etc.) interpolators. Note that if the InterpolationType is set to "Manual", then the interpolators are expected to be directly manipulated and this class does not forward the request for interpolation type to its interpolators. GetInterpolationTypeMaxValueV.GetInterpolationTypeMaxValue() -> int C++: virtual int GetInterpolationTypeMaxValue() These are convenience methods to switch between linear and spline interpolation. The methods simply forward the request for linear or spline interpolation to the instance variable interpolators (i.e., position, focal point, clipping range, orientation, etc.) interpolators. Note that if the InterpolationType is set to "Manual", then the interpolators are expected to be directly manipulated and this class does not forward the request for interpolation type to its interpolators. GetInterpolationTypeV.GetInterpolationType() -> int C++: virtual int GetInterpolationType() These are convenience methods to switch between linear and spline interpolation. The methods simply forward the request for linear or spline interpolation to the instance variable interpolators (i.e., position, focal point, clipping range, orientation, etc.) interpolators. Note that if the InterpolationType is set to "Manual", then the interpolators are expected to be directly manipulated and this class does not forward the request for interpolation type to its interpolators. SetInterpolationTypeToLinearV.SetInterpolationTypeToLinear() C++: void SetInterpolationTypeToLinear() These are convenience methods to switch between linear and spline interpolation. The methods simply forward the request for linear or spline interpolation to the instance variable interpolators (i.e., position, focal point, clipping range, orientation, etc.) interpolators. Note that if the InterpolationType is set to "Manual", then the interpolators are expected to be directly manipulated and this class does not forward the request for interpolation type to its interpolators. SetInterpolationTypeToSplineV.SetInterpolationTypeToSpline() C++: void SetInterpolationTypeToSpline() These are convenience methods to switch between linear and spline interpolation. The methods simply forward the request for linear or spline interpolation to the instance variable interpolators (i.e., position, focal point, clipping range, orientation, etc.) interpolators. Note that if the InterpolationType is set to "Manual", then the interpolators are expected to be directly manipulated and this class does not forward the request for interpolation type to its interpolators. SetInterpolationTypeToManualV.SetInterpolationTypeToManual() C++: void SetInterpolationTypeToManual() These are convenience methods to switch between linear and spline interpolation. The methods simply forward the request for linear or spline interpolation to the instance variable interpolators (i.e., position, focal point, clipping range, orientation, etc.) interpolators. Note that if the InterpolationType is set to "Manual", then the interpolators are expected to be directly manipulated and this class does not forward the request for interpolation type to its interpolators. SetPositionInterpolatorV.SetPositionInterpolator(vtkTupleInterpolator) C++: virtual void SetPositionInterpolator(vtkTupleInterpolator *) Set/Get the tuple interpolator used to interpolate the position portion of the camera. Note that you can modify the behavior of the interpolator (linear vs spline interpolation; change spline basis) by manipulating the interpolator instances directly. GetPositionInterpolatorV.GetPositionInterpolator() -> vtkTupleInterpolator C++: virtual vtkTupleInterpolator *GetPositionInterpolator() Set/Get the tuple interpolator used to interpolate the position portion of the camera. Note that you can modify the behavior of the interpolator (linear vs spline interpolation; change spline basis) by manipulating the interpolator instances directly. SetFocalPointInterpolatorV.SetFocalPointInterpolator(vtkTupleInterpolator) C++: virtual void SetFocalPointInterpolator( vtkTupleInterpolator *) Set/Get the tuple interpolator used to interpolate the focal point portion of the camera. Note that you can modify the behavior of the interpolator (linear vs spline interpolation; change spline basis) by manipulating the interpolator instances directly. GetFocalPointInterpolatorV.GetFocalPointInterpolator() -> vtkTupleInterpolator C++: virtual vtkTupleInterpolator *GetFocalPointInterpolator() Set/Get the tuple interpolator used to interpolate the focal point portion of the camera. Note that you can modify the behavior of the interpolator (linear vs spline interpolation; change spline basis) by manipulating the interpolator instances directly. SetViewUpInterpolatorV.SetViewUpInterpolator(vtkTupleInterpolator) C++: virtual void SetViewUpInterpolator(vtkTupleInterpolator *) Set/Get the tuple interpolator used to interpolate the view up portion of the camera. Note that you can modify the behavior of the interpolator (linear vs spline interpolation; change spline basis) by manipulating the interpolator instances directly. GetViewUpInterpolatorV.GetViewUpInterpolator() -> vtkTupleInterpolator C++: virtual vtkTupleInterpolator *GetViewUpInterpolator() Set/Get the tuple interpolator used to interpolate the view up portion of the camera. Note that you can modify the behavior of the interpolator (linear vs spline interpolation; change spline basis) by manipulating the interpolator instances directly. SetViewAngleInterpolatorV.SetViewAngleInterpolator(vtkTupleInterpolator) C++: virtual void SetViewAngleInterpolator(vtkTupleInterpolator *) Set/Get the tuple interpolator used to interpolate the view angle portion of the camera. Note that you can modify the behavior of the interpolator (linear vs spline interpolation; change spline basis) by manipulating the interpolator instances directly. GetViewAngleInterpolatorV.GetViewAngleInterpolator() -> vtkTupleInterpolator C++: virtual vtkTupleInterpolator *GetViewAngleInterpolator() Set/Get the tuple interpolator used to interpolate the view angle portion of the camera. Note that you can modify the behavior of the interpolator (linear vs spline interpolation; change spline basis) by manipulating the interpolator instances directly. SetParallelScaleInterpolatorV.SetParallelScaleInterpolator(vtkTupleInterpolator) C++: virtual void SetParallelScaleInterpolator( vtkTupleInterpolator *) Set/Get the tuple interpolator used to interpolate the parallel scale portion of the camera. Note that you can modify the behavior of the interpolator (linear vs spline interpolation; change spline basis) by manipulating the interpolator instances directly. GetParallelScaleInterpolatorV.GetParallelScaleInterpolator() -> vtkTupleInterpolator C++: virtual vtkTupleInterpolator *GetParallelScaleInterpolator() Set/Get the tuple interpolator used to interpolate the parallel scale portion of the camera. Note that you can modify the behavior of the interpolator (linear vs spline interpolation; change spline basis) by manipulating the interpolator instances directly. SetClippingRangeInterpolatorV.SetClippingRangeInterpolator(vtkTupleInterpolator) C++: virtual void SetClippingRangeInterpolator( vtkTupleInterpolator *) Set/Get the tuple interpolator used to interpolate the clipping range portion of the camera. Note that you can modify the behavior of the interpolator (linear vs spline interpolation; change spline basis) by manipulating the interpolator instances directly. GetClippingRangeInterpolatorV.GetClippingRangeInterpolator() -> vtkTupleInterpolator C++: virtual vtkTupleInterpolator *GetClippingRangeInterpolator() Set/Get the tuple interpolator used to interpolate the clipping range portion of the camera. Note that you can modify the behavior of the interpolator (linear vs spline interpolation; change spline basis) by manipulating the interpolator instances directly. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Override GetMTime() because we depend on the interpolators which may be modified outside of this class. vtkTupleInterpolatorvtkCellCenterDepthSortvtkRenderingCorePython.vtkCellCenterDepthSortvtkCellCenterDepthSort - A simple implementation of vtkCellDepthSort. Superclass: vtkVisibilitySort vtkCellCenterDepthSort is a simple and fast implementation of depth sort, but it only provides approximate results. The sorting algorithm finds the centroids of all the cells. It then performs the dot product of the centroids against a vector pointing in the direction of the camera transformed into object space. It then performs an ordinary sort on the result. V.SafeDownCast(vtkObjectBase) -> vtkCellCenterDepthSort C++: static vtkCellCenterDepthSort *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkCellCenterDepthSort C++: vtkCellCenterDepthSort *NewInstance() InitTraversalV.InitTraversal() C++: void InitTraversal() override; To facilitate incremental sorting algorithms, the cells are retrieved in an iteration process. That is, call InitTraversal to start the iteration and call GetNextCells to get the cell IDs in order. However, for efficiencies sake, GetNextCells returns an ordered list of several id's in once call (but not necessarily all). GetNextCells will return NULL once the entire sorted list is output. The vtkIdTypeArray returned from GetNextCells is a cached array, so do not delete it. At the same note, do not expect the array to be valid after subsequent calls to GetNextCells. GetNextCellsV.GetNextCells() -> vtkIdTypeArray C++: vtkIdTypeArray *GetNextCells() override; To facilitate incremental sorting algorithms, the cells are retrieved in an iteration process. That is, call InitTraversal to start the iteration and call GetNextCells to get the cell IDs in order. However, for efficiencies sake, GetNextCells returns an ordered list of several id's in once call (but not necessarily all). GetNextCells will return NULL once the entire sorted list is output. The vtkIdTypeArray returned from GetNextCells is a cached array, so do not delete it. At the same note, do not expect the array to be valid after subsequent calls to GetNextCells. vtkVisibilitySortvtkColorTransferFunctionVTK_CTF_RGBVTK_CTF_HSVVTK_CTF_LABVTK_CTF_DIVERGINGVTK_CTF_LAB_CIEDE2000VTK_CTF_LINEARVTK_CTF_LOG10vtkRenderingCorePython.vtkColorTransferFunctionvtkColorTransferFunction - Defines a transfer function for mapping a property to an RGB color value. Superclass: vtkScalarsToColors vtkColorTransferFunction is a color mapping in RGB or HSV space that uses piecewise hermite functions to allow interpolation that can be piecewise constant, piecewise linear, or somewhere in-between (a modified piecewise hermite function that squishes the function according to a sharpness parameter). The function also allows for the specification of the midpoint (the place where the function reaches the average of the two bounding nodes) as a normalize distance between nodes. See the description of class vtkPiecewiseFunction for an explanation of midpoint and sharpness. @sa vtkPiecewiseFunction V.SafeDownCast(vtkObjectBase) -> vtkColorTransferFunction C++: static vtkColorTransferFunction *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkColorTransferFunction C++: vtkColorTransferFunction *NewInstance() V.DeepCopy(vtkScalarsToColors) C++: void DeepCopy(vtkScalarsToColors *f) override; Copy the contents from another object. V.ShallowCopy(vtkColorTransferFunction) C++: void ShallowCopy(vtkColorTransferFunction *f) GetSizeV.GetSize() -> int C++: int GetSize() How many nodes define this function? AddRGBPointV.AddRGBPoint(float, float, float, float) -> int C++: int AddRGBPoint(double x, double r, double g, double b) V.AddRGBPoint(float, float, float, float, float, float) -> int C++: int AddRGBPoint(double x, double r, double g, double b, double midpoint, double sharpness) Add/Remove a point to/from the function defined in RGB or HSV Return the index of the point (0 based), or -1 on error. See the description of class vtkPiecewiseFunction for an explanation of midpoint and sharpness. AddHSVPointV.AddHSVPoint(float, float, float, float) -> int C++: int AddHSVPoint(double x, double h, double s, double v) V.AddHSVPoint(float, float, float, float, float, float) -> int C++: int AddHSVPoint(double x, double h, double s, double v, double midpoint, double sharpness) Add/Remove a point to/from the function defined in RGB or HSV Return the index of the point (0 based), or -1 on error. See the description of class vtkPiecewiseFunction for an explanation of midpoint and sharpness. RemovePointV.RemovePoint(float) -> int C++: int RemovePoint(double x) Add/Remove a point to/from the function defined in RGB or HSV Return the index of the point (0 based), or -1 on error. See the description of class vtkPiecewiseFunction for an explanation of midpoint and sharpness. AddRGBSegmentV.AddRGBSegment(float, float, float, float, float, float, float, float) C++: void AddRGBSegment(double x1, double r1, double g1, double b1, double x2, double r2, double g2, double b2) Add two points to the function and remove all the points between them AddHSVSegmentV.AddHSVSegment(float, float, float, float, float, float, float, float) C++: void AddHSVSegment(double x1, double h1, double s1, double v1, double x2, double h2, double s2, double v2) Add two points to the function and remove all the points between them RemoveAllPointsV.RemoveAllPoints() C++: void RemoveAllPoints() Remove all points GetColorV.GetColor(float) -> (float, float, float) C++: double *GetColor(double x) V.GetColor(float, [float, float, float]) C++: void GetColor(double x, double rgb[3]) override; Returns an RGB color for the specified scalar value GetRedValueV.GetRedValue(float) -> float C++: double GetRedValue(double x) Get the color components individually. GetGreenValueV.GetGreenValue(float) -> float C++: double GetGreenValue(double x) Get the color components individually. GetBlueValueV.GetBlueValue(float) -> float C++: double GetBlueValue(double x) Get the color components individually. GetNodeValueV.GetNodeValue(int, [float, float, float, float, float, float]) -> int C++: int GetNodeValue(int index, double val[6]) For the node specified by index, set/get the location (X), R, G, and B values, midpoint, and sharpness values at the node. SetNodeValueV.SetNodeValue(int, [float, float, float, float, float, float]) -> int C++: int SetNodeValue(int index, double val[6]) For the node specified by index, set/get the location (X), R, G, and B values, midpoint, and sharpness values at the node. MapValueV.MapValue(float) -> (int, ...) C++: unsigned char *MapValue(double v) override; Map one value through the lookup table. GetRangeV.GetRange() -> (float, float) C++: double *GetRange() override; V.GetRange(float, float) C++: virtual void GetRange(double &arg1, double &arg2) V.GetRange([float, float]) C++: virtual void GetRange(double _arg[2]) Returns min and max position of all function points. AdjustRangeV.AdjustRange([float, float]) -> int C++: int AdjustRange(double range[2]) Remove all points out of the new range, and make sure there is a point at each end of that range. Returns 1 on success, 0 otherwise. GetTableV.GetTable(float, float, int, [float, ...]) C++: void GetTable(double x1, double x2, int n, double *table) V.GetTable(float, float, int) -> (int, ...) C++: const unsigned char *GetTable(double x1, double x2, int n) Fills in a table of n colors mapped from values mapped with even spacing between x1 and x2, inclusive. * Note that GetTable ignores IndexedLookup BuildFunctionFromTableV.BuildFunctionFromTable(float, float, int, [float, ...]) C++: void BuildFunctionFromTable(double x1, double x2, int size, double *table) Construct a color transfer function from a table. Unlike FillFromDataPointer(), the table parameter's layout is assumed to be [R1, G1, B1, R2, G2, B2, ..., Rn, Gn, Bn], and it is assumed to be a block of memory of size [3*size]. After calling this method, the function range will be [x1, x2], the function will have size nodes, and function values will be regularly spaced between x1 and x2. SetClampingV.SetClamping(int) C++: virtual void SetClamping(int _arg) Sets/gets whether clamping is used. If on, scalar values below the lower range value set for the transfer function will be mapped to the first node color, and scalar values above the upper range value set for the transfer function will be mapped to the last node color. If off, values outside the range are mapped to black. GetClampingMinValueV.GetClampingMinValue() -> int C++: virtual int GetClampingMinValue() Sets/gets whether clamping is used. If on, scalar values below the lower range value set for the transfer function will be mapped to the first node color, and scalar values above the upper range value set for the transfer function will be mapped to the last node color. If off, values outside the range are mapped to black. GetClampingMaxValueV.GetClampingMaxValue() -> int C++: virtual int GetClampingMaxValue() Sets/gets whether clamping is used. If on, scalar values below the lower range value set for the transfer function will be mapped to the first node color, and scalar values above the upper range value set for the transfer function will be mapped to the last node color. If off, values outside the range are mapped to black. GetClampingV.GetClamping() -> int C++: virtual int GetClamping() Sets/gets whether clamping is used. If on, scalar values below the lower range value set for the transfer function will be mapped to the first node color, and scalar values above the upper range value set for the transfer function will be mapped to the last node color. If off, values outside the range are mapped to black. ClampingOnV.ClampingOn() C++: virtual void ClampingOn() Sets/gets whether clamping is used. If on, scalar values below the lower range value set for the transfer function will be mapped to the first node color, and scalar values above the upper range value set for the transfer function will be mapped to the last node color. If off, values outside the range are mapped to black. ClampingOffV.ClampingOff() C++: virtual void ClampingOff() Sets/gets whether clamping is used. If on, scalar values below the lower range value set for the transfer function will be mapped to the first node color, and scalar values above the upper range value set for the transfer function will be mapped to the last node color. If off, values outside the range are mapped to black. SetColorSpaceV.SetColorSpace(int) C++: virtual void SetColorSpace(int _arg) Set/Get the color space used for interpolation: RGB, HSV, CIELAB, or Diverging. In HSV mode, if HSVWrap is on, it will take the shortest path in Hue (going back through 0 if that is the shortest way around the hue circle) whereas if HSVWrap is off it will not go through 0 (in order the match the current functionality of vtkLookupTable). In Lab/CIEDE2000 mode, it will take the shortest path in the Lab color space with respect to the CIE Delta E 2000 color distance measure. Diverging is a special mode where colors will pass through white when interpolating between two saturated colors. GetColorSpaceMinValueV.GetColorSpaceMinValue() -> int C++: virtual int GetColorSpaceMinValue() Set/Get the color space used for interpolation: RGB, HSV, CIELAB, or Diverging. In HSV mode, if HSVWrap is on, it will take the shortest path in Hue (going back through 0 if that is the shortest way around the hue circle) whereas if HSVWrap is off it will not go through 0 (in order the match the current functionality of vtkLookupTable). In Lab/CIEDE2000 mode, it will take the shortest path in the Lab color space with respect to the CIE Delta E 2000 color distance measure. Diverging is a special mode where colors will pass through white when interpolating between two saturated colors. GetColorSpaceMaxValueV.GetColorSpaceMaxValue() -> int C++: virtual int GetColorSpaceMaxValue() Set/Get the color space used for interpolation: RGB, HSV, CIELAB, or Diverging. In HSV mode, if HSVWrap is on, it will take the shortest path in Hue (going back through 0 if that is the shortest way around the hue circle) whereas if HSVWrap is off it will not go through 0 (in order the match the current functionality of vtkLookupTable). In Lab/CIEDE2000 mode, it will take the shortest path in the Lab color space with respect to the CIE Delta E 2000 color distance measure. Diverging is a special mode where colors will pass through white when interpolating between two saturated colors. SetColorSpaceToRGBV.SetColorSpaceToRGB() C++: void SetColorSpaceToRGB() Set/Get the color space used for interpolation: RGB, HSV, CIELAB, or Diverging. In HSV mode, if HSVWrap is on, it will take the shortest path in Hue (going back through 0 if that is the shortest way around the hue circle) whereas if HSVWrap is off it will not go through 0 (in order the match the current functionality of vtkLookupTable). In Lab/CIEDE2000 mode, it will take the shortest path in the Lab color space with respect to the CIE Delta E 2000 color distance measure. Diverging is a special mode where colors will pass through white when interpolating between two saturated colors. SetColorSpaceToHSVV.SetColorSpaceToHSV() C++: void SetColorSpaceToHSV() Set/Get the color space used for interpolation: RGB, HSV, CIELAB, or Diverging. In HSV mode, if HSVWrap is on, it will take the shortest path in Hue (going back through 0 if that is the shortest way around the hue circle) whereas if HSVWrap is off it will not go through 0 (in order the match the current functionality of vtkLookupTable). In Lab/CIEDE2000 mode, it will take the shortest path in the Lab color space with respect to the CIE Delta E 2000 color distance measure. Diverging is a special mode where colors will pass through white when interpolating between two saturated colors. SetColorSpaceToLabV.SetColorSpaceToLab() C++: void SetColorSpaceToLab() Set/Get the color space used for interpolation: RGB, HSV, CIELAB, or Diverging. In HSV mode, if HSVWrap is on, it will take the shortest path in Hue (going back through 0 if that is the shortest way around the hue circle) whereas if HSVWrap is off it will not go through 0 (in order the match the current functionality of vtkLookupTable). In Lab/CIEDE2000 mode, it will take the shortest path in the Lab color space with respect to the CIE Delta E 2000 color distance measure. Diverging is a special mode where colors will pass through white when interpolating between two saturated colors. SetColorSpaceToLabCIEDE2000V.SetColorSpaceToLabCIEDE2000() C++: void SetColorSpaceToLabCIEDE2000() Set/Get the color space used for interpolation: RGB, HSV, CIELAB, or Diverging. In HSV mode, if HSVWrap is on, it will take the shortest path in Hue (going back through 0 if that is the shortest way around the hue circle) whereas if HSVWrap is off it will not go through 0 (in order the match the current functionality of vtkLookupTable). In Lab/CIEDE2000 mode, it will take the shortest path in the Lab color space with respect to the CIE Delta E 2000 color distance measure. Diverging is a special mode where colors will pass through white when interpolating between two saturated colors. SetColorSpaceToDivergingV.SetColorSpaceToDiverging() C++: void SetColorSpaceToDiverging() Set/Get the color space used for interpolation: RGB, HSV, CIELAB, or Diverging. In HSV mode, if HSVWrap is on, it will take the shortest path in Hue (going back through 0 if that is the shortest way around the hue circle) whereas if HSVWrap is off it will not go through 0 (in order the match the current functionality of vtkLookupTable). In Lab/CIEDE2000 mode, it will take the shortest path in the Lab color space with respect to the CIE Delta E 2000 color distance measure. Diverging is a special mode where colors will pass through white when interpolating between two saturated colors. GetColorSpaceV.GetColorSpace() -> int C++: virtual int GetColorSpace() Set/Get the color space used for interpolation: RGB, HSV, CIELAB, or Diverging. In HSV mode, if HSVWrap is on, it will take the shortest path in Hue (going back through 0 if that is the shortest way around the hue circle) whereas if HSVWrap is off it will not go through 0 (in order the match the current functionality of vtkLookupTable). In Lab/CIEDE2000 mode, it will take the shortest path in the Lab color space with respect to the CIE Delta E 2000 color distance measure. Diverging is a special mode where colors will pass through white when interpolating between two saturated colors. SetHSVWrapV.SetHSVWrap(int) C++: virtual void SetHSVWrap(int _arg) Set/Get the color space used for interpolation: RGB, HSV, CIELAB, or Diverging. In HSV mode, if HSVWrap is on, it will take the shortest path in Hue (going back through 0 if that is the shortest way around the hue circle) whereas if HSVWrap is off it will not go through 0 (in order the match the current functionality of vtkLookupTable). In Lab/CIEDE2000 mode, it will take the shortest path in the Lab color space with respect to the CIE Delta E 2000 color distance measure. Diverging is a special mode where colors will pass through white when interpolating between two saturated colors. GetHSVWrapV.GetHSVWrap() -> int C++: virtual int GetHSVWrap() Set/Get the color space used for interpolation: RGB, HSV, CIELAB, or Diverging. In HSV mode, if HSVWrap is on, it will take the shortest path in Hue (going back through 0 if that is the shortest way around the hue circle) whereas if HSVWrap is off it will not go through 0 (in order the match the current functionality of vtkLookupTable). In Lab/CIEDE2000 mode, it will take the shortest path in the Lab color space with respect to the CIE Delta E 2000 color distance measure. Diverging is a special mode where colors will pass through white when interpolating between two saturated colors. HSVWrapOnV.HSVWrapOn() C++: virtual void HSVWrapOn() Set/Get the color space used for interpolation: RGB, HSV, CIELAB, or Diverging. In HSV mode, if HSVWrap is on, it will take the shortest path in Hue (going back through 0 if that is the shortest way around the hue circle) whereas if HSVWrap is off it will not go through 0 (in order the match the current functionality of vtkLookupTable). In Lab/CIEDE2000 mode, it will take the shortest path in the Lab color space with respect to the CIE Delta E 2000 color distance measure. Diverging is a special mode where colors will pass through white when interpolating between two saturated colors. HSVWrapOffV.HSVWrapOff() C++: virtual void HSVWrapOff() Set/Get the color space used for interpolation: RGB, HSV, CIELAB, or Diverging. In HSV mode, if HSVWrap is on, it will take the shortest path in Hue (going back through 0 if that is the shortest way around the hue circle) whereas if HSVWrap is off it will not go through 0 (in order the match the current functionality of vtkLookupTable). In Lab/CIEDE2000 mode, it will take the shortest path in the Lab color space with respect to the CIE Delta E 2000 color distance measure. Diverging is a special mode where colors will pass through white when interpolating between two saturated colors. SetScaleV.SetScale(int) C++: virtual void SetScale(int _arg) Set the type of scale to use, linear or logarithmic. The default is linear. If the scale is logarithmic, and the range contains zero, the color mapping will be linear. SetScaleToLinearV.SetScaleToLinear() C++: void SetScaleToLinear() Set the type of scale to use, linear or logarithmic. The default is linear. If the scale is logarithmic, and the range contains zero, the color mapping will be linear. SetScaleToLog10V.SetScaleToLog10() C++: void SetScaleToLog10() Set the type of scale to use, linear or logarithmic. The default is linear. If the scale is logarithmic, and the range contains zero, the color mapping will be linear. GetScaleV.GetScale() -> int C++: virtual int GetScale() Set the type of scale to use, linear or logarithmic. The default is linear. If the scale is logarithmic, and the range contains zero, the color mapping will be linear. SetNanColorV.SetNanColor(float, float, float) C++: void SetNanColor(double, double, double) V.SetNanColor((float, float, float)) C++: void SetNanColor(double a[3]) GetNanColorV.GetNanColor() -> (float, float, float) C++: double *GetNanColor() SetBelowRangeColorV.SetBelowRangeColor(float, float, float) C++: void SetBelowRangeColor(double, double, double) V.SetBelowRangeColor((float, float, float)) C++: void SetBelowRangeColor(double a[3]) GetBelowRangeColorV.GetBelowRangeColor() -> (float, float, float) C++: double *GetBelowRangeColor() SetUseBelowRangeColorV.SetUseBelowRangeColor(int) C++: virtual void SetUseBelowRangeColor(int _arg) Set whether the below range color should be used. GetUseBelowRangeColorV.GetUseBelowRangeColor() -> int C++: virtual int GetUseBelowRangeColor() Set whether the below range color should be used. UseBelowRangeColorOnV.UseBelowRangeColorOn() C++: virtual void UseBelowRangeColorOn() Set whether the below range color should be used. UseBelowRangeColorOffV.UseBelowRangeColorOff() C++: virtual void UseBelowRangeColorOff() Set whether the below range color should be used. SetAboveRangeColorV.SetAboveRangeColor(float, float, float) C++: void SetAboveRangeColor(double, double, double) V.SetAboveRangeColor((float, float, float)) C++: void SetAboveRangeColor(double a[3]) GetAboveRangeColorV.GetAboveRangeColor() -> (float, float, float) C++: double *GetAboveRangeColor() SetUseAboveRangeColorV.SetUseAboveRangeColor(int) C++: virtual void SetUseAboveRangeColor(int _arg) Set whether the below range color should be used. GetUseAboveRangeColorV.GetUseAboveRangeColor() -> int C++: virtual int GetUseAboveRangeColor() Set whether the below range color should be used. UseAboveRangeColorOnV.UseAboveRangeColorOn() C++: virtual void UseAboveRangeColorOn() Set whether the below range color should be used. UseAboveRangeColorOffV.UseAboveRangeColorOff() C++: virtual void UseAboveRangeColorOff() Set whether the below range color should be used. GetDataPointerV.GetDataPointer() -> (float, ...) C++: double *GetDataPointer() Returns a pointer to an array of all node values in an interleaved array with the layout [X1, R1, G1, B1, X2, R2, G2, B2, ..., Xn, Rn, Gn, Bn] where n is the number of nodes defining the transfer function. The returned pointer points to an array that is managed by this class, so callers should not free it. FillFromDataPointerV.FillFromDataPointer(int, [float, ...]) C++: void FillFromDataPointer(int n, double *ptr) Defines the nodes from an array ptr with the layout [X1, R1, G1, B1, X2, R2, G2, B2, ..., Xn, Rn, Gn, Bn] where n is the number of nodes. MapScalarsThroughTable2V.MapScalarsThroughTable2(void, [int, ...], int, int, int, int) C++: void MapScalarsThroughTable2(void *input, unsigned char *output, int inputDataType, int numberOfValues, int inputIncrement, int outputIncrement) override; Map a set of scalars through the lookup table. SetAllowDuplicateScalarsV.SetAllowDuplicateScalars(int) C++: virtual void SetAllowDuplicateScalars(int _arg) Toggle whether to allow duplicate scalar values in the color transfer function (off by default). GetAllowDuplicateScalarsV.GetAllowDuplicateScalars() -> int C++: virtual int GetAllowDuplicateScalars() Toggle whether to allow duplicate scalar values in the color transfer function (off by default). AllowDuplicateScalarsOnV.AllowDuplicateScalarsOn() C++: virtual void AllowDuplicateScalarsOn() Toggle whether to allow duplicate scalar values in the color transfer function (off by default). AllowDuplicateScalarsOffV.AllowDuplicateScalarsOff() C++: virtual void AllowDuplicateScalarsOff() Toggle whether to allow duplicate scalar values in the color transfer function (off by default). GetNumberOfAvailableColorsV.GetNumberOfAvailableColors() -> int C++: vtkIdType GetNumberOfAvailableColors() override; Get the number of available colors for mapping to. GetIndexedColorV.GetIndexedColor(int, [float, float, float, float]) C++: void GetIndexedColor(vtkIdType idx, double rgba[4]) override; Return a color given an integer index. * This is used to assign colors to annotations (given an offset into the list of annotations). * If there are no control points or idx < 0, then NanColor is returned. EstimateMinNumberOfSamplesV.EstimateMinNumberOfSamples(float, float) -> int C++: int EstimateMinNumberOfSamples(double const &x1, double const &x2) Estimates the minimum size of a table such that it would correctly sample this function. The returned value should be passed as parameter 'n' when calling GetTable(). vtkScalarsToColorsvtkCompositeDataDisplayAttributesvtkRenderingCorePython.vtkCompositeDataDisplayAttributesvtkCompositeDataDisplayAttributes - Rendering attributes for a multi-block dataset. Superclass: vtkObject The vtkCompositeDataDisplayAttributes class stores display attributes for individual blocks in a multi-block dataset. It uses the actual data block's pointer as a key (vtkDataObject*). @warning It is considered unsafe to dereference key pointers at any time, they should only serve as keys to access the internal map. V.SafeDownCast(vtkObjectBase) -> vtkCompositeDataDisplayAttributes C++: static vtkCompositeDataDisplayAttributes *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkCompositeDataDisplayAttributes C++: vtkCompositeDataDisplayAttributes *NewInstance() HasBlockVisibilitiesV.HasBlockVisibilities() -> bool C++: bool HasBlockVisibilities() Returns true if any block has any block visibility is set. SetBlockVisibilityV.SetBlockVisibility(vtkDataObject, bool) C++: void SetBlockVisibility(vtkDataObject *data_object, bool visible) Set/get the visibility for the block with data_object. GetBlockVisibilityV.GetBlockVisibility(vtkDataObject) -> bool C++: bool GetBlockVisibility(vtkDataObject *data_object) Set/get the visibility for the block with data_object. HasBlockVisibilityV.HasBlockVisibility(vtkDataObject) -> bool C++: bool HasBlockVisibility(vtkDataObject *data_object) Returns true if the block with the given data_object has a visibility set. RemoveBlockVisibilityV.RemoveBlockVisibility(vtkDataObject) C++: void RemoveBlockVisibility(vtkDataObject *data_object) Removes the block visibility flag for the block with data_object. RemoveBlockVisibilitiesV.RemoveBlockVisibilities() C++: void RemoveBlockVisibilities() Removes all block visibility flags. This effectively sets the visibility for all blocks to true. RemoveBlockVisibilitesV.RemoveBlockVisibilites() C++: void RemoveBlockVisibilites() HasBlockPickabilitiesV.HasBlockPickabilities() -> bool C++: bool HasBlockPickabilities() Returns true if any block has any block pickability is set. SetBlockPickabilityV.SetBlockPickability(vtkDataObject, bool) C++: void SetBlockPickability(vtkDataObject *data_object, bool visible) Set/get the pickability for the block with data_object. GetBlockPickabilityV.GetBlockPickability(vtkDataObject) -> bool C++: bool GetBlockPickability(vtkDataObject *data_object) Set/get the pickability for the block with data_object. HasBlockPickabilityV.HasBlockPickability(vtkDataObject) -> bool C++: bool HasBlockPickability(vtkDataObject *data_object) Returns true if the block with the given data_object has a pickability set. RemoveBlockPickabilityV.RemoveBlockPickability(vtkDataObject) C++: void RemoveBlockPickability(vtkDataObject *data_object) Removes the block pickability flag for the block with data_object. RemoveBlockPickabilitiesV.RemoveBlockPickabilities() C++: void RemoveBlockPickabilities() Removes all block pickability flags. This effectively sets the pickability for all blocks to true. SetBlockColorV.SetBlockColor(vtkDataObject, (float, float, float)) C++: void SetBlockColor(vtkDataObject *data_object, const double color[3]) Set/get the color for the block with data_object. GetBlockColorV.GetBlockColor(vtkDataObject, [float, float, float]) C++: void GetBlockColor(vtkDataObject *data_object, double color[3]) V.GetBlockColor(vtkDataObject) -> vtkColor3d C++: vtkColor3d GetBlockColor(vtkDataObject *data_object) Set/get the color for the block with data_object. HasBlockColorsV.HasBlockColors() -> bool C++: bool HasBlockColors() Returns true if any block has any block color is set. HasBlockColorV.HasBlockColor(vtkDataObject) -> bool C++: bool HasBlockColor(vtkDataObject *data_object) Returns true if the block with the given data_object has a color. RemoveBlockColorV.RemoveBlockColor(vtkDataObject) C++: void RemoveBlockColor(vtkDataObject *data_object) Removes the block color for the block with data_object. RemoveBlockColorsV.RemoveBlockColors() C++: void RemoveBlockColors() Removes all block colors. SetBlockOpacityV.SetBlockOpacity(vtkDataObject, float) C++: void SetBlockOpacity(vtkDataObject *data_object, double opacity) Set/get the opacity for the block with data_object. GetBlockOpacityV.GetBlockOpacity(vtkDataObject) -> float C++: double GetBlockOpacity(vtkDataObject *data_object) Set/get the opacity for the block with data_object. HasBlockOpacitiesV.HasBlockOpacities() -> bool C++: bool HasBlockOpacities() Returns true if any block has an opacity set. HasBlockOpacityV.HasBlockOpacity(vtkDataObject) -> bool C++: bool HasBlockOpacity(vtkDataObject *data_object) Returns true if the block with data_object has an opacity set. RemoveBlockOpacityV.RemoveBlockOpacity(vtkDataObject) C++: void RemoveBlockOpacity(vtkDataObject *data_object) Removes the set opacity for the block with data_object. RemoveBlockOpacitiesV.RemoveBlockOpacities() C++: void RemoveBlockOpacities() Removes all block opacities. SetBlockMaterialV.SetBlockMaterial(vtkDataObject, string) C++: void SetBlockMaterial(vtkDataObject *data_object, const std::string &material) Set/get the material for the block with data_object. Only rendering backends that support advanced materials need to respect these. GetBlockMaterialV.GetBlockMaterial(vtkDataObject) -> string C++: const std::string &GetBlockMaterial( vtkDataObject *data_object) Set/get the material for the block with data_object. Only rendering backends that support advanced materials need to respect these. HasBlockMaterialsV.HasBlockMaterials() -> bool C++: bool HasBlockMaterials() Returns true if any block has an material set. HasBlockMaterialV.HasBlockMaterial(vtkDataObject) -> bool C++: bool HasBlockMaterial(vtkDataObject *data_object) Returns true if the block with data_object has an material set. RemoveBlockMaterialV.RemoveBlockMaterial(vtkDataObject) C++: void RemoveBlockMaterial(vtkDataObject *data_object) Removes the set material for the block with data_object. RemoveBlockMaterialsV.RemoveBlockMaterials() C++: void RemoveBlockMaterials() Removes all block materialss. ComputeVisibleBoundsV.ComputeVisibleBounds(vtkCompositeDataDisplayAttributes, vtkDataObject, [float, float, float, float, float, float]) C++: static void ComputeVisibleBounds( vtkCompositeDataDisplayAttributes *cda, vtkDataObject *dobj, double bounds[6]) If the input dobj is a vtkCompositeDataSet, we will loop over the hierarchy recursively starting from initial index 0 and use only visible blocks, which is specified in the vtkCompositeDataDisplayAttributes cda, to compute the bounds. DataObjectFromIndexV.DataObjectFromIndex(int, vtkDataObject, int) -> vtkDataObject C++: static vtkDataObject *DataObjectFromIndex( const unsigned int flat_index, vtkDataObject *parent_obj, unsigned int ¤t_flat_index) Get the DataObject corresponding to the node with index flat_index under parent_obj. Traverses the entire hierarchy recursively. vtkDataObjectvtkColor3dvtkCompositeDataDisplayAttributesLegacyvtkRenderingCorePython.vtkCompositeDataDisplayAttributesLegacyvtkCompositeDataDisplayAttributesLegacy - rendering attributes for a multi-block dataset. Superclass: vtkObject The vtkCompositeDataDisplayAttributesLegacy class stores display attributes for individual blocks in a multi-block dataset. Attributes are mapped to blocks through their flat-index; This is the mechanism used in legacy OpenGL classes. V.SafeDownCast(vtkObjectBase) -> vtkCompositeDataDisplayAttributesLegacy C++: static vtkCompositeDataDisplayAttributesLegacy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkCompositeDataDisplayAttributesLegacy C++: vtkCompositeDataDisplayAttributesLegacy *NewInstance() V.SetBlockVisibility(int, bool) C++: void SetBlockVisibility(unsigned int flat_index, bool visible) Set/get the visibility for the block with flat_index. V.GetBlockVisibility(int) -> bool C++: bool GetBlockVisibility(unsigned int flat_index) Set/get the visibility for the block with flat_index. V.HasBlockVisibility(int) -> bool C++: bool HasBlockVisibility(unsigned int flat_index) Returns true if the block with the given flat_index has a visiblity set. V.RemoveBlockVisibility(int) C++: void RemoveBlockVisibility(unsigned int flat_index) Removes the block visibility flag for the block with flat_index. V.RemoveBlockVisibilities() C++: void RemoveBlockVisibilities() Removes all block visibility flags. The effectively sets the visibility for all blocks to true. V.HasBlockPickabilities() -> bool C++: bool HasBlockPickabilities() Returns true if any block has any block visibility is set. V.SetBlockPickability(int, bool) C++: void SetBlockPickability(unsigned int flat_index, bool visible) Set/get the visibility for the block with flat_index. V.GetBlockPickability(int) -> bool C++: bool GetBlockPickability(unsigned int flat_index) Set/get the visibility for the block with flat_index. V.HasBlockPickability(int) -> bool C++: bool HasBlockPickability(unsigned int flat_index) Returns true if the block with the given flat_index has a visiblity set. V.RemoveBlockPickability(int) C++: void RemoveBlockPickability(unsigned int flat_index) Removes the block visibility flag for the block with flat_index. V.RemoveBlockPickabilities() C++: void RemoveBlockPickabilities() Removes all block visibility flags. The effectively sets the visibility for all blocks to true. V.SetBlockColor(int, (float, float, float)) C++: void SetBlockColor(unsigned int flat_index, const double color[3]) Set/get the color for the block with flat_index. V.GetBlockColor(int, [float, float, float]) C++: void GetBlockColor(unsigned int flat_index, double color[3]) V.GetBlockColor(int) -> vtkColor3d C++: vtkColor3d GetBlockColor(unsigned int flat_index) Set/get the color for the block with flat_index. V.HasBlockColor(int) -> bool C++: bool HasBlockColor(unsigned int flat_index) Returns true if the block with the given flat_index has a color. V.RemoveBlockColor(int) C++: void RemoveBlockColor(unsigned int flat_index) Removes the block color for the block with flat_index. V.SetBlockOpacity(int, float) C++: void SetBlockOpacity(unsigned int flat_index, double opacity) Set/get the opacity for the block with flat_index. V.GetBlockOpacity(int) -> float C++: double GetBlockOpacity(unsigned int flat_index) Set/get the opacity for the block with flat_index. V.HasBlockOpacity(int) -> bool C++: bool HasBlockOpacity(unsigned int flat_index) Returns true if the block with flat_index has an opacity set. V.RemoveBlockOpacity(int) C++: void RemoveBlockOpacity(unsigned int flat_index) Removes the set opacity for the block with flat_index. V.ComputeVisibleBounds(vtkCompositeDataDisplayAttributesLegacy, vtkDataObject, [float, float, float, float, float, float]) C++: static void ComputeVisibleBounds( vtkCompositeDataDisplayAttributesLegacy *cda, vtkDataObject *dobj, double bounds[6]) vtkCompositePolyDataMappervtkRenderingCorePython.vtkCompositePolyDataMappervtkCompositePolyDataMapper - a class that renders hierarchical polygonal data Superclass: vtkMapper This class uses a set of vtkPolyDataMappers to render input data which may be hierarchical. The input to this mapper may be either vtkPolyData or a vtkCompositeDataSet built from polydata. If something other than vtkPolyData is encountered, an error message will be produced. @sa vtkPolyDataMapper V.SafeDownCast(vtkObjectBase) -> vtkCompositePolyDataMapper C++: static vtkCompositePolyDataMapper *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkCompositePolyDataMapper C++: vtkCompositePolyDataMapper *NewInstance() V.Render(vtkRenderer, vtkActor) C++: void Render(vtkRenderer *ren, vtkActor *a) override; Standard method for rendering a mapper. This method will be called by the actor. V.GetBounds() -> (float, float, float, float, float, float) C++: double *GetBounds() override; V.GetBounds([float, float, float, float, float, float]) C++: void GetBounds(double bounds[6]) override; Standard vtkProp method to get 3D bounds of a 3D prop V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; Release the underlying resources associated with this mapper vtkCoordinateVTK_DISPLAYVTK_NORMALIZED_DISPLAYVTK_VIEWPORTVTK_NORMALIZED_VIEWPORTVTK_VIEWVTK_WORLDVTK_USERDEFINEDvtkRenderingCorePython.vtkCoordinatevtkCoordinate - perform coordinate transformation, and represent position, in a variety of vtk coordinate systems Superclass: vtkObject vtkCoordinate represents position in a variety of coordinate systems, and converts position to other coordinate systems. It also supports relative positioning, so you can create a cascade of vtkCoordinate objects (no loops please!) that refer to each other. The typical usage of this object is to set the coordinate system in which to represent a position (e.g., SetCoordinateSystemToNormalizedDisplay()), set the value of the coordinate (e.g., SetValue()), and then invoke the appropriate method to convert to another coordinate system (e.g., GetComputedWorldValue()). The coordinate systems in vtk are as follows: DISPLAY - x-y pixel values in window 0, 0 is the lower left of the first pixel, size, size is the upper right of the last pixel NORMALIZED DISPLAY - x-y (0,1) normalized values 0, 0 is the lower left of the first pixel, 1, 1 is the upper right of the last pixel VIEWPORT - x-y pixel values in viewport 0, 0 is the lower left of the first pixel, size, size is the upper right of the last pixel NORMALIZED VIEWPORT - x-y (0,1) normalized value in viewport 0, 0 is the lower left of the first pixel, 1, 1 is the upper right of the last pixel VIEW - x-y-z (-1,1) values in camera coordinates. (z is depth) WORLD - x-y-z global coordinate values USERDEFINED - x-y-z in User defined space If you cascade vtkCoordinate objects, you refer to another vtkCoordinate object which in turn can refer to others, and so on. This allows you to create composite groups of things like vtkActor2D that are positioned relative to one another. Note that in cascaded sequences, each vtkCoordinate object may be specified in different coordinate systems! @sa vtkActor2D vtkScalarBarActor V.SafeDownCast(vtkObjectBase) -> vtkCoordinate C++: static vtkCoordinate *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkCoordinate C++: vtkCoordinate *NewInstance() SetCoordinateSystemV.SetCoordinateSystem(int) C++: virtual void SetCoordinateSystem(int _arg) Set/get the coordinate system which this coordinate is defined in. The options are Display, Normalized Display, Viewport, Normalized Viewport, View, and World. GetCoordinateSystemV.GetCoordinateSystem() -> int C++: virtual int GetCoordinateSystem() Set/get the coordinate system which this coordinate is defined in. The options are Display, Normalized Display, Viewport, Normalized Viewport, View, and World. SetCoordinateSystemToDisplayV.SetCoordinateSystemToDisplay() C++: void SetCoordinateSystemToDisplay() Set/get the coordinate system which this coordinate is defined in. The options are Display, Normalized Display, Viewport, Normalized Viewport, View, and World. SetCoordinateSystemToNormalizedDisplayV.SetCoordinateSystemToNormalizedDisplay() C++: void SetCoordinateSystemToNormalizedDisplay() Set/get the coordinate system which this coordinate is defined in. The options are Display, Normalized Display, Viewport, Normalized Viewport, View, and World. SetCoordinateSystemToViewportV.SetCoordinateSystemToViewport() C++: void SetCoordinateSystemToViewport() Set/get the coordinate system which this coordinate is defined in. The options are Display, Normalized Display, Viewport, Normalized Viewport, View, and World. SetCoordinateSystemToNormalizedViewportV.SetCoordinateSystemToNormalizedViewport() C++: void SetCoordinateSystemToNormalizedViewport() Set/get the coordinate system which this coordinate is defined in. The options are Display, Normalized Display, Viewport, Normalized Viewport, View, and World. SetCoordinateSystemToViewV.SetCoordinateSystemToView() C++: void SetCoordinateSystemToView() Set/get the coordinate system which this coordinate is defined in. The options are Display, Normalized Display, Viewport, Normalized Viewport, View, and World. SetCoordinateSystemToWorldV.SetCoordinateSystemToWorld() C++: void SetCoordinateSystemToWorld() Set/get the coordinate system which this coordinate is defined in. The options are Display, Normalized Display, Viewport, Normalized Viewport, View, and World. GetCoordinateSystemAsStringV.GetCoordinateSystemAsString() -> string C++: const char *GetCoordinateSystemAsString() SetValueV.SetValue(float, float, float) C++: void SetValue(double, double, double) V.SetValue((float, float, float)) C++: void SetValue(double a[3]) V.SetValue(float, float) C++: void SetValue(double a, double b) GetValueV.GetValue() -> (float, float, float) C++: double *GetValue() SetReferenceCoordinateV.SetReferenceCoordinate(vtkCoordinate) C++: virtual void SetReferenceCoordinate(vtkCoordinate *) If this coordinate is relative to another coordinate, then specify that coordinate as the ReferenceCoordinate. If this is NULL the coordinate is assumed to be absolute. GetReferenceCoordinateV.GetReferenceCoordinate() -> vtkCoordinate C++: virtual vtkCoordinate *GetReferenceCoordinate() If this coordinate is relative to another coordinate, then specify that coordinate as the ReferenceCoordinate. If this is NULL the coordinate is assumed to be absolute. SetViewportV.SetViewport(vtkViewport) C++: void SetViewport(vtkViewport *viewport) If you want this coordinate to be relative to a specific vtkViewport (vtkRenderer) then you can specify that here. NOTE: this is a raw pointer, not a weak pointer nor a reference counted object, to avoid reference cycle loop between rendering classes and filter classes. GetViewportV.GetViewport() -> vtkViewport C++: virtual vtkViewport *GetViewport() If you want this coordinate to be relative to a specific vtkViewport (vtkRenderer) then you can specify that here. NOTE: this is a raw pointer, not a weak pointer nor a reference counted object, to avoid reference cycle loop between rendering classes and filter classes. GetComputedWorldValueV.GetComputedWorldValue(vtkViewport) -> (float, float, float) C++: double *GetComputedWorldValue(vtkViewport *) Return the computed value in a specified coordinate system. GetComputedViewportValueV.GetComputedViewportValue(vtkViewport) -> (int, int) C++: int *GetComputedViewportValue(vtkViewport *) Return the computed value in a specified coordinate system. GetComputedDisplayValueV.GetComputedDisplayValue(vtkViewport) -> (int, int) C++: int *GetComputedDisplayValue(vtkViewport *) Return the computed value in a specified coordinate system. GetComputedLocalDisplayValueV.GetComputedLocalDisplayValue(vtkViewport) -> (int, int) C++: int *GetComputedLocalDisplayValue(vtkViewport *) Return the computed value in a specified coordinate system. GetComputedDoubleViewportValueV.GetComputedDoubleViewportValue(vtkViewport) -> (float, float) C++: double *GetComputedDoubleViewportValue(vtkViewport *) GetComputedDoubleDisplayValueV.GetComputedDoubleDisplayValue(vtkViewport) -> (float, float) C++: double *GetComputedDoubleDisplayValue(vtkViewport *) GetComputedValueV.GetComputedValue(vtkViewport) -> (float, ...) C++: double *GetComputedValue(vtkViewport *) GetComputedValue() will return either World, Viewport or Display based on what has been set as the coordinate system. This is good for objects like vtkLineSource, where the user might want to use them as World or Viewport coordinates GetComputedUserDefinedValueV.GetComputedUserDefinedValue(vtkViewport) -> (float, ...) C++: virtual double *GetComputedUserDefinedValue(vtkViewport *) GetComputedUserDefinedValue() is to be used only when the coordinate system is VTK_USERDEFINED. The user must subclass vtkCoordinate and override this function, when set as the TransformCoordinate in 2D-Mappers, the user can customize display of 2D polygons vtkCullerCollectionvtkRenderingCorePython.vtkCullerCollectionvtkCullerCollection - an ordered list of Cullers Superclass: vtkCollection vtkCullerCollection represents and provides methods to manipulate a list of Cullers (i.e., vtkCuller and subclasses). The list is ordered and duplicate entries are not prevented. @sa vtkCuller vtkCollection V.SafeDownCast(vtkObjectBase) -> vtkCullerCollection C++: static vtkCullerCollection *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkCullerCollection C++: vtkCullerCollection *NewInstance() V.AddItem(vtkCuller) C++: void AddItem(vtkCuller *a) Add an Culler to the bottom of the list. V.GetNextItem() -> vtkCuller C++: vtkCuller *GetNextItem() Get the next Culler in the list. V.GetLastItem() -> vtkCuller C++: vtkCuller *GetLastItem() Get the last Culler in the list. vtkCullervtkRenderingCorePython.vtkCullervtkCuller - a superclass for prop cullers Superclass: vtkObject A culler has a cull method called by the vtkRenderer. The cull method is called before any rendering is performed, and it allows the culler to do some processing on the props and to modify their AllocatedRenderTime and re-order them in the prop list. @sa vtkFrustumCoverageCuller V.SafeDownCast(vtkObjectBase) -> vtkCuller C++: static vtkCuller *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkCuller C++: vtkCuller *NewInstance() vtkDataSetMappervtkRenderingCorePython.vtkDataSetMappervtkDataSetMapper - map vtkDataSet and derived classes to graphics primitives Superclass: vtkMapper vtkDataSetMapper is a mapper to map data sets (i.e., vtkDataSet and all derived classes) to graphics primitives. The mapping procedure is as follows: all 0D, 1D, and 2D cells are converted into points, lines, and polygons/triangle strips and then mapped to the graphics system. The 2D faces of 3D cells are mapped only if they are used by only one cell, i.e., on the boundary of the data set. V.SafeDownCast(vtkObjectBase) -> vtkDataSetMapper C++: static vtkDataSetMapper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkDataSetMapper C++: vtkDataSetMapper *NewInstance() V.Render(vtkRenderer, vtkActor) C++: void Render(vtkRenderer *ren, vtkActor *act) override; Method initiates the mapping process. Generally sent by the actor as each frame is rendered. GetPolyDataMapperV.GetPolyDataMapper() -> vtkPolyDataMapper C++: virtual vtkPolyDataMapper *GetPolyDataMapper() Get the internal poly data mapper used to map data set to graphics system. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; Release any graphics resources that are being consumed by this mapper. The parameter window could be used to determine which graphic resources to release. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Get the mtime also considering the lookup table. SetInputDataV.SetInputData(vtkDataSet) C++: void SetInputData(vtkDataSet *input) Set the Input of this mapper. V.GetInput() -> vtkDataSet C++: vtkDataSet *GetInput() Set the Input of this mapper. vtkDiscretizableColorTransferFunctionvtkRenderingCorePython.vtkDiscretizableColorTransferFunctionvtkDiscretizableColorTransferFunction - a combination of vtkColorTransferFunction and vtkLookupTable. Superclass: vtkColorTransferFunction This is a cross between a vtkColorTransferFunction and a vtkLookupTable selectively combining the functionality of both. This class is a vtkColorTransferFunction allowing users to specify the RGB control points that control the color transfer function. At the same time, by settingDiscretize to 1 (true), one can force the transfer function to only haveNumberOfValues discrete colors. When IndexedLookup is true, this class behaves differently. The annotated values are considered to the be only valid values for which entries in the color table should be returned. The colors for annotated values are those specified using AddIndexedColors. Typically, there must be at least as many indexed colors specified as the annotations. For backwards compatibility, if no indexed-colors are specified, the colors in the lookup Table are assigned to annotated values by taking the modulus of their index in the list of annotations. If a scalar value is not present in AnnotatedValues, then NanColor will be used. One can set a scalar opacity function to map scalars to color types handling transparency (VTK_RGBA, VTK_LUMINANCE_ALPHA). Opacity mapping is off by default. Call EnableOpacityMappingOn() to handle mapping of alpha values. NOTE: One must call Build() after making any changes to the points in the ColorTransferFunction to ensure that the discrete and non-discrete versions match up. V.SafeDownCast(vtkObjectBase) -> vtkDiscretizableColorTransferFunction C++: static vtkDiscretizableColorTransferFunction *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkDiscretizableColorTransferFunction C++: vtkDiscretizableColorTransferFunction *NewInstance() IsOpaqueV.IsOpaque() -> int C++: int IsOpaque() override; Returns the negation of EnableOpacityMapping. SetIndexedColorV.SetIndexedColor(int, (float, float, float)) C++: void SetIndexedColor(unsigned int index, const double rgb[3]) V.SetIndexedColor(int, float, float, float) C++: void SetIndexedColor(unsigned int index, double r, double g, double b) Add colors to use when IndexedLookup is true.SetIndexedColor() will automatically call SetNumberOfIndexedColors(index+1) if the current number of indexed colors is not sufficient for the specified index and all will be initialized to the RGB values passed to this call. V.GetIndexedColor(int, [float, float, float, float]) C++: void GetIndexedColor(vtkIdType i, double rgba[4]) override; Get the "indexed color" assigned to an index. * The index is used in IndexedLookup mode to assign colors to annotations (in the order * the annotations were set). * Subclasses must implement this and interpret how to treat the index. * vtkLookupTable simply returns GetTableValue( index % this->GetNumberOfTableValues()). * vtkColorTransferFunction returns the color assocated with node index % this->GetSize(). * Note that implementations *must* set the opacity (alpha) component of the color, even if they * do not provide opacity values in their colormaps. In that case, alpha = 1 should be used. SetNumberOfIndexedColorsV.SetNumberOfIndexedColors(int) C++: void SetNumberOfIndexedColors(unsigned int count) Set the number of indexed colors. These are used when IndexedLookup is true. If no indexed colors are specified, for backwards compatibility, this class reverts to using the RGBPoints for colors. GetNumberOfIndexedColorsV.GetNumberOfIndexedColors() -> int C++: unsigned int GetNumberOfIndexedColors() Set the number of indexed colors. These are used when IndexedLookup is true. If no indexed colors are specified, for backwards compatibility, this class reverts to using the RGBPoints for colors. BuildV.Build() C++: void Build() override; Generate discretized lookup table, if applicable. This method must be called after changes to the ColorTransferFunction otherwise the discretized version will be inconsistent with the non-discretized one. SetDiscretizeV.SetDiscretize(int) C++: virtual void SetDiscretize(int _arg) Set if the values are to be mapped after discretization. The number of discrete values is set by using SetNumberOfValues(). Not set by default, i.e. color value is determined by interpolating at the scalar value. GetDiscretizeV.GetDiscretize() -> int C++: virtual int GetDiscretize() Set if the values are to be mapped after discretization. The number of discrete values is set by using SetNumberOfValues(). Not set by default, i.e. color value is determined by interpolating at the scalar value. DiscretizeOnV.DiscretizeOn() C++: virtual void DiscretizeOn() Set if the values are to be mapped after discretization. The number of discrete values is set by using SetNumberOfValues(). Not set by default, i.e. color value is determined by interpolating at the scalar value. DiscretizeOffV.DiscretizeOff() C++: virtual void DiscretizeOff() Set if the values are to be mapped after discretization. The number of discrete values is set by using SetNumberOfValues(). Not set by default, i.e. color value is determined by interpolating at the scalar value. SetUseLogScaleV.SetUseLogScale(int) C++: virtual void SetUseLogScale(int useLogScale) Get/Set if log scale must be used while mapping scalars to colors. The default is 0. GetUseLogScaleV.GetUseLogScale() -> int C++: virtual int GetUseLogScale() Get/Set if log scale must be used while mapping scalars to colors. The default is 0. SetNumberOfValuesV.SetNumberOfValues(int) C++: virtual void SetNumberOfValues(vtkIdType _arg) Set the number of values i.e. colors to be generated in the discrete lookup table. This has no effect if Discretize is off. The default is 256. GetNumberOfValuesV.GetNumberOfValues() -> int C++: virtual vtkIdType GetNumberOfValues() Set the number of values i.e. colors to be generated in the discrete lookup table. This has no effect if Discretize is off. The default is 256. V.MapValue(float) -> (int, ...) C++: unsigned char *MapValue(double v) override; Map one value through the lookup table and return a color defined as a RGBA unsigned char tuple (4 bytes). V.GetColor(float, [float, float, float]) C++: void GetColor(double v, double rgb[3]) override; Map one value through the lookup table and return the color as an RGB array of doubles between 0 and 1. GetOpacityV.GetOpacity(float) -> float C++: double GetOpacity(double v) override; Return the opacity of a given scalar. V.MapScalarsThroughTable2(void, [int, ...], int, int, int, int) C++: void MapScalarsThroughTable2(void *input, unsigned char *output, int inputDataType, int numberOfValues, int inputIncrement, int outputFormat) Map a set of scalars through the lookup table. Overridden to map the opacity value. This internal method is inherited from vtkScalarsToColors and should never be called directly. GetRGBPointsV.GetRGBPoints() -> (float, ...) C++: double *GetRGBPoints() Returns the (x, r, g, b) values as an array. vtkColorTransferFunction::GetDataPointer(). Retained for backwards compatibility.\deprecated Use GetDataPointer() instead. SetAlphaV.SetAlpha(float) C++: void SetAlpha(double alpha) override; Specify an additional opacity (alpha) value to blend with. Values != 1 modify the resulting color consistent with the requested form of the output. This is typically used by an actor in order to blend its opacity. Overridden to pass the alpha to the internal vtkLookupTable. V.SetNanColor(float, float, float) C++: void SetNanColor(double r, double g, double b) override; V.SetNanColor([float, float, float]) C++: void SetNanColor(double rgb[3]) override; Set the color to use when a NaN (not a number) is encountered. This is an RGB 3-tuple color of doubles in the range [0, 1]. Overridden to pass the NanColor to the internal vtkLookupTable. UsingLogScaleV.UsingLogScale() -> int C++: int UsingLogScale() override; This should return 1 if the subclass is using log scale for mapping scalars to colors. SetScalarOpacityFunctionV.SetScalarOpacityFunction(vtkPiecewiseFunction) C++: virtual void SetScalarOpacityFunction( vtkPiecewiseFunction *function) Set/get the opacity function to use. GetScalarOpacityFunctionV.GetScalarOpacityFunction() -> vtkPiecewiseFunction C++: virtual vtkPiecewiseFunction *GetScalarOpacityFunction() Set/get the opacity function to use. SetEnableOpacityMappingV.SetEnableOpacityMapping(bool) C++: virtual void SetEnableOpacityMapping(bool _arg) Enable/disable the usage of the scalar opacity function. GetEnableOpacityMappingV.GetEnableOpacityMapping() -> bool C++: virtual bool GetEnableOpacityMapping() Enable/disable the usage of the scalar opacity function. EnableOpacityMappingOnV.EnableOpacityMappingOn() C++: virtual void EnableOpacityMappingOn() Enable/disable the usage of the scalar opacity function. EnableOpacityMappingOffV.EnableOpacityMappingOff() C++: virtual void EnableOpacityMappingOff() Enable/disable the usage of the scalar opacity function. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Overridden to include the ScalarOpacityFunction's MTime. vtkPiecewiseFunctionvtkDistanceToCameravtkRenderingCorePython.vtkDistanceToCameravtkDistanceToCamera - calculates distance from points to the camera. Superclass: vtkPointSetAlgorithm This filter adds a double array containing the distance from each point to the camera. If Scaling is on, it will use the values in the input array to process in order to scale the size of the points. ScreenSize sets the size in screen pixels that you would want a rendered rectangle at that point to be, if it was scaled by the output array. V.SafeDownCast(vtkObjectBase) -> vtkDistanceToCamera C++: static vtkDistanceToCamera *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkDistanceToCamera C++: vtkDistanceToCamera *NewInstance() SetRendererV.SetRenderer(vtkRenderer) C++: void SetRenderer(vtkRenderer *ren) The renderer which will ultimately render these points. V.GetRenderer() -> vtkRenderer C++: virtual vtkRenderer *GetRenderer() The renderer which will ultimately render these points. SetScreenSizeV.SetScreenSize(float) C++: virtual void SetScreenSize(double _arg) The desired screen size obtained by scaling glyphs by the distance array. It assumes the glyph at each point will be unit size. GetScreenSizeV.GetScreenSize() -> float C++: virtual double GetScreenSize() The desired screen size obtained by scaling glyphs by the distance array. It assumes the glyph at each point will be unit size. SetScalingV.SetScaling(bool) C++: virtual void SetScaling(bool _arg) Whether to scale the distance by the input array to process. GetScalingV.GetScaling() -> bool C++: virtual bool GetScaling() Whether to scale the distance by the input array to process. ScalingOnV.ScalingOn() C++: virtual void ScalingOn() Whether to scale the distance by the input array to process. ScalingOffV.ScalingOff() C++: virtual void ScalingOff() Whether to scale the distance by the input array to process. SetDistanceArrayNameV.SetDistanceArrayName(string) C++: virtual void SetDistanceArrayName(const char *_arg) The name of the distance array. If not set, the array is named 'DistanceToCamera'. GetDistanceArrayNameV.GetDistanceArrayName() -> string C++: virtual char *GetDistanceArrayName() The name of the distance array. If not set, the array is named 'DistanceToCamera'. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; The modified time of this filter. vtkPointSetAlgorithmvtkFollowervtkRenderingCorePython.vtkFollowervtkFollower - a subclass of actor that always faces the camera Superclass: vtkActor vtkFollower is a subclass of vtkActor that always follows its specified camera. More specifically it will not change its position or scale, but it will continually update its orientation so that it is right side up and facing the camera. This is typically used for text labels in a scene. All of the adjustments that can be made to an actor also will take effect with a follower. So, if you change the orientation of the follower by 90 degrees, then it will follow the camera, but be off by 90 degrees. @sa vtkActor vtkCamera vtkAxisFollower vtkProp3DFollower V.SafeDownCast(vtkObjectBase) -> vtkFollower C++: static vtkFollower *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkFollower C++: vtkFollower *NewInstance() V.SetCamera(vtkCamera) C++: virtual void SetCamera(vtkCamera *) Set/Get the camera to follow. If this is not set, then the follower won't know who to follow. V.GetCamera() -> vtkCamera C++: virtual vtkCamera *GetCamera() Set/Get the camera to follow. If this is not set, then the follower won't know who to follow. V.RenderOpaqueGeometry(vtkViewport) -> int C++: int RenderOpaqueGeometry(vtkViewport *viewport) override; This causes the actor to be rendered. It in turn will render the actor's property, texture map and then mapper. If a property hasn't been assigned, then the actor will create one automatically. V.RenderTranslucentPolygonalGeometry(vtkViewport) -> int C++: int RenderTranslucentPolygonalGeometry(vtkViewport *viewport) override; This causes the actor to be rendered. It in turn will render the actor's property, texture map and then mapper. If a property hasn't been assigned, then the actor will create one automatically. V.Render(vtkRenderer) C++: virtual void Render(vtkRenderer *ren) This causes the actor to be rendered. It in turn will render the actor's property, texture map and then mapper. If a property hasn't been assigned, then the actor will create one automatically. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; Release any graphics resources associated with this vtkProp3DFollower. ComputeMatrixV.ComputeMatrix() C++: void ComputeMatrix() override; Generate the matrix based on ivars. This method overloads its superclasses ComputeMatrix() method due to the special vtkFollower matrix operations. V.ShallowCopy(vtkProp) C++: void ShallowCopy(vtkProp *prop) override; Shallow copy of a follower. Overloads the virtual vtkProp method. vtkFrameBufferObjectBasevtkRenderingCorePython.vtkFrameBufferObjectBasevtkFrameBufferObjectBase - abstract interface to OpenGL FBOs Superclass: vtkObject API for classes that encapsulate an OpenGL Frame Buffer Object. V.SafeDownCast(vtkObjectBase) -> vtkFrameBufferObjectBase C++: static vtkFrameBufferObjectBase *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkFrameBufferObjectBase C++: vtkFrameBufferObjectBase *NewInstance() GetLastSizeV.GetLastSize() -> (int, ...) C++: virtual int *GetLastSize() V.GetLastSize(int, int) C++: virtual void GetLastSize(int &_arg1, int &_arg2) V.GetLastSize([int, int]) C++: virtual void GetLastSize(int _arg[2]) Dimensions in pixels of the framebuffer. vtkFrustumCoverageCullerVTK_CULLER_SORT_NONEVTK_CULLER_SORT_FRONT_TO_BACKVTK_CULLER_SORT_BACK_TO_FRONTvtkRenderingCorePython.vtkFrustumCoverageCullervtkFrustumCoverageCuller - cull props based on frustum coverage Superclass: vtkCuller vtkFrustumCoverageCuller will cull props based on the coverage in the view frustum. The coverage is computed by enclosing the prop in a bounding sphere, projecting that to the viewing coordinate system, then taking a slice through the view frustum at the center of the sphere. This results in a circle on the plane slice through the view frustum. This circle is enclosed in a squared, and the fraction of the plane slice that this square covers is the coverage. This is a number between 0 and 1. If the number is less than the MinimumCoverage, the allocated render time for that prop is set to zero. If it is greater than the MaximumCoverage, the allocated render time is set to 1.0. In between, a linear ramp is used to convert coverage into allocated render time. @sa vtkCuller V.SafeDownCast(vtkObjectBase) -> vtkFrustumCoverageCuller C++: static vtkFrustumCoverageCuller *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkFrustumCoverageCuller C++: vtkFrustumCoverageCuller *NewInstance() SetMinimumCoverageV.SetMinimumCoverage(float) C++: virtual void SetMinimumCoverage(double _arg) Set/Get the minimum coverage - props with less coverage than this are given no time to render (they are culled) GetMinimumCoverageV.GetMinimumCoverage() -> float C++: virtual double GetMinimumCoverage() Set/Get the minimum coverage - props with less coverage than this are given no time to render (they are culled) SetMaximumCoverageV.SetMaximumCoverage(float) C++: virtual void SetMaximumCoverage(double _arg) Set/Get the maximum coverage - props with more coverage than this are given an allocated render time of 1.0 (the maximum) GetMaximumCoverageV.GetMaximumCoverage() -> float C++: virtual double GetMaximumCoverage() Set/Get the maximum coverage - props with more coverage than this are given an allocated render time of 1.0 (the maximum) SetSortingStyleV.SetSortingStyle(int) C++: virtual void SetSortingStyle(int _arg) Set the sorting style - none, front-to-back or back-to-front The default is none GetSortingStyleMinValueV.GetSortingStyleMinValue() -> int C++: virtual int GetSortingStyleMinValue() Set the sorting style - none, front-to-back or back-to-front The default is none GetSortingStyleMaxValueV.GetSortingStyleMaxValue() -> int C++: virtual int GetSortingStyleMaxValue() Set the sorting style - none, front-to-back or back-to-front The default is none GetSortingStyleV.GetSortingStyle() -> int C++: virtual int GetSortingStyle() Set the sorting style - none, front-to-back or back-to-front The default is none SetSortingStyleToNoneV.SetSortingStyleToNone() C++: void SetSortingStyleToNone() Set the sorting style - none, front-to-back or back-to-front The default is none SetSortingStyleToBackToFrontV.SetSortingStyleToBackToFront() C++: void SetSortingStyleToBackToFront() Set the sorting style - none, front-to-back or back-to-front The default is none SetSortingStyleToFrontToBackV.SetSortingStyleToFrontToBack() C++: void SetSortingStyleToFrontToBack() Set the sorting style - none, front-to-back or back-to-front The default is none GetSortingStyleAsStringV.GetSortingStyleAsString() -> string C++: const char *GetSortingStyleAsString(void) Set the sorting style - none, front-to-back or back-to-front The default is none (i)vtkFXAAOptionsDebugOptionFXAA_NO_DEBUGFXAA_DEBUG_SUBPIXEL_ALIASINGFXAA_DEBUG_EDGE_DIRECTIONFXAA_DEBUG_EDGE_NUM_STEPSFXAA_DEBUG_EDGE_DISTANCEFXAA_DEBUG_EDGE_SAMPLE_OFFSETFXAA_DEBUG_ONLY_SUBPIX_AAFXAA_DEBUG_ONLY_EDGE_AAvtkRenderingCorePython.vtkFXAAOptions.DebugOptionvtkRenderingCorePython.vtkFXAAOptionsvtkFXAAOptions - Configuration for FXAA implementations. Superclass: vtkObject This class encapsulates the settings for vtkOpenGLFXAAFilter. V.SafeDownCast(vtkObjectBase) -> vtkFXAAOptions C++: static vtkFXAAOptions *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkFXAAOptions C++: vtkFXAAOptions *NewInstance() SetRelativeContrastThresholdV.SetRelativeContrastThreshold(float) C++: virtual void SetRelativeContrastThreshold(float _arg) Threshold for applying FXAA to a pixel, relative to the maximum luminosity of its 4 immediate neighbors. * The luminosity of the current pixel and it's NSWE neighbors is computed. * The maximum luminosity and luminosity range (contrast) of all 5 pixels is * found. If the contrast is less than RelativeContrastThreshold * maxLum, * the pixel is not considered aliased and will not be affected by FXAA. * Suggested settings: * - 1/3: Too little * - 1/4: Low quality * - 1/8: High quality (default) * - 1/16: Overkill GetRelativeContrastThresholdMinValueV.GetRelativeContrastThresholdMinValue() -> float C++: virtual float GetRelativeContrastThresholdMinValue() Threshold for applying FXAA to a pixel, relative to the maximum luminosity of its 4 immediate neighbors. * The luminosity of the current pixel and it's NSWE neighbors is computed. * The maximum luminosity and luminosity range (contrast) of all 5 pixels is * found. If the contrast is less than RelativeContrastThreshold * maxLum, * the pixel is not considered aliased and will not be affected by FXAA. * Suggested settings: * - 1/3: Too little * - 1/4: Low quality * - 1/8: High quality (default) * - 1/16: Overkill GetRelativeContrastThresholdMaxValueV.GetRelativeContrastThresholdMaxValue() -> float C++: virtual float GetRelativeContrastThresholdMaxValue() Threshold for applying FXAA to a pixel, relative to the maximum luminosity of its 4 immediate neighbors. * The luminosity of the current pixel and it's NSWE neighbors is computed. * The maximum luminosity and luminosity range (contrast) of all 5 pixels is * found. If the contrast is less than RelativeContrastThreshold * maxLum, * the pixel is not considered aliased and will not be affected by FXAA. * Suggested settings: * - 1/3: Too little * - 1/4: Low quality * - 1/8: High quality (default) * - 1/16: Overkill GetRelativeContrastThresholdV.GetRelativeContrastThreshold() -> float C++: virtual float GetRelativeContrastThreshold() Threshold for applying FXAA to a pixel, relative to the maximum luminosity of its 4 immediate neighbors. * The luminosity of the current pixel and it's NSWE neighbors is computed. * The maximum luminosity and luminosity range (contrast) of all 5 pixels is * found. If the contrast is less than RelativeContrastThreshold * maxLum, * the pixel is not considered aliased and will not be affected by FXAA. * Suggested settings: * - 1/3: Too little * - 1/4: Low quality * - 1/8: High quality (default) * - 1/16: Overkill SetHardContrastThresholdV.SetHardContrastThreshold(float) C++: virtual void SetHardContrastThreshold(float _arg) Similar to RelativeContrastThreshold, but not scaled by the maximum luminosity. * If the contrast of the current pixel and it's 4 immediate NSWE neighbors is * less than HardContrastThreshold, the pixel is not considered aliased and * will not be affected by FXAA. * Suggested settings: * - 1/32: Visible limit * - 1/16: High quality (default) * - 1/12: Upper limit (start of visible unfiltered edges) GetHardContrastThresholdMinValueV.GetHardContrastThresholdMinValue() -> float C++: virtual float GetHardContrastThresholdMinValue() Similar to RelativeContrastThreshold, but not scaled by the maximum luminosity. * If the contrast of the current pixel and it's 4 immediate NSWE neighbors is * less than HardContrastThreshold, the pixel is not considered aliased and * will not be affected by FXAA. * Suggested settings: * - 1/32: Visible limit * - 1/16: High quality (default) * - 1/12: Upper limit (start of visible unfiltered edges) GetHardContrastThresholdMaxValueV.GetHardContrastThresholdMaxValue() -> float C++: virtual float GetHardContrastThresholdMaxValue() Similar to RelativeContrastThreshold, but not scaled by the maximum luminosity. * If the contrast of the current pixel and it's 4 immediate NSWE neighbors is * less than HardContrastThreshold, the pixel is not considered aliased and * will not be affected by FXAA. * Suggested settings: * - 1/32: Visible limit * - 1/16: High quality (default) * - 1/12: Upper limit (start of visible unfiltered edges) GetHardContrastThresholdV.GetHardContrastThreshold() -> float C++: virtual float GetHardContrastThreshold() Similar to RelativeContrastThreshold, but not scaled by the maximum luminosity. * If the contrast of the current pixel and it's 4 immediate NSWE neighbors is * less than HardContrastThreshold, the pixel is not considered aliased and * will not be affected by FXAA. * Suggested settings: * - 1/32: Visible limit * - 1/16: High quality (default) * - 1/12: Upper limit (start of visible unfiltered edges) SetSubpixelBlendLimitV.SetSubpixelBlendLimit(float) C++: virtual void SetSubpixelBlendLimit(float _arg) Subpixel aliasing is corrected by applying a lowpass filter to the current pixel. This is implemented by blending an average of the 3x3 neighborhood around the pixel into the final result. The amount of blending is determined by comparing the detected amount of subpixel aliasing to the total contrasting of the CNSWE pixels: * SubpixelBlending = abs(lumC - lumAveNSWE) / (lumMaxCNSWE - lumMinCNSWE) * This parameter sets an upper limit to the amount of subpixel blending to * prevent the image from simply getting blurred. * Suggested settings: * - 1/2: Low amount of blending. * - 3/4: Medium amount of blending (default) * - 7/8: High amount of blending. * - 1: Maximum amount of blending. GetSubpixelBlendLimitMinValueV.GetSubpixelBlendLimitMinValue() -> float C++: virtual float GetSubpixelBlendLimitMinValue() Subpixel aliasing is corrected by applying a lowpass filter to the current pixel. This is implemented by blending an average of the 3x3 neighborhood around the pixel into the final result. The amount of blending is determined by comparing the detected amount of subpixel aliasing to the total contrasting of the CNSWE pixels: * SubpixelBlending = abs(lumC - lumAveNSWE) / (lumMaxCNSWE - lumMinCNSWE) * This parameter sets an upper limit to the amount of subpixel blending to * prevent the image from simply getting blurred. * Suggested settings: * - 1/2: Low amount of blending. * - 3/4: Medium amount of blending (default) * - 7/8: High amount of blending. * - 1: Maximum amount of blending. GetSubpixelBlendLimitMaxValueV.GetSubpixelBlendLimitMaxValue() -> float C++: virtual float GetSubpixelBlendLimitMaxValue() Subpixel aliasing is corrected by applying a lowpass filter to the current pixel. This is implemented by blending an average of the 3x3 neighborhood around the pixel into the final result. The amount of blending is determined by comparing the detected amount of subpixel aliasing to the total contrasting of the CNSWE pixels: * SubpixelBlending = abs(lumC - lumAveNSWE) / (lumMaxCNSWE - lumMinCNSWE) * This parameter sets an upper limit to the amount of subpixel blending to * prevent the image from simply getting blurred. * Suggested settings: * - 1/2: Low amount of blending. * - 3/4: Medium amount of blending (default) * - 7/8: High amount of blending. * - 1: Maximum amount of blending. GetSubpixelBlendLimitV.GetSubpixelBlendLimit() -> float C++: virtual float GetSubpixelBlendLimit() Subpixel aliasing is corrected by applying a lowpass filter to the current pixel. This is implemented by blending an average of the 3x3 neighborhood around the pixel into the final result. The amount of blending is determined by comparing the detected amount of subpixel aliasing to the total contrasting of the CNSWE pixels: * SubpixelBlending = abs(lumC - lumAveNSWE) / (lumMaxCNSWE - lumMinCNSWE) * This parameter sets an upper limit to the amount of subpixel blending to * prevent the image from simply getting blurred. * Suggested settings: * - 1/2: Low amount of blending. * - 3/4: Medium amount of blending (default) * - 7/8: High amount of blending. * - 1: Maximum amount of blending. SetSubpixelContrastThresholdV.SetSubpixelContrastThreshold(float) C++: virtual void SetSubpixelContrastThreshold(float _arg) Minimum amount of subpixel aliasing required for subpixel antialiasing to be applied. * Subpixel aliasing is corrected by applying a lowpass filter to the current * pixel. This is implemented by blending an average of the 3x3 neighborhood * around the pixel into the final result. The amount of blending is * determined by comparing the detected amount of subpixel aliasing to the * total contrasting of the CNSWE pixels: * SubpixelBlending = abs(lumC - lumAveNSWE) / (lumMaxCNSWE - lumMinCNSWE) * If SubpixelBlending is less than this threshold, no lowpass blending will * occur. * Suggested settings: * - 1/2: Low subpixel aliasing removal * - 1/3: Medium subpixel aliasing removal * - 1/4: Default subpixel aliasing removal * - 1/8: High subpixel aliasing removal * - 0: Complete subpixel aliasing removal GetSubpixelContrastThresholdMinValueV.GetSubpixelContrastThresholdMinValue() -> float C++: virtual float GetSubpixelContrastThresholdMinValue() Minimum amount of subpixel aliasing required for subpixel antialiasing to be applied. * Subpixel aliasing is corrected by applying a lowpass filter to the current * pixel. This is implemented by blending an average of the 3x3 neighborhood * around the pixel into the final result. The amount of blending is * determined by comparing the detected amount of subpixel aliasing to the * total contrasting of the CNSWE pixels: * SubpixelBlending = abs(lumC - lumAveNSWE) / (lumMaxCNSWE - lumMinCNSWE) * If SubpixelBlending is less than this threshold, no lowpass blending will * occur. * Suggested settings: * - 1/2: Low subpixel aliasing removal * - 1/3: Medium subpixel aliasing removal * - 1/4: Default subpixel aliasing removal * - 1/8: High subpixel aliasing removal * - 0: Complete subpixel aliasing removal GetSubpixelContrastThresholdMaxValueV.GetSubpixelContrastThresholdMaxValue() -> float C++: virtual float GetSubpixelContrastThresholdMaxValue() Minimum amount of subpixel aliasing required for subpixel antialiasing to be applied. * Subpixel aliasing is corrected by applying a lowpass filter to the current * pixel. This is implemented by blending an average of the 3x3 neighborhood * around the pixel into the final result. The amount of blending is * determined by comparing the detected amount of subpixel aliasing to the * total contrasting of the CNSWE pixels: * SubpixelBlending = abs(lumC - lumAveNSWE) / (lumMaxCNSWE - lumMinCNSWE) * If SubpixelBlending is less than this threshold, no lowpass blending will * occur. * Suggested settings: * - 1/2: Low subpixel aliasing removal * - 1/3: Medium subpixel aliasing removal * - 1/4: Default subpixel aliasing removal * - 1/8: High subpixel aliasing removal * - 0: Complete subpixel aliasing removal GetSubpixelContrastThresholdV.GetSubpixelContrastThreshold() -> float C++: virtual float GetSubpixelContrastThreshold() Minimum amount of subpixel aliasing required for subpixel antialiasing to be applied. * Subpixel aliasing is corrected by applying a lowpass filter to the current * pixel. This is implemented by blending an average of the 3x3 neighborhood * around the pixel into the final result. The amount of blending is * determined by comparing the detected amount of subpixel aliasing to the * total contrasting of the CNSWE pixels: * SubpixelBlending = abs(lumC - lumAveNSWE) / (lumMaxCNSWE - lumMinCNSWE) * If SubpixelBlending is less than this threshold, no lowpass blending will * occur. * Suggested settings: * - 1/2: Low subpixel aliasing removal * - 1/3: Medium subpixel aliasing removal * - 1/4: Default subpixel aliasing removal * - 1/8: High subpixel aliasing removal * - 0: Complete subpixel aliasing removal SetUseHighQualityEndpointsV.SetUseHighQualityEndpoints(bool) C++: virtual void SetUseHighQualityEndpoints(bool _arg) Use an improved edge endpoint detection algorithm. * If true, a modified edge endpoint detection algorithm is used that requires * more texture lookups, but will properly detect aliased single-pixel lines. * If false, the edge endpoint algorithm proposed by NVIDIA will by used. This * algorithm is faster (fewer lookups), but will fail to detect endpoints of * single pixel edge steps. * Default setting is true. GetUseHighQualityEndpointsV.GetUseHighQualityEndpoints() -> bool C++: virtual bool GetUseHighQualityEndpoints() Use an improved edge endpoint detection algorithm. * If true, a modified edge endpoint detection algorithm is used that requires * more texture lookups, but will properly detect aliased single-pixel lines. * If false, the edge endpoint algorithm proposed by NVIDIA will by used. This * algorithm is faster (fewer lookups), but will fail to detect endpoints of * single pixel edge steps. * Default setting is true. UseHighQualityEndpointsOnV.UseHighQualityEndpointsOn() C++: virtual void UseHighQualityEndpointsOn() Use an improved edge endpoint detection algorithm. * If true, a modified edge endpoint detection algorithm is used that requires * more texture lookups, but will properly detect aliased single-pixel lines. * If false, the edge endpoint algorithm proposed by NVIDIA will by used. This * algorithm is faster (fewer lookups), but will fail to detect endpoints of * single pixel edge steps. * Default setting is true. UseHighQualityEndpointsOffV.UseHighQualityEndpointsOff() C++: virtual void UseHighQualityEndpointsOff() Use an improved edge endpoint detection algorithm. * If true, a modified edge endpoint detection algorithm is used that requires * more texture lookups, but will properly detect aliased single-pixel lines. * If false, the edge endpoint algorithm proposed by NVIDIA will by used. This * algorithm is faster (fewer lookups), but will fail to detect endpoints of * single pixel edge steps. * Default setting is true. SetEndpointSearchIterationsV.SetEndpointSearchIterations(int) C++: virtual void SetEndpointSearchIterations(int _arg) Set the number of iterations for the endpoint search algorithm. Increasing this value will increase runtime, but also properly detect longer edges. The current implementation steps one pixel in both the positive and negative directions per iteration. The default value is 12, which will resolve endpoints of edges < 25 pixels long (2 * 12 + 1). GetEndpointSearchIterationsMinValueV.GetEndpointSearchIterationsMinValue() -> int C++: virtual int GetEndpointSearchIterationsMinValue() Set the number of iterations for the endpoint search algorithm. Increasing this value will increase runtime, but also properly detect longer edges. The current implementation steps one pixel in both the positive and negative directions per iteration. The default value is 12, which will resolve endpoints of edges < 25 pixels long (2 * 12 + 1). GetEndpointSearchIterationsMaxValueV.GetEndpointSearchIterationsMaxValue() -> int C++: virtual int GetEndpointSearchIterationsMaxValue() Set the number of iterations for the endpoint search algorithm. Increasing this value will increase runtime, but also properly detect longer edges. The current implementation steps one pixel in both the positive and negative directions per iteration. The default value is 12, which will resolve endpoints of edges < 25 pixels long (2 * 12 + 1). GetEndpointSearchIterationsV.GetEndpointSearchIterations() -> int C++: virtual int GetEndpointSearchIterations() Set the number of iterations for the endpoint search algorithm. Increasing this value will increase runtime, but also properly detect longer edges. The current implementation steps one pixel in both the positive and negative directions per iteration. The default value is 12, which will resolve endpoints of edges < 25 pixels long (2 * 12 + 1). SetDebugOptionValueV.SetDebugOptionValue(DebugOption) C++: virtual void SetDebugOptionValue(DebugOption _arg) Debugging options that affect the output color buffer. See vtkFXAAFilterFS.glsl for details. Only one may be active at a time. GetDebugOptionValueV.GetDebugOptionValue() -> DebugOption C++: virtual DebugOption GetDebugOptionValue() Debugging options that affect the output color buffer. See vtkFXAAFilterFS.glsl for details. Only one may be active at a time. vtkFXAAOptions.DebugOptionvtkGenericRenderWindowInteractorvtkRenderingCorePython.vtkGenericRenderWindowInteractorvtkGenericRenderWindowInteractor - platform-independent programmable render window interactor. Superclass: vtkRenderWindowInteractor vtkGenericRenderWindowInteractor provides a way to translate native mouse and keyboard events into vtk Events. By calling the methods on this class, vtk events will be invoked. This will allow scripting languages to use vtkInteractorStyles and 3D widgets. V.SafeDownCast(vtkObjectBase) -> vtkGenericRenderWindowInteractor C++: static vtkGenericRenderWindowInteractor *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkGenericRenderWindowInteractor C++: vtkGenericRenderWindowInteractor *NewInstance() TimerEventV.TimerEvent() C++: virtual void TimerEvent() Fire TimerEvent. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. SetTimerEventResetsTimerV.SetTimerEventResetsTimer(int) C++: virtual void SetTimerEventResetsTimer(int _arg) Flag that indicates whether the TimerEvent method should call ResetTimer to simulate repeating timers with an endless stream of one shot timers. By default this flag is on and all repeating timers are implemented as a stream of sequential one shot timers. If the observer of CreateTimerEvent actually creates a "natively repeating" timer, setting this flag to off will prevent (perhaps many many) unnecessary calls to ResetTimer. Having the flag on by default means that "natively one shot" timers can be either one shot or repeating timers with no additional work. Also, "natively repeating" timers still work with the default setting, but with potentially many create and destroy calls. GetTimerEventResetsTimerV.GetTimerEventResetsTimer() -> int C++: virtual int GetTimerEventResetsTimer() Flag that indicates whether the TimerEvent method should call ResetTimer to simulate repeating timers with an endless stream of one shot timers. By default this flag is on and all repeating timers are implemented as a stream of sequential one shot timers. If the observer of CreateTimerEvent actually creates a "natively repeating" timer, setting this flag to off will prevent (perhaps many many) unnecessary calls to ResetTimer. Having the flag on by default means that "natively one shot" timers can be either one shot or repeating timers with no additional work. Also, "natively repeating" timers still work with the default setting, but with potentially many create and destroy calls. TimerEventResetsTimerOnV.TimerEventResetsTimerOn() C++: virtual void TimerEventResetsTimerOn() Flag that indicates whether the TimerEvent method should call ResetTimer to simulate repeating timers with an endless stream of one shot timers. By default this flag is on and all repeating timers are implemented as a stream of sequential one shot timers. If the observer of CreateTimerEvent actually creates a "natively repeating" timer, setting this flag to off will prevent (perhaps many many) unnecessary calls to ResetTimer. Having the flag on by default means that "natively one shot" timers can be either one shot or repeating timers with no additional work. Also, "natively repeating" timers still work with the default setting, but with potentially many create and destroy calls. TimerEventResetsTimerOffV.TimerEventResetsTimerOff() C++: virtual void TimerEventResetsTimerOff() Flag that indicates whether the TimerEvent method should call ResetTimer to simulate repeating timers with an endless stream of one shot timers. By default this flag is on and all repeating timers are implemented as a stream of sequential one shot timers. If the observer of CreateTimerEvent actually creates a "natively repeating" timer, setting this flag to off will prevent (perhaps many many) unnecessary calls to ResetTimer. Having the flag on by default means that "natively one shot" timers can be either one shot or repeating timers with no additional work. Also, "natively repeating" timers still work with the default setting, but with potentially many create and destroy calls. vtkRenderWindowInteractorvtkGenericVertexAttributeMappingvtkRenderingCorePython.vtkGenericVertexAttributeMappingvtkGenericVertexAttributeMapping - stores mapping for data arrays to generic vertex attributes. Superclass: vtkObject vtkGenericVertexAttributeMapping stores mapping between data arrays and generic vertex attributes. It is used by vtkPainterPolyDataMapper to pass the mappings to the painter which rendering the attributes.@par Thanks: Support for generic vertex attributes in VTK was contributed in collaboration with Stephane Ploix at EDF. V.SafeDownCast(vtkObjectBase) -> vtkGenericVertexAttributeMapping C++: static vtkGenericVertexAttributeMapping *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkGenericVertexAttributeMapping C++: vtkGenericVertexAttributeMapping *NewInstance() AddMappingV.AddMapping(string, string, int, int) C++: void AddMapping(const char *attributeName, const char *arrayName, int fieldAssociation, int component) V.AddMapping(int, string, int, int) C++: void AddMapping(int unit, const char *arrayName, int fieldAssociation, int component) Select a data array from the point/cell data and map it to a generic vertex attribute. Note that indices change when a mapping is added/removed. RemoveMappingV.RemoveMapping(string) -> bool C++: bool RemoveMapping(const char *attributeName) Remove a vertex attribute mapping. RemoveAllMappingsV.RemoveAllMappings() C++: void RemoveAllMappings() Remove all mappings. GetNumberOfMappingsV.GetNumberOfMappings() -> int C++: unsigned int GetNumberOfMappings() Get number of mapppings. GetAttributeNameV.GetAttributeName(int) -> string C++: const char *GetAttributeName(unsigned int index) Get the attribute name at the given index. V.GetArrayName(int) -> string C++: const char *GetArrayName(unsigned int index) Get the array name at the given index. GetFieldAssociationV.GetFieldAssociation(int) -> int C++: int GetFieldAssociation(unsigned int index) Get the field association at the given index. GetComponentV.GetComponent(int) -> int C++: int GetComponent(unsigned int index) Get the component no. at the given index. GetTextureUnitV.GetTextureUnit(int) -> int C++: int GetTextureUnit(unsigned int index) Get the component no. at the given index. @zzii@iziivtkGlyph3DMapperArrayIndexesScaleModesOrientationModesSCALESOURCE_INDEXMASKORIENTATIONSELECTIONIDNO_DATA_SCALINGSCALE_BY_MAGNITUDESCALE_BY_COMPONENTSDIRECTIONROTATIONvtkRenderingCorePython.vtkGlyph3DMapper.ArrayIndexesvtkRenderingCorePython.vtkGlyph3DMapper.ScaleModesvtkRenderingCorePython.vtkGlyph3DMapper.OrientationModesvtkRenderingCorePython.vtkGlyph3DMappervtkGlyph3DMapper - vtkGlyph3D on the GPU. Superclass: vtkMapper Do the same job than vtkGlyph3D but on the GPU. For this reason, it is a mapper not a vtkPolyDataAlgorithm. Also, some methods of vtkGlyph3D don't make sense in vtkGlyph3DMapper: GeneratePointIds, old-style SetSource, PointIdsName, IsPointVisible. @sa vtkGlyph3D V.SafeDownCast(vtkObjectBase) -> vtkGlyph3DMapper C++: static vtkGlyph3DMapper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkGlyph3DMapper C++: vtkGlyph3DMapper *NewInstance() SetSourceConnectionV.SetSourceConnection(int, vtkAlgorithmOutput) C++: void SetSourceConnection(int idx, vtkAlgorithmOutput *algOutput) V.SetSourceConnection(vtkAlgorithmOutput) C++: void SetSourceConnection(vtkAlgorithmOutput *algOutput) Specify a source object at a specified table location. New style. Source connection is stored in port 1. This method is equivalent to SetInputConnection(1, id, outputPort). V.SetInputData(vtkDataObject) C++: void SetInputData(vtkDataObject *) Assign a data object as input. Note that this method does not establish a pipeline connection. Use SetInputConnection() to setup a pipeline connection. SetSourceDataV.SetSourceData(int, vtkPolyData) C++: void SetSourceData(int idx, vtkPolyData *pd) V.SetSourceData(vtkPolyData) C++: void SetSourceData(vtkPolyData *pd) Specify a source object at a specified table location. SetSourceTableTreeV.SetSourceTableTree(vtkDataObjectTree) C++: void SetSourceTableTree(vtkDataObjectTree *tree) Specify a data object tree that will be used for the source table. Requires UseSourceTableTree to be true. The top-level nodes of the tree are mapped to the source data inputs. Must only contain vtkPolyData instances on the OpenGL backend. May contain vtkCompositeDataSets with vtkPolyData leaves on OpenGL2. GetSourceV.GetSource(int) -> vtkPolyData C++: vtkPolyData *GetSource(int idx=0) Get a pointer to a source object at a specified table location. GetSourceTableTreeV.GetSourceTableTree() -> vtkDataObjectTree C++: vtkDataObjectTree *GetSourceTableTree() Convenience method to get the source table tree, if it exists. V.SetScaling(bool) C++: virtual void SetScaling(bool _arg) Turn on/off scaling of source geometry. When turned on, ScaleFactor controls the scale applied. To scale with some data array, ScaleMode should be set accordingly. V.ScalingOn() C++: virtual void ScalingOn() Turn on/off scaling of source geometry. When turned on, ScaleFactor controls the scale applied. To scale with some data array, ScaleMode should be set accordingly. V.ScalingOff() C++: virtual void ScalingOff() Turn on/off scaling of source geometry. When turned on, ScaleFactor controls the scale applied. To scale with some data array, ScaleMode should be set accordingly. V.GetScaling() -> bool C++: virtual bool GetScaling() Turn on/off scaling of source geometry. When turned on, ScaleFactor controls the scale applied. To scale with some data array, ScaleMode should be set accordingly. SetScaleModeV.SetScaleMode(int) C++: virtual void SetScaleMode(int _arg) Either scale by individual components (SCALE_BY_COMPONENTS) or magnitude (SCALE_BY_MAGNITUDE) of the chosen array to SCALE with or disable scaling using data array all together (NO_DATA_SCALING). Default is NO_DATA_SCALING. GetScaleModeV.GetScaleMode() -> int C++: virtual int GetScaleMode() Either scale by individual components (SCALE_BY_COMPONENTS) or magnitude (SCALE_BY_MAGNITUDE) of the chosen array to SCALE with or disable scaling using data array all together (NO_DATA_SCALING). Default is NO_DATA_SCALING. SetScaleFactorV.SetScaleFactor(float) C++: virtual void SetScaleFactor(double _arg) Specify scale factor to scale object by. This is used only when Scaling is On. GetScaleFactorV.GetScaleFactor() -> float C++: virtual double GetScaleFactor() Specify scale factor to scale object by. This is used only when Scaling is On. SetScaleModeToScaleByMagnitudeV.SetScaleModeToScaleByMagnitude() C++: void SetScaleModeToScaleByMagnitude() SetScaleModeToScaleByVectorComponentsV.SetScaleModeToScaleByVectorComponents() C++: void SetScaleModeToScaleByVectorComponents() SetScaleModeToNoDataScalingV.SetScaleModeToNoDataScaling() C++: void SetScaleModeToNoDataScaling() GetScaleModeAsStringV.GetScaleModeAsString() -> string C++: const char *GetScaleModeAsString() SetRangeV.SetRange(float, float) C++: void SetRange(double, double) V.SetRange((float, float)) C++: void SetRange(double a[2]) V.GetRange() -> (float, float) C++: double *GetRange() Specify range to map scalar values into. SetOrientV.SetOrient(bool) C++: virtual void SetOrient(bool _arg) Turn on/off orienting of input geometry. When turned on, the orientation array specified using SetOrientationArray() will be used. GetOrientV.GetOrient() -> bool C++: virtual bool GetOrient() Turn on/off orienting of input geometry. When turned on, the orientation array specified using SetOrientationArray() will be used. OrientOnV.OrientOn() C++: virtual void OrientOn() Turn on/off orienting of input geometry. When turned on, the orientation array specified using SetOrientationArray() will be used. OrientOffV.OrientOff() C++: virtual void OrientOff() Turn on/off orienting of input geometry. When turned on, the orientation array specified using SetOrientationArray() will be used. SetOrientationModeV.SetOrientationMode(int) C++: virtual void SetOrientationMode(int _arg) Orientation mode indicates if the OrientationArray provides the direction vector for the orientation or the rotations around each axes. Default is DIRECTION GetOrientationModeMinValueV.GetOrientationModeMinValue() -> int C++: virtual int GetOrientationModeMinValue() Orientation mode indicates if the OrientationArray provides the direction vector for the orientation or the rotations around each axes. Default is DIRECTION GetOrientationModeMaxValueV.GetOrientationModeMaxValue() -> int C++: virtual int GetOrientationModeMaxValue() Orientation mode indicates if the OrientationArray provides the direction vector for the orientation or the rotations around each axes. Default is DIRECTION GetOrientationModeV.GetOrientationMode() -> int C++: virtual int GetOrientationMode() Orientation mode indicates if the OrientationArray provides the direction vector for the orientation or the rotations around each axes. Default is DIRECTION SetOrientationModeToDirectionV.SetOrientationModeToDirection() C++: void SetOrientationModeToDirection() Orientation mode indicates if the OrientationArray provides the direction vector for the orientation or the rotations around each axes. Default is DIRECTION SetOrientationModeToRotationV.SetOrientationModeToRotation() C++: void SetOrientationModeToRotation() Orientation mode indicates if the OrientationArray provides the direction vector for the orientation or the rotations around each axes. Default is DIRECTION GetOrientationModeAsStringV.GetOrientationModeAsString() -> string C++: const char *GetOrientationModeAsString() Orientation mode indicates if the OrientationArray provides the direction vector for the orientation or the rotations around each axes. Default is DIRECTION V.SetClamping(bool) C++: virtual void SetClamping(bool _arg) Turn on/off clamping of data values to scale with to the specified range. V.GetClamping() -> bool C++: virtual bool GetClamping() Turn on/off clamping of data values to scale with to the specified range. V.ClampingOn() C++: virtual void ClampingOn() Turn on/off clamping of data values to scale with to the specified range. V.ClampingOff() C++: virtual void ClampingOff() Turn on/off clamping of data values to scale with to the specified range. SetSourceIndexingV.SetSourceIndexing(bool) C++: virtual void SetSourceIndexing(bool _arg) Enable/disable indexing into table of the glyph sources. When disabled, only the 1st source input will be used to generate the glyph. Otherwise the source index array will be used to select the glyph source. The source index array can be specified using SetSourceIndexArray(). GetSourceIndexingV.GetSourceIndexing() -> bool C++: virtual bool GetSourceIndexing() Enable/disable indexing into table of the glyph sources. When disabled, only the 1st source input will be used to generate the glyph. Otherwise the source index array will be used to select the glyph source. The source index array can be specified using SetSourceIndexArray(). SourceIndexingOnV.SourceIndexingOn() C++: virtual void SourceIndexingOn() Enable/disable indexing into table of the glyph sources. When disabled, only the 1st source input will be used to generate the glyph. Otherwise the source index array will be used to select the glyph source. The source index array can be specified using SetSourceIndexArray(). SourceIndexingOffV.SourceIndexingOff() C++: virtual void SourceIndexingOff() Enable/disable indexing into table of the glyph sources. When disabled, only the 1st source input will be used to generate the glyph. Otherwise the source index array will be used to select the glyph source. The source index array can be specified using SetSourceIndexArray(). SetUseSourceTableTreeV.SetUseSourceTableTree(bool) C++: virtual void SetUseSourceTableTree(bool _arg) If true, and the glyph source dataset is a subclass of vtkDataObjectTree, the top-level members of the tree will be mapped to the glyph source table used for SourceIndexing. GetUseSourceTableTreeV.GetUseSourceTableTree() -> bool C++: virtual bool GetUseSourceTableTree() If true, and the glyph source dataset is a subclass of vtkDataObjectTree, the top-level members of the tree will be mapped to the glyph source table used for SourceIndexing. UseSourceTableTreeOnV.UseSourceTableTreeOn() C++: virtual void UseSourceTableTreeOn() If true, and the glyph source dataset is a subclass of vtkDataObjectTree, the top-level members of the tree will be mapped to the glyph source table used for SourceIndexing. UseSourceTableTreeOffV.UseSourceTableTreeOff() C++: virtual void UseSourceTableTreeOff() If true, and the glyph source dataset is a subclass of vtkDataObjectTree, the top-level members of the tree will be mapped to the glyph source table used for SourceIndexing. SetUseSelectionIdsV.SetUseSelectionIds(bool) C++: virtual void SetUseSelectionIds(bool _arg) Turn on/off custom selection ids. If enabled, the id values set with SetSelectionIdArray are returned from pick events. UseSelectionIdsOnV.UseSelectionIdsOn() C++: virtual void UseSelectionIdsOn() Turn on/off custom selection ids. If enabled, the id values set with SetSelectionIdArray are returned from pick events. UseSelectionIdsOffV.UseSelectionIdsOff() C++: virtual void UseSelectionIdsOff() Turn on/off custom selection ids. If enabled, the id values set with SetSelectionIdArray are returned from pick events. GetUseSelectionIdsV.GetUseSelectionIds() -> bool C++: virtual bool GetUseSelectionIds() Turn on/off custom selection ids. If enabled, the id values set with SetSelectionIdArray are returned from pick events. V.GetBounds() -> (float, ...) C++: double *GetBounds() override; V.GetBounds([float, float, float, float, float, float]) C++: void GetBounds(double bounds[6]) override; Redefined to take into account the bounds of the scaled glyphs. V.Render(vtkRenderer, vtkActor) C++: void Render(vtkRenderer *ren, vtkActor *act) override; All the work is done is derived classes. SetNestedDisplayListsV.SetNestedDisplayLists(bool) C++: void SetNestedDisplayLists(bool) If immediate mode is off, if NestedDisplayLists is false, only the mappers of each glyph use display lists. If true, in addition, matrices transforms and color per glyph are also in a parent display list. Not relevant if immediate mode is on. For debugging/profiling purpose. Initial value is true.@deprecated in 8.1. Only applicable for legacy OpenGL rendering backend which is also deprecated. GetNestedDisplayListsV.GetNestedDisplayLists() -> bool C++: bool GetNestedDisplayLists() If immediate mode is off, if NestedDisplayLists is false, only the mappers of each glyph use display lists. If true, in addition, matrices transforms and color per glyph are also in a parent display list. Not relevant if immediate mode is on. For debugging/profiling purpose. Initial value is true.@deprecated in 8.1. Only applicable for legacy OpenGL rendering backend which is also deprecated. NestedDisplayListsOnV.NestedDisplayListsOn() C++: void NestedDisplayListsOn() If immediate mode is off, if NestedDisplayLists is false, only the mappers of each glyph use display lists. If true, in addition, matrices transforms and color per glyph are also in a parent display list. Not relevant if immediate mode is on. For debugging/profiling purpose. Initial value is true.@deprecated in 8.1. Only applicable for legacy OpenGL rendering backend which is also deprecated. NestedDisplayListsOffV.NestedDisplayListsOff() C++: void NestedDisplayListsOff() If immediate mode is off, if NestedDisplayLists is false, only the mappers of each glyph use display lists. If true, in addition, matrices transforms and color per glyph are also in a parent display list. Not relevant if immediate mode is on. For debugging/profiling purpose. Initial value is true.@deprecated in 8.1. Only applicable for legacy OpenGL rendering backend which is also deprecated. SetMaskingV.SetMasking(bool) C++: virtual void SetMasking(bool _arg) Tells the mapper to skip glyphing input points that haves false values in the mask array. If there is no mask array (id access mode is set and there is no such id, or array name access mode is set and the there is no such name), masking is silently ignored. A mask array is a vtkBitArray with only one component. Initial value is false. GetMaskingV.GetMasking() -> bool C++: virtual bool GetMasking() Tells the mapper to skip glyphing input points that haves false values in the mask array. If there is no mask array (id access mode is set and there is no such id, or array name access mode is set and the there is no such name), masking is silently ignored. A mask array is a vtkBitArray with only one component. Initial value is false. MaskingOnV.MaskingOn() C++: virtual void MaskingOn() Tells the mapper to skip glyphing input points that haves false values in the mask array. If there is no mask array (id access mode is set and there is no such id, or array name access mode is set and the there is no such name), masking is silently ignored. A mask array is a vtkBitArray with only one component. Initial value is false. MaskingOffV.MaskingOff() C++: virtual void MaskingOff() Tells the mapper to skip glyphing input points that haves false values in the mask array. If there is no mask array (id access mode is set and there is no such id, or array name access mode is set and the there is no such name), masking is silently ignored. A mask array is a vtkBitArray with only one component. Initial value is false. SetMaskArrayV.SetMaskArray(string) C++: void SetMaskArray(const char *maskarrayname) V.SetMaskArray(int) C++: void SetMaskArray(int fieldAttributeType) Set the name of the point array to use as a mask for generating the glyphs. This is a convenience method. The same effect can be achieved by using SetInputArrayToProcess(vtkGlyph3DMapper::MASK, 0, 0, vtkDataObject::FIELD_ASSOCIATION_POINTS, maskarrayname) SetOrientationArrayV.SetOrientationArray(string) C++: void SetOrientationArray(const char *orientationarrayname) V.SetOrientationArray(int) C++: void SetOrientationArray(int fieldAttributeType) Tells the mapper to use an orientation array if Orient is true. An orientation array is a vtkDataArray with 3 components. The first component is the angle of rotation along the X axis. The second component is the angle of rotation along the Y axis. The third component is the angle of rotation along the Z axis. Orientation is specified in X,Y,Z order but the rotations are performed in Z,X an Y. This definition is compliant with SetOrientation method on vtkProp3D. By using vector or normal there is a degree of freedom or rotation left (underconstrained). With the orientation array, there is no degree of freedom left. This is convenience method. The same effect can be achieved by using SetInputArrayToProcess(vtkGlyph3DMapper::ORIENTATION, 0, 0, vtkDataObject::FIELD_ASSOCIATION_POINTS, orientationarrayname); SetScaleArrayV.SetScaleArray(string) C++: void SetScaleArray(const char *scalarsarrayname) V.SetScaleArray(int) C++: void SetScaleArray(int fieldAttributeType) Convenience method to set the array to scale with. This is same as calling SetInputArrayToProcess(vtkGlyph3DMapper::SCALE, 0, 0, vtkDataObject::FIELD_ASSOCIATION_POINTS, scalarsarrayname). SetSourceIndexArrayV.SetSourceIndexArray(string) C++: void SetSourceIndexArray(const char *arrayname) V.SetSourceIndexArray(int) C++: void SetSourceIndexArray(int fieldAttributeType) Convenience method to set the array to use as index within the sources. This is same as calling SetInputArrayToProcess(vtkGlyph3DMapper::SOURCE_INDEX, 0, 0, vtkDataObject::FIELD_ASSOCIATION_POINTS, arrayname). SetSelectionIdArrayV.SetSelectionIdArray(string) C++: void SetSelectionIdArray(const char *selectionIdArrayName) V.SetSelectionIdArray(int) C++: void SetSelectionIdArray(int fieldAttributeType) Convenience method to set the array used for selection IDs. This is same as calling SetInputArrayToProcess(vtkGlyph3DMapper::SELECTIONID, 0, 0, vtkDataObject::FIELD_ASSOCIATION_POINTS, selectionidarrayname). * If no selection id array is specified, the index of the glyph point is * used. SetSelectionColorIdV.SetSelectionColorId(int) C++: virtual void SetSelectionColorId(unsigned int _arg) For selection by color id mode (not for end-user, called by vtkGlyphSelectionRenderMode). 0 is reserved for miss. it has to start at 1. Initial value is 1. GetSelectionColorIdV.GetSelectionColorId() -> int C++: virtual unsigned int GetSelectionColorId() For selection by color id mode (not for end-user, called by vtkGlyphSelectionRenderMode). 0 is reserved for miss. it has to start at 1. Initial value is 1. SetBlockAttributesV.SetBlockAttributes(vtkCompositeDataDisplayAttributes) C++: virtual void SetBlockAttributes( vtkCompositeDataDisplayAttributes *attr) When the input data object (not the source) is composite data, it is possible to control visibility and pickability on a per-block basis by passing the mapper a vtkCompositeDataDisplayAttributes instance. The color and opacity in the display-attributes instance are ignored for now. By default, the mapper does not own a display-attributes instance. The value of BlockAttributes has no effect when the input is a poly-data object. GetBlockAttributesV.GetBlockAttributes() -> vtkCompositeDataDisplayAttributes C++: virtual vtkCompositeDataDisplayAttributes *GetBlockAttributes( ) When the input data object (not the source) is composite data, it is possible to control visibility and pickability on a per-block basis by passing the mapper a vtkCompositeDataDisplayAttributes instance. The color and opacity in the display-attributes instance are ignored for now. By default, the mapper does not own a display-attributes instance. The value of BlockAttributes has no effect when the input is a poly-data object. vtkAlgorithmOutputvtkPolyDatavtkDataObjectTreevtkGPUInfovtkRenderingCorePython.vtkGPUInfovtkGPUInfo - Stores GPU VRAM information. Superclass: vtkObject vtkGPUInfo stores information about GPU Video RAM. An host can have several GPUs. The values are set by vtkGPUInfoList. @sa vtkGPUInfoList vtkDirectXGPUInfoList vtkCoreGraphicsGPUInfoList V.SafeDownCast(vtkObjectBase) -> vtkGPUInfo C++: static vtkGPUInfo *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkGPUInfo C++: vtkGPUInfo *NewInstance() SetDedicatedVideoMemoryV.SetDedicatedVideoMemory(int) C++: virtual void SetDedicatedVideoMemory(vtkTypeUInt64 _arg) Set/Get dedicated video memory in bytes. Initial value is 0. Usually the fastest one. If it is not 0, it should be taken into account first and DedicatedSystemMemory or SharedSystemMemory should be ignored. GetDedicatedVideoMemoryV.GetDedicatedVideoMemory() -> int C++: virtual vtkTypeUInt64 GetDedicatedVideoMemory() Set/Get dedicated video memory in bytes. Initial value is 0. Usually the fastest one. If it is not 0, it should be taken into account first and DedicatedSystemMemory or SharedSystemMemory should be ignored. SetDedicatedSystemMemoryV.SetDedicatedSystemMemory(int) C++: virtual void SetDedicatedSystemMemory(vtkTypeUInt64 _arg) Set/Get dedicated system memory in bytes. Initial value is 0. This is slow memory. If it is not 0, this value should be taken into account only if there is no DedicatedVideoMemory and SharedSystemMemory should be ignored. GetDedicatedSystemMemoryV.GetDedicatedSystemMemory() -> int C++: virtual vtkTypeUInt64 GetDedicatedSystemMemory() Set/Get dedicated system memory in bytes. Initial value is 0. This is slow memory. If it is not 0, this value should be taken into account only if there is no DedicatedVideoMemory and SharedSystemMemory should be ignored. SetSharedSystemMemoryV.SetSharedSystemMemory(int) C++: virtual void SetSharedSystemMemory(vtkTypeUInt64 _arg) Set/Get shared system memory in bytes. Initial value is 0. Slowest memory. This value should be taken into account only if there is neither DedicatedVideoMemory nor DedicatedSystemMemory. GetSharedSystemMemoryV.GetSharedSystemMemory() -> int C++: virtual vtkTypeUInt64 GetSharedSystemMemory() Set/Get shared system memory in bytes. Initial value is 0. Slowest memory. This value should be taken into account only if there is neither DedicatedVideoMemory nor DedicatedSystemMemory. vtkGPUInfoListvtkRenderingCorePython.vtkGPUInfoListvtkGPUInfoList - Stores the list of GPUs VRAM information. Superclass: vtkObject vtkGPUInfoList stores a list of vtkGPUInfo. An host can have several GPUs. It creates and sets the list by probing the host with system calls. This an abstract class. Concrete classes are OS specific. @sa vtkGPUInfo vtkDirectXGPUInfoList vtkCoreGraphicsGPUInfoList V.SafeDownCast(vtkObjectBase) -> vtkGPUInfoList C++: static vtkGPUInfoList *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkGPUInfoList C++: vtkGPUInfoList *NewInstance() ProbeV.Probe() C++: virtual void Probe() Build the list of vtkInfoGPU if not done yet. Default implementation created an empty list. Useful if there is no implementation available for a given architecture yet. \post probed: IsProbed() IsProbedV.IsProbed() -> bool C++: virtual bool IsProbed() Tells if the operating system has been probed. Initial value is false. GetNumberOfGPUsV.GetNumberOfGPUs() -> int C++: virtual int GetNumberOfGPUs() Return the number of GPUs. \pre probed: IsProbed() GetGPUInfoV.GetGPUInfo(int) -> vtkGPUInfo C++: virtual vtkGPUInfo *GetGPUInfo(int i) Return information about GPU i. \pre probed: IsProbed() \pre valid_index: i>=0 && i vtkGraphicsFactory C++: static vtkGraphicsFactory *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkGraphicsFactory C++: vtkGraphicsFactory *NewInstance() CreateInstanceV.CreateInstance(string) -> vtkObject C++: static vtkObject *CreateInstance(const char *vtkclassname) Create and return an instance of the named vtk object. This method first checks the vtkObjectFactory to support dynamic loading. GetRenderLibraryV.GetRenderLibrary() -> string C++: static const char *GetRenderLibrary() What rendering library has the user requested SetUseMesaClassesV.SetUseMesaClasses(int) C++: static void SetUseMesaClasses(int use) This option enables the creation of Mesa classes instead of the OpenGL classes when using mangled Mesa. GetUseMesaClassesV.GetUseMesaClasses() -> int C++: static int GetUseMesaClasses() This option enables the creation of Mesa classes instead of the OpenGL classes when using mangled Mesa. SetOffScreenOnlyModeV.SetOffScreenOnlyMode(int) C++: static void SetOffScreenOnlyMode(int use) This option enables the off-screen only mode. In this mode no X calls will be made even when interactor is used. GetOffScreenOnlyModeV.GetOffScreenOnlyMode() -> int C++: static int GetOffScreenOnlyMode() This option enables the off-screen only mode. In this mode no X calls will be made even when interactor is used. vtkGraphMappervtkRenderingCorePython.vtkGraphMappervtkGraphMapper - map vtkGraph and derived classes to graphics primitives Superclass: vtkMapper vtkGraphMapper is a mapper to map vtkGraph (and all derived classes) to graphics primitives. V.SafeDownCast(vtkObjectBase) -> vtkGraphMapper C++: static vtkGraphMapper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkGraphMapper C++: vtkGraphMapper *NewInstance() SetVertexColorArrayNameV.SetVertexColorArrayName(string) C++: void SetVertexColorArrayName(const char *name) The array to use for coloring vertices. Default is "color". GetVertexColorArrayNameV.GetVertexColorArrayName() -> string C++: const char *GetVertexColorArrayName() The array to use for coloring vertices. Default is "color". SetColorVerticesV.SetColorVertices(bool) C++: void SetColorVertices(bool vis) Whether to color vertices. Default is off. GetColorVerticesV.GetColorVertices() -> bool C++: bool GetColorVertices() Whether to color vertices. Default is off. ColorVerticesOnV.ColorVerticesOn() C++: void ColorVerticesOn() Whether to color vertices. Default is off. ColorVerticesOffV.ColorVerticesOff() C++: void ColorVerticesOff() Whether to color vertices. Default is off. SetScaledGlyphsV.SetScaledGlyphs(bool) C++: void SetScaledGlyphs(bool arg) Whether scaled glyphs are on or not. Default is off. By default this mapper uses vertex glyphs that do not scale. If you turn this option on you will get circles at each vertex and they will scale as you zoom in/out. GetScaledGlyphsV.GetScaledGlyphs() -> bool C++: virtual bool GetScaledGlyphs() Whether scaled glyphs are on or not. Default is off. By default this mapper uses vertex glyphs that do not scale. If you turn this option on you will get circles at each vertex and they will scale as you zoom in/out. ScaledGlyphsOnV.ScaledGlyphsOn() C++: virtual void ScaledGlyphsOn() Whether scaled glyphs are on or not. Default is off. By default this mapper uses vertex glyphs that do not scale. If you turn this option on you will get circles at each vertex and they will scale as you zoom in/out. ScaledGlyphsOffV.ScaledGlyphsOff() C++: virtual void ScaledGlyphsOff() Whether scaled glyphs are on or not. Default is off. By default this mapper uses vertex glyphs that do not scale. If you turn this option on you will get circles at each vertex and they will scale as you zoom in/out. SetScalingArrayNameV.SetScalingArrayName(string) C++: virtual void SetScalingArrayName(const char *_arg) Glyph scaling array name. Default is "scale" GetScalingArrayNameV.GetScalingArrayName() -> string C++: virtual char *GetScalingArrayName() Glyph scaling array name. Default is "scale" SetEdgeVisibilityV.SetEdgeVisibility(bool) C++: void SetEdgeVisibility(bool vis) Whether to show edges or not. Default is on. GetEdgeVisibilityV.GetEdgeVisibility() -> bool C++: bool GetEdgeVisibility() Whether to show edges or not. Default is on. EdgeVisibilityOnV.EdgeVisibilityOn() C++: virtual void EdgeVisibilityOn() Whether to show edges or not. Default is on. EdgeVisibilityOffV.EdgeVisibilityOff() C++: virtual void EdgeVisibilityOff() Whether to show edges or not. Default is on. SetEdgeColorArrayNameV.SetEdgeColorArrayName(string) C++: void SetEdgeColorArrayName(const char *name) The array to use for coloring edges. Default is "color". GetEdgeColorArrayNameV.GetEdgeColorArrayName() -> string C++: const char *GetEdgeColorArrayName() The array to use for coloring edges. Default is "color". SetColorEdgesV.SetColorEdges(bool) C++: void SetColorEdges(bool vis) Whether to color edges. Default is off. GetColorEdgesV.GetColorEdges() -> bool C++: bool GetColorEdges() Whether to color edges. Default is off. ColorEdgesOnV.ColorEdgesOn() C++: void ColorEdgesOn() Whether to color edges. Default is off. ColorEdgesOffV.ColorEdgesOff() C++: void ColorEdgesOff() Whether to color edges. Default is off. SetEnabledEdgesArrayNameV.SetEnabledEdgesArrayName(string) C++: virtual void SetEnabledEdgesArrayName(const char *_arg) The array to use for coloring edges. Default is "color". GetEnabledEdgesArrayNameV.GetEnabledEdgesArrayName() -> string C++: virtual char *GetEnabledEdgesArrayName() The array to use for coloring edges. Default is "color". SetEnableEdgesByArrayV.SetEnableEdgesByArray(int) C++: virtual void SetEnableEdgesByArray(int _arg) Whether to enable/disable edges using array values. Default is off. GetEnableEdgesByArrayV.GetEnableEdgesByArray() -> int C++: virtual int GetEnableEdgesByArray() Whether to enable/disable edges using array values. Default is off. EnableEdgesByArrayOnV.EnableEdgesByArrayOn() C++: virtual void EnableEdgesByArrayOn() Whether to enable/disable edges using array values. Default is off. EnableEdgesByArrayOffV.EnableEdgesByArrayOff() C++: virtual void EnableEdgesByArrayOff() Whether to enable/disable edges using array values. Default is off. SetEnabledVerticesArrayNameV.SetEnabledVerticesArrayName(string) C++: virtual void SetEnabledVerticesArrayName(const char *_arg) The array to use for coloring edges. Default is "color". GetEnabledVerticesArrayNameV.GetEnabledVerticesArrayName() -> string C++: virtual char *GetEnabledVerticesArrayName() The array to use for coloring edges. Default is "color". SetEnableVerticesByArrayV.SetEnableVerticesByArray(int) C++: virtual void SetEnableVerticesByArray(int _arg) Whether to enable/disable vertices using array values. Default is off. GetEnableVerticesByArrayV.GetEnableVerticesByArray() -> int C++: virtual int GetEnableVerticesByArray() Whether to enable/disable vertices using array values. Default is off. EnableVerticesByArrayOnV.EnableVerticesByArrayOn() C++: virtual void EnableVerticesByArrayOn() Whether to enable/disable vertices using array values. Default is off. EnableVerticesByArrayOffV.EnableVerticesByArrayOff() C++: virtual void EnableVerticesByArrayOff() Whether to enable/disable vertices using array values. Default is off. SetIconArrayNameV.SetIconArrayName(string) C++: void SetIconArrayName(const char *name) The array to use for assigning icons. GetIconArrayNameV.GetIconArrayName() -> string C++: const char *GetIconArrayName() The array to use for assigning icons. AddIconTypeV.AddIconType(string, int) C++: void AddIconType(char *type, int index) Associate the icon at index "index" in the vtkTexture to all vertices containing "type" as a value in the vertex attribute array specified by IconArrayName. ClearIconTypesV.ClearIconTypes() C++: void ClearIconTypes() Clear all icon mappings. SetIconSizeV.SetIconSize([int, ...]) C++: void SetIconSize(int *size) Specify the Width and Height, in pixels, of an icon in the icon sheet. GetIconSizeV.GetIconSize() -> (int, ...) C++: int *GetIconSize() Specify the Width and Height, in pixels, of an icon in the icon sheet. SetIconAlignmentV.SetIconAlignment(int) C++: void SetIconAlignment(int alignment) Specify where the icons should be placed in relation to the vertex. See vtkIconGlyphFilter.h for possible values. GetIconTextureV.GetIconTexture() -> vtkTexture C++: vtkTexture *GetIconTexture() The texture containing the icon sheet. SetIconTextureV.SetIconTexture(vtkTexture) C++: void SetIconTexture(vtkTexture *texture) The texture containing the icon sheet. SetIconVisibilityV.SetIconVisibility(bool) C++: void SetIconVisibility(bool vis) Whether to show icons. Default is off. GetIconVisibilityV.GetIconVisibility() -> bool C++: bool GetIconVisibility() Whether to show icons. Default is off. IconVisibilityOnV.IconVisibilityOn() C++: virtual void IconVisibilityOn() Whether to show icons. Default is off. IconVisibilityOffV.IconVisibilityOff() C++: virtual void IconVisibilityOff() Whether to show icons. Default is off. GetVertexPointSizeV.GetVertexPointSize() -> float C++: virtual float GetVertexPointSize() Get/Set the vertex point size SetVertexPointSizeV.SetVertexPointSize(float) C++: void SetVertexPointSize(float size) Get/Set the vertex point size GetEdgeLineWidthV.GetEdgeLineWidth() -> float C++: virtual float GetEdgeLineWidth() Get/Set the edge line width SetEdgeLineWidthV.SetEdgeLineWidth(float) C++: void SetEdgeLineWidth(float width) Get/Set the edge line width V.SetInputData(vtkGraph) C++: void SetInputData(vtkGraph *input) Set the Input of this mapper. V.GetInput() -> vtkGraph C++: vtkGraph *GetInput() Set the Input of this mapper. V.GetBounds() -> (float, float, float, float, float, float) C++: double *GetBounds() override; V.GetBounds([float, float, float, float, float, float]) C++: void GetBounds(double *bounds) override; Return bounding box (array of six doubles) of data expressed as (xmin,xmax, ymin,ymax, zmin,zmax). GetEdgeLookupTableV.GetEdgeLookupTable() -> vtkLookupTable C++: virtual vtkLookupTable *GetEdgeLookupTable() Access to the lookup tables used by the vertex and edge mappers. GetVertexLookupTableV.GetVertexLookupTable() -> vtkLookupTable C++: virtual vtkLookupTable *GetVertexLookupTable() Access to the lookup tables used by the vertex and edge mappers. vtkGraphvtkGraphToGlyphsVERTEXDASHCROSSTHICKCROSSTRIANGLESQUARECIRCLEDIAMONDSPHEREvtkRenderingCorePython.vtkGraphToGlyphsvtkGraphToGlyphs - create glyphs for graph vertices Superclass: vtkPolyDataAlgorithm Converts a vtkGraph to a vtkPolyData containing a glyph for each vertex. This assumes that the points of the graph have already been filled (perhaps by vtkGraphLayout). The glyphs will automatically be scaled to be the same size in screen coordinates. To do this the filter requires a pointer to the renderer into which the glyphs will be rendered. V.SafeDownCast(vtkObjectBase) -> vtkGraphToGlyphs C++: static vtkGraphToGlyphs *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkGraphToGlyphs C++: vtkGraphToGlyphs *NewInstance() SetGlyphTypeV.SetGlyphType(int) C++: virtual void SetGlyphType(int _arg) The glyph type, specified as one of the enumerated values in this class. VERTEX is a special glyph that cannot be scaled, but instead is rendered as an OpenGL vertex primitive. This may appear as a box or circle depending on the hardware. GetGlyphTypeV.GetGlyphType() -> int C++: virtual int GetGlyphType() The glyph type, specified as one of the enumerated values in this class. VERTEX is a special glyph that cannot be scaled, but instead is rendered as an OpenGL vertex primitive. This may appear as a box or circle depending on the hardware. SetFilledV.SetFilled(bool) C++: virtual void SetFilled(bool _arg) Whether to fill the glyph, or to just render the outline. GetFilledV.GetFilled() -> bool C++: virtual bool GetFilled() Whether to fill the glyph, or to just render the outline. FilledOnV.FilledOn() C++: virtual void FilledOn() Whether to fill the glyph, or to just render the outline. FilledOffV.FilledOff() C++: virtual void FilledOff() Whether to fill the glyph, or to just render the outline. V.SetScreenSize(float) C++: virtual void SetScreenSize(double _arg) Set the desired screen size of each glyph. If you are using scaling, this will be the size of the glyph when rendering an object with scaling value 1.0. V.GetScreenSize() -> float C++: virtual double GetScreenSize() Set the desired screen size of each glyph. If you are using scaling, this will be the size of the glyph when rendering an object with scaling value 1.0. V.SetRenderer(vtkRenderer) C++: virtual void SetRenderer(vtkRenderer *ren) The renderer in which the glyphs will be placed. V.GetRenderer() -> vtkRenderer C++: virtual vtkRenderer *GetRenderer() The renderer in which the glyphs will be placed. V.SetScaling(bool) C++: virtual void SetScaling(bool b) Whether to use the input array to process in order to scale the vertices. V.GetScaling() -> bool C++: virtual bool GetScaling() Whether to use the input array to process in order to scale the vertices. vtkPolyDataAlgorithmvtkHardwareSelectorPassTypesPROCESS_PASSACTOR_PASSCOMPOSITE_INDEX_PASSID_LOW24ID_MID24ID_HIGH16MAX_KNOWN_PASSMIN_KNOWN_PASSvtkRenderingCorePython.vtkHardwareSelector.PassTypesvtkRenderingCorePython.vtkHardwareSelectorvtkHardwareSelector - manager for OpenGL-based selection. Superclass: vtkObject vtkHardwareSelector is a helper that orchestrates color buffer based selection. This relies on OpenGL. vtkHardwareSelector can be used to select visible cells or points within a given rectangle of the RenderWindow. To use it, call in order: \li SetRenderer() - to select the renderer in which we want to select the cells/points. \li SetArea() - to set the rectangular region in the render window to select in. \li SetFieldAssociation() - to select the attribute to select i.e. cells/points etc. \li Finally, call Select(). Select will cause the attached vtkRenderer to render in a special color mode, where each cell/point is given it own color so that later inspection of the Rendered Pixels can determine what cells are visible. Select() returns a new vtkSelection instance with the cells/points selected. Limitations: Antialiasing will break this class. If your graphics card settings force their use this class will return invalid results. Currently only cells from PolyDataMappers can be selected from. When vtkRenderer::Selector is non-null vtkPainterPolyDataMapper uses the vtkHardwareSelectionPolyDataPainter which make appropriate calls to BeginRenderProp(), EndRenderProp(), RenderProcessId(), RenderAttributeId() to render colors correctly. Until alternatives to vtkHardwareSelectionPolyDataPainter exist that can do a similar coloration of other vtkDataSet types, only polygonal data can be selected. If you need to select other data types, consider using vtkDataSetMapper and turning on it's PassThroughCellIds feature, or using vtkFrustumExtractor. Only Opaque geometry in Actors is selected from. Assemblies and LODMappers are not currently supported. During selection, visible datasets that can not be selected from are temporarily hidden so as not to produce invalid indices from their colors. @sa vtkIdentColoredPainter V.SafeDownCast(vtkObjectBase) -> vtkHardwareSelector C++: static vtkHardwareSelector *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkHardwareSelector C++: vtkHardwareSelector *NewInstance() V.SetRenderer(vtkRenderer) C++: virtual void SetRenderer(vtkRenderer *) Get/Set the renderer to perform the selection on. V.GetRenderer() -> vtkRenderer C++: virtual vtkRenderer *GetRenderer() Get/Set the renderer to perform the selection on. SetAreaV.SetArea(int, int, int, int) C++: void SetArea(unsigned int, unsigned int, unsigned int, unsigned int) V.SetArea((int, int, int, int)) C++: void SetArea(unsigned int a[4]) GetAreaV.GetArea() -> (int, int, int, int) C++: unsigned int *GetArea() SetFieldAssociationV.SetFieldAssociation(int) C++: virtual void SetFieldAssociation(int _arg) Set the field type to select. Valid values are \li vtkDataObject::FIELD_ASSOCIATION_POINTS \li vtkDataObject::FIELD_ASSOCIATION_CELLS \li vtkDataObject::FIELD_ASSOCIATION_VERTICES \li vtkDataObject::FIELD_ASSOCIATION_EDGES \li vtkDataObject::FIELD_ASSOCIATION_ROWS Currently only FIELD_ASSOCIATION_POINTS and FIELD_ASSOCIATION_CELLS are supported. V.GetFieldAssociation() -> int C++: virtual int GetFieldAssociation() Set the field type to select. Valid values are \li vtkDataObject::FIELD_ASSOCIATION_POINTS \li vtkDataObject::FIELD_ASSOCIATION_CELLS \li vtkDataObject::FIELD_ASSOCIATION_VERTICES \li vtkDataObject::FIELD_ASSOCIATION_EDGES \li vtkDataObject::FIELD_ASSOCIATION_ROWS Currently only FIELD_ASSOCIATION_POINTS and FIELD_ASSOCIATION_CELLS are supported. SetUseProcessIdFromDataV.SetUseProcessIdFromData(bool) C++: virtual void SetUseProcessIdFromData(bool _arg) In some parallel rendering setups, the process id for elements must be obtained from the data itself, rather than the rendering process' id. In that case, set this flag to ON (default OFF). GetUseProcessIdFromDataV.GetUseProcessIdFromData() -> bool C++: virtual bool GetUseProcessIdFromData() In some parallel rendering setups, the process id for elements must be obtained from the data itself, rather than the rendering process' id. In that case, set this flag to ON (default OFF). SelectV.Select() -> vtkSelection C++: vtkSelection *Select() Perform the selection. Returns a new instance of vtkSelection containing the selection on success. CaptureBuffersV.CaptureBuffers() -> bool C++: virtual bool CaptureBuffers() It is possible to use the vtkHardwareSelector for a custom picking. (Look at vtkScenePicker). In that case instead of Select() on can use CaptureBuffers() to render the selection buffers and then get information about pixel locations suing GetPixelInformation(). Use ClearBuffers() to clear buffers after one's done with the scene. The optional final parameter maxDist will look for a cell within the specified number of pixels from display_position. When using the overload with the optional selected_position argument, selected_position is filled with the position for which the PixelInformation is being returned. This is useful when maxDist > 0 to determine which position's pixel information is was returned. ClearBuffersV.ClearBuffers() C++: void ClearBuffers() It is possible to use the vtkHardwareSelector for a custom picking. (Look at vtkScenePicker). In that case instead of Select() on can use CaptureBuffers() to render the selection buffers and then get information about pixel locations suing GetPixelInformation(). Use ClearBuffers() to clear buffers after one's done with the scene. The optional final parameter maxDist will look for a cell within the specified number of pixels from display_position. When using the overload with the optional selected_position argument, selected_position is filled with the position for which the PixelInformation is being returned. This is useful when maxDist > 0 to determine which position's pixel information is was returned. RenderCompositeIndexV.RenderCompositeIndex(int) C++: virtual void RenderCompositeIndex(unsigned int index) Called by any vtkMapper or vtkProp subclass to render a composite-index. Currently indices >= 0xffffff are not supported. RenderAttributeIdV.RenderAttributeId(int) C++: virtual void RenderAttributeId(vtkIdType attribid) Called by any vtkMapper or vtkProp subclass to render an attribute's id. RenderProcessIdV.RenderProcessId(int) C++: virtual void RenderProcessId(unsigned int processid) Called by any vtkMapper or subclass to render process id. This has any effect when this->UseProcessIdFromData is true. BeginRenderPropV.BeginRenderProp() C++: virtual void BeginRenderProp() Called by the mapper (vtkHardwareSelectionPolyDataPainter) before and after rendering each prop. EndRenderPropV.EndRenderProp() C++: virtual void EndRenderProp() Called by the mapper (vtkHardwareSelectionPolyDataPainter) before and after rendering each prop. SetProcessIDV.SetProcessID(int) C++: virtual void SetProcessID(int _arg) Get/Set the process id. If process id < 0 (default -1), then the PROCESS_PASS is not rendered. GetProcessIDV.GetProcessID() -> int C++: virtual int GetProcessID() Get/Set the process id. If process id < 0 (default -1), then the PROCESS_PASS is not rendered. GetPropColorValueV.GetPropColorValue() -> (float, float, float) C++: float *GetPropColorValue() SetPropColorValueV.SetPropColorValue(float, float, float) C++: void SetPropColorValue(float, float, float) V.SetPropColorValue((float, float, float)) C++: void SetPropColorValue(float a[3]) GetCurrentPassV.GetCurrentPass() -> int C++: virtual int GetCurrentPass() Get the current pass number. GenerateSelectionV.GenerateSelection() -> vtkSelection C++: virtual vtkSelection *GenerateSelection() V.GenerateSelection([int, int, int, int]) -> vtkSelection C++: virtual vtkSelection *GenerateSelection(unsigned int r[4]) V.GenerateSelection(int, int, int, int) -> vtkSelection C++: virtual vtkSelection *GenerateSelection(unsigned int x1, unsigned int y1, unsigned int x2, unsigned int y2) Generates the vtkSelection from pixel buffers. Requires that CaptureBuffers() has already been called. Optionally you may pass a screen region (xmin, ymin, xmax, ymax) to generate a selection from. The region must be a subregion of the region specified by SetArea(), otherwise it will be clipped to that region. GeneratePolygonSelectionV.GeneratePolygonSelection([int, ...], int) -> vtkSelection C++: virtual vtkSelection *GeneratePolygonSelection( int *polygonPoints, vtkIdType count) Generates the vtkSelection from pixel buffers. Same as GenerateSelection, except this one use a polygon, instead of a rectangle region, and select elements inside the polygon. NOTE: The CaptureBuffers() needs to be called first. GetPropFromIDV.GetPropFromID(int) -> vtkProp C++: vtkProp *GetPropFromID(int id) returns the prop associated with a ID. This is valid only until ReleasePixBuffers() gets called. PassTypeToStringV.PassTypeToString(PassTypes) -> string C++: std::string PassTypeToString(PassTypes type) Convert a PassTypes enum value to a human readable string. ConvertV.Convert(int, [float, float, float]) C++: static void Convert(int id, float tcoord[3]) vtkHardwareSelector.PassTypesvtkHierarchicalPolyDataMappervtkRenderingCorePython.vtkHierarchicalPolyDataMappervtkHierarchicalPolyDataMapper - a class that renders hierarchical polygonal data Superclass: vtkCompositePolyDataMapper Legacy class. Use vtkCompositePolyDataMapper instead. @sa vtkPolyDataMapper V.SafeDownCast(vtkObjectBase) -> vtkHierarchicalPolyDataMapper C++: static vtkHierarchicalPolyDataMapper *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkHierarchicalPolyDataMapper C++: vtkHierarchicalPolyDataMapper *NewInstance() vtkImageActorvtkRenderingCorePython.vtkImageActorvtkImageActor - draw an image in a rendered 3D scene Superclass: vtkImageSlice vtkImageActor is used to render an image in a 3D scene. The image is placed at the origin of the image, and its size is controlled by the image dimensions and image spacing. The orientation of the image is orthogonal to one of the x-y-z axes depending on which plane the image is defined in. This class has been mostly superseded by the vtkImageSlice class, which provides more functionality than vtkImageActor. @sa vtkImageData vtkImageSliceMapper vtkImageProperty V.SafeDownCast(vtkObjectBase) -> vtkImageActor C++: static vtkImageActor *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkImageActor C++: vtkImageActor *NewInstance() V.SetInputData(vtkImageData) C++: virtual void SetInputData(vtkImageData *) Set/Get the image data input for the image actor. This is for backwards compatibility, for a proper pipeline connection you should use GetMapper()->SetInputConnection() instead. V.GetInput() -> vtkImageData C++: virtual vtkImageData *GetInput() Set/Get the image data input for the image actor. This is for backwards compatibility, for a proper pipeline connection you should use GetMapper()->SetInputConnection() instead. SetInterpolateV.SetInterpolate(int) C++: virtual void SetInterpolate(int) Turn on/off linear interpolation of the image when rendering. More options are available in the Property of the image actor. GetInterpolateV.GetInterpolate() -> int C++: virtual int GetInterpolate() Turn on/off linear interpolation of the image when rendering. More options are available in the Property of the image actor. InterpolateOnV.InterpolateOn() C++: virtual void InterpolateOn() Turn on/off linear interpolation of the image when rendering. More options are available in the Property of the image actor. InterpolateOffV.InterpolateOff() C++: virtual void InterpolateOff() Turn on/off linear interpolation of the image when rendering. More options are available in the Property of the image actor. SetOpacityV.SetOpacity(float) C++: virtual void SetOpacity(double) Set/Get the object's opacity. 1.0 is totally opaque and 0.0 is completely transparent. The default is 1.0. V.GetOpacity() -> float C++: virtual double GetOpacity() Set/Get the object's opacity. 1.0 is totally opaque and 0.0 is completely transparent. The default is 1.0. GetOpacityMinValueV.GetOpacityMinValue() -> float C++: double GetOpacityMinValue() Set/Get the object's opacity. 1.0 is totally opaque and 0.0 is completely transparent. The default is 1.0. GetOpacityMaxValueV.GetOpacityMaxValue() -> float C++: double GetOpacityMaxValue() Set/Get the object's opacity. 1.0 is totally opaque and 0.0 is completely transparent. The default is 1.0. SetDisplayExtentV.SetDisplayExtent((int, int, int, int, int, int)) C++: void SetDisplayExtent(const int extent[6]) V.SetDisplayExtent(int, int, int, int, int, int) C++: void SetDisplayExtent(int minX, int maxX, int minY, int maxY, int minZ, int maxZ) The image extent is generally set explicitly, but if not set it will be determined from the input image data. GetDisplayExtentV.GetDisplayExtent([int, int, int, int, int, int]) C++: void GetDisplayExtent(int extent[6]) V.GetDisplayExtent() -> (int, int, int, int, int, int) C++: int *GetDisplayExtent() The image extent is generally set explicitly, but if not set it will be determined from the input image data. V.GetBounds() -> (float, float, float, float, float, float) C++: double *GetBounds() override; V.GetBounds([float, float, float, float, float, float]) C++: void GetBounds(double bounds[6]) Get the bounds of this image actor. Either copy the bounds into a user provided array or return a pointer to an array. In either case the bounds is expressed as a 6-vector (xmin,xmax, ymin,ymax, zmin,zmax). GetDisplayBoundsV.GetDisplayBounds() -> (float, ...) C++: double *GetDisplayBounds() V.GetDisplayBounds([float, float, float, float, float, float]) C++: void GetDisplayBounds(double bounds[6]) Get the bounds of the data that is displayed by this image actor. If the transformation matrix for this actor is the identity matrix, this will return the same value as GetBounds. GetSliceNumberV.GetSliceNumber() -> int C++: int GetSliceNumber() Return the slice number (& min/max slice number) computed from the display extent. GetSliceNumberMaxV.GetSliceNumberMax() -> int C++: int GetSliceNumberMax() Return the slice number (& min/max slice number) computed from the display extent. GetSliceNumberMinV.GetSliceNumberMin() -> int C++: int GetSliceNumberMin() Return the slice number (& min/max slice number) computed from the display extent. SetZSliceV.SetZSlice(int) C++: void SetZSlice(int z) Set/Get the current slice number. The axis Z in ZSlice does not necessarily have any relation to the z axis of the data on disk. It is simply the axis orthogonal to the x,y, display plane. GetWholeZMax and Min are convenience methods for obtaining the number of slices that can be displayed. Again the number of slices is in reference to the display z axis, which is not necessarily the z axis on disk. (due to reformatting etc) GetZSliceV.GetZSlice() -> int C++: int GetZSlice() Set/Get the current slice number. The axis Z in ZSlice does not necessarily have any relation to the z axis of the data on disk. It is simply the axis orthogonal to the x,y, display plane. GetWholeZMax and Min are convenience methods for obtaining the number of slices that can be displayed. Again the number of slices is in reference to the display z axis, which is not necessarily the z axis on disk. (due to reformatting etc) GetWholeZMinV.GetWholeZMin() -> int C++: int GetWholeZMin() Set/Get the current slice number. The axis Z in ZSlice does not necessarily have any relation to the z axis of the data on disk. It is simply the axis orthogonal to the x,y, display plane. GetWholeZMax and Min are convenience methods for obtaining the number of slices that can be displayed. Again the number of slices is in reference to the display z axis, which is not necessarily the z axis on disk. (due to reformatting etc) GetWholeZMaxV.GetWholeZMax() -> int C++: int GetWholeZMax() Set/Get the current slice number. The axis Z in ZSlice does not necessarily have any relation to the z axis of the data on disk. It is simply the axis orthogonal to the x,y, display plane. GetWholeZMax and Min are convenience methods for obtaining the number of slices that can be displayed. Again the number of slices is in reference to the display z axis, which is not necessarily the z axis on disk. (due to reformatting etc) V.HasTranslucentPolygonalGeometry() -> int C++: int HasTranslucentPolygonalGeometry() override; Internal method, should only be used by rendering. Returns true if this image actor has an alpha component or if it has an opacity that is less than 1.0. This can be overridden by ForceOpaqueOn(), which forces this method to return false, or ForceTranslucentOn(), which forces this method to return true. V.GetForceOpaque() -> bool C++: virtual bool GetForceOpaque() Force the actor to be rendered during the opaque rendering pass. Default is false. See also: ForceTranslucentOn() to use translucent rendering pass. V.SetForceOpaque(bool) C++: virtual void SetForceOpaque(bool _arg) Force the actor to be rendered during the opaque rendering pass. Default is false. See also: ForceTranslucentOn() to use translucent rendering pass. V.ForceOpaqueOn() C++: virtual void ForceOpaqueOn() Force the actor to be rendered during the opaque rendering pass. Default is false. See also: ForceTranslucentOn() to use translucent rendering pass. V.ForceOpaqueOff() C++: virtual void ForceOpaqueOff() Force the actor to be rendered during the opaque rendering pass. Default is false. See also: ForceTranslucentOn() to use translucent rendering pass. vtkImageSlicevtkImageDatavtkImageMapper3DvtkRenderingCorePython.vtkImageMapper3DvtkImageMapper3D - abstract class for mapping images to the screen Superclass: vtkAbstractMapper3D vtkImageMapper3D is a mapper that will draw a 2D image, or a slice of a 3D image. The slice plane can be set automatically follow the camera, so that it slices through the focal point and faces the camera.@par Thanks: Thanks to David Gobbi at the Seaman Family MR Centre and Dept. of Clinical Neurosciences, Foothills Medical Centre, Calgary, for providing this class. @sa vtkImage vtkImageProperty vtkImageResliceMapper vtkImageSliceMapper V.SafeDownCast(vtkObjectBase) -> vtkImageMapper3D C++: static vtkImageMapper3D *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkImageMapper3D C++: vtkImageMapper3D *NewInstance() V.Render(vtkRenderer, vtkImageSlice) C++: virtual void Render(vtkRenderer *renderer, vtkImageSlice *prop) This should only be called by the renderer. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override = 0; Release any graphics resources that are being consumed by this mapper. The parameter window is used to determine which graphic resources to release. V.SetInputData(vtkImageData) C++: void SetInputData(vtkImageData *input) The input data for this mapper. V.GetInput() -> vtkImageData C++: vtkImageData *GetInput() The input data for this mapper. V.GetDataSetInput() -> vtkDataSet C++: vtkDataSet *GetDataSetInput() The input data for this mapper. V.GetDataObjectInput() -> vtkDataObject C++: vtkDataObject *GetDataObjectInput() The input data for this mapper. SetBorderV.SetBorder(int) C++: virtual void SetBorder(int _arg) Instead of displaying the image only out to the image bounds, include a half-voxel border around the image. Within this border, the image values will be extrapolated rather than interpolated. BorderOnV.BorderOn() C++: virtual void BorderOn() Instead of displaying the image only out to the image bounds, include a half-voxel border around the image. Within this border, the image values will be extrapolated rather than interpolated. BorderOffV.BorderOff() C++: virtual void BorderOff() Instead of displaying the image only out to the image bounds, include a half-voxel border around the image. Within this border, the image values will be extrapolated rather than interpolated. GetBorderV.GetBorder() -> int C++: virtual int GetBorder() Instead of displaying the image only out to the image bounds, include a half-voxel border around the image. Within this border, the image values will be extrapolated rather than interpolated. SetBackgroundV.SetBackground(int) C++: virtual void SetBackground(int _arg) Instead of rendering only to the image border, render out to the viewport boundary with the background color. The background color will be the lowest color on the lookup table that is being used for the image. BackgroundOnV.BackgroundOn() C++: virtual void BackgroundOn() Instead of rendering only to the image border, render out to the viewport boundary with the background color. The background color will be the lowest color on the lookup table that is being used for the image. BackgroundOffV.BackgroundOff() C++: virtual void BackgroundOff() Instead of rendering only to the image border, render out to the viewport boundary with the background color. The background color will be the lowest color on the lookup table that is being used for the image. GetBackgroundV.GetBackground() -> int C++: virtual int GetBackground() Instead of rendering only to the image border, render out to the viewport boundary with the background color. The background color will be the lowest color on the lookup table that is being used for the image. SetSliceAtFocalPointV.SetSliceAtFocalPoint(int) C++: virtual void SetSliceAtFocalPoint(int _arg) Automatically set the slice position to the camera focal point. This provides a convenient way to interact with the image, since most Interactors directly control the camera. SliceAtFocalPointOnV.SliceAtFocalPointOn() C++: virtual void SliceAtFocalPointOn() Automatically set the slice position to the camera focal point. This provides a convenient way to interact with the image, since most Interactors directly control the camera. SliceAtFocalPointOffV.SliceAtFocalPointOff() C++: virtual void SliceAtFocalPointOff() Automatically set the slice position to the camera focal point. This provides a convenient way to interact with the image, since most Interactors directly control the camera. GetSliceAtFocalPointV.GetSliceAtFocalPoint() -> int C++: virtual int GetSliceAtFocalPoint() Automatically set the slice position to the camera focal point. This provides a convenient way to interact with the image, since most Interactors directly control the camera. SetSliceFacesCameraV.SetSliceFacesCamera(int) C++: virtual void SetSliceFacesCamera(int _arg) Automatically set the slice orientation so that it faces the camera. This provides a convenient way to interact with the image, since most Interactors directly control the camera. SliceFacesCameraOnV.SliceFacesCameraOn() C++: virtual void SliceFacesCameraOn() Automatically set the slice orientation so that it faces the camera. This provides a convenient way to interact with the image, since most Interactors directly control the camera. SliceFacesCameraOffV.SliceFacesCameraOff() C++: virtual void SliceFacesCameraOff() Automatically set the slice orientation so that it faces the camera. This provides a convenient way to interact with the image, since most Interactors directly control the camera. GetSliceFacesCameraV.GetSliceFacesCamera() -> int C++: virtual int GetSliceFacesCamera() Automatically set the slice orientation so that it faces the camera. This provides a convenient way to interact with the image, since most Interactors directly control the camera. GetSlicePlaneV.GetSlicePlane() -> vtkPlane C++: virtual vtkPlane *GetSlicePlane() A plane that describes what slice of the input is being rendered by the mapper. This plane is in world coordinates, not data coordinates. Before using this plane, call Update or UpdateInformation to make sure the plane is up-to-date. These methods are automatically called by Render. GetSlicePlaneInDataCoordsV.GetSlicePlaneInDataCoords(vtkMatrix4x4, [float, float, float, float]) C++: virtual void GetSlicePlaneInDataCoords( vtkMatrix4x4 *propMatrix, double plane[4]) Get the plane as a homogeneous 4-vector that gives the plane equation coefficients. The prop3D matrix must be provided so that the plane can be converted to data coords. SetNumberOfThreadsV.SetNumberOfThreads(int) C++: virtual void SetNumberOfThreads(int _arg) The number of threads to create when rendering. GetNumberOfThreadsMinValueV.GetNumberOfThreadsMinValue() -> int C++: virtual int GetNumberOfThreadsMinValue() The number of threads to create when rendering. GetNumberOfThreadsMaxValueV.GetNumberOfThreadsMaxValue() -> int C++: virtual int GetNumberOfThreadsMaxValue() The number of threads to create when rendering. GetNumberOfThreadsV.GetNumberOfThreads() -> int C++: virtual int GetNumberOfThreads() The number of threads to create when rendering. SetStreamingV.SetStreaming(int) C++: virtual void SetStreaming(int _arg) Turn on streaming, to pull the minimum amount of data from the input. Streaming decreases the memory required to display large images, since only one slice will be pulled through the input pipeline if only one slice is mapped to the screen. The default behavior is to pull the full 3D input extent through the input pipeline, but to do this only when the input data changes. The default behavior results in much faster follow-up renders when the input data is static. GetStreamingV.GetStreaming() -> int C++: virtual int GetStreaming() Turn on streaming, to pull the minimum amount of data from the input. Streaming decreases the memory required to display large images, since only one slice will be pulled through the input pipeline if only one slice is mapped to the screen. The default behavior is to pull the full 3D input extent through the input pipeline, but to do this only when the input data changes. The default behavior results in much faster follow-up renders when the input data is static. StreamingOnV.StreamingOn() C++: virtual void StreamingOn() Turn on streaming, to pull the minimum amount of data from the input. Streaming decreases the memory required to display large images, since only one slice will be pulled through the input pipeline if only one slice is mapped to the screen. The default behavior is to pull the full 3D input extent through the input pipeline, but to do this only when the input data changes. The default behavior results in much faster follow-up renders when the input data is static. StreamingOffV.StreamingOff() C++: virtual void StreamingOff() Turn on streaming, to pull the minimum amount of data from the input. Streaming decreases the memory required to display large images, since only one slice will be pulled through the input pipeline if only one slice is mapped to the screen. The default behavior is to pull the full 3D input extent through the input pipeline, but to do this only when the input data changes. The default behavior results in much faster follow-up renders when the input data is static. vtkImageMappervtkRenderingCorePython.vtkImageMappervtkImageMapper - 2D image display Superclass: vtkMapper2D vtkImageMapper provides 2D image display support for vtk. It is a Mapper2D subclass that can be associated with an Actor2D and placed within a RenderWindow or ImageWindow. The vtkImageMapper is a 2D mapper, which means that it displays images in display coordinates. In display coordinates, one image pixel is always one screen pixel. @sa vtkMapper2D vtkActor2D V.SafeDownCast(vtkObjectBase) -> vtkImageMapper C++: static vtkImageMapper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkImageMapper C++: vtkImageMapper *NewInstance() V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Override Modifiedtime as we have added a lookuptable SetColorWindowV.SetColorWindow(float) C++: virtual void SetColorWindow(double _arg) Set/Get the window value for window/level GetColorWindowV.GetColorWindow() -> float C++: virtual double GetColorWindow() Set/Get the window value for window/level SetColorLevelV.SetColorLevel(float) C++: virtual void SetColorLevel(double _arg) Set/Get the level value for window/level GetColorLevelV.GetColorLevel() -> float C++: virtual double GetColorLevel() Set/Get the level value for window/level V.SetZSlice(int) C++: virtual void SetZSlice(int _arg) Set/Get the current slice number. The axis Z in ZSlice does not necessarily have any relation to the z axis of the data on disk. It is simply the axis orthogonal to the x,y, display plane. GetWholeZMax and Min are convenience methods for obtaining the number of slices that can be displayed. Again the number of slices is in reference to the display z axis, which is not necessarily the z axis on disk. (due to reformatting etc) V.GetZSlice() -> int C++: virtual int GetZSlice() Set/Get the current slice number. The axis Z in ZSlice does not necessarily have any relation to the z axis of the data on disk. It is simply the axis orthogonal to the x,y, display plane. GetWholeZMax and Min are convenience methods for obtaining the number of slices that can be displayed. Again the number of slices is in reference to the display z axis, which is not necessarily the z axis on disk. (due to reformatting etc) RenderStartV.RenderStart(vtkViewport, vtkActor2D) C++: void RenderStart(vtkViewport *viewport, vtkActor2D *actor) Draw the image to the screen. RenderDataV.RenderData(vtkViewport, vtkImageData, vtkActor2D) C++: virtual void RenderData(vtkViewport *, vtkImageData *, vtkActor2D *) Function called by Render to actually draw the image to to the screen GetColorShiftV.GetColorShift() -> float C++: double GetColorShift() Methods used internally for performing the Window/Level mapping. GetColorScaleV.GetColorScale() -> float C++: double GetColorScale() Methods used internally for performing the Window/Level mapping. V.SetInputData(vtkImageData) C++: virtual void SetInputData(vtkImageData *input) Set the Input of a filter. V.GetInput() -> vtkImageData C++: vtkImageData *GetInput() Set the Input of a filter. SetRenderToRectangleV.SetRenderToRectangle(int) C++: virtual void SetRenderToRectangle(int _arg) If RenderToRectangle is set (by default not), then the imagemapper will render the image into the rectangle supplied by the Actor2D's PositionCoordinate and Position2Coordinate GetRenderToRectangleV.GetRenderToRectangle() -> int C++: virtual int GetRenderToRectangle() If RenderToRectangle is set (by default not), then the imagemapper will render the image into the rectangle supplied by the Actor2D's PositionCoordinate and Position2Coordinate RenderToRectangleOnV.RenderToRectangleOn() C++: virtual void RenderToRectangleOn() If RenderToRectangle is set (by default not), then the imagemapper will render the image into the rectangle supplied by the Actor2D's PositionCoordinate and Position2Coordinate RenderToRectangleOffV.RenderToRectangleOff() C++: virtual void RenderToRectangleOff() If RenderToRectangle is set (by default not), then the imagemapper will render the image into the rectangle supplied by the Actor2D's PositionCoordinate and Position2Coordinate SetUseCustomExtentsV.SetUseCustomExtents(int) C++: virtual void SetUseCustomExtents(int _arg) Usually, the entire image is displayed, if UseCustomExtents is set (by default not), then the region supplied in the CustomDisplayExtents is used in preference. Note that the Custom extents are x,y only and the zslice is still applied GetUseCustomExtentsV.GetUseCustomExtents() -> int C++: virtual int GetUseCustomExtents() Usually, the entire image is displayed, if UseCustomExtents is set (by default not), then the region supplied in the CustomDisplayExtents is used in preference. Note that the Custom extents are x,y only and the zslice is still applied UseCustomExtentsOnV.UseCustomExtentsOn() C++: virtual void UseCustomExtentsOn() Usually, the entire image is displayed, if UseCustomExtents is set (by default not), then the region supplied in the CustomDisplayExtents is used in preference. Note that the Custom extents are x,y only and the zslice is still applied UseCustomExtentsOffV.UseCustomExtentsOff() C++: virtual void UseCustomExtentsOff() Usually, the entire image is displayed, if UseCustomExtents is set (by default not), then the region supplied in the CustomDisplayExtents is used in preference. Note that the Custom extents are x,y only and the zslice is still applied SetCustomDisplayExtentsV.SetCustomDisplayExtents((int, int, int, int)) C++: void SetCustomDisplayExtents(int a[4]) The image extents which should be displayed with UseCustomExtents Note that the Custom extents are x,y only and the zslice is still applied GetCustomDisplayExtentsV.GetCustomDisplayExtents() -> (int, int, int, int) C++: int *GetCustomDisplayExtents() The image extents which should be displayed with UseCustomExtents Note that the Custom extents are x,y only and the zslice is still applied vtkImagePropertyvtkRenderingCorePython.vtkImagePropertyvtkImageProperty - image display properties Superclass: vtkObject vtkImageProperty is an object that allows control of the display of an image slice.@par Thanks: Thanks to David Gobbi at the Seaman Family MR Centre and Dept. of Clinical Neurosciences, Foothills Medical Centre, Calgary, for providing this class. @sa vtkImage vtkImageMapper3D vtkImageSliceMapper vtkImageResliceMapper V.SafeDownCast(vtkObjectBase) -> vtkImageProperty C++: static vtkImageProperty *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkImageProperty C++: vtkImageProperty *NewInstance() V.DeepCopy(vtkImageProperty) C++: void DeepCopy(vtkImageProperty *p) Assign one property to another. V.SetColorWindow(float) C++: virtual void SetColorWindow(double _arg) The window value for window/level. V.GetColorWindow() -> float C++: virtual double GetColorWindow() The window value for window/level. V.SetColorLevel(float) C++: virtual void SetColorLevel(double _arg) The level value for window/level. V.GetColorLevel() -> float C++: virtual double GetColorLevel() The level value for window/level. SetLookupTableV.SetLookupTable(vtkScalarsToColors) C++: virtual void SetLookupTable(vtkScalarsToColors *lut) Specify a lookup table for the data. If the data is to be displayed as greyscale, or if the input data is already RGB, there is no need to set a lookup table. GetLookupTableV.GetLookupTable() -> vtkScalarsToColors C++: virtual vtkScalarsToColors *GetLookupTable() Specify a lookup table for the data. If the data is to be displayed as greyscale, or if the input data is already RGB, there is no need to set a lookup table. SetUseLookupTableScalarRangeV.SetUseLookupTableScalarRange(int) C++: virtual void SetUseLookupTableScalarRange(int _arg) Use the range that is set in the lookup table, instead of setting the range from the Window/Level settings. This is off by default. GetUseLookupTableScalarRangeV.GetUseLookupTableScalarRange() -> int C++: virtual int GetUseLookupTableScalarRange() Use the range that is set in the lookup table, instead of setting the range from the Window/Level settings. This is off by default. UseLookupTableScalarRangeOnV.UseLookupTableScalarRangeOn() C++: virtual void UseLookupTableScalarRangeOn() Use the range that is set in the lookup table, instead of setting the range from the Window/Level settings. This is off by default. UseLookupTableScalarRangeOffV.UseLookupTableScalarRangeOff() C++: virtual void UseLookupTableScalarRangeOff() Use the range that is set in the lookup table, instead of setting the range from the Window/Level settings. This is off by default. V.SetOpacity(float) C++: virtual void SetOpacity(double _arg) The opacity of the image, where 1.0 is opaque and 0.0 is transparent. If the image has an alpha component, then the alpha component will be multiplied by this value. The default is 1.0. V.GetOpacityMinValue() -> float C++: virtual double GetOpacityMinValue() The opacity of the image, where 1.0 is opaque and 0.0 is transparent. If the image has an alpha component, then the alpha component will be multiplied by this value. The default is 1.0. V.GetOpacityMaxValue() -> float C++: virtual double GetOpacityMaxValue() The opacity of the image, where 1.0 is opaque and 0.0 is transparent. If the image has an alpha component, then the alpha component will be multiplied by this value. The default is 1.0. V.GetOpacity() -> float C++: virtual double GetOpacity() The opacity of the image, where 1.0 is opaque and 0.0 is transparent. If the image has an alpha component, then the alpha component will be multiplied by this value. The default is 1.0. SetAmbientV.SetAmbient(float) C++: virtual void SetAmbient(double _arg) The ambient lighting coefficient. The default is 1.0. GetAmbientMinValueV.GetAmbientMinValue() -> float C++: virtual double GetAmbientMinValue() The ambient lighting coefficient. The default is 1.0. GetAmbientMaxValueV.GetAmbientMaxValue() -> float C++: virtual double GetAmbientMaxValue() The ambient lighting coefficient. The default is 1.0. GetAmbientV.GetAmbient() -> float C++: virtual double GetAmbient() The ambient lighting coefficient. The default is 1.0. SetDiffuseV.SetDiffuse(float) C++: virtual void SetDiffuse(double _arg) The diffuse lighting coefficient. The default is 0.0. GetDiffuseMinValueV.GetDiffuseMinValue() -> float C++: virtual double GetDiffuseMinValue() The diffuse lighting coefficient. The default is 0.0. GetDiffuseMaxValueV.GetDiffuseMaxValue() -> float C++: virtual double GetDiffuseMaxValue() The diffuse lighting coefficient. The default is 0.0. GetDiffuseV.GetDiffuse() -> float C++: virtual double GetDiffuse() The diffuse lighting coefficient. The default is 0.0. V.SetInterpolationType(int) C++: virtual void SetInterpolationType(int _arg) The interpolation type (default: nearest neighbor). V.GetInterpolationTypeMinValue() -> int C++: virtual int GetInterpolationTypeMinValue() The interpolation type (default: nearest neighbor). V.GetInterpolationTypeMaxValue() -> int C++: virtual int GetInterpolationTypeMaxValue() The interpolation type (default: nearest neighbor). V.GetInterpolationType() -> int C++: virtual int GetInterpolationType() The interpolation type (default: nearest neighbor). SetInterpolationTypeToNearestV.SetInterpolationTypeToNearest() C++: void SetInterpolationTypeToNearest() The interpolation type (default: nearest neighbor). V.SetInterpolationTypeToLinear() C++: void SetInterpolationTypeToLinear() The interpolation type (default: nearest neighbor). SetInterpolationTypeToCubicV.SetInterpolationTypeToCubic() C++: void SetInterpolationTypeToCubic() The interpolation type (default: nearest neighbor). GetInterpolationTypeAsStringV.GetInterpolationTypeAsString() -> string C++: virtual const char *GetInterpolationTypeAsString() The interpolation type (default: nearest neighbor). V.SetLayerNumber(int) C++: virtual void SetLayerNumber(int _arg) Set the layer number. This is ignored unless the image is part of a vtkImageStack. The default layer number is zero. V.GetLayerNumber() -> int C++: int GetLayerNumber() Set the layer number. This is ignored unless the image is part of a vtkImageStack. The default layer number is zero. SetCheckerboardV.SetCheckerboard(int) C++: virtual void SetCheckerboard(int _arg) Make a checkerboard pattern where the black squares are transparent. The pattern is aligned with the camera, and centered by default. CheckerboardOnV.CheckerboardOn() C++: virtual void CheckerboardOn() Make a checkerboard pattern where the black squares are transparent. The pattern is aligned with the camera, and centered by default. CheckerboardOffV.CheckerboardOff() C++: virtual void CheckerboardOff() Make a checkerboard pattern where the black squares are transparent. The pattern is aligned with the camera, and centered by default. GetCheckerboardV.GetCheckerboard() -> int C++: virtual int GetCheckerboard() Make a checkerboard pattern where the black squares are transparent. The pattern is aligned with the camera, and centered by default. SetCheckerboardSpacingV.SetCheckerboardSpacing(float, float) C++: void SetCheckerboardSpacing(double, double) V.SetCheckerboardSpacing((float, float)) C++: void SetCheckerboardSpacing(double a[2]) GetCheckerboardSpacingV.GetCheckerboardSpacing() -> (float, float) C++: double *GetCheckerboardSpacing() SetCheckerboardOffsetV.SetCheckerboardOffset(float, float) C++: void SetCheckerboardOffset(double, double) V.SetCheckerboardOffset((float, float)) C++: void SetCheckerboardOffset(double a[2]) GetCheckerboardOffsetV.GetCheckerboardOffset() -> (float, float) C++: double *GetCheckerboardOffset() SetBackingV.SetBacking(int) C++: virtual void SetBacking(int _arg) Use an opaque backing polygon, which will be visible where the image is translucent. When images are in a stack, the backing polygons for all images will be drawn before any of the images in the stack, in order to allow the images in the stack to be composited. BackingOnV.BackingOn() C++: virtual void BackingOn() Use an opaque backing polygon, which will be visible where the image is translucent. When images are in a stack, the backing polygons for all images will be drawn before any of the images in the stack, in order to allow the images in the stack to be composited. BackingOffV.BackingOff() C++: virtual void BackingOff() Use an opaque backing polygon, which will be visible where the image is translucent. When images are in a stack, the backing polygons for all images will be drawn before any of the images in the stack, in order to allow the images in the stack to be composited. GetBackingV.GetBacking() -> int C++: virtual int GetBacking() Use an opaque backing polygon, which will be visible where the image is translucent. When images are in a stack, the backing polygons for all images will be drawn before any of the images in the stack, in order to allow the images in the stack to be composited. SetBackingColorV.SetBackingColor(float, float, float) C++: void SetBackingColor(double, double, double) V.SetBackingColor((float, float, float)) C++: void SetBackingColor(double a[3]) GetBackingColorV.GetBackingColor() -> (float, float, float) C++: double *GetBackingColor() V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Get the MTime for this property. If the lookup table is set, the mtime will include the mtime of the lookup table. vtkRenderingCorePython.vtkImageSlicevtkImageSlice - represents an image in a 3D scene Superclass: vtkProp3D vtkImageSlice is used to represent an image in a 3D scene. It displays the image either as a slice or as a projection from the camera's perspective. Adjusting the position and orientation of the slice is done by adjusting the focal point and direction of the camera, or alternatively the slice can be set manually in vtkImageMapper3D. The lookup table and window/leve are set in vtkImageProperty. Prop3D methods such as SetPosition() and RotateWXYZ() change the position and orientation of the data with respect to VTK world coordinates.@par Thanks: Thanks to David Gobbi at the Seaman Family MR Centre and Dept. of Clinical Neurosciences, Foothills Medical Centre, Calgary, for providing this class. @sa vtkImageMapper3D vtkImageProperty vtkProp3D V.SafeDownCast(vtkObjectBase) -> vtkImageSlice C++: static vtkImageSlice *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkImageSlice C++: vtkImageSlice *NewInstance() V.SetMapper(vtkImageMapper3D) C++: void SetMapper(vtkImageMapper3D *mapper) Set/Get the mapper. V.GetMapper() -> vtkImageMapper3D C++: virtual vtkImageMapper3D *GetMapper() Set/Get the mapper. V.SetProperty(vtkImageProperty) C++: void SetProperty(vtkImageProperty *property) Set/Get the image display properties. V.GetProperty() -> vtkImageProperty C++: virtual vtkImageProperty *GetProperty() Set/Get the image display properties. V.Update() C++: void Update() Update the rendering pipeline by updating the ImageMapper V.GetBounds() -> (float, ...) C++: double *GetBounds() override; V.GetBounds([float, float, float, float, float, float]) C++: void GetBounds(double bounds[6]) Get the bounds - either all six at once (xmin, xmax, ymin, ymax, zmin, zmax) or one at a time. GetMinXBoundV.GetMinXBound() -> float C++: double GetMinXBound() Get the bounds - either all six at once (xmin, xmax, ymin, ymax, zmin, zmax) or one at a time. GetMaxXBoundV.GetMaxXBound() -> float C++: double GetMaxXBound() Get the bounds - either all six at once (xmin, xmax, ymin, ymax, zmin, zmax) or one at a time. GetMinYBoundV.GetMinYBound() -> float C++: double GetMinYBound() Get the bounds - either all six at once (xmin, xmax, ymin, ymax, zmin, zmax) or one at a time. GetMaxYBoundV.GetMaxYBound() -> float C++: double GetMaxYBound() Get the bounds - either all six at once (xmin, xmax, ymin, ymax, zmin, zmax) or one at a time. GetMinZBoundV.GetMinZBound() -> float C++: double GetMinZBound() Get the bounds - either all six at once (xmin, xmax, ymin, ymax, zmin, zmax) or one at a time. GetMaxZBoundV.GetMaxZBound() -> float C++: double GetMaxZBound() Get the bounds - either all six at once (xmin, xmax, ymin, ymax, zmin, zmax) or one at a time. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Return the MTime also considering the property etc. V.GetRedrawMTime() -> int C++: vtkMTimeType GetRedrawMTime() override; Return the mtime of anything that would cause the rendered image to appear differently. Usually this involves checking the mtime of the prop plus anything else it depends on such as properties, mappers, etc. V.GetForceTranslucent() -> bool C++: virtual bool GetForceTranslucent() Force the actor to be treated as translucent. V.SetForceTranslucent(bool) C++: virtual void SetForceTranslucent(bool _arg) Force the actor to be treated as translucent. V.ForceTranslucentOn() C++: virtual void ForceTranslucentOn() Force the actor to be treated as translucent. V.ForceTranslucentOff() C++: virtual void ForceTranslucentOff() Force the actor to be treated as translucent. V.ShallowCopy(vtkProp) C++: void ShallowCopy(vtkProp *prop) override; Shallow copy of this vtkImageSlice. Overloads the virtual vtkProp method. GetImagesV.GetImages(vtkPropCollection) C++: void GetImages(vtkPropCollection *) For some exporters and other other operations we must be able to collect all the actors, volumes, and images. These methods are used in that process. V.HasTranslucentPolygonalGeometry() -> int C++: int HasTranslucentPolygonalGeometry() override; Internal method, should only be used by rendering. This method will always return 0 unless ForceTranslucent is On. V.Render(vtkRenderer) C++: virtual void Render(vtkRenderer *) This causes the image and its mapper to be rendered. Note that a side effect of this method is that the pipeline will be updated. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *win) override; Release any resources held by this prop. SetStackedImagePassV.SetStackedImagePass(int) C++: void SetStackedImagePass(int pass) For stacked image rendering, set the pass. The first pass renders just the backing polygon, the second pass renders the image, and the third pass renders the depth buffer. Set to -1 to render all of these in the same pass. vtkImageSliceMappervtkRenderingCorePython.vtkImageSliceMappervtkImageSliceMapper - map a slice of a vtkImageData to the screen Superclass: vtkImageMapper3D vtkImageSliceMapper is a mapper that will draw a 2D image, or a slice of a 3D image. For 3D images, the slice may be oriented in the X, Y, or Z direction. This mapper works via 2D textures with accelerated zoom and pan operations.@par Thanks: Thanks to David Gobbi at the Seaman Family MR Centre and Dept. of Clinical Neurosciences, Foothills Medical Centre, Calgary, for providing this class. @sa vtkImageSlice vtkImageProperty vtkImageResliceMapper V.SafeDownCast(vtkObjectBase) -> vtkImageSliceMapper C++: static vtkImageSliceMapper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkImageSliceMapper C++: vtkImageSliceMapper *NewInstance() SetSliceNumberV.SetSliceNumber(int) C++: virtual void SetSliceNumber(int slice) The slice to display, if there are multiple slices. V.GetSliceNumber() -> int C++: virtual int GetSliceNumber() The slice to display, if there are multiple slices. GetSliceNumberMinValueV.GetSliceNumberMinValue() -> int C++: virtual int GetSliceNumberMinValue() Use GetSliceNumberMinValue() and GetSliceNumberMaxValue() to get the range of allowed slices. These methods call UpdateInformation as a side-effect. GetSliceNumberMaxValueV.GetSliceNumberMaxValue() -> int C++: virtual int GetSliceNumberMaxValue() Use GetSliceNumberMinValue() and GetSliceNumberMaxValue() to get the range of allowed slices. These methods call UpdateInformation as a side-effect. SetOrientationV.SetOrientation(int) C++: virtual void SetOrientation(int _arg) Set the orientation of the slices to display. The default orientation is 2, which is Z. GetOrientationMinValueV.GetOrientationMinValue() -> int C++: virtual int GetOrientationMinValue() Set the orientation of the slices to display. The default orientation is 2, which is Z. GetOrientationMaxValueV.GetOrientationMaxValue() -> int C++: virtual int GetOrientationMaxValue() Set the orientation of the slices to display. The default orientation is 2, which is Z. V.GetOrientation() -> int C++: virtual int GetOrientation() Set the orientation of the slices to display. The default orientation is 2, which is Z. SetOrientationToXV.SetOrientationToX() C++: void SetOrientationToX() Set the orientation of the slices to display. The default orientation is 2, which is Z. SetOrientationToYV.SetOrientationToY() C++: void SetOrientationToY() Set the orientation of the slices to display. The default orientation is 2, which is Z. SetOrientationToZV.SetOrientationToZ() C++: void SetOrientationToZ() Set the orientation of the slices to display. The default orientation is 2, which is Z. SetCroppingV.SetCropping(int) C++: virtual void SetCropping(int _arg) Use the specified CroppingRegion. The default is to display the full slice. CroppingOnV.CroppingOn() C++: virtual void CroppingOn() Use the specified CroppingRegion. The default is to display the full slice. CroppingOffV.CroppingOff() C++: virtual void CroppingOff() Use the specified CroppingRegion. The default is to display the full slice. GetCroppingV.GetCropping() -> int C++: virtual int GetCropping() Use the specified CroppingRegion. The default is to display the full slice. SetCroppingRegionV.SetCroppingRegion(int, int, int, int, int, int) C++: void SetCroppingRegion(int, int, int, int, int, int) V.SetCroppingRegion((int, int, int, int, int, int)) C++: void SetCroppingRegion(int a[6]) GetCroppingRegionV.GetCroppingRegion() -> (int, int, int, int, int, int) C++: int *GetCroppingRegion() V.Render(vtkRenderer, vtkImageSlice) C++: void Render(vtkRenderer *renderer, vtkImageSlice *prop) override; This should only be called by the renderer. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; Release any graphics resources that are being consumed by this mapper. The parameter window is used to determine which graphic resources to release. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Get the mtime for the mapper. V.GetBounds() -> (float, ...) C++: double *GetBounds() override; V.GetBounds([float, float, float, float, float, float]) C++: void GetBounds(double bounds[6]) override; The bounding box (array of six doubles) of data expressed as (xmin,xmax, ymin,ymax, zmin,zmax). V.GetSlicePlaneInDataCoords(vtkMatrix4x4, [float, float, float, float]) C++: void GetSlicePlaneInDataCoords(vtkMatrix4x4 *propMatrix, double plane[4]) override; Get the plane as a homogeneous 4-vector that gives the plane equation coefficients. It is computed from the Orientation and SliceNumber, the propMatrix is unused and can be zero. vtkInteractorEventRecordervtkRenderingCorePython.vtkInteractorEventRecordervtkInteractorEventRecorder - record and play VTK events passing through a vtkRenderWindowInteractor Superclass: vtkInteractorObserver vtkInteractorEventRecorder records all VTK events invoked from a vtkRenderWindowInteractor. The events are recorded to a file. vtkInteractorEventRecorder can also be used to play those events back and invoke them on an vtkRenderWindowInteractor. (Note: the events can also be played back from a file or string.) The format of the event file is simple. It is: EventName X Y ctrl shift keycode repeatCount keySym The format also allows "#" comments. @sa vtkInteractorObserver vtkCallback V.SafeDownCast(vtkObjectBase) -> vtkInteractorEventRecorder C++: static vtkInteractorEventRecorder *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkInteractorEventRecorder C++: vtkInteractorEventRecorder *NewInstance() SetEnabledV.SetEnabled(int) C++: void SetEnabled(int) override; Methods for turning the interactor observer on and off, and determining its state. All subclasses must provide the SetEnabled() method. Enabling a vtkInteractorObserver has the side effect of adding observers; disabling it removes the observers. Prior to enabling the vtkInteractorObserver you must set the render window interactor (via SetInteractor()). Initial value is 0. SetInteractorV.SetInteractor(vtkRenderWindowInteractor) C++: void SetInteractor(vtkRenderWindowInteractor *iren) override; This method is used to associate the widget with the render window interactor. Observers of the appropriate events invoked in the render window interactor are set up as a result of this method invocation. The SetInteractor() method must be invoked prior to enabling the vtkInteractorObserver. It automatically registers available pickers to the Picking Manager. SetFileNameV.SetFileName(string) C++: virtual void SetFileName(const char *_arg) Set/Get the name of a file events should be written to/from. GetFileNameV.GetFileName() -> string C++: virtual char *GetFileName() Set/Get the name of a file events should be written to/from. RecordV.Record() C++: void Record() Invoke this method to begin recording events. The events will be recorded to the filename indicated. PlayV.Play() C++: void Play() Invoke this method to begin playing events from the current position. The events will be played back from the filename indicated. StopV.Stop() C++: void Stop() Invoke this method to stop recording/playing events. RewindV.Rewind() C++: void Rewind() Rewind to the beginning of the file. SetReadFromInputStringV.SetReadFromInputString(int) C++: virtual void SetReadFromInputString(int _arg) Enable reading from an InputString as compared to the default behavior, which is to read from a file. GetReadFromInputStringV.GetReadFromInputString() -> int C++: virtual int GetReadFromInputString() Enable reading from an InputString as compared to the default behavior, which is to read from a file. ReadFromInputStringOnV.ReadFromInputStringOn() C++: virtual void ReadFromInputStringOn() Enable reading from an InputString as compared to the default behavior, which is to read from a file. ReadFromInputStringOffV.ReadFromInputStringOff() C++: virtual void ReadFromInputStringOff() Enable reading from an InputString as compared to the default behavior, which is to read from a file. SetInputStringV.SetInputString(string) C++: virtual void SetInputString(const char *_arg) Set/Get the string to read from. GetInputStringV.GetInputString() -> string C++: virtual char *GetInputString() Set/Get the string to read from. vtkInteractorObservervtkRenderingCorePython.vtkInteractorObservervtkInteractorObserver - an abstract superclass for classes observing events invoked by vtkRenderWindowInteractor Superclass: vtkObject vtkInteractorObserver is an abstract superclass for subclasses that observe events invoked by vtkRenderWindowInteractor. These subclasses are typically things like 3D widgets; objects that interact with actors in the scene, or interactively probe the scene for information. vtkInteractorObserver defines the method SetInteractor() and enables and disables the processing of events by the vtkInteractorObserver. Use the methods EnabledOn() or SetEnabled(1) to turn on the interactor observer, and the methods EnabledOff() or SetEnabled(0) to turn off the interactor. Initial value is 0. To support interactive manipulation of objects, this class (and subclasses) invoke the events StartInteractionEvent, InteractionEvent, and EndInteractionEvent. These events are invoked when the vtkInteractorObserver enters a state where rapid response is desired: mouse motion, etc. The events can be used, for example, to set the desired update frame rate (StartInteractionEvent), operate on data or update a pipeline (InteractionEvent), and set the desired frame rate back to normal values (EndInteractionEvent). Two other events, EnableEvent and DisableEvent, are invoked when the interactor observer is enabled or disabled. @sa vtk3DWidget vtkBoxWidget vtkLineWidget V.SafeDownCast(vtkObjectBase) -> vtkInteractorObserver C++: static vtkInteractorObserver *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkInteractorObserver C++: vtkInteractorObserver *NewInstance() V.SetEnabled(int) C++: virtual void SetEnabled(int) Methods for turning the interactor observer on and off, and determining its state. All subclasses must provide the SetEnabled() method. Enabling a vtkInteractorObserver has the side effect of adding observers; disabling it removes the observers. Prior to enabling the vtkInteractorObserver you must set the render window interactor (via SetInteractor()). Initial value is 0. GetEnabledV.GetEnabled() -> int C++: int GetEnabled() EnabledOnV.EnabledOn() C++: void EnabledOn() EnabledOffV.EnabledOff() C++: void EnabledOff() OnV.On() C++: void On() OffV.Off() C++: void Off() V.SetInteractor(vtkRenderWindowInteractor) C++: virtual void SetInteractor(vtkRenderWindowInteractor *iren) This method is used to associate the widget with the render window interactor. Observers of the appropriate events invoked in the render window interactor are set up as a result of this method invocation. The SetInteractor() method must be invoked prior to enabling the vtkInteractorObserver. It automatically registers available pickers to the Picking Manager. GetInteractorV.GetInteractor() -> vtkRenderWindowInteractor C++: virtual vtkRenderWindowInteractor *GetInteractor() This method is used to associate the widget with the render window interactor. Observers of the appropriate events invoked in the render window interactor are set up as a result of this method invocation. The SetInteractor() method must be invoked prior to enabling the vtkInteractorObserver. It automatically registers available pickers to the Picking Manager. SetPriorityV.SetPriority(float) C++: virtual void SetPriority(float _arg) Set/Get the priority at which events are processed. This is used when multiple interactor observers are used simultaneously. The default value is 0.0 (lowest priority.) Note that when multiple interactor observer have the same priority, then the last observer added will process the event first. (Note: once the SetInteractor() method has been called, changing the priority does not effect event processing. You will have to SetInteractor(NULL), change priority, and then SetInteractor(iren) to have the priority take effect.) GetPriorityMinValueV.GetPriorityMinValue() -> float C++: virtual float GetPriorityMinValue() Set/Get the priority at which events are processed. This is used when multiple interactor observers are used simultaneously. The default value is 0.0 (lowest priority.) Note that when multiple interactor observer have the same priority, then the last observer added will process the event first. (Note: once the SetInteractor() method has been called, changing the priority does not effect event processing. You will have to SetInteractor(NULL), change priority, and then SetInteractor(iren) to have the priority take effect.) GetPriorityMaxValueV.GetPriorityMaxValue() -> float C++: virtual float GetPriorityMaxValue() Set/Get the priority at which events are processed. This is used when multiple interactor observers are used simultaneously. The default value is 0.0 (lowest priority.) Note that when multiple interactor observer have the same priority, then the last observer added will process the event first. (Note: once the SetInteractor() method has been called, changing the priority does not effect event processing. You will have to SetInteractor(NULL), change priority, and then SetInteractor(iren) to have the priority take effect.) GetPriorityV.GetPriority() -> float C++: virtual float GetPriority() Set/Get the priority at which events are processed. This is used when multiple interactor observers are used simultaneously. The default value is 0.0 (lowest priority.) Note that when multiple interactor observer have the same priority, then the last observer added will process the event first. (Note: once the SetInteractor() method has been called, changing the priority does not effect event processing. You will have to SetInteractor(NULL), change priority, and then SetInteractor(iren) to have the priority take effect.) PickingManagedOnV.PickingManagedOn() C++: virtual void PickingManagedOn() Enable/Disable the use of a manager to process the picking. Enabled by default. PickingManagedOffV.PickingManagedOff() C++: virtual void PickingManagedOff() Enable/Disable the use of a manager to process the picking. Enabled by default. SetPickingManagedV.SetPickingManaged(bool) C++: virtual void SetPickingManaged(bool _arg) Enable/Disable the use of a manager to process the picking. Enabled by default. GetPickingManagedV.GetPickingManaged() -> bool C++: virtual bool GetPickingManaged() Enable/Disable the use of a manager to process the picking. Enabled by default. SetKeyPressActivationV.SetKeyPressActivation(int) C++: virtual void SetKeyPressActivation(int _arg) Enable/Disable of the use of a keypress to turn on and off the interactor observer. (By default, the keypress is 'i' for "interactor observer".) Set the KeyPressActivationValue to change which key activates the widget.) GetKeyPressActivationV.GetKeyPressActivation() -> int C++: virtual int GetKeyPressActivation() Enable/Disable of the use of a keypress to turn on and off the interactor observer. (By default, the keypress is 'i' for "interactor observer".) Set the KeyPressActivationValue to change which key activates the widget.) KeyPressActivationOnV.KeyPressActivationOn() C++: virtual void KeyPressActivationOn() Enable/Disable of the use of a keypress to turn on and off the interactor observer. (By default, the keypress is 'i' for "interactor observer".) Set the KeyPressActivationValue to change which key activates the widget.) KeyPressActivationOffV.KeyPressActivationOff() C++: virtual void KeyPressActivationOff() Enable/Disable of the use of a keypress to turn on and off the interactor observer. (By default, the keypress is 'i' for "interactor observer".) Set the KeyPressActivationValue to change which key activates the widget.) SetKeyPressActivationValueV.SetKeyPressActivationValue(char) C++: virtual void SetKeyPressActivationValue(char _arg) Specify which key press value to use to activate the interactor observer (if key press activation is enabled). By default, the key press activation value is 'i'. Note: once the SetInteractor() method is invoked, changing the key press activation value will not affect the key press until SetInteractor(NULL)/SetInteractor(iren) is called. GetKeyPressActivationValueV.GetKeyPressActivationValue() -> char C++: virtual char GetKeyPressActivationValue() Specify which key press value to use to activate the interactor observer (if key press activation is enabled). By default, the key press activation value is 'i'. Note: once the SetInteractor() method is invoked, changing the key press activation value will not affect the key press until SetInteractor(NULL)/SetInteractor(iren) is called. GetDefaultRendererV.GetDefaultRenderer() -> vtkRenderer C++: virtual vtkRenderer *GetDefaultRenderer() Set/Get the default renderer to use when activating the interactor observer. Normally when the widget is activated (SetEnabled(1) or when keypress activation takes place), the renderer over which the mouse pointer is positioned is used. Alternatively, you can specify the renderer to bind the interactor to when the interactor observer is activated. SetDefaultRendererV.SetDefaultRenderer(vtkRenderer) C++: virtual void SetDefaultRenderer(vtkRenderer *) Set/Get the default renderer to use when activating the interactor observer. Normally when the widget is activated (SetEnabled(1) or when keypress activation takes place), the renderer over which the mouse pointer is positioned is used. Alternatively, you can specify the renderer to bind the interactor to when the interactor observer is activated. GetCurrentRendererV.GetCurrentRenderer() -> vtkRenderer C++: virtual vtkRenderer *GetCurrentRenderer() Set/Get the current renderer. Normally when the widget is activated (SetEnabled(1) or when keypress activation takes place), the renderer over which the mouse pointer is positioned is used and assigned to this Ivar. Alternatively, you might want to set the CurrentRenderer explicitly. This is especially true with multiple viewports (renderers). WARNING: note that if the DefaultRenderer Ivar is set (see above), it will always override the parameter passed to SetCurrentRenderer, unless it is NULL. (i.e., SetCurrentRenderer(foo) = SetCurrentRenderer(DefaultRenderer). SetCurrentRendererV.SetCurrentRenderer(vtkRenderer) C++: virtual void SetCurrentRenderer(vtkRenderer *) Set/Get the current renderer. Normally when the widget is activated (SetEnabled(1) or when keypress activation takes place), the renderer over which the mouse pointer is positioned is used and assigned to this Ivar. Alternatively, you might want to set the CurrentRenderer explicitly. This is especially true with multiple viewports (renderers). WARNING: note that if the DefaultRenderer Ivar is set (see above), it will always override the parameter passed to SetCurrentRenderer, unless it is NULL. (i.e., SetCurrentRenderer(foo) = SetCurrentRenderer(DefaultRenderer). OnCharV.OnChar() C++: virtual void OnChar() Sets up the keypress-i event. ComputeDisplayToWorldV.ComputeDisplayToWorld(vtkRenderer, float, float, float, [float, float, float, float]) C++: static void ComputeDisplayToWorld(vtkRenderer *ren, double x, double y, double z, double worldPt[4]) Convenience methods for outside classes. Make sure that the parameter "ren" is not-null. ComputeWorldToDisplayV.ComputeWorldToDisplay(vtkRenderer, float, float, float, [float, float, float]) C++: static void ComputeWorldToDisplay(vtkRenderer *ren, double x, double y, double z, double displayPt[3]) Convenience methods for outside classes. Make sure that the parameter "ren" is not-null. GrabFocusV.GrabFocus(vtkCommand, vtkCommand) C++: void GrabFocus(vtkCommand *mouseEvents, vtkCommand *keypressEvents=nullptr) These methods enable an interactor observer to exclusively grab all events invoked by its associated vtkRenderWindowInteractor. (This method is typically used by widgets to grab events once an event sequence begins.) The GrabFocus() signature takes up to two vtkCommands corresponding to mouse events and keypress events. (These two commands are separated so that the widget can listen for its activation keypress, as well as listening for DeleteEvents, without actually having to process mouse events.) ReleaseFocusV.ReleaseFocus() C++: void ReleaseFocus() These methods enable an interactor observer to exclusively grab all events invoked by its associated vtkRenderWindowInteractor. (This method is typically used by widgets to grab events once an event sequence begins.) The GrabFocus() signature takes up to two vtkCommands corresponding to mouse events and keypress events. (These two commands are separated so that the widget can listen for its activation keypress, as well as listening for DeleteEvents, without actually having to process mouse events.) vtkCommandvtkLabeledContourMappervtkRenderingCorePython.vtkLabeledContourMappervtkLabeledContourMapper - Draw labeled isolines. Superclass: vtkMapper Draw isolines with 3D inline labels. The lines in the input polydata will be drawn with labels displaying the scalar value. For this mapper to function properly, stenciling must be enabled in the render window (it is disabled by default). Otherwise the lines will be drawn through the labels. V.SafeDownCast(vtkObjectBase) -> vtkLabeledContourMapper C++: static vtkLabeledContourMapper *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkLabeledContourMapper C++: vtkLabeledContourMapper *NewInstance() V.SetInputData(vtkPolyData) C++: void SetInputData(vtkPolyData *in) Specify the input data to map. V.GetInput() -> vtkPolyData C++: vtkPolyData *GetInput() Specify the input data to map. V.GetBounds() -> (float, ...) C++: double *GetBounds() override; V.GetBounds([float, float, float, float, float, float]) C++: void GetBounds(double bounds[6]) override; Return bounding box (array of six doubles) of data expressed as (xmin,xmax, ymin,ymax, zmin,zmax). V.SetTextProperty(vtkTextProperty) C++: virtual void SetTextProperty(vtkTextProperty *tprop) The text property used to label the lines. Note that both vertical and horizontal justifications will be reset to "Centered" prior to rendering. ote This is a convenience method that clears TextProperties and inserts the argument as the only property in the collection. @sa SetTextProperties SetTextPropertiesV.SetTextProperties(vtkTextPropertyCollection) C++: virtual void SetTextProperties( vtkTextPropertyCollection *coll) The text properties used to label the lines. Note that both vertical and horizontal justifications will be reset to "Centered" prior to rendering. * If the TextPropertyMapping array exists, then it is used to identify which * text property to use for each label as follows: If the scalar value of a * line is found in the mapping, the index of the value in mapping is used to * lookup the text property in the collection. If there are more mapping * values than properties, the properties are looped through until the * mapping is exhausted. * Lines with scalar values missing from the mapping are assigned text * properties in a round-robin fashion starting from the beginning of the * collection, repeating from the start of the collection as necessary. * @sa SetTextProperty * @sa SetTextPropertyMapping GetTextPropertiesV.GetTextProperties() -> vtkTextPropertyCollection C++: virtual vtkTextPropertyCollection *GetTextProperties() The text properties used to label the lines. Note that both vertical and horizontal justifications will be reset to "Centered" prior to rendering. * If the TextPropertyMapping array exists, then it is used to identify which * text property to use for each label as follows: If the scalar value of a * line is found in the mapping, the index of the value in mapping is used to * lookup the text property in the collection. If there are more mapping * values than properties, the properties are looped through until the * mapping is exhausted. * Lines with scalar values missing from the mapping are assigned text * properties in a round-robin fashion starting from the beginning of the * collection, repeating from the start of the collection as necessary. * @sa SetTextProperty * @sa SetTextPropertyMapping GetTextPropertyMappingV.GetTextPropertyMapping() -> vtkDoubleArray C++: virtual vtkDoubleArray *GetTextPropertyMapping() Values in this array correspond to vtkTextProperty objects in the TextProperties collection. If a contour line's scalar value exists in this array, the corresponding text property is used for the label. See SetTextProperties for more information. SetTextPropertyMappingV.SetTextPropertyMapping(vtkDoubleArray) C++: virtual void SetTextPropertyMapping(vtkDoubleArray *mapping) Values in this array correspond to vtkTextProperty objects in the TextProperties collection. If a contour line's scalar value exists in this array, the corresponding text property is used for the label. See SetTextProperties for more information. SetLabelVisibilityV.SetLabelVisibility(bool) C++: virtual void SetLabelVisibility(bool _arg) If true, labels will be placed and drawn during rendering. Otherwise, only the mapper returned by GetPolyDataMapper() will be rendered. The default is to draw labels. GetLabelVisibilityV.GetLabelVisibility() -> bool C++: virtual bool GetLabelVisibility() If true, labels will be placed and drawn during rendering. Otherwise, only the mapper returned by GetPolyDataMapper() will be rendered. The default is to draw labels. LabelVisibilityOnV.LabelVisibilityOn() C++: virtual void LabelVisibilityOn() If true, labels will be placed and drawn during rendering. Otherwise, only the mapper returned by GetPolyDataMapper() will be rendered. The default is to draw labels. LabelVisibilityOffV.LabelVisibilityOff() C++: virtual void LabelVisibilityOff() If true, labels will be placed and drawn during rendering. Otherwise, only the mapper returned by GetPolyDataMapper() will be rendered. The default is to draw labels. SetSkipDistanceV.SetSkipDistance(float) C++: virtual void SetSkipDistance(double _arg) Ensure that there are at least SkipDistance pixels between labels. This is only enforced on labels along the the same line. The default is 0. GetSkipDistanceV.GetSkipDistance() -> float C++: virtual double GetSkipDistance() Ensure that there are at least SkipDistance pixels between labels. This is only enforced on labels along the the same line. The default is 0. V.GetPolyDataMapper() -> vtkPolyDataMapper C++: virtual vtkPolyDataMapper *GetPolyDataMapper() The polydata mapper used to render the contours. vtkTextPropertyCollectionvtkDoubleArrayvtkLightActorvtkRenderingCorePython.vtkLightActorvtkLightActor - a cone and a frustum to represent a spotlight. Superclass: vtkProp3D vtkLightActor is a composite actor used to represent a spotlight. The cone angle is equal to the spotlight angle, the cone apex is at the position of the light, the direction of the light goes from the cone apex to the center of the base of the cone. The square frustum position is the light position, the frustum focal point is in the direction of the light direction. The frustum vertical view angle (aperture) (this is also the horizontal view angle as the frustum is square) is equal to twice the cone angle. The clipping range of the frustum is arbitrary set by the user (initially at 0.5,11.0). @warning Right now only spotlight are supported but directional light might be supported in the future. @sa vtkLight vtkConeSource vtkFrustumSource vtkCameraActor V.SafeDownCast(vtkObjectBase) -> vtkLightActor C++: static vtkLightActor *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkLightActor C++: vtkLightActor *NewInstance() SetLightV.SetLight(vtkLight) C++: void SetLight(vtkLight *light) The spotlight to represent. Initial value is NULL. GetLightV.GetLight() -> vtkLight C++: virtual vtkLight *GetLight() The spotlight to represent. Initial value is NULL. V.SetClippingRange(float, float) C++: void SetClippingRange(double dNear, double dFar) V.SetClippingRange((float, float)) C++: void SetClippingRange(const double a[2]) Set/Get the location of the near and far clipping planes along the direction of projection. Both of these values must be positive. Initial values are (0.5,11.0) vtkLightvtkLightCollectionvtkRenderingCorePython.vtkLightCollectionvtkLightCollection - an ordered list of lights Superclass: vtkCollection vtkLightCollection represents and provides methods to manipulate a list of lights (i.e., vtkLight and subclasses). The list is ordered and duplicate entries are not prevented. @sa vtkCollection vtkLight V.SafeDownCast(vtkObjectBase) -> vtkLightCollection C++: static vtkLightCollection *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkLightCollection C++: vtkLightCollection *NewInstance() V.AddItem(vtkLight) C++: void AddItem(vtkLight *a) Add a light to the bottom of the list. V.GetNextItem() -> vtkLight C++: vtkLight *GetNextItem() Get the next light in the list. NULL is returned when the collection is exhausted. VTK_LIGHT_TYPE_HEADLIGHTVTK_LIGHT_TYPE_CAMERA_LIGHTVTK_LIGHT_TYPE_SCENE_LIGHTvtkRenderingCorePython.vtkLightvtkLight - a virtual light for 3D rendering Superclass: vtkObject vtkLight is a virtual light for 3D rendering. It provides methods to locate and point the light, turn it on and off, and set its brightness and color. In addition to the basic infinite distance point light source attributes, you also can specify the light attenuation values and cone angle. These attributes are only used if the light is a positional light. The default is a directional light (e.g. infinite point light source). Lights have a type that describes how the light should move with respect to the camera. A Headlight is always located at the current camera position and shines on the camera's focal point. A CameraLight also moves with the camera, but may not be coincident to it. CameraLights are defined in a normalized coordinate space where the camera is located at (0, 0, 1), the camera is looking at (0, 0, 0), and up is (0, 1, 0). Finally, a SceneLight is part of the scene itself and does not move with the camera. (Renderers are responsible for moving the light based on its type.) Lights have a transformation matrix that describes the space in which they are positioned. A light's world space position and focal point are defined by their local position and focal point, transformed by their transformation matrix (if it exists). V.SafeDownCast(vtkObjectBase) -> vtkLight C++: static vtkLight *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkLight C++: vtkLight *NewInstance() ShallowCloneV.ShallowClone() -> vtkLight C++: virtual vtkLight *ShallowClone() Create a new light object with the same light parameters than the current object (any ivar from the superclasses (vtkObject and vtkObjectBase), like reference counting, timestamp and observers are not copied). This is a shallow clone (TransformMatrix is referenced) V.Render(vtkRenderer, int) C++: virtual void Render(vtkRenderer *, int) Abstract interface to renderer. Each concrete subclass of vtkLight will load its data into the graphics system in response to this method invocation. The actual loading is performed by a vtkLightDevice subclass, which will get created automatically. SetAmbientColorV.SetAmbientColor(float, float, float) C++: void SetAmbientColor(double, double, double) V.SetAmbientColor((float, float, float)) C++: void SetAmbientColor(double a[3]) GetAmbientColorV.GetAmbientColor() -> (float, float, float) C++: double *GetAmbientColor() Set/Get the color of the light. It is possible to set the ambient, diffuse and specular colors separately. The SetColor() method sets the diffuse and specular colors to the same color (this is a feature to preserve backward compatbility.) SetDiffuseColorV.SetDiffuseColor(float, float, float) C++: void SetDiffuseColor(double, double, double) V.SetDiffuseColor((float, float, float)) C++: void SetDiffuseColor(double a[3]) GetDiffuseColorV.GetDiffuseColor() -> (float, float, float) C++: double *GetDiffuseColor() Set/Get the color of the light. It is possible to set the ambient, diffuse and specular colors separately. The SetColor() method sets the diffuse and specular colors to the same color (this is a feature to preserve backward compatbility.) SetSpecularColorV.SetSpecularColor(float, float, float) C++: void SetSpecularColor(double, double, double) V.SetSpecularColor((float, float, float)) C++: void SetSpecularColor(double a[3]) GetSpecularColorV.GetSpecularColor() -> (float, float, float) C++: double *GetSpecularColor() Set/Get the color of the light. It is possible to set the ambient, diffuse and specular colors separately. The SetColor() method sets the diffuse and specular colors to the same color (this is a feature to preserve backward compatbility.) SetColorV.SetColor(float, float, float) C++: void SetColor(double, double, double) V.SetColor((float, float, float)) C++: void SetColor(const double a[3]) Set/Get the color of the light. It is possible to set the ambient, diffuse and specular colors separately. The SetColor() method sets the diffuse and specular colors to the same color (this is a feature to preserve backward compatbility.) V.SetPosition(float, float, float) C++: void SetPosition(double, double, double) V.SetPosition((float, float, float)) C++: void SetPosition(double a[3]) V.GetPosition() -> (float, float, float) C++: double *GetPosition() Set/Get the position of the light. Note: The position of the light is defined in the coordinate space indicated by its transformation matrix (if it exists). Thus, to get the light's world space position, use vtkGetTransformedPosition() instead of vtkGetPosition(). V.SetFocalPoint(float, float, float) C++: void SetFocalPoint(double, double, double) V.SetFocalPoint((float, float, float)) C++: void SetFocalPoint(double a[3]) V.GetFocalPoint() -> (float, float, float) C++: double *GetFocalPoint() Set/Get the point at which the light is shining. Note: The focal point of the light is defined in the coordinate space indicated by its transformation matrix (if it exists). Thus, to get the light's world space focal point, use vtkGetTransformedFocalPoint() instead of vtkGetFocalPoint(). SetIntensityV.SetIntensity(float) C++: virtual void SetIntensity(double _arg) Set/Get the brightness of the light (from one to zero). GetIntensityV.GetIntensity() -> float C++: virtual double GetIntensity() Set/Get the brightness of the light (from one to zero). SetSwitchV.SetSwitch(int) C++: virtual void SetSwitch(int _arg) Turn the light on or off. GetSwitchV.GetSwitch() -> int C++: virtual int GetSwitch() Turn the light on or off. SwitchOnV.SwitchOn() C++: virtual void SwitchOn() Turn the light on or off. SwitchOffV.SwitchOff() C++: virtual void SwitchOff() Turn the light on or off. SetPositionalV.SetPositional(int) C++: virtual void SetPositional(int _arg) Turn positional lighting on or off. GetPositionalV.GetPositional() -> int C++: virtual int GetPositional() Turn positional lighting on or off. PositionalOnV.PositionalOn() C++: virtual void PositionalOn() Turn positional lighting on or off. PositionalOffV.PositionalOff() C++: virtual void PositionalOff() Turn positional lighting on or off. SetExponentV.SetExponent(float) C++: virtual void SetExponent(double _arg) Set/Get the exponent of the cosine used in positional lighting. GetExponentMinValueV.GetExponentMinValue() -> float C++: virtual double GetExponentMinValue() Set/Get the exponent of the cosine used in positional lighting. GetExponentMaxValueV.GetExponentMaxValue() -> float C++: virtual double GetExponentMaxValue() Set/Get the exponent of the cosine used in positional lighting. GetExponentV.GetExponent() -> float C++: virtual double GetExponent() Set/Get the exponent of the cosine used in positional lighting. SetConeAngleV.SetConeAngle(float) C++: virtual void SetConeAngle(double _arg) Set/Get the lighting cone angle of a positional light in degrees. This is the angle between the axis of the cone and a ray along the edge of the cone. A value of 180 indicates that you want no spot lighting effects just a positional light. GetConeAngleV.GetConeAngle() -> float C++: virtual double GetConeAngle() Set/Get the lighting cone angle of a positional light in degrees. This is the angle between the axis of the cone and a ray along the edge of the cone. A value of 180 indicates that you want no spot lighting effects just a positional light. SetAttenuationValuesV.SetAttenuationValues(float, float, float) C++: void SetAttenuationValues(double, double, double) V.SetAttenuationValues((float, float, float)) C++: void SetAttenuationValues(double a[3]) GetAttenuationValuesV.GetAttenuationValues() -> (float, float, float) C++: double *GetAttenuationValues() Set/Get the quadratic attenuation constants. They are specified as constant, linear, and quadratic, in that order. SetTransformMatrixV.SetTransformMatrix(vtkMatrix4x4) C++: virtual void SetTransformMatrix(vtkMatrix4x4 *) Set/Get the light's transformation matrix. If a matrix is set for a light, the light's parameters (position and focal point) are transformed by the matrix before being rendered. GetTransformMatrixV.GetTransformMatrix() -> vtkMatrix4x4 C++: virtual vtkMatrix4x4 *GetTransformMatrix() Set/Get the light's transformation matrix. If a matrix is set for a light, the light's parameters (position and focal point) are transformed by the matrix before being rendered. GetTransformedPositionV.GetTransformedPosition(float, float, float) C++: void GetTransformedPosition(double &a0, double &a1, double &a2) V.GetTransformedPosition([float, float, float]) C++: void GetTransformedPosition(double a[3]) V.GetTransformedPosition() -> (float, float, float) C++: double *GetTransformedPosition() Get the position of the light, modified by the transformation matrix (if it exists). GetTransformedFocalPointV.GetTransformedFocalPoint(float, float, float) C++: void GetTransformedFocalPoint(double &a0, double &a1, double &a2) V.GetTransformedFocalPoint([float, float, float]) C++: void GetTransformedFocalPoint(double a[3]) V.GetTransformedFocalPoint() -> (float, float, float) C++: double *GetTransformedFocalPoint() Get the focal point of the light, modified by the transformation matrix (if it exists). SetDirectionAngleV.SetDirectionAngle(float, float) C++: void SetDirectionAngle(double elevation, double azimuth) V.SetDirectionAngle((float, float)) C++: void SetDirectionAngle(const double ang[2]) Set the position and focal point of a light based on elevation and azimuth. The light is moved so it is shining from the given angle. Angles are given in degrees. If the light is a positional light, it is made directional instead. V.DeepCopy(vtkLight) C++: void DeepCopy(vtkLight *light) Perform deep copy of this light. SetLightTypeV.SetLightType(int) C++: virtual void SetLightType(int) Set/Get the type of the light. A SceneLight is a light located in the world coordinate space. A light is initially created as a scene light. * A Headlight is always located at the camera and is pointed at the * camera's focal point. The renderer is free to modify the position and * focal point of the camera at any time. * A CameraLight is also attached to the camera, but is not necessarily * located at the camera's position. CameraLights are defined in a * coordinate space where the camera is located at (0, 0, 1), looking * towards (0, 0, 0) at a distance of 1, with up being (0, 1, 0). * CameraLight uses the transform matrix to establish this space. * Note: All SetLightType(), and SetLightTypeTo*() calls clear the * light's transform matrix. GetLightTypeV.GetLightType() -> int C++: virtual int GetLightType() Set/Get the type of the light. A SceneLight is a light located in the world coordinate space. A light is initially created as a scene light. * A Headlight is always located at the camera and is pointed at the * camera's focal point. The renderer is free to modify the position and * focal point of the camera at any time. * A CameraLight is also attached to the camera, but is not necessarily * located at the camera's position. CameraLights are defined in a * coordinate space where the camera is located at (0, 0, 1), looking * towards (0, 0, 0) at a distance of 1, with up being (0, 1, 0). * CameraLight uses the transform matrix to establish this space. * Note: All SetLightType(), and SetLightTypeTo*() calls clear the * light's transform matrix. SetLightTypeToHeadlightV.SetLightTypeToHeadlight() C++: void SetLightTypeToHeadlight() Set/Get the type of the light. A SceneLight is a light located in the world coordinate space. A light is initially created as a scene light. * A Headlight is always located at the camera and is pointed at the * camera's focal point. The renderer is free to modify the position and * focal point of the camera at any time. * A CameraLight is also attached to the camera, but is not necessarily * located at the camera's position. CameraLights are defined in a * coordinate space where the camera is located at (0, 0, 1), looking * towards (0, 0, 0) at a distance of 1, with up being (0, 1, 0). * CameraLight uses the transform matrix to establish this space. * Note: All SetLightType(), and SetLightTypeTo*() calls clear the * light's transform matrix. SetLightTypeToSceneLightV.SetLightTypeToSceneLight() C++: void SetLightTypeToSceneLight() Set/Get the type of the light. A SceneLight is a light located in the world coordinate space. A light is initially created as a scene light. * A Headlight is always located at the camera and is pointed at the * camera's focal point. The renderer is free to modify the position and * focal point of the camera at any time. * A CameraLight is also attached to the camera, but is not necessarily * located at the camera's position. CameraLights are defined in a * coordinate space where the camera is located at (0, 0, 1), looking * towards (0, 0, 0) at a distance of 1, with up being (0, 1, 0). * CameraLight uses the transform matrix to establish this space. * Note: All SetLightType(), and SetLightTypeTo*() calls clear the * light's transform matrix. SetLightTypeToCameraLightV.SetLightTypeToCameraLight() C++: void SetLightTypeToCameraLight() Set/Get the type of the light. A SceneLight is a light located in the world coordinate space. A light is initially created as a scene light. * A Headlight is always located at the camera and is pointed at the * camera's focal point. The renderer is free to modify the position and * focal point of the camera at any time. * A CameraLight is also attached to the camera, but is not necessarily * located at the camera's position. CameraLights are defined in a * coordinate space where the camera is located at (0, 0, 1), looking * towards (0, 0, 0) at a distance of 1, with up being (0, 1, 0). * CameraLight uses the transform matrix to establish this space. * Note: All SetLightType(), and SetLightTypeTo*() calls clear the * light's transform matrix. LightTypeIsHeadlightV.LightTypeIsHeadlight() -> int C++: int LightTypeIsHeadlight() Query the type of the light. LightTypeIsSceneLightV.LightTypeIsSceneLight() -> int C++: int LightTypeIsSceneLight() Query the type of the light. LightTypeIsCameraLightV.LightTypeIsCameraLight() -> int C++: int LightTypeIsCameraLight() Query the type of the light. SetShadowAttenuationV.SetShadowAttenuation(float) C++: virtual void SetShadowAttenuation(float _arg) Set/Get the shadow intensity By default a light will be completely blocked when in shadow by setting this value to less than 1.0 you can control how much light is attenuated when in shadow GetShadowAttenuationV.GetShadowAttenuation() -> float C++: virtual float GetShadowAttenuation() Set/Get the shadow intensity By default a light will be completely blocked when in shadow by setting this value to less than 1.0 you can control how much light is attenuated when in shadow GetInformationV.GetInformation() -> vtkInformation C++: virtual vtkInformation *GetInformation() Set/Get the information object associated with the light. SetInformationV.SetInformation(vtkInformation) C++: virtual void SetInformation(vtkInformation *) Set/Get the information object associated with the light. vtkInformationvtkLightKitLightKitTypeLightKitSubTypeTKeyLightTFillLightTBackLightTHeadLightWarmthIntensityKFRatioKBRatioKHRatiovtkRenderingCorePython.vtkLightKit.LightKitTypevtkRenderingCorePython.vtkLightKit.LightKitSubTypevtkRenderingCorePython.vtkLightKitvtkLightKit - a simple but quality lighting kit Superclass: vtkObject vtkLightKit is designed to make general purpose lighting of vtk scenes simple, flexible, and attractive (or at least not horribly ugly without significant effort). Use a LightKit when you want more control over your lighting than you can get with the default vtk light, which is a headlight located at the camera. (HeadLights are very simple to use, but they don't show the shape of objects very well, don't give a good sense of "up" and "down", and don't evenly light the object.) A LightKit consists of three lights, a key light, a fill light, and a headlight. The main light is the key light. It is usually positioned so that it appears like an overhead light (like the sun, or a ceiling light). It is generally positioned to shine down on the scene from about a 45 degree angle vertically and at least a little offset side to side. The key light usually at least about twice as bright as the total of all other lights in the scene to provide good modeling of object features. The other lights in the kit (the fill light, headlight, and a pair of back lights) are weaker sources that provide extra illumination to fill in the spots that the key light misses. The fill light is usually positioned across from or opposite from the key light (though still on the same side of the object as the camera) in order to simulate diffuse reflections from other objects in the scene. The headlight, always located at the position of the camera, reduces the contrast between areas lit by the key and fill light. The two back lights, one on the left of the object as seen from the observer and one on the right, fill on the high-contrast areas behind the object. To enforce the relationship between the different lights, the intensity of the fill, back and headlights are set as a ratio to the key light brightness. Thus, the brightness of all the lights in the scene can be changed by changing the key light intensity. All lights are directional lights (infinitely far away with no falloff). Lights move with the camera. For simplicity, the position of lights in the LightKit can only be specified using angles: the elevation (latitude) and azimuth (longitude) of each light with respect to the camera, expressed in degrees. (Lights always shine on the camera's lookat point.) For example, a light at (elevation=0, azimuth=0) is located at the camera (a headlight). A light at (elevation=90, azimuth=0) is above the lookat point, shining down. Negative azimuth values move the lights clockwise as seen above, positive values counter-clockwise. So, a light at (elevation=45, azimuth=-20) is above and in front of the object and shining slightly from the left side. vtkLightKit limits the colors that can be assigned to any light to those of incandescent sources such as light bulbs and sunlight. It defines a special color spectrum called "warmth" from which light colors can be chosen, where 0 is cold blue, 0.5 is neutral white, and 1 is deep sunset red. Colors close to 0.5 are "cool whites" and "warm whites," respectively. Since colors far from white on the warmth scale appear less bright, key-to-fill and key-to-headlight ratios are skewed by key, fill, and headlight colors. If the flag MaintainLuminance is set, vtkLightKit will attempt to compensate for these perceptual differences by increasing the brightness of more saturated colors. A LightKit is not explicitly part of the vtk pipeline. Rather, it is a composite object that controls the behavior of lights using a unified user interface. Every time a parameter of vtkLightKit is adjusted, the properties of its lights are modified. @par Credits: vtkLightKit was originally written and contributed to vtk by Michael Halle (mhalle@bwh.harvard.edu) at the Surgical Planning Lab, Brigham and Women's Hospital. V.SafeDownCast(vtkObjectBase) -> vtkLightKit C++: static vtkLightKit *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkLightKit C++: vtkLightKit *NewInstance() SetKeyLightIntensityV.SetKeyLightIntensity(float) C++: virtual void SetKeyLightIntensity(double _arg) Set/Get the intensity of the key light. The key light is the brightest light in the scene. The intensities of the other two lights are ratios of the key light's intensity. GetKeyLightIntensityV.GetKeyLightIntensity() -> float C++: virtual double GetKeyLightIntensity() Set/Get the intensity of the key light. The key light is the brightest light in the scene. The intensities of the other two lights are ratios of the key light's intensity. SetKeyToFillRatioV.SetKeyToFillRatio(float) C++: virtual void SetKeyToFillRatio(double _arg) Set/Get the key-to-fill ratio. This ratio controls how bright the fill light is compared to the key light: larger values correspond to a dimmer fill light. The purpose of the fill light is to light parts of the object not lit by the key light, while still maintaining constrast. This type of lighting may correspond to indirect illumination from the key light, bounced off a wall, floor, or other object. The fill light should never be brighter than the key light: a good range for the key-to-fill ratio is between 2 and 10. GetKeyToFillRatioMinValueV.GetKeyToFillRatioMinValue() -> float C++: virtual double GetKeyToFillRatioMinValue() Set/Get the key-to-fill ratio. This ratio controls how bright the fill light is compared to the key light: larger values correspond to a dimmer fill light. The purpose of the fill light is to light parts of the object not lit by the key light, while still maintaining constrast. This type of lighting may correspond to indirect illumination from the key light, bounced off a wall, floor, or other object. The fill light should never be brighter than the key light: a good range for the key-to-fill ratio is between 2 and 10. GetKeyToFillRatioMaxValueV.GetKeyToFillRatioMaxValue() -> float C++: virtual double GetKeyToFillRatioMaxValue() Set/Get the key-to-fill ratio. This ratio controls how bright the fill light is compared to the key light: larger values correspond to a dimmer fill light. The purpose of the fill light is to light parts of the object not lit by the key light, while still maintaining constrast. This type of lighting may correspond to indirect illumination from the key light, bounced off a wall, floor, or other object. The fill light should never be brighter than the key light: a good range for the key-to-fill ratio is between 2 and 10. GetKeyToFillRatioV.GetKeyToFillRatio() -> float C++: virtual double GetKeyToFillRatio() Set/Get the key-to-fill ratio. This ratio controls how bright the fill light is compared to the key light: larger values correspond to a dimmer fill light. The purpose of the fill light is to light parts of the object not lit by the key light, while still maintaining constrast. This type of lighting may correspond to indirect illumination from the key light, bounced off a wall, floor, or other object. The fill light should never be brighter than the key light: a good range for the key-to-fill ratio is between 2 and 10. SetKeyToHeadRatioV.SetKeyToHeadRatio(float) C++: virtual void SetKeyToHeadRatio(double _arg) Set/Get the key-to-headlight ratio. Similar to the key-to-fill ratio, this ratio controls how bright the headlight light is compared to the key light: larger values correspond to a dimmer headlight light. The headlight is special kind of fill light, lighting only the parts of the object that the camera can see. As such, a headlight tends to reduce the contrast of a scene. It can be used to fill in "shadows" of the object missed by the key and fill lights. The headlight should always be significantly dimmer than the key light: ratios of 2 to 15 are typical. GetKeyToHeadRatioMinValueV.GetKeyToHeadRatioMinValue() -> float C++: virtual double GetKeyToHeadRatioMinValue() Set/Get the key-to-headlight ratio. Similar to the key-to-fill ratio, this ratio controls how bright the headlight light is compared to the key light: larger values correspond to a dimmer headlight light. The headlight is special kind of fill light, lighting only the parts of the object that the camera can see. As such, a headlight tends to reduce the contrast of a scene. It can be used to fill in "shadows" of the object missed by the key and fill lights. The headlight should always be significantly dimmer than the key light: ratios of 2 to 15 are typical. GetKeyToHeadRatioMaxValueV.GetKeyToHeadRatioMaxValue() -> float C++: virtual double GetKeyToHeadRatioMaxValue() Set/Get the key-to-headlight ratio. Similar to the key-to-fill ratio, this ratio controls how bright the headlight light is compared to the key light: larger values correspond to a dimmer headlight light. The headlight is special kind of fill light, lighting only the parts of the object that the camera can see. As such, a headlight tends to reduce the contrast of a scene. It can be used to fill in "shadows" of the object missed by the key and fill lights. The headlight should always be significantly dimmer than the key light: ratios of 2 to 15 are typical. GetKeyToHeadRatioV.GetKeyToHeadRatio() -> float C++: virtual double GetKeyToHeadRatio() Set/Get the key-to-headlight ratio. Similar to the key-to-fill ratio, this ratio controls how bright the headlight light is compared to the key light: larger values correspond to a dimmer headlight light. The headlight is special kind of fill light, lighting only the parts of the object that the camera can see. As such, a headlight tends to reduce the contrast of a scene. It can be used to fill in "shadows" of the object missed by the key and fill lights. The headlight should always be significantly dimmer than the key light: ratios of 2 to 15 are typical. SetKeyToBackRatioV.SetKeyToBackRatio(float) C++: virtual void SetKeyToBackRatio(double _arg) Set/Get the key-to-back light ratio. This ratio controls how bright the back lights are compared to the key light: larger values correspond to dimmer back lights. The back lights fill in the remaining high-contrast regions behind the object. Values between 2 and 10 are good. GetKeyToBackRatioMinValueV.GetKeyToBackRatioMinValue() -> float C++: virtual double GetKeyToBackRatioMinValue() Set/Get the key-to-back light ratio. This ratio controls how bright the back lights are compared to the key light: larger values correspond to dimmer back lights. The back lights fill in the remaining high-contrast regions behind the object. Values between 2 and 10 are good. GetKeyToBackRatioMaxValueV.GetKeyToBackRatioMaxValue() -> float C++: virtual double GetKeyToBackRatioMaxValue() Set/Get the key-to-back light ratio. This ratio controls how bright the back lights are compared to the key light: larger values correspond to dimmer back lights. The back lights fill in the remaining high-contrast regions behind the object. Values between 2 and 10 are good. GetKeyToBackRatioV.GetKeyToBackRatio() -> float C++: virtual double GetKeyToBackRatio() Set/Get the key-to-back light ratio. This ratio controls how bright the back lights are compared to the key light: larger values correspond to dimmer back lights. The back lights fill in the remaining high-contrast regions behind the object. Values between 2 and 10 are good. SetKeyLightWarmthV.SetKeyLightWarmth(float) C++: virtual void SetKeyLightWarmth(double _arg) Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly. GetKeyLightWarmthV.GetKeyLightWarmth() -> float C++: virtual double GetKeyLightWarmth() Set the warmth of each the lights. Warmth is a parameter that varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very blue sky), 1 is "warm" (the red of a very red sunset, or the embers of a campfire), and 0.5 is a neutral white. The warmth scale is non-linear. Warmth values close to 0.5 are subtly "warmer" or "cooler," much like a warmer tungsten incandescent bulb, a cooler halogen, or daylight (cooler still). Moving further away from 0.5, colors become more quickly varying towards blues and reds. With regards to aesthetics, extremes of warmth should be used sparingly. SetFillLightWarmthV.SetFillLightWarmth(float) C++: virtual void SetFillLightWarmth(double _arg) GetFillLightWarmthV.GetFillLightWarmth() -> float C++: virtual double GetFillLightWarmth() SetHeadLightWarmthV.SetHeadLightWarmth(float) C++: virtual void SetHeadLightWarmth(double _arg) GetHeadLightWarmthV.GetHeadLightWarmth() -> float C++: virtual double GetHeadLightWarmth() SetBackLightWarmthV.SetBackLightWarmth(float) C++: virtual void SetBackLightWarmth(double _arg) GetBackLightWarmthV.GetBackLightWarmth() -> float C++: virtual double GetBackLightWarmth() GetKeyLightColorV.GetKeyLightColor() -> (float, float, float) C++: double *GetKeyLightColor() Returns the floating-point RGB values of each of the light's color. GetFillLightColorV.GetFillLightColor() -> (float, float, float) C++: double *GetFillLightColor() Returns the floating-point RGB values of each of the light's color. GetHeadLightColorV.GetHeadLightColor() -> (float, float, float) C++: double *GetHeadLightColor() Returns the floating-point RGB values of each of the light's color. GetBackLightColorV.GetBackLightColor() -> (float, float, float) C++: double *GetBackLightColor() Returns the floating-point RGB values of each of the light's color. MaintainLuminanceOnV.MaintainLuminanceOn() C++: virtual void MaintainLuminanceOn() If MaintainLuminance is set, the LightKit will attempt to maintain the apparent intensity of lights based on their perceptual brightnesses. By default, MaintainLuminance is off. MaintainLuminanceOffV.MaintainLuminanceOff() C++: virtual void MaintainLuminanceOff() If MaintainLuminance is set, the LightKit will attempt to maintain the apparent intensity of lights based on their perceptual brightnesses. By default, MaintainLuminance is off. GetMaintainLuminanceV.GetMaintainLuminance() -> int C++: virtual int GetMaintainLuminance() If MaintainLuminance is set, the LightKit will attempt to maintain the apparent intensity of lights based on their perceptual brightnesses. By default, MaintainLuminance is off. SetMaintainLuminanceV.SetMaintainLuminance(int) C++: virtual void SetMaintainLuminance(int _arg) If MaintainLuminance is set, the LightKit will attempt to maintain the apparent intensity of lights based on their perceptual brightnesses. By default, MaintainLuminance is off. SetKeyLightAngleV.SetKeyLightAngle(float, float) C++: void SetKeyLightAngle(double elevation, double azimuth) V.SetKeyLightAngle([float, float]) C++: void SetKeyLightAngle(double angle[2]) Get/Set the position of the key, fill, and back lights using angular methods. Elevation corresponds to latitude, azimuth to longitude. It is recommended that the key light always be on the viewer's side of the object and above the object, while the fill light generally lights the part of the object not lit by the fill light. The headlight, which is always located at the viewer, can then be used to reduce the contrast in the image. There are a pair of back lights. They are located at the same elevation and at opposing azimuths (ie, one to the left, and one to the right). They are generally set at the equator (elevation = 0), and at approximately 120 degrees (lighting from each side and behind). SetKeyLightElevationV.SetKeyLightElevation(float) C++: void SetKeyLightElevation(double x) SetKeyLightAzimuthV.SetKeyLightAzimuth(float) C++: void SetKeyLightAzimuth(double x) GetKeyLightAngleV.GetKeyLightAngle() -> (float, float) C++: double *GetKeyLightAngle() GetKeyLightElevationV.GetKeyLightElevation() -> float C++: double GetKeyLightElevation() GetKeyLightAzimuthV.GetKeyLightAzimuth() -> float C++: double GetKeyLightAzimuth() SetFillLightAngleV.SetFillLightAngle(float, float) C++: void SetFillLightAngle(double elevation, double azimuth) V.SetFillLightAngle([float, float]) C++: void SetFillLightAngle(double angle[2]) SetFillLightElevationV.SetFillLightElevation(float) C++: void SetFillLightElevation(double x) SetFillLightAzimuthV.SetFillLightAzimuth(float) C++: void SetFillLightAzimuth(double x) GetFillLightAngleV.GetFillLightAngle() -> (float, float) C++: double *GetFillLightAngle() GetFillLightElevationV.GetFillLightElevation() -> float C++: double GetFillLightElevation() GetFillLightAzimuthV.GetFillLightAzimuth() -> float C++: double GetFillLightAzimuth() SetBackLightAngleV.SetBackLightAngle(float, float) C++: void SetBackLightAngle(double elevation, double azimuth) V.SetBackLightAngle([float, float]) C++: void SetBackLightAngle(double angle[2]) SetBackLightElevationV.SetBackLightElevation(float) C++: void SetBackLightElevation(double x) SetBackLightAzimuthV.SetBackLightAzimuth(float) C++: void SetBackLightAzimuth(double x) GetBackLightAngleV.GetBackLightAngle() -> (float, float) C++: double *GetBackLightAngle() GetBackLightElevationV.GetBackLightElevation() -> float C++: double GetBackLightElevation() GetBackLightAzimuthV.GetBackLightAzimuth() -> float C++: double GetBackLightAzimuth() AddLightsToRendererV.AddLightsToRenderer(vtkRenderer) C++: void AddLightsToRenderer(vtkRenderer *renderer) Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired. RemoveLightsFromRendererV.RemoveLightsFromRenderer(vtkRenderer) C++: void RemoveLightsFromRenderer(vtkRenderer *renderer) Add lights to, or remove lights from, a renderer. Lights may be added to more than one renderer, if desired. V.DeepCopy(vtkLightKit) C++: void DeepCopy(vtkLightKit *kit) ModifiedV.Modified() C++: void Modified() override; Update the modification time for this object. Many filters rely on the modification time to determine if they need to recompute their data. The modification time is a unique monotonically increasing unsigned long integer. V.Update() C++: void Update() GetStringFromTypeV.GetStringFromType(int) -> string C++: static const char *GetStringFromType(int type) Helper method to go from a enum type to a string type GetStringFromSubTypeV.GetStringFromSubType(int) -> string C++: static const char *GetStringFromSubType(int type) Helper method to go from a enum subtype to a string subtype GetShortStringFromSubTypeV.GetShortStringFromSubType(int) -> string C++: static const char *GetShortStringFromSubType(int subtype) Helper method to go from a enum subtype to a string subtype The difference from GetStringFromSubType is that it returns a shorter strings (useful for GUI with minimum space) GetSubTypeV.GetSubType(LightKitType, int) -> LightKitSubType C++: static LightKitSubType GetSubType(LightKitType type, int i) Return the possible subtype from a given type. You have to pass in a number i [0,3] no check is done. vtkLightKit.LightKitTypevtkLogLookupTablevtkRenderingCorePython.vtkLogLookupTablevtkLogLookupTable - map scalars into colors using log (base 10) scale Superclass: vtkLookupTable This class is an empty shell. Use vtkLookupTable with SetScaleToLog10() instead. @sa vtkLookupTable V.SafeDownCast(vtkObjectBase) -> vtkLogLookupTable C++: static vtkLogLookupTable *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkLogLookupTable C++: vtkLogLookupTable *NewInstance() vtkLookupTablevtkLookupTableWithEnablingvtkRenderingCorePython.vtkLookupTableWithEnablingvtkLookupTableWithEnabling - A lookup table that allows for an optional array to be provided that specifies which scalars to "enable" and which to "disable". Superclass: vtkLookupTable vtkLookupTableWithEnabling "disables" or "grays out" output colors based on whether the given value in EnabledArray is "0" or not. @warning You must set the EnabledArray before MapScalars() is called. Indices of EnabledArray must map directly to those of the array passed to MapScalars(). V.SafeDownCast(vtkObjectBase) -> vtkLookupTableWithEnabling C++: static vtkLookupTableWithEnabling *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkLookupTableWithEnabling C++: vtkLookupTableWithEnabling *NewInstance() GetEnabledArrayV.GetEnabledArray() -> vtkDataArray C++: virtual vtkDataArray *GetEnabledArray() This must be set before MapScalars() is called. Indices of this array must map directly to those in the scalars array passed to MapScalars(). Values of 0 in the array indicate the color should be desaturatated. SetEnabledArrayV.SetEnabledArray(vtkDataArray) C++: virtual void SetEnabledArray(vtkDataArray *enabledArray) This must be set before MapScalars() is called. Indices of this array must map directly to those in the scalars array passed to MapScalars(). Values of 0 in the array indicate the color should be desaturatated. DisableColorV.DisableColor(int, int, int, [int, ...], [int, ...], [int, ...]) C++: virtual void DisableColor(unsigned char r, unsigned char g, unsigned char b, unsigned char *rd, unsigned char *gd, unsigned char *bd) A convenience method for taking a color and desaturating it. vtkDataArrayvtkMapArrayValuesFieldTypePOINT_DATACELL_DATAVERTEX_DATAEDGE_DATAROW_DATANUM_ATTRIBUTE_LOCSvtkRenderingCorePython.vtkMapArrayValues.FieldTypevtkRenderingCorePython.vtkMapArrayValuesvtkMapArrayValues - Map values in an input array to different values in an output array of (possibly) different type. Superclass: vtkPassInputTypeAlgorithm vtkMapArrayValues allows you to associate certain values of an attribute array (on either a vertex, edge, point, or cell) with different values in a newly created attribute array. vtkMapArrayValues manages an internal STL map of vtkVariants that can be added to or cleared. When this filter executes, each "key" is searched for in the input array and the indices of the output array at which there were matches the set to the mapped "value". You can control whether the input array values are passed to the output before the mapping occurs (using PassArray) or, if not, what value to set the unmapped indices to (using FillValue). One application of this filter is to help address the dirty data problem. For example, using vtkMapArrayValues you could associate the vertex values "Foo, John", "Foo, John.", and "John Foo" with a single entity. V.SafeDownCast(vtkObjectBase) -> vtkMapArrayValues C++: static vtkMapArrayValues *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkMapArrayValues C++: vtkMapArrayValues *NewInstance() SetFieldTypeV.SetFieldType(int) C++: virtual void SetFieldType(int _arg) Set/Get where the data is located that is being mapped. See FieldType enumeration for possible values. Default is POINT_DATA. GetFieldTypeV.GetFieldType() -> int C++: virtual int GetFieldType() Set/Get where the data is located that is being mapped. See FieldType enumeration for possible values. Default is POINT_DATA. SetPassArrayV.SetPassArray(int) C++: virtual void SetPassArray(int _arg) Set/Get whether to copy the data from the input array to the output array before the mapping occurs. If turned off, FillValue is used to initialize any unmapped array indices. Default is off. GetPassArrayV.GetPassArray() -> int C++: virtual int GetPassArray() Set/Get whether to copy the data from the input array to the output array before the mapping occurs. If turned off, FillValue is used to initialize any unmapped array indices. Default is off. PassArrayOnV.PassArrayOn() C++: virtual void PassArrayOn() Set/Get whether to copy the data from the input array to the output array before the mapping occurs. If turned off, FillValue is used to initialize any unmapped array indices. Default is off. PassArrayOffV.PassArrayOff() C++: virtual void PassArrayOff() Set/Get whether to copy the data from the input array to the output array before the mapping occurs. If turned off, FillValue is used to initialize any unmapped array indices. Default is off. SetFillValueV.SetFillValue(float) C++: virtual void SetFillValue(double _arg) Set/Get whether to copy the data from the input array to the output array before the mapping occurs. If turned off, FillValue is used to initialize any unmapped array indices. Default is -1. GetFillValueV.GetFillValue() -> float C++: virtual double GetFillValue() Set/Get whether to copy the data from the input array to the output array before the mapping occurs. If turned off, FillValue is used to initialize any unmapped array indices. Default is -1. SetInputArrayNameV.SetInputArrayName(string) C++: virtual void SetInputArrayName(const char *_arg) Set/Get the name of the input array. This must be set prior to execution. GetInputArrayNameV.GetInputArrayName() -> string C++: virtual char *GetInputArrayName() Set/Get the name of the input array. This must be set prior to execution. SetOutputArrayNameV.SetOutputArrayName(string) C++: virtual void SetOutputArrayName(const char *_arg) Set/Get the name of the output array. Default is "ArrayMap". GetOutputArrayNameV.GetOutputArrayName() -> string C++: virtual char *GetOutputArrayName() Set/Get the name of the output array. Default is "ArrayMap". GetOutputArrayTypeV.GetOutputArrayType() -> int C++: virtual int GetOutputArrayType() Set/Get the type of the output array. See vtkSetGet.h for possible values. Default is VTK_INT. SetOutputArrayTypeV.SetOutputArrayType(int) C++: virtual void SetOutputArrayType(int _arg) Set/Get the type of the output array. See vtkSetGet.h for possible values. Default is VTK_INT. AddToMapV.AddToMap(vtkVariant, vtkVariant) C++: void AddToMap(vtkVariant from, vtkVariant to) V.AddToMap(int, int) C++: void AddToMap(int from, int to) V.AddToMap(int, string) C++: void AddToMap(int from, char *to) V.AddToMap(string, int) C++: void AddToMap(char *from, int to) V.AddToMap(string, string) C++: void AddToMap(char *from, char *to) Add to the internal STL map. "from" should be a value in the input array and "to" should be the new value it gets assigned in the output array. ClearMapV.ClearMap() C++: void ClearMap() Clear the internal map. GetMapSizeV.GetMapSize() -> int C++: int GetMapSize() Get the size of the internal map. vtkPassInputTypeAlgorithm@WW vtkVariant vtkVariant@ii@iz@zi@zzvtkVariantvtkRenderingCorePython.vtkMapper2DvtkMapper2D - abstract class specifies interface for objects which render 2D actors Superclass: vtkAbstractMapper vtkMapper2D is an abstract class which defines the interface for objects which render two dimensional actors (vtkActor2D). @sa vtkActor2D V.SafeDownCast(vtkObjectBase) -> vtkMapper2D C++: static vtkMapper2D *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkMapper2D C++: vtkMapper2D *NewInstance() V.RenderOverlay(vtkViewport, vtkActor2D) C++: virtual void RenderOverlay(vtkViewport *, vtkActor2D *) V.RenderOpaqueGeometry(vtkViewport, vtkActor2D) C++: virtual void RenderOpaqueGeometry(vtkViewport *, vtkActor2D *) V.RenderTranslucentPolygonalGeometry(vtkViewport, vtkActor2D) C++: virtual void RenderTranslucentPolygonalGeometry( vtkViewport *, vtkActor2D *) V.HasTranslucentPolygonalGeometry() -> int C++: virtual int HasTranslucentPolygonalGeometry() vtkMapperCollectionvtkRenderingCorePython.vtkMapperCollectionvtkMapperCollection - an ordered list of mappers Superclass: vtkCollection vtkMapperCollection represents and provides methods to manipulate a list of mappers (i.e., vtkMapper and subclasses). The list is ordered and duplicate entries are not prevented. @sa vtkMapper vtkCollection V.SafeDownCast(vtkObjectBase) -> vtkMapperCollection C++: static vtkMapperCollection *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkMapperCollection C++: vtkMapperCollection *NewInstance() V.AddItem(vtkMapper) C++: void AddItem(vtkMapper *a) Add an mapper to the bottom of the list. V.GetNextItem() -> vtkMapper C++: vtkMapper *GetNextItem() Get the next mapper in the list. V.GetLastItem() -> vtkMapper C++: vtkMapper *GetLastItem() Get the last mapper in the list. VTK_RESOLVE_OFFVTK_RESOLVE_POLYGON_OFFSETVTK_RESOLVE_SHIFT_ZBUFFERVTK_MATERIALMODE_DEFAULTVTK_MATERIALMODE_AMBIENTVTK_MATERIALMODE_DIFFUSEVTK_MATERIALMODE_AMBIENT_AND_DIFFUSEvtkRenderingCorePython.vtkMappervtkMapper - abstract class specifies interface to map data to graphics primitives Superclass: vtkAbstractMapper3D vtkMapper is an abstract class to specify interface between data and graphics primitives. Subclasses of vtkMapper map data through a lookuptable and control the creation of rendering primitives that interface to the graphics library. The mapping can be controlled by supplying a lookup table and specifying a scalar range to map data through. There are several important control mechanisms affecting the behavior of this object. The ScalarVisibility flag controls whether scalar data (if any) controls the color of the associated actor(s) that refer to the mapper. The ScalarMode ivar is used to determine whether scalar point data or cell data is used to color the object. By default, point data scalars are used unless there are none, in which cell scalars are used. Or you can explicitly control whether to use point or cell scalar data. Finally, the mapping of scalars through the lookup table varies depending on the setting of the ColorMode flag. See the documentation for the appropriate methods for an explanation. Another important feature of the mapper is the ability to shift the z-buffer to resolve coincident topology. For example, if you'd like to draw a mesh with some edges a different color, and the edges lie on the mesh, this feature can be useful to get nice looking lines. (See the ResolveCoincidentTopology-related methods.) @sa vtkDataSetMapper vtkPolyDataMapper V.SafeDownCast(vtkObjectBase) -> vtkMapper C++: static vtkMapper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkMapper C++: vtkMapper *NewInstance() V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Overload standard modified time function. If lookup table is modified, then this object is modified as well. V.Render(vtkRenderer, vtkActor) C++: virtual void Render(vtkRenderer *ren, vtkActor *a) Method initiates the mapping process. Generally sent by the actor as each frame is rendered. V.SetLookupTable(vtkScalarsToColors) C++: void SetLookupTable(vtkScalarsToColors *lut) Specify a lookup table for the mapper to use. V.GetLookupTable() -> vtkScalarsToColors C++: vtkScalarsToColors *GetLookupTable() Specify a lookup table for the mapper to use. CreateDefaultLookupTableV.CreateDefaultLookupTable() C++: virtual void CreateDefaultLookupTable() Create default lookup table. Generally used to create one when none is available with the scalar data. SetScalarVisibilityV.SetScalarVisibility(int) C++: virtual void SetScalarVisibility(int _arg) Turn on/off flag to control whether scalar data is used to color objects. GetScalarVisibilityV.GetScalarVisibility() -> int C++: virtual int GetScalarVisibility() Turn on/off flag to control whether scalar data is used to color objects. ScalarVisibilityOnV.ScalarVisibilityOn() C++: virtual void ScalarVisibilityOn() Turn on/off flag to control whether scalar data is used to color objects. ScalarVisibilityOffV.ScalarVisibilityOff() C++: virtual void ScalarVisibilityOff() Turn on/off flag to control whether scalar data is used to color objects. SetStaticV.SetStatic(int) C++: virtual void SetStatic(int _arg) Turn on/off flag to control whether the mapper's data is static. Static data means that the mapper does not propagate updates down the pipeline, greatly decreasing the time it takes to update many mappers. This should only be used if the data never changes. GetStaticV.GetStatic() -> int C++: virtual int GetStatic() Turn on/off flag to control whether the mapper's data is static. Static data means that the mapper does not propagate updates down the pipeline, greatly decreasing the time it takes to update many mappers. This should only be used if the data never changes. StaticOnV.StaticOn() C++: virtual void StaticOn() Turn on/off flag to control whether the mapper's data is static. Static data means that the mapper does not propagate updates down the pipeline, greatly decreasing the time it takes to update many mappers. This should only be used if the data never changes. StaticOffV.StaticOff() C++: virtual void StaticOff() Turn on/off flag to control whether the mapper's data is static. Static data means that the mapper does not propagate updates down the pipeline, greatly decreasing the time it takes to update many mappers. This should only be used if the data never changes. SetColorModeV.SetColorMode(int) C++: virtual void SetColorMode(int _arg) default (ColorModeToDefault), unsigned char scalars are treated as colors, and NOT mapped through the lookup table, while everything else is. ColorModeToDirectScalar extends ColorModeToDefault such that all integer types are treated as colors with values in the range 0-255 and floating types are treated as colors with values in the range 0.0-1.0. Setting ColorModeToMapScalars means that all scalar data will be mapped through the lookup table. (Note that for multi-component scalars, the particular component to use for mapping can be specified using the SelectColorArray() method.) GetColorModeV.GetColorMode() -> int C++: virtual int GetColorMode() default (ColorModeToDefault), unsigned char scalars are treated as colors, and NOT mapped through the lookup table, while everything else is. ColorModeToDirectScalar extends ColorModeToDefault such that all integer types are treated as colors with values in the range 0-255 and floating types are treated as colors with values in the range 0.0-1.0. Setting ColorModeToMapScalars means that all scalar data will be mapped through the lookup table. (Note that for multi-component scalars, the particular component to use for mapping can be specified using the SelectColorArray() method.) SetColorModeToDefaultV.SetColorModeToDefault() C++: void SetColorModeToDefault() default (ColorModeToDefault), unsigned char scalars are treated as colors, and NOT mapped through the lookup table, while everything else is. ColorModeToDirectScalar extends ColorModeToDefault such that all integer types are treated as colors with values in the range 0-255 and floating types are treated as colors with values in the range 0.0-1.0. Setting ColorModeToMapScalars means that all scalar data will be mapped through the lookup table. (Note that for multi-component scalars, the particular component to use for mapping can be specified using the SelectColorArray() method.) SetColorModeToMapScalarsV.SetColorModeToMapScalars() C++: void SetColorModeToMapScalars() default (ColorModeToDefault), unsigned char scalars are treated as colors, and NOT mapped through the lookup table, while everything else is. ColorModeToDirectScalar extends ColorModeToDefault such that all integer types are treated as colors with values in the range 0-255 and floating types are treated as colors with values in the range 0.0-1.0. Setting ColorModeToMapScalars means that all scalar data will be mapped through the lookup table. (Note that for multi-component scalars, the particular component to use for mapping can be specified using the SelectColorArray() method.) SetColorModeToDirectScalarsV.SetColorModeToDirectScalars() C++: void SetColorModeToDirectScalars() default (ColorModeToDefault), unsigned char scalars are treated as colors, and NOT mapped through the lookup table, while everything else is. ColorModeToDirectScalar extends ColorModeToDefault such that all integer types are treated as colors with values in the range 0-255 and floating types are treated as colors with values in the range 0.0-1.0. Setting ColorModeToMapScalars means that all scalar data will be mapped through the lookup table. (Note that for multi-component scalars, the particular component to use for mapping can be specified using the SelectColorArray() method.) GetColorModeAsStringV.GetColorModeAsString() -> string C++: const char *GetColorModeAsString() Return the method of coloring scalar data. SetInterpolateScalarsBeforeMappingV.SetInterpolateScalarsBeforeMapping(int) C++: virtual void SetInterpolateScalarsBeforeMapping(int _arg) By default, vertex color is used to map colors to a surface. Colors are interpolated after being mapped. This option avoids color interpolation by using a one dimensional texture map for the colors. GetInterpolateScalarsBeforeMappingV.GetInterpolateScalarsBeforeMapping() -> int C++: virtual int GetInterpolateScalarsBeforeMapping() By default, vertex color is used to map colors to a surface. Colors are interpolated after being mapped. This option avoids color interpolation by using a one dimensional texture map for the colors. InterpolateScalarsBeforeMappingOnV.InterpolateScalarsBeforeMappingOn() C++: virtual void InterpolateScalarsBeforeMappingOn() By default, vertex color is used to map colors to a surface. Colors are interpolated after being mapped. This option avoids color interpolation by using a one dimensional texture map for the colors. InterpolateScalarsBeforeMappingOffV.InterpolateScalarsBeforeMappingOff() C++: virtual void InterpolateScalarsBeforeMappingOff() By default, vertex color is used to map colors to a surface. Colors are interpolated after being mapped. This option avoids color interpolation by using a one dimensional texture map for the colors. V.SetUseLookupTableScalarRange(int) C++: virtual void SetUseLookupTableScalarRange(int _arg) Control whether the mapper sets the lookuptable range based on its own ScalarRange, or whether it will use the LookupTable ScalarRange regardless of it's own setting. By default the Mapper is allowed to set the LookupTable range, but users who are sharing LookupTables between mappers/actors will probably wish to force the mapper to use the LookupTable unchanged. V.GetUseLookupTableScalarRange() -> int C++: virtual int GetUseLookupTableScalarRange() Control whether the mapper sets the lookuptable range based on its own ScalarRange, or whether it will use the LookupTable ScalarRange regardless of it's own setting. By default the Mapper is allowed to set the LookupTable range, but users who are sharing LookupTables between mappers/actors will probably wish to force the mapper to use the LookupTable unchanged. V.UseLookupTableScalarRangeOn() C++: virtual void UseLookupTableScalarRangeOn() Control whether the mapper sets the lookuptable range based on its own ScalarRange, or whether it will use the LookupTable ScalarRange regardless of it's own setting. By default the Mapper is allowed to set the LookupTable range, but users who are sharing LookupTables between mappers/actors will probably wish to force the mapper to use the LookupTable unchanged. V.UseLookupTableScalarRangeOff() C++: virtual void UseLookupTableScalarRangeOff() Control whether the mapper sets the lookuptable range based on its own ScalarRange, or whether it will use the LookupTable ScalarRange regardless of it's own setting. By default the Mapper is allowed to set the LookupTable range, but users who are sharing LookupTables between mappers/actors will probably wish to force the mapper to use the LookupTable unchanged. SetScalarRangeV.SetScalarRange(float, float) C++: void SetScalarRange(double, double) V.SetScalarRange((float, float)) C++: void SetScalarRange(double a[2]) GetScalarRangeV.GetScalarRange() -> (float, float) C++: double *GetScalarRange() Specify range in terms of scalar minimum and maximum (smin,smax). These values are used to map scalars into lookup table. Has no effect when UseLookupTableScalarRange is true. SetImmediateModeRenderingV.SetImmediateModeRendering(int) C++: void SetImmediateModeRendering(int) Turn on/off flag to control whether data is rendered using immediate mode or note. Immediate mode rendering tends to be slower but it can handle larger datasets. The default value is immediate mode off. If you are having problems rendering a large dataset you might want to consider using immediate more rendering. GetImmediateModeRenderingV.GetImmediateModeRendering() -> int C++: int GetImmediateModeRendering() Turn on/off flag to control whether data is rendered using immediate mode or note. Immediate mode rendering tends to be slower but it can handle larger datasets. The default value is immediate mode off. If you are having problems rendering a large dataset you might want to consider using immediate more rendering. ImmediateModeRenderingOnV.ImmediateModeRenderingOn() C++: void ImmediateModeRenderingOn() Turn on/off flag to control whether data is rendered using immediate mode or note. Immediate mode rendering tends to be slower but it can handle larger datasets. The default value is immediate mode off. If you are having problems rendering a large dataset you might want to consider using immediate more rendering. ImmediateModeRenderingOffV.ImmediateModeRenderingOff() C++: void ImmediateModeRenderingOff() Turn on/off flag to control whether data is rendered using immediate mode or note. Immediate mode rendering tends to be slower but it can handle larger datasets. The default value is immediate mode off. If you are having problems rendering a large dataset you might want to consider using immediate more rendering. SetGlobalImmediateModeRenderingV.SetGlobalImmediateModeRendering(int) C++: static void SetGlobalImmediateModeRendering(int val) Turn on/off flag to control whether data is rendered using immediate mode or note. Immediate mode rendering tends to be slower but it can handle larger datasets. The default value is immediate mode off. If you are having problems rendering a large dataset you might want to consider using immediate more rendering. GlobalImmediateModeRenderingOnV.GlobalImmediateModeRenderingOn() C++: static void GlobalImmediateModeRenderingOn() Turn on/off flag to control whether data is rendered using immediate mode or note. Immediate mode rendering tends to be slower but it can handle larger datasets. The default value is immediate mode off. If you are having problems rendering a large dataset you might want to consider using immediate more rendering. GlobalImmediateModeRenderingOffV.GlobalImmediateModeRenderingOff() C++: static void GlobalImmediateModeRenderingOff() Turn on/off flag to control whether data is rendered using immediate mode or note. Immediate mode rendering tends to be slower but it can handle larger datasets. The default value is immediate mode off. If you are having problems rendering a large dataset you might want to consider using immediate more rendering. GetGlobalImmediateModeRenderingV.GetGlobalImmediateModeRendering() -> int C++: static int GetGlobalImmediateModeRendering() Turn on/off flag to control whether data is rendered using immediate mode or note. Immediate mode rendering tends to be slower but it can handle larger datasets. The default value is immediate mode off. If you are having problems rendering a large dataset you might want to consider using immediate more rendering. GetForceCompileOnlyV.GetForceCompileOnly() -> int C++: int GetForceCompileOnly() Force compile only mode in case display lists are used (ImmediateModeRendering is false). If ImmediateModeRendering is true, no rendering happens. Changing the value of this flag does not change modified time of the mapper. Initial value is false. This can be used by another rendering class which also uses display lists (call of display lists can be nested but not their creation.) There is no good reason to expose it to wrappers. SetForceCompileOnlyV.SetForceCompileOnly(int) C++: void SetForceCompileOnly(int value) Force compile only mode in case display lists are used (ImmediateModeRendering is false). If ImmediateModeRendering is true, no rendering happens. Changing the value of this flag does not change modified time of the mapper. Initial value is false. This can be used by another rendering class which also uses display lists (call of display lists can be nested but not their creation.) There is no good reason to expose it to wrappers. V.SetScalarMode(int) C++: virtual void SetScalarMode(int _arg) Control how the filter works with scalar point data and cell attribute data. By default (ScalarModeToDefault), the filter will use point data, and if no point data is available, then cell data is used. Alternatively you can explicitly set the filter to use point data (ScalarModeToUsePointData) or cell data (ScalarModeToUseCellData). You can also choose to get the scalars from an array in point field data (ScalarModeToUsePointFieldData) or cell field data (ScalarModeToUseCellFieldData). If scalars are coming from a field data array, you must call SelectColorArray before you call GetColors. V.GetScalarMode() -> int C++: virtual int GetScalarMode() V.SetScalarModeToDefault() C++: void SetScalarModeToDefault() V.SetScalarModeToUsePointData() C++: void SetScalarModeToUsePointData() V.SetScalarModeToUseCellData() C++: void SetScalarModeToUseCellData() V.SetScalarModeToUsePointFieldData() C++: void SetScalarModeToUsePointFieldData() V.SetScalarModeToUseCellFieldData() C++: void SetScalarModeToUseCellFieldData() SetScalarModeToUseFieldDataV.SetScalarModeToUseFieldData() C++: void SetScalarModeToUseFieldData() SelectColorArrayV.SelectColorArray(int) C++: void SelectColorArray(int arrayNum) V.SelectColorArray(string) C++: void SelectColorArray(const char *arrayName) When ScalarMode is set to UsePointFieldData or UseCellFieldData, you can specify which array to use for coloring using these methods. The lookup table will decide how to convert vectors to colors. SetFieldDataTupleIdV.SetFieldDataTupleId(int) C++: virtual void SetFieldDataTupleId(vtkIdType _arg) GetFieldDataTupleIdV.GetFieldDataTupleId() -> int C++: virtual vtkIdType GetFieldDataTupleId() ColorByArrayComponentV.ColorByArrayComponent(int, int) C++: void ColorByArrayComponent(int arrayNum, int component) V.ColorByArrayComponent(string, int) C++: void ColorByArrayComponent(const char *arrayName, int component) Legacy: These methods used to be used to specify the array component. It is better to do this in the lookup table. V.GetArrayName() -> string C++: virtual char *GetArrayName() Set/Get the array name or number and component to color by. SetArrayNameV.SetArrayName(string) C++: virtual void SetArrayName(const char *_arg) SetArrayIdV.SetArrayId(int) C++: virtual void SetArrayId(int _arg) V.SetArrayAccessMode(int) C++: virtual void SetArrayAccessMode(int _arg) GetArrayComponentV.GetArrayComponent() -> int C++: virtual int GetArrayComponent() SetArrayComponentV.SetArrayComponent(int) C++: virtual void SetArrayComponent(int _arg) SetResolveCoincidentTopologyV.SetResolveCoincidentTopology(int) C++: static void SetResolveCoincidentTopology(int val) Set/Get a global flag that controls whether coincident topology (e.g., a line on top of a polygon) is shifted to avoid z-buffer resolution (and hence rendering problems). If not off, there are two methods to choose from. PolygonOffset uses graphics systems calls to shift polygons, but does not distinguish vertices and lines from one another. ShiftZBuffer remaps the z-buffer to distinguish vertices, lines, and polygons, but does not always produce acceptable results. If you use the ShiftZBuffer approach, you may also want to set the ResolveCoincidentTopologyZShift value. (Note: not all mappers/graphics systems implement this functionality.) GetResolveCoincidentTopologyV.GetResolveCoincidentTopology() -> int C++: static int GetResolveCoincidentTopology() Set/Get a global flag that controls whether coincident topology (e.g., a line on top of a polygon) is shifted to avoid z-buffer resolution (and hence rendering problems). If not off, there are two methods to choose from. PolygonOffset uses graphics systems calls to shift polygons, but does not distinguish vertices and lines from one another. ShiftZBuffer remaps the z-buffer to distinguish vertices, lines, and polygons, but does not always produce acceptable results. If you use the ShiftZBuffer approach, you may also want to set the ResolveCoincidentTopologyZShift value. (Note: not all mappers/graphics systems implement this functionality.) SetResolveCoincidentTopologyToDefaultV.SetResolveCoincidentTopologyToDefault() C++: static void SetResolveCoincidentTopologyToDefault() Set/Get a global flag that controls whether coincident topology (e.g., a line on top of a polygon) is shifted to avoid z-buffer resolution (and hence rendering problems). If not off, there are two methods to choose from. PolygonOffset uses graphics systems calls to shift polygons, but does not distinguish vertices and lines from one another. ShiftZBuffer remaps the z-buffer to distinguish vertices, lines, and polygons, but does not always produce acceptable results. If you use the ShiftZBuffer approach, you may also want to set the ResolveCoincidentTopologyZShift value. (Note: not all mappers/graphics systems implement this functionality.) SetResolveCoincidentTopologyToOffV.SetResolveCoincidentTopologyToOff() C++: static void SetResolveCoincidentTopologyToOff() Set/Get a global flag that controls whether coincident topology (e.g., a line on top of a polygon) is shifted to avoid z-buffer resolution (and hence rendering problems). If not off, there are two methods to choose from. PolygonOffset uses graphics systems calls to shift polygons, but does not distinguish vertices and lines from one another. ShiftZBuffer remaps the z-buffer to distinguish vertices, lines, and polygons, but does not always produce acceptable results. If you use the ShiftZBuffer approach, you may also want to set the ResolveCoincidentTopologyZShift value. (Note: not all mappers/graphics systems implement this functionality.) SetResolveCoincidentTopologyToPolygonOffsetV.SetResolveCoincidentTopologyToPolygonOffset() C++: static void SetResolveCoincidentTopologyToPolygonOffset() Set/Get a global flag that controls whether coincident topology (e.g., a line on top of a polygon) is shifted to avoid z-buffer resolution (and hence rendering problems). If not off, there are two methods to choose from. PolygonOffset uses graphics systems calls to shift polygons, but does not distinguish vertices and lines from one another. ShiftZBuffer remaps the z-buffer to distinguish vertices, lines, and polygons, but does not always produce acceptable results. If you use the ShiftZBuffer approach, you may also want to set the ResolveCoincidentTopologyZShift value. (Note: not all mappers/graphics systems implement this functionality.) SetResolveCoincidentTopologyToShiftZBufferV.SetResolveCoincidentTopologyToShiftZBuffer() C++: static void SetResolveCoincidentTopologyToShiftZBuffer() Set/Get a global flag that controls whether coincident topology (e.g., a line on top of a polygon) is shifted to avoid z-buffer resolution (and hence rendering problems). If not off, there are two methods to choose from. PolygonOffset uses graphics systems calls to shift polygons, but does not distinguish vertices and lines from one another. ShiftZBuffer remaps the z-buffer to distinguish vertices, lines, and polygons, but does not always produce acceptable results. If you use the ShiftZBuffer approach, you may also want to set the ResolveCoincidentTopologyZShift value. (Note: not all mappers/graphics systems implement this functionality.) SetResolveCoincidentTopologyPolygonOffsetParametersV.SetResolveCoincidentTopologyPolygonOffsetParameters(float, float) C++: static void SetResolveCoincidentTopologyPolygonOffsetParameters( double factor, double units) Used to set the polygon offset scale factor and units. Used when ResolveCoincidentTopology is set to PolygonOffset. These are global variables. GetResolveCoincidentTopologyPolygonOffsetParametersV.GetResolveCoincidentTopologyPolygonOffsetParameters(float, float) C++: static void GetResolveCoincidentTopologyPolygonOffsetParameters( double &factor, double &units) Used to set the polygon offset scale factor and units. Used when ResolveCoincidentTopology is set to PolygonOffset. These are global variables. SetRelativeCoincidentTopologyPolygonOffsetParametersV.SetRelativeCoincidentTopologyPolygonOffsetParameters(float, float) C++: void SetRelativeCoincidentTopologyPolygonOffsetParameters( double factor, double units) Used to set the polygon offset values relative to the global Used when ResolveCoincidentTopology is set to PolygonOffset. GetRelativeCoincidentTopologyPolygonOffsetParametersV.GetRelativeCoincidentTopologyPolygonOffsetParameters(float, float) C++: void GetRelativeCoincidentTopologyPolygonOffsetParameters( double &factor, double &units) Used to set the polygon offset values relative to the global Used when ResolveCoincidentTopology is set to PolygonOffset. SetResolveCoincidentTopologyLineOffsetParametersV.SetResolveCoincidentTopologyLineOffsetParameters(float, float) C++: static void SetResolveCoincidentTopologyLineOffsetParameters( double factor, double units) Used to set the line offset scale factor and units. Used when ResolveCoincidentTopology is set to PolygonOffset. These are global variables. GetResolveCoincidentTopologyLineOffsetParametersV.GetResolveCoincidentTopologyLineOffsetParameters(float, float) C++: static void GetResolveCoincidentTopologyLineOffsetParameters( double &factor, double &units) Used to set the line offset scale factor and units. Used when ResolveCoincidentTopology is set to PolygonOffset. These are global variables. SetRelativeCoincidentTopologyLineOffsetParametersV.SetRelativeCoincidentTopologyLineOffsetParameters(float, float) C++: void SetRelativeCoincidentTopologyLineOffsetParameters( double factor, double units) Used to set the line offset values relative to the global Used when ResolveCoincidentTopology is set to PolygonOffset. GetRelativeCoincidentTopologyLineOffsetParametersV.GetRelativeCoincidentTopologyLineOffsetParameters(float, float) C++: void GetRelativeCoincidentTopologyLineOffsetParameters( double &factor, double &units) Used to set the line offset values relative to the global Used when ResolveCoincidentTopology is set to PolygonOffset. SetResolveCoincidentTopologyPointOffsetParameterV.SetResolveCoincidentTopologyPointOffsetParameter(float) C++: static void SetResolveCoincidentTopologyPointOffsetParameter( double units) Used to set the point offset value Used when ResolveCoincidentTopology is set to PolygonOffset. These are global variables. GetResolveCoincidentTopologyPointOffsetParameterV.GetResolveCoincidentTopologyPointOffsetParameter(float) C++: static void GetResolveCoincidentTopologyPointOffsetParameter( double &units) Used to set the point offset value Used when ResolveCoincidentTopology is set to PolygonOffset. These are global variables. SetRelativeCoincidentTopologyPointOffsetParameterV.SetRelativeCoincidentTopologyPointOffsetParameter(float) C++: void SetRelativeCoincidentTopologyPointOffsetParameter( double units) Used to set the point offset value relative to the global Used when ResolveCoincidentTopology is set to PolygonOffset. GetRelativeCoincidentTopologyPointOffsetParameterV.GetRelativeCoincidentTopologyPointOffsetParameter(float) C++: void GetRelativeCoincidentTopologyPointOffsetParameter( double &units) Used to set the point offset value relative to the global Used when ResolveCoincidentTopology is set to PolygonOffset. GetCoincidentTopologyPolygonOffsetParametersV.GetCoincidentTopologyPolygonOffsetParameters(float, float) C++: void GetCoincidentTopologyPolygonOffsetParameters( double &factor, double &units) Get the net parameters for handling coincident topology obtained by summing the global values with the relative values. GetCoincidentTopologyLineOffsetParametersV.GetCoincidentTopologyLineOffsetParameters(float, float) C++: void GetCoincidentTopologyLineOffsetParameters( double &factor, double &units) Get the net parameters for handling coincident topology obtained by summing the global values with the relative values. GetCoincidentTopologyPointOffsetParameterV.GetCoincidentTopologyPointOffsetParameter(float) C++: void GetCoincidentTopologyPointOffsetParameter(double &units) Get the net parameters for handling coincident topology obtained by summing the global values with the relative values. SetResolveCoincidentTopologyPolygonOffsetFacesV.SetResolveCoincidentTopologyPolygonOffsetFaces(int) C++: static void SetResolveCoincidentTopologyPolygonOffsetFaces( int faces) Used when ResolveCoincidentTopology is set to PolygonOffset. The polygon offset can be applied either to the solid polygonal faces or the lines/vertices. When set (default), the offset is applied to the faces otherwise it is applied to lines and vertices. This is a global variable. GetResolveCoincidentTopologyPolygonOffsetFacesV.GetResolveCoincidentTopologyPolygonOffsetFaces() -> int C++: static int GetResolveCoincidentTopologyPolygonOffsetFaces() Used when ResolveCoincidentTopology is set to PolygonOffset. The polygon offset can be applied either to the solid polygonal faces or the lines/vertices. When set (default), the offset is applied to the faces otherwise it is applied to lines and vertices. This is a global variable. SetResolveCoincidentTopologyZShiftV.SetResolveCoincidentTopologyZShift(float) C++: static void SetResolveCoincidentTopologyZShift(double val) Used to set the z-shift if ResolveCoincidentTopology is set to ShiftZBuffer. This is a global variable. GetResolveCoincidentTopologyZShiftV.GetResolveCoincidentTopologyZShift() -> float C++: static double GetResolveCoincidentTopologyZShift() Used to set the z-shift if ResolveCoincidentTopology is set to ShiftZBuffer. This is a global variable. SetRenderTimeV.SetRenderTime(float) C++: void SetRenderTime(double time) This instance variable is used by vtkLODActor to determine which mapper to use. It is an estimate of the time necessary to render. Setting the render time does not modify the mapper. GetRenderTimeV.GetRenderTime() -> float C++: virtual double GetRenderTime() V.GetInput() -> vtkDataSet C++: vtkDataSet *GetInput() Get the input as a vtkDataSet. This method is overridden in the specialized mapper classes to return more specific data types. GetInputAsDataSetV.GetInputAsDataSet() -> vtkDataSet C++: vtkDataSet *GetInputAsDataSet() Get the input to this mapper as a vtkDataSet, instead of as a more specialized data type that the subclass may return from GetInput(). This method is provided for use in the wrapper languages, C++ programmers should use GetInput() instead. MapScalarsV.MapScalars(float) -> vtkUnsignedCharArray C++: virtual vtkUnsignedCharArray *MapScalars(double alpha) V.MapScalars(float, int) -> vtkUnsignedCharArray C++: virtual vtkUnsignedCharArray *MapScalars(double alpha, int &cellFlag) V.MapScalars(vtkDataSet, float) -> vtkUnsignedCharArray C++: virtual vtkUnsignedCharArray *MapScalars(vtkDataSet *input, double alpha) V.MapScalars(vtkDataSet, float, int) -> vtkUnsignedCharArray C++: virtual vtkUnsignedCharArray *MapScalars(vtkDataSet *input, double alpha, int &cellFlag) Map the scalars (if there are any scalars and ScalarVisibility is on) through the lookup table, returning an unsigned char RGBA array. This is typically done as part of the rendering process. The alpha parameter allows the blending of the scalars with an additional alpha (typically which comes from a vtkActor, etc.) SetScalarMaterialModeV.SetScalarMaterialMode(int) C++: void SetScalarMaterialMode(int val) Set/Get the light-model color mode. GetScalarMaterialModeV.GetScalarMaterialMode() -> int C++: int GetScalarMaterialMode() Set/Get the light-model color mode. SetScalarMaterialModeToDefaultV.SetScalarMaterialModeToDefault() C++: void SetScalarMaterialModeToDefault() Set/Get the light-model color mode. SetScalarMaterialModeToAmbientV.SetScalarMaterialModeToAmbient() C++: void SetScalarMaterialModeToAmbient() Set/Get the light-model color mode. SetScalarMaterialModeToDiffuseV.SetScalarMaterialModeToDiffuse() C++: void SetScalarMaterialModeToDiffuse() Set/Get the light-model color mode. SetScalarMaterialModeToAmbientAndDiffuseV.SetScalarMaterialModeToAmbientAndDiffuse() C++: void SetScalarMaterialModeToAmbientAndDiffuse() Set/Get the light-model color mode. GetScalarMaterialModeAsStringV.GetScalarMaterialModeAsString() -> string C++: const char *GetScalarMaterialModeAsString() Return the light-model color mode. GetIsOpaqueV.GetIsOpaque() -> bool C++: virtual bool GetIsOpaque() Returns if the mapper does not expect to have translucent geometry. This may happen when using ColorMode is set to not map scalars i.e. render the scalar array directly as colors and the scalar array has opacity i.e. alpha component. Default implementation simply returns true. Note that even if this method returns true, an actor may treat the geometry as translucent since a constant translucency is set on the property, for example. V.GetSupportsSelection() -> bool C++: virtual bool GetSupportsSelection() WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS Used by vtkHardwareSelector to determine if the prop supports hardware selection. CanUseTextureMapForColoringV.CanUseTextureMapForColoring(vtkDataObject) -> int C++: virtual int CanUseTextureMapForColoring(vtkDataObject *input) Returns if we can use texture maps for scalar coloring. Note this doesn't say we "will" use scalar coloring. It says, if we do use scalar coloring, we will use a texture. When rendering multiblock datasets, if any 2 blocks provide different lookup tables for the scalars, then also we cannot use textures. This case can be handled if required. ClearColorArraysV.ClearColorArrays() C++: void ClearColorArrays() Call to force a rebuild of color result arrays on next MapScalars. Necessary when using arrays in the case of multiblock data. GetColorMapColorsV.GetColorMapColors() -> vtkUnsignedCharArray C++: vtkUnsignedCharArray *GetColorMapColors() Provide read access to the color array GetColorCoordinatesV.GetColorCoordinates() -> vtkFloatArray C++: vtkFloatArray *GetColorCoordinates() Provide read access to the color texture coordinate array GetColorTextureMapV.GetColorTextureMap() -> vtkImageData C++: vtkImageData *GetColorTextureMap() Provide read access to the color texture array @di@Vd *vtkDataSetvtkObserverMediatorvtkRenderingCorePython.vtkObserverMediatorvtkObserverMediator - manage contention for cursors and other resources Superclass: vtkObject The vtkObserverMediator is a helper class that manages requests for cursor changes from multiple interactor observers (e.g. widgets). It keeps a list of widgets (and their priorities) and their current requests for cursor shape. It then satisfies requests based on widget priority and the relative importance of the request (e.g., a lower priority widget requesting a particular cursor shape will overrule a higher priority widget requesting a default shape). @sa vtkAbstractWidget vtkWidgetRepresentation V.IsTypeOf(string) -> int C++: static vtkTypeBool IsTypeOf(const char *type) Standard macros. V.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Standard macros. V.SafeDownCast(vtkObjectBase) -> vtkObserverMediator C++: static vtkObserverMediator *SafeDownCast(vtkObjectBase *o) Standard macros. V.NewInstance() -> vtkObserverMediator C++: vtkObserverMediator *NewInstance() Standard macros. V.SetInteractor(vtkRenderWindowInteractor) C++: void SetInteractor(vtkRenderWindowInteractor *iren) Specify the instance of vtkRenderWindow whose cursor shape is to be managed. V.GetInteractor() -> vtkRenderWindowInteractor C++: virtual vtkRenderWindowInteractor *GetInteractor() Specify the instance of vtkRenderWindow whose cursor shape is to be managed. RequestCursorShapeV.RequestCursorShape(vtkInteractorObserver, int) -> int C++: int RequestCursorShape(vtkInteractorObserver *, int cursorShape) Method used to request a cursor shape. Note that the shape is specified using one of the integral values determined in vtkRenderWindow.h. The method returns a non-zero value if the shape was successfully changed. RemoveAllCursorShapeRequestsV.RemoveAllCursorShapeRequests(vtkInteractorObserver) C++: void RemoveAllCursorShapeRequests(vtkInteractorObserver *) Remove all requests for cursor shape from a given interactor. vtkPolyDataMapper2DvtkRenderingCorePython.vtkPolyDataMapper2DvtkPolyDataMapper2D - draw vtkPolyData onto the image plane Superclass: vtkMapper2D vtkPolyDataMapper2D is a mapper that renders 3D polygonal data (vtkPolyData) onto the 2D image plane (i.e., the renderer's viewport). By default, the 3D data is transformed into 2D data by ignoring the z-coordinate of the 3D points in vtkPolyData, and taking the x-y values as local display values (i.e., pixel coordinates). Alternatively, you can provide a vtkCoordinate object that will transform the data into local display coordinates (use the vtkCoordinate::SetCoordinateSystem() methods to indicate which coordinate system you are transforming the data from). @sa vtkMapper2D vtkActor2D V.SafeDownCast(vtkObjectBase) -> vtkPolyDataMapper2D C++: static vtkPolyDataMapper2D *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkPolyDataMapper2D C++: vtkPolyDataMapper2D *NewInstance() V.SetInputData(vtkPolyData) C++: void SetInputData(vtkPolyData *in) Set the input to the mapper. V.GetInput() -> vtkPolyData C++: vtkPolyData *GetInput() Set the input to the mapper. V.SetColorMode(int) C++: virtual void SetColorMode(int _arg) Control how the scalar data is mapped to colors. By default (ColorModeToDefault), unsigned char scalars are treated as colors, and NOT mapped through the lookup table, while everything else is. ColorModeToDirectScalar extends ColorModeToDefault such that all integer types are treated as colors with values in the range 0-255 and floating types are treated as colors with values in the range 0.0-1.0. Setting ColorModeToMapScalars means that all scalar data will be mapped through the lookup table. (Note that for multi-component scalars, the particular component to use for mapping can be specified using the ColorByArrayComponent() method.) V.GetColorMode() -> int C++: virtual int GetColorMode() Control how the scalar data is mapped to colors. By default (ColorModeToDefault), unsigned char scalars are treated as colors, and NOT mapped through the lookup table, while everything else is. ColorModeToDirectScalar extends ColorModeToDefault such that all integer types are treated as colors with values in the range 0-255 and floating types are treated as colors with values in the range 0.0-1.0. Setting ColorModeToMapScalars means that all scalar data will be mapped through the lookup table. (Note that for multi-component scalars, the particular component to use for mapping can be specified using the ColorByArrayComponent() method.) V.SetColorModeToDefault() C++: void SetColorModeToDefault() Control how the scalar data is mapped to colors. By default (ColorModeToDefault), unsigned char scalars are treated as colors, and NOT mapped through the lookup table, while everything else is. ColorModeToDirectScalar extends ColorModeToDefault such that all integer types are treated as colors with values in the range 0-255 and floating types are treated as colors with values in the range 0.0-1.0. Setting ColorModeToMapScalars means that all scalar data will be mapped through the lookup table. (Note that for multi-component scalars, the particular component to use for mapping can be specified using the ColorByArrayComponent() method.) V.SetColorModeToMapScalars() C++: void SetColorModeToMapScalars() Control how the scalar data is mapped to colors. By default (ColorModeToDefault), unsigned char scalars are treated as colors, and NOT mapped through the lookup table, while everything else is. ColorModeToDirectScalar extends ColorModeToDefault such that all integer types are treated as colors with values in the range 0-255 and floating types are treated as colors with values in the range 0.0-1.0. Setting ColorModeToMapScalars means that all scalar data will be mapped through the lookup table. (Note that for multi-component scalars, the particular component to use for mapping can be specified using the ColorByArrayComponent() method.) V.SetColorModeToDirectScalars() C++: void SetColorModeToDirectScalars() Control how the scalar data is mapped to colors. By default (ColorModeToDefault), unsigned char scalars are treated as colors, and NOT mapped through the lookup table, while everything else is. ColorModeToDirectScalar extends ColorModeToDefault such that all integer types are treated as colors with values in the range 0-255 and floating types are treated as colors with values in the range 0.0-1.0. Setting ColorModeToMapScalars means that all scalar data will be mapped through the lookup table. (Note that for multi-component scalars, the particular component to use for mapping can be specified using the ColorByArrayComponent() method.) V.SetScalarMode(int) C++: virtual void SetScalarMode(int _arg) Control how the filter works with scalar point data and cell attribute data. By default (ScalarModeToDefault), the filter will use point data, and if no point data is available, then cell data is used. Alternatively you can explicitly set the filter to use point data (ScalarModeToUsePointData) or cell data (ScalarModeToUseCellData). You can also choose to get the scalars from an array in point field data (ScalarModeToUsePointFieldData) or cell field data (ScalarModeToUseCellFieldData). If scalars are coming from a field data array, you must call ColorByArrayComponent before you call GetColors. V.GetScalarMode() -> int C++: virtual int GetScalarMode() Control how the filter works with scalar point data and cell attribute data. By default (ScalarModeToDefault), the filter will use point data, and if no point data is available, then cell data is used. Alternatively you can explicitly set the filter to use point data (ScalarModeToUsePointData) or cell data (ScalarModeToUseCellData). You can also choose to get the scalars from an array in point field data (ScalarModeToUsePointFieldData) or cell field data (ScalarModeToUseCellFieldData). If scalars are coming from a field data array, you must call ColorByArrayComponent before you call GetColors. V.SetScalarModeToDefault() C++: void SetScalarModeToDefault() Control how the filter works with scalar point data and cell attribute data. By default (ScalarModeToDefault), the filter will use point data, and if no point data is available, then cell data is used. Alternatively you can explicitly set the filter to use point data (ScalarModeToUsePointData) or cell data (ScalarModeToUseCellData). You can also choose to get the scalars from an array in point field data (ScalarModeToUsePointFieldData) or cell field data (ScalarModeToUseCellFieldData). If scalars are coming from a field data array, you must call ColorByArrayComponent before you call GetColors. V.SetScalarModeToUsePointData() C++: void SetScalarModeToUsePointData() Control how the filter works with scalar point data and cell attribute data. By default (ScalarModeToDefault), the filter will use point data, and if no point data is available, then cell data is used. Alternatively you can explicitly set the filter to use point data (ScalarModeToUsePointData) or cell data (ScalarModeToUseCellData). You can also choose to get the scalars from an array in point field data (ScalarModeToUsePointFieldData) or cell field data (ScalarModeToUseCellFieldData). If scalars are coming from a field data array, you must call ColorByArrayComponent before you call GetColors. V.SetScalarModeToUseCellData() C++: void SetScalarModeToUseCellData() Control how the filter works with scalar point data and cell attribute data. By default (ScalarModeToDefault), the filter will use point data, and if no point data is available, then cell data is used. Alternatively you can explicitly set the filter to use point data (ScalarModeToUsePointData) or cell data (ScalarModeToUseCellData). You can also choose to get the scalars from an array in point field data (ScalarModeToUsePointFieldData) or cell field data (ScalarModeToUseCellFieldData). If scalars are coming from a field data array, you must call ColorByArrayComponent before you call GetColors. V.SetScalarModeToUsePointFieldData() C++: void SetScalarModeToUsePointFieldData() Control how the filter works with scalar point data and cell attribute data. By default (ScalarModeToDefault), the filter will use point data, and if no point data is available, then cell data is used. Alternatively you can explicitly set the filter to use point data (ScalarModeToUsePointData) or cell data (ScalarModeToUseCellData). You can also choose to get the scalars from an array in point field data (ScalarModeToUsePointFieldData) or cell field data (ScalarModeToUseCellFieldData). If scalars are coming from a field data array, you must call ColorByArrayComponent before you call GetColors. V.SetScalarModeToUseCellFieldData() C++: void SetScalarModeToUseCellFieldData() Control how the filter works with scalar point data and cell attribute data. By default (ScalarModeToDefault), the filter will use point data, and if no point data is available, then cell data is used. Alternatively you can explicitly set the filter to use point data (ScalarModeToUsePointData) or cell data (ScalarModeToUseCellData). You can also choose to get the scalars from an array in point field data (ScalarModeToUsePointFieldData) or cell field data (ScalarModeToUseCellFieldData). If scalars are coming from a field data array, you must call ColorByArrayComponent before you call GetColors. V.ColorByArrayComponent(int, int) C++: void ColorByArrayComponent(int arrayNum, int component) V.ColorByArrayComponent(string, int) C++: void ColorByArrayComponent(char *arrayName, int component) Choose which component of which field data array to color by. V.GetArrayName() -> string C++: char *GetArrayName() Get the array name or number and component to color by. V.GetArrayId() -> int C++: int GetArrayId() V.GetArrayAccessMode() -> int C++: int GetArrayAccessMode() V.GetArrayComponent() -> int C++: int GetArrayComponent() SetTransformCoordinateV.SetTransformCoordinate(vtkCoordinate) C++: virtual void SetTransformCoordinate(vtkCoordinate *) Specify a vtkCoordinate object to be used to transform the vtkPolyData point coordinates. By default (no vtkCoordinate specified), the point coordinates are taken as viewport coordinates (pixels in the viewport into which the mapper is rendering). GetTransformCoordinateV.GetTransformCoordinate() -> vtkCoordinate C++: virtual vtkCoordinate *GetTransformCoordinate() Specify a vtkCoordinate object to be used to transform the vtkPolyData point coordinates. By default (no vtkCoordinate specified), the point coordinates are taken as viewport coordinates (pixels in the viewport into which the mapper is rendering). GetTransformCoordinateUseDoubleV.GetTransformCoordinateUseDouble() -> bool C++: virtual bool GetTransformCoordinateUseDouble() Specify whether or not rounding to integers the transformed points when TransformCoordinate is set. By default, it does not use double precision. SetTransformCoordinateUseDoubleV.SetTransformCoordinateUseDouble(bool) C++: virtual void SetTransformCoordinateUseDouble(bool _arg) Specify whether or not rounding to integers the transformed points when TransformCoordinate is set. By default, it does not use double precision. TransformCoordinateUseDoubleOnV.TransformCoordinateUseDoubleOn() C++: virtual void TransformCoordinateUseDoubleOn() Specify whether or not rounding to integers the transformed points when TransformCoordinate is set. By default, it does not use double precision. TransformCoordinateUseDoubleOffV.TransformCoordinateUseDoubleOff() C++: virtual void TransformCoordinateUseDoubleOff() Specify whether or not rounding to integers the transformed points when TransformCoordinate is set. By default, it does not use double precision. V.MapScalars(float) -> vtkUnsignedCharArray C++: vtkUnsignedCharArray *MapScalars(double alpha) Map the scalars (if there are any scalars and ScalarVisibility is on) through the lookup table, returning an unsigned char RGBA array. This is typically done as part of the rendering process. The alpha parameter allows the blending of the scalars with an additional alpha (typically which comes from a vtkActor, etc.) vtkPolyDataMappervtkRenderingCorePython.vtkPolyDataMappervtkPolyDataMapper - map vtkPolyData to graphics primitives Superclass: vtkMapper vtkPolyDataMapper is a class that maps polygonal data (i.e., vtkPolyData) to graphics primitives. vtkPolyDataMapper serves as a superclass for device-specific poly data mappers, that actually do the mapping to the rendering/graphics hardware/software. V.SafeDownCast(vtkObjectBase) -> vtkPolyDataMapper C++: static vtkPolyDataMapper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkPolyDataMapper C++: vtkPolyDataMapper *NewInstance() RenderPieceV.RenderPiece(vtkRenderer, vtkActor) C++: virtual void RenderPiece(vtkRenderer *ren, vtkActor *act) Implemented by sub classes. Actual rendering is done here. V.Render(vtkRenderer, vtkActor) C++: void Render(vtkRenderer *ren, vtkActor *act) override; This calls RenderPiece (in a for loop if streaming is necessary). V.Update(int) C++: void Update(int port) override; V.Update() C++: void Update() override; V.Update(int, vtkInformationVector) -> int C++: int Update(int port, vtkInformationVector *requests) override; V.Update(vtkInformation) -> int C++: int Update(vtkInformation *requests) override; Bring this algorithm's outputs up-to-date. SetPieceV.SetPiece(int) C++: virtual void SetPiece(int _arg) If you want only a part of the data, specify by setting the piece. GetPieceV.GetPiece() -> int C++: virtual int GetPiece() If you want only a part of the data, specify by setting the piece. SetNumberOfPiecesV.SetNumberOfPieces(int) C++: virtual void SetNumberOfPieces(int _arg) If you want only a part of the data, specify by setting the piece. GetNumberOfPiecesV.GetNumberOfPieces() -> int C++: virtual int GetNumberOfPieces() If you want only a part of the data, specify by setting the piece. SetNumberOfSubPiecesV.SetNumberOfSubPieces(int) C++: virtual void SetNumberOfSubPieces(int _arg) If you want only a part of the data, specify by setting the piece. GetNumberOfSubPiecesV.GetNumberOfSubPieces() -> int C++: virtual int GetNumberOfSubPieces() If you want only a part of the data, specify by setting the piece. SetGhostLevelV.SetGhostLevel(int) C++: virtual void SetGhostLevel(int _arg) Set the number of ghost cells to return. GetGhostLevelV.GetGhostLevel() -> int C++: virtual int GetGhostLevel() Set the number of ghost cells to return. MapDataArrayToVertexAttributeV.MapDataArrayToVertexAttribute(string, string, int, int) C++: virtual void MapDataArrayToVertexAttribute( const char *vertexAttributeName, const char *dataArrayName, int fieldAssociation, int componentno=-1) Select a data array from the point/cell data and map it to a generic vertex attribute. vertexAttributeName is the name of the vertex attribute. dataArrayName is the name of the data array. fieldAssociation indicates when the data array is a point data array or cell data array (vtkDataObject::FIELD_ASSOCIATION_POINTS or (vtkDataObject::FIELD_ASSOCIATION_CELLS). componentno indicates which component from the data array must be passed as the attribute. If -1, then all components are passed. MapDataArrayToMultiTextureAttributeV.MapDataArrayToMultiTextureAttribute(int, string, int, int) C++: virtual void MapDataArrayToMultiTextureAttribute(int unit, const char *dataArrayName, int fieldAssociation, int componentno=-1) RemoveVertexAttributeMappingV.RemoveVertexAttributeMapping(string) C++: virtual void RemoveVertexAttributeMapping( const char *vertexAttributeName) Remove a vertex attribute mapping. RemoveAllVertexAttributeMappingsV.RemoveAllVertexAttributeMappings() C++: virtual void RemoveAllVertexAttributeMappings() Remove all vertex attributes. @V *vtkInformationvtkInformationVectorvtkProp3DCollectionvtkRenderingCorePython.vtkProp3DCollectionvtkProp3DCollection - an ordered list of 3D props Superclass: vtkPropCollection vtkProp3DCollection represents and provides methods to manipulate a list of 3D props (i.e., vtkProp3D and subclasses). The list is ordered and duplicate entries are not prevented. @sa vtkProp3D vtkCollection V.SafeDownCast(vtkObjectBase) -> vtkProp3DCollection C++: static vtkProp3DCollection *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkProp3DCollection C++: vtkProp3DCollection *NewInstance() V.AddItem(vtkProp3D) C++: void AddItem(vtkProp3D *p) Add an actor to the bottom of the list. GetNextProp3DV.GetNextProp3D() -> vtkProp3D C++: vtkProp3D *GetNextProp3D() Get the next actor in the list. GetLastProp3DV.GetLastProp3D() -> vtkProp3D C++: vtkProp3D *GetLastProp3D() Get the last actor in the list. vtkRenderingCorePython.vtkProp3DvtkProp3D - represents an 3D object for placement in a rendered scene Superclass: vtkProp vtkProp3D is an abstract class used to represent an entity in a rendering scene (i.e., vtkProp3D is a vtkProp with an associated transformation matrix). It handles functions related to the position, orientation and scaling. It combines these instance variables into one 4x4 transformation matrix as follows: [x y z 1] = [x y z 1] Translate(-origin) Scale(scale) Rot(y) Rot(x) Rot (z) Trans(origin) Trans(position). Both vtkActor and vtkVolume are specializations of class vtkProp. The constructor defaults to: origin(0,0,0) position=(0,0,0) orientation=(0,0,0), no user defined matrix or transform, and no texture map. @sa vtkProp vtkActor vtkAssembly vtkVolume V.SafeDownCast(vtkObjectBase) -> vtkProp3D C++: static vtkProp3D *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkProp3D C++: vtkProp3D *NewInstance() V.ShallowCopy(vtkProp) C++: void ShallowCopy(vtkProp *prop) override; Shallow copy of this vtkProp3D. V.SetPosition(float, float, float) C++: virtual void SetPosition(double x, double y, double z) V.SetPosition([float, float, float]) C++: virtual void SetPosition(double pos[3]) Set/Get/Add the position of the Prop3D in world coordinates. AddPositionV.AddPosition([float, float, float]) C++: void AddPosition(double deltaPosition[3]) V.AddPosition(float, float, float) C++: void AddPosition(double deltaX, double deltaY, double deltaZ) SetOriginV.SetOrigin(float, float, float) C++: virtual void SetOrigin(double x, double y, double z) V.SetOrigin((float, float, float)) C++: virtual void SetOrigin(const double pos[3]) Set/Get the origin of the Prop3D. This is the point about which all rotations take place. GetOriginV.GetOrigin() -> (float, float, float) C++: double *GetOrigin() Set/Get the origin of the Prop3D. This is the point about which all rotations take place. V.SetScale(float, float, float) C++: virtual void SetScale(double x, double y, double z) V.SetScale([float, float, float]) C++: virtual void SetScale(double scale[3]) V.SetScale(float) C++: void SetScale(double s) Set/Get the scale of the actor. Scaling in performed independently on the X, Y and Z axis. A scale of zero is illegal and will be replaced with one. V.GetScale() -> (float, float, float) C++: double *GetScale() Set/Get the scale of the actor. Scaling in performed independently on the X, Y and Z axis. A scale of zero is illegal and will be replaced with one. V.SetUserTransform(vtkLinearTransform) C++: void SetUserTransform(vtkLinearTransform *transform) In addition to the instance variables such as position and orientation, you can add an additional transformation for your own use. This transformation is concatenated with the actor's internal transformation, which you implicitly create through the use of SetPosition(), SetOrigin() and SetOrientation(). If the internal transformation is identity (i.e. if you don't set the Position, Origin, or Orientation) then the actors final transformation will be the UserTransform, concatenated with the UserMatrix if the UserMatrix is present. V.GetUserTransform() -> vtkLinearTransform C++: virtual vtkLinearTransform *GetUserTransform() In addition to the instance variables such as position and orientation, you can add an additional transformation for your own use. This transformation is concatenated with the actor's internal transformation, which you implicitly create through the use of SetPosition(), SetOrigin() and SetOrientation(). If the internal transformation is identity (i.e. if you don't set the Position, Origin, or Orientation) then the actors final transformation will be the UserTransform, concatenated with the UserMatrix if the UserMatrix is present. SetUserMatrixV.SetUserMatrix(vtkMatrix4x4) C++: void SetUserMatrix(vtkMatrix4x4 *matrix) The UserMatrix can be used in place of UserTransform. GetUserMatrixV.GetUserMatrix() -> vtkMatrix4x4 C++: vtkMatrix4x4 *GetUserMatrix() The UserMatrix can be used in place of UserTransform. GetMatrixV.GetMatrix(vtkMatrix4x4) C++: virtual void GetMatrix(vtkMatrix4x4 *m) V.GetMatrix([float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float]) C++: virtual void GetMatrix(double m[16]) V.GetMatrix() -> vtkMatrix4x4 C++: vtkMatrix4x4 *GetMatrix() override; Return a reference to the Prop3D's 4x4 composite matrix. Get the matrix from the position, origin, scale and orientation This matrix is cached, so multiple GetMatrix() calls will be efficient. V.GetBounds([float, float, float, float, float, float]) C++: void GetBounds(double bounds[6]) V.GetBounds() -> (float, float, float, float, float, float) C++: double *GetBounds() override = 0; Get the bounds for this Prop3D as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax). V.GetCenter() -> (float, float, float) C++: double *GetCenter() Get the center of the bounding box in world coordinates. GetXRangeV.GetXRange() -> (float, float) C++: double *GetXRange() Get the Prop3D's x range in world coordinates. GetYRangeV.GetYRange() -> (float, float) C++: double *GetYRange() Get the Prop3D's y range in world coordinates. GetZRangeV.GetZRange() -> (float, float) C++: double *GetZRange() Get the Prop3D's z range in world coordinates. V.GetLength() -> float C++: double GetLength() Get the length of the diagonal of the bounding box. RotateXV.RotateX(float) C++: void RotateX(double) Rotate the Prop3D in degrees about the X axis using the right hand rule. The axis is the Prop3D's X axis, which can change as other rotations are performed. To rotate about the world X axis use RotateWXYZ (angle, 1, 0, 0). This rotation is applied before all others in the current transformation matrix. RotateYV.RotateY(float) C++: void RotateY(double) Rotate the Prop3D in degrees about the Y axis using the right hand rule. The axis is the Prop3D's Y axis, which can change as other rotations are performed. To rotate about the world Y axis use RotateWXYZ (angle, 0, 1, 0). This rotation is applied before all others in the current transformation matrix. RotateZV.RotateZ(float) C++: void RotateZ(double) Rotate the Prop3D in degrees about the Z axis using the right hand rule. The axis is the Prop3D's Z axis, which can change as other rotations are performed. To rotate about the world Z axis use RotateWXYZ (angle, 0, 0, 1). This rotation is applied before all others in the current transformation matrix. RotateWXYZV.RotateWXYZ(float, float, float, float) C++: void RotateWXYZ(double w, double x, double y, double z) Rotate the Prop3D in degrees about an arbitrary axis specified by the last three arguments. The axis is specified in world coordinates. To rotate an about its model axes, use RotateX, RotateY, RotateZ. V.SetOrientation(float, float, float) C++: void SetOrientation(double x, double y, double z) V.SetOrientation([float, float, float]) C++: void SetOrientation(double orientation[3]) Sets the orientation of the Prop3D. Orientation is specified as X,Y and Z rotations in that order, but they are performed as RotateZ, RotateX, and finally RotateY. V.GetOrientation() -> (float, float, float) C++: double *GetOrientation() V.GetOrientation([float, float, float]) C++: void GetOrientation(double orentation[3]) Returns the orientation of the Prop3D as s vector of X,Y and Z rotation. The ordering in which these rotations must be done to generate the same matrix is RotateZ, RotateX, and finally RotateY. See also SetOrientation. V.GetOrientationWXYZ() -> (float, float, float, float) C++: double *GetOrientationWXYZ() Returns the WXYZ orientation of the Prop3D. AddOrientationV.AddOrientation(float, float, float) C++: void AddOrientation(double x, double y, double z) V.AddOrientation([float, float, float]) C++: void AddOrientation(double orentation[3]) Add to the current orientation. See SetOrientation and GetOrientation for more details. This basically does a GetOrientation, adds the passed in arguments, and then calls SetOrientation. PokeMatrixV.PokeMatrix(vtkMatrix4x4) C++: void PokeMatrix(vtkMatrix4x4 *matrix) override; This method modifies the vtkProp3D so that its transformation state is set to the matrix specified. The method does this by setting appropriate transformation-related ivars to initial values (i.e., not transformed), and placing the user-supplied matrix into the UserMatrix of this vtkProp3D. If the method is called again with a NULL matrix, then the original state of the vtkProp3D will be restored. This method is used to support picking and assembly structures. V.InitPathTraversal() C++: void InitPathTraversal() override; Overload vtkProp's method for setting up assembly paths. See the documentation for vtkProp. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Get the vtkProp3D's mtime GetUserTransformMatrixMTimeV.GetUserTransformMatrixMTime() -> int C++: vtkMTimeType GetUserTransformMatrixMTime() Get the modified time of the user matrix or user transform. V.ComputeMatrix() C++: virtual void ComputeMatrix() Generate the matrix based on ivars GetIsIdentityV.GetIsIdentity() -> int C++: virtual int GetIsIdentity() Is the matrix for this actor identity @dvtkLinearTransformvtkProp3DFollowervtkRenderingCorePython.vtkProp3DFollowervtkProp3DFollower - a vtkProp3D that always faces the camera Superclass: vtkProp3D vtkProp3DFollower is a type of vtkProp3D that always faces the camera. More specifically it will not change its position or scale, but it will continually update its orientation so that it is right side up and facing the camera. This is typically used for complex billboards or props that need to face the viewer at all times. Note: All of the transformations that can be made to a vtkProp3D will take effect with the follower. Thus, if you change the orientation of the follower by 90 degrees, then it will follow the camera, but be off by 90 degrees. @sa vtkFollower vtkProp3D vtkCamera vtkProp3DAxisFollower V.IsTypeOf(string) -> int C++: static vtkTypeBool IsTypeOf(const char *type) Standard VTK methods for type and printing. V.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Standard VTK methods for type and printing. V.SafeDownCast(vtkObjectBase) -> vtkProp3DFollower C++: static vtkProp3DFollower *SafeDownCast(vtkObjectBase *o) Standard VTK methods for type and printing. V.NewInstance() -> vtkProp3DFollower C++: vtkProp3DFollower *NewInstance() Standard VTK methods for type and printing. SetProp3DV.SetProp3D(vtkProp3D) C++: virtual void SetProp3D(vtkProp3D *prop) Set/Get the vtkProp3D to control (i.e., face the camera). GetProp3DV.GetProp3D() -> vtkProp3D C++: virtual vtkProp3D *GetProp3D() Set/Get the vtkProp3D to control (i.e., face the camera). V.SetCamera(vtkCamera) C++: virtual void SetCamera(vtkCamera *) Set/Get the camera to follow. If this is not set, then the follower won't know what to follow and will act like a normal vtkProp3D. V.GetCamera() -> vtkCamera C++: virtual vtkCamera *GetCamera() Set/Get the camera to follow. If this is not set, then the follower won't know what to follow and will act like a normal vtkProp3D. V.RenderVolumetricGeometry(vtkViewport) -> int C++: int RenderVolumetricGeometry(vtkViewport *viewport) override; This causes the actor to be rendered. It in turn will render the actor's property, texture map and then mapper. If a property hasn't been assigned, then the actor will create one automatically. V.ComputeMatrix() C++: void ComputeMatrix() override; Generate the matrix based on ivars. This method overloads its superclasses ComputeMatrix() method due to the special vtkProp3DFollower matrix operations. V.GetBounds() -> (float, ...) C++: double *GetBounds() override; Return the bounds of this vtkProp3D. V.GetNextPath() -> vtkAssemblyPath C++: vtkAssemblyPath *GetNextPath() override; Overload vtkProp's method for setting up assembly paths. See the documentation for vtkProp. vtkPropAssemblyvtkRenderingCorePython.vtkPropAssemblyvtkPropAssembly - create hierarchies of props Superclass: vtkProp vtkPropAssembly is an object that groups props and other prop assemblies into a tree-like hierarchy. The props can then be treated as a group (e.g., turning visibility on and off). A vtkPropAssembly object can be used in place of an vtkProp since it is a subclass of vtkProp. The difference is that vtkPropAssembly maintains a list of other prop and prop assembly instances (its "parts") that form the assembly. Note that this process is recursive: you can create groups consisting of prop assemblies to arbitrary depth. vtkPropAssembly's and vtkProp's that compose a prop assembly need not be added to a renderer's list of props, as long as the parent assembly is in the prop list. This is because they are automatically renderered during the hierarchical traversal process. @warning vtkPropAssemblies can consist of hierarchies of assemblies, where one actor or assembly used in one hierarchy is also used in other hierarchies. However, make that there are no cycles (e.g., parent->child->parent), this will cause program failure. @sa vtkProp3D vtkActor vtkAssembly vtkActor2D vtkVolume V.SafeDownCast(vtkObjectBase) -> vtkPropAssembly C++: static vtkPropAssembly *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkPropAssembly C++: vtkPropAssembly *NewInstance() V.AddPart(vtkProp) C++: void AddPart(vtkProp *) Add a part to the list of parts. V.RemovePart(vtkProp) C++: void RemovePart(vtkProp *) Remove a part from the list of parts, V.GetParts() -> vtkPropCollection C++: vtkPropCollection *GetParts() Return the list of parts. V.RenderOpaqueGeometry(vtkViewport) -> int C++: int RenderOpaqueGeometry(vtkViewport *ren) override; Render this assembly and all its parts. The rendering process is recursive. The parts of each assembly are rendered only if the visibility for the prop is turned on. V.RenderTranslucentPolygonalGeometry(vtkViewport) -> int C++: int RenderTranslucentPolygonalGeometry(vtkViewport *ren) override; Render this assembly and all its parts. The rendering process is recursive. The parts of each assembly are rendered only if the visibility for the prop is turned on. V.RenderVolumetricGeometry(vtkViewport) -> int C++: int RenderVolumetricGeometry(vtkViewport *ren) override; Render this assembly and all its parts. The rendering process is recursive. The parts of each assembly are rendered only if the visibility for the prop is turned on. V.RenderOverlay(vtkViewport) -> int C++: int RenderOverlay(vtkViewport *ren) override; Render this assembly and all its parts. The rendering process is recursive. The parts of each assembly are rendered only if the visibility for the prop is turned on. V.GetBounds() -> (float, float, float, float, float, float) C++: double *GetBounds() override; Get the bounds for this prop assembly as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax). May return NULL in some cases (meaning the bounds is undefined). V.ShallowCopy(vtkProp) C++: void ShallowCopy(vtkProp *Prop) override; Shallow copy of this vtkPropAssembly. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Override default GetMTime method to also consider all of the prop assembly's parts. V.InitPathTraversal() C++: void InitPathTraversal() override; Methods to traverse the paths (i.e., leaf nodes) of a prop assembly. These methods should be contrasted to those that traverse the list of parts using GetParts(). GetParts() returns a list of children of this assembly, not necessarily the leaf nodes of the assembly. To use the methods below - first invoke InitPathTraversal() followed by repeated calls to GetNextPath(). GetNextPath() returns a NULL pointer when the list is exhausted. (See the superclass vtkProp for more information about paths.) V.GetNextPath() -> vtkAssemblyPath C++: vtkAssemblyPath *GetNextPath() override; Methods to traverse the paths (i.e., leaf nodes) of a prop assembly. These methods should be contrasted to those that traverse the list of parts using GetParts(). GetParts() returns a list of children of this assembly, not necessarily the leaf nodes of the assembly. To use the methods below - first invoke InitPathTraversal() followed by repeated calls to GetNextPath(). GetNextPath() returns a NULL pointer when the list is exhausted. (See the superclass vtkProp for more information about paths.) V.GetNumberOfPaths() -> int C++: int GetNumberOfPaths() override; Methods to traverse the paths (i.e., leaf nodes) of a prop assembly. These methods should be contrasted to those that traverse the list of parts using GetParts(). GetParts() returns a list of children of this assembly, not necessarily the leaf nodes of the assembly. To use the methods below - first invoke InitPathTraversal() followed by repeated calls to GetNextPath(). GetNextPath() returns a NULL pointer when the list is exhausted. (See the superclass vtkProp for more information about paths.) V.BuildPaths(vtkAssemblyPaths, vtkAssemblyPath) C++: void BuildPaths(vtkAssemblyPaths *paths, vtkAssemblyPath *path) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS Overload the superclass' vtkProp BuildPaths() method. vtkRenderingCorePython.vtkPropCollectionvtkPropCollection - an ordered list of Props Superclass: vtkCollection vtkPropCollection represents and provides methods to manipulate a list of Props (i.e., vtkProp and subclasses). The list is ordered and duplicate entries are not prevented. @sa vtkProp vtkCollection V.SafeDownCast(vtkObjectBase) -> vtkPropCollection C++: static vtkPropCollection *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkPropCollection C++: vtkPropCollection *NewInstance() V.AddItem(vtkProp) C++: void AddItem(vtkProp *a) Add a Prop to the bottom of the list. GetNextPropV.GetNextProp() -> vtkProp C++: vtkProp *GetNextProp() Get the next Prop in the list. GetLastPropV.GetLastProp() -> vtkProp C++: vtkProp *GetLastProp() Get the last Prop in the list. V.GetNumberOfPaths() -> int C++: int GetNumberOfPaths() Get the number of paths contained in this list. (Recall that a vtkProp can consist of multiple parts.) Used in picking and other activities to get the parts of composite entities like vtkAssembly or vtkPropAssembly. vtkRenderingCorePython.vtkPropvtkProp - abstract superclass for all actors, volumes and annotations Superclass: vtkObject vtkProp is an abstract superclass for any objects that can exist in a rendered scene (either 2D or 3D). Instances of vtkProp may respond to various render methods (e.g., RenderOpaqueGeometry()). vtkProp also defines the API for picking, LOD manipulation, and common instance variables that control visibility, picking, and dragging. @sa vtkActor2D vtkActor vtkVolume vtkProp3D V.SafeDownCast(vtkObjectBase) -> vtkProp C++: static vtkProp *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkProp C++: vtkProp *NewInstance() V.GetActors(vtkPropCollection) C++: virtual void GetActors(vtkPropCollection *) For some exporters and other other operations we must be able to collect all the actors or volumes. These methods are used in that process. V.GetActors2D(vtkPropCollection) C++: virtual void GetActors2D(vtkPropCollection *) V.GetVolumes(vtkPropCollection) C++: virtual void GetVolumes(vtkPropCollection *) SetVisibilityV.SetVisibility(int) C++: virtual void SetVisibility(int _arg) Set/Get visibility of this vtkProp. Initial value is true. GetVisibilityV.GetVisibility() -> int C++: virtual int GetVisibility() Set/Get visibility of this vtkProp. Initial value is true. VisibilityOnV.VisibilityOn() C++: virtual void VisibilityOn() Set/Get visibility of this vtkProp. Initial value is true. VisibilityOffV.VisibilityOff() C++: virtual void VisibilityOff() Set/Get visibility of this vtkProp. Initial value is true. SetPickableV.SetPickable(int) C++: virtual void SetPickable(int _arg) Set/Get the pickable instance variable. This determines if the vtkProp can be picked (typically using the mouse). Also see dragable. Initial value is true. GetPickableV.GetPickable() -> int C++: virtual int GetPickable() Set/Get the pickable instance variable. This determines if the vtkProp can be picked (typically using the mouse). Also see dragable. Initial value is true. PickableOnV.PickableOn() C++: virtual void PickableOn() Set/Get the pickable instance variable. This determines if the vtkProp can be picked (typically using the mouse). Also see dragable. Initial value is true. PickableOffV.PickableOff() C++: virtual void PickableOff() Set/Get the pickable instance variable. This determines if the vtkProp can be picked (typically using the mouse). Also see dragable. Initial value is true. V.Pick() C++: virtual void Pick() Method fires PickEvent if the prop is picked. SetDragableV.SetDragable(int) C++: virtual void SetDragable(int _arg) Set/Get the value of the dragable instance variable. This determines if an Prop, once picked, can be dragged (translated) through space. This is typically done through an interactive mouse interface. This does not affect methods such as SetPosition, which will continue to work. It is just intended to prevent some vtkProp'ss from being dragged from within a user interface. Initial value is true. GetDragableV.GetDragable() -> int C++: virtual int GetDragable() Set/Get the value of the dragable instance variable. This determines if an Prop, once picked, can be dragged (translated) through space. This is typically done through an interactive mouse interface. This does not affect methods such as SetPosition, which will continue to work. It is just intended to prevent some vtkProp'ss from being dragged from within a user interface. Initial value is true. DragableOnV.DragableOn() C++: virtual void DragableOn() Set/Get the value of the dragable instance variable. This determines if an Prop, once picked, can be dragged (translated) through space. This is typically done through an interactive mouse interface. This does not affect methods such as SetPosition, which will continue to work. It is just intended to prevent some vtkProp'ss from being dragged from within a user interface. Initial value is true. DragableOffV.DragableOff() C++: virtual void DragableOff() Set/Get the value of the dragable instance variable. This determines if an Prop, once picked, can be dragged (translated) through space. This is typically done through an interactive mouse interface. This does not affect methods such as SetPosition, which will continue to work. It is just intended to prevent some vtkProp'ss from being dragged from within a user interface. Initial value is true. V.GetRedrawMTime() -> int C++: virtual vtkMTimeType GetRedrawMTime() Return the mtime of anything that would cause the rendered image to appear differently. Usually this involves checking the mtime of the prop plus anything else it depends on such as properties, textures etc. SetUseBoundsV.SetUseBounds(bool) C++: virtual void SetUseBounds(bool _arg) In case the Visibility flag is true, tell if the bounds of this prop should be taken into account or ignored during the computation of other bounding boxes, like in vtkRenderer::ResetCamera(). Initial value is true. GetUseBoundsV.GetUseBounds() -> bool C++: virtual bool GetUseBounds() In case the Visibility flag is true, tell if the bounds of this prop should be taken into account or ignored during the computation of other bounding boxes, like in vtkRenderer::ResetCamera(). Initial value is true. UseBoundsOnV.UseBoundsOn() C++: virtual void UseBoundsOn() In case the Visibility flag is true, tell if the bounds of this prop should be taken into account or ignored during the computation of other bounding boxes, like in vtkRenderer::ResetCamera(). Initial value is true. UseBoundsOffV.UseBoundsOff() C++: virtual void UseBoundsOff() In case the Visibility flag is true, tell if the bounds of this prop should be taken into account or ignored during the computation of other bounding boxes, like in vtkRenderer::ResetCamera(). Initial value is true. V.GetBounds() -> (float, float, float, float, float, float) C++: virtual double *GetBounds() Get the bounds for this Prop as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax). in world coordinates. NULL means that the bounds are not defined. V.ShallowCopy(vtkProp) C++: virtual void ShallowCopy(vtkProp *prop) Shallow copy of this vtkProp. V.InitPathTraversal() C++: virtual void InitPathTraversal() vtkProp and its subclasses can be picked by subclasses of vtkAbstractPicker (e.g., vtkPropPicker). The following methods interface with the picking classes and return "pick paths". A pick path is a hierarchical, ordered list of props that form an assembly. Most often, when a vtkProp is picked, its path consists of a single node (i.e., the prop). However, classes like vtkAssembly and vtkPropAssembly can return more than one path, each path being several layers deep. (See vtkAssemblyPath for more information.) To use these methods - first invoke InitPathTraversal() followed by repeated calls to GetNextPath(). GetNextPath() returns a NULL pointer when the list is exhausted. V.GetNextPath() -> vtkAssemblyPath C++: virtual vtkAssemblyPath *GetNextPath() vtkProp and its subclasses can be picked by subclasses of vtkAbstractPicker (e.g., vtkPropPicker). The following methods interface with the picking classes and return "pick paths". A pick path is a hierarchical, ordered list of props that form an assembly. Most often, when a vtkProp is picked, its path consists of a single node (i.e., the prop). However, classes like vtkAssembly and vtkPropAssembly can return more than one path, each path being several layers deep. (See vtkAssemblyPath for more information.) To use these methods - first invoke InitPathTraversal() followed by repeated calls to GetNextPath(). GetNextPath() returns a NULL pointer when the list is exhausted. V.GetNumberOfPaths() -> int C++: virtual int GetNumberOfPaths() vtkProp and its subclasses can be picked by subclasses of vtkAbstractPicker (e.g., vtkPropPicker). The following methods interface with the picking classes and return "pick paths". A pick path is a hierarchical, ordered list of props that form an assembly. Most often, when a vtkProp is picked, its path consists of a single node (i.e., the prop). However, classes like vtkAssembly and vtkPropAssembly can return more than one path, each path being several layers deep. (See vtkAssemblyPath for more information.) To use these methods - first invoke InitPathTraversal() followed by repeated calls to GetNextPath(). GetNextPath() returns a NULL pointer when the list is exhausted. V.PokeMatrix(vtkMatrix4x4) C++: virtual void PokeMatrix(vtkMatrix4x4 *matrix) These methods are used by subclasses to place a matrix (if any) in the prop prior to rendering. Generally used only for picking. See vtkProp3D for more information. V.GetMatrix() -> vtkMatrix4x4 C++: virtual vtkMatrix4x4 *GetMatrix() GetPropertyKeysV.GetPropertyKeys() -> vtkInformation C++: virtual vtkInformation *GetPropertyKeys() Set/Get property keys. Property keys can be digest by some rendering passes. For instance, the user may mark a prop as a shadow caster for a shadow mapping render pass. Keys are documented in render pass classes. Initial value is NULL. SetPropertyKeysV.SetPropertyKeys(vtkInformation) C++: virtual void SetPropertyKeys(vtkInformation *keys) Set/Get property keys. Property keys can be digest by some rendering passes. For instance, the user may mark a prop as a shadow caster for a shadow mapping render pass. Keys are documented in render pass classes. Initial value is NULL. HasKeysV.HasKeys(vtkInformation) -> bool C++: virtual bool HasKeys(vtkInformation *requiredKeys) Tells if the prop has all the required keys. \pre keys_can_be_null: requiredKeys==0 || requiredKeys!=0 GeneralTextureUnitV.GeneralTextureUnit() -> vtkInformationIntegerKey C++: static vtkInformationIntegerKey *GeneralTextureUnit() Optional Key Indicating the texture unit for general texture mapping Old OpenGL was a state machine where you would push or pop items. The new OpenGL design is more mapper centric. Some classes push a texture and then assume a mapper will use it. The new design wants explicit comunication of when a texture is being used. This key can be used to pass that information down to a mapper. GeneralTextureTransformV.GeneralTextureTransform() -> vtkInformationDoubleVectorKey C++: static vtkInformationDoubleVectorKey *GeneralTextureTransform( ) Optional Key Indicating the texture transform for general texture mapping Old OpenGL was a state machine where you would push or pop items. The new OpenGL design is more mapper centric. Some classes push a texture and then assume a mapper will use it. The new design wants explicit comunication of when a texture is being used. This key can be used to pass that information down to a mapper. V.RenderOpaqueGeometry(vtkViewport) -> int C++: virtual int RenderOpaqueGeometry(vtkViewport *) WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THESE METHODS OUTSIDE OF THE RENDERING PROCESS All concrete subclasses must be able to render themselves. There are four key render methods in vtk and they correspond to four different points in the rendering cycle. Any given prop may implement one or more of these methods. The first method is intended for rendering all opaque geometry. The second method is intended for rendering all translucent polygonal geometry. The third one is intended for rendering all translucent volumetric geometry. Most of the volume rendering mappers draw their results during this third method. The last method is to render any 2D annotation or overlays. Each of these methods return an integer value indicating whether or not this render method was applied to this data. V.RenderTranslucentPolygonalGeometry(vtkViewport) -> int C++: virtual int RenderTranslucentPolygonalGeometry(vtkViewport *) V.RenderVolumetricGeometry(vtkViewport) -> int C++: virtual int RenderVolumetricGeometry(vtkViewport *) V.RenderOverlay(vtkViewport) -> int C++: virtual int RenderOverlay(vtkViewport *) RenderFilteredOpaqueGeometryV.RenderFilteredOpaqueGeometry(vtkViewport, vtkInformation) -> bool C++: virtual bool RenderFilteredOpaqueGeometry(vtkViewport *v, vtkInformation *requiredKeys) Render the opaque geometry only if the prop has all the requiredKeys. This is recursive for composite props like vtkAssembly. An implementation is provided in vtkProp but each composite prop must override it. It returns if the rendering was performed. \pre v_exists: v!=0 \pre keys_can_be_null: requiredKeys==0 || requiredKeys!=0 RenderFilteredTranslucentPolygonalGeometryV.RenderFilteredTranslucentPolygonalGeometry(vtkViewport, vtkInformation) -> bool C++: virtual bool RenderFilteredTranslucentPolygonalGeometry( vtkViewport *v, vtkInformation *requiredKeys) Render the translucent polygonal geometry only if the prop has all the requiredKeys. This is recursive for composite props like vtkAssembly. An implementation is provided in vtkProp but each composite prop must override it. It returns if the rendering was performed. \pre v_exists: v!=0 \pre keys_can_be_null: requiredKeys==0 || requiredKeys!=0 RenderFilteredVolumetricGeometryV.RenderFilteredVolumetricGeometry(vtkViewport, vtkInformation) -> bool C++: virtual bool RenderFilteredVolumetricGeometry(vtkViewport *v, vtkInformation *requiredKeys) Render the volumetric geometry only if the prop has all the requiredKeys. This is recursive for composite props like vtkAssembly. An implementation is provided in vtkProp but each composite prop must override it. It returns if the rendering was performed. \pre v_exists: v!=0 \pre keys_can_be_null: requiredKeys==0 || requiredKeys!=0 RenderFilteredOverlayV.RenderFilteredOverlay(vtkViewport, vtkInformation) -> bool C++: virtual bool RenderFilteredOverlay(vtkViewport *v, vtkInformation *requiredKeys) Render in the overlay of the viewport only if the prop has all the requiredKeys. This is recursive for composite props like vtkAssembly. An implementation is provided in vtkProp but each composite prop must override it. It returns if the rendering was performed. \pre v_exists: v!=0 \pre keys_can_be_null: requiredKeys==0 || requiredKeys!=0 V.HasTranslucentPolygonalGeometry() -> int C++: virtual int HasTranslucentPolygonalGeometry() WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THESE METHODS OUTSIDE OF THE RENDERING PROCESS Does this prop have some translucent polygonal geometry? This method is called during the rendering process to know if there is some translucent polygonal geometry. A simple prop that has some translucent polygonal geometry will return true. A composite prop (like vtkAssembly) that has at least one sub-prop that has some translucent polygonal geometry will return true. Default implementation return false. V.ReleaseGraphicsResources(vtkWindow) C++: virtual void ReleaseGraphicsResources(vtkWindow *) WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE Release any graphics resources that are being consumed by this actor. The parameter window could be used to determine which graphic resources to release. GetEstimatedRenderTimeV.GetEstimatedRenderTime(vtkViewport) -> float C++: virtual double GetEstimatedRenderTime(vtkViewport *) V.GetEstimatedRenderTime() -> float C++: virtual double GetEstimatedRenderTime() WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THESE METHODS OUTSIDE OF THE RENDERING PROCESS The EstimatedRenderTime may be used to select between different props, for example in LODProp it is used to select the level-of-detail. The value is returned in seconds. For simple geometry the accuracy may not be great due to buffering. For ray casting, which is already multi-resolution, the current resolution of the image is factored into the time. We need the viewport for viewing parameters that affect timing. The no-arguments version simply returns the value of the variable with no estimation. SetEstimatedRenderTimeV.SetEstimatedRenderTime(float) C++: virtual void SetEstimatedRenderTime(double t) WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THESE METHODS OUTSIDE OF THE RENDERING PROCESS This method is used by, for example, the vtkLODProp3D in order to initialize the estimated render time at start-up to some user defined value. RestoreEstimatedRenderTimeV.RestoreEstimatedRenderTime() C++: virtual void RestoreEstimatedRenderTime() WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THESE METHODS OUTSIDE OF THE RENDERING PROCESS When the EstimatedRenderTime is first set to 0.0 (in the SetAllocatedRenderTime method) the old value is saved. This method is used to restore that old value should the render be aborted. AddEstimatedRenderTimeV.AddEstimatedRenderTime(float, vtkViewport) C++: virtual void AddEstimatedRenderTime(double t, vtkViewport *vp) WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS This method is intended to allow the renderer to add to the EstimatedRenderTime in props that require information that the renderer has in order to do this. For example, props that are rendered with a ray casting method do not know themselves how long it took for them to render. We don't want to cause a this->Modified() when we set this value since it is not really a modification to the object. (For example, we don't want to rebuild matrices at every render because the estimated render time is changing) SetAllocatedRenderTimeV.SetAllocatedRenderTime(float, vtkViewport) C++: virtual void SetAllocatedRenderTime(double t, vtkViewport *v) WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS The renderer may use the allocated rendering time to determine how to render this actor. Therefore it might need the information provided in the viewport. A side effect of this method is to reset the EstimatedRenderTime to 0.0. This way, each of the ways that this prop may be rendered can be timed and added together into this value. GetAllocatedRenderTimeV.GetAllocatedRenderTime() -> float C++: virtual double GetAllocatedRenderTime() WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS SetRenderTimeMultiplierV.SetRenderTimeMultiplier(float) C++: void SetRenderTimeMultiplier(double t) WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS Get/Set the multiplier for the render time. This is used for culling and is a number between 0 and 1. It is used to create the allocated render time value. GetRenderTimeMultiplierV.GetRenderTimeMultiplier() -> float C++: virtual double GetRenderTimeMultiplier() V.BuildPaths(vtkAssemblyPaths, vtkAssemblyPath) C++: virtual void BuildPaths(vtkAssemblyPaths *paths, vtkAssemblyPath *path) WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS Used to construct assembly paths and perform part traversal. GetNumberOfConsumersV.GetNumberOfConsumers() -> int C++: virtual int GetNumberOfConsumers() Get the number of consumers AddConsumerV.AddConsumer(vtkObject) C++: void AddConsumer(vtkObject *c) Add or remove or get or check a consumer, RemoveConsumerV.RemoveConsumer(vtkObject) C++: void RemoveConsumer(vtkObject *c) Add or remove or get or check a consumer, GetConsumerV.GetConsumer(int) -> vtkObject C++: vtkObject *GetConsumer(int i) Add or remove or get or check a consumer, IsConsumerV.IsConsumer(vtkObject) -> int C++: int IsConsumer(vtkObject *c) Add or remove or get or check a consumer, VTK_BACKGROUND_LOCATIONVTK_FOREGROUND_LOCATIONvtkRenderingCorePython.vtkProperty2DvtkProperty2D - represent surface properties of a 2D image Superclass: vtkObject vtkProperty2D contains properties used to render two dimensional images and annotations. @sa vtkActor2D V.SafeDownCast(vtkObjectBase) -> vtkProperty2D C++: static vtkProperty2D *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkProperty2D C++: vtkProperty2D *NewInstance() V.DeepCopy(vtkProperty2D) C++: void DeepCopy(vtkProperty2D *p) Assign one property to another. V.SetColor(float, float, float) C++: void SetColor(double, double, double) V.SetColor((float, float, float)) C++: void SetColor(double a[3]) V.GetColor() -> (float, float, float) C++: double *GetColor() V.GetOpacity() -> float C++: virtual double GetOpacity() Set/Get the Opacity of this property. V.SetOpacity(float) C++: virtual void SetOpacity(double _arg) Set/Get the Opacity of this property. SetPointSizeV.SetPointSize(float) C++: virtual void SetPointSize(float _arg) Set/Get the diameter of a Point. The size is expressed in screen units. This is only implemented for OpenGL. The default is 1.0. GetPointSizeMinValueV.GetPointSizeMinValue() -> float C++: virtual float GetPointSizeMinValue() Set/Get the diameter of a Point. The size is expressed in screen units. This is only implemented for OpenGL. The default is 1.0. GetPointSizeMaxValueV.GetPointSizeMaxValue() -> float C++: virtual float GetPointSizeMaxValue() Set/Get the diameter of a Point. The size is expressed in screen units. This is only implemented for OpenGL. The default is 1.0. GetPointSizeV.GetPointSize() -> float C++: virtual float GetPointSize() Set/Get the diameter of a Point. The size is expressed in screen units. This is only implemented for OpenGL. The default is 1.0. SetLineWidthV.SetLineWidth(float) C++: virtual void SetLineWidth(float _arg) Set/Get the width of a Line. The width is expressed in screen units. This is only implemented for OpenGL. The default is 1.0. GetLineWidthMinValueV.GetLineWidthMinValue() -> float C++: virtual float GetLineWidthMinValue() Set/Get the width of a Line. The width is expressed in screen units. This is only implemented for OpenGL. The default is 1.0. GetLineWidthMaxValueV.GetLineWidthMaxValue() -> float C++: virtual float GetLineWidthMaxValue() Set/Get the width of a Line. The width is expressed in screen units. This is only implemented for OpenGL. The default is 1.0. GetLineWidthV.GetLineWidth() -> float C++: virtual float GetLineWidth() Set/Get the width of a Line. The width is expressed in screen units. This is only implemented for OpenGL. The default is 1.0. SetLineStipplePatternV.SetLineStipplePattern(int) C++: virtual void SetLineStipplePattern(int _arg) Set/Get the stippling pattern of a Line, as a 16-bit binary pattern (1 = pixel on, 0 = pixel off). This is only implemented for OpenGL, not OpenGL2. The default is 0xFFFF. GetLineStipplePatternV.GetLineStipplePattern() -> int C++: virtual int GetLineStipplePattern() Set/Get the stippling pattern of a Line, as a 16-bit binary pattern (1 = pixel on, 0 = pixel off). This is only implemented for OpenGL, not OpenGL2. The default is 0xFFFF. SetLineStippleRepeatFactorV.SetLineStippleRepeatFactor(int) C++: virtual void SetLineStippleRepeatFactor(int _arg) Set/Get the stippling repeat factor of a Line, which specifies how many times each bit in the pattern is to be repeated. This is only implemented for OpenGL, not OpenGL2. The default is 1. GetLineStippleRepeatFactorMinValueV.GetLineStippleRepeatFactorMinValue() -> int C++: virtual int GetLineStippleRepeatFactorMinValue() Set/Get the stippling repeat factor of a Line, which specifies how many times each bit in the pattern is to be repeated. This is only implemented for OpenGL, not OpenGL2. The default is 1. GetLineStippleRepeatFactorMaxValueV.GetLineStippleRepeatFactorMaxValue() -> int C++: virtual int GetLineStippleRepeatFactorMaxValue() Set/Get the stippling repeat factor of a Line, which specifies how many times each bit in the pattern is to be repeated. This is only implemented for OpenGL, not OpenGL2. The default is 1. GetLineStippleRepeatFactorV.GetLineStippleRepeatFactor() -> int C++: virtual int GetLineStippleRepeatFactor() Set/Get the stippling repeat factor of a Line, which specifies how many times each bit in the pattern is to be repeated. This is only implemented for OpenGL, not OpenGL2. The default is 1. SetDisplayLocationV.SetDisplayLocation(int) C++: virtual void SetDisplayLocation(int _arg) The DisplayLocation is either background or foreground. If it is background, then this 2D actor will be drawn behind all 3D props or foreground 2D actors. If it is background, then this 2D actor will be drawn in front of all 3D props and background 2D actors. Within 2D actors of the same DisplayLocation type, order is determined by the order in which the 2D actors were added to the viewport. GetDisplayLocationMinValueV.GetDisplayLocationMinValue() -> int C++: virtual int GetDisplayLocationMinValue() The DisplayLocation is either background or foreground. If it is background, then this 2D actor will be drawn behind all 3D props or foreground 2D actors. If it is background, then this 2D actor will be drawn in front of all 3D props and background 2D actors. Within 2D actors of the same DisplayLocation type, order is determined by the order in which the 2D actors were added to the viewport. GetDisplayLocationMaxValueV.GetDisplayLocationMaxValue() -> int C++: virtual int GetDisplayLocationMaxValue() The DisplayLocation is either background or foreground. If it is background, then this 2D actor will be drawn behind all 3D props or foreground 2D actors. If it is background, then this 2D actor will be drawn in front of all 3D props and background 2D actors. Within 2D actors of the same DisplayLocation type, order is determined by the order in which the 2D actors were added to the viewport. GetDisplayLocationV.GetDisplayLocation() -> int C++: virtual int GetDisplayLocation() The DisplayLocation is either background or foreground. If it is background, then this 2D actor will be drawn behind all 3D props or foreground 2D actors. If it is background, then this 2D actor will be drawn in front of all 3D props and background 2D actors. Within 2D actors of the same DisplayLocation type, order is determined by the order in which the 2D actors were added to the viewport. SetDisplayLocationToBackgroundV.SetDisplayLocationToBackground() C++: void SetDisplayLocationToBackground() The DisplayLocation is either background or foreground. If it is background, then this 2D actor will be drawn behind all 3D props or foreground 2D actors. If it is background, then this 2D actor will be drawn in front of all 3D props and background 2D actors. Within 2D actors of the same DisplayLocation type, order is determined by the order in which the 2D actors were added to the viewport. SetDisplayLocationToForegroundV.SetDisplayLocationToForeground() C++: void SetDisplayLocationToForeground() The DisplayLocation is either background or foreground. If it is background, then this 2D actor will be drawn behind all 3D props or foreground 2D actors. If it is background, then this 2D actor will be drawn in front of all 3D props and background 2D actors. Within 2D actors of the same DisplayLocation type, order is determined by the order in which the 2D actors were added to the viewport. V.Render(vtkViewport) C++: virtual void Render(vtkViewport *viewport) Have the device specific subclass render this property. VTKTextureUnitVTK_TEXTURE_UNIT_0VTK_TEXTURE_UNIT_1VTK_TEXTURE_UNIT_2VTK_TEXTURE_UNIT_3VTK_TEXTURE_UNIT_4VTK_TEXTURE_UNIT_5VTK_TEXTURE_UNIT_6VTK_TEXTURE_UNIT_7VTK_FLATVTK_GOURAUDVTK_PHONGVTK_POINTSVTK_WIREFRAMEVTK_SURFACEvtkRenderingCorePython.vtkProperty.VTKTextureUnitvtkRenderingCorePython.vtkPropertyvtkProperty - represent surface properties of a geometric object Superclass: vtkObject vtkProperty is an object that represents lighting and other surface properties of a geometric object. The primary properties that can be set are colors (overall, ambient, diffuse, specular, and edge color); specular power; opacity of the object; the representation of the object (points, wireframe, or surface); and the shading method to be used (flat, Gouraud, and Phong). Also, some special graphics features like backface properties can be set and manipulated with this object. @sa vtkActor vtkPropertyDevice V.SafeDownCast(vtkObjectBase) -> vtkProperty C++: static vtkProperty *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkProperty C++: vtkProperty *NewInstance() V.DeepCopy(vtkProperty) C++: void DeepCopy(vtkProperty *p) Assign one property to another. V.Render(vtkActor, vtkRenderer) C++: virtual void Render(vtkActor *, vtkRenderer *) This method causes the property to set up whatever is required for its instance variables. This is actually handled by a subclass of vtkProperty, which is created automatically. This method includes the invoking actor as an argument which can be used by property devices that require the actor. BackfaceRenderV.BackfaceRender(vtkActor, vtkRenderer) C++: virtual void BackfaceRender(vtkActor *, vtkRenderer *) This method renders the property as a backface property. TwoSidedLighting must be turned off to see any backface properties. Note that only colors and opacity are used for backface properties. Other properties such as Representation, Culling are specified by the Property. PostRenderV.PostRender(vtkActor, vtkRenderer) C++: virtual void PostRender(vtkActor *, vtkRenderer *) This method is called after the actor has been rendered. Don't call this directly. This method cleans up any shaders allocated. GetLightingV.GetLighting() -> bool C++: virtual bool GetLighting() Set/Get lighting flag for an object. Initial value is true. SetLightingV.SetLighting(bool) C++: virtual void SetLighting(bool _arg) Set/Get lighting flag for an object. Initial value is true. LightingOnV.LightingOn() C++: virtual void LightingOn() Set/Get lighting flag for an object. Initial value is true. LightingOffV.LightingOff() C++: virtual void LightingOff() Set/Get lighting flag for an object. Initial value is true. GetRenderPointsAsSpheresV.GetRenderPointsAsSpheres() -> bool C++: virtual bool GetRenderPointsAsSpheres() Set/Get rendering of points as spheres. The size of the sphere in pixels is controlled by the PointSize attribute. Note that half spheres may be rendered instead of spheres. SetRenderPointsAsSpheresV.SetRenderPointsAsSpheres(bool) C++: virtual void SetRenderPointsAsSpheres(bool _arg) Set/Get rendering of points as spheres. The size of the sphere in pixels is controlled by the PointSize attribute. Note that half spheres may be rendered instead of spheres. RenderPointsAsSpheresOnV.RenderPointsAsSpheresOn() C++: virtual void RenderPointsAsSpheresOn() Set/Get rendering of points as spheres. The size of the sphere in pixels is controlled by the PointSize attribute. Note that half spheres may be rendered instead of spheres. RenderPointsAsSpheresOffV.RenderPointsAsSpheresOff() C++: virtual void RenderPointsAsSpheresOff() Set/Get rendering of points as spheres. The size of the sphere in pixels is controlled by the PointSize attribute. Note that half spheres may be rendered instead of spheres. GetRenderLinesAsTubesV.GetRenderLinesAsTubes() -> bool C++: virtual bool GetRenderLinesAsTubes() Set/Get rendering of lines as tubes. The width of the line in pixels is controlled by the LineWidth attribute. May not be supported on every platform and the implementation may be half tubes, or something only tube like in appearance. SetRenderLinesAsTubesV.SetRenderLinesAsTubes(bool) C++: virtual void SetRenderLinesAsTubes(bool _arg) Set/Get rendering of lines as tubes. The width of the line in pixels is controlled by the LineWidth attribute. May not be supported on every platform and the implementation may be half tubes, or something only tube like in appearance. RenderLinesAsTubesOnV.RenderLinesAsTubesOn() C++: virtual void RenderLinesAsTubesOn() Set/Get rendering of lines as tubes. The width of the line in pixels is controlled by the LineWidth attribute. May not be supported on every platform and the implementation may be half tubes, or something only tube like in appearance. RenderLinesAsTubesOffV.RenderLinesAsTubesOff() C++: virtual void RenderLinesAsTubesOff() Set/Get rendering of lines as tubes. The width of the line in pixels is controlled by the LineWidth attribute. May not be supported on every platform and the implementation may be half tubes, or something only tube like in appearance. SetInterpolationV.SetInterpolation(int) C++: virtual void SetInterpolation(int _arg) Set the shading interpolation method for an object. GetInterpolationMinValueV.GetInterpolationMinValue() -> int C++: virtual int GetInterpolationMinValue() Set the shading interpolation method for an object. GetInterpolationMaxValueV.GetInterpolationMaxValue() -> int C++: virtual int GetInterpolationMaxValue() Set the shading interpolation method for an object. GetInterpolationV.GetInterpolation() -> int C++: virtual int GetInterpolation() Set the shading interpolation method for an object. SetInterpolationToFlatV.SetInterpolationToFlat() C++: void SetInterpolationToFlat() Set the shading interpolation method for an object. SetInterpolationToGouraudV.SetInterpolationToGouraud() C++: void SetInterpolationToGouraud() Set the shading interpolation method for an object. SetInterpolationToPhongV.SetInterpolationToPhong() C++: void SetInterpolationToPhong() Set the shading interpolation method for an object. GetInterpolationAsStringV.GetInterpolationAsString() -> string C++: const char *GetInterpolationAsString() Set the shading interpolation method for an object. SetRepresentationV.SetRepresentation(int) C++: virtual void SetRepresentation(int _arg) Control the surface geometry representation for the object. GetRepresentationMinValueV.GetRepresentationMinValue() -> int C++: virtual int GetRepresentationMinValue() Control the surface geometry representation for the object. GetRepresentationMaxValueV.GetRepresentationMaxValue() -> int C++: virtual int GetRepresentationMaxValue() Control the surface geometry representation for the object. GetRepresentationV.GetRepresentation() -> int C++: virtual int GetRepresentation() Control the surface geometry representation for the object. SetRepresentationToPointsV.SetRepresentationToPoints() C++: void SetRepresentationToPoints() Control the surface geometry representation for the object. SetRepresentationToWireframeV.SetRepresentationToWireframe() C++: void SetRepresentationToWireframe() Control the surface geometry representation for the object. SetRepresentationToSurfaceV.SetRepresentationToSurface() C++: void SetRepresentationToSurface() Control the surface geometry representation for the object. GetRepresentationAsStringV.GetRepresentationAsString() -> string C++: const char *GetRepresentationAsString() Control the surface geometry representation for the object. V.SetColor(float, float, float) C++: virtual void SetColor(double r, double g, double b) V.SetColor([float, float, float]) C++: virtual void SetColor(double a[3]) Set the color of the object. Has the side effect of setting the ambient diffuse and specular colors as well. This is basically a quick overall color setting method. V.GetColor() -> (float, float, float) C++: double *GetColor() V.GetColor([float, float, float]) C++: void GetColor(double rgb[3]) V.GetColor(float, float, float) C++: void GetColor(double &r, double &g, double &b) Set the color of the object. Has the side effect of setting the ambient diffuse and specular colors as well. This is basically a quick overall color setting method. V.SetAmbient(float) C++: virtual void SetAmbient(double _arg) Set/Get the ambient lighting coefficient. V.GetAmbientMinValue() -> float C++: virtual double GetAmbientMinValue() Set/Get the ambient lighting coefficient. V.GetAmbientMaxValue() -> float C++: virtual double GetAmbientMaxValue() Set/Get the ambient lighting coefficient. V.GetAmbient() -> float C++: virtual double GetAmbient() Set/Get the ambient lighting coefficient. V.SetDiffuse(float) C++: virtual void SetDiffuse(double _arg) Set/Get the diffuse lighting coefficient. V.GetDiffuseMinValue() -> float C++: virtual double GetDiffuseMinValue() Set/Get the diffuse lighting coefficient. V.GetDiffuseMaxValue() -> float C++: virtual double GetDiffuseMaxValue() Set/Get the diffuse lighting coefficient. V.GetDiffuse() -> float C++: virtual double GetDiffuse() Set/Get the diffuse lighting coefficient. SetSpecularV.SetSpecular(float) C++: virtual void SetSpecular(double _arg) Set/Get the specular lighting coefficient. GetSpecularMinValueV.GetSpecularMinValue() -> float C++: virtual double GetSpecularMinValue() Set/Get the specular lighting coefficient. GetSpecularMaxValueV.GetSpecularMaxValue() -> float C++: virtual double GetSpecularMaxValue() Set/Get the specular lighting coefficient. GetSpecularV.GetSpecular() -> float C++: virtual double GetSpecular() Set/Get the specular lighting coefficient. SetSpecularPowerV.SetSpecularPower(float) C++: virtual void SetSpecularPower(double _arg) Set/Get the specular power. GetSpecularPowerMinValueV.GetSpecularPowerMinValue() -> float C++: virtual double GetSpecularPowerMinValue() Set/Get the specular power. GetSpecularPowerMaxValueV.GetSpecularPowerMaxValue() -> float C++: virtual double GetSpecularPowerMaxValue() Set/Get the specular power. GetSpecularPowerV.GetSpecularPower() -> float C++: virtual double GetSpecularPower() Set/Get the specular power. V.SetOpacity(float) C++: virtual void SetOpacity(double _arg) Set/Get the object's opacity. 1.0 is totally opaque and 0.0 is completely transparent. V.GetOpacityMinValue() -> float C++: virtual double GetOpacityMinValue() Set/Get the object's opacity. 1.0 is totally opaque and 0.0 is completely transparent. V.GetOpacityMaxValue() -> float C++: virtual double GetOpacityMaxValue() Set/Get the object's opacity. 1.0 is totally opaque and 0.0 is completely transparent. V.GetOpacity() -> float C++: virtual double GetOpacity() Set/Get the object's opacity. 1.0 is totally opaque and 0.0 is completely transparent. V.GetAmbientColor() -> (float, float, float) C++: double *GetAmbientColor() V.GetDiffuseColor() -> (float, float, float) C++: double *GetDiffuseColor() V.GetSpecularColor() -> (float, float, float) C++: double *GetSpecularColor() V.GetEdgeVisibility() -> int C++: virtual int GetEdgeVisibility() Turn on/off the visibility of edges. On some renderers it is possible to render the edges of geometric primitives separately from the interior. V.SetEdgeVisibility(int) C++: virtual void SetEdgeVisibility(int _arg) Turn on/off the visibility of edges. On some renderers it is possible to render the edges of geometric primitives separately from the interior. V.EdgeVisibilityOn() C++: virtual void EdgeVisibilityOn() Turn on/off the visibility of edges. On some renderers it is possible to render the edges of geometric primitives separately from the interior. V.EdgeVisibilityOff() C++: virtual void EdgeVisibilityOff() Turn on/off the visibility of edges. On some renderers it is possible to render the edges of geometric primitives separately from the interior. SetEdgeColorV.SetEdgeColor(float, float, float) C++: void SetEdgeColor(double, double, double) V.SetEdgeColor((float, float, float)) C++: void SetEdgeColor(double a[3]) GetEdgeColorV.GetEdgeColor() -> (float, float, float) C++: double *GetEdgeColor() GetVertexVisibilityV.GetVertexVisibility() -> int C++: virtual int GetVertexVisibility() Turn on/off the visibility of vertices. On some renderers it is possible to render the vertices of geometric primitives separately from the interior. SetVertexVisibilityV.SetVertexVisibility(int) C++: virtual void SetVertexVisibility(int _arg) Turn on/off the visibility of vertices. On some renderers it is possible to render the vertices of geometric primitives separately from the interior. VertexVisibilityOnV.VertexVisibilityOn() C++: virtual void VertexVisibilityOn() Turn on/off the visibility of vertices. On some renderers it is possible to render the vertices of geometric primitives separately from the interior. VertexVisibilityOffV.VertexVisibilityOff() C++: virtual void VertexVisibilityOff() Turn on/off the visibility of vertices. On some renderers it is possible to render the vertices of geometric primitives separately from the interior. SetVertexColorV.SetVertexColor(float, float, float) C++: void SetVertexColor(double, double, double) V.SetVertexColor((float, float, float)) C++: void SetVertexColor(double a[3]) GetVertexColorV.GetVertexColor() -> (float, float, float) C++: double *GetVertexColor() V.SetPointSize(float) C++: virtual void SetPointSize(float _arg) Set/Get the diameter of a point. The size is expressed in screen units. This is only implemented for OpenGL. The default is 1.0. V.GetPointSizeMinValue() -> float C++: virtual float GetPointSizeMinValue() Set/Get the diameter of a point. The size is expressed in screen units. This is only implemented for OpenGL. The default is 1.0. V.GetPointSizeMaxValue() -> float C++: virtual float GetPointSizeMaxValue() Set/Get the diameter of a point. The size is expressed in screen units. This is only implemented for OpenGL. The default is 1.0. V.GetPointSize() -> float C++: virtual float GetPointSize() Set/Get the diameter of a point. The size is expressed in screen units. This is only implemented for OpenGL. The default is 1.0. GetBackfaceCullingV.GetBackfaceCulling() -> int C++: virtual int GetBackfaceCulling() Turn on/off fast culling of polygons based on orientation of normal with respect to camera. If backface culling is on, polygons facing away from camera are not drawn. SetBackfaceCullingV.SetBackfaceCulling(int) C++: virtual void SetBackfaceCulling(int _arg) Turn on/off fast culling of polygons based on orientation of normal with respect to camera. If backface culling is on, polygons facing away from camera are not drawn. BackfaceCullingOnV.BackfaceCullingOn() C++: virtual void BackfaceCullingOn() Turn on/off fast culling of polygons based on orientation of normal with respect to camera. If backface culling is on, polygons facing away from camera are not drawn. BackfaceCullingOffV.BackfaceCullingOff() C++: virtual void BackfaceCullingOff() Turn on/off fast culling of polygons based on orientation of normal with respect to camera. If backface culling is on, polygons facing away from camera are not drawn. GetFrontfaceCullingV.GetFrontfaceCulling() -> int C++: virtual int GetFrontfaceCulling() Turn on/off fast culling of polygons based on orientation of normal with respect to camera. If frontface culling is on, polygons facing towards camera are not drawn. SetFrontfaceCullingV.SetFrontfaceCulling(int) C++: virtual void SetFrontfaceCulling(int _arg) Turn on/off fast culling of polygons based on orientation of normal with respect to camera. If frontface culling is on, polygons facing towards camera are not drawn. FrontfaceCullingOnV.FrontfaceCullingOn() C++: virtual void FrontfaceCullingOn() Turn on/off fast culling of polygons based on orientation of normal with respect to camera. If frontface culling is on, polygons facing towards camera are not drawn. FrontfaceCullingOffV.FrontfaceCullingOff() C++: virtual void FrontfaceCullingOff() Turn on/off fast culling of polygons based on orientation of normal with respect to camera. If frontface culling is on, polygons facing towards camera are not drawn. SetMaterialNameV.SetMaterialName(string) C++: virtual void SetMaterialName(const char *_arg) Returns the name of the material currently loaded, if any. GetMaterialNameV.GetMaterialName() -> string C++: virtual char *GetMaterialName() Returns the name of the material currently loaded, if any. SetShadingV.SetShading(int) C++: virtual void SetShading(int _arg) Enable/Disable shading. When shading is enabled, the Material must be set. GetShadingV.GetShading() -> int C++: virtual int GetShading() Enable/Disable shading. When shading is enabled, the Material must be set. ShadingOnV.ShadingOn() C++: virtual void ShadingOn() Enable/Disable shading. When shading is enabled, the Material must be set. ShadingOffV.ShadingOff() C++: virtual void ShadingOff() Enable/Disable shading. When shading is enabled, the Material must be set. GetShaderDeviceAdapter2V.GetShaderDeviceAdapter2() -> vtkShaderDeviceAdapter2 C++: virtual vtkShaderDeviceAdapter2 *GetShaderDeviceAdapter2() Get the vtkShaderDeviceAdapter2 if set, returns null otherwise. AddShaderVariableV.AddShaderVariable(string, int, [int, ...]) C++: virtual void AddShaderVariable(const char *name, int numVars, int *x) V.AddShaderVariable(string, int, [float, ...]) C++: virtual void AddShaderVariable(const char *name, int numVars, double *x) V.AddShaderVariable(string, int) C++: void AddShaderVariable(const char *name, int v) V.AddShaderVariable(string, float) C++: void AddShaderVariable(const char *name, double v) V.AddShaderVariable(string, int, int) C++: void AddShaderVariable(const char *name, int v1, int v2) V.AddShaderVariable(string, float, float) C++: void AddShaderVariable(const char *name, double v1, double v2) V.AddShaderVariable(string, int, int, int) C++: void AddShaderVariable(const char *name, int v1, int v2, int v3) V.AddShaderVariable(string, float, float, float) C++: void AddShaderVariable(const char *name, double v1, double v2, double v3) Provide values to initialize shader variables. Useful to initialize shader variables that change over time (animation, GUI widgets inputs, etc. ) - name - hardware name of the uniform variable - numVars - number of variables being set - x - values V.SetTexture(string, vtkTexture) C++: void SetTexture(const char *name, vtkTexture *texture) V.SetTexture(int, vtkTexture) C++: void SetTexture(int unit, vtkTexture *texture) Set/Get the texture object to control rendering texture maps. This will be a vtkTexture object. A property does not need to have an associated texture map and multiple properties can share one texture. Textures must be assigned unique names. V.GetTexture(string) -> vtkTexture C++: vtkTexture *GetTexture(const char *name) V.GetTexture(int) -> vtkTexture C++: vtkTexture *GetTexture(int unit) Set/Get the texture object to control rendering texture maps. This will be a vtkTexture object. A property does not need to have an associated texture map and multiple properties can share one texture. Textures must be assigned unique names. RemoveTextureV.RemoveTexture(int) C++: void RemoveTexture(int unit) V.RemoveTexture(string) C++: void RemoveTexture(const char *name) Set/Get the texture object to control rendering texture maps. This will be a vtkTexture object. A property does not need to have an associated texture map and multiple properties can share one texture. Textures must be assigned unique names. RemoveAllTexturesV.RemoveAllTextures() C++: void RemoveAllTextures() Remove all the textures. GetNumberOfTexturesV.GetNumberOfTextures() -> int C++: int GetNumberOfTextures() Returns the number of textures in this property. V.ReleaseGraphicsResources(vtkWindow) C++: virtual void ReleaseGraphicsResources(vtkWindow *win) Release any graphics resources that are being consumed by this property. The parameter window could be used to determine which graphic resources to release. V.GetInformation() -> vtkInformation C++: virtual vtkInformation *GetInformation() Set/Get the information object associated with the Property. V.SetInformation(vtkInformation) C++: virtual void SetInformation(vtkInformation *) Set/Get the information object associated with the Property. FlatGouraudPhongPointsWireframeSurface@ziP *i@ziP *d@zd@zii@zdd@ziii@zddd@zV *vtkTexture@iV *vtkTexturevtkRendererCollectionvtkRenderingCorePython.vtkRendererCollectionvtkRendererCollection - an ordered list of renderers Superclass: vtkCollection vtkRendererCollection represents and provides methods to manipulate a list of renderers (i.e., vtkRenderer and subclasses). The list is ordered and duplicate entries are not prevented. @sa vtkRenderer vtkCollection V.SafeDownCast(vtkObjectBase) -> vtkRendererCollection C++: static vtkRendererCollection *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkRendererCollection C++: vtkRendererCollection *NewInstance() V.AddItem(vtkRenderer) C++: void AddItem(vtkRenderer *a) Add a Renderer to the bottom of the list. V.GetNextItem() -> vtkRenderer C++: vtkRenderer *GetNextItem() Get the next Renderer in the list. Return NULL when at the end of the list. V.Render() C++: void Render() Forward the Render() method to each renderer in the list. GetFirstRendererV.GetFirstRenderer() -> vtkRenderer C++: vtkRenderer *GetFirstRenderer() Get the first Renderer in the list. Return NULL when at the end of the list. vtkRenderingCorePython.vtkRenderervtkRenderer - abstract specification for renderers Superclass: vtkViewport vtkRenderer provides an abstract specification for renderers. A renderer is an object that controls the rendering process for objects. Rendering is the process of converting geometry, a specification for lights, and a camera view into an image. vtkRenderer also performs coordinate transformation between world coordinates, view coordinates (the computer graphics rendering coordinate system), and display coordinates (the actual screen coordinates on the display device). Certain advanced rendering features such as two-sided lighting can also be controlled. @sa vtkRenderWindow vtkActor vtkCamera vtkLight vtkVolume V.SafeDownCast(vtkObjectBase) -> vtkRenderer C++: static vtkRenderer *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkRenderer C++: vtkRenderer *NewInstance() AddActorV.AddActor(vtkProp) C++: void AddActor(vtkProp *p) Add/Remove different types of props to the renderer. These methods are all synonyms to AddViewProp and RemoveViewProp. They are here for convenience and backwards compatibility. AddVolumeV.AddVolume(vtkProp) C++: void AddVolume(vtkProp *p) Add/Remove different types of props to the renderer. These methods are all synonyms to AddViewProp and RemoveViewProp. They are here for convenience and backwards compatibility. RemoveActorV.RemoveActor(vtkProp) C++: void RemoveActor(vtkProp *p) Add/Remove different types of props to the renderer. These methods are all synonyms to AddViewProp and RemoveViewProp. They are here for convenience and backwards compatibility. RemoveVolumeV.RemoveVolume(vtkProp) C++: void RemoveVolume(vtkProp *p) Add/Remove different types of props to the renderer. These methods are all synonyms to AddViewProp and RemoveViewProp. They are here for convenience and backwards compatibility. AddLightV.AddLight(vtkLight) C++: void AddLight(vtkLight *) Add a light to the list of lights. RemoveLightV.RemoveLight(vtkLight) C++: void RemoveLight(vtkLight *) Remove a light from the list of lights. RemoveAllLightsV.RemoveAllLights() C++: void RemoveAllLights() Remove all lights from the list of lights. GetLightsV.GetLights() -> vtkLightCollection C++: vtkLightCollection *GetLights() Return the collection of lights. SetLightCollectionV.SetLightCollection(vtkLightCollection) C++: void SetLightCollection(vtkLightCollection *lights) Set the collection of lights. We cannot name it SetLights because of TestSetGet \pre lights_exist: lights!=0 \post lights_set: lights==this->GetLights() CreateLightV.CreateLight() C++: void CreateLight(void) Create and add a light to renderer. MakeLightV.MakeLight() -> vtkLight C++: virtual vtkLight *MakeLight() Create a new Light sutible for use with this type of Renderer. For example, a vtkMesaRenderer should create a vtkMesaLight in this function. The default is to just call vtkLight::New. GetTwoSidedLightingV.GetTwoSidedLighting() -> int C++: virtual int GetTwoSidedLighting() Turn on/off two-sided lighting of surfaces. If two-sided lighting is off, then only the side of the surface facing the light(s) will be lit, and the other side dark. If two-sided lighting on, both sides of the surface will be lit. SetTwoSidedLightingV.SetTwoSidedLighting(int) C++: virtual void SetTwoSidedLighting(int _arg) Turn on/off two-sided lighting of surfaces. If two-sided lighting is off, then only the side of the surface facing the light(s) will be lit, and the other side dark. If two-sided lighting on, both sides of the surface will be lit. TwoSidedLightingOnV.TwoSidedLightingOn() C++: virtual void TwoSidedLightingOn() Turn on/off two-sided lighting of surfaces. If two-sided lighting is off, then only the side of the surface facing the light(s) will be lit, and the other side dark. If two-sided lighting on, both sides of the surface will be lit. TwoSidedLightingOffV.TwoSidedLightingOff() C++: virtual void TwoSidedLightingOff() Turn on/off two-sided lighting of surfaces. If two-sided lighting is off, then only the side of the surface facing the light(s) will be lit, and the other side dark. If two-sided lighting on, both sides of the surface will be lit. SetLightFollowCameraV.SetLightFollowCamera(int) C++: virtual void SetLightFollowCamera(int _arg) Turn on/off the automatic repositioning of lights as the camera moves. If LightFollowCamera is on, lights that are designated as Headlights or CameraLights will be adjusted to move with this renderer's camera. If LightFollowCamera is off, the lights will not be adjusted. * (Note: In previous versions of vtk, this light-tracking * functionality was part of the interactors, not the renderer. For * backwards compatibility, the older, more limited interactor * behavior is enabled by default. To disable this mode, turn the * interactor's LightFollowCamera flag OFF, and leave the renderer's * LightFollowCamera flag ON.) GetLightFollowCameraV.GetLightFollowCamera() -> int C++: virtual int GetLightFollowCamera() Turn on/off the automatic repositioning of lights as the camera moves. If LightFollowCamera is on, lights that are designated as Headlights or CameraLights will be adjusted to move with this renderer's camera. If LightFollowCamera is off, the lights will not be adjusted. * (Note: In previous versions of vtk, this light-tracking * functionality was part of the interactors, not the renderer. For * backwards compatibility, the older, more limited interactor * behavior is enabled by default. To disable this mode, turn the * interactor's LightFollowCamera flag OFF, and leave the renderer's * LightFollowCamera flag ON.) LightFollowCameraOnV.LightFollowCameraOn() C++: virtual void LightFollowCameraOn() Turn on/off the automatic repositioning of lights as the camera moves. If LightFollowCamera is on, lights that are designated as Headlights or CameraLights will be adjusted to move with this renderer's camera. If LightFollowCamera is off, the lights will not be adjusted. * (Note: In previous versions of vtk, this light-tracking * functionality was part of the interactors, not the renderer. For * backwards compatibility, the older, more limited interactor * behavior is enabled by default. To disable this mode, turn the * interactor's LightFollowCamera flag OFF, and leave the renderer's * LightFollowCamera flag ON.) LightFollowCameraOffV.LightFollowCameraOff() C++: virtual void LightFollowCameraOff() Turn on/off the automatic repositioning of lights as the camera moves. If LightFollowCamera is on, lights that are designated as Headlights or CameraLights will be adjusted to move with this renderer's camera. If LightFollowCamera is off, the lights will not be adjusted. * (Note: In previous versions of vtk, this light-tracking * functionality was part of the interactors, not the renderer. For * backwards compatibility, the older, more limited interactor * behavior is enabled by default. To disable this mode, turn the * interactor's LightFollowCamera flag OFF, and leave the renderer's * LightFollowCamera flag ON.) GetAutomaticLightCreationV.GetAutomaticLightCreation() -> int C++: virtual int GetAutomaticLightCreation() Turn on/off a flag which disables the automatic light creation capability. Normally in VTK if no lights are associated with the renderer, then a light is automatically created. However, in special circumstances this feature is undesirable, so the following boolean is provided to disable automatic light creation. (Turn AutomaticLightCreation off if you do not want lights to be created.) SetAutomaticLightCreationV.SetAutomaticLightCreation(int) C++: virtual void SetAutomaticLightCreation(int _arg) Turn on/off a flag which disables the automatic light creation capability. Normally in VTK if no lights are associated with the renderer, then a light is automatically created. However, in special circumstances this feature is undesirable, so the following boolean is provided to disable automatic light creation. (Turn AutomaticLightCreation off if you do not want lights to be created.) AutomaticLightCreationOnV.AutomaticLightCreationOn() C++: virtual void AutomaticLightCreationOn() Turn on/off a flag which disables the automatic light creation capability. Normally in VTK if no lights are associated with the renderer, then a light is automatically created. However, in special circumstances this feature is undesirable, so the following boolean is provided to disable automatic light creation. (Turn AutomaticLightCreation off if you do not want lights to be created.) AutomaticLightCreationOffV.AutomaticLightCreationOff() C++: virtual void AutomaticLightCreationOff() Turn on/off a flag which disables the automatic light creation capability. Normally in VTK if no lights are associated with the renderer, then a light is automatically created. However, in special circumstances this feature is undesirable, so the following boolean is provided to disable automatic light creation. (Turn AutomaticLightCreation off if you do not want lights to be created.) UpdateLightsGeometryToFollowCameraV.UpdateLightsGeometryToFollowCamera() -> int C++: virtual int UpdateLightsGeometryToFollowCamera(void) Ask the lights in the scene that are not in world space (for instance, Headlights or CameraLights that are attached to the camera) to update their geometry to match the active camera. V.GetVolumes() -> vtkVolumeCollection C++: vtkVolumeCollection *GetVolumes() Return the collection of volumes. V.GetActors() -> vtkActorCollection C++: vtkActorCollection *GetActors() Return any actors in this renderer. SetActiveCameraV.SetActiveCamera(vtkCamera) C++: void SetActiveCamera(vtkCamera *) Specify the camera to use for this renderer. GetActiveCameraV.GetActiveCamera() -> vtkCamera C++: vtkCamera *GetActiveCamera() Get the current camera. If there is not camera assigned to the renderer already, a new one is created automatically. This does *not* reset the camera. MakeCameraV.MakeCamera() -> vtkCamera C++: virtual vtkCamera *MakeCamera() Create a new Camera sutible for use with this type of Renderer. For example, a vtkMesaRenderer should create a vtkMesaCamera in this function. The default is to just call vtkCamera::New. SetEraseV.SetErase(int) C++: virtual void SetErase(int _arg) When this flag is off, the renderer will not erase the background or the Zbuffer. It is used to have overlapping renderers. Both the RenderWindow Erase and Render Erase must be on for the camera to clear the renderer. By default, Erase is on. GetEraseV.GetErase() -> int C++: virtual int GetErase() When this flag is off, the renderer will not erase the background or the Zbuffer. It is used to have overlapping renderers. Both the RenderWindow Erase and Render Erase must be on for the camera to clear the renderer. By default, Erase is on. EraseOnV.EraseOn() C++: virtual void EraseOn() When this flag is off, the renderer will not erase the background or the Zbuffer. It is used to have overlapping renderers. Both the RenderWindow Erase and Render Erase must be on for the camera to clear the renderer. By default, Erase is on. EraseOffV.EraseOff() C++: virtual void EraseOff() When this flag is off, the renderer will not erase the background or the Zbuffer. It is used to have overlapping renderers. Both the RenderWindow Erase and Render Erase must be on for the camera to clear the renderer. By default, Erase is on. SetDrawV.SetDraw(int) C++: virtual void SetDraw(int _arg) When this flag is off, render commands are ignored. It is used to either multiplex a vtkRenderWindow or render only part of a vtkRenderWindow. By default, Draw is on. GetDrawV.GetDraw() -> int C++: virtual int GetDraw() When this flag is off, render commands are ignored. It is used to either multiplex a vtkRenderWindow or render only part of a vtkRenderWindow. By default, Draw is on. DrawOnV.DrawOn() C++: virtual void DrawOn() When this flag is off, render commands are ignored. It is used to either multiplex a vtkRenderWindow or render only part of a vtkRenderWindow. By default, Draw is on. DrawOffV.DrawOff() C++: virtual void DrawOff() When this flag is off, render commands are ignored. It is used to either multiplex a vtkRenderWindow or render only part of a vtkRenderWindow. By default, Draw is on. CaptureGL2PSSpecialPropV.CaptureGL2PSSpecialProp(vtkProp) -> int C++: int CaptureGL2PSSpecialProp(vtkProp *) This function is called to capture an instance of vtkProp that requires special handling during vtkRenderWindow::CaptureGL2PSSpecialProps(). SetGL2PSSpecialPropCollectionV.SetGL2PSSpecialPropCollection(vtkPropCollection) C++: void SetGL2PSSpecialPropCollection(vtkPropCollection *) Set the prop collection object used during vtkRenderWindow::CaptureGL2PSSpecialProps(). Do not call manually, this is handled automatically by the render window. AddCullerV.AddCuller(vtkCuller) C++: void AddCuller(vtkCuller *) Add an culler to the list of cullers. RemoveCullerV.RemoveCuller(vtkCuller) C++: void RemoveCuller(vtkCuller *) Remove an actor from the list of cullers. GetCullersV.GetCullers() -> vtkCullerCollection C++: vtkCullerCollection *GetCullers() Return the collection of cullers. V.SetAmbient(float, float, float) C++: void SetAmbient(double, double, double) V.SetAmbient((float, float, float)) C++: void SetAmbient(double a[3]) V.GetAmbient() -> (float, float, float) C++: double *GetAmbient() Set the intensity of ambient lighting. V.SetAllocatedRenderTime(float) C++: virtual void SetAllocatedRenderTime(double _arg) Set/Get the amount of time this renderer is allowed to spend rendering its scene. This is used by vtkLODActor's. V.GetAllocatedRenderTime() -> float C++: virtual double GetAllocatedRenderTime() Set/Get the amount of time this renderer is allowed to spend rendering its scene. This is used by vtkLODActor's. GetTimeFactorV.GetTimeFactor() -> float C++: virtual double GetTimeFactor() Get the ratio between allocated time and actual render time. TimeFactor has been taken out of the render process. It is still computed in case someone finds it useful. It may be taken away in the future. V.Render() C++: virtual void Render() CALLED BY vtkRenderWindow ONLY. End-user pass your way and call vtkRenderWindow::Render(). Create an image. This is a superclass method which will in turn call the DeviceRender method of Subclasses of vtkRenderer. DeviceRenderV.DeviceRender() C++: virtual void DeviceRender() Create an image. Subclasses of vtkRenderer must implement this method. DeviceRenderOpaqueGeometryV.DeviceRenderOpaqueGeometry() C++: virtual void DeviceRenderOpaqueGeometry() Render opaque polygonal geometry. Default implementation just calls UpdateOpaquePolygonalGeometry(). Subclasses of vtkRenderer that can deal with, e.g. hidden line removal must override this method. DeviceRenderTranslucentPolygonalGeometryV.DeviceRenderTranslucentPolygonalGeometry() C++: virtual void DeviceRenderTranslucentPolygonalGeometry() Render translucent polygonal geometry. Default implementation just call UpdateTranslucentPolygonalGeometry(). Subclasses of vtkRenderer that can deal with depth peeling must override this method. If UseDepthPeeling and UseDepthPeelingForVolumes are true, volumetric data will be rendered here as well. It updates boolean ivar LastRenderingUsedDepthPeeling. ClearLightsV.ClearLights() C++: virtual void ClearLights(void) Internal method temporarily removes lights before reloading them into graphics pipeline. ClearV.Clear() C++: virtual void Clear() Clear the image to the background color. VisibleActorCountV.VisibleActorCount() -> int C++: int VisibleActorCount() Returns the number of visible actors. VisibleVolumeCountV.VisibleVolumeCount() -> int C++: int VisibleVolumeCount() Returns the number of visible volumes. ComputeVisiblePropBoundsV.ComputeVisiblePropBounds([float, float, float, float, float, float]) C++: void ComputeVisiblePropBounds(double bounds[6]) V.ComputeVisiblePropBounds() -> (float, float, float, float, float, float) C++: double *ComputeVisiblePropBounds() Compute the bounding box of all the visible props Used in ResetCamera() and ResetCameraClippingRange() ResetCameraClippingRangeV.ResetCameraClippingRange() C++: virtual void ResetCameraClippingRange() V.ResetCameraClippingRange([float, float, float, float, float, float]) C++: virtual void ResetCameraClippingRange(double bounds[6]) V.ResetCameraClippingRange(float, float, float, float, float, float) C++: virtual void ResetCameraClippingRange(double xmin, double xmax, double ymin, double ymax, double zmin, double zmax) Reset the camera clipping range based on the bounds of the visible actors. This ensures that no props are cut off SetNearClippingPlaneToleranceV.SetNearClippingPlaneTolerance(float) C++: virtual void SetNearClippingPlaneTolerance(double _arg) Specify tolerance for near clipping plane distance to the camera as a percentage of the far clipping plane distance. By default this will be set to 0.01 for 16 bit zbuffers and 0.001 for higher depth z buffers GetNearClippingPlaneToleranceMinValueV.GetNearClippingPlaneToleranceMinValue() -> float C++: virtual double GetNearClippingPlaneToleranceMinValue() Specify tolerance for near clipping plane distance to the camera as a percentage of the far clipping plane distance. By default this will be set to 0.01 for 16 bit zbuffers and 0.001 for higher depth z buffers GetNearClippingPlaneToleranceMaxValueV.GetNearClippingPlaneToleranceMaxValue() -> float C++: virtual double GetNearClippingPlaneToleranceMaxValue() Specify tolerance for near clipping plane distance to the camera as a percentage of the far clipping plane distance. By default this will be set to 0.01 for 16 bit zbuffers and 0.001 for higher depth z buffers GetNearClippingPlaneToleranceV.GetNearClippingPlaneTolerance() -> float C++: virtual double GetNearClippingPlaneTolerance() Specify tolerance for near clipping plane distance to the camera as a percentage of the far clipping plane distance. By default this will be set to 0.01 for 16 bit zbuffers and 0.001 for higher depth z buffers SetClippingRangeExpansionV.SetClippingRangeExpansion(float) C++: virtual void SetClippingRangeExpansion(double _arg) Specify enlargement of bounds when resetting the camera clipping range. By default the range is not expanded by any percent of the (far - near) on the near and far sides GetClippingRangeExpansionMinValueV.GetClippingRangeExpansionMinValue() -> float C++: virtual double GetClippingRangeExpansionMinValue() Specify enlargement of bounds when resetting the camera clipping range. By default the range is not expanded by any percent of the (far - near) on the near and far sides GetClippingRangeExpansionMaxValueV.GetClippingRangeExpansionMaxValue() -> float C++: virtual double GetClippingRangeExpansionMaxValue() Specify enlargement of bounds when resetting the camera clipping range. By default the range is not expanded by any percent of the (far - near) on the near and far sides GetClippingRangeExpansionV.GetClippingRangeExpansion() -> float C++: virtual double GetClippingRangeExpansion() Specify enlargement of bounds when resetting the camera clipping range. By default the range is not expanded by any percent of the (far - near) on the near and far sides ResetCameraV.ResetCamera() C++: virtual void ResetCamera() V.ResetCamera([float, float, float, float, float, float]) C++: virtual void ResetCamera(double bounds[6]) V.ResetCamera(float, float, float, float, float, float) C++: virtual void ResetCamera(double xmin, double xmax, double ymin, double ymax, double zmin, double zmax) Automatically set up the camera based on the visible actors. The camera will reposition itself to view the center point of the actors, and move along its initial view plane normal (i.e., vector defined from camera position to focal point) so that all of the actors can be seen. SetRenderWindowV.SetRenderWindow(vtkRenderWindow) C++: void SetRenderWindow(vtkRenderWindow *) Specify the rendering window in which to draw. This is automatically set when the renderer is created by MakeRenderer. The user probably shouldn't ever need to call this method. GetRenderWindowV.GetRenderWindow() -> vtkRenderWindow C++: vtkRenderWindow *GetRenderWindow() Specify the rendering window in which to draw. This is automatically set when the renderer is created by MakeRenderer. The user probably shouldn't ever need to call this method. GetVTKWindowV.GetVTKWindow() -> vtkWindow C++: vtkWindow *GetVTKWindow() override; Specify the rendering window in which to draw. This is automatically set when the renderer is created by MakeRenderer. The user probably shouldn't ever need to call this method. SetBackingStoreV.SetBackingStore(int) C++: virtual void SetBackingStore(int _arg) Turn on/off using backing store. This may cause the re-rendering time to be slightly slower when the view changes. But it is much faster when the image has not changed, such as during an expose event. GetBackingStoreV.GetBackingStore() -> int C++: virtual int GetBackingStore() Turn on/off using backing store. This may cause the re-rendering time to be slightly slower when the view changes. But it is much faster when the image has not changed, such as during an expose event. BackingStoreOnV.BackingStoreOn() C++: virtual void BackingStoreOn() Turn on/off using backing store. This may cause the re-rendering time to be slightly slower when the view changes. But it is much faster when the image has not changed, such as during an expose event. BackingStoreOffV.BackingStoreOff() C++: virtual void BackingStoreOff() Turn on/off using backing store. This may cause the re-rendering time to be slightly slower when the view changes. But it is much faster when the image has not changed, such as during an expose event. SetInteractiveV.SetInteractive(int) C++: virtual void SetInteractive(int _arg) Turn on/off interactive status. An interactive renderer is one that can receive events from an interactor. Should only be set if there are multiple renderers in the same section of the viewport. GetInteractiveV.GetInteractive() -> int C++: virtual int GetInteractive() Turn on/off interactive status. An interactive renderer is one that can receive events from an interactor. Should only be set if there are multiple renderers in the same section of the viewport. InteractiveOnV.InteractiveOn() C++: virtual void InteractiveOn() Turn on/off interactive status. An interactive renderer is one that can receive events from an interactor. Should only be set if there are multiple renderers in the same section of the viewport. InteractiveOffV.InteractiveOff() C++: virtual void InteractiveOff() Turn on/off interactive status. An interactive renderer is one that can receive events from an interactor. Should only be set if there are multiple renderers in the same section of the viewport. SetLayerV.SetLayer(int) C++: virtual void SetLayer(int layer) Set/Get the layer that this renderer belongs to. This is only used if there are layered renderers. * Note: Changing the layer will update the PreserveColorBuffer setting. If * the layer is 0, PreserveColorBuffer will be set to false, making the * bottom renderer opaque. If the layer is non-zero, PreserveColorBuffer will * be set to true, giving the renderer a transparent background. If other * PreserveColorBuffer configurations are desired, they must be adjusted after * the layer is set. GetLayerV.GetLayer() -> int C++: virtual int GetLayer() Set/Get the layer that this renderer belongs to. This is only used if there are layered renderers. * Note: Changing the layer will update the PreserveColorBuffer setting. If * the layer is 0, PreserveColorBuffer will be set to false, making the * bottom renderer opaque. If the layer is non-zero, PreserveColorBuffer will * be set to true, giving the renderer a transparent background. If other * PreserveColorBuffer configurations are desired, they must be adjusted after * the layer is set. GetPreserveColorBufferV.GetPreserveColorBuffer() -> int C++: virtual int GetPreserveColorBuffer() By default, the renderer at layer 0 is opaque, and all non-zero layer renderers are transparent. This flag allows this behavior to be overridden. If true, this setting will force the renderer to preserve the existing color buffer regardless of layer. If false, it will always be cleared at the start of rendering. * This flag influences the Transparent() method, and is updated by calls to * SetLayer(). For this reason it should only be set after changing the layer. SetPreserveColorBufferV.SetPreserveColorBuffer(int) C++: virtual void SetPreserveColorBuffer(int _arg) By default, the renderer at layer 0 is opaque, and all non-zero layer renderers are transparent. This flag allows this behavior to be overridden. If true, this setting will force the renderer to preserve the existing color buffer regardless of layer. If false, it will always be cleared at the start of rendering. * This flag influences the Transparent() method, and is updated by calls to * SetLayer(). For this reason it should only be set after changing the layer. PreserveColorBufferOnV.PreserveColorBufferOn() C++: virtual void PreserveColorBufferOn() By default, the renderer at layer 0 is opaque, and all non-zero layer renderers are transparent. This flag allows this behavior to be overridden. If true, this setting will force the renderer to preserve the existing color buffer regardless of layer. If false, it will always be cleared at the start of rendering. * This flag influences the Transparent() method, and is updated by calls to * SetLayer(). For this reason it should only be set after changing the layer. PreserveColorBufferOffV.PreserveColorBufferOff() C++: virtual void PreserveColorBufferOff() By default, the renderer at layer 0 is opaque, and all non-zero layer renderers are transparent. This flag allows this behavior to be overridden. If true, this setting will force the renderer to preserve the existing color buffer regardless of layer. If false, it will always be cleared at the start of rendering. * This flag influences the Transparent() method, and is updated by calls to * SetLayer(). For this reason it should only be set after changing the layer. SetPreserveDepthBufferV.SetPreserveDepthBuffer(int) C++: virtual void SetPreserveDepthBuffer(int _arg) By default, the depth buffer is reset for each renderer. If this flag is true, this renderer will use the existing depth buffer for its rendering. GetPreserveDepthBufferV.GetPreserveDepthBuffer() -> int C++: virtual int GetPreserveDepthBuffer() By default, the depth buffer is reset for each renderer. If this flag is true, this renderer will use the existing depth buffer for its rendering. PreserveDepthBufferOnV.PreserveDepthBufferOn() C++: virtual void PreserveDepthBufferOn() By default, the depth buffer is reset for each renderer. If this flag is true, this renderer will use the existing depth buffer for its rendering. PreserveDepthBufferOffV.PreserveDepthBufferOff() C++: virtual void PreserveDepthBufferOff() By default, the depth buffer is reset for each renderer. If this flag is true, this renderer will use the existing depth buffer for its rendering. TransparentV.Transparent() -> int C++: int Transparent() Returns a boolean indicating if this renderer is transparent. It is transparent if it is not in the deepest layer of its render window. WorldToViewV.WorldToView() C++: void WorldToView() override; V.WorldToView(float, float, float) C++: void WorldToView(double &wx, double &wy, double &wz) override; Convert world point coordinates to view coordinates. ViewToWorldV.ViewToWorld() C++: void ViewToWorld() override; V.ViewToWorld(float, float, float) C++: void ViewToWorld(double &wx, double &wy, double &wz) override; Convert view point coordinates to world coordinates. GetZV.GetZ(int, int) -> float C++: double GetZ(int x, int y) Given a pixel location, return the Z value. The z value is normalized (0,1) between the front and back clipping planes. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Return the MTime of the renderer also considering its ivars. GetLastRenderTimeInSecondsV.GetLastRenderTimeInSeconds() -> float C++: virtual double GetLastRenderTimeInSeconds() Get the time required, in seconds, for the last Render call. GetNumberOfPropsRenderedV.GetNumberOfPropsRendered() -> int C++: virtual int GetNumberOfPropsRendered() Should be used internally only during a render Get the number of props that were rendered using a RenderOpaqueGeometry or RenderTranslucentPolygonalGeometry call. This is used to know if something is in the frame buffer. PickPropV.PickProp(float, float) -> vtkAssemblyPath C++: vtkAssemblyPath *PickProp(double selectionX, double selectionY) override; V.PickProp(float, float, float, float) -> vtkAssemblyPath C++: vtkAssemblyPath *PickProp(double selectionX1, double selectionY1, double selectionX2, double selectionY2) override; Return the prop (via a vtkAssemblyPath) that has the highest z value at the given x, y position in the viewport. Basically, the top most prop that renders the pixel at selectionX, selectionY will be returned. If nothing was picked then NULL is returned. This method selects from the renderers Prop list. StereoMidpointV.StereoMidpoint() C++: virtual void StereoMidpoint() Do anything necessary between rendering the left and right viewpoints in a stereo render. Doesn't do anything except in the derived vtkIceTRenderer in ParaView. GetTiledAspectRatioV.GetTiledAspectRatio() -> float C++: double GetTiledAspectRatio() Compute the aspect ratio of this renderer for the current tile. When tiled displays are used the aspect ratio of the renderer for a given tile may be different that the aspect ratio of the renderer when rendered in it entirity IsActiveCameraCreatedV.IsActiveCameraCreated() -> int C++: int IsActiveCameraCreated() This method returns 1 if the ActiveCamera has already been set or automatically created by the renderer. It returns 0 if the ActiveCamera does not yet exist. SetUseDepthPeelingV.SetUseDepthPeeling(int) C++: virtual void SetUseDepthPeeling(int _arg) Turn on/off rendering of translucent material with depth peeling technique. The render window must have alpha bits (ie call SetAlphaBitPlanes(1)) and no multisample buffer (ie call SetMultiSamples(0) ) to support depth peeling. If UseDepthPeeling is on and the GPU supports it, depth peeling is used for rendering translucent materials. If UseDepthPeeling is off, alpha blending is used. Initial value is off. GetUseDepthPeelingV.GetUseDepthPeeling() -> int C++: virtual int GetUseDepthPeeling() Turn on/off rendering of translucent material with depth peeling technique. The render window must have alpha bits (ie call SetAlphaBitPlanes(1)) and no multisample buffer (ie call SetMultiSamples(0) ) to support depth peeling. If UseDepthPeeling is on and the GPU supports it, depth peeling is used for rendering translucent materials. If UseDepthPeeling is off, alpha blending is used. Initial value is off. UseDepthPeelingOnV.UseDepthPeelingOn() C++: virtual void UseDepthPeelingOn() Turn on/off rendering of translucent material with depth peeling technique. The render window must have alpha bits (ie call SetAlphaBitPlanes(1)) and no multisample buffer (ie call SetMultiSamples(0) ) to support depth peeling. If UseDepthPeeling is on and the GPU supports it, depth peeling is used for rendering translucent materials. If UseDepthPeeling is off, alpha blending is used. Initial value is off. UseDepthPeelingOffV.UseDepthPeelingOff() C++: virtual void UseDepthPeelingOff() Turn on/off rendering of translucent material with depth peeling technique. The render window must have alpha bits (ie call SetAlphaBitPlanes(1)) and no multisample buffer (ie call SetMultiSamples(0) ) to support depth peeling. If UseDepthPeeling is on and the GPU supports it, depth peeling is used for rendering translucent materials. If UseDepthPeeling is off, alpha blending is used. Initial value is off. SetUseDepthPeelingForVolumesV.SetUseDepthPeelingForVolumes(bool) C++: virtual void SetUseDepthPeelingForVolumes(bool _arg) This this flag is on and the GPU supports it, depth-peel volumes along with the translucent geometry. Only supported on OpenGL2 with dual-depth peeling. Default is false. GetUseDepthPeelingForVolumesV.GetUseDepthPeelingForVolumes() -> bool C++: virtual bool GetUseDepthPeelingForVolumes() UseDepthPeelingForVolumesOnV.UseDepthPeelingForVolumesOn() C++: virtual void UseDepthPeelingForVolumesOn() UseDepthPeelingForVolumesOffV.UseDepthPeelingForVolumesOff() C++: virtual void UseDepthPeelingForVolumesOff() SetOcclusionRatioV.SetOcclusionRatio(float) C++: virtual void SetOcclusionRatio(double _arg) In case of use of depth peeling technique for rendering translucent material, define the threshold under which the algorithm stops to iterate over peel layers. This is the ratio of the number of pixels that have been touched by the last layer over the total number of pixels of the viewport area. Initial value is 0.0, meaning rendering have to be exact. Greater values may speed-up the rendering with small impact on the quality. GetOcclusionRatioMinValueV.GetOcclusionRatioMinValue() -> float C++: virtual double GetOcclusionRatioMinValue() In case of use of depth peeling technique for rendering translucent material, define the threshold under which the algorithm stops to iterate over peel layers. This is the ratio of the number of pixels that have been touched by the last layer over the total number of pixels of the viewport area. Initial value is 0.0, meaning rendering have to be exact. Greater values may speed-up the rendering with small impact on the quality. GetOcclusionRatioMaxValueV.GetOcclusionRatioMaxValue() -> float C++: virtual double GetOcclusionRatioMaxValue() In case of use of depth peeling technique for rendering translucent material, define the threshold under which the algorithm stops to iterate over peel layers. This is the ratio of the number of pixels that have been touched by the last layer over the total number of pixels of the viewport area. Initial value is 0.0, meaning rendering have to be exact. Greater values may speed-up the rendering with small impact on the quality. GetOcclusionRatioV.GetOcclusionRatio() -> float C++: virtual double GetOcclusionRatio() In case of use of depth peeling technique for rendering translucent material, define the threshold under which the algorithm stops to iterate over peel layers. This is the ratio of the number of pixels that have been touched by the last layer over the total number of pixels of the viewport area. Initial value is 0.0, meaning rendering have to be exact. Greater values may speed-up the rendering with small impact on the quality. SetMaximumNumberOfPeelsV.SetMaximumNumberOfPeels(int) C++: virtual void SetMaximumNumberOfPeels(int _arg) In case of depth peeling, define the maximum number of peeling layers. Initial value is 4. A special value of 0 means no maximum limit. It has to be a positive value. GetMaximumNumberOfPeelsV.GetMaximumNumberOfPeels() -> int C++: virtual int GetMaximumNumberOfPeels() In case of depth peeling, define the maximum number of peeling layers. Initial value is 4. A special value of 0 means no maximum limit. It has to be a positive value. GetLastRenderingUsedDepthPeelingV.GetLastRenderingUsedDepthPeeling() -> int C++: virtual int GetLastRenderingUsedDepthPeeling() Tells if the last call to DeviceRenderTranslucentPolygonalGeometry() actually used depth peeling. Initial value is false. SetDelegateV.SetDelegate(vtkRendererDelegate) C++: void SetDelegate(vtkRendererDelegate *d) Set/Get a custom Render call. Allows to hook a Render call from an external project.It will be used in place of vtkRenderer::Render() if it is not NULL and its Used ivar is set to true. Initial value is NULL. GetDelegateV.GetDelegate() -> vtkRendererDelegate C++: virtual vtkRendererDelegate *GetDelegate() Set/Get a custom Render call. Allows to hook a Render call from an external project.It will be used in place of vtkRenderer::Render() if it is not NULL and its Used ivar is set to true. Initial value is NULL. GetSelectorV.GetSelector() -> vtkHardwareSelector C++: virtual vtkHardwareSelector *GetSelector() Get the current hardware selector. If the Selector is set, it implies the current render pass is for selection. Mappers/Properties may choose to behave differently when rendering for hardware selection. SetBackgroundTextureV.SetBackgroundTexture(vtkTexture) C++: virtual void SetBackgroundTexture(vtkTexture *) Set/Get the texture to be used for the background. If set and enabled this gets the priority over the gradient background. GetBackgroundTextureV.GetBackgroundTexture() -> vtkTexture C++: virtual vtkTexture *GetBackgroundTexture() Set/Get the texture to be used for the background. If set and enabled this gets the priority over the gradient background. SetTexturedBackgroundV.SetTexturedBackground(bool) C++: virtual void SetTexturedBackground(bool _arg) Set/Get whether this viewport should have a textured background. Default is off. GetTexturedBackgroundV.GetTexturedBackground() -> bool C++: virtual bool GetTexturedBackground() Set/Get whether this viewport should have a textured background. Default is off. TexturedBackgroundOnV.TexturedBackgroundOn() C++: virtual void TexturedBackgroundOn() Set/Get whether this viewport should have a textured background. Default is off. TexturedBackgroundOffV.TexturedBackgroundOff() C++: virtual void TexturedBackgroundOff() Set/Get whether this viewport should have a textured background. Default is off. V.ReleaseGraphicsResources(vtkWindow) C++: virtual void ReleaseGraphicsResources(vtkWindow *) SetUseFXAAV.SetUseFXAA(bool) C++: virtual void SetUseFXAA(bool _arg) Turn on/off FXAA anti-aliasing, if supported. Initial value is off. GetUseFXAAV.GetUseFXAA() -> bool C++: virtual bool GetUseFXAA() Turn on/off FXAA anti-aliasing, if supported. Initial value is off. UseFXAAOnV.UseFXAAOn() C++: virtual void UseFXAAOn() Turn on/off FXAA anti-aliasing, if supported. Initial value is off. UseFXAAOffV.UseFXAAOff() C++: virtual void UseFXAAOff() Turn on/off FXAA anti-aliasing, if supported. Initial value is off. GetFXAAOptionsV.GetFXAAOptions() -> vtkFXAAOptions C++: virtual vtkFXAAOptions *GetFXAAOptions() The configuration object for FXAA antialiasing. SetFXAAOptionsV.SetFXAAOptions(vtkFXAAOptions) C++: virtual void SetFXAAOptions(vtkFXAAOptions *) The configuration object for FXAA antialiasing. SetUseShadowsV.SetUseShadows(int) C++: virtual void SetUseShadows(int _arg) Turn on/off rendering of shadows if supported Initial value is off. GetUseShadowsV.GetUseShadows() -> int C++: virtual int GetUseShadows() Turn on/off rendering of shadows if supported Initial value is off. UseShadowsOnV.UseShadowsOn() C++: virtual void UseShadowsOn() Turn on/off rendering of shadows if supported Initial value is off. UseShadowsOffV.UseShadowsOff() C++: virtual void UseShadowsOff() Turn on/off rendering of shadows if supported Initial value is off. SetUseHiddenLineRemovalV.SetUseHiddenLineRemoval(int) C++: virtual void SetUseHiddenLineRemoval(int _arg) If this flag is true and the rendering engine supports it, wireframe geometry will be drawn using hidden line removal. GetUseHiddenLineRemovalV.GetUseHiddenLineRemoval() -> int C++: virtual int GetUseHiddenLineRemoval() If this flag is true and the rendering engine supports it, wireframe geometry will be drawn using hidden line removal. UseHiddenLineRemovalOnV.UseHiddenLineRemovalOn() C++: virtual void UseHiddenLineRemovalOn() If this flag is true and the rendering engine supports it, wireframe geometry will be drawn using hidden line removal. UseHiddenLineRemovalOffV.UseHiddenLineRemovalOff() C++: virtual void UseHiddenLineRemovalOff() If this flag is true and the rendering engine supports it, wireframe geometry will be drawn using hidden line removal. SetPassV.SetPass(vtkRenderPass) C++: void SetPass(vtkRenderPass *p) GetPassV.GetPass() -> vtkRenderPass C++: virtual vtkRenderPass *GetPass() V.GetInformation() -> vtkInformation C++: virtual vtkInformation *GetInformation() Set/Get the information object associated with this algorithm. V.SetInformation(vtkInformation) C++: virtual void SetInformation(vtkInformation *) Set/Get the information object associated with this algorithm. vtkRenderWindowvtkRendererDelegatevtkRenderPassvtkRenderingCorePython.vtkRendererDelegatevtkRendererDelegate - Render the props of a vtkRenderer Superclass: vtkObject vtkRendererDelegate is an abstract class with a pure virtual method Render. This method replaces the Render method of vtkRenderer to allow custom rendering from an external project. A RendererDelegate is connected to a vtkRenderer with method SetDelegate(). An external project just has to provide a concrete implementation of vtkRendererDelegate. @sa vtkRenderer V.SafeDownCast(vtkObjectBase) -> vtkRendererDelegate C++: static vtkRendererDelegate *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkRendererDelegate C++: vtkRendererDelegate *NewInstance() V.Render(vtkRenderer) C++: virtual void Render(vtkRenderer *r) Render the props of vtkRenderer if Used is on. SetUsedV.SetUsed(bool) C++: virtual void SetUsed(bool _arg) Tells if the delegate has to be used by the renderer or not. Initial value is off. GetUsedV.GetUsed() -> bool C++: virtual bool GetUsed() Tells if the delegate has to be used by the renderer or not. Initial value is off. UsedOnV.UsedOn() C++: virtual void UsedOn() Tells if the delegate has to be used by the renderer or not. Initial value is off. UsedOffV.UsedOff() C++: virtual void UsedOff() Tells if the delegate has to be used by the renderer or not. Initial value is off. vtkRendererSourcevtkRenderingCorePython.vtkRendererSourcevtkRendererSource - take a renderer's image and/or depth map into the pipeline Superclass: vtkAlgorithm vtkRendererSource is a source object whose input is a renderer's image and/or depth map, which is then used to produce an output image. This output can then be used in the visualization pipeline. You must explicitly send a Modify() to this object to get it to reload its data from the renderer. Consider also using vtkWindowToImageFilter instead of this class. By default, the data placed into the output is the renderer's image RGB values (these color scalars are represented by unsigned chars, one per color channel). Optionally, you can also grab the image depth (e.g., z-buffer) values, and include it in the output in one of three ways. 1) First, when the data member DepthValues is enabled, a separate float array of these depth values is included in the output point data with array name "ZBuffer". 2) If DepthValuesInScalars is enabled, then the z-buffer values are shifted and scaled to fit into an unsigned char and included in the output image (so the output image pixels are four components RGBZ). Note that DepthValues and and DepthValuesInScalars can be enabled simultaneously if desired. Finally 3) if DepthValuesOnly is enabled, then the output image consists only of the z-buffer values represented by a single component float array; and the data members DepthValues and DepthValuesInScalars are ignored. @sa vtkWindowToImageFilter vtkRendererPointCloudSource vtkRenderer vtkImageData vtkDepthImageToPointCloud V.SafeDownCast(vtkObjectBase) -> vtkRendererSource C++: static vtkRendererSource *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkRendererSource C++: vtkRendererSource *NewInstance() V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Return the MTime also considering the Renderer. V.SetInput(vtkRenderer) C++: void SetInput(vtkRenderer *) Indicates what renderer to get the pixel data from. V.GetInput() -> vtkRenderer C++: virtual vtkRenderer *GetInput() Returns which renderer is being used as the source for the pixel data. SetWholeWindowV.SetWholeWindow(int) C++: virtual void SetWholeWindow(int _arg) Use the entire RenderWindow as a data source or just the Renderer. The default is zero, just the Renderer. GetWholeWindowV.GetWholeWindow() -> int C++: virtual int GetWholeWindow() Use the entire RenderWindow as a data source or just the Renderer. The default is zero, just the Renderer. WholeWindowOnV.WholeWindowOn() C++: virtual void WholeWindowOn() Use the entire RenderWindow as a data source or just the Renderer. The default is zero, just the Renderer. WholeWindowOffV.WholeWindowOff() C++: virtual void WholeWindowOff() Use the entire RenderWindow as a data source or just the Renderer. The default is zero, just the Renderer. SetRenderFlagV.SetRenderFlag(int) C++: virtual void SetRenderFlag(int _arg) If this flag is on, then filter execution causes a render first. GetRenderFlagV.GetRenderFlag() -> int C++: virtual int GetRenderFlag() If this flag is on, then filter execution causes a render first. RenderFlagOnV.RenderFlagOn() C++: virtual void RenderFlagOn() If this flag is on, then filter execution causes a render first. RenderFlagOffV.RenderFlagOff() C++: virtual void RenderFlagOff() If this flag is on, then filter execution causes a render first. SetDepthValuesV.SetDepthValues(int) C++: virtual void SetDepthValues(int _arg) A boolean value to control whether to grab z-buffer (i.e., depth values) along with the image data. The z-buffer data is placed into a field data attributes named "ZBuffer" . GetDepthValuesV.GetDepthValues() -> int C++: virtual int GetDepthValues() A boolean value to control whether to grab z-buffer (i.e., depth values) along with the image data. The z-buffer data is placed into a field data attributes named "ZBuffer" . DepthValuesOnV.DepthValuesOn() C++: virtual void DepthValuesOn() A boolean value to control whether to grab z-buffer (i.e., depth values) along with the image data. The z-buffer data is placed into a field data attributes named "ZBuffer" . DepthValuesOffV.DepthValuesOff() C++: virtual void DepthValuesOff() A boolean value to control whether to grab z-buffer (i.e., depth values) along with the image data. The z-buffer data is placed into a field data attributes named "ZBuffer" . SetDepthValuesInScalarsV.SetDepthValuesInScalars(int) C++: virtual void SetDepthValuesInScalars(int _arg) A boolean value to control whether to grab z-buffer (i.e., depth values) along with the image data. The z-buffer data is placed in the scalars as a fourth Z component (shift and scaled to map the full 0..255 range). GetDepthValuesInScalarsV.GetDepthValuesInScalars() -> int C++: virtual int GetDepthValuesInScalars() A boolean value to control whether to grab z-buffer (i.e., depth values) along with the image data. The z-buffer data is placed in the scalars as a fourth Z component (shift and scaled to map the full 0..255 range). DepthValuesInScalarsOnV.DepthValuesInScalarsOn() C++: virtual void DepthValuesInScalarsOn() A boolean value to control whether to grab z-buffer (i.e., depth values) along with the image data. The z-buffer data is placed in the scalars as a fourth Z component (shift and scaled to map the full 0..255 range). DepthValuesInScalarsOffV.DepthValuesInScalarsOff() C++: virtual void DepthValuesInScalarsOff() A boolean value to control whether to grab z-buffer (i.e., depth values) along with the image data. The z-buffer data is placed in the scalars as a fourth Z component (shift and scaled to map the full 0..255 range). SetDepthValuesOnlyV.SetDepthValuesOnly(int) C++: virtual void SetDepthValuesOnly(int _arg) A boolean value to control whether to grab only the z-buffer (i.e., depth values) without the associated image (color scalars) data. If enabled, the output data contains only a depth image which is the z-buffer values represented by float values. By default, this is disabled. Note that if enabled, then the DepthValues and DepthValuesInScalars are ignored. GetDepthValuesOnlyV.GetDepthValuesOnly() -> int C++: virtual int GetDepthValuesOnly() A boolean value to control whether to grab only the z-buffer (i.e., depth values) without the associated image (color scalars) data. If enabled, the output data contains only a depth image which is the z-buffer values represented by float values. By default, this is disabled. Note that if enabled, then the DepthValues and DepthValuesInScalars are ignored. DepthValuesOnlyOnV.DepthValuesOnlyOn() C++: virtual void DepthValuesOnlyOn() A boolean value to control whether to grab only the z-buffer (i.e., depth values) without the associated image (color scalars) data. If enabled, the output data contains only a depth image which is the z-buffer values represented by float values. By default, this is disabled. Note that if enabled, then the DepthValues and DepthValuesInScalars are ignored. DepthValuesOnlyOffV.DepthValuesOnlyOff() C++: virtual void DepthValuesOnlyOff() A boolean value to control whether to grab only the z-buffer (i.e., depth values) without the associated image (color scalars) data. If enabled, the output data contains only a depth image which is the z-buffer values represented by float values. By default, this is disabled. Note that if enabled, then the DepthValues and DepthValuesInScalars are ignored. GetOutputV.GetOutput() -> vtkImageData C++: vtkImageData *GetOutput() Get the output data object for a port on this algorithm. vtkRenderingCorePython.vtkRenderPassvtkRenderPass - Perform part of the rendering of a vtkRenderer. Superclass: vtkObject vtkRenderPass is a deferred class with a simple deferred method Render. This method performs a rendering pass of the scene described in vtkRenderState. Subclasses define what really happens during rendering. Directions to write a subclass of vtkRenderPass: It is up to the subclass to decide if it needs to delegate part of its job to some other vtkRenderPass objects ("delegates"). - The subclass has to define ivar to set/get its delegates. - The documentation of the subclass has to describe: - what each delegate is supposed to perform - if a delegate is supposed to be used once or multiple times - what it expects to have in the framebuffer before starting (status of colorbuffers, depth buffer, stencil buffer) - what it will change in the framebuffer. - A pass cannot modify the vtkRenderState where it will perform but it can build a new vtkRenderState (it can change the FrameBuffer, change the prop array, changed the required prop properties keys (usually adding some to a copy of the existing list) but it has to keep the same vtkRenderer object), make it current and pass it to its delegate. - at the end of the execution of Render, the pass has to ensure the current vtkRenderState is the one it has in argument. @sa vtkRenderState vtkRenderer V.SafeDownCast(vtkObjectBase) -> vtkRenderPass C++: static vtkRenderPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkRenderPass C++: vtkRenderPass *NewInstance() GetNumberOfRenderedPropsV.GetNumberOfRenderedProps() -> int C++: virtual int GetNumberOfRenderedProps() Number of props rendered at the last Render call. V.ReleaseGraphicsResources(vtkWindow) C++: virtual void ReleaseGraphicsResources(vtkWindow *w) Release graphics resources and ask components to release their own resources. Default implementation is empty. \pre w_exists: w!=0 vtkRenderStatevtkRenderingCorePython.vtkRenderStatevtkRenderState - Context in which a vtkRenderPass will render. vtkRenderState is a ligthweight effective class which gather information used by a vtkRenderPass to perform its execution.@attention Get methods are const to enforce that a renderpass cannot modify the RenderPass object. It works in conjunction with vtkRenderPass::Render where the argument vtkRenderState is const. @sa vtkRenderPass vtkRenderer vtkFrameBufferObject vtkProp vtkRenderState(vtkRenderer *renderer) this function takes no keyword argumentsIsValidV.IsValid() -> bool C++: bool IsValid() Tells if the RenderState is a valid one (Renderer is not null). V.GetRenderer() -> vtkRenderer C++: vtkRenderer *GetRenderer() Return the Renderer. This is the renderer in which the render pass is performed. It gives access to the RenderWindow, to the props. \post result_exists: result!=0 GetFrameBufferV.GetFrameBuffer() -> vtkFrameBufferObjectBase C++: vtkFrameBufferObjectBase *GetFrameBuffer() Return the FrameBuffer. This is the framebuffer in use. NULL means it is the FrameBuffer provided by the RenderWindow (it can actually be an FBO in case the RenderWindow is in off screen mode). SetFrameBufferV.SetFrameBuffer(vtkFrameBufferObjectBase) C++: void SetFrameBuffer(vtkFrameBufferObjectBase *fbo) Set the FrameBuffer. See GetFrameBuffer(). \post is_set: GetFrameBuffer()==fbo GetWindowSizeV.GetWindowSize([int, int]) C++: void GetWindowSize(int size[2]) Get the window size of the state. GetPropArrayCountV.GetPropArrayCount() -> int C++: int GetPropArrayCount() Return the size of the array of filtered props. See SetPropArrayAndCount(). \post positive_result: result>=0 GetRequiredKeysV.GetRequiredKeys() -> vtkInformation C++: vtkInformation *GetRequiredKeys() Return the required property keys for the props. It tells that the current render pass it supposed to render only props that have all the RequiredKeys in their property keys. SetRequiredKeysV.SetRequiredKeys(vtkInformation) C++: void SetRequiredKeys(vtkInformation *keys) Set the required property keys for the props. See GetRequiredKeys(). \post is_set: GetRequiredKeys()==keys @V *vtkRenderervtkRenderTimerLogvtkRenderingCorePython.vtkRenderTimerLogvtkRenderTimerLog - Asynchronously measures GPU execution times for a series of events. Superclass: vtkObject This class measures the time it takes for events to occur on the GPU by posting timing events into the rendering command stream. This can be used to compute the time spent doing work on the GPU without stalling the CPU. To aid asynchronous usage, this class uses the concepts "Event" and "Frame", where a Frame is a logical collection of Events. The timer log can manage multiple Frames at a time: - The current Frame, where new Events are created. - Pending Frames, for which all Events have been marked, but the results are not available (the timer requests are still waiting to be processed by the graphics device). - Ready Frames, which have been completed by the graphics device and may be retrieved. Call MarkFrame() to begin a new Frame. This pushes the current Frame to the collection of pending Frames, and creates a new one to store future Events. Call MarkStartEvent() and MarkEndEvent() to mark the beginning and end of an Event. These Events may be nested, but all child Events must have their end marked before the parent Event ends. Use FrameReady() and PopFirstReadyFrame() to check for completed Frames and retrieve results. This is currently only implemented for the OpenGL2 backend. The IsSupported() method can be used to detect if there is a valid implementation available. V.SafeDownCast(vtkObjectBase) -> vtkRenderTimerLog C++: static vtkRenderTimerLog *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkRenderTimerLog C++: vtkRenderTimerLog *NewInstance() IsSupportedV.IsSupported() -> bool C++: virtual bool IsSupported() Returns true if stream timings are implemented for the current graphics backend. MarkFrameV.MarkFrame() C++: virtual void MarkFrame() Call to mark the start of a new frame, or the end of an old one. Does nothing if no events have been recorded in the current frame. MarkStartEventV.MarkStartEvent(string) C++: virtual void MarkStartEvent(const std::string &name) MarkEndEventV.MarkEndEvent() C++: virtual void MarkEndEvent() FrameReadyV.FrameReady() -> bool C++: virtual bool FrameReady() Returns true if there are any frames ready with complete timing info. SetLoggingEnabledV.SetLoggingEnabled(bool) C++: virtual void SetLoggingEnabled(bool _arg) GetLoggingEnabledV.GetLoggingEnabled() -> bool C++: virtual bool GetLoggingEnabled() LoggingEnabledOnV.LoggingEnabledOn() C++: virtual void LoggingEnabledOn() LoggingEnabledOffV.LoggingEnabledOff() C++: virtual void LoggingEnabledOff() SetFrameLimitV.SetFrameLimit(int) C++: virtual void SetFrameLimit(unsigned int _arg) GetFrameLimitV.GetFrameLimit() -> int C++: virtual unsigned int GetFrameLimit() V.ReleaseGraphicsResources() C++: virtual void ReleaseGraphicsResources() Releases any resources allocated on the graphics device. vtkRenderWindowCollectionvtkRenderingCorePython.vtkRenderWindowCollectionvtkRenderWindowCollection - an ordered list of RenderWindows Superclass: vtkCollection vtkRenderWindowCollection represents and provides methods to manipulate a list of RenderWindows. The list is ordered and duplicate entries are not prevented. @sa vtkRenderWindow vtkCollection V.SafeDownCast(vtkObjectBase) -> vtkRenderWindowCollection C++: static vtkRenderWindowCollection *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkRenderWindowCollection C++: vtkRenderWindowCollection *NewInstance() V.AddItem(vtkRenderWindow) C++: void AddItem(vtkRenderWindow *a) Add a RenderWindow to the bottom of the list. V.GetNextItem() -> vtkRenderWindow C++: vtkRenderWindow *GetNextItem() Get the next RenderWindow in the list. Return NULL when at the end of the list. VTK_STEREO_CRYSTAL_EYESVTK_STEREO_RED_BLUEVTK_STEREO_INTERLACEDVTK_STEREO_LEFTVTK_STEREO_RIGHTVTK_STEREO_DRESDENVTK_STEREO_ANAGLYPHVTK_STEREO_CHECKERBOARDVTK_STEREO_SPLITVIEWPORT_HORIZONTALVTK_STEREO_FAKEVTK_CURSOR_DEFAULTVTK_CURSOR_ARROWVTK_CURSOR_SIZENEVTK_CURSOR_SIZENWVTK_CURSOR_SIZESWVTK_CURSOR_SIZESEVTK_CURSOR_SIZENSVTK_CURSOR_SIZEWEVTK_CURSOR_SIZEALLVTK_CURSOR_HANDVTK_CURSOR_CROSSHAIRvtkRenderingCorePython.vtkRenderWindowvtkRenderWindow - create a window for renderers to draw into Superclass: vtkWindow vtkRenderWindow is an abstract object to specify the behavior of a rendering window. A rendering window is a window in a graphical user interface where renderers draw their images. Methods are provided to synchronize the rendering process, set window size, and control double buffering. The window also allows rendering in stereo. The interlaced render stereo type is for output to a VRex stereo projector. All of the odd horizontal lines are from the left eye, and the even lines are from the right eye. The user has to make the render window aligned with the VRex projector, or the eye will be swapped. @warning In VTK versions 4 and later, the vtkWindowToImageFilter class is part of the canonical way to output an image of a window to a file (replacing the obsolete SaveImageAsPPM method for vtkRenderWindows that existed in 3.2 and earlier). Connect one of these filters to the output of the window, and filter's output to a writer such as vtkPNGWriter. @sa vtkRenderer vtkRenderWindowInteractor vtkWindowToImageFilter V.SafeDownCast(vtkObjectBase) -> vtkRenderWindow C++: static vtkRenderWindow *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkRenderWindow C++: vtkRenderWindow *NewInstance() AddRendererV.AddRenderer(vtkRenderer) C++: virtual void AddRenderer(vtkRenderer *) Add a renderer to the list of renderers. RemoveRendererV.RemoveRenderer(vtkRenderer) C++: void RemoveRenderer(vtkRenderer *) Remove a renderer from the list of renderers. HasRendererV.HasRenderer(vtkRenderer) -> int C++: int HasRenderer(vtkRenderer *) Query if a renderer is in the list of renderers. GetRenderingBackendV.GetRenderingBackend() -> string C++: virtual const char *GetRenderingBackend() What rendering backend has the user requested GetRenderTimerV.GetRenderTimer() -> vtkRenderTimerLog C++: virtual vtkRenderTimerLog *GetRenderTimer() Get the render timer log for this window. GetRenderersV.GetRenderers() -> vtkRendererCollection C++: vtkRendererCollection *GetRenderers() Return the collection of renderers in the render window. CaptureGL2PSSpecialPropsV.CaptureGL2PSSpecialProps(vtkCollection) C++: void CaptureGL2PSSpecialProps(vtkCollection *specialProps) The GL2PS exporter must handle certain props in a special way (e.g. text). This method performs a render and captures all "GL2PS-special" props in the specified collection. The collection will contain a vtkPropCollection for each vtkRenderer in this->GetRenderers(), each containing the special props rendered by the corresponding renderer. GetCapturingGL2PSSpecialPropsV.GetCapturingGL2PSSpecialProps() -> int C++: virtual int GetCapturingGL2PSSpecialProps() Returns true if the render process is capturing text actors. V.Render() C++: void Render() override; Ask each renderer owned by this RenderWindow to render its image and synchronize this process. StartV.Start() C++: virtual void Start() Initialize the rendering process. FinalizeV.Finalize() C++: virtual void Finalize() Finalize the rendering process. FrameV.Frame() C++: virtual void Frame() A termination method performed at the end of the rendering process to do things like swapping buffers (if necessary) or similar actions. WaitForCompletionV.WaitForCompletion() C++: virtual void WaitForCompletion() Block the thread until the actual rendering is finished(). Useful for measurement only. CopyResultFrameV.CopyResultFrame() C++: virtual void CopyResultFrame() Performed at the end of the rendering process to generate image. This is typically done right before swapping buffers. MakeRenderWindowInteractorV.MakeRenderWindowInteractor() -> vtkRenderWindowInteractor C++: virtual vtkRenderWindowInteractor *MakeRenderWindowInteractor( ) Create an interactor to control renderers in this window. We need to know what type of interactor to create, because we might be in X Windows or MS Windows. HideCursorV.HideCursor() C++: virtual void HideCursor() Hide or Show the mouse cursor, it is nice to be able to hide the default cursor if you want VTK to display a 3D cursor instead. Set cursor position in window (note that (0,0) is the lower left corner). ShowCursorV.ShowCursor() C++: virtual void ShowCursor() Hide or Show the mouse cursor, it is nice to be able to hide the default cursor if you want VTK to display a 3D cursor instead. Set cursor position in window (note that (0,0) is the lower left corner). SetCursorPositionV.SetCursorPosition(int, int) C++: virtual void SetCursorPosition(int, int) Hide or Show the mouse cursor, it is nice to be able to hide the default cursor if you want VTK to display a 3D cursor instead. Set cursor position in window (note that (0,0) is the lower left corner). SetCurrentCursorV.SetCurrentCursor(int) C++: virtual void SetCurrentCursor(int _arg) Change the shape of the cursor. GetCurrentCursorV.GetCurrentCursor() -> int C++: virtual int GetCurrentCursor() Change the shape of the cursor. SetFullScreenV.SetFullScreen(int) C++: virtual void SetFullScreen(int) Turn on/off rendering full screen window size. GetFullScreenV.GetFullScreen() -> int C++: virtual int GetFullScreen() Turn on/off rendering full screen window size. FullScreenOnV.FullScreenOn() C++: virtual void FullScreenOn() Turn on/off rendering full screen window size. FullScreenOffV.FullScreenOff() C++: virtual void FullScreenOff() Turn on/off rendering full screen window size. SetBordersV.SetBorders(int) C++: virtual void SetBorders(int _arg) Turn on/off window manager borders. Typically, you shouldn't turn the borders off, because that bypasses the window manager and can cause undesirable behavior. GetBordersV.GetBorders() -> int C++: virtual int GetBorders() Turn on/off window manager borders. Typically, you shouldn't turn the borders off, because that bypasses the window manager and can cause undesirable behavior. BordersOnV.BordersOn() C++: virtual void BordersOn() Turn on/off window manager borders. Typically, you shouldn't turn the borders off, because that bypasses the window manager and can cause undesirable behavior. BordersOffV.BordersOff() C++: virtual void BordersOff() Turn on/off window manager borders. Typically, you shouldn't turn the borders off, because that bypasses the window manager and can cause undesirable behavior. GetStereoCapableWindowV.GetStereoCapableWindow() -> int C++: virtual int GetStereoCapableWindow() Prescribe that the window be created in a stereo-capable mode. This method must be called before the window is realized. Default is off. StereoCapableWindowOnV.StereoCapableWindowOn() C++: virtual void StereoCapableWindowOn() Prescribe that the window be created in a stereo-capable mode. This method must be called before the window is realized. Default is off. StereoCapableWindowOffV.StereoCapableWindowOff() C++: virtual void StereoCapableWindowOff() Prescribe that the window be created in a stereo-capable mode. This method must be called before the window is realized. Default is off. SetStereoCapableWindowV.SetStereoCapableWindow(int) C++: virtual void SetStereoCapableWindow(int capable) Prescribe that the window be created in a stereo-capable mode. This method must be called before the window is realized. Default is off. GetStereoRenderV.GetStereoRender() -> int C++: virtual int GetStereoRender() Turn on/off stereo rendering. SetStereoRenderV.SetStereoRender(int) C++: void SetStereoRender(int stereo) Turn on/off stereo rendering. StereoRenderOnV.StereoRenderOn() C++: virtual void StereoRenderOn() Turn on/off stereo rendering. StereoRenderOffV.StereoRenderOff() C++: virtual void StereoRenderOff() Turn on/off stereo rendering. SetAlphaBitPlanesV.SetAlphaBitPlanes(int) C++: virtual void SetAlphaBitPlanes(int _arg) Turn on/off the use of alpha bitplanes. GetAlphaBitPlanesV.GetAlphaBitPlanes() -> int C++: virtual int GetAlphaBitPlanes() Turn on/off the use of alpha bitplanes. AlphaBitPlanesOnV.AlphaBitPlanesOn() C++: virtual void AlphaBitPlanesOn() Turn on/off the use of alpha bitplanes. AlphaBitPlanesOffV.AlphaBitPlanesOff() C++: virtual void AlphaBitPlanesOff() Turn on/off the use of alpha bitplanes. SetPointSmoothingV.SetPointSmoothing(int) C++: virtual void SetPointSmoothing(int _arg) Turn on/off point smoothing. Default is off. This must be applied before the first Render. GetPointSmoothingV.GetPointSmoothing() -> int C++: virtual int GetPointSmoothing() Turn on/off point smoothing. Default is off. This must be applied before the first Render. PointSmoothingOnV.PointSmoothingOn() C++: virtual void PointSmoothingOn() Turn on/off point smoothing. Default is off. This must be applied before the first Render. PointSmoothingOffV.PointSmoothingOff() C++: virtual void PointSmoothingOff() Turn on/off point smoothing. Default is off. This must be applied before the first Render. SetLineSmoothingV.SetLineSmoothing(int) C++: virtual void SetLineSmoothing(int _arg) Turn on/off line smoothing. Default is off. This must be applied before the first Render. GetLineSmoothingV.GetLineSmoothing() -> int C++: virtual int GetLineSmoothing() Turn on/off line smoothing. Default is off. This must be applied before the first Render. LineSmoothingOnV.LineSmoothingOn() C++: virtual void LineSmoothingOn() Turn on/off line smoothing. Default is off. This must be applied before the first Render. LineSmoothingOffV.LineSmoothingOff() C++: virtual void LineSmoothingOff() Turn on/off line smoothing. Default is off. This must be applied before the first Render. SetPolygonSmoothingV.SetPolygonSmoothing(int) C++: virtual void SetPolygonSmoothing(int _arg) Turn on/off polygon smoothing. Default is off. This must be applied before the first Render. GetPolygonSmoothingV.GetPolygonSmoothing() -> int C++: virtual int GetPolygonSmoothing() Turn on/off polygon smoothing. Default is off. This must be applied before the first Render. PolygonSmoothingOnV.PolygonSmoothingOn() C++: virtual void PolygonSmoothingOn() Turn on/off polygon smoothing. Default is off. This must be applied before the first Render. PolygonSmoothingOffV.PolygonSmoothingOff() C++: virtual void PolygonSmoothingOff() Turn on/off polygon smoothing. Default is off. This must be applied before the first Render. GetStereoTypeV.GetStereoType() -> int C++: virtual int GetStereoType() Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving. Fake simply causes the window to render twice without actually swapping the camera from left eye to right eye. This is useful in certain applications that want to emulate the rendering passes without actually rendering in stereo mode. SetStereoTypeV.SetStereoType(int) C++: virtual void SetStereoType(int _arg) Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving. Fake simply causes the window to render twice without actually swapping the camera from left eye to right eye. This is useful in certain applications that want to emulate the rendering passes without actually rendering in stereo mode. SetStereoTypeToCrystalEyesV.SetStereoTypeToCrystalEyes() C++: void SetStereoTypeToCrystalEyes() Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving. Fake simply causes the window to render twice without actually swapping the camera from left eye to right eye. This is useful in certain applications that want to emulate the rendering passes without actually rendering in stereo mode. SetStereoTypeToRedBlueV.SetStereoTypeToRedBlue() C++: void SetStereoTypeToRedBlue() Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving. Fake simply causes the window to render twice without actually swapping the camera from left eye to right eye. This is useful in certain applications that want to emulate the rendering passes without actually rendering in stereo mode. SetStereoTypeToInterlacedV.SetStereoTypeToInterlaced() C++: void SetStereoTypeToInterlaced() Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving. Fake simply causes the window to render twice without actually swapping the camera from left eye to right eye. This is useful in certain applications that want to emulate the rendering passes without actually rendering in stereo mode. SetStereoTypeToLeftV.SetStereoTypeToLeft() C++: void SetStereoTypeToLeft() Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving. Fake simply causes the window to render twice without actually swapping the camera from left eye to right eye. This is useful in certain applications that want to emulate the rendering passes without actually rendering in stereo mode. SetStereoTypeToRightV.SetStereoTypeToRight() C++: void SetStereoTypeToRight() Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving. Fake simply causes the window to render twice without actually swapping the camera from left eye to right eye. This is useful in certain applications that want to emulate the rendering passes without actually rendering in stereo mode. SetStereoTypeToDresdenV.SetStereoTypeToDresden() C++: void SetStereoTypeToDresden() Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving. Fake simply causes the window to render twice without actually swapping the camera from left eye to right eye. This is useful in certain applications that want to emulate the rendering passes without actually rendering in stereo mode. SetStereoTypeToAnaglyphV.SetStereoTypeToAnaglyph() C++: void SetStereoTypeToAnaglyph() Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving. Fake simply causes the window to render twice without actually swapping the camera from left eye to right eye. This is useful in certain applications that want to emulate the rendering passes without actually rendering in stereo mode. SetStereoTypeToCheckerboardV.SetStereoTypeToCheckerboard() C++: void SetStereoTypeToCheckerboard() Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving. Fake simply causes the window to render twice without actually swapping the camera from left eye to right eye. This is useful in certain applications that want to emulate the rendering passes without actually rendering in stereo mode. SetStereoTypeToSplitViewportHorizontalV.SetStereoTypeToSplitViewportHorizontal() C++: void SetStereoTypeToSplitViewportHorizontal() Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving. Fake simply causes the window to render twice without actually swapping the camera from left eye to right eye. This is useful in certain applications that want to emulate the rendering passes without actually rendering in stereo mode. SetStereoTypeToFakeV.SetStereoTypeToFake() C++: void SetStereoTypeToFake() Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving. Fake simply causes the window to render twice without actually swapping the camera from left eye to right eye. This is useful in certain applications that want to emulate the rendering passes without actually rendering in stereo mode. GetStereoTypeAsStringV.GetStereoTypeAsString() -> string C++: const char *GetStereoTypeAsString() StereoUpdateV.StereoUpdate() C++: virtual void StereoUpdate() Update the system, if needed, due to stereo rendering. For some stereo methods, subclasses might need to switch some hardware settings here. V.StereoMidpoint() C++: virtual void StereoMidpoint() Intermediate method performs operations required between the rendering of the left and right eye. StereoRenderCompleteV.StereoRenderComplete() C++: virtual void StereoRenderComplete() Handles work required once both views have been rendered when using stereo rendering. SetAnaglyphColorSaturationV.SetAnaglyphColorSaturation(float) C++: virtual void SetAnaglyphColorSaturation(float _arg) Set/get the anaglyph color saturation factor. This number ranges from 0.0 to 1.0: 0.0 means that no color from the original object is maintained, 1.0 means all of the color is maintained. The default value is 0.65. Too much saturation can produce uncomfortable 3D viewing because anaglyphs also use color to encode 3D. GetAnaglyphColorSaturationMinValueV.GetAnaglyphColorSaturationMinValue() -> float C++: virtual float GetAnaglyphColorSaturationMinValue() Set/get the anaglyph color saturation factor. This number ranges from 0.0 to 1.0: 0.0 means that no color from the original object is maintained, 1.0 means all of the color is maintained. The default value is 0.65. Too much saturation can produce uncomfortable 3D viewing because anaglyphs also use color to encode 3D. GetAnaglyphColorSaturationMaxValueV.GetAnaglyphColorSaturationMaxValue() -> float C++: virtual float GetAnaglyphColorSaturationMaxValue() Set/get the anaglyph color saturation factor. This number ranges from 0.0 to 1.0: 0.0 means that no color from the original object is maintained, 1.0 means all of the color is maintained. The default value is 0.65. Too much saturation can produce uncomfortable 3D viewing because anaglyphs also use color to encode 3D. GetAnaglyphColorSaturationV.GetAnaglyphColorSaturation() -> float C++: virtual float GetAnaglyphColorSaturation() Set/get the anaglyph color saturation factor. This number ranges from 0.0 to 1.0: 0.0 means that no color from the original object is maintained, 1.0 means all of the color is maintained. The default value is 0.65. Too much saturation can produce uncomfortable 3D viewing because anaglyphs also use color to encode 3D. SetAnaglyphColorMaskV.SetAnaglyphColorMask(int, int) C++: void SetAnaglyphColorMask(int, int) V.SetAnaglyphColorMask((int, int)) C++: void SetAnaglyphColorMask(int a[2]) GetAnaglyphColorMaskV.GetAnaglyphColorMask() -> (int, int) C++: int *GetAnaglyphColorMask() Set/get the anaglyph color mask values. These two numbers are bits mask that control which color channels of the original stereo images are used to produce the final anaglyph image. The first value is the color mask for the left view, the second the mask for the right view. If a bit in the mask is on for a particular color for a view, that color is passed on to the final view; if it is not set, that channel for that view is ignored. The bits are arranged as r, g, and b, so r = 4, g = 2, and b = 1. By default, the first value (the left view) is set to 4, and the second value is set to 3. That means that the red output channel comes from the left view, and the green and blue values come from the right view. WindowRemapV.WindowRemap() C++: virtual void WindowRemap() Remap the rendering window. This probably only works on UNIX right now. It is useful for changing properties that can't normally be changed once the window is up. SetSwapBuffersV.SetSwapBuffers(int) C++: virtual void SetSwapBuffers(int _arg) Turn on/off buffer swapping between images. GetSwapBuffersV.GetSwapBuffers() -> int C++: virtual int GetSwapBuffers() Turn on/off buffer swapping between images. SwapBuffersOnV.SwapBuffersOn() C++: virtual void SwapBuffersOn() Turn on/off buffer swapping between images. SwapBuffersOffV.SwapBuffersOff() C++: virtual void SwapBuffersOff() Turn on/off buffer swapping between images. SetPixelDataV.SetPixelData(int, int, int, int, [int, ...], int, int) -> int C++: virtual int SetPixelData(int x, int y, int x2, int y2, unsigned char *data, int front, int right=0) V.SetPixelData(int, int, int, int, vtkUnsignedCharArray, int, int) -> int C++: virtual int SetPixelData(int x, int y, int x2, int y2, vtkUnsignedCharArray *data, int front, int right=0) Set/Get the pixel data of an image, transmitted as RGBRGBRGB. The front argument indicates if the front buffer should be used or the back buffer. It is the caller's responsibility to delete the resulting array. It is very important to realize that the memory in this array is organized from the bottom of the window to the top. The origin of the screen is in the lower left corner. The y axis increases as you go up the screen. So the storage of pixels is from left to right and from bottom to top. (x,y) is any corner of the rectangle. (x2,y2) is its opposite corner on the diagonal. GetRGBAPixelDataV.GetRGBAPixelData(int, int, int, int, int, int) -> (float, ...) C++: virtual float *GetRGBAPixelData(int x, int y, int x2, int y2, int front, int right=0) V.GetRGBAPixelData(int, int, int, int, int, vtkFloatArray, int) -> int C++: virtual int GetRGBAPixelData(int x, int y, int x2, int y2, int front, vtkFloatArray *data, int right=0) Same as Get/SetPixelData except that the image also contains an alpha component. The image is transmitted as RGBARGBARGBA... each of which is a float value. The "blend" parameter controls whether the SetRGBAPixelData method blends the data with the previous contents of the frame buffer or completely replaces the frame buffer data. SetRGBAPixelDataV.SetRGBAPixelData(int, int, int, int, [float, ...], int, int, int) -> int C++: virtual int SetRGBAPixelData(int x, int y, int x2, int y2, float *, int front, int blend=0, int right=0) V.SetRGBAPixelData(int, int, int, int, vtkFloatArray, int, int, int) -> int C++: virtual int SetRGBAPixelData(int, int, int, int, vtkFloatArray *, int, int blend=0, int right=0) Same as Get/SetPixelData except that the image also contains an alpha component. The image is transmitted as RGBARGBARGBA... each of which is a float value. The "blend" parameter controls whether the SetRGBAPixelData method blends the data with the previous contents of the frame buffer or completely replaces the frame buffer data. ReleaseRGBAPixelDataV.ReleaseRGBAPixelData([float, ...]) C++: virtual void ReleaseRGBAPixelData(float *data) Same as Get/SetPixelData except that the image also contains an alpha component. The image is transmitted as RGBARGBARGBA... each of which is a float value. The "blend" parameter controls whether the SetRGBAPixelData method blends the data with the previous contents of the frame buffer or completely replaces the frame buffer data. GetRGBACharPixelDataV.GetRGBACharPixelData(int, int, int, int, int, int) -> (int, ...) C++: virtual unsigned char *GetRGBACharPixelData(int x, int y, int x2, int y2, int front, int right=0) V.GetRGBACharPixelData(int, int, int, int, int, vtkUnsignedCharArray, int) -> int C++: virtual int GetRGBACharPixelData(int x, int y, int x2, int y2, int front, vtkUnsignedCharArray *data, int right=0) Same as Get/SetPixelData except that the image also contains an alpha component. The image is transmitted as RGBARGBARGBA... each of which is a float value. The "blend" parameter controls whether the SetRGBAPixelData method blends the data with the previous contents of the frame buffer or completely replaces the frame buffer data. SetRGBACharPixelDataV.SetRGBACharPixelData(int, int, int, int, [int, ...], int, int, int) -> int C++: virtual int SetRGBACharPixelData(int x, int y, int x2, int y2, unsigned char *data, int front, int blend=0, int right=0) V.SetRGBACharPixelData(int, int, int, int, vtkUnsignedCharArray, int, int, int) -> int C++: virtual int SetRGBACharPixelData(int x, int y, int x2, int y2, vtkUnsignedCharArray *data, int front, int blend=0, int right=0) Same as Get/SetPixelData except that the image also contains an alpha component. The image is transmitted as RGBARGBARGBA... each of which is a float value. The "blend" parameter controls whether the SetRGBAPixelData method blends the data with the previous contents of the frame buffer or completely replaces the frame buffer data. GetZbufferDataV.GetZbufferData(int, int, int, int) -> (float, ...) C++: virtual float *GetZbufferData(int x, int y, int x2, int y2) V.GetZbufferData(int, int, int, int, [float, ...]) -> int C++: virtual int GetZbufferData(int x, int y, int x2, int y2, float *z) V.GetZbufferData(int, int, int, int, vtkFloatArray) -> int C++: virtual int GetZbufferData(int x, int y, int x2, int y2, vtkFloatArray *z) Set/Get the zbuffer data from the frame buffer. (x,y) is any corner of the rectangle. (x2,y2) is its opposite corner on the diagonal. SetZbufferDataV.SetZbufferData(int, int, int, int, [float, ...]) -> int C++: virtual int SetZbufferData(int x, int y, int x2, int y2, float *z) V.SetZbufferData(int, int, int, int, vtkFloatArray) -> int C++: virtual int SetZbufferData(int x, int y, int x2, int y2, vtkFloatArray *z) Set/Get the zbuffer data from the frame buffer. (x,y) is any corner of the rectangle. (x2,y2) is its opposite corner on the diagonal. GetZbufferDataAtPointV.GetZbufferDataAtPoint(int, int) -> float C++: float GetZbufferDataAtPoint(int x, int y) Set/Get the zbuffer data from the frame buffer. (x,y) is any corner of the rectangle. (x2,y2) is its opposite corner on the diagonal. SetAAFramesV.SetAAFrames(int) C++: virtual void SetAAFrames(int) Set the number of frames for doing antialiasing. The default is zero. Typically five or six will yield reasonable results without taking too long. GetAAFramesV.GetAAFrames() -> int C++: virtual int GetAAFrames() Set the number of frames for doing antialiasing. The default is zero. Typically five or six will yield reasonable results without taking too long. GetFDFramesV.GetFDFrames() -> int C++: virtual int GetFDFrames() Set the number of frames for doing focal depth. The default is zero. Depending on how your scene is organized you can get away with as few as four frames for focal depth or you might need thirty. One thing to note is that if you are using focal depth frames, then you will not need many (if any) frames for antialiasing. SetFDFramesV.SetFDFrames(int) C++: virtual void SetFDFrames(int fdFrames) Set the number of frames for doing focal depth. The default is zero. Depending on how your scene is organized you can get away with as few as four frames for focal depth or you might need thirty. One thing to note is that if you are using focal depth frames, then you will not need many (if any) frames for antialiasing. GetUseConstantFDOffsetsV.GetUseConstantFDOffsets() -> int C++: virtual int GetUseConstantFDOffsets() Turn on/off using constant offsets for focal depth rendering. The default is off. When constants offsets are used, re-rendering the same scene using the same camera yields the same image; otherwise offsets are random numbers at each rendering that yields slightly different images. SetUseConstantFDOffsetsV.SetUseConstantFDOffsets(int) C++: virtual void SetUseConstantFDOffsets(int) Turn on/off using constant offsets for focal depth rendering. The default is off. When constants offsets are used, re-rendering the same scene using the same camera yields the same image; otherwise offsets are random numbers at each rendering that yields slightly different images. GetSubFramesV.GetSubFrames() -> int C++: virtual int GetSubFrames() Set the number of sub frames for doing motion blur. The default is zero. Once this is set greater than one, you will no longer see a new frame for every Render(). If you set this to five, you will need to do five Render() invocations before seeing the result. This isn't very impressive unless something is changing between the Renders. Changing this value may reset the current subframe count. SetSubFramesV.SetSubFrames(int) C++: virtual void SetSubFrames(int subFrames) Set the number of sub frames for doing motion blur. The default is zero. Once this is set greater than one, you will no longer see a new frame for every Render(). If you set this to five, you will need to do five Render() invocations before seeing the result. This isn't very impressive unless something is changing between the Renders. Changing this value may reset the current subframe count. GetNeverRenderedV.GetNeverRendered() -> int C++: virtual int GetNeverRendered() This flag is set if the window hasn't rendered since it was created GetAbortRenderV.GetAbortRender() -> int C++: virtual int GetAbortRender() This is a flag that can be set to interrupt a rendering that is in progress. SetAbortRenderV.SetAbortRender(int) C++: virtual void SetAbortRender(int _arg) This is a flag that can be set to interrupt a rendering that is in progress. GetInAbortCheckV.GetInAbortCheck() -> int C++: virtual int GetInAbortCheck() This is a flag that can be set to interrupt a rendering that is in progress. SetInAbortCheckV.SetInAbortCheck(int) C++: virtual void SetInAbortCheck(int _arg) This is a flag that can be set to interrupt a rendering that is in progress. CheckAbortStatusV.CheckAbortStatus() -> int C++: virtual int CheckAbortStatus() This is a flag that can be set to interrupt a rendering that is in progress. GetIsPickingV.GetIsPicking() -> int C++: virtual int GetIsPicking() SetIsPickingV.SetIsPicking(int) C++: virtual void SetIsPicking(int _arg) IsPickingOnV.IsPickingOn() C++: virtual void IsPickingOn() IsPickingOffV.IsPickingOff() C++: virtual void IsPickingOff() GetEventPendingV.GetEventPending() -> int C++: virtual int GetEventPending() Check to see if a mouse button has been pressed. All other events are ignored by this method. Ideally, you want to abort the render on any event which causes the DesiredUpdateRate to switch from a high-quality rate to a more interactive rate. CheckInRenderStatusV.CheckInRenderStatus() -> int C++: virtual int CheckInRenderStatus() Are we rendering at the moment ClearInRenderStatusV.ClearInRenderStatus() C++: virtual void ClearInRenderStatus() Clear status (after an exception was thrown for example) SetDesiredUpdateRateV.SetDesiredUpdateRate(float) C++: virtual void SetDesiredUpdateRate(double) Set/Get the desired update rate. This is used with the vtkLODActor class. When using level of detail actors you need to specify what update rate you require. The LODActors then will pick the correct resolution to meet your desired update rate in frames per second. A value of zero indicates that they can use all the time they want to. GetDesiredUpdateRateV.GetDesiredUpdateRate() -> float C++: virtual double GetDesiredUpdateRate() Set/Get the desired update rate. This is used with the vtkLODActor class. When using level of detail actors you need to specify what update rate you require. The LODActors then will pick the correct resolution to meet your desired update rate in frames per second. A value of zero indicates that they can use all the time they want to. GetNumberOfLayersV.GetNumberOfLayers() -> int C++: virtual int GetNumberOfLayers() Get the number of layers for renderers. Each renderer should have its layer set individually. Some algorithms iterate through all layers, so it is not wise to set the number of layers to be exorbitantly large (say bigger than 100). SetNumberOfLayersV.SetNumberOfLayers(int) C++: virtual void SetNumberOfLayers(int _arg) Get the number of layers for renderers. Each renderer should have its layer set individually. Some algorithms iterate through all layers, so it is not wise to set the number of layers to be exorbitantly large (say bigger than 100). GetNumberOfLayersMinValueV.GetNumberOfLayersMinValue() -> int C++: virtual int GetNumberOfLayersMinValue() Get the number of layers for renderers. Each renderer should have its layer set individually. Some algorithms iterate through all layers, so it is not wise to set the number of layers to be exorbitantly large (say bigger than 100). GetNumberOfLayersMaxValueV.GetNumberOfLayersMaxValue() -> int C++: virtual int GetNumberOfLayersMaxValue() Get the number of layers for renderers. Each renderer should have its layer set individually. Some algorithms iterate through all layers, so it is not wise to set the number of layers to be exorbitantly large (say bigger than 100). V.GetInteractor() -> vtkRenderWindowInteractor C++: virtual vtkRenderWindowInteractor *GetInteractor() Get the interactor associated with this render window V.SetInteractor(vtkRenderWindowInteractor) C++: void SetInteractor(vtkRenderWindowInteractor *) Set the interactor to the render window SetDisplayIdV.SetDisplayId(void) C++: void SetDisplayId(void *) override = 0; Dummy stubs for vtkWindow API. SetWindowIdV.SetWindowId(void) C++: void SetWindowId(void *) override = 0; Dummy stubs for vtkWindow API. SetNextWindowIdV.SetNextWindowId(void) C++: virtual void SetNextWindowId(void *) Dummy stubs for vtkWindow API. SetParentIdV.SetParentId(void) C++: void SetParentId(void *) override = 0; Dummy stubs for vtkWindow API. GetGenericDisplayIdV.GetGenericDisplayId() -> void C++: void *GetGenericDisplayId() override = 0; Dummy stubs for vtkWindow API. GetGenericWindowIdV.GetGenericWindowId() -> void C++: void *GetGenericWindowId() override = 0; Dummy stubs for vtkWindow API. GetGenericParentIdV.GetGenericParentId() -> void C++: void *GetGenericParentId() override = 0; Dummy stubs for vtkWindow API. GetGenericContextV.GetGenericContext() -> void C++: void *GetGenericContext() override = 0; Dummy stubs for vtkWindow API. GetGenericDrawableV.GetGenericDrawable() -> void C++: void *GetGenericDrawable() override = 0; Dummy stubs for vtkWindow API. SetWindowInfoV.SetWindowInfo(string) C++: void SetWindowInfo(char *) override = 0; Dummy stubs for vtkWindow API. SetNextWindowInfoV.SetNextWindowInfo(string) C++: virtual void SetNextWindowInfo(char *) Dummy stubs for vtkWindow API. SetParentInfoV.SetParentInfo(string) C++: void SetParentInfo(char *) override = 0; Dummy stubs for vtkWindow API. InitializeFromCurrentContextV.InitializeFromCurrentContext() -> bool C++: virtual bool InitializeFromCurrentContext() Initialize the render window from the information associated with the currently activated OpenGL context. MakeCurrentV.MakeCurrent() C++: void MakeCurrent() override = 0; Attempt to make this window the current graphics context for the calling thread. IsCurrentV.IsCurrent() -> bool C++: virtual bool IsCurrent() Tells if this window is the current graphics context for the calling thread. IsDrawableV.IsDrawable() -> bool C++: virtual bool IsDrawable() Test if the window has a valid drawable. This is currently only an issue on Mac OS X Cocoa where rendering to an invalid drawable results in all OpenGL calls to fail with "invalid framebuffer operation". SetForceMakeCurrentV.SetForceMakeCurrent() C++: virtual void SetForceMakeCurrent() If called, allow MakeCurrent() to skip cache-check when called. MakeCurrent() reverts to original behavior of cache-checking on the next render. ReportCapabilitiesV.ReportCapabilities() -> string C++: virtual const char *ReportCapabilities() Get report of capabilities for the render window SupportsOpenGLV.SupportsOpenGL() -> int C++: virtual int SupportsOpenGL() Does this render window support OpenGL? 0-false, 1-true IsDirectV.IsDirect() -> int C++: virtual int IsDirect() Is this render window using hardware acceleration? 0-false, 1-true GetDepthBufferSizeV.GetDepthBufferSize() -> int C++: virtual int GetDepthBufferSize() This method should be defined by the subclass. How many bits of precision are there in the zbuffer? GetColorBufferSizesV.GetColorBufferSizes([int, ...]) -> int C++: virtual int GetColorBufferSizes(int *rgba) Get the size of the color buffer. Returns 0 if not able to determine otherwise sets R G B and A into buffer. GetPainterDeviceAdapterV.GetPainterDeviceAdapter() -> vtkPainterDeviceAdapter C++: vtkPainterDeviceAdapter *GetPainterDeviceAdapter() Get the vtkPainterDeviceAdapter which can be used to paint on this render window. Note the old OpenGL backend requires this method. SetMultiSamplesV.SetMultiSamples(int) C++: virtual void SetMultiSamples(int _arg) Set / Get the number of multisamples to use for hardware antialiasing. GetMultiSamplesV.GetMultiSamples() -> int C++: virtual int GetMultiSamples() Set / Get the number of multisamples to use for hardware antialiasing. SetStencilCapableV.SetStencilCapable(int) C++: virtual void SetStencilCapable(int _arg) Set / Get the availability of the stencil buffer. GetStencilCapableV.GetStencilCapable() -> int C++: virtual int GetStencilCapable() Set / Get the availability of the stencil buffer. StencilCapableOnV.StencilCapableOn() C++: virtual void StencilCapableOn() Set / Get the availability of the stencil buffer. StencilCapableOffV.StencilCapableOff() C++: virtual void StencilCapableOff() Set / Get the availability of the stencil buffer. SetDeviceIndexV.SetDeviceIndex(int) C++: virtual void SetDeviceIndex(int _arg) If there are several graphics card installed on a system, this index can be used to specify which card you want to render to. the default is 0. This may not work on all derived render window and it may need to be set before the first render. GetDeviceIndexV.GetDeviceIndex() -> int C++: virtual int GetDeviceIndex() If there are several graphics card installed on a system, this index can be used to specify which card you want to render to. the default is 0. This may not work on all derived render window and it may need to be set before the first render. GetNumberOfDevicesV.GetNumberOfDevices() -> int C++: virtual int GetNumberOfDevices() Returns the number of devices (graphics cards) on a system. This may not work on all derived render windows. SetUseOffScreenBuffersV.SetUseOffScreenBuffers(bool) -> int C++: virtual int SetUseOffScreenBuffers(bool) Create and bind offscreen rendering buffers without destroying the current OpenGL context. This allows to temporary switch to offscreen rendering (ie. to make a screenshot even if the window is hidden). Return if the creation was successful (1) or not (0). Note: This function requires that the device supports OpenGL framebuffer extension. The function has no effect if OffScreenRendering is ON. GetUseOffScreenBuffersV.GetUseOffScreenBuffers() -> bool C++: virtual bool GetUseOffScreenBuffers() GetUseSRGBColorSpaceV.GetUseSRGBColorSpace() -> bool C++: virtual bool GetUseSRGBColorSpace() Set/Get if we want this window to use the sRGB color space. Some hardware/drivers do not fully support this. SetUseSRGBColorSpaceV.SetUseSRGBColorSpace(bool) C++: virtual void SetUseSRGBColorSpace(bool _arg) Set/Get if we want this window to use the sRGB color space. Some hardware/drivers do not fully support this. UseSRGBColorSpaceOnV.UseSRGBColorSpaceOn() C++: virtual void UseSRGBColorSpaceOn() Set/Get if we want this window to use the sRGB color space. Some hardware/drivers do not fully support this. UseSRGBColorSpaceOffV.UseSRGBColorSpaceOff() C++: virtual void UseSRGBColorSpaceOff() Set/Get if we want this window to use the sRGB color space. Some hardware/drivers do not fully support this. @iiiiPi|i *B@iiiiVi|i *vtkUnsignedCharArrayvtkUnsignedCharArray@iiiii|i@iiiiiV|i *vtkFloatArrayvtkFloatArray@iiiiPi|ii *f@iiiiVi|ii *vtkFloatArray@iiiiiV|i *vtkUnsignedCharArray@iiiiPi|ii *B@iiiiVi|ii *vtkUnsignedCharArray@iiiiP *f@iiiiV *vtkFloatArrayNot ImplementedOneShotTimerRepeatingTimerVTKI_TIMER_FIRSTVTKI_TIMER_UPDATEVTKI_MAX_POINTERSvtkRenderingCorePython.vtkRenderWindowInteractorvtkRenderWindowInteractor - platform-independent render window interaction including picking and frame rate control. Superclass: vtkObject vtkRenderWindowInteractor provides a platform-independent interaction mechanism for mouse/key/time events. It serves as a base class for platform-dependent implementations that handle routing of mouse/key/timer messages to vtkInteractorObserver and its subclasses. vtkRenderWindowInteractor also provides controls for picking, rendering frame rate, and headlights. vtkRenderWindowInteractor has changed from previous implementations and now serves only as a shell to hold user preferences and route messages to vtkInteractorStyle. Callbacks are available for many events. Platform specific subclasses should provide methods for manipulating timers, TerminateApp, and an event loop if required via Initialize/Start/Enable/Disable. @warning vtkRenderWindowInteractor routes events through VTK's command/observer design pattern. That is, when vtkRenderWindowInteractor (actually, one of its subclasses) sees a platform-dependent event, it translates this into a VTK event using the InvokeEvent() method. Then any vtkInteractorObservers registered for that event are expected to respond as appropriate. @sa vtkInteractorObserver V.SafeDownCast(vtkObjectBase) -> vtkRenderWindowInteractor C++: static vtkRenderWindowInteractor *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkRenderWindowInteractor C++: vtkRenderWindowInteractor *NewInstance() V.Initialize() C++: virtual void Initialize() Prepare for handling events and set the Enabled flag to true. This will be called automatically by Start() if the interactor is not initialized, but it can be called manually if you need to perform any operations between initialization and the start of the event loop. ReInitializeV.ReInitialize() C++: void ReInitialize() Prepare for handling events and set the Enabled flag to true. This will be called automatically by Start() if the interactor is not initialized, but it can be called manually if you need to perform any operations between initialization and the start of the event loop. V.Start() C++: virtual void Start() Start the event loop. This is provided so that you do not have to implement your own event loop. You still can use your own event loop if you want. EnableV.Enable() C++: virtual void Enable() Enable/Disable interactions. By default interactors are enabled when initialized. Initialize() must be called prior to enabling/disabling interaction. These methods are used when a window/widget is being shared by multiple renderers and interactors. This allows a "modal" display where one interactor is active when its data is to be displayed and all other interactors associated with the widget are disabled when their data is not displayed. DisableV.Disable() C++: virtual void Disable() V.GetEnabled() -> int C++: virtual int GetEnabled() EnableRenderOnV.EnableRenderOn() C++: virtual void EnableRenderOn() Enable/Disable whether vtkRenderWindowInteractor::Render() calls this->RenderWindow->Render(). EnableRenderOffV.EnableRenderOff() C++: virtual void EnableRenderOff() Enable/Disable whether vtkRenderWindowInteractor::Render() calls this->RenderWindow->Render(). SetEnableRenderV.SetEnableRender(bool) C++: virtual void SetEnableRender(bool _arg) Enable/Disable whether vtkRenderWindowInteractor::Render() calls this->RenderWindow->Render(). GetEnableRenderV.GetEnableRender() -> bool C++: virtual bool GetEnableRender() Enable/Disable whether vtkRenderWindowInteractor::Render() calls this->RenderWindow->Render(). V.SetRenderWindow(vtkRenderWindow) C++: void SetRenderWindow(vtkRenderWindow *aren) Set/Get the rendering window being controlled by this object. V.GetRenderWindow() -> vtkRenderWindow C++: virtual vtkRenderWindow *GetRenderWindow() Set/Get the rendering window being controlled by this object. UpdateSizeV.UpdateSize(int, int) C++: virtual void UpdateSize(int x, int y) Event loop notification member for window size change. Window size is measured in pixels. CreateTimerV.CreateTimer(int) -> int C++: virtual int CreateTimer(int timerType) This class provides two groups of methods for manipulating timers. The first group (CreateTimer(timerType) and DestroyTimer()) implicitly use an internal timer id (and are present for backward compatibility). The second group (CreateRepeatingTimer(long),CreateOneShotTimer(long), ResetTimer(int),DestroyTimer(int)) use timer ids so multiple timers can be independently managed. In the first group, the CreateTimer() method takes an argument indicating whether the timer is created the first time (timerType==VTKI_TIMER_FIRST) or whether it is being reset (timerType==VTKI_TIMER_UPDATE). (In initial implementations of VTK this was how one shot and repeating timers were managed.) In the second group, the create methods take a timer duration argument (in milliseconds) and return a timer id. Thus the ResetTimer(timerId) and DestroyTimer(timerId) methods take this timer id and operate on the timer as appropriate. Methods are also available for determining DestroyTimerV.DestroyTimer() -> int C++: virtual int DestroyTimer() V.DestroyTimer(int) -> int C++: int DestroyTimer(int timerId) CreateRepeatingTimerV.CreateRepeatingTimer(int) -> int C++: int CreateRepeatingTimer(unsigned long duration) Create a repeating timer, with the specified duration (in milliseconds). \return the timer id. CreateOneShotTimerV.CreateOneShotTimer(int) -> int C++: int CreateOneShotTimer(unsigned long duration) Create a one shot timer, with the specified duretion (in milliseconds). \return the timer id. IsOneShotTimerV.IsOneShotTimer(int) -> int C++: int IsOneShotTimer(int timerId) Query whether the specified timerId is a one shot timer. \return 1 if the timer is a one shot timer. GetTimerDurationV.GetTimerDuration(int) -> int C++: unsigned long GetTimerDuration(int timerId) V.GetTimerDuration() -> int C++: virtual unsigned long GetTimerDuration() Get the duration (in milliseconds) for the specified timerId. ResetTimerV.ResetTimer(int) -> int C++: int ResetTimer(int timerId) Reset the specified timer. GetVTKTimerIdV.GetVTKTimerId(int) -> int C++: virtual int GetVTKTimerId(int platformTimerId) Get the VTK timer ID that corresponds to the supplied platform ID. SetTimerDurationV.SetTimerDuration(int) C++: virtual void SetTimerDuration(unsigned long _arg) Specify the default timer interval (in milliseconds). (This is used in conjunction with the timer methods described previously, e.g., CreateTimer() uses this value; and CreateRepeatingTimer(duration) and CreateOneShotTimer(duration) use the default value if the parameter "duration" is less than or equal to zero.) Care must be taken when adjusting the timer interval from the default value of 10 milliseconds--it may adversely affect the interactors. GetTimerDurationMinValueV.GetTimerDurationMinValue() -> int C++: virtual unsigned long GetTimerDurationMinValue() Specify the default timer interval (in milliseconds). (This is used in conjunction with the timer methods described previously, e.g., CreateTimer() uses this value; and CreateRepeatingTimer(duration) and CreateOneShotTimer(duration) use the default value if the parameter "duration" is less than or equal to zero.) Care must be taken when adjusting the timer interval from the default value of 10 milliseconds--it may adversely affect the interactors. GetTimerDurationMaxValueV.GetTimerDurationMaxValue() -> int C++: virtual unsigned long GetTimerDurationMaxValue() Specify the default timer interval (in milliseconds). (This is used in conjunction with the timer methods described previously, e.g., CreateTimer() uses this value; and CreateRepeatingTimer(duration) and CreateOneShotTimer(duration) use the default value if the parameter "duration" is less than or equal to zero.) Care must be taken when adjusting the timer interval from the default value of 10 milliseconds--it may adversely affect the interactors. SetTimerEventIdV.SetTimerEventId(int) C++: virtual void SetTimerEventId(int _arg) These methods are used to communicate information about the currently firing CreateTimerEvent or DestroyTimerEvent. The caller of CreateTimerEvent sets up TimerEventId, TimerEventType and TimerEventDuration. The observer of CreateTimerEvent should set up an appropriate platform specific timer based on those values and set the TimerEventPlatformId before returning. The caller of DestroyTimerEvent sets up TimerEventPlatformId. The observer of DestroyTimerEvent should simply destroy the platform specific timer created by CreateTimerEvent. See vtkGenericRenderWindowInteractor's InternalCreateTimer and InternalDestroyTimer for an example. GetTimerEventIdV.GetTimerEventId() -> int C++: virtual int GetTimerEventId() These methods are used to communicate information about the currently firing CreateTimerEvent or DestroyTimerEvent. The caller of CreateTimerEvent sets up TimerEventId, TimerEventType and TimerEventDuration. The observer of CreateTimerEvent should set up an appropriate platform specific timer based on those values and set the TimerEventPlatformId before returning. The caller of DestroyTimerEvent sets up TimerEventPlatformId. The observer of DestroyTimerEvent should simply destroy the platform specific timer created by CreateTimerEvent. See vtkGenericRenderWindowInteractor's InternalCreateTimer and InternalDestroyTimer for an example. SetTimerEventTypeV.SetTimerEventType(int) C++: virtual void SetTimerEventType(int _arg) These methods are used to communicate information about the currently firing CreateTimerEvent or DestroyTimerEvent. The caller of CreateTimerEvent sets up TimerEventId, TimerEventType and TimerEventDuration. The observer of CreateTimerEvent should set up an appropriate platform specific timer based on those values and set the TimerEventPlatformId before returning. The caller of DestroyTimerEvent sets up TimerEventPlatformId. The observer of DestroyTimerEvent should simply destroy the platform specific timer created by CreateTimerEvent. See vtkGenericRenderWindowInteractor's InternalCreateTimer and InternalDestroyTimer for an example. GetTimerEventTypeV.GetTimerEventType() -> int C++: virtual int GetTimerEventType() These methods are used to communicate information about the currently firing CreateTimerEvent or DestroyTimerEvent. The caller of CreateTimerEvent sets up TimerEventId, TimerEventType and TimerEventDuration. The observer of CreateTimerEvent should set up an appropriate platform specific timer based on those values and set the TimerEventPlatformId before returning. The caller of DestroyTimerEvent sets up TimerEventPlatformId. The observer of DestroyTimerEvent should simply destroy the platform specific timer created by CreateTimerEvent. See vtkGenericRenderWindowInteractor's InternalCreateTimer and InternalDestroyTimer for an example. SetTimerEventDurationV.SetTimerEventDuration(int) C++: virtual void SetTimerEventDuration(int _arg) These methods are used to communicate information about the currently firing CreateTimerEvent or DestroyTimerEvent. The caller of CreateTimerEvent sets up TimerEventId, TimerEventType and TimerEventDuration. The observer of CreateTimerEvent should set up an appropriate platform specific timer based on those values and set the TimerEventPlatformId before returning. The caller of DestroyTimerEvent sets up TimerEventPlatformId. The observer of DestroyTimerEvent should simply destroy the platform specific timer created by CreateTimerEvent. See vtkGenericRenderWindowInteractor's InternalCreateTimer and InternalDestroyTimer for an example. GetTimerEventDurationV.GetTimerEventDuration() -> int C++: virtual int GetTimerEventDuration() These methods are used to communicate information about the currently firing CreateTimerEvent or DestroyTimerEvent. The caller of CreateTimerEvent sets up TimerEventId, TimerEventType and TimerEventDuration. The observer of CreateTimerEvent should set up an appropriate platform specific timer based on those values and set the TimerEventPlatformId before returning. The caller of DestroyTimerEvent sets up TimerEventPlatformId. The observer of DestroyTimerEvent should simply destroy the platform specific timer created by CreateTimerEvent. See vtkGenericRenderWindowInteractor's InternalCreateTimer and InternalDestroyTimer for an example. SetTimerEventPlatformIdV.SetTimerEventPlatformId(int) C++: virtual void SetTimerEventPlatformId(int _arg) These methods are used to communicate information about the currently firing CreateTimerEvent or DestroyTimerEvent. The caller of CreateTimerEvent sets up TimerEventId, TimerEventType and TimerEventDuration. The observer of CreateTimerEvent should set up an appropriate platform specific timer based on those values and set the TimerEventPlatformId before returning. The caller of DestroyTimerEvent sets up TimerEventPlatformId. The observer of DestroyTimerEvent should simply destroy the platform specific timer created by CreateTimerEvent. See vtkGenericRenderWindowInteractor's InternalCreateTimer and InternalDestroyTimer for an example. GetTimerEventPlatformIdV.GetTimerEventPlatformId() -> int C++: virtual int GetTimerEventPlatformId() These methods are used to communicate information about the currently firing CreateTimerEvent or DestroyTimerEvent. The caller of CreateTimerEvent sets up TimerEventId, TimerEventType and TimerEventDuration. The observer of CreateTimerEvent should set up an appropriate platform specific timer based on those values and set the TimerEventPlatformId before returning. The caller of DestroyTimerEvent sets up TimerEventPlatformId. The observer of DestroyTimerEvent should simply destroy the platform specific timer created by CreateTimerEvent. See vtkGenericRenderWindowInteractor's InternalCreateTimer and InternalDestroyTimer for an example. TerminateAppV.TerminateApp() C++: virtual void TerminateApp(void) This function is called on 'q','e' keypress if exitmethod is not specified and should be overridden by platform dependent subclasses to provide a termination procedure if one is required. SetInteractorStyleV.SetInteractorStyle(vtkInteractorObserver) C++: virtual void SetInteractorStyle(vtkInteractorObserver *) External switching between joystick/trackball/new? modes. Initial value is a vtkInteractorStyleSwitch object. GetInteractorStyleV.GetInteractorStyle() -> vtkInteractorObserver C++: virtual vtkInteractorObserver *GetInteractorStyle() External switching between joystick/trackball/new? modes. Initial value is a vtkInteractorStyleSwitch object. V.SetLightFollowCamera(int) C++: virtual void SetLightFollowCamera(int _arg) Turn on/off the automatic repositioning of lights as the camera moves. Default is On. V.GetLightFollowCamera() -> int C++: virtual int GetLightFollowCamera() Turn on/off the automatic repositioning of lights as the camera moves. Default is On. V.LightFollowCameraOn() C++: virtual void LightFollowCameraOn() Turn on/off the automatic repositioning of lights as the camera moves. Default is On. V.LightFollowCameraOff() C++: virtual void LightFollowCameraOff() Turn on/off the automatic repositioning of lights as the camera moves. Default is On. V.SetDesiredUpdateRate(float) C++: virtual void SetDesiredUpdateRate(double _arg) Set/Get the desired update rate. This is used by vtkLODActor's to tell them how quickly they need to render. This update is in effect only when the camera is being rotated, or zoomed. When the interactor is still, the StillUpdateRate is used instead. The default is 15. GetDesiredUpdateRateMinValueV.GetDesiredUpdateRateMinValue() -> float C++: virtual double GetDesiredUpdateRateMinValue() Set/Get the desired update rate. This is used by vtkLODActor's to tell them how quickly they need to render. This update is in effect only when the camera is being rotated, or zoomed. When the interactor is still, the StillUpdateRate is used instead. The default is 15. GetDesiredUpdateRateMaxValueV.GetDesiredUpdateRateMaxValue() -> float C++: virtual double GetDesiredUpdateRateMaxValue() Set/Get the desired update rate. This is used by vtkLODActor's to tell them how quickly they need to render. This update is in effect only when the camera is being rotated, or zoomed. When the interactor is still, the StillUpdateRate is used instead. The default is 15. V.GetDesiredUpdateRate() -> float C++: virtual double GetDesiredUpdateRate() Set/Get the desired update rate. This is used by vtkLODActor's to tell them how quickly they need to render. This update is in effect only when the camera is being rotated, or zoomed. When the interactor is still, the StillUpdateRate is used instead. The default is 15. SetStillUpdateRateV.SetStillUpdateRate(float) C++: virtual void SetStillUpdateRate(double _arg) Set/Get the desired update rate when movement has stopped. For the non-still update rate, see the SetDesiredUpdateRate method. The default is 0.0001 GetStillUpdateRateMinValueV.GetStillUpdateRateMinValue() -> float C++: virtual double GetStillUpdateRateMinValue() Set/Get the desired update rate when movement has stopped. For the non-still update rate, see the SetDesiredUpdateRate method. The default is 0.0001 GetStillUpdateRateMaxValueV.GetStillUpdateRateMaxValue() -> float C++: virtual double GetStillUpdateRateMaxValue() Set/Get the desired update rate when movement has stopped. For the non-still update rate, see the SetDesiredUpdateRate method. The default is 0.0001 GetStillUpdateRateV.GetStillUpdateRate() -> float C++: virtual double GetStillUpdateRate() Set/Get the desired update rate when movement has stopped. For the non-still update rate, see the SetDesiredUpdateRate method. The default is 0.0001 GetInitializedV.GetInitialized() -> int C++: virtual int GetInitialized() See whether interactor has been initialized yet. Default is 0. SetPickerV.SetPicker(vtkAbstractPicker) C++: virtual void SetPicker(vtkAbstractPicker *) Set/Get the object used to perform pick operations. In order to pick instances of vtkProp, the picker must be a subclass of vtkAbstractPropPicker, meaning that it can identify a particular instance of vtkProp. GetPickerV.GetPicker() -> vtkAbstractPicker C++: virtual vtkAbstractPicker *GetPicker() Set/Get the object used to perform pick operations. In order to pick instances of vtkProp, the picker must be a subclass of vtkAbstractPropPicker, meaning that it can identify a particular instance of vtkProp. CreateDefaultPickerV.CreateDefaultPicker() -> vtkAbstractPropPicker C++: virtual vtkAbstractPropPicker *CreateDefaultPicker() Create default picker. Used to create one when none is specified. Default is an instance of vtkPropPicker. SetPickingManagerV.SetPickingManager(vtkPickingManager) C++: virtual void SetPickingManager(vtkPickingManager *) Set the picking manager. Set/Get the object used to perform operations through the interactor By default, a valid but disabled picking manager is instantiated. GetPickingManagerV.GetPickingManager() -> vtkPickingManager C++: virtual vtkPickingManager *GetPickingManager() Set the picking manager. Set/Get the object used to perform operations through the interactor By default, a valid but disabled picking manager is instantiated. ExitCallbackV.ExitCallback() C++: virtual void ExitCallback() These methods correspond to the the Exit, User and Pick callbacks. They allow for the Style to invoke them. UserCallbackV.UserCallback() C++: virtual void UserCallback() These methods correspond to the the Exit, User and Pick callbacks. They allow for the Style to invoke them. StartPickCallbackV.StartPickCallback() C++: virtual void StartPickCallback() These methods correspond to the the Exit, User and Pick callbacks. They allow for the Style to invoke them. EndPickCallbackV.EndPickCallback() C++: virtual void EndPickCallback() These methods correspond to the the Exit, User and Pick callbacks. They allow for the Style to invoke them. GetMousePositionV.GetMousePosition([int, ...], [int, ...]) C++: virtual void GetMousePosition(int *x, int *y) Get the current position of the mouse. V.HideCursor() C++: void HideCursor() Hide or show the mouse cursor, it is nice to be able to hide the default cursor if you want VTK to display a 3D cursor instead. V.ShowCursor() C++: void ShowCursor() Hide or show the mouse cursor, it is nice to be able to hide the default cursor if you want VTK to display a 3D cursor instead. V.Render() C++: virtual void Render() Render the scene. Just pass the render call on to the associated vtkRenderWindow. FlyToV.FlyTo(vtkRenderer, float, float, float) C++: void FlyTo(vtkRenderer *ren, double x, double y, double z) V.FlyTo(vtkRenderer, [float, ...]) C++: void FlyTo(vtkRenderer *ren, double *x) Given a position x, move the current camera's focal point to x. The movement is animated over the number of frames specified in NumberOfFlyFrames. The LOD desired frame rate is used. FlyToImageV.FlyToImage(vtkRenderer, float, float) C++: void FlyToImage(vtkRenderer *ren, double x, double y) V.FlyToImage(vtkRenderer, [float, ...]) C++: void FlyToImage(vtkRenderer *ren, double *x) Given a position x, move the current camera's focal point to x. The movement is animated over the number of frames specified in NumberOfFlyFrames. The LOD desired frame rate is used. SetNumberOfFlyFramesV.SetNumberOfFlyFrames(int) C++: virtual void SetNumberOfFlyFrames(int _arg) Set the number of frames to fly to when FlyTo is invoked. GetNumberOfFlyFramesMinValueV.GetNumberOfFlyFramesMinValue() -> int C++: virtual int GetNumberOfFlyFramesMinValue() Set the number of frames to fly to when FlyTo is invoked. GetNumberOfFlyFramesMaxValueV.GetNumberOfFlyFramesMaxValue() -> int C++: virtual int GetNumberOfFlyFramesMaxValue() Set the number of frames to fly to when FlyTo is invoked. GetNumberOfFlyFramesV.GetNumberOfFlyFrames() -> int C++: virtual int GetNumberOfFlyFrames() Set the number of frames to fly to when FlyTo is invoked. SetDollyV.SetDolly(float) C++: virtual void SetDolly(double _arg) Set the total Dolly value to use when flying to (FlyTo()) a specified point. Negative values fly away from the point. GetDollyV.GetDolly() -> float C++: virtual double GetDolly() Set the total Dolly value to use when flying to (FlyTo()) a specified point. Negative values fly away from the point. GetEventPositionV.GetEventPosition() -> (int, int) C++: int *GetEventPosition() GetLastEventPositionV.GetLastEventPosition() -> (int, int) C++: int *GetLastEventPosition() SetLastEventPositionV.SetLastEventPosition(int, int) C++: void SetLastEventPosition(int, int) V.SetLastEventPosition((int, int)) C++: void SetLastEventPosition(int a[2]) SetEventPositionV.SetEventPosition(int, int) C++: virtual void SetEventPosition(int x, int y) V.SetEventPosition([int, int]) C++: virtual void SetEventPosition(int pos[2]) V.SetEventPosition(int, int, int) C++: virtual void SetEventPosition(int x, int y, int pointerIndex) V.SetEventPosition([int, int], int) C++: virtual void SetEventPosition(int pos[2], int pointerIndex) Set/Get information about the current event. The current x,y position is in the EventPosition, and the previous event position is in LastEventPosition, updated automatically each time EventPosition is set using its Set() method. Mouse positions are measured in pixels. The other information is about key board input. SetEventPositionFlipYV.SetEventPositionFlipY(int, int) C++: virtual void SetEventPositionFlipY(int x, int y) V.SetEventPositionFlipY([int, int]) C++: virtual void SetEventPositionFlipY(int pos[2]) V.SetEventPositionFlipY(int, int, int) C++: virtual void SetEventPositionFlipY(int x, int y, int pointerIndex) V.SetEventPositionFlipY([int, int], int) C++: virtual void SetEventPositionFlipY(int pos[2], int pointerIndex) Set/Get information about the current event. The current x,y position is in the EventPosition, and the previous event position is in LastEventPosition, updated automatically each time EventPosition is set using its Set() method. Mouse positions are measured in pixels. The other information is about key board input. GetEventPositionsV.GetEventPositions(int) -> (int, ...) C++: virtual int *GetEventPositions(int pointerIndex) GetLastEventPositionsV.GetLastEventPositions(int) -> (int, ...) C++: virtual int *GetLastEventPositions(int pointerIndex) SetAltKeyV.SetAltKey(int) C++: virtual void SetAltKey(int _arg) Set/get whether alt modifier key was pressed. GetAltKeyV.GetAltKey() -> int C++: virtual int GetAltKey() Set/get whether alt modifier key was pressed. SetControlKeyV.SetControlKey(int) C++: virtual void SetControlKey(int _arg) Set/get whether control modifier key was pressed. GetControlKeyV.GetControlKey() -> int C++: virtual int GetControlKey() Set/get whether control modifier key was pressed. SetShiftKeyV.SetShiftKey(int) C++: virtual void SetShiftKey(int _arg) Set/get whether shift modifier key was pressed. GetShiftKeyV.GetShiftKey() -> int C++: virtual int GetShiftKey() Set/get whether shift modifier key was pressed. SetKeyCodeV.SetKeyCode(char) C++: virtual void SetKeyCode(char _arg) Set/get the key code for the key that was pressed. GetKeyCodeV.GetKeyCode() -> char C++: virtual char GetKeyCode() Set/get the key code for the key that was pressed. SetRepeatCountV.SetRepeatCount(int) C++: virtual void SetRepeatCount(int _arg) Set/get the repear count for the key or mouse event. This specifies how many times a key has been pressed. GetRepeatCountV.GetRepeatCount() -> int C++: virtual int GetRepeatCount() Set/get the repear count for the key or mouse event. This specifies how many times a key has been pressed. SetKeySymV.SetKeySym(string) C++: virtual void SetKeySym(const char *_arg) Set/get the key symbol for the key that was pressed. This is the key symbol as defined by the relevant X headers. On X based platforms this corresponds to the installed X server, whereas on other platforms the native key codes are translated into a string representation. GetKeySymV.GetKeySym() -> string C++: virtual char *GetKeySym() Set/get the key symbol for the key that was pressed. This is the key symbol as defined by the relevant X headers. On X based platforms this corresponds to the installed X server, whereas on other platforms the native key codes are translated into a string representation. SetPointerIndexV.SetPointerIndex(int) C++: virtual void SetPointerIndex(int _arg) Set/get the index of the most recent pointer to have an event GetPointerIndexV.GetPointerIndex() -> int C++: virtual int GetPointerIndex() Set/get the index of the most recent pointer to have an event SetRotationV.SetRotation(float) C++: void SetRotation(double val) Set/get the rotation for the gesture in degrees, update LastRotation GetRotationV.GetRotation() -> float C++: virtual double GetRotation() Set/get the rotation for the gesture in degrees, update LastRotation GetLastRotationV.GetLastRotation() -> float C++: virtual double GetLastRotation() Set/get the rotation for the gesture in degrees, update LastRotation V.SetScale(float) C++: void SetScale(double val) Set/get the scale for the gesture, updates LastScale V.GetScale() -> float C++: virtual double GetScale() Set/get the scale for the gesture, updates LastScale GetLastScaleV.GetLastScale() -> float C++: virtual double GetLastScale() Set/get the scale for the gesture, updates LastScale SetTranslationV.SetTranslation([float, float]) C++: void SetTranslation(double val[2]) Set/get the translation for pan/swipe gestures, update LastTranslation GetTranslationV.GetTranslation() -> (float, float) C++: double *GetTranslation() GetLastTranslationV.GetLastTranslation() -> (float, float) C++: double *GetLastTranslation() SetEventInformationV.SetEventInformation(int, int, int, int, char, int, string, int) C++: void SetEventInformation(int x, int y, int ctrl, int shift, char keycode, int repeatcount, const char *keysym, int pointerIndex) V.SetEventInformation(int, int, int, int, char, int, string) C++: void SetEventInformation(int x, int y, int ctrl=0, int shift=0, char keycode=0, int repeatcount=0, const char *keysym=nullptr) Set all the event information in one call. SetEventInformationFlipYV.SetEventInformationFlipY(int, int, int, int, char, int, string, int) C++: void SetEventInformationFlipY(int x, int y, int ctrl, int shift, char keycode, int repeatcount, const char *keysym, int pointerIndex) V.SetEventInformationFlipY(int, int, int, int, char, int, string) C++: void SetEventInformationFlipY(int x, int y, int ctrl=0, int shift=0, char keycode=0, int repeatcount=0, const char *keysym=nullptr) Calls SetEventInformation, but flips the Y based on the current Size[1] value (i.e. y = this->Size[1] - y - 1). SetKeyEventInformationV.SetKeyEventInformation(int, int, char, int, string) C++: void SetKeyEventInformation(int ctrl=0, int shift=0, char keycode=0, int repeatcount=0, const char *keysym=nullptr) Set all the keyboard-related event information in one call. SetSizeV.SetSize(int, int) C++: void SetSize(int, int) V.SetSize((int, int)) C++: void SetSize(int a[2]) V.GetSize() -> (int, int) C++: int *GetSize() SetEventSizeV.SetEventSize(int, int) C++: void SetEventSize(int, int) V.SetEventSize((int, int)) C++: void SetEventSize(int a[2]) GetEventSizeV.GetEventSize() -> (int, int) C++: int *GetEventSize() FindPokedRendererV.FindPokedRenderer(int, int) -> vtkRenderer C++: virtual vtkRenderer *FindPokedRenderer(int, int) When an event occurs, we must determine which Renderer the event occurred within, since one RenderWindow may contain multiple renderers. GetObserverMediatorV.GetObserverMediator() -> vtkObserverMediator C++: vtkObserverMediator *GetObserverMediator() Return the object used to mediate between vtkInteractorObservers contending for resources. Multiple interactor observers will often request different resources (e.g., cursor shape); the mediator uses a strategy to provide the resource based on priority of the observer plus the particular request (default versus non-default cursor shape). SetUseTDxV.SetUseTDx(bool) C++: virtual void SetUseTDx(bool _arg) Use a 3DConnexion device. Initial value is false. If VTK is not build with the TDx option, this is no-op. If VTK is build with the TDx option, and a device is not connected, a warning is emitted. It is must be called before the first Render to be effective, otherwise it is ignored. GetUseTDxV.GetUseTDx() -> bool C++: virtual bool GetUseTDx() Use a 3DConnexion device. Initial value is false. If VTK is not build with the TDx option, this is no-op. If VTK is build with the TDx option, and a device is not connected, a warning is emitted. It is must be called before the first Render to be effective, otherwise it is ignored. MouseMoveEventV.MouseMoveEvent() C++: virtual void MouseMoveEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. RightButtonPressEventV.RightButtonPressEvent() C++: virtual void RightButtonPressEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. RightButtonReleaseEventV.RightButtonReleaseEvent() C++: virtual void RightButtonReleaseEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. LeftButtonPressEventV.LeftButtonPressEvent() C++: virtual void LeftButtonPressEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. LeftButtonReleaseEventV.LeftButtonReleaseEvent() C++: virtual void LeftButtonReleaseEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. MiddleButtonPressEventV.MiddleButtonPressEvent() C++: virtual void MiddleButtonPressEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. MiddleButtonReleaseEventV.MiddleButtonReleaseEvent() C++: virtual void MiddleButtonReleaseEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. MouseWheelForwardEventV.MouseWheelForwardEvent() C++: virtual void MouseWheelForwardEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. MouseWheelBackwardEventV.MouseWheelBackwardEvent() C++: virtual void MouseWheelBackwardEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. ExposeEventV.ExposeEvent() C++: virtual void ExposeEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. ConfigureEventV.ConfigureEvent() C++: virtual void ConfigureEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. EnterEventV.EnterEvent() C++: virtual void EnterEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. LeaveEventV.LeaveEvent() C++: virtual void LeaveEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. KeyPressEventV.KeyPressEvent() C++: virtual void KeyPressEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. KeyReleaseEventV.KeyReleaseEvent() C++: virtual void KeyReleaseEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. CharEventV.CharEvent() C++: virtual void CharEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. ExitEventV.ExitEvent() C++: virtual void ExitEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. FourthButtonPressEventV.FourthButtonPressEvent() C++: virtual void FourthButtonPressEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. FourthButtonReleaseEventV.FourthButtonReleaseEvent() C++: virtual void FourthButtonReleaseEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. FifthButtonPressEventV.FifthButtonPressEvent() C++: virtual void FifthButtonPressEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. FifthButtonReleaseEventV.FifthButtonReleaseEvent() C++: virtual void FifthButtonReleaseEvent() Fire various events. SetEventInformation should be called just prior to calling any of these methods. These methods will Invoke the corresponding vtk event. StartPinchEventV.StartPinchEvent() C++: virtual void StartPinchEvent() Fire various gesture based events. These methods will Invoke the corresponding vtk event. PinchEventV.PinchEvent() C++: virtual void PinchEvent() Fire various gesture based events. These methods will Invoke the corresponding vtk event. EndPinchEventV.EndPinchEvent() C++: virtual void EndPinchEvent() Fire various gesture based events. These methods will Invoke the corresponding vtk event. StartRotateEventV.StartRotateEvent() C++: virtual void StartRotateEvent() Fire various gesture based events. These methods will Invoke the corresponding vtk event. RotateEventV.RotateEvent() C++: virtual void RotateEvent() Fire various gesture based events. These methods will Invoke the corresponding vtk event. EndRotateEventV.EndRotateEvent() C++: virtual void EndRotateEvent() Fire various gesture based events. These methods will Invoke the corresponding vtk event. StartPanEventV.StartPanEvent() C++: virtual void StartPanEvent() Fire various gesture based events. These methods will Invoke the corresponding vtk event. PanEventV.PanEvent() C++: virtual void PanEvent() Fire various gesture based events. These methods will Invoke the corresponding vtk event. EndPanEventV.EndPanEvent() C++: virtual void EndPanEvent() Fire various gesture based events. These methods will Invoke the corresponding vtk event. TapEventV.TapEvent() C++: virtual void TapEvent() Fire various gesture based events. These methods will Invoke the corresponding vtk event. LongTapEventV.LongTapEvent() C++: virtual void LongTapEvent() Fire various gesture based events. These methods will Invoke the corresponding vtk event. SwipeEventV.SwipeEvent() C++: virtual void SwipeEvent() Fire various gesture based events. These methods will Invoke the corresponding vtk event. SetRecognizeGesturesV.SetRecognizeGestures(bool) C++: virtual void SetRecognizeGestures(bool _arg) Convert multitouch events into gestures. When this is on (its default) multitouch events received by this interactor will be converted into gestures by VTK. If turned off the raw multitouch events will be passed down. GetRecognizeGesturesV.GetRecognizeGestures() -> bool C++: virtual bool GetRecognizeGestures() Convert multitouch events into gestures. When this is on (its default) multitouch events received by this interactor will be converted into gestures by VTK. If turned off the raw multitouch events will be passed down. GetPointersDownCountV.GetPointersDownCount() -> int C++: virtual int GetPointersDownCount() When handling gestures you can query this value to determine how many pointers are down for the gesture this is useful for pan gestures for example ClearContactV.ClearContact(int) C++: void ClearContact(size_t contactID) Most multitouch systems use persistent contact/pointer ids to track events/motion during multitouch events. We keep an array that maps these system dependent contact ids to our pointer index These functions return -1 if the ID is not found or if there is no more room for contacts GetPointerIndexForContactV.GetPointerIndexForContact(int) -> int C++: int GetPointerIndexForContact(size_t contactID) Most multitouch systems use persistent contact/pointer ids to track events/motion during multitouch events. We keep an array that maps these system dependent contact ids to our pointer index These functions return -1 if the ID is not found or if there is no more room for contacts GetPointerIndexForExistingContactV.GetPointerIndexForExistingContact(int) -> int C++: int GetPointerIndexForExistingContact(size_t contactID) Most multitouch systems use persistent contact/pointer ids to track events/motion during multitouch events. We keep an array that maps these system dependent contact ids to our pointer index These functions return -1 if the ID is not found or if there is no more room for contacts IsPointerIndexSetV.IsPointerIndexSet(int) -> bool C++: bool IsPointerIndexSet(int i) Most multitouch systems use persistent contact/pointer ids to track events/motion during multitouch events. We keep an array that maps these system dependent contact ids to our pointer index These functions return -1 if the ID is not found or if there is no more room for contacts ClearPointerIndexV.ClearPointerIndex(int) C++: void ClearPointerIndex(int i) Most multitouch systems use persistent contact/pointer ids to track events/motion during multitouch events. We keep an array that maps these system dependent contact ids to our pointer index These functions return -1 if the ID is not found or if there is no more room for contacts vtkPickingManager@Pi *ivtkRenderWindowInteractor3DvtkRenderingCorePython.vtkRenderWindowInteractor3DvtkRenderWindowInteractor3D - adds support for 3D events to vtkRenderWindowInteractor. Superclass: vtkRenderWindowInteractor vtkRenderWindowInteractor3D provides a platform-independent interaction support for 3D events including 3D clicks and 3D controller orientations. It follows the same basic model as vtkRenderWindowInteractor but adds methods to set and get 3D event locations and orientations. VR systems will subclass this class to provide the code to set these values based on events from their VR controllers. V.SafeDownCast(vtkObjectBase) -> vtkRenderWindowInteractor3D C++: static vtkRenderWindowInteractor3D *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkRenderWindowInteractor3D C++: vtkRenderWindowInteractor3D *NewInstance() V.Enable() C++: void Enable() override; Enable/Disable interactions. By default interactors are enabled when initialized. Initialize() must be called prior to enabling/disabling interaction. These methods are used when a window/widget is being shared by multiple renderers and interactors. This allows a "modal" display where one interactor is active when its data is to be displayed and all other interactors associated with the widget are disabled when their data is not displayed. V.Disable() C++: void Disable() override; Enable/Disable interactions. By default interactors are enabled when initialized. Initialize() must be called prior to enabling/disabling interaction. These methods are used when a window/widget is being shared by multiple renderers and interactors. This allows a "modal" display where one interactor is active when its data is to be displayed and all other interactors associated with the widget are disabled when their data is not displayed. V.TerminateApp() C++: void TerminateApp(void) override; OpenVR specific application terminate, calls ClassExitMethod then calls PostQuitMessage(0) to terminate the application. An application can Specify ExitMethod for alternative behavior (i.e. suppression of keyboard exit) GetWorldEventPositionV.GetWorldEventPosition(int) -> (float, ...) C++: virtual double *GetWorldEventPosition(int pointerIndex) With VR we know the world coordinate positions and orientations of events. These methods support querying them instead of going through a display X,Y coordinate approach as is standard for mouse/touch events GetLastWorldEventPositionV.GetLastWorldEventPosition(int) -> (float, ...) C++: virtual double *GetLastWorldEventPosition(int pointerIndex) With VR we know the world coordinate positions and orientations of events. These methods support querying them instead of going through a display X,Y coordinate approach as is standard for mouse/touch events GetWorldEventOrientationV.GetWorldEventOrientation(int) -> (float, ...) C++: virtual double *GetWorldEventOrientation(int pointerIndex) With VR we know the world coordinate positions and orientations of events. These methods support querying them instead of going through a display X,Y coordinate approach as is standard for mouse/touch events GetLastWorldEventOrientationV.GetLastWorldEventOrientation(int) -> (float, ...) C++: virtual double *GetLastWorldEventOrientation( int pointerIndex) With VR we know the world coordinate positions and orientations of events. These methods support querying them instead of going through a display X,Y coordinate approach as is standard for mouse/touch events SetPhysicalEventPositionV.SetPhysicalEventPosition(float, float, float, int) C++: virtual void SetPhysicalEventPosition(double x, double y, double z, int pointerIndex) With VR we know the physical/room coordinate positions and orientations of events. These methods support setting them. SetWorldEventPositionV.SetWorldEventPosition(float, float, float, int) C++: virtual void SetWorldEventPosition(double x, double y, double z, int pointerIndex) With VR we know the world coordinate positions and orientations of events. These methods support setting them. SetWorldEventOrientationV.SetWorldEventOrientation(float, float, float, float, int) C++: virtual void SetWorldEventOrientation(double w, double x, double y, double z, int pointerIndex) With VR we know the world coordinate positions and orientations of events. These methods support setting them. V.RightButtonPressEvent() C++: void RightButtonPressEvent() override; Override to set pointers down V.RightButtonReleaseEvent() C++: void RightButtonReleaseEvent() override; Override to set pointers down V.MiddleButtonPressEvent() C++: void MiddleButtonPressEvent() override; Override to set pointers down V.MiddleButtonReleaseEvent() C++: void MiddleButtonReleaseEvent() override; Override to set pointers down SetTouchPadPositionV.SetTouchPadPosition(float, float) C++: void SetTouchPadPosition(float, float) V.SetTouchPadPosition((float, float)) C++: void SetTouchPadPosition(float a[2]) GetTouchPadPositionV.GetTouchPadPosition() -> (float, float) C++: float *GetTouchPadPosition() SetPhysicalTranslationV.SetPhysicalTranslation(vtkCamera, float, float, float) C++: virtual void SetPhysicalTranslation(vtkCamera *, double, double, double) Set/Get the optional scale translation to map world coordinates into the 3D physical space (meters, 0,0,0). GetPhysicalTranslationV.GetPhysicalTranslation(vtkCamera) -> (float, ...) C++: virtual double *GetPhysicalTranslation(vtkCamera *) Set/Get the optional scale translation to map world coordinates into the 3D physical space (meters, 0,0,0). SetPhysicalScaleV.SetPhysicalScale(float) C++: virtual void SetPhysicalScale(double) Set/Get the optional scale translation to map world coordinates into the 3D physical space (meters, 0,0,0). GetPhysicalScaleV.GetPhysicalScale() -> float C++: virtual double GetPhysicalScale() Set/Get the optional scale translation to map world coordinates into the 3D physical space (meters, 0,0,0). SetTranslation3DV.SetTranslation3D([float, float, float]) C++: void SetTranslation3D(double val[3]) Set/get the translation for pan/swipe gestures, update LastTranslation GetTranslation3DV.GetTranslation3D() -> (float, float, float) C++: double *GetTranslation3D() GetLastTranslation3DV.GetLastTranslation3D() -> (float, float, float) C++: double *GetLastTranslation3D() GetDoneV.GetDone() -> bool C++: virtual bool GetDone() Is the interactor loop done vtkSelectVisiblePointsvtkRenderingCorePython.vtkSelectVisiblePointsvtkSelectVisiblePoints - extract points that are visible (based on z-buffer calculation) Superclass: vtkPolyDataAlgorithm vtkSelectVisiblePoints is a filter that selects points based on whether they are visible or not. Visibility is determined by accessing the z-buffer of a rendering window. (The position of each input point is converted into display coordinates, and then the z-value at that point is obtained. If within the user-specified tolerance, the point is considered visible.) Points that are visible (or if the ivar SelectInvisible is on, invisible points) are passed to the output. Associated data attributes are passed to the output as well. This filter also allows you to specify a rectangular window in display (pixel) coordinates in which the visible points must lie. This can be used as a sort of local "brushing" operation to select just data within a window. @warning You must carefully synchronize the execution of this filter. The filter refers to a renderer, which is modified every time a render occurs. Therefore, the filter is always out of date, and always executes. You may have to perform two rendering passes, or if you are using this filter in conjunction with vtkLabeledDataMapper, things work out because 2D rendering occurs after the 3D rendering. V.SafeDownCast(vtkObjectBase) -> vtkSelectVisiblePoints C++: static vtkSelectVisiblePoints *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkSelectVisiblePoints C++: vtkSelectVisiblePoints *NewInstance() V.SetRenderer(vtkRenderer) C++: void SetRenderer(vtkRenderer *ren) Specify the renderer in which the visibility computation is to be performed. V.GetRenderer() -> vtkRenderer C++: vtkRenderer *GetRenderer() Specify the renderer in which the visibility computation is to be performed. SetSelectionWindowV.SetSelectionWindow(int) C++: virtual void SetSelectionWindow(int _arg) Set/Get the flag which enables selection in a rectangular display region. GetSelectionWindowV.GetSelectionWindow() -> int C++: virtual int GetSelectionWindow() Set/Get the flag which enables selection in a rectangular display region. SelectionWindowOnV.SelectionWindowOn() C++: virtual void SelectionWindowOn() Set/Get the flag which enables selection in a rectangular display region. SelectionWindowOffV.SelectionWindowOff() C++: virtual void SelectionWindowOff() Set/Get the flag which enables selection in a rectangular display region. SetSelectionV.SetSelection(int, int, int, int) C++: void SetSelection(int, int, int, int) V.SetSelection((int, int, int, int)) C++: void SetSelection(int a[4]) GetSelectionV.GetSelection() -> (int, int, int, int) C++: int *GetSelection() Specify the selection window in display coordinates. You must specify a rectangular region using (xmin,xmax,ymin,ymax). SetSelectInvisibleV.SetSelectInvisible(int) C++: virtual void SetSelectInvisible(int _arg) Set/Get the flag which enables inverse selection; i.e., invisible points are selected. GetSelectInvisibleV.GetSelectInvisible() -> int C++: virtual int GetSelectInvisible() Set/Get the flag which enables inverse selection; i.e., invisible points are selected. SelectInvisibleOnV.SelectInvisibleOn() C++: virtual void SelectInvisibleOn() Set/Get the flag which enables inverse selection; i.e., invisible points are selected. SelectInvisibleOffV.SelectInvisibleOff() C++: virtual void SelectInvisibleOff() Set/Get the flag which enables inverse selection; i.e., invisible points are selected. SetToleranceV.SetTolerance(float) C++: virtual void SetTolerance(double _arg) Set/Get a tolerance to use to determine whether a point is visible. A tolerance is usually required because the conversion from world space to display space during rendering introduces numerical round-off. GetToleranceMinValueV.GetToleranceMinValue() -> float C++: virtual double GetToleranceMinValue() Set/Get a tolerance to use to determine whether a point is visible. A tolerance is usually required because the conversion from world space to display space during rendering introduces numerical round-off. GetToleranceMaxValueV.GetToleranceMaxValue() -> float C++: virtual double GetToleranceMaxValue() Set/Get a tolerance to use to determine whether a point is visible. A tolerance is usually required because the conversion from world space to display space during rendering introduces numerical round-off. GetToleranceV.GetTolerance() -> float C++: virtual double GetTolerance() Set/Get a tolerance to use to determine whether a point is visible. A tolerance is usually required because the conversion from world space to display space during rendering introduces numerical round-off. V.Initialize(bool) -> (float, ...) C++: float *Initialize(bool getZbuff) Requires the renderer to be set. Populates the composite perspective transform and returns a pointer to the Z-buffer (that must be deleted) if getZbuff is set. IsPointOccludedV.IsPointOccluded((float, float, float), (float, ...)) -> bool C++: bool IsPointOccluded(const double x[3], const float *zPtr) Tests if a point x is being occluded or not against the Z-Buffer array passed in by zPtr. Call Initialize before calling this method. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Return MTime also considering the renderer. vtkShaderDeviceAdapter2vtkRenderingCorePython.vtkShaderDeviceAdapter2vtkShaderDeviceAdapter2 - an adapter to pass generic vertex attributes to the rendering pipeline. Superclass: vtkObject : This class is an adapter used to pass generic vertex attributes to the rendering pipeline. Since this changes based on the shading language used, this class merely defines the API and subclasses provide implementations for Cg and GL. V.SafeDownCast(vtkObjectBase) -> vtkShaderDeviceAdapter2 C++: static vtkShaderDeviceAdapter2 *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkShaderDeviceAdapter2 C++: vtkShaderDeviceAdapter2 *NewInstance() SendAttributeV.SendAttribute(string, int, int, void, int) C++: virtual void SendAttribute(const char *attrname, int components, int type, const void *attribute, unsigned long offset=0) Sends a single attribute to the graphics card. The attrname parameter identifies the name of attribute. The components parameter gives the number of components in the attribute. In general, components must be between 1-4, but a rendering system may impose even more constraints. The type parameter is a VTK type enumeration (VTK_FLOAT, VTK_INT, etc.). Again, a rendering system may not support all types for all attributes. The attribute parameter is the actual data for the attribute. If offset is specified, it is added to attribute pointer after it has been casted to the proper type. SetShaderProgramV.SetShaderProgram(vtkShaderProgram2) C++: void SetShaderProgram(vtkShaderProgram2 *program) Set the shader program which is being updated by this device adapter. The shader program is not reference counted to avoid reference loops. GetShaderProgramV.GetShaderProgram() -> vtkShaderProgram2 C++: virtual vtkShaderProgram2 *GetShaderProgram() PrepareForRenderV.PrepareForRender() C++: virtual void PrepareForRender() vtkShaderProgram2vtkSkyboxvtkRenderingCorePython.vtkSkyboxvtkSkybox - Renders a skybox environment Superclass: vtkActor You must provide a texture cube map using the SetTexture method. V.SafeDownCast(vtkObjectBase) -> vtkSkybox C++: static vtkSkybox *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkSkybox C++: vtkSkybox *NewInstance() vtkTextActorTEXT_SCALE_MODE_NONETEXT_SCALE_MODE_PROPTEXT_SCALE_MODE_VIEWPORTvtkRenderingCorePython.vtkTextActorvtkTextActor - An actor that displays text. Superclass: vtkTexturedActor2D Scaled or unscaled vtkTextActor can be used to place text annotation into a window. When TextScaleMode is NONE, the text is fixed font and operation is the same as a vtkPolyDataMapper2D/vtkActor2D pair. When TextScaleMode is VIEWPORT, the font resizes such that it maintains a consistent size relative to the viewport in which it is rendered. When TextScaleMode is PROP, the font resizes such that the text fits inside the box defined by the position 1 & 2 coordinates. This class replaces the deprecated vtkScaledTextActor and acts as a convenient wrapper for a vtkTextMapper/vtkActor2D pair. Set the text property/attributes through the vtkTextProperty associated to this actor. @sa vtkActor2D vtkPolyDataMapper vtkTextProperty vtkTextRenderer V.SafeDownCast(vtkObjectBase) -> vtkTextActor C++: static vtkTextActor *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTextActor C++: vtkTextActor *NewInstance() V.ShallowCopy(vtkProp) C++: void ShallowCopy(vtkProp *prop) override; Shallow copy of this text actor. Overloads the virtual vtkProp method. V.SetInput(string) C++: void SetInput(const char *inputString) Set the text string to be displayed. "\n" is recognized as a carriage return/linefeed (line separator). The characters must be in the UTF-8 encoding. Convenience method to the underlying mapper V.GetInput() -> string C++: char *GetInput() Set the text string to be displayed. "\n" is recognized as a carriage return/linefeed (line separator). The characters must be in the UTF-8 encoding. Convenience method to the underlying mapper SetMinimumSizeV.SetMinimumSize(int, int) C++: void SetMinimumSize(int, int) V.SetMinimumSize((int, int)) C++: void SetMinimumSize(int a[2]) GetMinimumSizeV.GetMinimumSize() -> (int, int) C++: int *GetMinimumSize() SetMaximumLineHeightV.SetMaximumLineHeight(float) C++: virtual void SetMaximumLineHeight(float _arg) Set/Get the maximum height of a line of text as a percentage of the vertical area allocated to this scaled text actor. Defaults to 1.0. Only valid when TextScaleMode is PROP. GetMaximumLineHeightV.GetMaximumLineHeight() -> float C++: virtual float GetMaximumLineHeight() Set/Get the maximum height of a line of text as a percentage of the vertical area allocated to this scaled text actor. Defaults to 1.0. Only valid when TextScaleMode is PROP. SetTextScaleModeV.SetTextScaleMode(int) C++: virtual void SetTextScaleMode(int _arg) Set how text should be scaled. If set to vtkTextActor::TEXT_SCALE_MODE_NONE, the the font size will be fixed by the size given in TextProperty. If set to vtkTextActor::TEXT_SCALE_MODE_PROP, the text will be scaled to fit exactly in the prop as specified by the position 1 & 2 coordinates. If set to vtkTextActor::TEXT_SCALE_MODE_VIEWPORT, the text will be scaled based on the size of the viewport it is displayed in. GetTextScaleModeMinValueV.GetTextScaleModeMinValue() -> int C++: virtual int GetTextScaleModeMinValue() Set how text should be scaled. If set to vtkTextActor::TEXT_SCALE_MODE_NONE, the the font size will be fixed by the size given in TextProperty. If set to vtkTextActor::TEXT_SCALE_MODE_PROP, the text will be scaled to fit exactly in the prop as specified by the position 1 & 2 coordinates. If set to vtkTextActor::TEXT_SCALE_MODE_VIEWPORT, the text will be scaled based on the size of the viewport it is displayed in. GetTextScaleModeMaxValueV.GetTextScaleModeMaxValue() -> int C++: virtual int GetTextScaleModeMaxValue() Set how text should be scaled. If set to vtkTextActor::TEXT_SCALE_MODE_NONE, the the font size will be fixed by the size given in TextProperty. If set to vtkTextActor::TEXT_SCALE_MODE_PROP, the text will be scaled to fit exactly in the prop as specified by the position 1 & 2 coordinates. If set to vtkTextActor::TEXT_SCALE_MODE_VIEWPORT, the text will be scaled based on the size of the viewport it is displayed in. GetTextScaleModeV.GetTextScaleMode() -> int C++: virtual int GetTextScaleMode() Set how text should be scaled. If set to vtkTextActor::TEXT_SCALE_MODE_NONE, the the font size will be fixed by the size given in TextProperty. If set to vtkTextActor::TEXT_SCALE_MODE_PROP, the text will be scaled to fit exactly in the prop as specified by the position 1 & 2 coordinates. If set to vtkTextActor::TEXT_SCALE_MODE_VIEWPORT, the text will be scaled based on the size of the viewport it is displayed in. SetTextScaleModeToNoneV.SetTextScaleModeToNone() C++: void SetTextScaleModeToNone() Set how text should be scaled. If set to vtkTextActor::TEXT_SCALE_MODE_NONE, the the font size will be fixed by the size given in TextProperty. If set to vtkTextActor::TEXT_SCALE_MODE_PROP, the text will be scaled to fit exactly in the prop as specified by the position 1 & 2 coordinates. If set to vtkTextActor::TEXT_SCALE_MODE_VIEWPORT, the text will be scaled based on the size of the viewport it is displayed in. SetTextScaleModeToPropV.SetTextScaleModeToProp() C++: void SetTextScaleModeToProp() Set how text should be scaled. If set to vtkTextActor::TEXT_SCALE_MODE_NONE, the the font size will be fixed by the size given in TextProperty. If set to vtkTextActor::TEXT_SCALE_MODE_PROP, the text will be scaled to fit exactly in the prop as specified by the position 1 & 2 coordinates. If set to vtkTextActor::TEXT_SCALE_MODE_VIEWPORT, the text will be scaled based on the size of the viewport it is displayed in. SetTextScaleModeToViewportV.SetTextScaleModeToViewport() C++: void SetTextScaleModeToViewport() Set how text should be scaled. If set to vtkTextActor::TEXT_SCALE_MODE_NONE, the the font size will be fixed by the size given in TextProperty. If set to vtkTextActor::TEXT_SCALE_MODE_PROP, the text will be scaled to fit exactly in the prop as specified by the position 1 & 2 coordinates. If set to vtkTextActor::TEXT_SCALE_MODE_VIEWPORT, the text will be scaled based on the size of the viewport it is displayed in. SetUseBorderAlignV.SetUseBorderAlign(int) C++: virtual void SetUseBorderAlign(int _arg) Turn on or off the UseBorderAlign option. When UseBorderAlign is on, the bounding rectangle is used to align the text, which is the proper behavior when using vtkTextRepresentation GetUseBorderAlignV.GetUseBorderAlign() -> int C++: virtual int GetUseBorderAlign() Turn on or off the UseBorderAlign option. When UseBorderAlign is on, the bounding rectangle is used to align the text, which is the proper behavior when using vtkTextRepresentation UseBorderAlignOnV.UseBorderAlignOn() C++: virtual void UseBorderAlignOn() Turn on or off the UseBorderAlign option. When UseBorderAlign is on, the bounding rectangle is used to align the text, which is the proper behavior when using vtkTextRepresentation UseBorderAlignOffV.UseBorderAlignOff() C++: virtual void UseBorderAlignOff() Turn on or off the UseBorderAlign option. When UseBorderAlign is on, the bounding rectangle is used to align the text, which is the proper behavior when using vtkTextRepresentation SetAlignmentPointV.SetAlignmentPoint(int) C++: void SetAlignmentPoint(int point) This method is being deprecated. Use SetJustification and SetVerticalJustification in text property instead. Set/Get the Alignment point if zero (default), the text aligns itself to the bottom left corner (which is defined by the PositionCoordinate) otherwise the text aligns itself to corner/midpoint or centre 6 7 8 3 4 5 0 1 2 This is the same as setting the TextProperty's justification. Currently TextActor is not oriented around its AlignmentPoint. GetAlignmentPointV.GetAlignmentPoint() -> int C++: int GetAlignmentPoint() This method is being deprecated. Use SetJustification and SetVerticalJustification in text property instead. Set/Get the Alignment point if zero (default), the text aligns itself to the bottom left corner (which is defined by the PositionCoordinate) otherwise the text aligns itself to corner/midpoint or centre 6 7 8 3 4 5 0 1 2 This is the same as setting the TextProperty's justification. Currently TextActor is not oriented around its AlignmentPoint. V.SetOrientation(float) C++: void SetOrientation(float orientation) Counterclockwise rotation around the Alignment point. Units are in degrees and defaults to 0. The orientation in the text property rotates the text in the texture map. It will proba ly not give you the effect you desire. V.GetOrientation() -> float C++: virtual float GetOrientation() Counterclockwise rotation around the Alignment point. Units are in degrees and defaults to 0. The orientation in the text property rotates the text in the texture map. It will proba ly not give you the effect you desire. V.SetTextProperty(vtkTextProperty) C++: virtual void SetTextProperty(vtkTextProperty *p) Set/Get the text property. V.GetTextProperty() -> vtkTextProperty C++: virtual vtkTextProperty *GetTextProperty() Set/Get the text property. GetBoundingBoxV.GetBoundingBox(vtkViewport, [float, float, float, float]) C++: virtual void GetBoundingBox(vtkViewport *vport, double bbox[4]) Return the bounding box coordinates of the text in pixels. The bbox array is populated with [ xmin, xmax, ymin, ymax ] values in that order. V.GetSize(vtkViewport, [float, float]) C++: virtual void GetSize(vtkViewport *vport, double size[2]) Syntactic sugar to get the size of text instead of the entire bounding box. SetConstrainedFontSizeV.SetConstrainedFontSize(vtkViewport, int, int) -> int C++: virtual int SetConstrainedFontSize(vtkViewport *, int targetWidth, int targetHeight) V.SetConstrainedFontSize(vtkTextActor, vtkViewport, int, int) -> int C++: static int SetConstrainedFontSize(vtkTextActor *, vtkViewport *, int targetWidth, int targetHeight) Set and return the font size required to make this mapper fit in a given target rectangle (width x height, in pixels). A static version of the method is also available for convenience to other classes (e.g., widgets). SetNonLinearFontScaleV.SetNonLinearFontScale(float, int) C++: virtual void SetNonLinearFontScale(double exponent, int target) Enable non-linear scaling of font sizes. This is useful in combination with scaled text. With small windows you want to use the entire scaled text area. With larger windows you want to reduce the font size some so that the entire area is not used. These values modify the computed font size as follows: newFontSize = pow(FontSize,exponent)*pow(target,1.0 - exponent) typically exponent should be around 0.7 and target should be around 10 SpecifiedToDisplayV.SpecifiedToDisplay([float, ...], vtkViewport, int) C++: void SpecifiedToDisplay(double *pos, vtkViewport *vport, int specified) This is just a simple coordinate conversion method used in the render process. DisplayToSpecifiedV.DisplayToSpecified([float, ...], vtkViewport, int) C++: void DisplayToSpecified(double *pos, vtkViewport *vport, int specified) This is just a simple coordinate conversion method used in the render process. ComputeScaledFontV.ComputeScaledFont(vtkViewport) C++: virtual void ComputeScaledFont(vtkViewport *viewport) Compute the scale the font should be given the viewport. The result is placed in the ScaledTextProperty ivar. GetScaledTextPropertyV.GetScaledTextProperty() -> vtkTextProperty C++: virtual vtkTextProperty *GetScaledTextProperty() Get the scaled font. Use ComputeScaledFont to set the scale for a given viewport. GetFontScaleV.GetFontScale(vtkViewport) -> float C++: static float GetFontScale(vtkViewport *viewport) Provide a font scaling based on a viewport. This is the scaling factor used when the TextScaleMode is set to VIEWPORT and has been made public for other components to use. This scaling assumes that the long dimension of the viewport is meant to be 6 inches (a typical width of text in a paper) and then resizes based on if that long dimension was 72 DPI. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS. Release any graphics resources that are being consumed by this actor. The parameter window could be used to determine which graphic resources to release. V.RenderOpaqueGeometry(vtkViewport) -> int C++: int RenderOpaqueGeometry(vtkViewport *viewport) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS. Draw the text actor to the screen. V.RenderTranslucentPolygonalGeometry(vtkViewport) -> int C++: int RenderTranslucentPolygonalGeometry(vtkViewport *) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS. Draw the text actor to the screen. V.RenderOverlay(vtkViewport) -> int C++: int RenderOverlay(vtkViewport *viewport) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS. Draw the text actor to the screen. vtkTexturedActor2DvtkTextActor3DvtkRenderingCorePython.vtkTextActor3DvtkTextActor3D - An actor that displays text. Superclass: vtkProp3D The input text is rendered into a buffer, which in turn is used as a texture applied onto a quad (a vtkImageActor is used under the hood). @warning This class is experimental at the moment. - The orientation is not optimized, the quad should be oriented, not the text itself when it is rendered in the buffer (we end up with excessively big textures for 45 degrees angles). This will be fixed first. - No checking is done at the moment regarding hardware texture size limits. @sa vtkProp3D V.SafeDownCast(vtkObjectBase) -> vtkTextActor3D C++: static vtkTextActor3D *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTextActor3D C++: vtkTextActor3D *NewInstance() V.SetInput(string) C++: virtual void SetInput(const char *_arg) Set the text string to be displayed. V.GetInput() -> string C++: virtual char *GetInput() Set the text string to be displayed. GetRenderedDPIV.GetRenderedDPI() -> int C++: static int GetRenderedDPI() Since a 3D text actor is not pixel-aligned and positioned in 3D space, the text is rendered at a constant DPI, rather than using the current window DPI. This static method returns the DPI value used to produce the text images. V.GetBoundingBox([int, int, int, int]) -> int C++: int GetBoundingBox(int bbox[4]) Get the vtkTextRenderer-derived bounding box for the given vtkTextProperty and text string str. Results are returned in the four element bbox int array. This call can be used for sizing other elements. V.RenderTranslucentPolygonalGeometry(vtkViewport) -> int C++: int RenderTranslucentPolygonalGeometry(vtkViewport *viewport) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS. Draw the text actor to the screen. VTKTextureBlendingModeVTK_TEXTURE_BLENDING_MODE_NONEVTK_TEXTURE_BLENDING_MODE_REPLACEVTK_TEXTURE_BLENDING_MODE_MODULATEVTK_TEXTURE_BLENDING_MODE_ADDVTK_TEXTURE_BLENDING_MODE_ADD_SIGNEDVTK_TEXTURE_BLENDING_MODE_INTERPOLATEVTK_TEXTURE_BLENDING_MODE_SUBTRACTVTK_TEXTURE_QUALITY_DEFAULTVTK_TEXTURE_QUALITY_16BITVTK_TEXTURE_QUALITY_32BITvtkRenderingCorePython.vtkTexture.VTKTextureBlendingModevtkRenderingCorePython.vtkTexturevtkTexture - handles properties associated with a texture map Superclass: vtkImageAlgorithm vtkTexture is an object that handles loading and binding of texture maps. It obtains its data from an input image data dataset type. Thus you can create visualization pipelines to read, process, and construct textures. Note that textures will only work if texture coordinates are also defined, and if the rendering system supports texture. Instances of vtkTexture are associated with actors via the actor's SetTexture() method. Actors can share texture maps (this is encouraged to save memory resources.) @warning Currently only 2D texture maps are supported, even though the data pipeline supports 1,2, and 3D texture coordinates. @warning Some renderers such as old OpenGL require that the texture map dimensions are a power of two in each direction. If a non-power of two texture map is used, it is automatically resampled to a power of two in one or more directions, at the cost of an expensive computation. If the OpenGL implementation is recent enough (OpenGL>=2.0 or extension GL_ARB_texture_non_power_of_two exists) there is no such restriction and no extra computational cost. @sa vtkActor vtkRenderer vtkOpenGLTexture V.SafeDownCast(vtkObjectBase) -> vtkTexture C++: static vtkTexture *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTexture C++: vtkTexture *NewInstance() V.Render(vtkRenderer) C++: virtual void Render(vtkRenderer *ren) Renders a texture map. It first checks the object's modified time to make sure the texture maps Input is valid, then it invokes the Load() method. V.PostRender(vtkRenderer) C++: virtual void PostRender(vtkRenderer *) Cleans up after the texture rendering to restore the state of the graphics context. V.ReleaseGraphicsResources(vtkWindow) C++: virtual void ReleaseGraphicsResources(vtkWindow *) Release any graphics resources that are being consumed by this texture. The parameter window could be used to determine which graphic resources to release. LoadV.Load(vtkRenderer) C++: virtual void Load(vtkRenderer *) Abstract interface to renderer. Each concrete subclass of vtkTexture will load its data into graphics system in response to this method invocation. GetRepeatV.GetRepeat() -> int C++: virtual int GetRepeat() Turn on/off the repetition of the texture map when the texture coords extend beyond the [0,1] range. SetRepeatV.SetRepeat(int) C++: virtual void SetRepeat(int _arg) Turn on/off the repetition of the texture map when the texture coords extend beyond the [0,1] range. RepeatOnV.RepeatOn() C++: virtual void RepeatOn() Turn on/off the repetition of the texture map when the texture coords extend beyond the [0,1] range. RepeatOffV.RepeatOff() C++: virtual void RepeatOff() Turn on/off the repetition of the texture map when the texture coords extend beyond the [0,1] range. GetEdgeClampV.GetEdgeClamp() -> int C++: virtual int GetEdgeClamp() Turn on/off the clamping of the texture map when the texture coords extend beyond the [0,1] range. Only used when Repeat is off, and edge clamping is supported by the graphics card. SetEdgeClampV.SetEdgeClamp(int) C++: virtual void SetEdgeClamp(int _arg) Turn on/off the clamping of the texture map when the texture coords extend beyond the [0,1] range. Only used when Repeat is off, and edge clamping is supported by the graphics card. EdgeClampOnV.EdgeClampOn() C++: virtual void EdgeClampOn() Turn on/off the clamping of the texture map when the texture coords extend beyond the [0,1] range. Only used when Repeat is off, and edge clamping is supported by the graphics card. EdgeClampOffV.EdgeClampOff() C++: virtual void EdgeClampOff() Turn on/off the clamping of the texture map when the texture coords extend beyond the [0,1] range. Only used when Repeat is off, and edge clamping is supported by the graphics card. V.GetInterpolate() -> int C++: virtual int GetInterpolate() Turn on/off linear interpolation of the texture map when rendering. V.SetInterpolate(int) C++: virtual void SetInterpolate(int _arg) Turn on/off linear interpolation of the texture map when rendering. V.InterpolateOn() C++: virtual void InterpolateOn() Turn on/off linear interpolation of the texture map when rendering. V.InterpolateOff() C++: virtual void InterpolateOff() Turn on/off linear interpolation of the texture map when rendering. GetMipmapV.GetMipmap() -> bool C++: virtual bool GetMipmap() Turn on/off use of mipmaps when rendering. SetMipmapV.SetMipmap(bool) C++: virtual void SetMipmap(bool _arg) Turn on/off use of mipmaps when rendering. MipmapOnV.MipmapOn() C++: virtual void MipmapOn() Turn on/off use of mipmaps when rendering. MipmapOffV.MipmapOff() C++: virtual void MipmapOff() Turn on/off use of mipmaps when rendering. SetQualityV.SetQuality(int) C++: virtual void SetQuality(int _arg) Force texture quality to 16-bit or 32-bit. This might not be supported on all machines. GetQualityV.GetQuality() -> int C++: virtual int GetQuality() Force texture quality to 16-bit or 32-bit. This might not be supported on all machines. SetQualityToDefaultV.SetQualityToDefault() C++: void SetQualityToDefault() Force texture quality to 16-bit or 32-bit. This might not be supported on all machines. SetQualityTo16BitV.SetQualityTo16Bit() C++: void SetQualityTo16Bit() Force texture quality to 16-bit or 32-bit. This might not be supported on all machines. SetQualityTo32BitV.SetQualityTo32Bit() C++: void SetQualityTo32Bit() Force texture quality to 16-bit or 32-bit. This might not be supported on all machines. SetMapColorScalarsThroughLookupTableV.SetMapColorScalarsThroughLookupTable(int) C++: void SetMapColorScalarsThroughLookupTable(int val) Turn on/off the mapping of color scalars through the lookup table. The default is Off. If Off, unsigned char scalars will be used directly as texture. If On, scalars will be mapped through the lookup table to generate 4-component unsigned char scalars. This ivar does not affect other scalars like unsigned short, float, etc. These scalars are always mapped through lookup tables. @deprecated Use SetColorMode, SetColorModeToDefault, SetColorModeToMapScalars, and SetColorModeToDirectScalars instead. GetMapColorScalarsThroughLookupTableV.GetMapColorScalarsThroughLookupTable() -> int C++: int GetMapColorScalarsThroughLookupTable() Turn on/off the mapping of color scalars through the lookup table. The default is Off. If Off, unsigned char scalars will be used directly as texture. If On, scalars will be mapped through the lookup table to generate 4-component unsigned char scalars. This ivar does not affect other scalars like unsigned short, float, etc. These scalars are always mapped through lookup tables. @deprecated Use SetColorMode, SetColorModeToDefault, SetColorModeToMapScalars, and SetColorModeToDirectScalars instead. MapColorScalarsThroughLookupTableOnV.MapColorScalarsThroughLookupTableOn() C++: void MapColorScalarsThroughLookupTableOn() Turn on/off the mapping of color scalars through the lookup table. The default is Off. If Off, unsigned char scalars will be used directly as texture. If On, scalars will be mapped through the lookup table to generate 4-component unsigned char scalars. This ivar does not affect other scalars like unsigned short, float, etc. These scalars are always mapped through lookup tables. @deprecated Use SetColorMode, SetColorModeToDefault, SetColorModeToMapScalars, and SetColorModeToDirectScalars instead. MapColorScalarsThroughLookupTableOffV.MapColorScalarsThroughLookupTableOff() C++: void MapColorScalarsThroughLookupTableOff() Turn on/off the mapping of color scalars through the lookup table. The default is Off. If Off, unsigned char scalars will be used directly as texture. If On, scalars will be mapped through the lookup table to generate 4-component unsigned char scalars. This ivar does not affect other scalars like unsigned short, float, etc. These scalars are always mapped through lookup tables. @deprecated Use SetColorMode, SetColorModeToDefault, SetColorModeToMapScalars, and SetColorModeToDirectScalars instead. V.SetColorMode(int) C++: virtual void SetColorMode(int _arg) Default: ColorModeToDefault. unsigned char scalars are treated as colors, and NOT mapped through the lookup table (set with SetLookupTable), while other kinds of scalars are. ColorModeToDirectScalar extends ColorModeToDefault such that all integer types are treated as colors with values in the range 0-255 and floating types are treated as colors with values in the range 0.0-1.0. Setting ColorModeToMapScalars means that all scalar data will be mapped through the lookup table. V.GetColorMode() -> int C++: virtual int GetColorMode() Default: ColorModeToDefault. unsigned char scalars are treated as colors, and NOT mapped through the lookup table (set with SetLookupTable), while other kinds of scalars are. ColorModeToDirectScalar extends ColorModeToDefault such that all integer types are treated as colors with values in the range 0-255 and floating types are treated as colors with values in the range 0.0-1.0. Setting ColorModeToMapScalars means that all scalar data will be mapped through the lookup table. V.SetColorModeToDefault() C++: void SetColorModeToDefault() Default: ColorModeToDefault. unsigned char scalars are treated as colors, and NOT mapped through the lookup table (set with SetLookupTable), while other kinds of scalars are. ColorModeToDirectScalar extends ColorModeToDefault such that all integer types are treated as colors with values in the range 0-255 and floating types are treated as colors with values in the range 0.0-1.0. Setting ColorModeToMapScalars means that all scalar data will be mapped through the lookup table. V.SetColorModeToMapScalars() C++: void SetColorModeToMapScalars() Default: ColorModeToDefault. unsigned char scalars are treated as colors, and NOT mapped through the lookup table (set with SetLookupTable), while other kinds of scalars are. ColorModeToDirectScalar extends ColorModeToDefault such that all integer types are treated as colors with values in the range 0-255 and floating types are treated as colors with values in the range 0.0-1.0. Setting ColorModeToMapScalars means that all scalar data will be mapped through the lookup table. V.SetColorModeToDirectScalars() C++: void SetColorModeToDirectScalars() Default: ColorModeToDefault. unsigned char scalars are treated as colors, and NOT mapped through the lookup table (set with SetLookupTable), while other kinds of scalars are. ColorModeToDirectScalar extends ColorModeToDefault such that all integer types are treated as colors with values in the range 0-255 and floating types are treated as colors with values in the range 0.0-1.0. Setting ColorModeToMapScalars means that all scalar data will be mapped through the lookup table. V.GetInput() -> vtkImageData C++: vtkImageData *GetInput() Get the input as a vtkImageData object. This method is for backwards compatibility. V.SetLookupTable(vtkScalarsToColors) C++: void SetLookupTable(vtkScalarsToColors *) Specify the lookup table to convert scalars if necessary V.GetLookupTable() -> vtkScalarsToColors C++: virtual vtkScalarsToColors *GetLookupTable() Specify the lookup table to convert scalars if necessary GetMappedScalarsV.GetMappedScalars() -> vtkUnsignedCharArray C++: virtual vtkUnsignedCharArray *GetMappedScalars() Get Mapped Scalars MapScalarsToColorsV.MapScalarsToColors(vtkDataArray) -> (int, ...) C++: unsigned char *MapScalarsToColors(vtkDataArray *scalars) Map scalar values into color scalars. SetTransformV.SetTransform(vtkTransform) C++: void SetTransform(vtkTransform *transform) Set a transform on the texture which allows one to scale, rotate and translate the texture. GetTransformV.GetTransform() -> vtkTransform C++: virtual vtkTransform *GetTransform() Set a transform on the texture which allows one to scale, rotate and translate the texture. GetBlendingModeV.GetBlendingMode() -> int C++: virtual int GetBlendingMode() Used to specify how the texture will blend its RGB and Alpha values with other textures and the fragment the texture is rendered upon. SetBlendingModeV.SetBlendingMode(int) C++: virtual void SetBlendingMode(int _arg) Used to specify how the texture will blend its RGB and Alpha values with other textures and the fragment the texture is rendered upon. GetPremultipliedAlphaV.GetPremultipliedAlpha() -> bool C++: virtual bool GetPremultipliedAlpha() Whether the texture colors are premultiplied by alpha. Initial value is false. SetPremultipliedAlphaV.SetPremultipliedAlpha(bool) C++: virtual void SetPremultipliedAlpha(bool _arg) Whether the texture colors are premultiplied by alpha. Initial value is false. PremultipliedAlphaOnV.PremultipliedAlphaOn() C++: virtual void PremultipliedAlphaOn() Whether the texture colors are premultiplied by alpha. Initial value is false. PremultipliedAlphaOffV.PremultipliedAlphaOff() C++: virtual void PremultipliedAlphaOff() Whether the texture colors are premultiplied by alpha. Initial value is false. GetRestrictPowerOf2ImageSmallerV.GetRestrictPowerOf2ImageSmaller() -> int C++: virtual int GetRestrictPowerOf2ImageSmaller() When the texture is forced to be a power of 2, the default behavior is for the "new" image's dimensions to be greater than or equal to with respects to the original. Setting RestrictPowerOf2ImageSmaller to be 1 (or ON) with force the new image's dimensions to be less than or equal to with respects to the original. SetRestrictPowerOf2ImageSmallerV.SetRestrictPowerOf2ImageSmaller(int) C++: virtual void SetRestrictPowerOf2ImageSmaller(int _arg) When the texture is forced to be a power of 2, the default behavior is for the "new" image's dimensions to be greater than or equal to with respects to the original. Setting RestrictPowerOf2ImageSmaller to be 1 (or ON) with force the new image's dimensions to be less than or equal to with respects to the original. RestrictPowerOf2ImageSmallerOnV.RestrictPowerOf2ImageSmallerOn() C++: virtual void RestrictPowerOf2ImageSmallerOn() When the texture is forced to be a power of 2, the default behavior is for the "new" image's dimensions to be greater than or equal to with respects to the original. Setting RestrictPowerOf2ImageSmaller to be 1 (or ON) with force the new image's dimensions to be less than or equal to with respects to the original. RestrictPowerOf2ImageSmallerOffV.RestrictPowerOf2ImageSmallerOff() C++: virtual void RestrictPowerOf2ImageSmallerOff() When the texture is forced to be a power of 2, the default behavior is for the "new" image's dimensions to be greater than or equal to with respects to the original. Setting RestrictPowerOf2ImageSmaller to be 1 (or ON) with force the new image's dimensions to be less than or equal to with respects to the original. IsTranslucentV.IsTranslucent() -> int C++: virtual int IsTranslucent() Is this Texture Translucent? returns false (0) if the texture is either fully opaque or has only fully transparent pixels and fully opaque pixels and the Interpolate flag is turn off. V.GetTextureUnit() -> int C++: virtual int GetTextureUnit() Return the texture unit used for this texture GetCubeMapV.GetCubeMap() -> bool C++: virtual bool GetCubeMap() Is this texture a cube map, if so it needs 6 inputs one for each side of the cube. You must set this before connecting the inputs. The inputs must all have the same size, data type, and depth CubeMapOnV.CubeMapOn() C++: virtual void CubeMapOn() Is this texture a cube map, if so it needs 6 inputs one for each side of the cube. You must set this before connecting the inputs. The inputs must all have the same size, data type, and depth CubeMapOffV.CubeMapOff() C++: virtual void CubeMapOff() Is this texture a cube map, if so it needs 6 inputs one for each side of the cube. You must set this before connecting the inputs. The inputs must all have the same size, data type, and depth SetCubeMapV.SetCubeMap(bool) C++: void SetCubeMap(bool val) Is this texture a cube map, if so it needs 6 inputs one for each side of the cube. You must set this before connecting the inputs. The inputs must all have the same size, data type, and depth V.GetUseSRGBColorSpace() -> bool C++: virtual bool GetUseSRGBColorSpace() Is this texture using the sRGB color space. If you are using a sRGB framebuffer or window then you probably also want to be using sRGB color textures for proper handling of gamma and associated color mixing. V.SetUseSRGBColorSpace(bool) C++: virtual void SetUseSRGBColorSpace(bool _arg) Is this texture using the sRGB color space. If you are using a sRGB framebuffer or window then you probably also want to be using sRGB color textures for proper handling of gamma and associated color mixing. V.UseSRGBColorSpaceOn() C++: virtual void UseSRGBColorSpaceOn() Is this texture using the sRGB color space. If you are using a sRGB framebuffer or window then you probably also want to be using sRGB color textures for proper handling of gamma and associated color mixing. V.UseSRGBColorSpaceOff() C++: virtual void UseSRGBColorSpaceOff() Is this texture using the sRGB color space. If you are using a sRGB framebuffer or window then you probably also want to be using sRGB color textures for proper handling of gamma and associated color mixing. vtkImageAlgorithmvtkRenderingCorePython.vtkTexturedActor2DvtkTexturedActor2D - actor that draws 2D data with texture support Superclass: vtkActor2D vtkTexturedActor2D is an Actor2D which has additional support for textures, just like vtkActor. To use textures, the geometry must have texture coordinates, and the texture must be set with SetTexture(). @sa vtkActor2D vtkProp vtkMapper2D vtkProperty2D V.SafeDownCast(vtkObjectBase) -> vtkTexturedActor2D C++: static vtkTexturedActor2D *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTexturedActor2D C++: vtkTexturedActor2D *NewInstance() V.SetTexture(vtkTexture) C++: virtual void SetTexture(vtkTexture *texture) Set/Get the texture object to control rendering texture maps. This will be a vtkTexture object. An actor does not need to have an associated texture map and multiple actors can share one texture. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *win) override; Release any graphics resources that are being consumed by this actor. The parameter window could be used to determine which graphic resources to release. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Return this object's modified time. V.ShallowCopy(vtkProp) C++: void ShallowCopy(vtkProp *prop) override; Shallow copy of this vtkTexturedActor2D. Overrides vtkActor2D method. vtkTransformCoordinateSystemsvtkRenderingCorePython.vtkTransformCoordinateSystemsvtkTransformCoordinateSystems - transform points into different coordinate systems Superclass: vtkPointSetAlgorithm This filter transforms points from one coordinate system to another. The user must specify the coordinate systems in which the input and output are specified. The user must also specify the VTK viewport (i.e., renderer) in which the transformation occurs. @sa vtkCoordinate vtkTransformFilter vtkTransformPolyData vtkPolyDataMapper2D V.IsTypeOf(string) -> int C++: static vtkTypeBool IsTypeOf(const char *type) Standard methods for type information and printing. V.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Standard methods for type information and printing. V.SafeDownCast(vtkObjectBase) -> vtkTransformCoordinateSystems C++: static vtkTransformCoordinateSystems *SafeDownCast( vtkObjectBase *o) Standard methods for type information and printing. V.NewInstance() -> vtkTransformCoordinateSystems C++: vtkTransformCoordinateSystems *NewInstance() Standard methods for type information and printing. SetInputCoordinateSystemV.SetInputCoordinateSystem(int) C++: virtual void SetInputCoordinateSystem(int _arg) Set/get the coordinate system in which the input is specified. The current options are World, Viewport, and Display. By default the input coordinate system is World. GetInputCoordinateSystemV.GetInputCoordinateSystem() -> int C++: virtual int GetInputCoordinateSystem() Set/get the coordinate system in which the input is specified. The current options are World, Viewport, and Display. By default the input coordinate system is World. SetInputCoordinateSystemToDisplayV.SetInputCoordinateSystemToDisplay() C++: void SetInputCoordinateSystemToDisplay() Set/get the coordinate system in which the input is specified. The current options are World, Viewport, and Display. By default the input coordinate system is World. SetInputCoordinateSystemToViewportV.SetInputCoordinateSystemToViewport() C++: void SetInputCoordinateSystemToViewport() Set/get the coordinate system in which the input is specified. The current options are World, Viewport, and Display. By default the input coordinate system is World. SetInputCoordinateSystemToWorldV.SetInputCoordinateSystemToWorld() C++: void SetInputCoordinateSystemToWorld() Set/get the coordinate system in which the input is specified. The current options are World, Viewport, and Display. By default the input coordinate system is World. SetOutputCoordinateSystemV.SetOutputCoordinateSystem(int) C++: virtual void SetOutputCoordinateSystem(int _arg) Set/get the coordinate system to which to transform the output. The current options are World, Viewport, and Display. By default the output coordinate system is Display. GetOutputCoordinateSystemV.GetOutputCoordinateSystem() -> int C++: virtual int GetOutputCoordinateSystem() Set/get the coordinate system to which to transform the output. The current options are World, Viewport, and Display. By default the output coordinate system is Display. SetOutputCoordinateSystemToDisplayV.SetOutputCoordinateSystemToDisplay() C++: void SetOutputCoordinateSystemToDisplay() Set/get the coordinate system to which to transform the output. The current options are World, Viewport, and Display. By default the output coordinate system is Display. SetOutputCoordinateSystemToViewportV.SetOutputCoordinateSystemToViewport() C++: void SetOutputCoordinateSystemToViewport() Set/get the coordinate system to which to transform the output. The current options are World, Viewport, and Display. By default the output coordinate system is Display. SetOutputCoordinateSystemToWorldV.SetOutputCoordinateSystemToWorld() C++: void SetOutputCoordinateSystemToWorld() Set/get the coordinate system to which to transform the output. The current options are World, Viewport, and Display. By default the output coordinate system is Display. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Return the MTime also considering the instance of vtkCoordinate. V.SetViewport(vtkViewport) C++: void SetViewport(vtkViewport *viewport) In order for a successful coordinate transformation to occur, an instance of vtkViewport (e.g., a VTK renderer) must be specified. NOTE: this is a raw pointer, not a weak pointer nor a reference counted object, to avoid reference cycle loop between rendering classes and filter classes. V.GetViewport() -> vtkViewport C++: virtual vtkViewport *GetViewport() In order for a successful coordinate transformation to occur, an instance of vtkViewport (e.g., a VTK renderer) must be specified. NOTE: this is a raw pointer, not a weak pointer nor a reference counted object, to avoid reference cycle loop between rendering classes and filter classes. vtkTransformInterpolatorvtkRenderingCorePython.vtkTransformInterpolatorvtkTransformInterpolator - interpolate a series of transformation matrices Superclass: vtkObject This class is used to interpolate a series of 4x4 transformation matrices. Position, scale and orientation (i.e., rotations) are interpolated separately, and can be interpolated linearly or with a spline function. Note that orientation is interpolated using quaternions via SLERP (spherical linear interpolation) or the special vtkQuaternionSpline class. To use this class, specify at least two pairs of (t,transformation matrix) with the AddTransform() method. Then interpolated the transforms with the InterpolateTransform(t,transform) method, where "t" must be in the range of (min,max) times specified by the AddTransform() method. By default, spline interpolation is used for the interpolation of the transformation matrices. The position, scale and orientation of the matrices are interpolated with instances of the classes vtkTupleInterpolator (position,scale) and vtkQuaternionInterpolator (rotation). The user can override the interpolation behavior by gaining access to these separate interpolation classes. These interpolator classes (vtkTupleInterpolator and vtkQuaternionInterpolator) can be modified to perform linear versus spline interpolation, and/or different spline basis functions can be specified. @warning The interpolator classes are initialized when the InterpolateTransform() is called. Any changes to the interpolators, or additions to the list of transforms to be interpolated, causes a reinitialization of the interpolators the next time InterpolateTransform() is invoked. Thus the best performance is obtained by 1) configuring the interpolators, 2) adding all the transforms, and 3) finally performing interpolation. V.SafeDownCast(vtkObjectBase) -> vtkTransformInterpolator C++: static vtkTransformInterpolator *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkTransformInterpolator C++: vtkTransformInterpolator *NewInstance() GetNumberOfTransformsV.GetNumberOfTransforms() -> int C++: int GetNumberOfTransforms() Return the number of transforms in the list of transforms. V.GetMinimumT() -> float C++: double GetMinimumT() Obtain some information about the interpolation range. The numbers returned (corresponding to parameter t, usually thought of as time) are undefined if the list of transforms is empty. V.GetMaximumT() -> float C++: double GetMaximumT() Obtain some information about the interpolation range. The numbers returned (corresponding to parameter t, usually thought of as time) are undefined if the list of transforms is empty. V.Initialize() C++: void Initialize() Clear the list of transforms. AddTransformV.AddTransform(float, vtkTransform) C++: void AddTransform(double t, vtkTransform *xform) V.AddTransform(float, vtkMatrix4x4) C++: void AddTransform(double t, vtkMatrix4x4 *matrix) V.AddTransform(float, vtkProp3D) C++: void AddTransform(double t, vtkProp3D *prop3D) Add another transform to the list of transformations defining the transform function. Note that using the same time t value more than once replaces the previous transform value at t. At least two transforms must be added to define a function. There are variants to this method depending on whether you are adding a vtkTransform, vtkMaxtirx4x4, and/or vtkProp3D. RemoveTransformV.RemoveTransform(float) C++: void RemoveTransform(double t) Delete the transform at a particular parameter t. If there is no transform defined at location t, then the method does nothing. InterpolateTransformV.InterpolateTransform(float, vtkTransform) C++: void InterpolateTransform(double t, vtkTransform *xform) Interpolate the list of transforms and determine a new transform (i.e., fill in the transformation provided). If t is outside the range of (min,max) values, then t is clamped. V.SetInterpolationType(int) C++: virtual void SetInterpolationType(int _arg) These are convenience methods to switch between linear and spline interpolation. The methods simply forward the request for linear or spline interpolation to the position, scale and orientation interpolators. Note that if the InterpolationType is set to "Manual", then the interpolators are expected to be directly manipulated and this class does not forward the request for interpolation type to its interpolators. V.GetInterpolationTypeMinValue() -> int C++: virtual int GetInterpolationTypeMinValue() These are convenience methods to switch between linear and spline interpolation. The methods simply forward the request for linear or spline interpolation to the position, scale and orientation interpolators. Note that if the InterpolationType is set to "Manual", then the interpolators are expected to be directly manipulated and this class does not forward the request for interpolation type to its interpolators. V.GetInterpolationTypeMaxValue() -> int C++: virtual int GetInterpolationTypeMaxValue() These are convenience methods to switch between linear and spline interpolation. The methods simply forward the request for linear or spline interpolation to the position, scale and orientation interpolators. Note that if the InterpolationType is set to "Manual", then the interpolators are expected to be directly manipulated and this class does not forward the request for interpolation type to its interpolators. V.GetInterpolationType() -> int C++: virtual int GetInterpolationType() These are convenience methods to switch between linear and spline interpolation. The methods simply forward the request for linear or spline interpolation to the position, scale and orientation interpolators. Note that if the InterpolationType is set to "Manual", then the interpolators are expected to be directly manipulated and this class does not forward the request for interpolation type to its interpolators. V.SetInterpolationTypeToLinear() C++: void SetInterpolationTypeToLinear() These are convenience methods to switch between linear and spline interpolation. The methods simply forward the request for linear or spline interpolation to the position, scale and orientation interpolators. Note that if the InterpolationType is set to "Manual", then the interpolators are expected to be directly manipulated and this class does not forward the request for interpolation type to its interpolators. V.SetInterpolationTypeToSpline() C++: void SetInterpolationTypeToSpline() These are convenience methods to switch between linear and spline interpolation. The methods simply forward the request for linear or spline interpolation to the position, scale and orientation interpolators. Note that if the InterpolationType is set to "Manual", then the interpolators are expected to be directly manipulated and this class does not forward the request for interpolation type to its interpolators. V.SetInterpolationTypeToManual() C++: void SetInterpolationTypeToManual() These are convenience methods to switch between linear and spline interpolation. The methods simply forward the request for linear or spline interpolation to the position, scale and orientation interpolators. Note that if the InterpolationType is set to "Manual", then the interpolators are expected to be directly manipulated and this class does not forward the request for interpolation type to its interpolators. V.SetPositionInterpolator(vtkTupleInterpolator) C++: virtual void SetPositionInterpolator(vtkTupleInterpolator *) Set/Get the tuple interpolator used to interpolate the position portion of the transformation matrix. Note that you can modify the behavior of the interpolator (linear vs spline interpolation; change spline basis) by manipulating the interpolator instances. V.GetPositionInterpolator() -> vtkTupleInterpolator C++: virtual vtkTupleInterpolator *GetPositionInterpolator() Set/Get the tuple interpolator used to interpolate the position portion of the transformation matrix. Note that you can modify the behavior of the interpolator (linear vs spline interpolation; change spline basis) by manipulating the interpolator instances. SetScaleInterpolatorV.SetScaleInterpolator(vtkTupleInterpolator) C++: virtual void SetScaleInterpolator(vtkTupleInterpolator *) Set/Get the tuple interpolator used to interpolate the scale portion of the transformation matrix. Note that you can modify the behavior of the interpolator (linear vs spline interpolation; change spline basis) by manipulating the interpolator instances. GetScaleInterpolatorV.GetScaleInterpolator() -> vtkTupleInterpolator C++: virtual vtkTupleInterpolator *GetScaleInterpolator() Set/Get the tuple interpolator used to interpolate the scale portion of the transformation matrix. Note that you can modify the behavior of the interpolator (linear vs spline interpolation; change spline basis) by manipulating the interpolator instances. SetRotationInterpolatorV.SetRotationInterpolator(vtkQuaternionInterpolator) C++: virtual void SetRotationInterpolator( vtkQuaternionInterpolator *) Set/Get the tuple interpolator used to interpolate the orientation portion of the transformation matrix. Note that you can modify the behavior of the interpolator (linear vs spline interpolation; change spline basis) by manipulating the interpolator instances. GetRotationInterpolatorV.GetRotationInterpolator() -> vtkQuaternionInterpolator C++: virtual vtkQuaternionInterpolator *GetRotationInterpolator() Set/Get the tuple interpolator used to interpolate the orientation portion of the transformation matrix. Note that you can modify the behavior of the interpolator (linear vs spline interpolation; change spline basis) by manipulating the interpolator instances. @dV *vtkTransform@dV *vtkMatrix4x4@dV *vtkProp3DvtkQuaternionInterpolatorvtkRenderingCorePython.vtkTupleInterpolatorvtkTupleInterpolator - interpolate a tuple of arbitray size Superclass: vtkObject This class is used to interpolate a tuple which may have an arbitrary number of components (but at least one component). The interpolation may be linear in form, or via a subclasses of vtkSpline. To use this class, begin by specifying the number of components of the tuple and the interpolation function to use. Then specify at least one pair of (t,tuple) with the AddTuple() method. Next interpolate the tuples with the InterpolateTuple(t,tuple) method, where "t" must be in the range of (t_min,t_max) parameter values specified by the AddTuple() method (if not then t is clamped), and tuple[] is filled in by the method (make sure that tuple [] is long enough to hold the interpolated data). You can control the type of interpolation to use. By default, the interpolation is based on a Kochanek spline. However, other types of splines can be specified. You can also set the interpolation method to linear, in which case the specified spline has no effect on the interpolation. @warning Setting the number of components or changing the type of interpolation causes the list of tuples to be reset, so any data inserted up to that point is lost. Bisection methods are used to speed up the search for the interpolation interval. V.SafeDownCast(vtkObjectBase) -> vtkTupleInterpolator C++: static vtkTupleInterpolator *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTupleInterpolator C++: vtkTupleInterpolator *NewInstance() SetNumberOfComponentsV.SetNumberOfComponents(int) C++: void SetNumberOfComponents(int numComp) Specify the number of tuple components to interpolate. Note that setting this value discards any previously inserted data. GetNumberOfComponentsV.GetNumberOfComponents() -> int C++: virtual int GetNumberOfComponents() Specify the number of tuple components to interpolate. Note that setting this value discards any previously inserted data. GetNumberOfTuplesV.GetNumberOfTuples() -> int C++: int GetNumberOfTuples() Return the number of tuples in the list of tuples to be interpolated. V.GetMinimumT() -> float C++: double GetMinimumT() Obtain some information about the interpolation range. The numbers returned (corresponding to parameter t, usually thought of as time) are undefined if the list of transforms is empty. This is a convenience method for interpolation. V.GetMaximumT() -> float C++: double GetMaximumT() Obtain some information about the interpolation range. The numbers returned (corresponding to parameter t, usually thought of as time) are undefined if the list of transforms is empty. This is a convenience method for interpolation. V.Initialize() C++: void Initialize() Reset the class so that it contains no (t,tuple) information. AddTupleV.AddTuple(float, [float, ...]) C++: void AddTuple(double t, double tuple[]) Add another tuple to the list of tuples to be interpolated. Note that using the same time t value more than once replaces the previous tuple value at t. At least two tuples must be added to define an interpolation function. RemoveTupleV.RemoveTuple(float) C++: void RemoveTuple(double t) Delete the tuple at a particular parameter t. If there is no tuple defined at t, then the method does nothing. InterpolateTupleV.InterpolateTuple(float, [float, ...]) C++: void InterpolateTuple(double t, double tuple[]) Interpolate the list of tuples and determine a new tuple (i.e., fill in the tuple provided). If t is outside the range of (min,max) values, then t is clamped. Note that each component of tuple[] is interpolated independently. V.SetInterpolationType(int) C++: void SetInterpolationType(int type) Specify which type of function to use for interpolation. By default spline interpolation (SetInterpolationFunctionToSpline()) is used (i.e., a Kochanek spline) and the InterpolatingSpline instance variable is used to birth the actual interpolation splines via a combination of NewInstance() and DeepCopy(). You may also choose to use linear interpolation by invoking SetInterpolationFunctionToLinear(). Note that changing the type of interpolation causes previously inserted data to be discarded. V.GetInterpolationType() -> int C++: virtual int GetInterpolationType() Specify which type of function to use for interpolation. By default spline interpolation (SetInterpolationFunctionToSpline()) is used (i.e., a Kochanek spline) and the InterpolatingSpline instance variable is used to birth the actual interpolation splines via a combination of NewInstance() and DeepCopy(). You may also choose to use linear interpolation by invoking SetInterpolationFunctionToLinear(). Note that changing the type of interpolation causes previously inserted data to be discarded. V.SetInterpolationTypeToLinear() C++: void SetInterpolationTypeToLinear() Specify which type of function to use for interpolation. By default spline interpolation (SetInterpolationFunctionToSpline()) is used (i.e., a Kochanek spline) and the InterpolatingSpline instance variable is used to birth the actual interpolation splines via a combination of NewInstance() and DeepCopy(). You may also choose to use linear interpolation by invoking SetInterpolationFunctionToLinear(). Note that changing the type of interpolation causes previously inserted data to be discarded. V.SetInterpolationTypeToSpline() C++: void SetInterpolationTypeToSpline() Specify which type of function to use for interpolation. By default spline interpolation (SetInterpolationFunctionToSpline()) is used (i.e., a Kochanek spline) and the InterpolatingSpline instance variable is used to birth the actual interpolation splines via a combination of NewInstance() and DeepCopy(). You may also choose to use linear interpolation by invoking SetInterpolationFunctionToLinear(). Note that changing the type of interpolation causes previously inserted data to be discarded. SetInterpolatingSplineV.SetInterpolatingSpline(vtkSpline) C++: void SetInterpolatingSpline(vtkSpline *) If the InterpolationType is set to spline, then this method applies. By default Kochanek interpolation is used, but you can specify any instance of vtkSpline to use. Note that the actual interpolating splines are created by invoking NewInstance() followed by DeepCopy() on the interpolating spline specified here, for each tuple component to interpolate. GetInterpolatingSplineV.GetInterpolatingSpline() -> vtkSpline C++: virtual vtkSpline *GetInterpolatingSpline() If the InterpolationType is set to spline, then this method applies. By default Kochanek interpolation is used, but you can specify any instance of vtkSpline to use. Note that the actual interpolating splines are created by invoking NewInstance() followed by DeepCopy() on the interpolating spline specified here, for each tuple component to interpolate. vtkSplinevtkViewDependentErrorMetricvtkRenderingCorePython.vtkViewDependentErrorMetricvtkViewDependentErrorMetric - Objects that compute a screen-based error during cell tessellation. Superclass: vtkGenericSubdivisionErrorMetric It is a concrete error metric, based on a geometric criterium in the screen space: the variation of the projected edge from a projected straight line @sa vtkGenericCellTessellator vtkGenericSubdivisionErrorMetric V.IsTypeOf(string) -> int C++: static vtkTypeBool IsTypeOf(const char *type) Standard VTK type and error macros. V.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Standard VTK type and error macros. V.SafeDownCast(vtkObjectBase) -> vtkViewDependentErrorMetric C++: static vtkViewDependentErrorMetric *SafeDownCast( vtkObjectBase *o) Standard VTK type and error macros. V.NewInstance() -> vtkViewDependentErrorMetric C++: vtkViewDependentErrorMetric *NewInstance() Standard VTK type and error macros. GetPixelToleranceV.GetPixelTolerance() -> float C++: virtual double GetPixelTolerance() Return the squared screen-based geometric accurary measured in pixels. An accuracy less or equal to 0.25 (0.5^2) ensures that the screen-space interpolation of a mid-point matchs exactly with the projection of the mid-point (a value less than 1 but greater than 0.25 is not enough, because of 8-neighbors). Maybe it is useful for lower accuracy in case of anti-aliasing? \post positive_result: result>0 SetPixelToleranceV.SetPixelTolerance(float) C++: void SetPixelTolerance(double value) Set the squared screen-based geometric accuracy measured in pixels. Subdivision will be required if the square distance between the projection of the real point and the straight line passing through the projection of the vertices of the edge is greater than `value'. For instance, 0.25 will give better result than 1. \pre positive_value: value>0 V.GetViewport() -> vtkViewport C++: virtual vtkViewport *GetViewport() Set/Get the renderer with `renderer' on which the error metric is based. The error metric use the active camera of the renderer. V.SetViewport(vtkViewport) C++: void SetViewport(vtkViewport *viewport) Set/Get the renderer with `renderer' on which the error metric is based. The error metric use the active camera of the renderer. RequiresEdgeSubdivisionV.RequiresEdgeSubdivision([float, ...], [float, ...], [float, ...], float) -> int C++: int RequiresEdgeSubdivision(double *leftPoint, double *midPoint, double *rightPoint, double alpha) override; Does the edge need to be subdivided according to the distance between the line passing through its endpoints in screen space and the projection of its mid point? The edge is defined by its `leftPoint' and its `rightPoint'. `leftPoint', `midPoint' and `rightPoint' have to be initialized before calling RequiresEdgeSubdivision(). Their format is global coordinates, parametric coordinates and point centered attributes: xyx rst abc de... `alpha' is the normalized abscissa of the midpoint along the edge. (close to 0 means close to the left point, close to 1 means close to the right point) \pre leftPoint_exists: leftPoint!=0 \pre midPoint_exists: midPoint!=0 \pre rightPoint_exists: rightPoint!=0 \pre clamped_alpha: alpha>0 && alpha<1 \pre valid_size: sizeof(leftPoint)=sizeof(midPoint)=sizeof(rightPoint) =GetAttributeCollection()->GetNumberOfPointCenteredComponents()+6 GetErrorV.GetError([float, ...], [float, ...], [float, ...], float) -> float C++: double GetError(double *leftPoint, double *midPoint, double *rightPoint, double alpha) override; Return the error at the mid-point. The type of error depends on the state of the concrete error metric. For instance, it can return an absolute or relative error metric. See RequiresEdgeSubdivision() for a description of the arguments. \pre leftPoint_exists: leftPoint!=0 \pre midPoint_exists: midPoint!=0 \pre rightPoint_exists: rightPoint!=0 \pre clamped_alpha: alpha>0 && alpha<1 \pre valid_size: sizeof(leftPoint)=sizeof(midPoint)=sizeof(rightPoint) =GetAttributeCollection()->GetNumberOfPointCenteredComponents()+6 \post positive_result: result>=0 vtkGenericSubdivisionErrorMetricvtkRenderingCorePython.vtkViewportvtkViewport - abstract specification for Viewports Superclass: vtkObject vtkViewport provides an abstract specification for Viewports. A Viewport is an object that controls the rendering process for objects. Rendering is the process of converting geometry, a specification for lights, and a camera view into an image. vtkViewport also performs coordinate transformation between world coordinates, view coordinates (the computer graphics rendering coordinate system), and display coordinates (the actual screen coordinates on the display device). Certain advanced rendering features such as two-sided lighting can also be controlled. @sa vtkWindow vtkRenderer V.SafeDownCast(vtkObjectBase) -> vtkViewport C++: static vtkViewport *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkViewport C++: vtkViewport *NewInstance() AddViewPropV.AddViewProp(vtkProp) C++: void AddViewProp(vtkProp *) Add a prop to the list of props. Does nothing if the prop is already present. Prop is the superclass of all actors, volumes, 2D actors, composite props etc. GetViewPropsV.GetViewProps() -> vtkPropCollection C++: vtkPropCollection *GetViewProps() Return any props in this viewport. HasViewPropV.HasViewProp(vtkProp) -> int C++: int HasViewProp(vtkProp *) Query if a prop is in the list of props. RemoveViewPropV.RemoveViewProp(vtkProp) C++: void RemoveViewProp(vtkProp *) Remove a prop from the list of props. Does nothing if the prop is not already present. RemoveAllViewPropsV.RemoveAllViewProps() C++: void RemoveAllViewProps(void) Remove all props from the list of props. AddActor2DV.AddActor2D(vtkProp) C++: void AddActor2D(vtkProp *p) Add/Remove different types of props to the renderer. These methods are all synonyms to AddViewProp and RemoveViewProp. They are here for convenience and backwards compatibility. RemoveActor2DV.RemoveActor2D(vtkProp) C++: void RemoveActor2D(vtkProp *p) Add/Remove different types of props to the renderer. These methods are all synonyms to AddViewProp and RemoveViewProp. They are here for convenience and backwards compatibility. V.GetActors2D() -> vtkActor2DCollection C++: vtkActor2DCollection *GetActors2D() Add/Remove different types of props to the renderer. These methods are all synonyms to AddViewProp and RemoveViewProp. They are here for convenience and backwards compatibility. V.SetBackground(float, float, float) C++: void SetBackground(double, double, double) V.SetBackground((float, float, float)) C++: void SetBackground(double a[3]) V.GetBackground() -> (float, float, float) C++: double *GetBackground() SetBackground2V.SetBackground2(float, float, float) C++: void SetBackground2(double, double, double) V.SetBackground2((float, float, float)) C++: void SetBackground2(double a[3]) GetBackground2V.GetBackground2() -> (float, float, float) C++: double *GetBackground2() SetBackgroundAlphaV.SetBackgroundAlpha(float) C++: virtual void SetBackgroundAlpha(double _arg) Set/Get the alpha value used to fill the background with. By default, this is set to 0.0. GetBackgroundAlphaMinValueV.GetBackgroundAlphaMinValue() -> float C++: virtual double GetBackgroundAlphaMinValue() Set/Get the alpha value used to fill the background with. By default, this is set to 0.0. GetBackgroundAlphaMaxValueV.GetBackgroundAlphaMaxValue() -> float C++: virtual double GetBackgroundAlphaMaxValue() Set/Get the alpha value used to fill the background with. By default, this is set to 0.0. GetBackgroundAlphaV.GetBackgroundAlpha() -> float C++: virtual double GetBackgroundAlpha() Set/Get the alpha value used to fill the background with. By default, this is set to 0.0. SetGradientBackgroundV.SetGradientBackground(bool) C++: virtual void SetGradientBackground(bool _arg) Set/Get whether this viewport should have a gradient background using the Background (bottom) and Background2 (top) colors. Default is off. GetGradientBackgroundV.GetGradientBackground() -> bool C++: virtual bool GetGradientBackground() Set/Get whether this viewport should have a gradient background using the Background (bottom) and Background2 (top) colors. Default is off. GradientBackgroundOnV.GradientBackgroundOn() C++: virtual void GradientBackgroundOn() Set/Get whether this viewport should have a gradient background using the Background (bottom) and Background2 (top) colors. Default is off. GradientBackgroundOffV.GradientBackgroundOff() C++: virtual void GradientBackgroundOff() Set/Get whether this viewport should have a gradient background using the Background (bottom) and Background2 (top) colors. Default is off. SetAspectV.SetAspect(float, float) C++: void SetAspect(double, double) V.SetAspect((float, float)) C++: void SetAspect(double a[2]) GetAspectV.GetAspect() -> (float, float) C++: double *GetAspect() Set the aspect ratio of the rendered image. This is computed automatically and should not be set by the user. ComputeAspectV.ComputeAspect() C++: virtual void ComputeAspect() Set the aspect ratio of the rendered image. This is computed automatically and should not be set by the user. SetPixelAspectV.SetPixelAspect(float, float) C++: void SetPixelAspect(double, double) V.SetPixelAspect((float, float)) C++: void SetPixelAspect(double a[2]) GetPixelAspectV.GetPixelAspect() -> (float, float) C++: double *GetPixelAspect() Set the aspect ratio of a pixel in the rendered image. This factor permits the image to rendered anisotropically (i.e., stretched in one direction or the other). V.SetViewport(float, float, float, float) C++: void SetViewport(double, double, double, double) V.SetViewport((float, float, float, float)) C++: void SetViewport(double a[4]) V.GetViewport() -> (float, float, float, float) C++: double *GetViewport() Specify the viewport for the Viewport to draw in the rendering window. Coordinates are expressed as (xmin,ymin,xmax,ymax), where each coordinate is 0 <= coordinate <= 1.0. SetDisplayPointV.SetDisplayPoint(float, float, float) C++: void SetDisplayPoint(double, double, double) V.SetDisplayPoint((float, float, float)) C++: void SetDisplayPoint(double a[3]) GetDisplayPointV.GetDisplayPoint() -> (float, float, float) C++: double *GetDisplayPoint() Set/get a point location in display (or screen) coordinates. The lower left corner of the window is the origin and y increases as you go up the screen. SetViewPointV.SetViewPoint(float, float, float) C++: void SetViewPoint(double, double, double) V.SetViewPoint((float, float, float)) C++: void SetViewPoint(double a[3]) GetViewPointV.GetViewPoint() -> (float, float, float) C++: double *GetViewPoint() Specify a point location in view coordinates. The origin is in the middle of the viewport and it extends from -1 to 1 in all three dimensions. SetWorldPointV.SetWorldPoint(float, float, float, float) C++: void SetWorldPoint(double, double, double, double) V.SetWorldPoint((float, float, float, float)) C++: void SetWorldPoint(double a[4]) GetWorldPointV.GetWorldPoint() -> (float, float, float, float) C++: double *GetWorldPoint() Specify a point location in world coordinates. This method takes homogeneous coordinates. V.GetCenter() -> (float, float) C++: virtual double *GetCenter() Return the center of this viewport in display coordinates. IsInViewportV.IsInViewport(int, int) -> int C++: virtual int IsInViewport(int x, int y) Is a given display point in this Viewport's viewport. V.GetVTKWindow() -> vtkWindow C++: virtual vtkWindow *GetVTKWindow() Return the vtkWindow that owns this vtkViewport. DisplayToViewV.DisplayToView() C++: virtual void DisplayToView() Convert display coordinates to view coordinates. ViewToDisplayV.ViewToDisplay() C++: virtual void ViewToDisplay() Convert view coordinates to display coordinates. V.WorldToView() C++: virtual void WorldToView() V.WorldToView(float, float, float) C++: virtual void WorldToView(double &, double &, double &) Convert world point coordinates to view coordinates. V.ViewToWorld() C++: virtual void ViewToWorld() V.ViewToWorld(float, float, float) C++: virtual void ViewToWorld(double &, double &, double &) Convert view point coordinates to world coordinates. DisplayToWorldV.DisplayToWorld() C++: void DisplayToWorld() Convert display (or screen) coordinates to world coordinates. WorldToDisplayV.WorldToDisplay() C++: void WorldToDisplay() Convert world point coordinates to display (or screen) coordinates. LocalDisplayToDisplayV.LocalDisplayToDisplay(float, float) C++: virtual void LocalDisplayToDisplay(double &x, double &y) These methods map from one coordinate system to another. They are primarily used by the vtkCoordinate object and are often strung together. These methods return valid information only if the window has been realized (e.g., GetSize() returns something other than (0,0)). DisplayToNormalizedDisplayV.DisplayToNormalizedDisplay(float, float) C++: virtual void DisplayToNormalizedDisplay(double &u, double &v) These methods map from one coordinate system to another. They are primarily used by the vtkCoordinate object and are often strung together. These methods return valid information only if the window has been realized (e.g., GetSize() returns something other than (0,0)). NormalizedDisplayToViewportV.NormalizedDisplayToViewport(float, float) C++: virtual void NormalizedDisplayToViewport(double &x, double &y) These methods map from one coordinate system to another. They are primarily used by the vtkCoordinate object and are often strung together. These methods return valid information only if the window has been realized (e.g., GetSize() returns something other than (0,0)). ViewportToNormalizedViewportV.ViewportToNormalizedViewport(float, float) C++: virtual void ViewportToNormalizedViewport(double &u, double &v) These methods map from one coordinate system to another. They are primarily used by the vtkCoordinate object and are often strung together. These methods return valid information only if the window has been realized (e.g., GetSize() returns something other than (0,0)). NormalizedViewportToViewV.NormalizedViewportToView(float, float, float) C++: virtual void NormalizedViewportToView(double &x, double &y, double &z) These methods map from one coordinate system to another. They are primarily used by the vtkCoordinate object and are often strung together. These methods return valid information only if the window has been realized (e.g., GetSize() returns something other than (0,0)). DisplayToLocalDisplayV.DisplayToLocalDisplay(float, float) C++: virtual void DisplayToLocalDisplay(double &x, double &y) These methods map from one coordinate system to another. They are primarily used by the vtkCoordinate object and are often strung together. These methods return valid information only if the window has been realized (e.g., GetSize() returns something other than (0,0)). NormalizedDisplayToDisplayV.NormalizedDisplayToDisplay(float, float) C++: virtual void NormalizedDisplayToDisplay(double &u, double &v) These methods map from one coordinate system to another. They are primarily used by the vtkCoordinate object and are often strung together. These methods return valid information only if the window has been realized (e.g., GetSize() returns something other than (0,0)). ViewportToNormalizedDisplayV.ViewportToNormalizedDisplay(float, float) C++: virtual void ViewportToNormalizedDisplay(double &x, double &y) These methods map from one coordinate system to another. They are primarily used by the vtkCoordinate object and are often strung together. These methods return valid information only if the window has been realized (e.g., GetSize() returns something other than (0,0)). NormalizedViewportToViewportV.NormalizedViewportToViewport(float, float) C++: virtual void NormalizedViewportToViewport(double &u, double &v) These methods map from one coordinate system to another. They are primarily used by the vtkCoordinate object and are often strung together. These methods return valid information only if the window has been realized (e.g., GetSize() returns something other than (0,0)). ViewToNormalizedViewportV.ViewToNormalizedViewport(float, float, float) C++: virtual void ViewToNormalizedViewport(double &x, double &y, double &z) These methods map from one coordinate system to another. They are primarily used by the vtkCoordinate object and are often strung together. These methods return valid information only if the window has been realized (e.g., GetSize() returns something other than (0,0)). V.GetSize() -> (int, int) C++: virtual int *GetSize() Get the size and origin of the viewport in display coordinates. Note: if the window has not yet been realized, GetSize() and GetOrigin() return (0,0). V.GetOrigin() -> (int, int) C++: virtual int *GetOrigin() Get the size and origin of the viewport in display coordinates. Note: if the window has not yet been realized, GetSize() and GetOrigin() return (0,0). GetTiledSizeV.GetTiledSize([int, ...], [int, ...]) C++: void GetTiledSize(int *width, int *height) Get the size and origin of the viewport in display coordinates. Note: if the window has not yet been realized, GetSize() and GetOrigin() return (0,0). GetTiledSizeAndOriginV.GetTiledSizeAndOrigin([int, ...], [int, ...], [int, ...], [int, ...]) C++: virtual void GetTiledSizeAndOrigin(int *width, int *height, int *lowerLeftX, int *lowerLeftY) Get the size and origin of the viewport in display coordinates. Note: if the window has not yet been realized, GetSize() and GetOrigin() return (0,0). V.PickProp(float, float) -> vtkAssemblyPath C++: virtual vtkAssemblyPath *PickProp(double selectionX, double selectionY) V.PickProp(float, float, float, float) -> vtkAssemblyPath C++: virtual vtkAssemblyPath *PickProp(double selectionX1, double selectionY1, double selectionX2, double selectionY2) Return the Prop that has the highest z value at the given x, y position in the viewport. Basically, the top most prop that renders the pixel at selectionX, selectionY will be returned. If no Props are there NULL is returned. This method selects from the Viewports Prop list. PickPropFromV.PickPropFrom(float, float, vtkPropCollection) -> vtkAssemblyPath C++: vtkAssemblyPath *PickPropFrom(double selectionX, double selectionY, vtkPropCollection *) V.PickPropFrom(float, float, float, float, vtkPropCollection) -> vtkAssemblyPath C++: vtkAssemblyPath *PickPropFrom(double selectionX1, double selectionY1, double selectionX2, double selectionY2, vtkPropCollection *) Same as PickProp with two arguments, but selects from the given collection of Props instead of the Renderers props. Make sure the Props in the collection are in this renderer. GetPickXV.GetPickX() -> float C++: double GetPickX() Methods used to return the pick (x,y) in local display coordinates (i.e., it's that same as selectionX and selectionY). GetPickYV.GetPickY() -> float C++: double GetPickY() Methods used to return the pick (x,y) in local display coordinates (i.e., it's that same as selectionX and selectionY). GetPickWidthV.GetPickWidth() -> float C++: double GetPickWidth() Methods used to return the pick (x,y) in local display coordinates (i.e., it's that same as selectionX and selectionY). GetPickHeightV.GetPickHeight() -> float C++: double GetPickHeight() Methods used to return the pick (x,y) in local display coordinates (i.e., it's that same as selectionX and selectionY). GetPickX1V.GetPickX1() -> float C++: double GetPickX1() Methods used to return the pick (x,y) in local display coordinates (i.e., it's that same as selectionX and selectionY). GetPickY1V.GetPickY1() -> float C++: double GetPickY1() Methods used to return the pick (x,y) in local display coordinates (i.e., it's that same as selectionX and selectionY). GetPickX2V.GetPickX2() -> float C++: double GetPickX2() Methods used to return the pick (x,y) in local display coordinates (i.e., it's that same as selectionX and selectionY). GetPickY2V.GetPickY2() -> float C++: double GetPickY2() Methods used to return the pick (x,y) in local display coordinates (i.e., it's that same as selectionX and selectionY). V.GetIsPicking() -> int C++: virtual int GetIsPicking() Methods used to return the pick (x,y) in local display coordinates (i.e., it's that same as selectionX and selectionY). GetCurrentPickIdV.GetCurrentPickId() -> int C++: virtual unsigned int GetCurrentPickId() Methods used to return the pick (x,y) in local display coordinates (i.e., it's that same as selectionX and selectionY). SetCurrentPickIdV.SetCurrentPickId(int) C++: void SetCurrentPickId(unsigned int a) Methods used to return the pick (x,y) in local display coordinates (i.e., it's that same as selectionX and selectionY). GetPickResultPropsV.GetPickResultProps() -> vtkPropCollection C++: virtual vtkPropCollection *GetPickResultProps() Methods used to return the pick (x,y) in local display coordinates (i.e., it's that same as selectionX and selectionY). GetPickedZV.GetPickedZ() -> float C++: virtual double GetPickedZ() Return the Z value for the last picked Prop. BACK_TO_FRONTFRONT_TO_BACKvtkRenderingCorePython.vtkVisibilitySortvtkVisibilitySort - Abstract class that can sort cell data along a viewpoint. Superclass: vtkObject vtkVisibilitySort encapsulates a method for depth sorting the cells of a vtkDataSet for a given viewpoint. It should be noted that subclasses are not required to give an absolutely correct sorting. Many types of unstructured grids may have sorting cycles, meaning that there is no possible correct sorting. Some subclasses also only give an approximate sorting in the interest of speed. @attention The Input field of this class tends to causes reference cycles. To help break these cycles, garbage collection is enabled on this object and the input parameter is traced. For this to work, though, an object in the loop holding the visibility sort should also report that to the garbage collector. V.SafeDownCast(vtkObjectBase) -> vtkVisibilitySort C++: static vtkVisibilitySort *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkVisibilitySort C++: vtkVisibilitySort *NewInstance() V.InitTraversal() C++: virtual void InitTraversal() To facilitate incremental sorting algorithms, the cells are retrieved in an iteration process. That is, call InitTraversal to start the iteration and call GetNextCells to get the cell IDs in order. However, for efficiencies sake, GetNextCells returns an ordered list of several id's in once call (but not necessarily all). GetNextCells will return NULL once the entire sorted list is output. The vtkIdTypeArray returned from GetNextCells is a cached array, so do not delete it. At the same note, do not expect the array to be valid after subsequent calls to GetNextCells. V.GetNextCells() -> vtkIdTypeArray C++: virtual vtkIdTypeArray *GetNextCells() To facilitate incremental sorting algorithms, the cells are retrieved in an iteration process. That is, call InitTraversal to start the iteration and call GetNextCells to get the cell IDs in order. However, for efficiencies sake, GetNextCells returns an ordered list of several id's in once call (but not necessarily all). GetNextCells will return NULL once the entire sorted list is output. The vtkIdTypeArray returned from GetNextCells is a cached array, so do not delete it. At the same note, do not expect the array to be valid after subsequent calls to GetNextCells. SetMaxCellsReturnedV.SetMaxCellsReturned(int) C++: virtual void SetMaxCellsReturned(int _arg) Set/Get the maximum number of cells that GetNextCells will return in one invocation. GetMaxCellsReturnedMinValueV.GetMaxCellsReturnedMinValue() -> int C++: virtual int GetMaxCellsReturnedMinValue() Set/Get the maximum number of cells that GetNextCells will return in one invocation. GetMaxCellsReturnedMaxValueV.GetMaxCellsReturnedMaxValue() -> int C++: virtual int GetMaxCellsReturnedMaxValue() Set/Get the maximum number of cells that GetNextCells will return in one invocation. GetMaxCellsReturnedV.GetMaxCellsReturned() -> int C++: virtual int GetMaxCellsReturned() Set/Get the maximum number of cells that GetNextCells will return in one invocation. SetModelTransformV.SetModelTransform(vtkMatrix4x4) C++: virtual void SetModelTransform(vtkMatrix4x4 *mat) Set/Get the matrix that transforms from object space to world space. Generally, you get this matrix from a call to GetMatrix of a vtkProp3D (vtkActor). GetModelTransformV.GetModelTransform() -> vtkMatrix4x4 C++: virtual vtkMatrix4x4 *GetModelTransform() Set/Get the matrix that transforms from object space to world space. Generally, you get this matrix from a call to GetMatrix of a vtkProp3D (vtkActor). GetInverseModelTransformV.GetInverseModelTransform() -> vtkMatrix4x4 C++: virtual vtkMatrix4x4 *GetInverseModelTransform() V.SetCamera(vtkCamera) C++: virtual void SetCamera(vtkCamera *camera) Set/Get the camera that specifies the viewing parameters. V.GetCamera() -> vtkCamera C++: virtual vtkCamera *GetCamera() Set/Get the camera that specifies the viewing parameters. V.SetInput(vtkDataSet) C++: virtual void SetInput(vtkDataSet *data) Set/Get the data set containing the cells to sort. V.GetInput() -> vtkDataSet C++: virtual vtkDataSet *GetInput() Set/Get the data set containing the cells to sort. GetDirectionV.GetDirection() -> int C++: virtual int GetDirection() Set/Get the sorting direction. Be default, the direction is set to back to front. SetDirectionV.SetDirection(int) C++: virtual void SetDirection(int _arg) Set/Get the sorting direction. Be default, the direction is set to back to front. SetDirectionToBackToFrontV.SetDirectionToBackToFront() C++: void SetDirectionToBackToFront() Set/Get the sorting direction. Be default, the direction is set to back to front. SetDirectionToFrontToBackV.SetDirectionToFrontToBack() C++: void SetDirectionToFrontToBack() Set/Get the sorting direction. Be default, the direction is set to back to front. vtkVolumeCollectionvtkRenderingCorePython.vtkVolumeCollectionvtkVolumeCollection - an ordered list of volumes Superclass: vtkPropCollection vtkVolumeCollection represents and provides methods to manipulate a list of volumes (i.e., vtkVolume and subclasses). The list is ordered and duplicate entries are not prevented. @sa vtkCollection vtkVolume V.SafeDownCast(vtkObjectBase) -> vtkVolumeCollection C++: static vtkVolumeCollection *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkVolumeCollection C++: vtkVolumeCollection *NewInstance() V.AddItem(vtkVolume) C++: void AddItem(vtkVolume *a) Add a Volume to the bottom of the list. GetNextVolumeV.GetNextVolume() -> vtkVolume C++: vtkVolume *GetNextVolume() Get the next Volume in the list. Return NULL when at the end of the list. V.GetNextItem() -> vtkVolume C++: vtkVolume *GetNextItem() Access routine provided for compatibility with previous versions of VTK. Please use the GetNextVolume() variant where possible. vtkRenderingCorePython.vtkVolumevtkVolume - represents a volume (data & properties) in a rendered scene Superclass: vtkProp3D vtkVolume is used to represent a volumetric entity in a rendering scene. It inherits functions related to the volume's position, orientation and origin from vtkProp3D. The volume maintains a reference to the volumetric data (i.e., the volume mapper). The volume also contains a reference to a volume property which contains all common volume rendering parameters. @sa vtkAbstractVolumeMapper vtkVolumeProperty vtkProp3D V.SafeDownCast(vtkObjectBase) -> vtkVolume C++: static vtkVolume *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkVolume C++: vtkVolume *NewInstance() V.SetMapper(vtkAbstractVolumeMapper) C++: void SetMapper(vtkAbstractVolumeMapper *mapper) Set/Get the volume mapper. V.GetMapper() -> vtkAbstractVolumeMapper C++: virtual vtkAbstractVolumeMapper *GetMapper() Set/Get the volume mapper. V.SetProperty(vtkVolumeProperty) C++: void SetProperty(vtkVolumeProperty *property) Set/Get the volume property. V.GetProperty() -> vtkVolumeProperty C++: vtkVolumeProperty *GetProperty() Set/Get the volume property. V.GetVolumes(vtkPropCollection) C++: void GetVolumes(vtkPropCollection *vc) override; For some exporters and other other operations we must be able to collect all the actors or volumes. This method is used in that process. V.Update() C++: void Update() Update the volume rendering pipeline by updating the volume mapper V.GetBounds() -> (float, float, float, float, float, float) C++: double *GetBounds() override; V.GetBounds([float, float, float, float, float, float]) C++: void GetBounds(double bounds[6]) Get the bounds - either all six at once (xmin, xmax, ymin, ymax, zmin, zmax) or one at a time. V.ShallowCopy(vtkProp) C++: void ShallowCopy(vtkProp *prop) override; Shallow copy of this vtkVolume. Overloads the virtual vtkProp method. V.RenderVolumetricGeometry(vtkViewport) -> int C++: int RenderVolumetricGeometry(vtkViewport *viewport) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS Support the standard render methods. Depending on the mapper type, the volume may be rendered using this method (FRAMEBUFFER volume such as texture mapping will be rendered this way) V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE Release any graphics resources that are being consumed by this volume. The parameter window could be used to determine which graphic resources to release. GetCorrectedScalarOpacityArrayV.GetCorrectedScalarOpacityArray(int) -> (float, ...) C++: float *GetCorrectedScalarOpacityArray(int) V.GetCorrectedScalarOpacityArray() -> (float, ...) C++: float *GetCorrectedScalarOpacityArray() WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS GetScalarOpacityArrayV.GetScalarOpacityArray(int) -> (float, ...) C++: float *GetScalarOpacityArray(int) V.GetScalarOpacityArray() -> (float, ...) C++: float *GetScalarOpacityArray() WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS GetGradientOpacityArrayV.GetGradientOpacityArray(int) -> (float, ...) C++: float *GetGradientOpacityArray(int) V.GetGradientOpacityArray() -> (float, ...) C++: float *GetGradientOpacityArray() WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS GetGrayArrayV.GetGrayArray(int) -> (float, ...) C++: float *GetGrayArray(int) V.GetGrayArray() -> (float, ...) C++: float *GetGrayArray() WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS GetRGBArrayV.GetRGBArray(int) -> (float, ...) C++: float *GetRGBArray(int) V.GetRGBArray() -> (float, ...) C++: float *GetRGBArray() WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS GetGradientOpacityConstantV.GetGradientOpacityConstant(int) -> float C++: float GetGradientOpacityConstant(int) V.GetGradientOpacityConstant() -> float C++: float GetGradientOpacityConstant() WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS GetArraySizeV.GetArraySize() -> float C++: float GetArraySize() WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS UpdateTransferFunctionsV.UpdateTransferFunctions(vtkRenderer) C++: void UpdateTransferFunctions(vtkRenderer *ren) WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS UpdateScalarOpacityforSampleSizeV.UpdateScalarOpacityforSampleSize(vtkRenderer, float) C++: void UpdateScalarOpacityforSampleSize(vtkRenderer *ren, float sample_distance) WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS V.GetSupportsSelection() -> bool C++: bool GetSupportsSelection() override; Used by vtkHardwareSelector to determine if the prop supports hardware selection. @warning INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS vtkVolumePropertyTransferModeTF_1DTF_2DvtkRenderingCorePython.vtkVolumeProperty.TransferModevtkRenderingCorePython.vtkVolumePropertyvtkVolumeProperty - represents the common properties for rendering a volume. Superclass: vtkObject vtkVolumeProperty is used to represent common properties associated with volume rendering. This includes properties for determining the type of interpolation to use when sampling a volume, the color of a volume, the scalar opacity of a volume, the gradient opacity of a volume, and the shading parameters of a volume. Color, scalar opacity and gradient magnitude opacity transfer functions can be set as either 3 separate 1D functions or as a single 2D transfer function. - 1D Transfer functions (vtkVolumeProperty::TF_1D) Color, scalar opacity and gradient magnitude opacity are defined by 1 vtkColorTransferFunction and 2 vtkPiecewiseFunctions respectively. When the scalar opacity or the gradient opacity of a volume is not set, then the function is defined to be a constant value of 1.0. When a scalar and gradient opacity are both set simultaneously, then the opacity is defined to be the product of the scalar opacity and gradient opacity transfer functions. 1D transfer functions is the legacy and default behavior. - 2D Transfer functions (vtkVolumeProperty::TF_2D) Color and scalar/gradient magnitude opacity are defined by a 4-component vtkImageData instance mapping scalar value vs. gradient magnitude on its x and y axis respectively. This mode is only available if a 2D TF has been explicitly set (see SetTransferFunction2D). Most properties can be set per "component" for volume mappers that support multiple independent components. If you are using 2 component data as LV or 4 component data as RGBV (as specified in the mapper) only the first scalar opacity and gradient opacity transfer functions will be used (and all color functions will be ignored). Omitting the index parameter on the Set/Get methods will access index = 0. @sa vtkPiecewiseFunction vtkColorTransferFunction V.SafeDownCast(vtkObjectBase) -> vtkVolumeProperty C++: static vtkVolumeProperty *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkVolumeProperty C++: vtkVolumeProperty *NewInstance() V.DeepCopy(vtkVolumeProperty) C++: void DeepCopy(vtkVolumeProperty *p) V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Get the modified time for this object (or the properties registered with this object). SetIndependentComponentsV.SetIndependentComponents(int) C++: virtual void SetIndependentComponents(int _arg) Does the data have independent components, or do some define color only? If IndependentComponents is On (the default) then each component will be independently passed through a lookup table to determine RGBA, shaded. Some volume Mappers can handle 1 to 4 component unsigned char or unsigned short data (see each mapper header file to determine functionality). If IndependentComponents is Off, then you must have either 2 or 4 component data. For 2 component data, the first is passed through the first color transfer function and the second component is passed through the first scalar opacity (and gradient opacity) transfer function. Normals will be generated off of the second component. When using gradient based opacity modulation, the gradients are computed off of the second component. For 4 component data, the first three will directly represent RGB (no lookup table). The fourth component will be passed through the first scalar opacity transfer function for opacity and first gradient opacity transfer function for gradient based opacity modulation. Normals will be generated from the fourth component. When using gradient based opacity modulation, the gradients are computed off of the fourth component. GetIndependentComponentsMinValueV.GetIndependentComponentsMinValue() -> int C++: virtual int GetIndependentComponentsMinValue() Does the data have independent components, or do some define color only? If IndependentComponents is On (the default) then each component will be independently passed through a lookup table to determine RGBA, shaded. Some volume Mappers can handle 1 to 4 component unsigned char or unsigned short data (see each mapper header file to determine functionality). If IndependentComponents is Off, then you must have either 2 or 4 component data. For 2 component data, the first is passed through the first color transfer function and the second component is passed through the first scalar opacity (and gradient opacity) transfer function. Normals will be generated off of the second component. When using gradient based opacity modulation, the gradients are computed off of the second component. For 4 component data, the first three will directly represent RGB (no lookup table). The fourth component will be passed through the first scalar opacity transfer function for opacity and first gradient opacity transfer function for gradient based opacity modulation. Normals will be generated from the fourth component. When using gradient based opacity modulation, the gradients are computed off of the fourth component. GetIndependentComponentsMaxValueV.GetIndependentComponentsMaxValue() -> int C++: virtual int GetIndependentComponentsMaxValue() Does the data have independent components, or do some define color only? If IndependentComponents is On (the default) then each component will be independently passed through a lookup table to determine RGBA, shaded. Some volume Mappers can handle 1 to 4 component unsigned char or unsigned short data (see each mapper header file to determine functionality). If IndependentComponents is Off, then you must have either 2 or 4 component data. For 2 component data, the first is passed through the first color transfer function and the second component is passed through the first scalar opacity (and gradient opacity) transfer function. Normals will be generated off of the second component. When using gradient based opacity modulation, the gradients are computed off of the second component. For 4 component data, the first three will directly represent RGB (no lookup table). The fourth component will be passed through the first scalar opacity transfer function for opacity and first gradient opacity transfer function for gradient based opacity modulation. Normals will be generated from the fourth component. When using gradient based opacity modulation, the gradients are computed off of the fourth component. GetIndependentComponentsV.GetIndependentComponents() -> int C++: virtual int GetIndependentComponents() Does the data have independent components, or do some define color only? If IndependentComponents is On (the default) then each component will be independently passed through a lookup table to determine RGBA, shaded. Some volume Mappers can handle 1 to 4 component unsigned char or unsigned short data (see each mapper header file to determine functionality). If IndependentComponents is Off, then you must have either 2 or 4 component data. For 2 component data, the first is passed through the first color transfer function and the second component is passed through the first scalar opacity (and gradient opacity) transfer function. Normals will be generated off of the second component. When using gradient based opacity modulation, the gradients are computed off of the second component. For 4 component data, the first three will directly represent RGB (no lookup table). The fourth component will be passed through the first scalar opacity transfer function for opacity and first gradient opacity transfer function for gradient based opacity modulation. Normals will be generated from the fourth component. When using gradient based opacity modulation, the gradients are computed off of the fourth component. IndependentComponentsOnV.IndependentComponentsOn() C++: virtual void IndependentComponentsOn() Does the data have independent components, or do some define color only? If IndependentComponents is On (the default) then each component will be independently passed through a lookup table to determine RGBA, shaded. Some volume Mappers can handle 1 to 4 component unsigned char or unsigned short data (see each mapper header file to determine functionality). If IndependentComponents is Off, then you must have either 2 or 4 component data. For 2 component data, the first is passed through the first color transfer function and the second component is passed through the first scalar opacity (and gradient opacity) transfer function. Normals will be generated off of the second component. When using gradient based opacity modulation, the gradients are computed off of the second component. For 4 component data, the first three will directly represent RGB (no lookup table). The fourth component will be passed through the first scalar opacity transfer function for opacity and first gradient opacity transfer function for gradient based opacity modulation. Normals will be generated from the fourth component. When using gradient based opacity modulation, the gradients are computed off of the fourth component. IndependentComponentsOffV.IndependentComponentsOff() C++: virtual void IndependentComponentsOff() Does the data have independent components, or do some define color only? If IndependentComponents is On (the default) then each component will be independently passed through a lookup table to determine RGBA, shaded. Some volume Mappers can handle 1 to 4 component unsigned char or unsigned short data (see each mapper header file to determine functionality). If IndependentComponents is Off, then you must have either 2 or 4 component data. For 2 component data, the first is passed through the first color transfer function and the second component is passed through the first scalar opacity (and gradient opacity) transfer function. Normals will be generated off of the second component. When using gradient based opacity modulation, the gradients are computed off of the second component. For 4 component data, the first three will directly represent RGB (no lookup table). The fourth component will be passed through the first scalar opacity transfer function for opacity and first gradient opacity transfer function for gradient based opacity modulation. Normals will be generated from the fourth component. When using gradient based opacity modulation, the gradients are computed off of the fourth component. V.SetInterpolationType(int) C++: virtual void SetInterpolationType(int _arg) Set the interpolation type for sampling a volume. Initial value is VTK_NEAREST_INTERPOLATION. V.GetInterpolationTypeMinValue() -> int C++: virtual int GetInterpolationTypeMinValue() Set the interpolation type for sampling a volume. Initial value is VTK_NEAREST_INTERPOLATION. V.GetInterpolationTypeMaxValue() -> int C++: virtual int GetInterpolationTypeMaxValue() Set the interpolation type for sampling a volume. Initial value is VTK_NEAREST_INTERPOLATION. V.GetInterpolationType() -> int C++: virtual int GetInterpolationType() Set the interpolation type for sampling a volume. Initial value is VTK_NEAREST_INTERPOLATION. V.SetInterpolationTypeToNearest() C++: void SetInterpolationTypeToNearest() Set the interpolation type for sampling a volume. Initial value is VTK_NEAREST_INTERPOLATION. V.SetInterpolationTypeToLinear() C++: void SetInterpolationTypeToLinear() Set the interpolation type for sampling a volume. Initial value is VTK_NEAREST_INTERPOLATION. V.GetInterpolationTypeAsString() -> string C++: const char *GetInterpolationTypeAsString(void) Set the interpolation type for sampling a volume. Initial value is VTK_NEAREST_INTERPOLATION. SetComponentWeightV.SetComponentWeight(int, float) C++: virtual void SetComponentWeight(int index, double value) Set/Get the scalar component weights. Clamped between the range of (0.0, 1.0) GetComponentWeightV.GetComponentWeight(int) -> float C++: virtual double GetComponentWeight(int index) Set/Get the scalar component weights. Clamped between the range of (0.0, 1.0) V.SetColor(int, vtkPiecewiseFunction) C++: void SetColor(int index, vtkPiecewiseFunction *function) V.SetColor(vtkPiecewiseFunction) C++: void SetColor(vtkPiecewiseFunction *function) V.SetColor(int, vtkColorTransferFunction) C++: void SetColor(int index, vtkColorTransferFunction *function) V.SetColor(vtkColorTransferFunction) C++: void SetColor(vtkColorTransferFunction *function) Set the color of a volume to a gray level transfer function for the component indicated by index. This will set the color channels for this component to 1. GetColorChannelsV.GetColorChannels(int) -> int C++: int GetColorChannels(int index) V.GetColorChannels() -> int C++: int GetColorChannels() Get the number of color channels in the transfer function for the given component. GetGrayTransferFunctionV.GetGrayTransferFunction(int) -> vtkPiecewiseFunction C++: vtkPiecewiseFunction *GetGrayTransferFunction(int index) V.GetGrayTransferFunction() -> vtkPiecewiseFunction C++: vtkPiecewiseFunction *GetGrayTransferFunction() Get the gray transfer function. If no transfer function has been set for this component, a default one is created and returned. GetRGBTransferFunctionV.GetRGBTransferFunction(int) -> vtkColorTransferFunction C++: vtkColorTransferFunction *GetRGBTransferFunction(int index) V.GetRGBTransferFunction() -> vtkColorTransferFunction C++: vtkColorTransferFunction *GetRGBTransferFunction() Get the RGB transfer function for the given component. If no transfer function has been set for this component, a default one is created and returned. SetScalarOpacityV.SetScalarOpacity(int, vtkPiecewiseFunction) C++: void SetScalarOpacity(int index, vtkPiecewiseFunction *function) V.SetScalarOpacity(vtkPiecewiseFunction) C++: void SetScalarOpacity(vtkPiecewiseFunction *function) Set the opacity of a volume to an opacity transfer function based on scalar value for the component indicated by index. GetScalarOpacityV.GetScalarOpacity(int) -> vtkPiecewiseFunction C++: vtkPiecewiseFunction *GetScalarOpacity(int index) V.GetScalarOpacity() -> vtkPiecewiseFunction C++: vtkPiecewiseFunction *GetScalarOpacity() Get the scalar opacity transfer function for the given component. If no transfer function has been set for this component, a default one is created and returned. SetScalarOpacityUnitDistanceV.SetScalarOpacityUnitDistance(int, float) C++: void SetScalarOpacityUnitDistance(int index, double distance) V.SetScalarOpacityUnitDistance(float) C++: void SetScalarOpacityUnitDistance(double distance) Set/Get the unit distance on which the scalar opacity transfer function is defined. By default this is 1.0, meaning that over a distance of 1.0 units, a given opacity (from the transfer function) is accumulated. This is adjusted for the actual sampling distance during rendering. GetScalarOpacityUnitDistanceV.GetScalarOpacityUnitDistance(int) -> float C++: double GetScalarOpacityUnitDistance(int index) V.GetScalarOpacityUnitDistance() -> float C++: double GetScalarOpacityUnitDistance() Set/Get the unit distance on which the scalar opacity transfer function is defined. By default this is 1.0, meaning that over a distance of 1.0 units, a given opacity (from the transfer function) is accumulated. This is adjusted for the actual sampling distance during rendering. SetGradientOpacityV.SetGradientOpacity(int, vtkPiecewiseFunction) C++: void SetGradientOpacity(int index, vtkPiecewiseFunction *function) V.SetGradientOpacity(vtkPiecewiseFunction) C++: void SetGradientOpacity(vtkPiecewiseFunction *function) Set the opacity of a volume to an opacity transfer function based on gradient magnitude for the given component. SetTransferFunction2DV.SetTransferFunction2D(int, vtkImageData) C++: void SetTransferFunction2D(int index, vtkImageData *function) V.SetTransferFunction2D(vtkImageData) C++: void SetTransferFunction2D(vtkImageData *function) Set/Get a 2D transfer function. Volume mappers interpret the x-axis of of this transfer function as scalar value and the y-axis as gradient magnitude. The value at (X, Y) corresponds to the color and opacity for a salar value of X and a gradient magnitude of Y. GetTransferFunction2DV.GetTransferFunction2D(int) -> vtkImageData C++: vtkImageData *GetTransferFunction2D(int index) V.GetTransferFunction2D() -> vtkImageData C++: vtkImageData *GetTransferFunction2D() Set/Get a 2D transfer function. Volume mappers interpret the x-axis of of this transfer function as scalar value and the y-axis as gradient magnitude. The value at (X, Y) corresponds to the color and opacity for a salar value of X and a gradient magnitude of Y. SetTransferFunctionModeV.SetTransferFunctionMode(int) C++: virtual void SetTransferFunctionMode(int _arg) Color-opacity transfer function mode. TF_1D is its default value. - TF_1D Mappers will use 3 separate 1D functions for color, scalar opacity and gradient mag. opacity. - TF_2D Mappers will use a single 2D function for color and scalar/gradient mag. opacity. GetTransferFunctionModeMinValueV.GetTransferFunctionModeMinValue() -> int C++: virtual int GetTransferFunctionModeMinValue() Color-opacity transfer function mode. TF_1D is its default value. - TF_1D Mappers will use 3 separate 1D functions for color, scalar opacity and gradient mag. opacity. - TF_2D Mappers will use a single 2D function for color and scalar/gradient mag. opacity. GetTransferFunctionModeMaxValueV.GetTransferFunctionModeMaxValue() -> int C++: virtual int GetTransferFunctionModeMaxValue() Color-opacity transfer function mode. TF_1D is its default value. - TF_1D Mappers will use 3 separate 1D functions for color, scalar opacity and gradient mag. opacity. - TF_2D Mappers will use a single 2D function for color and scalar/gradient mag. opacity. GetTransferFunctionModeV.GetTransferFunctionMode() -> int C++: virtual int GetTransferFunctionMode() Color-opacity transfer function mode. TF_1D is its default value. - TF_1D Mappers will use 3 separate 1D functions for color, scalar opacity and gradient mag. opacity. - TF_2D Mappers will use a single 2D function for color and scalar/gradient mag. opacity. GetGradientOpacityV.GetGradientOpacity(int) -> vtkPiecewiseFunction C++: vtkPiecewiseFunction *GetGradientOpacity(int index) V.GetGradientOpacity() -> vtkPiecewiseFunction C++: vtkPiecewiseFunction *GetGradientOpacity() Get the gradient magnitude opacity transfer function for the given component. If no transfer function has been set for this component, a default one is created and returned. This default function is always returned if DisableGradientOpacity is On for that component. SetDisableGradientOpacityV.SetDisableGradientOpacity(int, int) C++: virtual void SetDisableGradientOpacity(int index, int value) V.SetDisableGradientOpacity(int) C++: virtual void SetDisableGradientOpacity(int value) Enable/Disable the gradient opacity function for the given component. If set to true, any call to GetGradientOpacity() will return a default function for this component. Note that the gradient opacity function is still stored, it is not set or reset and can be retrieved using GetStoredGradientOpacity(). DisableGradientOpacityOnV.DisableGradientOpacityOn(int) C++: virtual void DisableGradientOpacityOn(int index) V.DisableGradientOpacityOn() C++: virtual void DisableGradientOpacityOn() Enable/Disable the gradient opacity function for the given component. If set to true, any call to GetGradientOpacity() will return a default function for this component. Note that the gradient opacity function is still stored, it is not set or reset and can be retrieved using GetStoredGradientOpacity(). DisableGradientOpacityOffV.DisableGradientOpacityOff(int) C++: virtual void DisableGradientOpacityOff(int index) V.DisableGradientOpacityOff() C++: virtual void DisableGradientOpacityOff() Enable/Disable the gradient opacity function for the given component. If set to true, any call to GetGradientOpacity() will return a default function for this component. Note that the gradient opacity function is still stored, it is not set or reset and can be retrieved using GetStoredGradientOpacity(). GetDisableGradientOpacityV.GetDisableGradientOpacity(int) -> int C++: virtual int GetDisableGradientOpacity(int index) V.GetDisableGradientOpacity() -> int C++: virtual int GetDisableGradientOpacity() Enable/Disable the gradient opacity function for the given component. If set to true, any call to GetGradientOpacity() will return a default function for this component. Note that the gradient opacity function is still stored, it is not set or reset and can be retrieved using GetStoredGradientOpacity(). GetStoredGradientOpacityV.GetStoredGradientOpacity(int) -> vtkPiecewiseFunction C++: vtkPiecewiseFunction *GetStoredGradientOpacity(int index) V.GetStoredGradientOpacity() -> vtkPiecewiseFunction C++: vtkPiecewiseFunction *GetStoredGradientOpacity() Enable/Disable the gradient opacity function for the given component. If set to true, any call to GetGradientOpacity() will return a default function for this component. Note that the gradient opacity function is still stored, it is not set or reset and can be retrieved using GetStoredGradientOpacity(). HasGradientOpacityV.HasGradientOpacity(int) -> bool C++: bool HasGradientOpacity(int index=0) Check whether or not we have the gradient opacity. Checking gradient opacity via GetDisableGradientOpacity or GetGradientOpacity will not work as in the former case, GetDisableGradientOpacity returns false by default and in the later case, a default gradient opacity will be created. SetShadeV.SetShade(int, int) C++: void SetShade(int index, int value) V.SetShade(int) C++: void SetShade(int value) Set/Get the shading of a volume. If shading is turned off, then the mapper for the volume will not perform shading calculations. If shading is turned on, the mapper may perform shading calculations - in some cases shading does not apply (for example, in a maximum intensity projection) and therefore shading will not be performed even if this flag is on. For a compositing type of mapper, turning shading off is generally the same as setting ambient=1, diffuse=0, specular=0. Shading can be independently turned on/off per component. ote Shading is only supported for vtkVolumeMapper::COMPOSITE_BLEND. For minimum and maximum intensity blend modes, there is not necessarily one unique location along the ray through the volume where that minimum or maximum occurs. For average and additive blend modes, the value being visualized does not represent a location in the volume but rather a statistical measurement along the ray traversing through the volume, and hence shading is not applicable. \sa vtkVolumeMapper::BlendModes GetShadeV.GetShade(int) -> int C++: int GetShade(int index) V.GetShade() -> int C++: int GetShade() Set/Get the shading of a volume. If shading is turned off, then the mapper for the volume will not perform shading calculations. If shading is turned on, the mapper may perform shading calculations - in some cases shading does not apply (for example, in a maximum intensity projection) and therefore shading will not be performed even if this flag is on. For a compositing type of mapper, turning shading off is generally the same as setting ambient=1, diffuse=0, specular=0. Shading can be independently turned on/off per component. ote Shading is only supported for vtkVolumeMapper::COMPOSITE_BLEND. For minimum and maximum intensity blend modes, there is not necessarily one unique location along the ray through the volume where that minimum or maximum occurs. For average and additive blend modes, the value being visualized does not represent a location in the volume but rather a statistical measurement along the ray traversing through the volume, and hence shading is not applicable. \sa vtkVolumeMapper::BlendModes ShadeOnV.ShadeOn(int) C++: void ShadeOn(int index) V.ShadeOn() C++: void ShadeOn() Set/Get the shading of a volume. If shading is turned off, then the mapper for the volume will not perform shading calculations. If shading is turned on, the mapper may perform shading calculations - in some cases shading does not apply (for example, in a maximum intensity projection) and therefore shading will not be performed even if this flag is on. For a compositing type of mapper, turning shading off is generally the same as setting ambient=1, diffuse=0, specular=0. Shading can be independently turned on/off per component. ote Shading is only supported for vtkVolumeMapper::COMPOSITE_BLEND. For minimum and maximum intensity blend modes, there is not necessarily one unique location along the ray through the volume where that minimum or maximum occurs. For average and additive blend modes, the value being visualized does not represent a location in the volume but rather a statistical measurement along the ray traversing through the volume, and hence shading is not applicable. \sa vtkVolumeMapper::BlendModes ShadeOffV.ShadeOff(int) C++: void ShadeOff(int index) V.ShadeOff() C++: void ShadeOff() Set/Get the shading of a volume. If shading is turned off, then the mapper for the volume will not perform shading calculations. If shading is turned on, the mapper may perform shading calculations - in some cases shading does not apply (for example, in a maximum intensity projection) and therefore shading will not be performed even if this flag is on. For a compositing type of mapper, turning shading off is generally the same as setting ambient=1, diffuse=0, specular=0. Shading can be independently turned on/off per component. ote Shading is only supported for vtkVolumeMapper::COMPOSITE_BLEND. For minimum and maximum intensity blend modes, there is not necessarily one unique location along the ray through the volume where that minimum or maximum occurs. For average and additive blend modes, the value being visualized does not represent a location in the volume but rather a statistical measurement along the ray traversing through the volume, and hence shading is not applicable. \sa vtkVolumeMapper::BlendModes V.SetAmbient(int, float) C++: void SetAmbient(int index, double value) V.SetAmbient(float) C++: void SetAmbient(double value) Set/Get the ambient lighting coefficient. V.GetAmbient(int) -> float C++: double GetAmbient(int index) V.GetAmbient() -> float C++: double GetAmbient() Set/Get the ambient lighting coefficient. V.SetDiffuse(int, float) C++: void SetDiffuse(int index, double value) V.SetDiffuse(float) C++: void SetDiffuse(double value) Set/Get the diffuse lighting coefficient. V.GetDiffuse(int) -> float C++: double GetDiffuse(int index) V.GetDiffuse() -> float C++: double GetDiffuse() Set/Get the diffuse lighting coefficient. V.SetSpecular(int, float) C++: void SetSpecular(int index, double value) V.SetSpecular(float) C++: void SetSpecular(double value) Set/Get the specular lighting coefficient. V.GetSpecular(int) -> float C++: double GetSpecular(int index) V.GetSpecular() -> float C++: double GetSpecular() Set/Get the specular lighting coefficient. V.SetSpecularPower(int, float) C++: void SetSpecularPower(int index, double value) V.SetSpecularPower(float) C++: void SetSpecularPower(double value) Set/Get the specular power. V.GetSpecularPower(int) -> float C++: double GetSpecularPower(int index) V.GetSpecularPower() -> float C++: double GetSpecularPower() Set/Get the specular power. UpdateMTimesV.UpdateMTimes() C++: void UpdateMTimes() WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE UpdateMTimes performs a Modified() on all TimeStamps. This is used by vtkVolume when the property is set, so that any other object that might have been caching information for the property will rebuild. GetGradientOpacityMTimeV.GetGradientOpacityMTime(int) -> vtkTimeStamp C++: vtkTimeStamp GetGradientOpacityMTime(int index) V.GetGradientOpacityMTime() -> vtkTimeStamp C++: vtkTimeStamp GetGradientOpacityMTime() WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE Get the time that the gradient opacity transfer function was set GetScalarOpacityMTimeV.GetScalarOpacityMTime(int) -> vtkTimeStamp C++: vtkTimeStamp GetScalarOpacityMTime(int index) V.GetScalarOpacityMTime() -> vtkTimeStamp C++: vtkTimeStamp GetScalarOpacityMTime() WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE Get the time that the scalar opacity transfer function was set. GetRGBTransferFunctionMTimeV.GetRGBTransferFunctionMTime(int) -> vtkTimeStamp C++: vtkTimeStamp GetRGBTransferFunctionMTime(int index) V.GetRGBTransferFunctionMTime() -> vtkTimeStamp C++: vtkTimeStamp GetRGBTransferFunctionMTime() WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE Get the time that the RGBTransferFunction was set GetGrayTransferFunctionMTimeV.GetGrayTransferFunctionMTime(int) -> vtkTimeStamp C++: vtkTimeStamp GetGrayTransferFunctionMTime(int index) V.GetGrayTransferFunctionMTime() -> vtkTimeStamp C++: vtkTimeStamp GetGrayTransferFunctionMTime() WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE Get the time that the GrayTransferFunction was set Nearest NeighborLinearUnknown@iV *vtkPiecewiseFunction@V *vtkPiecewiseFunction@iV *vtkColorTransferFunction@V *vtkColorTransferFunctionvtkTimeStampvtkWindowLevelLookupTablevtkRenderingCorePython.vtkWindowLevelLookupTablevtkWindowLevelLookupTable - map scalar values into colors or colors to scalars; generate color table Superclass: vtkLookupTable vtkWindowLevelLookupTable is an object that is used by mapper objects to map scalar values into rgba (red-green-blue-alpha transparency) color specification, or rgba into scalar values. The color table can be created by direct insertion of color values, or by specifying a window and level. Window / Level is used in medical imaging to specify a linear greyscale ramp. The Level is the center of the ramp. The Window is the width of the ramp. @warning vtkWindowLevelLookupTable is a reference counted object. Therefore, you should always use operator "new" to construct new objects. This procedure will avoid memory problems (see text). @sa vtkLogLookupTable V.SafeDownCast(vtkObjectBase) -> vtkWindowLevelLookupTable C++: static vtkWindowLevelLookupTable *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkWindowLevelLookupTable C++: vtkWindowLevelLookupTable *NewInstance() V.Build() C++: void Build() override; Generate lookup table as a linear ramp between MinimumTableValue and MaximumTableValue. SetWindowV.SetWindow(float) C++: void SetWindow(double window) Set the window for the lookup table. The window is the difference between TableRange[0] and TableRange[1]. GetWindowV.GetWindow() -> float C++: virtual double GetWindow() Set the window for the lookup table. The window is the difference between TableRange[0] and TableRange[1]. SetLevelV.SetLevel(float) C++: void SetLevel(double level) Set the Level for the lookup table. The level is the average of TableRange[0] and TableRange[1]. GetLevelV.GetLevel() -> float C++: virtual double GetLevel() Set the Level for the lookup table. The level is the average of TableRange[0] and TableRange[1]. SetInverseVideoV.SetInverseVideo(int) C++: void SetInverseVideo(int iv) Set inverse video on or off. You can achieve the same effect by switching the MinimumTableValue and the MaximumTableValue. GetInverseVideoV.GetInverseVideo() -> int C++: virtual int GetInverseVideo() Set inverse video on or off. You can achieve the same effect by switching the MinimumTableValue and the MaximumTableValue. InverseVideoOnV.InverseVideoOn() C++: virtual void InverseVideoOn() Set inverse video on or off. You can achieve the same effect by switching the MinimumTableValue and the MaximumTableValue. InverseVideoOffV.InverseVideoOff() C++: virtual void InverseVideoOff() Set inverse video on or off. You can achieve the same effect by switching the MinimumTableValue and the MaximumTableValue. SetMinimumTableValueV.SetMinimumTableValue(float, float, float, float) C++: void SetMinimumTableValue(double, double, double, double) V.SetMinimumTableValue((float, float, float, float)) C++: void SetMinimumTableValue(double a[4]) GetMinimumTableValueV.GetMinimumTableValue() -> (float, float, float, float) C++: double *GetMinimumTableValue() SetMaximumTableValueV.SetMaximumTableValue(float, float, float, float) C++: void SetMaximumTableValue(double, double, double, double) V.SetMaximumTableValue((float, float, float, float)) C++: void SetMaximumTableValue(double a[4]) GetMaximumTableValueV.GetMaximumTableValue() -> (float, float, float, float) C++: double *GetMaximumTableValue() vtkWindowToImageFilterVTK_ZBUFFERvtkRenderingCorePython.vtkWindowToImageFiltervtkWindowToImageFilter - Use a vtkWindow as input to image pipeline Superclass: vtkAlgorithm vtkWindowToImageFilter provides methods needed to read the data in a vtkWindow and use it as input to the imaging pipeline. This is useful for saving an image to a file for example. The window can be read as either RGB or RGBA pixels; in addition, the depth buffer can also be read. RGB and RGBA pixels are of type unsigned char, while Z-Buffer data is returned as floats. Use this filter to convert RenderWindows or ImageWindows to an image format. @warning A vtkWindow doesn't behave like other parts of the VTK pipeline: its modification time doesn't get updated when an image is rendered. As a result, naive use of vtkWindowToImageFilter will produce an image of the first image that the window rendered, but which is never updated on subsequent window updates. This behavior is unexpected and in general undesirable. @warning To force an update of the output image, call vtkWindowToImageFilter's Modified method after rendering to the window. @warning In VTK versions 4 and later, this filter is part of the canonical way to output an image of a window to a file (replacing the obsolete SaveImageAsPPM method for vtkRenderWindows that existed in 3.2 and earlier). Connect this filter to the output of the window, and filter's output to a writer such as vtkPNGWriter. @warning Reading back alpha planes is dependent on the correct operation of the render window's GetRGBACharPixelData method, which in turn is dependent on the configuration of the window's alpha planes. As of VTK 4.4+, machine-independent behavior is not automatically assured because of these dependencies. @sa vtkRendererSource vtkRendererPointCloudSource vtkWindow vtkRenderLargeImage V.SafeDownCast(vtkObjectBase) -> vtkWindowToImageFilter C++: static vtkWindowToImageFilter *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkWindowToImageFilter C++: vtkWindowToImageFilter *NewInstance() V.SetInput(vtkWindow) C++: void SetInput(vtkWindow *input) Indicates what renderer to get the pixel data from. Initial value is 0. V.GetInput() -> vtkWindow C++: virtual vtkWindow *GetInput() Returns which renderer is being used as the source for the pixel data. Initial value is 0. SetMagnificationV.SetMagnification(int) C++: void SetMagnification(int) @deprecated Replaced by SetScale/GetScale as of VTK 8.1. GetMagnificationV.GetMagnification() -> int C++: int GetMagnification() @deprecated Replaced by SetScale/GetScale as of VTK 8.1. V.SetScale(int, int) C++: void SetScale(int, int) V.SetScale((int, int)) C++: void SetScale(int a[2]) V.SetScale(int) C++: void SetScale(int scale) V.GetScale() -> (int, int) C++: int *GetScale() SetFixBoundaryV.SetFixBoundary(bool) C++: virtual void SetFixBoundary(bool _arg) When scale factor > 1, this class render the full image in tiles. Sometimes that results in artificial artifacts at internal tile seams. To overcome this issue, set this flag to true. GetFixBoundaryV.GetFixBoundary() -> bool C++: virtual bool GetFixBoundary() When scale factor > 1, this class render the full image in tiles. Sometimes that results in artificial artifacts at internal tile seams. To overcome this issue, set this flag to true. FixBoundaryOnV.FixBoundaryOn() C++: virtual void FixBoundaryOn() When scale factor > 1, this class render the full image in tiles. Sometimes that results in artificial artifacts at internal tile seams. To overcome this issue, set this flag to true. FixBoundaryOffV.FixBoundaryOff() C++: virtual void FixBoundaryOff() When scale factor > 1, this class render the full image in tiles. Sometimes that results in artificial artifacts at internal tile seams. To overcome this issue, set this flag to true. ReadFrontBufferOnV.ReadFrontBufferOn() C++: virtual void ReadFrontBufferOn() Set/Get the flag that determines which buffer to read from. The default is to read from the front buffer. ReadFrontBufferOffV.ReadFrontBufferOff() C++: virtual void ReadFrontBufferOff() Set/Get the flag that determines which buffer to read from. The default is to read from the front buffer. GetReadFrontBufferV.GetReadFrontBuffer() -> int C++: virtual int GetReadFrontBuffer() Set/Get the flag that determines which buffer to read from. The default is to read from the front buffer. SetReadFrontBufferV.SetReadFrontBuffer(int) C++: virtual void SetReadFrontBuffer(int _arg) Set/Get the flag that determines which buffer to read from. The default is to read from the front buffer. ShouldRerenderOnV.ShouldRerenderOn() C++: virtual void ShouldRerenderOn() Set/get whether to re-render the input window. Initial value is true. (This option makes no difference if scale factor > 1.) ShouldRerenderOffV.ShouldRerenderOff() C++: virtual void ShouldRerenderOff() Set/get whether to re-render the input window. Initial value is true. (This option makes no difference if scale factor > 1.) SetShouldRerenderV.SetShouldRerender(int) C++: virtual void SetShouldRerender(int _arg) Set/get whether to re-render the input window. Initial value is true. (This option makes no difference if scale factor > 1.) GetShouldRerenderV.GetShouldRerender() -> int C++: virtual int GetShouldRerender() Set/get whether to re-render the input window. Initial value is true. (This option makes no difference if scale factor > 1.) V.SetViewport(float, float, float, float) C++: void SetViewport(double, double, double, double) V.SetViewport([float, ...]) C++: void SetViewport(double *) Set/get the extents to be used to generate the image. Initial value is {0,0,1,1} (This option does not work if scale factor > 1.) V.GetViewport() -> (float, float, float, float) C++: double *GetViewport() Set/get the extents to be used to generate the image. Initial value is {0,0,1,1} (This option does not work if scale factor > 1.) SetInputBufferTypeV.SetInputBufferType(int) C++: virtual void SetInputBufferType(int _arg) Set/get the window buffer from which data will be read. Choices include VTK_RGB (read the color image from the window), VTK_RGBA (same, but include the alpha channel), and VTK_ZBUFFER (depth buffer, returned as a float array). Initial value is VTK_RGB. GetInputBufferTypeV.GetInputBufferType() -> int C++: virtual int GetInputBufferType() Set/get the window buffer from which data will be read. Choices include VTK_RGB (read the color image from the window), VTK_RGBA (same, but include the alpha channel), and VTK_ZBUFFER (depth buffer, returned as a float array). Initial value is VTK_RGB. SetInputBufferTypeToRGBV.SetInputBufferTypeToRGB() C++: void SetInputBufferTypeToRGB() Set/get the window buffer from which data will be read. Choices include VTK_RGB (read the color image from the window), VTK_RGBA (same, but include the alpha channel), and VTK_ZBUFFER (depth buffer, returned as a float array). Initial value is VTK_RGB. SetInputBufferTypeToRGBAV.SetInputBufferTypeToRGBA() C++: void SetInputBufferTypeToRGBA() Set/get the window buffer from which data will be read. Choices include VTK_RGB (read the color image from the window), VTK_RGBA (same, but include the alpha channel), and VTK_ZBUFFER (depth buffer, returned as a float array). Initial value is VTK_RGB. SetInputBufferTypeToZBufferV.SetInputBufferTypeToZBuffer() C++: void SetInputBufferTypeToZBuffer() Set/get the window buffer from which data will be read. Choices include VTK_RGB (read the color image from the window), VTK_RGBA (same, but include the alpha channel), and VTK_ZBUFFER (depth buffer, returned as a float array). Initial value is VTK_RGB. @P *ivtkAssemblyNodevtkRenderingCorePython.vtkAssemblyNodevtkAssemblyNode - represent a node in an assembly Superclass: vtkObject vtkAssemblyNode represents a node in an assembly. It is used by vtkAssemblyPath to create hierarchical assemblies of props. The props can be either 2D or 3D. An assembly node refers to a vtkProp, and possibly a vtkMatrix4x4. Nodes are used by vtkAssemblyPath to build fully evaluated path (matrices are concatenated through the path) that is used by picking and other operations involving assemblies. @warning The assembly node is guaranteed to contain a reference to an instance of vtkMatrix4x4 if the prop referred to by the node is of type vtkProp3D (or subclass). The matrix is evaluated through the assembly path, so the assembly node's matrix is a function of its location in the vtkAssemblyPath. @warning vtkAssemblyNode does not reference count its association with vtkProp. Therefore, do not create an assembly node, associate a prop with it, delete the prop, and then try to dereference the prop. The program will break! (Reason: vtkAssemblyPath (which uses vtkAssemblyNode) create self-referencing loops that destroy reference counting.) @sa vtkAssemblyPath vtkProp vtkPicker vtkMatrix4x4 V.SafeDownCast(vtkObjectBase) -> vtkAssemblyNode C++: static vtkAssemblyNode *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkAssemblyNode C++: vtkAssemblyNode *NewInstance() SetViewPropV.SetViewProp(vtkProp) C++: virtual void SetViewProp(vtkProp *prop) Set/Get the prop that this assembly node refers to. GetViewPropV.GetViewProp() -> vtkProp C++: virtual vtkProp *GetViewProp() Set/Get the prop that this assembly node refers to. SetMatrixV.SetMatrix(vtkMatrix4x4) C++: void SetMatrix(vtkMatrix4x4 *matrix) Specify a transformation matrix associated with the prop. Note: if the prop is not a type of vtkProp3D, then the transformation matrix is ignored (and expected to be NULL). Also, internal to this object the matrix is copied because the matrix is used for computation by vtkAssemblyPath. V.GetMatrix() -> vtkMatrix4x4 C++: virtual vtkMatrix4x4 *GetMatrix() Specify a transformation matrix associated with the prop. Note: if the prop is not a type of vtkProp3D, then the transformation matrix is ignored (and expected to be NULL). Also, internal to this object the matrix is copied because the matrix is used for computation by vtkAssemblyPath. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Override the standard GetMTime() to check for the modified times of the prop and matrix. vtkRenderingCorePython.vtkAssemblyPathvtkAssemblyPath - a list of nodes that form an assembly path Superclass: vtkCollection vtkAssemblyPath represents an ordered list of assembly nodes that represent a fully evaluated assembly path. This class is used primarily for picking. Note that the use of this class is to add one or more assembly nodes to form the path. (An assembly node consists of an instance of vtkProp and vtkMatrix4x4, the matrix may be NULL.) As each node is added, the matrices are concatenated to create a final, evaluated matrix. @sa vtkAssemblyNode vtkAssembly vtkActor vtkMatrix4x4 vtkProp vtkAbstractPicker V.SafeDownCast(vtkObjectBase) -> vtkAssemblyPath C++: static vtkAssemblyPath *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkAssemblyPath C++: vtkAssemblyPath *NewInstance() AddNodeV.AddNode(vtkProp, vtkMatrix4x4) C++: void AddNode(vtkProp *p, vtkMatrix4x4 *m) Convenience method adds a prop and matrix together, creating an assembly node transparently. The matrix pointer m may be NULL. Note: that matrix is the one, if any, associated with the prop. GetNextNodeV.GetNextNode() -> vtkAssemblyNode C++: vtkAssemblyNode *GetNextNode() Get the next assembly node in the list. The node returned contains a pointer to a prop and a 4x4 matrix. The matrix is evaluated based on the preceding assembly hierarchy (i.e., the matrix is not necessarily as the same as the one that was added with AddNode() because of the concatenation of matrices in the assembly hierarchy). GetFirstNodeV.GetFirstNode() -> vtkAssemblyNode C++: vtkAssemblyNode *GetFirstNode() Get the first assembly node in the list. See the comments for GetNextNode() regarding the contents of the returned node. (Note: This node corresponds to the vtkProp associated with the vtkRenderer. GetLastNodeV.GetLastNode() -> vtkAssemblyNode C++: vtkAssemblyNode *GetLastNode() Get the last assembly node in the list. See the comments for GetNextNode() regarding the contents of the returned node. DeleteLastNodeV.DeleteLastNode() C++: void DeleteLastNode() Delete the last assembly node in the list. This is like a stack pop. V.ShallowCopy(vtkAssemblyPath) C++: void ShallowCopy(vtkAssemblyPath *path) Perform a shallow copy (reference counted) on the incoming path. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Override the standard GetMTime() to check for the modified times of the nodes in this path. vtkRenderingCorePython.vtkAssemblyPathsvtkAssemblyPaths - a list of lists of props representing an assembly hierarchy Superclass: vtkCollection vtkAssemblyPaths represents an assembly hierarchy as a list of vtkAssemblyPath. Each path represents the complete path from the top level assembly (if any) down to the leaf prop. @sa vtkAssemblyPath vtkAssemblyNode vtkPicker vtkAssembly vtkProp V.SafeDownCast(vtkObjectBase) -> vtkAssemblyPaths C++: static vtkAssemblyPaths *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkAssemblyPaths C++: vtkAssemblyPaths *NewInstance() V.AddItem(vtkAssemblyPath) C++: void AddItem(vtkAssemblyPath *p) Add a path to the list. RemoveItemV.RemoveItem(vtkAssemblyPath) C++: void RemoveItem(vtkAssemblyPath *p) Remove a path from the list. V.IsItemPresent(vtkAssemblyPath) -> int C++: int IsItemPresent(vtkAssemblyPath *p) Determine whether a particular path is present. Returns its position in the list. V.GetNextItem() -> vtkAssemblyPath C++: vtkAssemblyPath *GetNextItem() Get the next path in the list. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Override the standard GetMTime() to check for the modified times of the paths. vtkAreaPickervtkRenderingCorePython.vtkAreaPickervtkAreaPicker - Picks props behind a selection rectangle on a viewport. Superclass: vtkAbstractPropPicker The vtkAreaPicker picks all vtkProp3Ds that lie behind the screen space rectangle from x0,y0 and x1,y1. The selection is based upon the bounding box of the prop and is thus not exact. Like vtkPicker, a pick results in a list of Prop3Ds because many props may lie within the pick frustum. You can also get an AssemblyPath, which in this case is defined to be the path to the one particular prop in the Prop3D list that lies nearest to the near plane. This picker also returns the selection frustum, defined as either a vtkPlanes, or a set of eight corner vertices in world space. The vtkPlanes version is an ImplicitFunction, which is suitable for use with the vtkExtractGeometry. The six frustum planes are in order: left, right, bottom, top, near, far Because this picker picks everything within a volume, the world pick point result is ill-defined. Therefore if you ask this class for the world pick position, you will get the centroid of the pick frustum. This may be outside of all props in the prop list. @sa vtkInteractorStyleRubberBandPick, vtkExtractSelectedFrustum. V.SafeDownCast(vtkObjectBase) -> vtkAreaPicker C++: static vtkAreaPicker *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkAreaPicker C++: vtkAreaPicker *NewInstance() SetPickCoordsV.SetPickCoords(float, float, float, float) C++: void SetPickCoords(double x0, double y0, double x1, double y1) Set the default screen rectangle to pick in. V.SetRenderer(vtkRenderer) C++: void SetRenderer(vtkRenderer *) Set the default renderer to pick on. V.Pick() -> int C++: virtual int Pick() V.Pick(float, float, float, vtkRenderer) -> int C++: int Pick(double x0, double y0, double z0, vtkRenderer *renderer=nullptr) override; Perform an AreaPick within the default screen rectangle and renderer. AreaPickV.AreaPick(float, float, float, float, vtkRenderer) -> int C++: virtual int AreaPick(double x0, double y0, double x1, double y1, vtkRenderer *renderer=nullptr) Perform pick operation in volume behind the given screen coordinates. Props intersecting the selection frustum will be accessible via GetProp3D. GetPlanes returns a vtkImplicitFunction suitable for vtkExtractGeometry. V.GetMapper() -> vtkAbstractMapper3D C++: virtual vtkAbstractMapper3D *GetMapper() Return mapper that was picked (if any). GetDataSetV.GetDataSet() -> vtkDataSet C++: virtual vtkDataSet *GetDataSet() Get a pointer to the dataset that was picked (if any). If nothing was picked then NULL is returned. GetProp3DsV.GetProp3Ds() -> vtkProp3DCollection C++: vtkProp3DCollection *GetProp3Ds() Return a collection of all the prop 3D's that were intersected by the pick ray. This collection is not sorted. GetFrustumV.GetFrustum() -> vtkPlanes C++: virtual vtkPlanes *GetFrustum() Return the six planes that define the selection frustum. The implicit function defined by the planes evaluates to negative inside and positive outside. GetClipPointsV.GetClipPoints() -> vtkPoints C++: virtual vtkPoints *GetClipPoints() Return eight points that define the selection frustum. vtkAbstractPropPickervtkPickervtkRenderingCorePython.vtkPickervtkPicker - superclass for 3D geometric pickers (uses ray cast) Superclass: vtkAbstractPropPicker vtkPicker is used to select instances of vtkProp3D by shooting a ray into a graphics window and intersecting with the actor's bounding box. The ray is defined from a point defined in window (or pixel) coordinates, and a point located from the camera's position. vtkPicker may return more than one vtkProp3D, since more than one bounding box may be intersected. vtkPicker returns an unsorted list of props that were hit, and a list of the corresponding world points of the hits. For the vtkProp3D that is closest to the camera, vtkPicker returns the pick coordinates in world and untransformed mapper space, the prop itself, the data set, and the mapper. For vtkPicker the closest prop is the one whose center point (i.e., center of bounding box) projected on the view ray is closest to the camera. Subclasses of vtkPicker use other methods for computing the pick point. @sa vtkPicker is used for quick geometric picking. If you desire more precise picking of points or cells based on the geometry of any vtkProp3D, use the subclasses vtkPointPicker or vtkCellPicker. For hardware-accelerated picking of any type of vtkProp, use vtkPropPicker or vtkWorldPointPicker. V.SafeDownCast(vtkObjectBase) -> vtkPicker C++: static vtkPicker *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkPicker C++: vtkPicker *NewInstance() V.SetTolerance(float) C++: virtual void SetTolerance(double _arg) Specify tolerance for performing pick operation. Tolerance is specified as fraction of rendering window size. (Rendering window size is measured across diagonal.) V.GetTolerance() -> float C++: virtual double GetTolerance() Specify tolerance for performing pick operation. Tolerance is specified as fraction of rendering window size. (Rendering window size is measured across diagonal.) GetMapperPositionV.GetMapperPosition() -> (float, float, float) C++: double *GetMapperPosition() Return position in mapper (i.e., non-transformed) coordinates of pick point. GetCompositeDataSetV.GetCompositeDataSet() -> vtkCompositeDataSet C++: virtual vtkCompositeDataSet *GetCompositeDataSet() Get a pointer to the composite dataset that was picked (if any). If nothing was picked or a non-composite data object was picked then NULL is returned. GetFlatBlockIndexV.GetFlatBlockIndex() -> int C++: virtual vtkIdType GetFlatBlockIndex() Get the flat block index of the vtkDataSet in the composite dataset that was picked (if any). If nothing was picked or a non-composite data object was picked then -1 is returned. V.GetActors() -> vtkActorCollection C++: vtkActorCollection *GetActors() Return a collection of all the actors that were intersected. This collection is not sorted. (This is a convenience method to maintain backward compatibility.) GetPickedPositionsV.GetPickedPositions() -> vtkPoints C++: vtkPoints *GetPickedPositions() Return a list of the points the the actors returned by GetProp3Ds were intersected at. The order of this list will match the order of GetProp3Ds. V.Pick(float, float, float, vtkRenderer) -> int C++: int Pick(double selectionX, double selectionY, double selectionZ, vtkRenderer *renderer) override; V.Pick([float, float, float], vtkRenderer) -> int C++: int Pick(double selectionPt[3], vtkRenderer *ren) Perform pick operation with selection point provided. Normally the first two values for the selection point are x-y pixel coordinate, and the third value is =0. Return non-zero if something was successfully picked. V.Pick3DPoint([float, float, float], vtkRenderer) -> int C++: int Pick3DPoint(double selectionPt[3], vtkRenderer *ren) override; Perform pick operation with selection point provided. The selectionPt is in world coordinates. Return non-zero if something was successfully picked. V.Pick3DRay([float, float, float], [float, float, float, float], vtkRenderer) -> int C++: int Pick3DRay(double selectionPt[3], double orient[4], vtkRenderer *ren) override; Perform pick operation with selection point and orientaion provided. The selectionPt is in world coordinates. Return non-zero if something was successfully picked. vtkRenderingCorePython.vtkAbstractPropPickervtkAbstractPropPicker - abstract API for pickers that can pick an instance of vtkProp Superclass: vtkAbstractPicker vtkAbstractPropPicker is an abstract superclass for pickers that can pick an instance of vtkProp. Some pickers, like vtkWorldPointPicker (not a subclass of this class), cannot identify the prop that is picked. Subclasses of vtkAbstractPropPicker return a prop in the form of a vtkAssemblyPath when a pick is invoked. Note that an vtkAssemblyPath contain a list of vtkAssemblyNodes, each of which in turn contains a reference to a vtkProp and a 4x4 transformation matrix. The path fully describes the entire pick path, so you can pick assemblies or portions of assemblies, or just grab the tail end of the vtkAssemblyPath (which is the picked prop). @warning Because a vtkProp can be placed into different assemblies, or even in different leaf positions of the same assembly, the vtkAssemblyPath is used to fully qualify exactly which use of the vtkProp was picked, including its position (since vtkAssemblyPath includes a transformation matrix per node). @warning The class returns information about picked actors, props, etc. Note that what is returned by these methods is the top level of the assembly path. This can cause a lot of confusion! For example, if you pick a vtkAssembly, and the returned vtkAssemblyPath has as a leaf a vtkActor, then if you invoke GetActor(), you will get NULL, even though an actor was indeed picked. (GetAssembly() will return something.) Note that the safest thing to do is to do a GetViewProp(), which will always return something if something was picked. A better way to manage picking is to work with vtkAssemblyPath, since this completely defines the pick path from top to bottom in a assembly hierarchy, and avoids confusion when the same prop is used in different assemblies. @warning The returned assembly paths refer to assembly nodes that in turn refer to vtkProp and vtkMatrix. This association to vtkProp is not a reference counted association, meaning that dangling references are possible if you do a pick, get an assembly path, and then delete a vtkProp. (Reason: assembly paths create many self-referencing loops that destroy reference counting.) @sa vtkPropPicker vtkPicker vtkWorldPointPicker vtkCellPicker vtkPointPicker vtkAssemblyPath vtkAssemblyNode vtkAssemblyPaths vtkAbstractPicker vtkRenderer V.SafeDownCast(vtkObjectBase) -> vtkAbstractPropPicker C++: static vtkAbstractPropPicker *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkAbstractPropPicker C++: vtkAbstractPropPicker *NewInstance() SetPathV.SetPath(vtkAssemblyPath) C++: virtual void SetPath(vtkAssemblyPath *) Return the vtkAssemblyPath that has been picked. The assembly path lists all the vtkProps that form an assembly. If no assembly is present, then the assembly path will have one node (which is the picked prop). The set method is used internally to set the path. (Note: the structure of an assembly path is a collection of vtkAssemblyNode, each node pointing to a vtkProp and (possibly) a transformation matrix.) GetPathV.GetPath() -> vtkAssemblyPath C++: virtual vtkAssemblyPath *GetPath() Return the vtkAssemblyPath that has been picked. The assembly path lists all the vtkProps that form an assembly. If no assembly is present, then the assembly path will have one node (which is the picked prop). The set method is used internally to set the path. (Note: the structure of an assembly path is a collection of vtkAssemblyNode, each node pointing to a vtkProp and (possibly) a transformation matrix.) V.GetViewProp() -> vtkProp C++: virtual vtkProp *GetViewProp() Return the vtkProp that has been picked. If NULL, nothing was picked. If anything at all was picked, this method will return something. V.GetProp3D() -> vtkProp3D C++: virtual vtkProp3D *GetProp3D() Return the vtkProp that has been picked. If NULL, no vtkProp3D was picked. GetActorV.GetActor() -> vtkActor C++: virtual vtkActor *GetActor() Return the vtkActor that has been picked. If NULL, no actor was picked. GetActor2DV.GetActor2D() -> vtkActor2D C++: virtual vtkActor2D *GetActor2D() Return the vtkActor2D that has been picked. If NULL, no actor2D was picked. GetVolumeV.GetVolume() -> vtkVolume C++: virtual vtkVolume *GetVolume() Return the vtkVolume that has been picked. If NULL, no volume was picked. GetAssemblyV.GetAssembly() -> vtkAssembly C++: virtual vtkAssembly *GetAssembly() Return the vtkAssembly that has been picked. If NULL, no assembly was picked. (Note: the returned assembly is the first node in the assembly path. If the path is one node long, then the assembly and the prop are the same, assuming that the first node is a vtkAssembly.) GetPropAssemblyV.GetPropAssembly() -> vtkPropAssembly C++: virtual vtkPropAssembly *GetPropAssembly() Return the vtkPropAssembly that has been picked. If NULL, no prop assembly was picked. (Note: the returned prop assembly is the first node in the assembly path. If the path is one node long, then the prop assembly and the prop are the same, assuming that the first node is a vtkPropAssembly.) vtkPropPickervtkRenderingCorePython.vtkPropPickervtkPropPicker - pick an actor/prop using graphics hardware Superclass: vtkAbstractPropPicker vtkPropPicker is used to pick an actor/prop given a selection point (in display coordinates) and a renderer. This class uses graphics hardware/rendering system to pick rapidly (as compared to using ray casting as does vtkCellPicker and vtkPointPicker). This class determines the actor/prop and pick position in world coordinates; point and cell ids are not determined. @sa vtkPicker vtkWorldPointPicker vtkCellPicker vtkPointPicker V.SafeDownCast(vtkObjectBase) -> vtkPropPicker C++: static vtkPropPicker *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkPropPicker C++: vtkPropPicker *NewInstance() V.PickProp(float, float, vtkRenderer) -> int C++: int PickProp(double selectionX, double selectionY, vtkRenderer *renderer) V.PickProp(float, float, vtkRenderer, vtkPropCollection) -> int C++: int PickProp(double selectionX, double selectionY, vtkRenderer *renderer, vtkPropCollection *pickfrom) Perform the pick and set the PickedProp ivar. If something is picked, a 1 is returned, otherwise 0 is returned. Use the GetViewProp() method to get the instance of vtkProp that was picked. Props are picked from the renderers list of pickable Props. V.Pick(float, float, float, vtkRenderer) -> int C++: int Pick(double selectionX, double selectionY, double selectionZ, vtkRenderer *renderer) override; V.Pick([float, float, float], vtkRenderer) -> int C++: int Pick(double selectionPt[3], vtkRenderer *renderer) override superclasses' Pick() method. PickProp3DPointV.PickProp3DPoint([float, float, float], vtkRenderer) -> int C++: int PickProp3DPoint(double pos[3], vtkRenderer *renderer) V.PickProp3DPoint([float, float, float], vtkRenderer, vtkPropCollection) -> int C++: int PickProp3DPoint(double pos[3], vtkRenderer *renderer, vtkPropCollection *pickfrom) Perform the pick and set the PickedProp ivar. If something is picked, a 1 is returned, otherwise 0 is returned. Use the GetViewProp() method to get the instance of vtkProp that was picked. Props are picked from the renderers list of pickable Props. vtkRenderingCorePython.vtkPickingManagervtkPickingManager - Class defines API to manage the picking process. Superclass: vtkObject The Picking Manager (PM) coordinates picking across widgets simultaneously. It maintains a collection of registered pickers; when the manager is picked (e.g. vtkPickingManager::Pick()), a pick is run on each picker but only the best picker (e.g. closest to camera point) is selected. It finally returns the widget/representation or picker that was selected. @warning Every time a vtkWidget and/or a vtkWidgetRepresentation is instantiated, it automatically registers its picker(s) and start being managed by delegating all its pick calls to the picking manager. It is possible to customize with the management in two ways: * at the widget level, the "ManagesPicking" variable can be changed from the widget/representation class to tell whether to use the manager or not. * Directly disable the picking manager itself with the boolean variable \sa Enabled using vtkPickingManager::EnabledOn(), EnabledOff(), SetEnabled(bool).@par Important: The picking manager is not active by default as it slightly reduces the performances when interacting with the scene.@par Important: When registering pickers, a null object is considered valid because we can managed picker without any associated object. It is really important to note that a null object is different from one to an other !! This has been done to allow adding multiple times the same picker to the manager by not passing the referenced object to not force the supression of all pickers V.SafeDownCast(vtkObjectBase) -> vtkPickingManager C++: static vtkPickingManager *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkPickingManager C++: vtkPickingManager *NewInstance() V.EnabledOn() C++: virtual void EnabledOn() Enable/Disable management. When disabled, it redirects every pick on the picker. By default the picking manager is disabled when initialized. V.EnabledOff() C++: virtual void EnabledOff() Enable/Disable management. When disabled, it redirects every pick on the picker. By default the picking manager is disabled when initialized. V.SetEnabled(bool) C++: virtual void SetEnabled(bool _arg) Enable/Disable management. When disabled, it redirects every pick on the picker. By default the picking manager is disabled when initialized. V.GetEnabled() -> bool C++: virtual bool GetEnabled() Enable/Disable management. When disabled, it redirects every pick on the picker. By default the picking manager is disabled when initialized. SetOptimizeOnInteractorEventsV.SetOptimizeOnInteractorEvents(bool) C++: void SetOptimizeOnInteractorEvents(bool optimize) Enable/Disable optimization depending on the renderWindowInteractor events. The mechanism keeps in cache the last selected picker as well as the last render time to recompute the selection only if a new render event occurred after the last selection; otherwise, it simply returns the last picker selected. By default pickingManagers does use the optimization. Warning: Turning off the caching significantly decreases performance. GetOptimizeOnInteractorEventsV.GetOptimizeOnInteractorEvents() -> bool C++: virtual bool GetOptimizeOnInteractorEvents() Enable/Disable optimization depending on the renderWindowInteractor events. The mechanism keeps in cache the last selected picker as well as the last render time to recompute the selection only if a new render event occurred after the last selection; otherwise, it simply returns the last picker selected. By default pickingManagers does use the optimization. Warning: Turning off the caching significantly decreases performance. V.SetInteractor(vtkRenderWindowInteractor) C++: void SetInteractor(vtkRenderWindowInteractor *iren) Set the window interactor associated with the manager. V.GetInteractor() -> vtkRenderWindowInteractor C++: virtual vtkRenderWindowInteractor *GetInteractor() Set the window interactor associated with the manager. AddPickerV.AddPicker(vtkAbstractPicker, vtkObject) C++: void AddPicker(vtkAbstractPicker *picker, vtkObject *object=nullptr) Register a picker into the picking manager. It can be internally associated (optional) with an object. This allows the removal of all the pickers of the given object. Note that a picker can be registered multiple times with different objects. \sa RemovePicker(), RemoveObject(). RemovePickerV.RemovePicker(vtkAbstractPicker, vtkObject) C++: void RemovePicker(vtkAbstractPicker *picker, vtkObject *object=nullptr) Unregister the picker from the picking manager. If object is non null, only the pair ( picker, object) is removed. RemoveObjectV.RemoveObject(vtkObject) C++: void RemoveObject(vtkObject *object) Remove all occurrence of the object from the registered list. If a picker associated with the object is not also associated with any other object, it is removed from the list as well. V.Pick(vtkAbstractPicker, vtkObject) -> bool C++: bool Pick(vtkAbstractPicker *picker, vtkObject *object) V.Pick(vtkObject) -> bool C++: bool Pick(vtkObject *object) V.Pick(vtkAbstractPicker) -> bool C++: bool Pick(vtkAbstractPicker *picker) Run the picking selection process and return true if the object is associated with the given picker if it is the best one, false otherwise. If OptimizeOnInteractorEvents is true, the pick can reuse cached information. GetAssemblyPathV.GetAssemblyPath(float, float, float, vtkAbstractPropPicker, vtkRenderer, vtkObject) -> vtkAssemblyPath C++: vtkAssemblyPath *GetAssemblyPath(double X, double Y, double Z, vtkAbstractPropPicker *picker, vtkRenderer *renderer, vtkObject *obj) If the picking manager is enabled, it runs the picking selection process and return the assembly path associated to the picker passed as argument if it is the one mediated. Otherwise it simply proceeds to a pick using the given renderer and returns the corresponding assembly path. GetNumberOfPickersV.GetNumberOfPickers() -> int C++: int GetNumberOfPickers() Return the number of pickers registered. If the same picker is added multiple times with different objects, it is counted once. GetNumberOfObjectsLinkedV.GetNumberOfObjectsLinked(vtkAbstractPicker) -> int C++: int GetNumberOfObjectsLinked(vtkAbstractPicker *picker) Return the number of objects linked with a given picker. Note: a null object is counted as an associated object. @V *vtkObject@V *vtkAbstractPickervtkLODProp3DvtkRenderingCorePython.vtkLODProp3DvtkLODProp3D - level of detail 3D prop Superclass: vtkProp3D vtkLODProp3D is a class to support level of detail rendering for Prop3D. Any number of mapper/property/texture items can be added to this object. Render time will be measured, and will be used to select a LOD based on the AllocatedRenderTime of this Prop3D. Depending on the type of the mapper/property, a vtkActor or a vtkVolume will be created behind the scenes. @sa vtkProp3D vtkActor vtkVolume vtkLODActor V.SafeDownCast(vtkObjectBase) -> vtkLODProp3D C++: static vtkLODProp3D *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkLODProp3D C++: vtkLODProp3D *NewInstance() V.GetBounds() -> (float, float, float, float, float, float) C++: double *GetBounds() override; V.GetBounds([float, float, float, float, float, float]) C++: void GetBounds(double bounds[6]) Standard vtkProp method to get 3D bounds of a 3D prop AddLODV.AddLOD(vtkMapper, vtkProperty, vtkProperty, vtkTexture, float) -> int C++: int AddLOD(vtkMapper *m, vtkProperty *p, vtkProperty *back, vtkTexture *t, double time) V.AddLOD(vtkMapper, vtkProperty, vtkTexture, float) -> int C++: int AddLOD(vtkMapper *m, vtkProperty *p, vtkTexture *t, double time) V.AddLOD(vtkMapper, vtkProperty, vtkProperty, float) -> int C++: int AddLOD(vtkMapper *m, vtkProperty *p, vtkProperty *back, double time) V.AddLOD(vtkMapper, vtkProperty, float) -> int C++: int AddLOD(vtkMapper *m, vtkProperty *p, double time) V.AddLOD(vtkMapper, vtkTexture, float) -> int C++: int AddLOD(vtkMapper *m, vtkTexture *t, double time) V.AddLOD(vtkMapper, float) -> int C++: int AddLOD(vtkMapper *m, double time) V.AddLOD(vtkAbstractVolumeMapper, vtkVolumeProperty, float) -> int C++: int AddLOD(vtkAbstractVolumeMapper *m, vtkVolumeProperty *p, double time) V.AddLOD(vtkAbstractVolumeMapper, float) -> int C++: int AddLOD(vtkAbstractVolumeMapper *m, double time) V.AddLOD(vtkImageMapper3D, vtkImageProperty, float) -> int C++: int AddLOD(vtkImageMapper3D *m, vtkImageProperty *p, double time) V.AddLOD(vtkImageMapper3D, float) -> int C++: int AddLOD(vtkImageMapper3D *m, double time) Add a level of detail with a given mapper, property, backface property, texture, and guess of rendering time. The property and texture fields can be set to NULL (the other methods are included for script access where null variables are not allowed). The time field can be set to 0.0 indicating that no initial guess for rendering time is being supplied. The returned integer value is an ID that can be used later to delete this LOD, or set it as the selected LOD. GetNumberOfLODsV.GetNumberOfLODs() -> int C++: virtual int GetNumberOfLODs() Get the current number of LODs. GetCurrentIndexV.GetCurrentIndex() -> int C++: virtual int GetCurrentIndex() Get the current index, used to determine the ID of the next LOD that is added. Useful for guessing what IDs have been used (with NumberOfLODs, without depending on the constructor initialization to 1000. RemoveLODV.RemoveLOD(int) C++: void RemoveLOD(int id) Delete a level of detail given an ID. This is the ID returned by the AddLOD method SetLODPropertyV.SetLODProperty(int, vtkProperty) C++: void SetLODProperty(int id, vtkProperty *p) V.SetLODProperty(int, vtkVolumeProperty) C++: void SetLODProperty(int id, vtkVolumeProperty *p) V.SetLODProperty(int, vtkImageProperty) C++: void SetLODProperty(int id, vtkImageProperty *p) Methods to set / get the property of an LOD. Since the LOD could be a volume or an actor, you have to pass in the pointer to the property to get it. The returned property will be NULL if the id is not valid, or the property is of the wrong type for the corresponding Prop3D. SetLODMapperV.SetLODMapper(int, vtkMapper) C++: void SetLODMapper(int id, vtkMapper *m) V.SetLODMapper(int, vtkAbstractVolumeMapper) C++: void SetLODMapper(int id, vtkAbstractVolumeMapper *m) V.SetLODMapper(int, vtkImageMapper3D) C++: void SetLODMapper(int id, vtkImageMapper3D *m) Methods to set / get the mapper of an LOD. Since the LOD could be a volume or an actor, you have to pass in the pointer to the mapper to get it. The returned mapper will be NULL if the id is not valid, or the mapper is of the wrong type for the corresponding Prop3D. GetLODMapperV.GetLODMapper(int) -> vtkAbstractMapper3D C++: vtkAbstractMapper3D *GetLODMapper(int id) Get the LODMapper as an vtkAbstractMapper3D. It is the user's respondibility to safe down cast this to a vtkMapper or vtkVolumeMapper as appropriate. SetLODBackfacePropertyV.SetLODBackfaceProperty(int, vtkProperty) C++: void SetLODBackfaceProperty(int id, vtkProperty *t) Methods to set / get the backface property of an LOD. This method is only valid for LOD ids that are Actors (not Volumes) SetLODTextureV.SetLODTexture(int, vtkTexture) C++: void SetLODTexture(int id, vtkTexture *t) Methods to set / get the texture of an LOD. This method is only valid for LOD ids that are Actors (not Volumes) EnableLODV.EnableLOD(int) C++: void EnableLOD(int id) Enable / disable a particular LOD. If it is disabled, it will not be used during automatic selection, but can be selected as the LOD if automatic LOD selection is off. DisableLODV.DisableLOD(int) C++: void DisableLOD(int id) Enable / disable a particular LOD. If it is disabled, it will not be used during automatic selection, but can be selected as the LOD if automatic LOD selection is off. IsLODEnabledV.IsLODEnabled(int) -> int C++: int IsLODEnabled(int id) Enable / disable a particular LOD. If it is disabled, it will not be used during automatic selection, but can be selected as the LOD if automatic LOD selection is off. SetLODLevelV.SetLODLevel(int, float) C++: void SetLODLevel(int id, double level) Set the level of a particular LOD. When a LOD is selected for rendering because it has the largest render time that fits within the allocated time, all LOD are then checked to see if any one can render faster but has a lower (more resolution/better) level. This quantity is a double to ensure that a level can be inserted between 2 and 3. GetLODLevelV.GetLODLevel(int) -> float C++: double GetLODLevel(int id) Set the level of a particular LOD. When a LOD is selected for rendering because it has the largest render time that fits within the allocated time, all LOD are then checked to see if any one can render faster but has a lower (more resolution/better) level. This quantity is a double to ensure that a level can be inserted between 2 and 3. GetLODIndexLevelV.GetLODIndexLevel(int) -> float C++: double GetLODIndexLevel(int index) Set the level of a particular LOD. When a LOD is selected for rendering because it has the largest render time that fits within the allocated time, all LOD are then checked to see if any one can render faster but has a lower (more resolution/better) level. This quantity is a double to ensure that a level can be inserted between 2 and 3. GetLODEstimatedRenderTimeV.GetLODEstimatedRenderTime(int) -> float C++: double GetLODEstimatedRenderTime(int id) Access method that can be used to find out the estimated render time (the thing used to select an LOD) for a given LOD ID or index. Value is returned in seconds. GetLODIndexEstimatedRenderTimeV.GetLODIndexEstimatedRenderTime(int) -> float C++: double GetLODIndexEstimatedRenderTime(int index) Access method that can be used to find out the estimated render time (the thing used to select an LOD) for a given LOD ID or index. Value is returned in seconds. SetAutomaticLODSelectionV.SetAutomaticLODSelection(int) C++: virtual void SetAutomaticLODSelection(int _arg) Turn on / off automatic selection of LOD. This is on by default. If it is off, then the SelectedLODID is rendered regardless of rendering time or desired update rate. GetAutomaticLODSelectionMinValueV.GetAutomaticLODSelectionMinValue() -> int C++: virtual int GetAutomaticLODSelectionMinValue() Turn on / off automatic selection of LOD. This is on by default. If it is off, then the SelectedLODID is rendered regardless of rendering time or desired update rate. GetAutomaticLODSelectionMaxValueV.GetAutomaticLODSelectionMaxValue() -> int C++: virtual int GetAutomaticLODSelectionMaxValue() Turn on / off automatic selection of LOD. This is on by default. If it is off, then the SelectedLODID is rendered regardless of rendering time or desired update rate. GetAutomaticLODSelectionV.GetAutomaticLODSelection() -> int C++: virtual int GetAutomaticLODSelection() Turn on / off automatic selection of LOD. This is on by default. If it is off, then the SelectedLODID is rendered regardless of rendering time or desired update rate. AutomaticLODSelectionOnV.AutomaticLODSelectionOn() C++: virtual void AutomaticLODSelectionOn() Turn on / off automatic selection of LOD. This is on by default. If it is off, then the SelectedLODID is rendered regardless of rendering time or desired update rate. AutomaticLODSelectionOffV.AutomaticLODSelectionOff() C++: virtual void AutomaticLODSelectionOff() Turn on / off automatic selection of LOD. This is on by default. If it is off, then the SelectedLODID is rendered regardless of rendering time or desired update rate. SetSelectedLODIDV.SetSelectedLODID(int) C++: virtual void SetSelectedLODID(int _arg) Set the id of the LOD that is to be drawn when automatic LOD selection is turned off. GetSelectedLODIDV.GetSelectedLODID() -> int C++: virtual int GetSelectedLODID() Set the id of the LOD that is to be drawn when automatic LOD selection is turned off. GetLastRenderedLODIDV.GetLastRenderedLODID() -> int C++: int GetLastRenderedLODID() Get the ID of the previously (during the last render) selected LOD index GetPickLODIDV.GetPickLODID() -> int C++: int GetPickLODID(void) Get the ID of the appropriate pick LOD index SetSelectedPickLODIDV.SetSelectedPickLODID(int) C++: void SetSelectedPickLODID(int id) Set the id of the LOD that is to be used for picking when automatic LOD pick selection is turned off. GetSelectedPickLODIDV.GetSelectedPickLODID() -> int C++: virtual int GetSelectedPickLODID() Set the id of the LOD that is to be used for picking when automatic LOD pick selection is turned off. SetAutomaticPickLODSelectionV.SetAutomaticPickLODSelection(int) C++: virtual void SetAutomaticPickLODSelection(int _arg) Turn on / off automatic selection of picking LOD. This is on by default. If it is off, then the SelectedLODID is rendered regardless of rendering time or desired update rate. GetAutomaticPickLODSelectionMinValueV.GetAutomaticPickLODSelectionMinValue() -> int C++: virtual int GetAutomaticPickLODSelectionMinValue() Turn on / off automatic selection of picking LOD. This is on by default. If it is off, then the SelectedLODID is rendered regardless of rendering time or desired update rate. GetAutomaticPickLODSelectionMaxValueV.GetAutomaticPickLODSelectionMaxValue() -> int C++: virtual int GetAutomaticPickLODSelectionMaxValue() Turn on / off automatic selection of picking LOD. This is on by default. If it is off, then the SelectedLODID is rendered regardless of rendering time or desired update rate. GetAutomaticPickLODSelectionV.GetAutomaticPickLODSelection() -> int C++: virtual int GetAutomaticPickLODSelection() Turn on / off automatic selection of picking LOD. This is on by default. If it is off, then the SelectedLODID is rendered regardless of rendering time or desired update rate. AutomaticPickLODSelectionOnV.AutomaticPickLODSelectionOn() C++: virtual void AutomaticPickLODSelectionOn() Turn on / off automatic selection of picking LOD. This is on by default. If it is off, then the SelectedLODID is rendered regardless of rendering time or desired update rate. AutomaticPickLODSelectionOffV.AutomaticPickLODSelectionOff() C++: virtual void AutomaticPickLODSelectionOff() Turn on / off automatic selection of picking LOD. This is on by default. If it is off, then the SelectedLODID is rendered regardless of rendering time or desired update rate. V.ShallowCopy(vtkProp) C++: void ShallowCopy(vtkProp *prop) override; Shallow copy of this vtkLODProp3D. V.RenderTranslucentPolygonalGeometry(vtkViewport) -> int C++: int RenderTranslucentPolygonalGeometry(vtkViewport *ren) override; Support the standard render methods. V.RenderVolumetricGeometry(vtkViewport) -> int C++: int RenderVolumetricGeometry(vtkViewport *ren) override; Support the standard render methods. V.SetAllocatedRenderTime(float, vtkViewport) C++: void SetAllocatedRenderTime(double t, vtkViewport *vp) override; Used by the culler / renderer to set the allocated render time for this prop. This is based on the desired update rate, and possibly some other properties such as potential screen coverage of this prop. V.RestoreEstimatedRenderTime() C++: void RestoreEstimatedRenderTime() override; Used when the render process is aborted to restore the previous estimated render time. Overridden here to allow previous time for a particular LOD to be restored - otherwise the time for the last rendered LOD will be copied into the currently selected LOD. V.AddEstimatedRenderTime(float, vtkViewport) C++: void AddEstimatedRenderTime(double t, vtkViewport *vp) override; Override method from vtkProp in order to push this call down to the selected LOD as well. @VVVd *vtkMapper *vtkProperty *vtkTexture@VVVd *vtkMapper *vtkProperty *vtkProperty@VVd *vtkMapper *vtkProperty@VVd *vtkMapper *vtkTexture@Vd *vtkMapper@VVd *vtkAbstractVolumeMapper *vtkVolumeProperty@Vd *vtkAbstractVolumeMapper@VVd *vtkImageMapper3D *vtkImageProperty@Vd *vtkImageMapper3D@iV *vtkProperty@iV *vtkVolumeProperty@iV *vtkImageProperty@iV *vtkMapper@iV *vtkAbstractVolumeMapper@iV *vtkImageMapper3DvtkWorldPointPickervtkRenderingCorePython.vtkWorldPointPickervtkWorldPointPicker - find world x,y,z corresponding to display x,y,z Superclass: vtkAbstractPicker vtkWorldPointPicker is used to find the x,y,z world coordinate of a screen x,y,z. This picker cannot pick actors and/or mappers, it simply determines an x-y-z coordinate in world space. (It will always return a x-y-z, even if the selection point is not over a prop/actor.) @warning The PickMethod() is not invoked, but StartPickMethod() and EndPickMethod() are. @sa vtkPropPicker vtkPicker vtkCellPicker vtkPointPicker V.SafeDownCast(vtkObjectBase) -> vtkWorldPointPicker C++: static vtkWorldPointPicker *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkWorldPointPicker C++: vtkWorldPointPicker *NewInstance() V.Pick(float, float, float, vtkRenderer) -> int C++: int Pick(double selectionX, double selectionY, double selectionZ, vtkRenderer *renderer) override; V.Pick([float, float, float], vtkRenderer) -> int C++: int Pick(double selectionPt[3], vtkRenderer *renderer) Perform the pick. (This method overload's the superclass.) vtkCellPickervtkRenderingCorePython.vtkCellPickervtkCellPicker - ray-cast cell picker for all kinds of Prop3Ds Superclass: vtkPicker vtkCellPicker will shoot a ray into a 3D scene and return information about the first object that the ray hits. It works for all Prop3Ds. For vtkVolume objects, it shoots a ray into the volume and returns the point where the ray intersects an isosurface of a chosen opacity. For vtkImage objects, it intersects the ray with the displayed slice. For vtkActor objects, it intersects the actor's polygons. If the object's mapper has ClippingPlanes, then it takes the clipping into account, and will return the Id of the clipping plane that was intersected. For all prop types, it returns point and cell information, plus the normal of the surface that was intersected at the pick position. For volumes and images, it also returns (i,j,k) coordinates for the point and the cell that were picked. @sa vtkPicker vtkPointPicker vtkVolumePicker @par Thanks: This class was contributed to VTK by David Gobbi on behalf of Atamai Inc., as an enhancement to the original vtkCellPicker. V.SafeDownCast(vtkObjectBase) -> vtkCellPicker C++: static vtkCellPicker *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkCellPicker C++: vtkCellPicker *NewInstance() V.Pick(float, float, float, vtkRenderer) -> int C++: int Pick(double selectionX, double selectionY, double selectionZ, vtkRenderer *renderer) override; Perform pick operation with selection point provided. Normally the first two values are the (x,y) pixel coordinates for the pick, and the third value is z=0. The return value will be non-zero if something was successfully picked. V.Pick3DRay([float, float, float], [float, float, float, float], vtkRenderer) -> int C++: int Pick3DRay(double selectionPt[3], double orient[4], vtkRenderer *ren) override; Perform pick operation with selection point provided. The selectionPt is in world coordinates. Return non-zero if something was successfully picked. AddLocatorV.AddLocator(vtkAbstractCellLocator) C++: void AddLocator(vtkAbstractCellLocator *locator) Add a locator for one of the data sets that will be included in the scene. You must set up the locator with exactly the same data set that was input to the mapper of one or more of the actors in the scene. As well, you must either build the locator before doing the pick, or you must turn on LazyEvaluation in the locator to make it build itself on the first pick. Note that if you try to add the same locator to the picker twice, the second addition will be ignored. RemoveLocatorV.RemoveLocator(vtkAbstractCellLocator) C++: void RemoveLocator(vtkAbstractCellLocator *locator) Remove a locator that was previously added. If you try to remove a nonexistent locator, then nothing will happen and no errors will be raised. RemoveAllLocatorsV.RemoveAllLocators() C++: void RemoveAllLocators() Remove all locators associated with this picker. SetVolumeOpacityIsovalueV.SetVolumeOpacityIsovalue(float) C++: virtual void SetVolumeOpacityIsovalue(double _arg) Set the opacity isovalue to use for defining volume surfaces. The pick will occur at the location along the pick ray where the opacity of the volume is equal to this isovalue. If you want to do the pick based on an actual data isovalue rather than the opacity, then pass the data value through the scalar opacity function before using this method. GetVolumeOpacityIsovalueV.GetVolumeOpacityIsovalue() -> float C++: virtual double GetVolumeOpacityIsovalue() Set the opacity isovalue to use for defining volume surfaces. The pick will occur at the location along the pick ray where the opacity of the volume is equal to this isovalue. If you want to do the pick based on an actual data isovalue rather than the opacity, then pass the data value through the scalar opacity function before using this method. SetUseVolumeGradientOpacityV.SetUseVolumeGradientOpacity(int) C++: virtual void SetUseVolumeGradientOpacity(int _arg) Use the product of the scalar and gradient opacity functions when computing the opacity isovalue, instead of just using the scalar opacity. This parameter is only relevant to volume picking and is off by default. UseVolumeGradientOpacityOnV.UseVolumeGradientOpacityOn() C++: virtual void UseVolumeGradientOpacityOn() Use the product of the scalar and gradient opacity functions when computing the opacity isovalue, instead of just using the scalar opacity. This parameter is only relevant to volume picking and is off by default. UseVolumeGradientOpacityOffV.UseVolumeGradientOpacityOff() C++: virtual void UseVolumeGradientOpacityOff() Use the product of the scalar and gradient opacity functions when computing the opacity isovalue, instead of just using the scalar opacity. This parameter is only relevant to volume picking and is off by default. GetUseVolumeGradientOpacityV.GetUseVolumeGradientOpacity() -> int C++: virtual int GetUseVolumeGradientOpacity() Use the product of the scalar and gradient opacity functions when computing the opacity isovalue, instead of just using the scalar opacity. This parameter is only relevant to volume picking and is off by default. SetPickClippingPlanesV.SetPickClippingPlanes(int) C++: virtual void SetPickClippingPlanes(int _arg) The PickClippingPlanes setting controls how clipping planes are handled by the pick. If it is On, then the clipping planes become pickable objects, even though they are usually invisible. This means that if the pick ray intersects a clipping plane before it hits anything else, the pick will stop at that clipping plane. The GetProp3D() and GetMapper() methods will return the Prop3D and Mapper that the clipping plane belongs to. The GetClippingPlaneId() method will return the index of the clipping plane so that you can retrieve it from the mapper, or -1 if no clipping plane was picked. PickClippingPlanesOnV.PickClippingPlanesOn() C++: virtual void PickClippingPlanesOn() The PickClippingPlanes setting controls how clipping planes are handled by the pick. If it is On, then the clipping planes become pickable objects, even though they are usually invisible. This means that if the pick ray intersects a clipping plane before it hits anything else, the pick will stop at that clipping plane. The GetProp3D() and GetMapper() methods will return the Prop3D and Mapper that the clipping plane belongs to. The GetClippingPlaneId() method will return the index of the clipping plane so that you can retrieve it from the mapper, or -1 if no clipping plane was picked. PickClippingPlanesOffV.PickClippingPlanesOff() C++: virtual void PickClippingPlanesOff() The PickClippingPlanes setting controls how clipping planes are handled by the pick. If it is On, then the clipping planes become pickable objects, even though they are usually invisible. This means that if the pick ray intersects a clipping plane before it hits anything else, the pick will stop at that clipping plane. The GetProp3D() and GetMapper() methods will return the Prop3D and Mapper that the clipping plane belongs to. The GetClippingPlaneId() method will return the index of the clipping plane so that you can retrieve it from the mapper, or -1 if no clipping plane was picked. GetPickClippingPlanesV.GetPickClippingPlanes() -> int C++: virtual int GetPickClippingPlanes() The PickClippingPlanes setting controls how clipping planes are handled by the pick. If it is On, then the clipping planes become pickable objects, even though they are usually invisible. This means that if the pick ray intersects a clipping plane before it hits anything else, the pick will stop at that clipping plane. The GetProp3D() and GetMapper() methods will return the Prop3D and Mapper that the clipping plane belongs to. The GetClippingPlaneId() method will return the index of the clipping plane so that you can retrieve it from the mapper, or -1 if no clipping plane was picked. GetClippingPlaneIdV.GetClippingPlaneId() -> int C++: virtual int GetClippingPlaneId() Get the index of the clipping plane that was intersected during the pick. This will be set regardless of whether PickClippingPlanes is On, all that is required is that the pick intersected a clipping plane of the Prop3D that was picked. The result will be -1 if the Prop3D that was picked has no clipping planes, or if the ray didn't intersect the planes. GetPickNormalV.GetPickNormal() -> (float, float, float) C++: double *GetPickNormal() Return the normal of the picked surface at the PickPosition. If no surface was picked, then a vector pointing back at the camera is returned. GetMapperNormalV.GetMapperNormal() -> (float, float, float) C++: double *GetMapperNormal() GetPointIJKV.GetPointIJK() -> (int, int, int) C++: int *GetPointIJK() GetCellIJKV.GetCellIJK() -> (int, int, int) C++: int *GetCellIJK() GetPointIdV.GetPointId() -> int C++: virtual vtkIdType GetPointId() Get the id of the picked point. If PointId = -1, nothing was picked. This point will be a member of any cell that is picked. GetCellIdV.GetCellId() -> int C++: virtual vtkIdType GetCellId() Get the id of the picked cell. If CellId = -1, nothing was picked. GetSubIdV.GetSubId() -> int C++: virtual int GetSubId() Get the subId of the picked cell. This is useful, for example, if the data is made of triangle strips. If SubId = -1, nothing was picked. GetPCoordsV.GetPCoords() -> (float, float, float) C++: double *GetPCoords() V.GetTexture() -> vtkTexture C++: vtkTexture *GetTexture() Get the texture that was picked. This will always be set if the picked prop has a texture, and will always be null otherwise. SetPickTextureDataV.SetPickTextureData(int) C++: virtual void SetPickTextureData(int _arg) If this is "On" and if the picked prop has a texture, then the data returned by GetDataSet() will be the texture's data instead of the mapper's data. The GetPointId(), GetCellId(), GetPCoords() etc. will all return information for use with the texture's data. If the picked prop does not have any texture, then GetDataSet() will return the mapper's data instead and GetPointId() etc. will return information related to the mapper's data. The default value of PickTextureData is "Off". PickTextureDataOnV.PickTextureDataOn() C++: virtual void PickTextureDataOn() If this is "On" and if the picked prop has a texture, then the data returned by GetDataSet() will be the texture's data instead of the mapper's data. The GetPointId(), GetCellId(), GetPCoords() etc. will all return information for use with the texture's data. If the picked prop does not have any texture, then GetDataSet() will return the mapper's data instead and GetPointId() etc. will return information related to the mapper's data. The default value of PickTextureData is "Off". PickTextureDataOffV.PickTextureDataOff() C++: virtual void PickTextureDataOff() If this is "On" and if the picked prop has a texture, then the data returned by GetDataSet() will be the texture's data instead of the mapper's data. The GetPointId(), GetCellId(), GetPCoords() etc. will all return information for use with the texture's data. If the picked prop does not have any texture, then GetDataSet() will return the mapper's data instead and GetPointId() etc. will return information related to the mapper's data. The default value of PickTextureData is "Off". GetPickTextureDataV.GetPickTextureData() -> int C++: virtual int GetPickTextureData() If this is "On" and if the picked prop has a texture, then the data returned by GetDataSet() will be the texture's data instead of the mapper's data. The GetPointId(), GetCellId(), GetPCoords() etc. will all return information for use with the texture's data. If the picked prop does not have any texture, then GetDataSet() will return the mapper's data instead and GetPointId() etc. will return information related to the mapper's data. The default value of PickTextureData is "Off". vtkAbstractCellLocatorvtkPointPickervtkRenderingCorePython.vtkPointPickervtkPointPicker - select a point by shooting a ray into a graphics window Superclass: vtkPicker vtkPointPicker is used to select a point by shooting a ray into a graphics window and intersecting with actor's defining geometry - specifically its points. Beside returning coordinates, actor, and mapper, vtkPointPicker returns the id of the point projecting closest onto the ray (within the specified tolerance). Ties are broken (i.e., multiple points all projecting within the tolerance along the pick ray) by choosing the point closest to the ray. @sa vtkPicker vtkCellPicker. V.SafeDownCast(vtkObjectBase) -> vtkPointPicker C++: static vtkPointPicker *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkPointPicker C++: vtkPointPicker *NewInstance() V.GetPointId() -> int C++: virtual vtkIdType GetPointId() Get the id of the picked point. If PointId = -1, nothing was picked. SetUseCellsV.SetUseCells(int) C++: virtual void SetUseCells(int _arg) Specify whether the point search should be based on cell points or directly on the point list. GetUseCellsV.GetUseCells() -> int C++: virtual int GetUseCells() Specify whether the point search should be based on cell points or directly on the point list. UseCellsOnV.UseCellsOn() C++: virtual void UseCellsOn() Specify whether the point search should be based on cell points or directly on the point list. UseCellsOffV.UseCellsOff() C++: virtual void UseCellsOff() Specify whether the point search should be based on cell points or directly on the point list. vtkRenderedAreaPickervtkRenderingCorePython.vtkRenderedAreaPickervtkRenderedAreaPicker - Uses graphics hardware to picks props behind a selection rectangle on a viewport. Superclass: vtkAreaPicker Like vtkAreaPicker, this class picks all props within a selection area on the screen. The difference is in implementation. This class uses graphics hardware to perform the test where the other uses software bounding box/frustum intersection testing. This picker is more conservative than vtkAreaPicker. It will reject some objects that pass the bounding box test of vtkAreaPicker. This will happen, for instance, when picking through a corner of the bounding box when the data set does not have any visible geometry in that corner. V.SafeDownCast(vtkObjectBase) -> vtkRenderedAreaPicker C++: static vtkRenderedAreaPicker *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkRenderedAreaPicker C++: vtkRenderedAreaPicker *NewInstance() V.AreaPick(float, float, float, float, vtkRenderer) -> int C++: int AreaPick(double x0, double y0, double x1, double y1, vtkRenderer *) override; Perform pick operation in volume behind the given screen coordinates. Props intersecting the selection frustum will be accessible via GetProp3D. GetPlanes returns a vtkImplicitFunction suitable for vtkExtractGeometry. vtkScenePickervtkRenderingCorePython.vtkScenePickervtkScenePicker - Picks an entire viewport at one shot. Superclass: vtkObject The Scene picker, unlike conventional pickers picks an entire viewport at one shot and caches the result, which can be retrieved later. The utility of the class arises during Actor Selection. Let's say you have a couple of polygonal objects in your scene and you wish to have a status bar that indicates the object your mouse is over. Picking repeatedly every time your mouse moves would be very slow. The scene picker automatically picks your viewport every time the camera is changed and caches the information. Additionally, it observes the vtkRenderWindowInteractor to avoid picking during interaction, so that you still maintain your interactivity. In effect, the picker does an additional pick-render of your scene every time you stop interacting with your scene. As an example, see Rendering/TestScenePicker. @warning - Unlike a vtkHoverWidget, this class is not timer based. The hover widget picks a scene when the mouse is over an actor for a specified duration. - This class uses a vtkHardwareSelector under the hood. Hence, it will work only for actors that have opaque geomerty and are rendered by a vtkPolyDataMapper. @sa vtkHoverWidget vtkHardwareSelector V.SafeDownCast(vtkObjectBase) -> vtkScenePicker C++: static vtkScenePicker *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkScenePicker C++: vtkScenePicker *NewInstance() V.SetRenderer(vtkRenderer) C++: virtual void SetRenderer(vtkRenderer *) Set the renderer. Scene picks are restricted to the viewport. V.GetRenderer() -> vtkRenderer C++: virtual vtkRenderer *GetRenderer() Set the renderer. Scene picks are restricted to the viewport. V.GetCellId([int, int]) -> int C++: vtkIdType GetCellId(int displayPos[2]) Get cell id at the pick position. Returns -1 if no cell was picked. Makes sense only after Pick has been called. GetVertexIdV.GetVertexId([int, int]) -> int C++: vtkIdType GetVertexId(int displayPos[2]) Get cell id at the pick position. Returns -1 if no cell was picked. Makes sense only after Pick has been called. V.GetViewProp([int, int]) -> vtkProp C++: vtkProp *GetViewProp(int displayPos[2]) Get actor at the pick position. Returns NULL if none. Makes sense only after Pick has been called. SetEnableVertexPickingV.SetEnableVertexPicking(int) C++: virtual void SetEnableVertexPicking(int _arg) Vertex picking (using the method GetVertexId()), required additional resources and can slow down still render time by 5-10%. Enabled by default. GetEnableVertexPickingV.GetEnableVertexPicking() -> int C++: virtual int GetEnableVertexPicking() Vertex picking (using the method GetVertexId()), required additional resources and can slow down still render time by 5-10%. Enabled by default. EnableVertexPickingOnV.EnableVertexPickingOn() C++: virtual void EnableVertexPickingOn() Vertex picking (using the method GetVertexId()), required additional resources and can slow down still render time by 5-10%. Enabled by default. EnableVertexPickingOffV.EnableVertexPickingOff() C++: virtual void EnableVertexPickingOff() Vertex picking (using the method GetVertexId()), required additional resources and can slow down still render time by 5-10%. Enabled by default. vtkInteractorStyleVTKIS_STARTVTKIS_NONEVTKIS_ROTATEVTKIS_PANVTKIS_SPINVTKIS_DOLLYVTKIS_ZOOMVTKIS_USCALEVTKIS_TIMERVTKIS_FORWARDFLYVTKIS_REVERSEFLYVTKIS_TWO_POINTERVTKIS_CLIPVTKIS_PICKVTKIS_LOAD_CAMERA_POSEVTKIS_POSITION_PROPVTKIS_EXITVTKIS_TOGGLE_DRAW_CONTROLSVTKIS_MENUVTKIS_ANIM_OFFVTKIS_ANIM_ONvtkRenderingCorePython.vtkInteractorStylevtkInteractorStyle - provide event-driven interface to the rendering window (defines trackball mode) Superclass: vtkInteractorObserver vtkInteractorStyle is a base class implementing the majority of motion control routines and defines an event driven interface to support vtkRenderWindowInteractor. vtkRenderWindowInteractor implements platform dependent key/mouse routing and timer control, which forwards events in a neutral form to vtkInteractorStyle. vtkInteractorStyle implements the "joystick" style of interaction. That is, holding down the mouse keys generates a stream of events that cause continuous actions (e.g., rotate, translate, pan, zoom). (The class vtkInteractorStyleTrackball implements a grab and move style.) The event bindings for this class include the following: - Keypress j / Keypress t: toggle between joystick (position sensitive) and trackball (motion sensitive) styles. In joystick style, motion occurs continuously as long as a mouse button is pressed. In trackball style, motion occurs when the mouse button is pressed and the mouse pointer moves. - Keypress c / Keypress a: toggle between camera and actor modes. In camera mode, mouse events affect the camera position and focal point. In actor mode, mouse events affect the actor that is under the mouse pointer. - Button 1: rotate the camera around its focal point (if camera mode) or rotate the actor around its origin (if actor mode). The rotation is in the direction defined from the center of the renderer's viewport towards the mouse position. In joystick mode, the magnitude of the rotation is determined by the distance the mouse is from the center of the render window. - Button 2: pan the camera (if camera mode) or translate the actor (if actor mode). In joystick mode, the direction of pan or translation is from the center of the viewport towards the mouse position. In trackball mode, the direction of motion is the direction the mouse moves. (Note: with 2-button mice, pan is defined as -Button 1.) - Button 3: zoom the camera (if camera mode) or scale the actor (if actor mode). Zoom in/increase scale if the mouse position is in the top half of the viewport; zoom out/decrease scale if the mouse position is in the bottom half. In joystick mode, the amount of zoom is controlled by the distance of the mouse pointer from the horizontal centerline of the window. - Keypress 3: toggle the render window into and out of stereo mode. By default, red-blue stereo pairs are created. Some systems support Crystal Eyes LCD stereo glasses; you have to invoke SetStereoTypeToCrystalEyes() on the rendering window. - Keypress e: exit the application. - Keypress f: fly to the picked point - Keypress p: perform a pick operation. The render window interactor has an internal instance of vtkCellPicker that it uses to pick. - Keypress r: reset the camera view along the current view direction. Centers the actors and moves the camera so that all actors are visible. - Keypress s: modify the representation of all actors so that they are surfaces. - Keypress u: invoke the user-defined function. Typically, this keypress will bring up an interactor that you can type commands in. Typing u calls UserCallBack() on the vtkRenderWindowInteractor, which invokes a vtkCommand::UserEvent. In other words, to define a user-defined callback, just add an observer to the vtkCommand::UserEvent on the vtkRenderWindowInteractor object. - Keypress w: modify the representation of all actors so that they are wireframe. vtkInteractorStyle can be subclassed to provide new interaction styles and a facility to override any of the default mouse/key operations which currently handle trackball or joystick styles is provided. Note that this class will fire a variety of events that can be watched using an observer, such as LeftButtonPressEvent, LeftButtonReleaseEvent, MiddleButtonPressEvent, MiddleButtonReleaseEvent, RightButtonPressEvent, RightButtonReleaseEvent, EnterEvent, LeaveEvent, KeyPressEvent, KeyReleaseEvent, CharEvent, ExposeEvent, ConfigureEvent, TimerEvent, MouseMoveEvent, @sa vtkInteractorStyleTrackball V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyle C++: static vtkInteractorStyle *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyle C++: vtkInteractorStyle *NewInstance() V.SetInteractor(vtkRenderWindowInteractor) C++: void SetInteractor(vtkRenderWindowInteractor *interactor) override; Set/Get the Interactor wrapper being controlled by this object. (Satisfy superclass API.) V.SetEnabled(int) C++: void SetEnabled(int) override; Turn on/off this interactor. Interactor styles operate a little bit differently than other types of interactor observers. When the SetInteractor() method is invoked, the automatically enable themselves. This is a legacy requirement, and convenient for the user. SetAutoAdjustCameraClippingRangeV.SetAutoAdjustCameraClippingRange(int) C++: virtual void SetAutoAdjustCameraClippingRange(int _arg) If AutoAdjustCameraClippingRange is on, then before each render the camera clipping range will be adjusted to "fit" the whole scene. Clipping will still occur if objects in the scene are behind the camera or come very close. If AutoAdjustCameraClippingRange is off, no adjustment will be made per render, but the camera clipping range will still be reset when the camera is reset. GetAutoAdjustCameraClippingRangeMinValueV.GetAutoAdjustCameraClippingRangeMinValue() -> int C++: virtual int GetAutoAdjustCameraClippingRangeMinValue() If AutoAdjustCameraClippingRange is on, then before each render the camera clipping range will be adjusted to "fit" the whole scene. Clipping will still occur if objects in the scene are behind the camera or come very close. If AutoAdjustCameraClippingRange is off, no adjustment will be made per render, but the camera clipping range will still be reset when the camera is reset. GetAutoAdjustCameraClippingRangeMaxValueV.GetAutoAdjustCameraClippingRangeMaxValue() -> int C++: virtual int GetAutoAdjustCameraClippingRangeMaxValue() If AutoAdjustCameraClippingRange is on, then before each render the camera clipping range will be adjusted to "fit" the whole scene. Clipping will still occur if objects in the scene are behind the camera or come very close. If AutoAdjustCameraClippingRange is off, no adjustment will be made per render, but the camera clipping range will still be reset when the camera is reset. GetAutoAdjustCameraClippingRangeV.GetAutoAdjustCameraClippingRange() -> int C++: virtual int GetAutoAdjustCameraClippingRange() If AutoAdjustCameraClippingRange is on, then before each render the camera clipping range will be adjusted to "fit" the whole scene. Clipping will still occur if objects in the scene are behind the camera or come very close. If AutoAdjustCameraClippingRange is off, no adjustment will be made per render, but the camera clipping range will still be reset when the camera is reset. AutoAdjustCameraClippingRangeOnV.AutoAdjustCameraClippingRangeOn() C++: virtual void AutoAdjustCameraClippingRangeOn() If AutoAdjustCameraClippingRange is on, then before each render the camera clipping range will be adjusted to "fit" the whole scene. Clipping will still occur if objects in the scene are behind the camera or come very close. If AutoAdjustCameraClippingRange is off, no adjustment will be made per render, but the camera clipping range will still be reset when the camera is reset. AutoAdjustCameraClippingRangeOffV.AutoAdjustCameraClippingRangeOff() C++: virtual void AutoAdjustCameraClippingRangeOff() If AutoAdjustCameraClippingRange is on, then before each render the camera clipping range will be adjusted to "fit" the whole scene. Clipping will still occur if objects in the scene are behind the camera or come very close. If AutoAdjustCameraClippingRange is off, no adjustment will be made per render, but the camera clipping range will still be reset when the camera is reset. V.FindPokedRenderer(int, int) C++: void FindPokedRenderer(int, int) When an event occurs, we must determine which Renderer the event occurred within, since one RenderWindow may contain multiple renderers. GetStateV.GetState() -> int C++: virtual int GetState() Some useful information for interaction GetUseTimersV.GetUseTimers() -> int C++: virtual int GetUseTimers() Set/Get timer hint SetUseTimersV.SetUseTimers(int) C++: virtual void SetUseTimers(int _arg) Set/Get timer hint UseTimersOnV.UseTimersOn() C++: virtual void UseTimersOn() Set/Get timer hint UseTimersOffV.UseTimersOff() C++: virtual void UseTimersOff() Set/Get timer hint V.SetTimerDuration(int) C++: virtual void SetTimerDuration(unsigned long _arg) If using timers, specify the default timer interval (in milliseconds). Care must be taken when adjusting the timer interval from the default value of 10 milliseconds--it may adversely affect the interactors. V.GetTimerDurationMinValue() -> int C++: virtual unsigned long GetTimerDurationMinValue() If using timers, specify the default timer interval (in milliseconds). Care must be taken when adjusting the timer interval from the default value of 10 milliseconds--it may adversely affect the interactors. V.GetTimerDurationMaxValue() -> int C++: virtual unsigned long GetTimerDurationMaxValue() If using timers, specify the default timer interval (in milliseconds). Care must be taken when adjusting the timer interval from the default value of 10 milliseconds--it may adversely affect the interactors. V.GetTimerDuration() -> int C++: virtual unsigned long GetTimerDuration() If using timers, specify the default timer interval (in milliseconds). Care must be taken when adjusting the timer interval from the default value of 10 milliseconds--it may adversely affect the interactors. SetHandleObserversV.SetHandleObservers(int) C++: virtual void SetHandleObservers(int _arg) Does ProcessEvents handle observers on this class or not GetHandleObserversV.GetHandleObservers() -> int C++: virtual int GetHandleObservers() Does ProcessEvents handle observers on this class or not HandleObserversOnV.HandleObserversOn() C++: virtual void HandleObserversOn() Does ProcessEvents handle observers on this class or not HandleObserversOffV.HandleObserversOff() C++: virtual void HandleObserversOff() Does ProcessEvents handle observers on this class or not OnMouseMoveV.OnMouseMove() C++: virtual void OnMouseMove() Generic event bindings can be overridden in subclasses OnLeftButtonDownV.OnLeftButtonDown() C++: virtual void OnLeftButtonDown() OnLeftButtonUpV.OnLeftButtonUp() C++: virtual void OnLeftButtonUp() OnMiddleButtonDownV.OnMiddleButtonDown() C++: virtual void OnMiddleButtonDown() OnMiddleButtonUpV.OnMiddleButtonUp() C++: virtual void OnMiddleButtonUp() OnRightButtonDownV.OnRightButtonDown() C++: virtual void OnRightButtonDown() OnRightButtonUpV.OnRightButtonUp() C++: virtual void OnRightButtonUp() OnMouseWheelForwardV.OnMouseWheelForward() C++: virtual void OnMouseWheelForward() OnMouseWheelBackwardV.OnMouseWheelBackward() C++: virtual void OnMouseWheelBackward() OnFourthButtonDownV.OnFourthButtonDown() C++: virtual void OnFourthButtonDown() OnFourthButtonUpV.OnFourthButtonUp() C++: virtual void OnFourthButtonUp() OnFifthButtonDownV.OnFifthButtonDown() C++: virtual void OnFifthButtonDown() OnFifthButtonUpV.OnFifthButtonUp() C++: virtual void OnFifthButtonUp() OnMove3DV.OnMove3D(vtkEventData) C++: virtual void OnMove3D(vtkEventData *) Generic 3D event bindings can be overridden in subclasses OnButton3DV.OnButton3D(vtkEventData) C++: virtual void OnButton3D(vtkEventData *) V.OnChar() C++: void OnChar() override; OnChar is triggered when an ASCII key is pressed. Some basic key presses are handled here ('q' for Quit, 'p' for Pick, etc) OnKeyDownV.OnKeyDown() C++: virtual void OnKeyDown() OnKeyUpV.OnKeyUp() C++: virtual void OnKeyUp() OnKeyPressV.OnKeyPress() C++: virtual void OnKeyPress() OnKeyReleaseV.OnKeyRelease() C++: virtual void OnKeyRelease() OnExposeV.OnExpose() C++: virtual void OnExpose() These are more esoteric events, but are useful in some cases. OnConfigureV.OnConfigure() C++: virtual void OnConfigure() OnEnterV.OnEnter() C++: virtual void OnEnter() OnLeaveV.OnLeave() C++: virtual void OnLeave() OnTimerV.OnTimer() C++: virtual void OnTimer() OnTimer calls Rotate, Rotate etc which should be overridden by style subclasses. RotateV.Rotate() C++: virtual void Rotate() 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++: virtual void Spin() PanV.Pan() C++: virtual void Pan() V.Dolly() C++: virtual void Dolly() V.Zoom() C++: virtual void Zoom() UniformScaleV.UniformScale() C++: virtual void UniformScale() OnPinchV.OnPinch() C++: virtual void OnPinch() gesture based events OnRotateV.OnRotate() C++: virtual void OnRotate() OnPanV.OnPan() C++: virtual void OnPan() OnTapV.OnTap() C++: virtual void OnTap() OnLongTapV.OnLongTap() C++: virtual void OnLongTap() OnSwipeV.OnSwipe() C++: virtual void OnSwipe() StartStateV.StartState(int) C++: virtual void StartState(int newstate) utility routines used by state changes StopStateV.StopState() C++: virtual void StopState() utility routines used by state changes StartAnimateV.StartAnimate() C++: virtual void StartAnimate() Interaction mode entry points used internally. StopAnimateV.StopAnimate() C++: virtual void StopAnimate() Interaction mode entry points used internally. StartRotateV.StartRotate() C++: virtual void StartRotate() Interaction mode entry points used internally. EndRotateV.EndRotate() C++: virtual void EndRotate() Interaction mode entry points used internally. StartZoomV.StartZoom() C++: virtual void StartZoom() Interaction mode entry points used internally. EndZoomV.EndZoom() C++: virtual void EndZoom() Interaction mode entry points used internally. StartPanV.StartPan() C++: virtual void StartPan() Interaction mode entry points used internally. EndPanV.EndPan() C++: virtual void EndPan() Interaction mode entry points used internally. StartSpinV.StartSpin() C++: virtual void StartSpin() Interaction mode entry points used internally. EndSpinV.EndSpin() C++: virtual void EndSpin() Interaction mode entry points used internally. StartDollyV.StartDolly() C++: virtual void StartDolly() Interaction mode entry points used internally. EndDollyV.EndDolly() C++: virtual void EndDolly() Interaction mode entry points used internally. StartUniformScaleV.StartUniformScale() C++: virtual void StartUniformScale() Interaction mode entry points used internally. EndUniformScaleV.EndUniformScale() C++: virtual void EndUniformScale() Interaction mode entry points used internally. StartTimerV.StartTimer() C++: virtual void StartTimer() Interaction mode entry points used internally. EndTimerV.EndTimer() C++: virtual void EndTimer() Interaction mode entry points used internally. StartTwoPointerV.StartTwoPointer() C++: virtual void StartTwoPointer() Interaction mode entry points used internally. EndTwoPointerV.EndTwoPointer() C++: virtual void EndTwoPointer() Interaction mode entry points used internally. HighlightPropV.HighlightProp(vtkProp) C++: virtual void HighlightProp(vtkProp *prop) When picking successfully selects an actor, this method highlights the picked prop appropriately. Currently this is done by placing a bounding box around a picked vtkProp3D, and using the PickColor to highlight a vtkProp2D. HighlightActor2DV.HighlightActor2D(vtkActor2D) C++: virtual void HighlightActor2D(vtkActor2D *actor2D) When picking successfully selects an actor, this method highlights the picked prop appropriately. Currently this is done by placing a bounding box around a picked vtkProp3D, and using the PickColor to highlight a vtkProp2D. HighlightProp3DV.HighlightProp3D(vtkProp3D) C++: virtual void HighlightProp3D(vtkProp3D *prop3D) When picking successfully selects an actor, this method highlights the picked prop appropriately. Currently this is done by placing a bounding box around a picked vtkProp3D, and using the PickColor to highlight a vtkProp2D. SetPickColorV.SetPickColor(float, float, float) C++: void SetPickColor(double, double, double) V.SetPickColor((float, float, float)) C++: void SetPickColor(double a[3]) GetPickColorV.GetPickColor() -> (float, float, float) C++: double *GetPickColor() Set/Get the pick color (used by default to color vtkActor2D's). The color is expressed as red/green/blue values between (0.0,1.0). SetMouseWheelMotionFactorV.SetMouseWheelMotionFactor(float) C++: virtual void SetMouseWheelMotionFactor(double _arg) Set/Get the mouse wheel motion factor. Default to 1.0. Set it to a different value to emphasize or de-emphasize the action triggered by mouse wheel motion. GetMouseWheelMotionFactorV.GetMouseWheelMotionFactor() -> float C++: virtual double GetMouseWheelMotionFactor() Set/Get the mouse wheel motion factor. Default to 1.0. Set it to a different value to emphasize or de-emphasize the action triggered by mouse wheel motion. GetTDxStyleV.GetTDxStyle() -> vtkTDxInteractorStyle C++: virtual vtkTDxInteractorStyle *GetTDxStyle() 3Dconnexion device interactor style. Initial value is a pointer to an object of class vtkTdxInteractorStyleCamera. SetTDxStyleV.SetTDxStyle(vtkTDxInteractorStyle) C++: virtual void SetTDxStyle(vtkTDxInteractorStyle *tdxStyle) 3Dconnexion device interactor style. Initial value is a pointer to an object of class vtkTdxInteractorStyleCamera. DelegateTDxEventV.DelegateTDxEvent(int, void) C++: void DelegateTDxEvent(unsigned long event, void *calldata) Called by the callback to process 3DConnexion device events. vtkEventDatavtkTDxInteractorStylevtkInteractorStyleSwitchBasevtkRenderingCorePython.vtkInteractorStyleSwitchBasevtkInteractorStyleSwitchBase - dummy interface class. Superclass: vtkInteractorStyle The class vtkInteractorStyleSwitchBase is here to allow the vtkRenderWindowInteractor to instantiate a default interactor style and preserve backward compatible behavior when the object factory is overridden and vtkInteractorStyleSwitch is returned. @sa vtkInteractorStyleSwitchBase vtkRenderWindowInteractor V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyleSwitchBase C++: static vtkInteractorStyleSwitchBase *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyleSwitchBase C++: vtkInteractorStyleSwitchBase *NewInstance() V.GetInteractor() -> vtkRenderWindowInteractor C++: vtkRenderWindowInteractor *GetInteractor() override; This method is used to associate the widget with the render window interactor. Observers of the appropriate events invoked in the render window interactor are set up as a result of this method invocation. The SetInteractor() method must be invoked prior to enabling the vtkInteractorObserver. It automatically registers available pickers to the Picking Manager. vtkInteractorStyle3DvtkRenderingCorePython.vtkInteractorStyle3DvtkInteractorStyle3D - extends interaction to support 3D input Superclass: vtkInteractorStyle vtkInteractorStyle3D allows the user to interact with (rotate, pan, etc.) objects in the scene indendent of each other. It is designed to use 3d positions and orientations instead of 2D. The following interactions are specified by default. A click and hold in 3D within the bounding box of a prop will pick up that prop allowing you to translate and orient that prop as desired with the 3D controller. Click/dragging two controllers and pulling them apart or pushing them together will initial a scale gesture that will scale the world larger or smaller. Click/dragging two controllers and translating them in the same direction will translate the camera/world pushing them together will initial a scale gesture that will scale the world larger or smaller. If a controller is right clicked (push touchpad on Vive) then it starts a fly motion where the camer moves in the direction the controller is pointing. It moves at a speed scaled by the position of your thumb on the trackpad. Higher moves faster forward. Lower moves faster backwards. For the Vive left click is mapped to the trigger and right click is mapped to pushing the trackpad down. @sa vtkRenderWindowInteractor3D V.SafeDownCast(vtkObjectBase) -> vtkInteractorStyle3D C++: static vtkInteractorStyle3D *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkInteractorStyle3D C++: vtkInteractorStyle3D *NewInstance() PositionPropV.PositionProp(vtkEventData) C++: virtual void PositionProp(vtkEventData *) Dolly3DV.Dolly3D(vtkEventData) C++: virtual void Dolly3D(vtkEventData *) SetDollyMotionFactorV.SetDollyMotionFactor(float) C++: virtual void SetDollyMotionFactor(double _arg) Set/Get the dolly motion factor used when flying in 3D. Defaults to 2.0 to simulate 2 meters per second of movement in physical space. The dolly speed is adjusted by the touchpad position as well. The maximum rate is twice this setting. GetDollyMotionFactorV.GetDollyMotionFactor() -> float C++: virtual double GetDollyMotionFactor() Set/Get the dolly motion factor used when flying in 3D. Defaults to 2.0 to simulate 2 meters per second of movement in physical space. The dolly speed is adjusted by the touchpad position as well. The maximum rate is twice this setting. V.SetScale(vtkCamera, float) C++: void SetScale(vtkCamera *cam, double distance) Set the distance for the camera. The distance in VR represents the scaling from world to physical space. So when we set it to a new value we also adjust the HMD position to maintain the same relative position. GetInteractionPickerV.GetInteractionPicker() -> vtkPropPicker C++: vtkPropPicker *GetInteractionPicker() Get the interaction picker vtkRenderingCorePython.vtkTDxInteractorStylevtkTDxInteractorStyle - provide 3DConnexion device event-driven interface to the rendering window Superclass: vtkObject vtkTDxInteractorStyle is an abstract class defining an event-driven interface to support 3DConnexion device events send by vtkRenderWindowInteractor. vtkRenderWindowInteractor forwards events in a platform independent form to vtkInteractorStyle which can then delegate some processing to vtkTDxInteractorStyle. @sa vtkInteractorStyle vtkRenderWindowInteractor vtkTDxInteractorStyleCamera V.SafeDownCast(vtkObjectBase) -> vtkTDxInteractorStyle C++: static vtkTDxInteractorStyle *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTDxInteractorStyle C++: vtkTDxInteractorStyle *NewInstance() OnMotionEventV.OnMotionEvent(vtkTDxMotionEventInfo) C++: virtual void OnMotionEvent(vtkTDxMotionEventInfo *motionInfo) Action on motion event. Default implementation is empty. \pre: motionInfo_exist: motionInfo!=0 OnButtonPressedEventV.OnButtonPressedEvent(int) C++: virtual void OnButtonPressedEvent(int button) Action on button pressed event. Default implementation is empty. OnButtonReleasedEventV.OnButtonReleasedEvent(int) C++: virtual void OnButtonReleasedEvent(int button) Action on button released event. Default implementation is empty. ProcessEventV.ProcessEvent(vtkRenderer, int, void) C++: virtual void ProcessEvent(vtkRenderer *renderer, unsigned long event, void *calldata) Dispatch the events TDxMotionEvent, TDxButtonPressEvent and TDxButtonReleaseEvent to OnMotionEvent(), OnButtonPressedEvent() and OnButtonReleasedEvent() respectively. It is called by the vtkInteractorStyle. This method is virtual for convenient but you should really override the On*Event() methods only. \pre renderer can be null. GetSettingsV.GetSettings() -> vtkTDxInteractorStyleSettings C++: virtual vtkTDxInteractorStyleSettings *GetSettings() 3Dconnexion device settings. (sensitivity, individual axis filters). Initial object is not null. SetSettingsV.SetSettings(vtkTDxInteractorStyleSettings) C++: virtual void SetSettings( vtkTDxInteractorStyleSettings *settings) 3Dconnexion device settings. (sensitivity, individual axis filters). Initial object is not null. vtkTDxMotionEventInfovtkTDxInteractorStyleSettingsvtkTDxInteractorStyleCameravtkRenderingCorePython.vtkTDxInteractorStyleCameravtkTDxInteractorStyleCamera - interactive manipulation of the camera with a 3DConnexion device Superclass: vtkTDxInteractorStyle vtkTDxInteractorStyleCamera allows the end-user to manipulate tha camera with a 3DConnexion device. @sa vtkInteractorStyle vtkRenderWindowInteractor vtkTDxInteractorStyle V.SafeDownCast(vtkObjectBase) -> vtkTDxInteractorStyleCamera C++: static vtkTDxInteractorStyleCamera *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkTDxInteractorStyleCamera C++: vtkTDxInteractorStyleCamera *NewInstance() V.OnMotionEvent(vtkTDxMotionEventInfo) C++: void OnMotionEvent(vtkTDxMotionEventInfo *motionInfo) override; Action on motion event. \pre: motionInfo_exist: motionInfo!=0 vtkRenderingCorePython.vtkTDxInteractorStyleSettingsvtkTDxInteractorStyleSettings - 3DConnexion device settings Superclass: vtkObject vtkTDxInteractorStyleSettings defines settings for 3DConnexion device such as sensitivity, axis filters @sa vtkInteractorStyle vtkRenderWindowInteractor vtkTDxInteractorStyle V.SafeDownCast(vtkObjectBase) -> vtkTDxInteractorStyleSettings C++: static vtkTDxInteractorStyleSettings *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkTDxInteractorStyleSettings C++: vtkTDxInteractorStyleSettings *NewInstance() SetAngleSensitivityV.SetAngleSensitivity(float) C++: virtual void SetAngleSensitivity(double _arg) Sensitivity of the rotation angle. This can be any value: positive, negative, null. - x<-1.0: faster reversed - x=-1.0: reversed neutral - -1.01.0: faster GetAngleSensitivityV.GetAngleSensitivity() -> float C++: virtual double GetAngleSensitivity() Sensitivity of the rotation angle. This can be any value: positive, negative, null. - x<-1.0: faster reversed - x=-1.0: reversed neutral - -1.01.0: faster SetUseRotationXV.SetUseRotationX(bool) C++: virtual void SetUseRotationX(bool _arg) Use or mask the rotation component around the X-axis. Initial value is true. GetUseRotationXV.GetUseRotationX() -> bool C++: virtual bool GetUseRotationX() Use or mask the rotation component around the X-axis. Initial value is true. SetUseRotationYV.SetUseRotationY(bool) C++: virtual void SetUseRotationY(bool _arg) Use or mask the rotation component around the Y-axis. Initial value is true. GetUseRotationYV.GetUseRotationY() -> bool C++: virtual bool GetUseRotationY() Use or mask the rotation component around the Y-axis. Initial value is true. SetUseRotationZV.SetUseRotationZ(bool) C++: virtual void SetUseRotationZ(bool _arg) Use or mask the rotation component around the Z-axis. Initial value is true. GetUseRotationZV.GetUseRotationZ() -> bool C++: virtual bool GetUseRotationZ() Use or mask the rotation component around the Z-axis. Initial value is true. SetTranslationXSensitivityV.SetTranslationXSensitivity(float) C++: virtual void SetTranslationXSensitivity(double _arg) Sensitivity of the translation along the X-axis. This can be any value: positive, negative, null. - x<-1.0: faster reversed - x=-1.0: reversed neutral - -1.01.0: faster Initial value is 1.0 GetTranslationXSensitivityV.GetTranslationXSensitivity() -> float C++: virtual double GetTranslationXSensitivity() Sensitivity of the translation along the X-axis. This can be any value: positive, negative, null. - x<-1.0: faster reversed - x=-1.0: reversed neutral - -1.01.0: faster Initial value is 1.0 SetTranslationYSensitivityV.SetTranslationYSensitivity(float) C++: virtual void SetTranslationYSensitivity(double _arg) Sensitivity of the translation along the Y-axis. See comment of SetTranslationXSensitivity(). GetTranslationYSensitivityV.GetTranslationYSensitivity() -> float C++: virtual double GetTranslationYSensitivity() Sensitivity of the translation along the Y-axis. See comment of SetTranslationXSensitivity(). SetTranslationZSensitivityV.SetTranslationZSensitivity(float) C++: virtual void SetTranslationZSensitivity(double _arg) Sensitivity of the translation along the Z-axis. See comment of SetTranslationXSensitivity(). GetTranslationZSensitivityV.GetTranslationZSensitivity() -> float C++: virtual double GetTranslationZSensitivity() Sensitivity of the translation along the Z-axis. See comment of SetTranslationXSensitivity(). vtkStringToImagevtkRenderingCorePython.vtkStringToImagevtkStringToImage - base class for classes that render supplied text to an image. Superclass: vtkObject V.SafeDownCast(vtkObjectBase) -> vtkStringToImage C++: static vtkStringToImage *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkStringToImage C++: vtkStringToImage *NewInstance() V.GetBounds(vtkTextProperty, unicode, int) -> vtkVector2i C++: virtual vtkVector2i GetBounds(vtkTextProperty *property, const vtkUnicodeString &string, int dpi) V.GetBounds(vtkTextProperty, string, int) -> vtkVector2i C++: virtual vtkVector2i GetBounds(vtkTextProperty *property, const vtkStdString &string, int dpi) Given a text property and a string, get the bounding box [xmin, xmax] x [ymin, ymax]. Note that this is the bounding box of the area where actual pixels will be written, given a text/pen/baseline location of (0,0). For example, if the string starts with a 'space', or depending on the orientation, you can end up with a [-20, -10] x [5, 10] bbox (the math to get the real bbox is straightforward). Return 1 on success, 0 otherwise. You can use IsBoundingBoxValid() to test if the computed bbox is valid (it may not if GetBoundingBox() failed or if the string was empty). RenderStringV.RenderString(vtkTextProperty, unicode, int, vtkImageData, [int, int]) -> int C++: virtual int RenderString(vtkTextProperty *property, const vtkUnicodeString &string, int dpi, vtkImageData *data, int textDims[2]=nullptr) V.RenderString(vtkTextProperty, string, int, vtkImageData, [int, int]) -> int C++: virtual int RenderString(vtkTextProperty *property, const vtkStdString &string, int dpi, vtkImageData *data, int text_dims[2]=nullptr) Given a text property and a string, this function initializes the vtkImageData *data and renders it in a vtkImageData. textDims, if provided, will be overwritten by the pixel width and height of the rendered string. This is useful when ScaleToPowerOfTwo is true, and the image dimensions may not match the dimensions of the rendered text. SetScaleToPowerOfTwoV.SetScaleToPowerOfTwo(bool) C++: virtual void SetScaleToPowerOfTwo(bool scale) Should we produce images at powers of 2, makes rendering on old OpenGL hardware easier. Default is false. GetScaleToPowerOfTwoV.GetScaleToPowerOfTwo() -> bool C++: virtual bool GetScaleToPowerOfTwo() @Vui *vtkTextProperty@Vsi *vtkTextPropertyvtkVector2i@VuiV|P *vtkTextProperty *vtkImageData *i@VsiV|P *vtkTextProperty *vtkImageData *ivtkTextMappervtkRenderingCorePython.vtkTextMappervtkTextMapper - 2D text annotation Superclass: vtkMapper2D vtkTextMapper provides 2D text annotation support for VTK. It is a vtkMapper2D that can be associated with a vtkActor2D and placed into a vtkRenderer. To use vtkTextMapper, specify an input text string. @sa vtkActor2D vtkTextActor vtkTextActor3D vtkTextProperty vtkTextRenderer V.SafeDownCast(vtkObjectBase) -> vtkTextMapper C++: static vtkTextMapper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTextMapper C++: vtkTextMapper *NewInstance() V.GetSize(vtkViewport, [int, int]) C++: virtual void GetSize(vtkViewport *, int size[2]) Return the size[2]/width/height of the rectangle required to draw this mapper (in pixels). V.GetWidth(vtkViewport) -> int C++: virtual int GetWidth(vtkViewport *v) Return the size[2]/width/height of the rectangle required to draw this mapper (in pixels). V.GetHeight(vtkViewport) -> int C++: virtual int GetHeight(vtkViewport *v) Return the size[2]/width/height of the rectangle required to draw this mapper (in pixels). V.SetInput(string) C++: virtual void SetInput(const char *_arg) The input text string to the mapper. V.GetInput() -> string C++: virtual char *GetInput() The input text string to the mapper. V.ShallowCopy(vtkTextMapper) C++: void ShallowCopy(vtkTextMapper *tm) Shallow copy of an actor. V.SetConstrainedFontSize(vtkViewport, int, int) -> int C++: virtual int SetConstrainedFontSize(vtkViewport *, int targetWidth, int targetHeight) V.SetConstrainedFontSize(vtkTextMapper, vtkViewport, int, int) -> int C++: static int SetConstrainedFontSize(vtkTextMapper *, vtkViewport *, int targetWidth, int targetHeight) Set and return the font size (in points) required to make this mapper fit in a given target rectangle (width x height, in pixels). A static version of the method is also available for convenience to other classes (e.g., widgets). SetRelativeFontSizeV.SetRelativeFontSize(vtkTextMapper, vtkViewport, [int, ...], [int, ...], float) -> int C++: static int SetRelativeFontSize(vtkTextMapper *, vtkViewport *, int *winSize, int *stringSize, float sizeFactor=0.0) Use these methods when setting font size relative to the renderer's size. These methods are static so that external classes (e.g., widgets) can easily use them. V.RenderOverlay(vtkViewport, vtkActor2D) C++: void RenderOverlay(vtkViewport *, vtkActor2D *) override; vtkRenderingCorePython.vtkTextPropertyvtkTextProperty - represent text properties. Superclass: vtkObject vtkTextProperty is an object that represents text properties. The primary properties that can be set are color, opacity, font size, font family horizontal and vertical justification, bold/italic/shadow styles. @sa vtkTextMapper vtkTextActor vtkLegendBoxActor vtkCaptionActor2D V.SafeDownCast(vtkObjectBase) -> vtkTextProperty C++: static vtkTextProperty *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTextProperty C++: vtkTextProperty *NewInstance() V.SetOpacity(float) C++: virtual void SetOpacity(double _arg) Set/Get the text's opacity. 1.0 is totally opaque and 0.0 is completely transparent. V.GetOpacityMinValue() -> float C++: virtual double GetOpacityMinValue() Set/Get the text's opacity. 1.0 is totally opaque and 0.0 is completely transparent. V.GetOpacityMaxValue() -> float C++: virtual double GetOpacityMaxValue() Set/Get the text's opacity. 1.0 is totally opaque and 0.0 is completely transparent. V.GetOpacity() -> float C++: virtual double GetOpacity() Set/Get the text's opacity. 1.0 is totally opaque and 0.0 is completely transparent. SetBackgroundColorV.SetBackgroundColor(float, float, float) C++: void SetBackgroundColor(double, double, double) V.SetBackgroundColor((float, float, float)) C++: void SetBackgroundColor(double a[3]) GetBackgroundColorV.GetBackgroundColor() -> (float, float, float) C++: double *GetBackgroundColor() SetBackgroundOpacityV.SetBackgroundOpacity(float) C++: virtual void SetBackgroundOpacity(double _arg) The background opacity. 1.0 is totally opaque and 0.0 is completely transparent. GetBackgroundOpacityMinValueV.GetBackgroundOpacityMinValue() -> float C++: virtual double GetBackgroundOpacityMinValue() The background opacity. 1.0 is totally opaque and 0.0 is completely transparent. GetBackgroundOpacityMaxValueV.GetBackgroundOpacityMaxValue() -> float C++: virtual double GetBackgroundOpacityMaxValue() The background opacity. 1.0 is totally opaque and 0.0 is completely transparent. GetBackgroundOpacityV.GetBackgroundOpacity() -> float C++: virtual double GetBackgroundOpacity() The background opacity. 1.0 is totally opaque and 0.0 is completely transparent. SetFrameColorV.SetFrameColor(float, float, float) C++: void SetFrameColor(double, double, double) V.SetFrameColor((float, float, float)) C++: void SetFrameColor(double a[3]) GetFrameColorV.GetFrameColor() -> (float, float, float) C++: double *GetFrameColor() SetFrameV.SetFrame(int) C++: virtual void SetFrame(int _arg) Enable/disable text frame. GetFrameV.GetFrame() -> int C++: virtual int GetFrame() Enable/disable text frame. FrameOnV.FrameOn() C++: virtual void FrameOn() Enable/disable text frame. FrameOffV.FrameOff() C++: virtual void FrameOff() Enable/disable text frame. SetFrameWidthV.SetFrameWidth(int) C++: virtual void SetFrameWidth(int _arg) Set/Get the width of the frame. The width is expressed in pixels. The default is 1 pixel. GetFrameWidthMinValueV.GetFrameWidthMinValue() -> int C++: virtual int GetFrameWidthMinValue() Set/Get the width of the frame. The width is expressed in pixels. The default is 1 pixel. GetFrameWidthMaxValueV.GetFrameWidthMaxValue() -> int C++: virtual int GetFrameWidthMaxValue() Set/Get the width of the frame. The width is expressed in pixels. The default is 1 pixel. GetFrameWidthV.GetFrameWidth() -> int C++: virtual int GetFrameWidth() Set/Get the width of the frame. The width is expressed in pixels. The default is 1 pixel. GetFontFamilyAsStringV.GetFontFamilyAsString() -> string C++: virtual char *GetFontFamilyAsString() V.GetFontFamilyAsString(int) -> string C++: static const char *GetFontFamilyAsString(int f) Set/Get the font family. Supports legacy three font family system. If the symbolic constant VTK_FONT_FILE is returned by GetFontFamily(), the string returned by GetFontFile() must be an absolute filepath to a local FreeType compatible font. SetFontFamilyAsStringV.SetFontFamilyAsString(string) C++: virtual void SetFontFamilyAsString(const char *_arg) Set/Get the font family. Supports legacy three font family system. If the symbolic constant VTK_FONT_FILE is returned by GetFontFamily(), the string returned by GetFontFile() must be an absolute filepath to a local FreeType compatible font. SetFontFamilyV.SetFontFamily(int) C++: void SetFontFamily(int t) Set/Get the font family. Supports legacy three font family system. If the symbolic constant VTK_FONT_FILE is returned by GetFontFamily(), the string returned by GetFontFile() must be an absolute filepath to a local FreeType compatible font. GetFontFamilyV.GetFontFamily() -> int C++: int GetFontFamily() Set/Get the font family. Supports legacy three font family system. If the symbolic constant VTK_FONT_FILE is returned by GetFontFamily(), the string returned by GetFontFile() must be an absolute filepath to a local FreeType compatible font. GetFontFamilyMinValueV.GetFontFamilyMinValue() -> int C++: int GetFontFamilyMinValue() Set/Get the font family. Supports legacy three font family system. If the symbolic constant VTK_FONT_FILE is returned by GetFontFamily(), the string returned by GetFontFile() must be an absolute filepath to a local FreeType compatible font. SetFontFamilyToArialV.SetFontFamilyToArial() C++: void SetFontFamilyToArial() Set/Get the font family. Supports legacy three font family system. If the symbolic constant VTK_FONT_FILE is returned by GetFontFamily(), the string returned by GetFontFile() must be an absolute filepath to a local FreeType compatible font. SetFontFamilyToCourierV.SetFontFamilyToCourier() C++: void SetFontFamilyToCourier() Set/Get the font family. Supports legacy three font family system. If the symbolic constant VTK_FONT_FILE is returned by GetFontFamily(), the string returned by GetFontFile() must be an absolute filepath to a local FreeType compatible font. SetFontFamilyToTimesV.SetFontFamilyToTimes() C++: void SetFontFamilyToTimes() Set/Get the font family. Supports legacy three font family system. If the symbolic constant VTK_FONT_FILE is returned by GetFontFamily(), the string returned by GetFontFile() must be an absolute filepath to a local FreeType compatible font. GetFontFamilyFromStringV.GetFontFamilyFromString(string) -> int C++: static int GetFontFamilyFromString(const char *f) Set/Get the font family. Supports legacy three font family system. If the symbolic constant VTK_FONT_FILE is returned by GetFontFamily(), the string returned by GetFontFile() must be an absolute filepath to a local FreeType compatible font. GetFontFileV.GetFontFile() -> string C++: virtual char *GetFontFile() The absolute filepath to a local file containing a freetype-readable font if GetFontFamily() return VTK_FONT_FILE. The result is undefined for other values of GetFontFamily(). SetFontFileV.SetFontFile(string) C++: virtual void SetFontFile(const char *_arg) The absolute filepath to a local file containing a freetype-readable font if GetFontFamily() return VTK_FONT_FILE. The result is undefined for other values of GetFontFamily(). SetFontSizeV.SetFontSize(int) C++: virtual void SetFontSize(int _arg) Set/Get the font size (in points). GetFontSizeMinValueV.GetFontSizeMinValue() -> int C++: virtual int GetFontSizeMinValue() Set/Get the font size (in points). GetFontSizeMaxValueV.GetFontSizeMaxValue() -> int C++: virtual int GetFontSizeMaxValue() Set/Get the font size (in points). GetFontSizeV.GetFontSize() -> int C++: virtual int GetFontSize() Set/Get the font size (in points). SetBoldV.SetBold(int) C++: virtual void SetBold(int _arg) Enable/disable text bolding. GetBoldV.GetBold() -> int C++: virtual int GetBold() Enable/disable text bolding. BoldOnV.BoldOn() C++: virtual void BoldOn() Enable/disable text bolding. BoldOffV.BoldOff() C++: virtual void BoldOff() Enable/disable text bolding. SetItalicV.SetItalic(int) C++: virtual void SetItalic(int _arg) Enable/disable text italic. GetItalicV.GetItalic() -> int C++: virtual int GetItalic() Enable/disable text italic. ItalicOnV.ItalicOn() C++: virtual void ItalicOn() Enable/disable text italic. ItalicOffV.ItalicOff() C++: virtual void ItalicOff() Enable/disable text italic. SetShadowV.SetShadow(int) C++: virtual void SetShadow(int _arg) Enable/disable text shadow. GetShadowV.GetShadow() -> int C++: virtual int GetShadow() Enable/disable text shadow. ShadowOnV.ShadowOn() C++: virtual void ShadowOn() Enable/disable text shadow. ShadowOffV.ShadowOff() C++: virtual void ShadowOff() Enable/disable text shadow. SetShadowOffsetV.SetShadowOffset(int, int) C++: void SetShadowOffset(int, int) V.SetShadowOffset((int, int)) C++: void SetShadowOffset(int a[2]) GetShadowOffsetV.GetShadowOffset() -> (int, int) C++: int *GetShadowOffset() Set/Get the shadow offset, i.e. the distance from the text to its shadow, in the same unit as FontSize. GetShadowColorV.GetShadowColor([float, float, float]) C++: void GetShadowColor(double color[3]) Get the shadow color. It is computed from the Color ivar SetJustificationV.SetJustification(int) C++: virtual void SetJustification(int _arg) Set/Get the horizontal justification to left (default), centered, or right. GetJustificationMinValueV.GetJustificationMinValue() -> int C++: virtual int GetJustificationMinValue() Set/Get the horizontal justification to left (default), centered, or right. GetJustificationMaxValueV.GetJustificationMaxValue() -> int C++: virtual int GetJustificationMaxValue() Set/Get the horizontal justification to left (default), centered, or right. GetJustificationV.GetJustification() -> int C++: virtual int GetJustification() Set/Get the horizontal justification to left (default), centered, or right. SetJustificationToLeftV.SetJustificationToLeft() C++: void SetJustificationToLeft() Set/Get the horizontal justification to left (default), centered, or right. SetJustificationToCenteredV.SetJustificationToCentered() C++: void SetJustificationToCentered() Set/Get the horizontal justification to left (default), centered, or right. SetJustificationToRightV.SetJustificationToRight() C++: void SetJustificationToRight() Set/Get the horizontal justification to left (default), centered, or right. GetJustificationAsStringV.GetJustificationAsString() -> string C++: const char *GetJustificationAsString() Set/Get the horizontal justification to left (default), centered, or right. SetVerticalJustificationV.SetVerticalJustification(int) C++: virtual void SetVerticalJustification(int _arg) Set/Get the vertical justification to bottom (default), middle, or top. GetVerticalJustificationMinValueV.GetVerticalJustificationMinValue() -> int C++: virtual int GetVerticalJustificationMinValue() Set/Get the vertical justification to bottom (default), middle, or top. GetVerticalJustificationMaxValueV.GetVerticalJustificationMaxValue() -> int C++: virtual int GetVerticalJustificationMaxValue() Set/Get the vertical justification to bottom (default), middle, or top. GetVerticalJustificationV.GetVerticalJustification() -> int C++: virtual int GetVerticalJustification() Set/Get the vertical justification to bottom (default), middle, or top. SetVerticalJustificationToBottomV.SetVerticalJustificationToBottom() C++: void SetVerticalJustificationToBottom() Set/Get the vertical justification to bottom (default), middle, or top. SetVerticalJustificationToCenteredV.SetVerticalJustificationToCentered() C++: void SetVerticalJustificationToCentered() Set/Get the vertical justification to bottom (default), middle, or top. SetVerticalJustificationToTopV.SetVerticalJustificationToTop() C++: void SetVerticalJustificationToTop() Set/Get the vertical justification to bottom (default), middle, or top. GetVerticalJustificationAsStringV.GetVerticalJustificationAsString() -> string C++: const char *GetVerticalJustificationAsString() Set/Get the vertical justification to bottom (default), middle, or top. SetUseTightBoundingBoxV.SetUseTightBoundingBox(int) C++: virtual void SetUseTightBoundingBox(int _arg) If this property is on, text is aligned to drawn pixels not to font metrix. If the text does not include descents, the bounding box will not extend below the baseline. This option can be used to get centered labels. It does not work well if the string changes as the string position will move around. GetUseTightBoundingBoxV.GetUseTightBoundingBox() -> int C++: virtual int GetUseTightBoundingBox() If this property is on, text is aligned to drawn pixels not to font metrix. If the text does not include descents, the bounding box will not extend below the baseline. This option can be used to get centered labels. It does not work well if the string changes as the string position will move around. UseTightBoundingBoxOnV.UseTightBoundingBoxOn() C++: virtual void UseTightBoundingBoxOn() If this property is on, text is aligned to drawn pixels not to font metrix. If the text does not include descents, the bounding box will not extend below the baseline. This option can be used to get centered labels. It does not work well if the string changes as the string position will move around. UseTightBoundingBoxOffV.UseTightBoundingBoxOff() C++: virtual void UseTightBoundingBoxOff() If this property is on, text is aligned to drawn pixels not to font metrix. If the text does not include descents, the bounding box will not extend below the baseline. This option can be used to get centered labels. It does not work well if the string changes as the string position will move around. V.SetOrientation(float) C++: virtual void SetOrientation(double _arg) Set/Get the text's orientation (in degrees). V.GetOrientation() -> float C++: virtual double GetOrientation() Set/Get the text's orientation (in degrees). SetLineSpacingV.SetLineSpacing(float) C++: virtual void SetLineSpacing(double _arg) Set/Get the (extra) spacing between lines, expressed as a text height multiplication factor. GetLineSpacingV.GetLineSpacing() -> float C++: virtual double GetLineSpacing() Set/Get the (extra) spacing between lines, expressed as a text height multiplication factor. SetLineOffsetV.SetLineOffset(float) C++: virtual void SetLineOffset(double _arg) Set/Get the vertical offset (measured in pixels). GetLineOffsetV.GetLineOffset() -> float C++: virtual double GetLineOffset() Set/Get the vertical offset (measured in pixels). V.ShallowCopy(vtkTextProperty) C++: void ShallowCopy(vtkTextProperty *tprop) Shallow copy of a text property. ArialCourierTimesFileLeftCenteredRightBottomTopvtkRenderingCorePython.vtkTextPropertyCollectionvtkTextPropertyCollection - an ordered list of vtkTextProperty objects. Superclass: vtkCollection vtkTextPropertyCollection represents and provides methods to manipulate a list of TextProperty objects. The list is ordered and duplicate entries are not prevented. @sa vtkTextProperty vtkCollection V.SafeDownCast(vtkObjectBase) -> vtkTextPropertyCollection C++: static vtkTextPropertyCollection *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkTextPropertyCollection C++: vtkTextPropertyCollection *NewInstance() V.AddItem(vtkTextProperty) C++: void AddItem(vtkTextProperty *a) Add a vtkTextProperty to the bottom of the list. V.GetNextItem() -> vtkTextProperty C++: vtkTextProperty *GetNextItem() Get the next vtkTextProperty in the list. GetItemV.GetItem(int) -> vtkTextProperty C++: vtkTextProperty *GetItem(int idx) Get the vtkTextProperty at the specified index. V.GetLastItem() -> vtkTextProperty C++: vtkTextProperty *GetLastItem() Get the last TextProperty in the list. vtkTextRendererBackendDefaultDetectFreeTypeMathTextUserBackendvtkTextRendererCleanupvtkRenderingCorePython.vtkTextRendererCleanupvtkTextRendererCleanup - no description provided. vtkTextRendererCleanup() vtkRenderingCorePython.vtkTextRenderer.BackendvtkRenderingCorePython.vtkTextRenderervtkTextRenderer - Interface for generating images and path data from string data, using multiple backends. Superclass: vtkObject vtkTextRenderer produces images, bounding boxes, and vtkPath objects that represent text. The advantage of using this class is to easily integrate mathematical expressions into renderings by automatically switching between FreeType and MathText backends. If the input string contains at least two "$" symbols separated by text, the MathText backend will be used. If the string does not meet this criteria, or if no MathText implementation is available, the faster FreeType rendering facilities are used. Literal $ symbols can be used by escaping them with backslashes, "\$" (or "\\$" if the string is set programatically). For example, "Acceleration ($\\frac{m}{s^2}$)" will use MathText, but "\\$500, \\$100" will use FreeType. By default, the backend is set to Detect, which determines the backend based on the contents of the string. This can be changed by setting the DefaultBackend ivar. Note that this class is abstract -- link to the vtkRenderingFreetype module to get the default implementation. V.SafeDownCast(vtkObjectBase) -> vtkTextRenderer C++: static vtkTextRenderer *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTextRenderer C++: vtkTextRenderer *NewInstance() GetInstanceV.GetInstance() -> vtkTextRenderer C++: static vtkTextRenderer *GetInstance() Return the singleton instance with no reference counting. May return NULL if the object factory cannot find an override. SetDefaultBackendV.SetDefaultBackend(int) C++: virtual void SetDefaultBackend(int _arg) The backend to use when none is specified. Default: Detect GetDefaultBackendV.GetDefaultBackend() -> int C++: virtual int GetDefaultBackend() The backend to use when none is specified. Default: Detect DetectBackendV.DetectBackend(string) -> int C++: virtual int DetectBackend(const vtkStdString &str) V.DetectBackend(unicode) -> int C++: virtual int DetectBackend(const vtkUnicodeString &str) Determine the appropriate back end needed to render the given string. FreeTypeIsSupportedV.FreeTypeIsSupported() -> bool C++: virtual bool FreeTypeIsSupported() Test for availability of various backends MathTextIsSupportedV.MathTextIsSupported() -> bool C++: virtual bool MathTextIsSupported() V.GetBoundingBox(vtkTextProperty, string, [int, int, int, int], int, int) -> bool C++: bool GetBoundingBox(vtkTextProperty *tprop, const vtkStdString &str, int bbox[4], int dpi, int backend=vtkTextRenderer::Default) V.GetBoundingBox(vtkTextProperty, unicode, [int, int, int, int], int, int) -> bool C++: bool GetBoundingBox(vtkTextProperty *tprop, const vtkUnicodeString &str, int bbox[4], int dpi, int backend=vtkTextRenderer::Default) Given a text property and a string, get the bounding box {xmin, xmax, ymin, ymax} of the rendered string in pixels. The origin of the bounding box is the anchor point described by the horizontal and vertical justification text property variables. Return true on success, false otherwise. V.RenderString(vtkTextProperty, string, vtkImageData, [int, int], int, int) -> bool C++: bool RenderString(vtkTextProperty *tprop, const vtkStdString &str, vtkImageData *data, int textDims[2], int dpi, int backend=vtkTextRenderer::Default) V.RenderString(vtkTextProperty, unicode, vtkImageData, [int, int], int, int) -> bool C++: bool RenderString(vtkTextProperty *tprop, const vtkUnicodeString &str, vtkImageData *data, int textDims[2], int dpi, int backend=vtkTextRenderer::Default) Given a text property and a string, this function initializes the vtkImageData *data and renders it in a vtkImageData. Return true on success, false otherwise. If using the overload that specifies "textDims", the array will be overwritten with the pixel width and height defining a tight bounding box around the text in the image, starting from the upper-right corner. This is used when rendering for a texture on graphics hardware that requires texture image dimensions to be a power of two; textDims can be used to determine the texture coordinates needed to cleanly fit the text on the target. The origin of the image's extents is aligned with the anchor point described by the text property's vertical and horizontal justification options. GetConstrainedFontSizeV.GetConstrainedFontSize(string, vtkTextProperty, int, int, int, int) -> int C++: int GetConstrainedFontSize(const vtkStdString &str, vtkTextProperty *tprop, int targetWidth, int targetHeight, int dpi, int backend=vtkTextRenderer::Default) V.GetConstrainedFontSize(unicode, vtkTextProperty, int, int, int, int) -> int C++: int GetConstrainedFontSize(const vtkUnicodeString &str, vtkTextProperty *tprop, int targetWidth, int targetHeight, int dpi, int backend=vtkTextRenderer::Default) This function returns the font size (in points) and sets the size in @a tprop that is required to fit the string in the target rectangle. The computed font size will be set in tprop as well. If an error occurs, this function will return -1. StringToPathV.StringToPath(vtkTextProperty, string, vtkPath, int, int) -> bool C++: bool StringToPath(vtkTextProperty *tprop, const vtkStdString &str, vtkPath *path, int dpi, int backend=vtkTextRenderer::Default) V.StringToPath(vtkTextProperty, unicode, vtkPath, int, int) -> bool C++: bool StringToPath(vtkTextProperty *tprop, const vtkUnicodeString &str, vtkPath *path, int dpi, int backend=vtkTextRenderer::Default) Given a text property and a string, this function populates the vtkPath path with the outline of the rendered string. The origin of the path coordinates is aligned with the anchor point described by the text property's horizontal and vertical justification options. Return true on success, false otherwise. V.SetScaleToPowerOfTwo(bool) C++: void SetScaleToPowerOfTwo(bool scale) Set to true if the graphics implmentation requires texture image dimensions to be a power of two. Default is true, but this member will be set appropriately by vtkOpenGLRenderWindow::OpenGLInitContext when GL is inited. @s@u@VsPi|i *vtkTextProperty *i@VuPi|i *vtkTextProperty *i@VsVPi|i *vtkTextProperty *vtkImageData *i@VuVPi|i *vtkTextProperty *vtkImageData *i@sViii|i *vtkTextProperty@uViii|i *vtkTextProperty@VsVi|i *vtkTextProperty *vtkPath@VuVi|i *vtkTextProperty *vtkPathvtkPathvtkAbstractInteractionDevicevtkRenderingCorePython.vtkAbstractInteractionDevicevtkAbstractInteractionDevice - no description provided. Superclass: vtkObject V.SafeDownCast(vtkObjectBase) -> vtkAbstractInteractionDevice C++: static vtkAbstractInteractionDevice *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkAbstractInteractionDevice C++: vtkAbstractInteractionDevice *NewInstance() V.Initialize() C++: virtual void Initialize() Initialize the interaction device. V.Start() C++: virtual void Start() Start the event loop. ProcessEventsV.ProcessEvents() C++: virtual void ProcessEvents() Process any pending events, this can be used to process OS level events without running a full event loop. SetRenderWidgetV.SetRenderWidget(vtkRenderWidget) C++: void SetRenderWidget(vtkRenderWidget *widget) GetRenderWidgetV.GetRenderWidget() -> vtkRenderWidget C++: vtkRenderWidget *GetRenderWidget() SetRenderDeviceV.SetRenderDevice(vtkAbstractRenderDevice) C++: void SetRenderDevice(vtkAbstractRenderDevice *device) GetRenderDeviceV.GetRenderDevice() -> vtkAbstractRenderDevice C++: vtkAbstractRenderDevice *GetRenderDevice() vtkRenderWidgetvtkAbstractRenderDevicevtkRenderingCorePython.vtkAbstractRenderDevicevtkAbstractRenderDevice - no description provided. Superclass: vtkObject V.SafeDownCast(vtkObjectBase) -> vtkAbstractRenderDevice C++: static vtkAbstractRenderDevice *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkAbstractRenderDevice C++: vtkAbstractRenderDevice *NewInstance() SetRequestedGLVersionV.SetRequestedGLVersion(int, int) C++: void SetRequestedGLVersion(int major, int minor) Set the context that should be requested (must be set before the widget is rendered for the first time. @param major Major GL version, default is 2. @param minor Minor GL version, default is 1. CreateNewWindowV.CreateNewWindow(vtkRecti, string) -> bool C++: virtual bool CreateNewWindow(const vtkRecti &geometry, const std::string &name) Create a window with the desired geometry. @param geometry The geometry in screen coordinates for the window. @return True on success, false on failure. V.MakeCurrent() C++: virtual void MakeCurrent() Make the context current so that it can be used by OpenGL. This is an expensive call, and so its use should be minimized to once per render ideally. vtkRenderingCorePython.vtkRenderWidgetvtkRenderWidget - no description provided. Superclass: vtkObject V.SafeDownCast(vtkObjectBase) -> vtkRenderWidget C++: static vtkRenderWidget *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkRenderWidget C++: vtkRenderWidget *NewInstance() V.SetPosition(vtkVector2i) C++: void SetPosition(const vtkVector2i &pos) Set the widget position in screen coordinates. @param pos The position of the widget in screen coordinates. V.GetPosition() -> vtkVector2i C++: vtkVector2i GetPosition() Get the widget position in screen coordinates. @return The position of the widget in screen coordinates, default of 0, 0. V.SetSize(vtkVector2i) C++: void SetSize(const vtkVector2i &size) Set the widget size in screen coordinates. @param size The width and height of the widget in screen coordinates V.GetSize() -> vtkVector2i C++: vtkVector2i GetSize() Get the widget size in screen coordinates. @return The width and height of the widget in screen coordinates, default of 300x300. SetNameV.SetName(string) C++: void SetName(const std::string &name) Set the name of the widget. @param name The name to set to the window. GetNameV.GetName() -> string C++: std::string GetName() Get the name of the widget. @return The current name of the widget. V.Render() C++: virtual void Render() Render everything in the current widget. V.MakeCurrent() C++: virtual void MakeCurrent() Make the widget's context current, this will defer to the OS specific methods, and calls should be kept to a minimum as they are quite expensive. V.Initialize() C++: void Initialize() V.Start() C++: void Start() vtkPointGaussianMappervtkRenderingCorePython.vtkPointGaussianMappervtkPointGaussianMapper - draw PointGaussians using imposters Superclass: vtkPolyDataMapper An mapper that uses imposters to draw gaussian splats or other shapes if custom shader code is set. Supports transparency and picking as well. It draws all the points and does not require cell arrays. If cell arrays are provided it will only draw the points used by the Verts cell array. The shape of the imposter is a triangle. V.SafeDownCast(vtkObjectBase) -> vtkPointGaussianMapper C++: static vtkPointGaussianMapper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkPointGaussianMapper C++: vtkPointGaussianMapper *NewInstance() SetScaleFunctionV.SetScaleFunction(vtkPiecewiseFunction) C++: void SetScaleFunction(vtkPiecewiseFunction *) Set/Get the optional scale transfer function. This is only used when a ScaleArray is also specified. GetScaleFunctionV.GetScaleFunction() -> vtkPiecewiseFunction C++: virtual vtkPiecewiseFunction *GetScaleFunction() Set/Get the optional scale transfer function. This is only used when a ScaleArray is also specified. SetScaleTableSizeV.SetScaleTableSize(int) C++: virtual void SetScaleTableSize(int _arg) The size of the table used in computing scale, used when converting a vtkPiecewiseFunction to a table GetScaleTableSizeV.GetScaleTableSize() -> int C++: virtual int GetScaleTableSize() The size of the table used in computing scale, used when converting a vtkPiecewiseFunction to a table V.SetScaleArray(string) C++: virtual void SetScaleArray(const char *_arg) Convenience method to set the array to scale with. GetScaleArrayV.GetScaleArray() -> string C++: virtual char *GetScaleArray() Convenience method to set the array to scale with. SetScaleArrayComponentV.SetScaleArrayComponent(int) C++: virtual void SetScaleArrayComponent(int _arg) Convenience method to set the component of the array to scale with. GetScaleArrayComponentV.GetScaleArrayComponent() -> int C++: virtual int GetScaleArrayComponent() Convenience method to set the component of the array to scale with. V.SetScaleFactor(float) C++: virtual void SetScaleFactor(double _arg) Set the default scale factor of the point gaussians. This defaults to 1.0. All radius computations will be scaled by the factor including the ScaleArray. If a vtkPiecewideFunction is used the scaling happens prior to the function lookup. A scale factor of 0.0 indicates that the splats should be rendered as simple points. V.GetScaleFactor() -> float C++: virtual double GetScaleFactor() Set the default scale factor of the point gaussians. This defaults to 1.0. All radius computations will be scaled by the factor including the ScaleArray. If a vtkPiecewideFunction is used the scaling happens prior to the function lookup. A scale factor of 0.0 indicates that the splats should be rendered as simple points. SetEmissiveV.SetEmissive(int) C++: virtual void SetEmissive(int _arg) Treat the points/splats as emissive light sources. The default is true. GetEmissiveV.GetEmissive() -> int C++: virtual int GetEmissive() Treat the points/splats as emissive light sources. The default is true. EmissiveOnV.EmissiveOn() C++: virtual void EmissiveOn() Treat the points/splats as emissive light sources. The default is true. EmissiveOffV.EmissiveOff() C++: virtual void EmissiveOff() Treat the points/splats as emissive light sources. The default is true. V.SetScalarOpacityFunction(vtkPiecewiseFunction) C++: void SetScalarOpacityFunction(vtkPiecewiseFunction *) Set/Get the optional opacity transfer function. This is only used when an OpacityArray is also specified. V.GetScalarOpacityFunction() -> vtkPiecewiseFunction C++: virtual vtkPiecewiseFunction *GetScalarOpacityFunction() Set/Get the optional opacity transfer function. This is only used when an OpacityArray is also specified. SetOpacityTableSizeV.SetOpacityTableSize(int) C++: virtual void SetOpacityTableSize(int _arg) The size of the table used in computing opacities, used when converting a vtkPiecewiseFunction to a table GetOpacityTableSizeV.GetOpacityTableSize() -> int C++: virtual int GetOpacityTableSize() The size of the table used in computing opacities, used when converting a vtkPiecewiseFunction to a table SetOpacityArrayV.SetOpacityArray(string) C++: virtual void SetOpacityArray(const char *_arg) Method to set the optional opacity array. If specified this array will be used to generate the opacity values. GetOpacityArrayV.GetOpacityArray() -> string C++: virtual char *GetOpacityArray() Method to set the optional opacity array. If specified this array will be used to generate the opacity values. SetOpacityArrayComponentV.SetOpacityArrayComponent(int) C++: virtual void SetOpacityArrayComponent(int _arg) Convenience method to set the component of the array to opacify with. GetOpacityArrayComponentV.GetOpacityArrayComponent() -> int C++: virtual int GetOpacityArrayComponent() Convenience method to set the component of the array to opacify with. SetSplatShaderCodeV.SetSplatShaderCode(string) C++: virtual void SetSplatShaderCode(const char *_arg) Method to override the fragment shader code for the splat. You can set this to draw other shapes. For the OPenGL2 backend some of the variables you can use and/or modify include, opacity - 0.0 to 1.0 diffuseColor - vec3 ambientColor - vec3 offsetVCVSOutput - vec2 offset in view coordinates from the splat center GetSplatShaderCodeV.GetSplatShaderCode() -> string C++: virtual char *GetSplatShaderCode() Method to override the fragment shader code for the splat. You can set this to draw other shapes. For the OPenGL2 backend some of the variables you can use and/or modify include, opacity - 0.0 to 1.0 diffuseColor - vec3 ambientColor - vec3 offsetVCVSOutput - vec2 offset in view coordinates from the splat center SetTriangleScaleV.SetTriangleScale(float) C++: virtual void SetTriangleScale(float _arg) When drawing triangles as opposed too point mode (triangles are for splats shaders that are bigger than a pixel) this controls how large the triangle will be. By default it is large enough to contain a cicle of radius 3.0*scale which works well for gaussian splats as after 3.0 standard deviations the opacity is near zero. For custom shader codes a different value can be used. Generally you should use the lowest value you can as it will result in fewer fragments. For example if your custom shader only draws a disc of radius 1.0*scale, then set this to 1.0 to avoid sending many fragments to the shader that will just get discarded. GetTriangleScaleV.GetTriangleScale() -> float C++: virtual float GetTriangleScale() When drawing triangles as opposed too point mode (triangles are for splats shaders that are bigger than a pixel) this controls how large the triangle will be. By default it is large enough to contain a cicle of radius 3.0*scale which works well for gaussian splats as after 3.0 standard deviations the opacity is near zero. For custom shader codes a different value can be used. Generally you should use the lowest value you can as it will result in fewer fragments. 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@__ZN20vtkOStrStreamWrapperD1Evr7@__ZN20vtkTupleInterpolator10InitializeEvr7@__ZN20vtkTupleInterpolator11GetMaximumTEvr7@__ZN20vtkTupleInterpolator11GetMinimumTEvr7@__ZN20vtkTupleInterpolator11RemoveTupleEdr7@__ZN20vtkTupleInterpolator16InterpolateTupleEdPdr7@__ZN20vtkTupleInterpolator17GetNumberOfTuplesEvr7@__ZN20vtkTupleInterpolator20SetInterpolationTypeEir7@__ZN20vtkTupleInterpolator21SetNumberOfComponentsEir7@__ZN20vtkTupleInterpolator22SetInterpolatingSplineEP9vtkSpliner7@__ZN20vtkTupleInterpolator3NewEvr7@__ZN20vtkTupleInterpolator8AddTupleEdPdr7@__ZN21vtkAbstractPropPicker10GetActor2DEvr8@__ZN21vtkAbstractPropPicker11GetAssemblyEvr8@__ZN21vtkAbstractPropPicker11GetViewPropEvr8@__ZN21vtkAbstractPropPicker15GetPropAssemblyEvr8@__ZN21vtkAbstractPropPicker7SetPathEP15vtkAssemblyPathr8@__ZN21vtkAbstractPropPicker8GetActorEvr8@__ZN21vtkAbstractPropPicker9GetProp3DEvr8@__ZN21vtkAbstractPropPicker9GetVolumeEvr8@__ZN21vtkCameraInterpolator10InitializeEvr8@__ZN21vtkCameraInterpolator11GetMaximumTEvr8@__ZN21vtkCameraInterpolator11GetMinimumTEvr8@__ZN21vtkCameraInterpolator12RemoveCameraEdr8@__ZN21vtkCameraInterpolator17InterpolateCameraEdP9vtkCamerar8@__ZN21vtkCameraInterpolator18GetNumberOfCamerasEvr8@__ZN21vtkCameraInterpolator21SetViewUpInterpolatorEP20vtkTupleInterpolatorr8@__ZN21vtkCameraInterpolator23SetPositionInterpolatorEP20vtkTupleInterpolatorr8@__ZN21vtkCameraInterpolator24SetViewAngleInterpolatorEP20vtkTupleInterpolatorr9@__ZN21vtkCameraInterpolator25SetFocalPointInterpolatorEP20vtkTupleInterpolatorr9@__ZN21vtkCameraInterpolator28SetClippingRangeInterpolatorEP20vtkTupleInterpolatorr9@__ZN21vtkCameraInterpolator28SetParallelScaleInterpolatorEP20vtkTupleInterpolatorr9@__ZN21vtkCameraInterpolator3NewEvr9@__ZN21vtkCameraInterpolator8GetMTimeEvr9@__ZN21vtkCameraInterpolator9AddCameraEdP9vtkCamerar9@__ZN21vtkInteractorObserver12ReleaseFocusEvr9@__ZN21vtkInteractorObserver13SetInteractorEP25vtkRenderWindowInteractorr9@__ZN21vtkInteractorObserver18SetCurrentRendererEP11vtkRendererr9@__ZN21vtkInteractorObserver18SetDefaultRendererEP11vtkRendererr9@__ZN21vtkInteractorObserver21ComputeDisplayToWorldEP11vtkRendererdddPdr9@__ZN21vtkInteractorObserver21ComputeWorldToDisplayEP11vtkRendererdddPdr9@__ZN21vtkInteractorObserver6OnCharEvr9@__ZN21vtkInteractorObserver9GrabFocusEP10vtkCommandS1_r9@__ZN21vtkRenderedAreaPicker3NewEvr9@__ZN21vtkRenderedAreaPicker8AreaPickEddddP11vtkRendererr:@__ZN21vtkRendererCollection16GetFirstRendererEvr:@__ZN21vtkRendererCollection3NewEvr:@__ZN21vtkRendererCollection6RenderEvr:@__ZN21vtkTDxInteractorStyle11SetSettingsEP29vtkTDxInteractorStyleSettingsr:@__ZN21vtkTDxInteractorStyle12ProcessEventEP11vtkRenderermPvr:@__ZN21vtkTDxInteractorStyle13OnMotionEventEP21vtkTDxMotionEventInfor:@__ZN21vtkTDxInteractorStyle20OnButtonPressedEventEir:@__ZN21vtkTDxInteractorStyle21OnButtonReleasedEventEir:@__ZN22vtkCellCenterDepthSort12GetNextCellsEvr:@__ZN22vtkCellCenterDepthSort13InitTraversalEvr:@__ZN22vtkCellCenterDepthSort3NewEvr:@__ZN22vtkPointGaussianMapper16SetScaleFunctionEP20vtkPiecewiseFunctionr:@__ZN22vtkPointGaussianMapper24SetScalarOpacityFunctionEP20vtkPiecewiseFunctionr:@__ZN22vtkPointGaussianMapper3NewEvr:@__ZN22vtkSelectVisiblePoints10InitializeEbr:@__ZN22vtkSelectVisiblePoints15IsPointOccludedEPKdPKfr;@__ZN22vtkSelectVisiblePoints3NewEvr;@__ZN22vtkSelectVisiblePoints8GetMTimeEvr;@__ZN22vtkTextRendererCleanupC1Evr;@__ZN22vtkTextRendererCleanupD1Evr;@__ZN22vtkWindowToImageFilter11SetViewportEPdr;@__ZN22vtkWindowToImageFilter11SetViewportEddddr;@__ZN22vtkWindowToImageFilter16GetMagnificationEvr;@__ZN22vtkWindowToImageFilter16SetMagnificationEir;@__ZN22vtkWindowToImageFilter3NewEvr;@__ZN22vtkWindowToImageFilter8SetInputEP9vtkWindowr;@__ZN22vtkWindowToImageFilter9GetOutputEvr;@__ZN23vtkAbstractRenderDevice21SetRequestedGLVersionEiir;@__ZN23vtkAbstractRenderDevice3NewEvr;@__ZN23vtkAbstractVolumeMapper15GetDataSetInputEvr;@__ZN23vtkAbstractVolumeMapper17SelectScalarArrayEPKcr;@__ZN23vtkAbstractVolumeMapper17SelectScalarArrayEir<@__ZN23vtkAbstractVolumeMapper18GetDataObjectInputEvr<@__ZN23vtkAbstractVolumeMapper21GetScalarModeAsStringEvr<@__ZN23vtkAbstractVolumeMapper9GetBoundsEvr<@__ZN23vtkBillboardTextActor3D13ForceOpaqueOnEvr<@__ZN23vtkBillboardTextActor3D14ForceOpaqueOffEvr<@__ZN23vtkBillboardTextActor3D14GetForceOpaqueEvr<@__ZN23vtkBillboardTextActor3D14SetForceOpaqueEbr<@__ZN23vtkBillboardTextActor3D15SetTextPropertyEP15vtkTextPropertyr<@__ZN23vtkBillboardTextActor3D18ForceTranslucentOnEvr<@__ZN23vtkBillboardTextActor3D19ForceTranslucentOffEvr<@__ZN23vtkBillboardTextActor3D19GetForceTranslucentEvr<@__ZN23vtkBillboardTextActor3D19SetForceTranslucentEbr<@__ZN23vtkBillboardTextActor3D20RenderOpaqueGeometryEP11vtkViewportr<@__ZN23vtkBillboardTextActor3D24ReleaseGraphicsResourcesEP9vtkWindowr<@__ZN23vtkBillboardTextActor3D31HasTranslucentPolygonalGeometryEvr<@__ZN23vtkBillboardTextActor3D34RenderTranslucentPolygonalGeometryEP11vtkViewportr=@__ZN23vtkBillboardTextActor3D3NewEvr=@__ZN23vtkBillboardTextActor3D8SetInputEPKcr=@__ZN23vtkBillboardTextActor3D9GetBoundsEvr=@__ZN23vtkLabeledContourMapper12SetInputDataEP11vtkPolyDatar=@__ZN23vtkLabeledContourMapper15SetTextPropertyEP15vtkTextPropertyr=@__ZN23vtkLabeledContourMapper17GetTextPropertiesEvr=@__ZN23vtkLabeledContourMapper17SetTextPropertiesEP25vtkTextPropertyCollectionr=@__ZN23vtkLabeledContourMapper22GetTextPropertyMappingEvr=@__ZN23vtkLabeledContourMapper22SetTextPropertyMappingEP14vtkDoubleArrayr=@__ZN23vtkLabeledContourMapper24ReleaseGraphicsResourcesEP9vtkWindowr=@__ZN23vtkLabeledContourMapper3NewEvr=@__ZN23vtkLabeledContourMapper6RenderEP11vtkRendererP8vtkActorr=@__ZN23vtkLabeledContourMapper8GetInputEvr=@__ZN23vtkLabeledContourMapper9GetBoundsEPdr=@__ZN23vtkLabeledContourMapper9GetBoundsEvr=@__ZN24vtkColorTransferFunction11AddHSVPointEddddr>@__ZN24vtkColorTransferFunction11AddHSVPointEddddddr>@__ZN24vtkColorTransferFunction11AddRGBPointEddddr>@__ZN24vtkColorTransferFunction11AddRGBPointEddddddr>@__ZN24vtkColorTransferFunction11AdjustRangeEPdr>@__ZN24vtkColorTransferFunction11GetRedValueEdr>@__ZN24vtkColorTransferFunction11RemovePointEdr>@__ZN24vtkColorTransferFunction11ShallowCopyEPS_r>@__ZN24vtkColorTransferFunction12GetBlueValueEdr>@__ZN24vtkColorTransferFunction12GetNodeValueEiPdr>@__ZN24vtkColorTransferFunction12SetNodeValueEiPdr>@__ZN24vtkColorTransferFunction13AddHSVSegmentEddddddddr>@__ZN24vtkColorTransferFunction13AddRGBSegmentEddddddddr>@__ZN24vtkColorTransferFunction13GetGreenValueEdr>@__ZN24vtkColorTransferFunction14GetDataPointerEvr>@__ZN24vtkColorTransferFunction15GetIndexedColorExPdr>@__ZN24vtkColorTransferFunction15RemoveAllPointsEvr?@__ZN24vtkColorTransferFunction19FillFromDataPointerEiPdr?@__ZN24vtkColorTransferFunction22BuildFunctionFromTableEddiPdr?@__ZN24vtkColorTransferFunction23MapScalarsThroughTable2EPvPhiiiir?@__ZN24vtkColorTransferFunction26EstimateMinNumberOfSamplesERKdS1_r?@__ZN24vtkColorTransferFunction26GetNumberOfAvailableColorsEvr?@__ZN24vtkColorTransferFunction3NewEvr?@__ZN24vtkColorTransferFunction7GetSizeEvr?@__ZN24vtkColorTransferFunction8DeepCopyEP18vtkScalarsToColorsr?@__ZN24vtkColorTransferFunction8GetColorEdPdr?@__ZN24vtkColorTransferFunction8GetTableEddir?@__ZN24vtkColorTransferFunction8GetTableEddiPdr?@__ZN24vtkColorTransferFunction8MapValueEdr?@__ZN24vtkFrustumCoverageCuller23GetSortingStyleAsStringEvr?@__ZN24vtkFrustumCoverageCuller3NewEvr?@__ZN24vtkTransformInterpolator10InitializeEvr?@__ZN24vtkTransformInterpolator11GetMaximumTEvr@@__ZN24vtkTransformInterpolator11GetMinimumTEvr@@__ZN24vtkTransformInterpolator12AddTransformEdP12vtkMatrix4x4r@@__ZN24vtkTransformInterpolator12AddTransformEdP12vtkTransformr@@__ZN24vtkTransformInterpolator12AddTransformEdP9vtkProp3Dr@@__ZN24vtkTransformInterpolator15RemoveTransformEdr@@__ZN24vtkTransformInterpolator20InterpolateTransformEdP12vtkTransformr@@__ZN24vtkTransformInterpolator20SetScaleInterpolatorEP20vtkTupleInterpolatorr@@__ZN24vtkTransformInterpolator21GetNumberOfTransformsEvr@@__ZN24vtkTransformInterpolator23SetPositionInterpolatorEP20vtkTupleInterpolatorr@@__ZN24vtkTransformInterpolator23SetRotationInterpolatorEP25vtkQuaternionInterpolatorr@@__ZN24vtkTransformInterpolator3NewEvr@@__ZN24vtkTransformInterpolator8GetMTimeEvr@@__ZN25vtkBackgroundColorMonitor12StateChangedEP11vtkRendererr@@__ZN25vtkBackgroundColorMonitor3NewEvr@@__ZN25vtkBackgroundColorMonitor6UpdateEP11vtkRendererr@@__ZN25vtkRenderWindowCollection3NewEvrA@__ZN25vtkRenderWindowInteractor10EnterEventEvrA@__ZN25vtkRenderWindowInteractor10FlyToImageEP11vtkRendererddrA@__ZN25vtkRenderWindowInteractor10HideCursorEvrA@__ZN25vtkRenderWindowInteractor10InitializeEvrA@__ZN25vtkRenderWindowInteractor10LeaveEventEvrA@__ZN25vtkRenderWindowInteractor10PinchEventEvrA@__ZN25vtkRenderWindowInteractor10ResetTimerEirA@__ZN25vtkRenderWindowInteractor10ShowCursorEvrA@__ZN25vtkRenderWindowInteractor10SwipeEventEvrA@__ZN25vtkRenderWindowInteractor10UpdateSizeEiirA@__ZN25vtkRenderWindowInteractor11CreateTimerEirA@__ZN25vtkRenderWindowInteractor11EndPanEventEvrA@__ZN25vtkRenderWindowInteractor11ExposeEventEvrA@__ZN25vtkRenderWindowInteractor11RotateEventEvrA@__ZN25vtkRenderWindowInteractor11SetRotationEdrA@__ZN25vtkRenderWindowInteractor12ClearContactEmrB@__ZN25vtkRenderWindowInteractor12DestroyTimerEirB@__ZN25vtkRenderWindowInteractor12DestroyTimerEvrB@__ZN25vtkRenderWindowInteractor12ExitCallbackEvrB@__ZN25vtkRenderWindowInteractor12LongTapEventEvrB@__ZN25vtkRenderWindowInteractor12UserCallbackEvrB@__ZN25vtkRenderWindowInteractor13EndPinchEventEvrB@__ZN25vtkRenderWindowInteractor13GetVTKTimerIdEirB@__ZN25vtkRenderWindowInteractor13KeyPressEventEvrB@__ZN25vtkRenderWindowInteractor13StartPanEventEvrB@__ZN25vtkRenderWindowInteractor14ConfigureEventEvrB@__ZN25vtkRenderWindowInteractor14EndRotateEventEvrB@__ZN25vtkRenderWindowInteractor14IsOneShotTimerEirB@__ZN25vtkRenderWindowInteractor14MouseMoveEventEvrB@__ZN25vtkRenderWindowInteractor14SetTranslationEPdrB@__ZN25vtkRenderWindowInteractor15EndPickCallbackEvrB@__ZN25vtkRenderWindowInteractor15KeyReleaseEventEvrC@__ZN25vtkRenderWindowInteractor15SetRenderWindowEP15vtkRenderWindowrC@__ZN25vtkRenderWindowInteractor15StartPinchEventEvrC@__ZN25vtkRenderWindowInteractor16GetTimerDurationEirC@__ZN25vtkRenderWindowInteractor16StartRotateEventEvrC@__ZN25vtkRenderWindowInteractor17ClearPointerIndexEirC@__ZN25vtkRenderWindowInteractor17FindPokedRendererEiirC@__ZN25vtkRenderWindowInteractor17IsPointerIndexSetEirC@__ZN25vtkRenderWindowInteractor17SetPickingManagerEP17vtkPickingManagerrC@__ZN25vtkRenderWindowInteractor17StartPickCallbackEvrC@__ZN25vtkRenderWindowInteractor18CreateOneShotTimerEmrC@__ZN25vtkRenderWindowInteractor18SetInteractorStyleEP21vtkInteractorObserverrC@__ZN25vtkRenderWindowInteractor19CreateDefaultPickerEvrC@__ZN25vtkRenderWindowInteractor19GetObserverMediatorEvrC@__ZN25vtkRenderWindowInteractor20CreateRepeatingTimerEmrC@__ZN25vtkRenderWindowInteractor20LeftButtonPressEventEvrC@__ZN25vtkRenderWindowInteractor21FifthButtonPressEventEvrD@__ZN25vtkRenderWindowInteractor21RightButtonPressEventEvrD@__ZN25vtkRenderWindowInteractor22FourthButtonPressEventEvrD@__ZN25vtkRenderWindowInteractor22LeftButtonReleaseEventEvrD@__ZN25vtkRenderWindowInteractor22MiddleButtonPressEventEvrD@__ZN25vtkRenderWindowInteractor22MouseWheelForwardEventEvrD@__ZN25vtkRenderWindowInteractor23FifthButtonReleaseEventEvrD@__ZN25vtkRenderWindowInteractor23MouseWheelBackwardEventEvrD@__ZN25vtkRenderWindowInteractor23RightButtonReleaseEventEvrD@__ZN25vtkRenderWindowInteractor24FourthButtonReleaseEventEvrD@__ZN25vtkRenderWindowInteractor24MiddleButtonReleaseEventEvrD@__ZN25vtkRenderWindowInteractor25GetPointerIndexForContactEmrD@__ZN25vtkRenderWindowInteractor33GetPointerIndexForExistingContactEmrD@__ZN25vtkRenderWindowInteractor3NewEvrD@__ZN25vtkRenderWindowInteractor5FlyToEP11vtkRendererdddrD@__ZN25vtkRenderWindowInteractor5StartEvrD@__ZN25vtkRenderWindowInteractor6RenderEvrE@__ZN25vtkRenderWindowInteractor8PanEventEvrE@__ZN25vtkRenderWindowInteractor8SetScaleEdrE@__ZN25vtkRenderWindowInteractor8TapEventEvrE@__ZN25vtkRenderWindowInteractor9CharEventEvrE@__ZN25vtkRenderWindowInteractor9ExitEventEvrE@__ZN25vtkRenderWindowInteractor9SetPickerEP17vtkAbstractPickerrE@__ZN25vtkTextPropertyCollection3NewEvrE@__ZN25vtkWindowLevelLookupTable15SetInverseVideoEirE@__ZN25vtkWindowLevelLookupTable3NewEvrE@__ZN25vtkWindowLevelLookupTable5BuildEvrE@__ZN26vtkCompositePolyDataMapper24ReleaseGraphicsResourcesEP9vtkWindowrE@__ZN26vtkCompositePolyDataMapper3NewEvrE@__ZN26vtkCompositePolyDataMapper6RenderEP11vtkRendererP8vtkActorrE@__ZN26vtkCompositePolyDataMapper9GetBoundsEvrE@__ZN26vtkInteractorEventRecorder10SetEnabledEirE@__ZN26vtkInteractorEventRecorder13SetInteractorEP25vtkRenderWindowInteractorrF@__ZN26vtkInteractorEventRecorder3NewEvrF@__ZN26vtkInteractorEventRecorder4PlayEvrF@__ZN26vtkInteractorEventRecorder4StopEvrF@__ZN26vtkInteractorEventRecorder6RecordEvrF@__ZN26vtkInteractorEventRecorder6RewindEvrF@__ZN26vtkLookupTableWithEnabling12DisableColorEhhhPhS0_S0_rF@__ZN26vtkLookupTableWithEnabling15SetEnabledArrayEP12vtkDataArrayrF@__ZN26vtkLookupTableWithEnabling23MapScalarsThroughTable2EPvPhiiiirF@__ZN26vtkLookupTableWithEnabling3NewEvrF@__ZN27vtkRenderWindowInteractor3D12TerminateAppEvrF@__ZN27vtkRenderWindowInteractor3D16SetTranslation3DEPdrF@__ZN27vtkRenderWindowInteractor3D21RightButtonPressEventEvrF@__ZN27vtkRenderWindowInteractor3D22MiddleButtonPressEventEvrF@__ZN27vtkRenderWindowInteractor3D23RightButtonReleaseEventEvrF@__ZN27vtkRenderWindowInteractor3D24MiddleButtonReleaseEventEvrF@__ZN27vtkRenderWindowInteractor3D3NewEvrG@__ZN27vtkRenderWindowInteractor3D6EnableEvrG@__ZN27vtkRenderWindowInteractor3D7DisableEvrG@__ZN27vtkTDxInteractorStyleCamera13OnMotionEventEP21vtkTDxMotionEventInforG@__ZN27vtkTDxInteractorStyleCamera3NewEvrG@__ZN27vtkViewDependentErrorMetric11SetViewportEP11vtkViewportrG@__ZN27vtkViewDependentErrorMetric17SetPixelToleranceEdrG@__ZN27vtkViewDependentErrorMetric23RequiresEdgeSubdivisionEPdS0_S0_drG@__ZN27vtkViewDependentErrorMetric3NewEvrG@__ZN27vtkViewDependentErrorMetric8GetErrorEPdS0_S0_drG@__ZN28vtkAbstractInteractionDevice15SetRenderDeviceEP23vtkAbstractRenderDevicerG@__ZN28vtkAbstractInteractionDevice15SetRenderWidgetEP15vtkRenderWidgetrG@__ZN28vtkAbstractInteractionDevice3NewEvrG@__ZN28vtkInteractorStyleSwitchBase13GetInteractorEvrG@__ZN28vtkInteractorStyleSwitchBase3NewEvrG@__ZN29vtkHierarchicalPolyDataMapper3NewEvrG@__ZN29vtkTDxInteractorStyleSettings3NewEvrH@__ZN29vtkTransformCoordinateSystems11SetViewportEP11vtkViewportrH@__ZN29vtkTransformCoordinateSystems3NewEvrH@__ZN29vtkTransformCoordinateSystems8GetMTimeEvrH @__ZN31vtkObjectFactoryRegistryCleanupC1EvrH@__ZN32vtkGenericRenderWindowInteractor10TimerEventEvrH@__ZN32vtkGenericRenderWindowInteractor3NewEvrH@__ZN32vtkGenericVertexAttributeMapping10AddMappingEPKcS1_iirH@__ZN32vtkGenericVertexAttributeMapping10AddMappingEiPKciirH@__ZN32vtkGenericVertexAttributeMapping12GetArrayNameEjrH@__ZN32vtkGenericVertexAttributeMapping12GetComponentEjrH@__ZN32vtkGenericVertexAttributeMapping13RemoveMappingEPKcrH@__ZN32vtkGenericVertexAttributeMapping14GetTextureUnitEjrH@__ZN32vtkGenericVertexAttributeMapping16GetAttributeNameEjrH@__ZN32vtkGenericVertexAttributeMapping17RemoveAllMappingsEvrH@__ZN32vtkGenericVertexAttributeMapping19GetFieldAssociationEjrH@__ZN32vtkGenericVertexAttributeMapping19GetNumberOfMappingsEvrI@__ZN32vtkGenericVertexAttributeMapping3NewEvrI@__ZN33vtkCompositeDataDisplayAttributes13SetBlockColorEP13vtkDataObjectPKdrI@__ZN33vtkCompositeDataDisplayAttributes15SetBlockOpacityEP13vtkDataObjectdrI@__ZN33vtkCompositeDataDisplayAttributes16RemoveBlockColorEP13vtkDataObjectrI@__ZN33vtkCompositeDataDisplayAttributes16SetBlockMaterialEP13vtkDataObjectRKNSt3__112basic_stringIcNS2_11char_traitsIcEENS2_9allocatorIcEEEErI@__ZN33vtkCompositeDataDisplayAttributes17RemoveBlockColorsEvrI@__ZN33vtkCompositeDataDisplayAttributes18RemoveBlockOpacityEP13vtkDataObjectrI@__ZN33vtkCompositeDataDisplayAttributes18SetBlockVisibilityEP13vtkDataObjectbrI@__ZN33vtkCompositeDataDisplayAttributes19DataObjectFromIndexEjP13vtkDataObjectRjrI@__ZN33vtkCompositeDataDisplayAttributes19RemoveBlockMaterialEP13vtkDataObjectrI@__ZN33vtkCompositeDataDisplayAttributes19SetBlockPickabilityEP13vtkDataObjectbrI@__ZN33vtkCompositeDataDisplayAttributes20ComputeVisibleBoundsEPS_P13vtkDataObjectPdrI@__ZN33vtkCompositeDataDisplayAttributes20RemoveBlockMaterialsEvrI@__ZN33vtkCompositeDataDisplayAttributes20RemoveBlockOpacitiesEvrI@__ZN33vtkCompositeDataDisplayAttributes21RemoveBlockVisibilityEP13vtkDataObjectrI@__ZN33vtkCompositeDataDisplayAttributes22RemoveBlockPickabilityEP13vtkDataObjectrJ@__ZN33vtkCompositeDataDisplayAttributes22RemoveBlockVisibilitesEvrJ@__ZN33vtkCompositeDataDisplayAttributes23RemoveBlockVisibilitiesEvrJ@__ZN33vtkCompositeDataDisplayAttributes24RemoveBlockPickabilitiesEvrJ@__ZN33vtkCompositeDataDisplayAttributes3NewEvrJ@__ZN37vtkDiscretizableColorTransferFunction10GetOpacityEdrJ@__ZN37vtkDiscretizableColorTransferFunction11SetNanColorEdddrJ@__ZN37vtkDiscretizableColorTransferFunction12GetRGBPointsEvrJ@__ZN37vtkDiscretizableColorTransferFunction14SetUseLogScaleEirJ@__ZN37vtkDiscretizableColorTransferFunction15GetIndexedColorExPdrJ@__ZN37vtkDiscretizableColorTransferFunction15SetIndexedColorEjdddrJ@__ZN37vtkDiscretizableColorTransferFunction23MapScalarsThroughTable2EPvPhiiiirJ@__ZN37vtkDiscretizableColorTransferFunction24GetNumberOfIndexedColorsEvrJ@__ZN37vtkDiscretizableColorTransferFunction24SetNumberOfIndexedColorsEjrJ@__ZN37vtkDiscretizableColorTransferFunction24SetScalarOpacityFunctionEP20vtkPiecewiseFunctionrJ@__ZN37vtkDiscretizableColorTransferFunction26GetNumberOfAvailableColorsEvrJ@__ZN37vtkDiscretizableColorTransferFunction3NewEvrK@__ZN37vtkDiscretizableColorTransferFunction5BuildEvrK@__ZN37vtkDiscretizableColorTransferFunction8GetColorEdPdrK@__ZN37vtkDiscretizableColorTransferFunction8GetMTimeEvrK@__ZN37vtkDiscretizableColorTransferFunction8IsOpaqueEvrK@__ZN37vtkDiscretizableColorTransferFunction8MapValueEdrK@__ZN37vtkDiscretizableColorTransferFunction8SetAlphaEdrK@__ZN39vtkCompositeDataDisplayAttributesLegacy13SetBlockColorEjPKdrK@__ZN39vtkCompositeDataDisplayAttributesLegacy15SetBlockOpacityEjdrK@__ZN39vtkCompositeDataDisplayAttributesLegacy16RemoveBlockColorEjrK@__ZN39vtkCompositeDataDisplayAttributesLegacy17RemoveBlockColorsEvrK@__ZN39vtkCompositeDataDisplayAttributesLegacy18RemoveBlockOpacityEjrK@__ZN39vtkCompositeDataDisplayAttributesLegacy18SetBlockVisibilityEjbrK@__ZN39vtkCompositeDataDisplayAttributesLegacy19SetBlockPickabilityEjbrK@__ZN39vtkCompositeDataDisplayAttributesLegacy20ComputeVisibleBoundsEPS_P13vtkDataObjectPdrK@__ZN39vtkCompositeDataDisplayAttributesLegacy20RemoveBlockOpacitiesEvrK@__ZN39vtkCompositeDataDisplayAttributesLegacy21RemoveBlockVisibilityEjrL@__ZN39vtkCompositeDataDisplayAttributesLegacy22RemoveBlockPickabilityEjrL@__ZN39vtkCompositeDataDisplayAttributesLegacy22RemoveBlockVisibilitesEvrL@__ZN39vtkCompositeDataDisplayAttributesLegacy23RemoveBlockVisibilitiesEvrL@__ZN39vtkCompositeDataDisplayAttributesLegacy24RemoveBlockPickabilitiesEvrL@__ZN39vtkCompositeDataDisplayAttributesLegacy3NewEvrL@__ZN7vtkProp10BuildPathsEP16vtkAssemblyPathsP15vtkAssemblyPathrL@__ZN7vtkProp10IsConsumerEP9vtkObjectrL@__ZN7vtkProp11AddConsumerEP9vtkObjectrL@__ZN7vtkProp11GetConsumerEirL@__ZN7vtkProp11GetNextPathEvrL@__ZN7vtkProp11ShallowCopyEPS_rL@__ZN7vtkProp14RemoveConsumerEP9vtkObjectrL@__ZN7vtkProp15SetPropertyKeysEP14vtkInformationrL@__ZN7vtkProp17InitPathTraversalEvrL@__ZN7vtkProp18GeneralTextureUnitEvrL@__ZN7vtkProp21RenderFilteredOverlayEP11vtkViewportP14vtkInformationrM@__ZN7vtkProp23GeneralTextureTransformEvrM@__ZN7vtkProp28RenderFilteredOpaqueGeometryEP11vtkViewportP14vtkInformationrM@__ZN7vtkProp32RenderFilteredVolumetricGeometryEP11vtkViewportP14vtkInformationrM@__ZN7vtkProp42RenderFilteredTranslucentPolygonalGeometryEP11vtkViewportP14vtkInformationrM@__ZN7vtkProp4PickEvrM@__ZN7vtkProp7HasKeysEP14vtkInformationrM@__ZN8vtkActor10SetTextureEP10vtkTexturerM@__ZN8vtkActor11GetPropertyEvrM@__ZN8vtkActor11SetPropertyEP11vtkPropertyrM@__ZN8vtkActor11ShallowCopyEP7vtkProprM@__ZN8vtkActor12MakePropertyEvrM@__ZN8vtkActor14GetRedrawMTimeEvrM@__ZN8vtkActor19SetBackfacePropertyEP11vtkPropertyrM@__ZN8vtkActor20GetSupportsSelectionEvrM@__ZN8vtkActor20RenderOpaqueGeometryEP11vtkViewportrM@__ZN8vtkActor24ReleaseGraphicsResourcesEP9vtkWindowrN@__ZN8vtkActor31HasTranslucentPolygonalGeometryEvrN@__ZN8vtkActor34RenderTranslucentPolygonalGeometryEP11vtkViewportrN@__ZN8vtkActor3NewEvrN@__ZN8vtkActor8GetMTimeEvrN@__ZN8vtkActor9GetActorsEP17vtkPropCollectionrN@__ZN8vtkActor9GetBoundsEvrN@__ZN8vtkActor9SetMapperEP9vtkMapperrN@__ZN8vtkLight12SetLightTypeEirN@__ZN8vtkLight12ShallowCloneEvrN@__ZN8vtkLight14SetInformationEP14vtkInformationrN@__ZN8vtkLight17SetDirectionAngleEddrN@__ZN8vtkLight18SetTransformMatrixEP12vtkMatrix4x4rN@__ZN8vtkLight20LightTypeIsHeadlightEvrN@__ZN8vtkLight21LightTypeIsSceneLightEvrN@__ZN8vtkLight22GetTransformedPositionEPdrN@__ZN8vtkLight22GetTransformedPositionERdS0_S0_rO@__ZN8vtkLight22GetTransformedPositionEvrO@__ZN8vtkLight22LightTypeIsCameraLightEvrO@__ZN8vtkLight24GetTransformedFocalPointEPdrO@__ZN8vtkLight24GetTransformedFocalPointERdS0_S0_rO@__ZN8vtkLight24GetTransformedFocalPointEvrO@__ZN8vtkLight3NewEvrO@__ZN8vtkLight8DeepCopyEPS_rO@__ZN8vtkLight8SetColorEdddrO@__ZN9vtkCamera11SetDistanceEdrO@__ZN9vtkCamera11SetPositionEdddrO@__ZN9vtkCamera11ShallowCopyEPS_rO@__ZN9vtkCamera12SetThicknessEdrO@__ZN9vtkCamera12SetViewAngleEdrO@__ZN9vtkCamera12SetViewShearEPdrO@__ZN9vtkCamera12SetViewShearEdddrO@__ZN9vtkCamera13SetFocalPointEdddrP@__ZN9vtkCamera14ApplyTransformEP12vtkTransformrP@__ZN9vtkCamera14GetEyePositionEPdrP@__ZN9vtkCamera14GetOrientationEvrP@__ZN9vtkCamera14GetScissorRectER8vtkRectirP@__ZN9vtkCamera14SetEyePositionEPdrP@__ZN9vtkCamera14SetScissorRectE8vtkRectirP@__ZN9vtkCamera15SetWindowCenterEddrP@__ZN9vtkCamera16GetFrustumPlanesEdPdrP@__ZN9vtkCamera16SetClippingRangeEddrP@__ZN9vtkCamera16SetObliqueAnglesEddrP@__ZN9vtkCamera16SetParallelScaleEdrP@__ZN9vtkCamera16SetUserTransformEP23vtkHomogeneousTransformrP@__ZN9vtkCamera17GetEyePlaneNormalEPdrP@__ZN9vtkCamera18GetOrientationWXYZEvrP@__ZN9vtkCamera19GetViewingRaysMTimeEvrP@__ZN9vtkCamera19OrthogonalizeViewUpEvrQ@__ZN9vtkCamera19ViewingRaysModifiedEvrQ@__ZN9vtkCamera20SetUserViewTransformEP23vtkHomogeneousTransformrQ@__ZN9vtkCamera21SetEyeTransformMatrixEP12vtkMatrix4x4rQ@__ZN9vtkCamera21SetEyeTransformMatrixEPKdrQ@__ZN9vtkCamera21SetParallelProjectionEirQ@__ZN9vtkCamera22ComputeViewPlaneNormalEvrQ@__ZN9vtkCamera22GetViewTransformMatrixEvrQ@__ZN9vtkCamera22GetViewTransformObjectEvrQ@__ZN9vtkCamera23SetModelTransformMatrixEP12vtkMatrix4x4rQ@__ZN9vtkCamera23SetModelTransformMatrixEPKdrQ@__ZN9vtkCamera25SetUseHorizontalViewAngleEirQ@__ZN9vtkCamera27GetModelViewTransformMatrixEvrQ@__ZN9vtkCamera27GetModelViewTransformObjectEvrQ@__ZN9vtkCamera28GetProjectionTransformMatrixEP11vtkRendererrQ@__ZN9vtkCamera28GetProjectionTransformMatrixEdddrQ@__ZN9vtkCamera28GetProjectionTransformObjectEdddrR@__ZN9vtkCamera29GetCameraLightTransformMatrixEvrR@__ZN9vtkCamera36SetExplicitProjectionTransformMatrixEP12vtkMatrix4x4rR@__ZN9vtkCamera37GetCompositeProjectionTransformMatrixEdddrR@__ZN9vtkCamera3NewEvrR@__ZN9vtkCamera3YawEdrR@__ZN9vtkCamera4RollEdrR@__ZN9vtkCamera4ZoomEdrR@__ZN9vtkCamera5DollyEdrR@__ZN9vtkCamera5PitchEdrR@__ZN9vtkCamera7AzimuthEdrR@__ZN9vtkCamera7GetRollEvrR@__ZN9vtkCamera7SetRollEdrR@__ZN9vtkCamera8DeepCopyEPS_rR@__ZN9vtkCamera9ElevationEdrR@__ZN9vtkCamera9SetViewUpEdddrR@__ZN9vtkMapper10MapScalarsEP10vtkDataSetdrS@__ZN9vtkMapper10MapScalarsEP10vtkDataSetdRirS@__ZN9vtkMapper10MapScalarsEdrS@__ZN9vtkMapper10MapScalarsEdRirS@__ZN9vtkMapper11GetIsOpaqueEvrS@__ZN9vtkMapper11ShallowCopyEP17vtkAbstractMapperrS@__ZN9vtkMapper14GetLookupTableEvrS@__ZN9vtkMapper14SetLookupTableEP18vtkScalarsToColorsrS@__ZN9vtkMapper16ClearColorArraysEvrS@__ZN9vtkMapper16SelectColorArrayEPKcrS@__ZN9vtkMapper16SelectColorArrayEirS@__ZN9vtkMapper17GetColorMapColorsEvrS@__ZN9vtkMapper18GetColorTextureMapEvrS@__ZN9vtkMapper19GetColorCoordinatesEvrS@__ZN9vtkMapper19GetForceCompileOnlyEvrS@__ZN9vtkMapper19SetForceCompileOnlyEirS@__ZN9vtkMapper20GetColorModeAsStringEvrT@__ZN9vtkMapper21ColorByArrayComponentEPKcirT@__ZN9vtkMapper21ColorByArrayComponentEiirT@__ZN9vtkMapper21GetScalarMaterialModeEvrT@__ZN9vtkMapper21GetScalarModeAsStringEvrT@__ZN9vtkMapper21SetScalarMaterialModeEirT@__ZN9vtkMapper24CreateDefaultLookupTableEvrT@__ZN9vtkMapper24ImmediateModeRenderingOnEvrT@__ZN9vtkMapper25GetImmediateModeRenderingEvrT@__ZN9vtkMapper25ImmediateModeRenderingOffEvrT@__ZN9vtkMapper25SetImmediateModeRenderingEirT@__ZN9vtkMapper27CanUseTextureMapForColoringEP13vtkDataObjectrT@__ZN9vtkMapper28GetResolveCoincidentTopologyEvrT@__ZN9vtkMapper28SetResolveCoincidentTopologyEirT@__ZN9vtkMapper29GetScalarMaterialModeAsStringEvrT@__ZN9vtkMapper30GlobalImmediateModeRenderingOnEvrT@__ZN9vtkMapper30SetScalarMaterialModeToAmbientEvrU@__ZN9vtkMapper30SetScalarMaterialModeToDefaultEvrU@__ZN9vtkMapper30SetScalarMaterialModeToDiffuseEvrU@__ZN9vtkMapper31GetGlobalImmediateModeRenderingEvrU@__ZN9vtkMapper31GlobalImmediateModeRenderingOffEvrU@__ZN9vtkMapper31SetGlobalImmediateModeRenderingEirU@__ZN9vtkMapper34GetResolveCoincidentTopologyZShiftEvrU@__ZN9vtkMapper34SetResolveCoincidentTopologyZShiftEdrU@__ZN9vtkMapper37SetResolveCoincidentTopologyToDefaultEvrU@__ZN9vtkMapper40SetScalarMaterialModeToAmbientAndDiffuseEvrU@__ZN9vtkMapper41GetCoincidentTopologyLineOffsetParametersERdS0_rU@__ZN9vtkMapper41GetCoincidentTopologyPointOffsetParameterERdrU@__ZN9vtkMapper44GetCoincidentTopologyPolygonOffsetParametersERdS0_rU@__ZN9vtkMapper46GetResolveCoincidentTopologyPolygonOffsetFacesEvrU@__ZN9vtkMapper46SetResolveCoincidentTopologyPolygonOffsetFacesEirU@__ZN9vtkMapper48GetResolveCoincidentTopologyLineOffsetParametersERdS0_rU@__ZN9vtkMapper48GetResolveCoincidentTopologyPointOffsetParameterERdrV@__ZN9vtkMapper48SetResolveCoincidentTopologyLineOffsetParametersEddrV@__ZN9vtkMapper48SetResolveCoincidentTopologyPointOffsetParameterEdrV@__ZN9vtkMapper49GetRelativeCoincidentTopologyLineOffsetParametersERdS0_rV@__ZN9vtkMapper49GetRelativeCoincidentTopologyPointOffsetParameterERdrV@__ZN9vtkMapper49SetRelativeCoincidentTopologyLineOffsetParametersEddrV@__ZN9vtkMapper49SetRelativeCoincidentTopologyPointOffsetParameterEdrV@__ZN9vtkMapper51GetResolveCoincidentTopologyPolygonOffsetParametersERdS0_rV@__ZN9vtkMapper51SetResolveCoincidentTopologyPolygonOffsetParametersEddrV@__ZN9vtkMapper52GetRelativeCoincidentTopologyPolygonOffsetParametersERdS0_rV@__ZN9vtkMapper52SetRelativeCoincidentTopologyPolygonOffsetParametersEddrV@__ZN9vtkMapper8GetInputEvrV@__ZN9vtkMapper8GetMTimeEvrV@__ZN9vtkMapper9GetBoundsEvrV @__ZN9vtkObject11HasObserverEPKcrV @__ZN9vtkObject11InvokeEventEPKcPvrV @__ZN9vtkObject12BreakOnErrorEvrW 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x4x4__ZN15vtkAssemblyPath8GetMTimeEv__ZN15vtkPropAssembly10BuildPathsEP16vtkAssemblyPathsP15vtkAssemblyPath__ZN15vtkPropAssembly10RemovePartEP7vtkProp__ZN15vtkPropAssembly11GetNextPathEv__ZN15vtkPropAssembly11ShallowCopyEP7vtkProp__ZN15vtkPropAssembly13RenderOverlayEP11vtkViewport__ZN15vtkPropAssembly16GetNumberOfPathsEv__ZN15vtkPropAssembly17InitPathTraversalEv__ZN15vtkPropAssembly20RenderOpaqueGeometryEP11vtkViewport__ZN15vtkPropAssembly24ReleaseGraphicsResourcesEP9vtkWindow__ZN15vtkPropAssembly24RenderVolumetricGeometryEP11vtkViewport__ZN15vtkPropAssembly31HasTranslucentPolygonalGeometryEv__ZN15vtkPropAssembly34RenderTranslucentPolygonalGeometryEP11vtkViewport__ZN15vtkPropAssembly3NewEv__ZN15vtkPropAssembly7AddPartEP7vtkProp__ZN15vtkPropAssembly8GetMTimeEv__ZN15vtkPropAssembly8GetPartsEv__ZN15vtkPropAssembly9GetBoundsEv__ZN15vtkRenderWidget10InitializeEv__ZN15vtkRenderWidget11MakeCurrentEv__ZN15vtkRenderWidget11SetPositionERK11vtkVector2i__ZN15vtkRenderWidget3NewEv__ZN15vtkRenderWidget5StartEv__ZN15vtkRenderWidget6RenderEv__ZN15vtkRenderWidget7SetNameERKNSt3__112basic_stringIcNS0_11char_traitsIcEENS0_9allocatorIcEEEE__ZN15vtkRenderWidget7SetSizeERK11vtkVector2i__ZN15vtkRenderWindow11AddRendererEP11vtkRenderer__ZN15vtkRenderWindow11GetAAFramesEv__ZN15vtkRenderWindow11GetFDFramesEv__ZN15vtkRenderWindow11HasRendererEP11vtkRenderer__ZN15vtkRenderWindow11SetAAFramesEi__ZN15vtkRenderWindow11SetFDFramesEi__ZN15vtkRenderWindow12GetSubFramesEv__ZN15vtkRenderWindow12SetSubFramesEi__ZN15vtkRenderWindow12StereoUpdateEv__ZN15vtkRenderWindow13SetInteractorEP25vtkRenderWindowInteractor__ZN15vtkRenderWindow14RemoveRendererEP11vtkRenderer__ZN15vtkRenderWindow14StereoMidpointEv__ZN15vtkRenderWindow15CopyResultFrameEv__ZN15vtkRenderWindow15SetStereoRenderEi__ZN15vtkRenderWindow16CheckAbortStatusEv__ZN15vtkRenderWindow16GetRenderLibraryEv__ZN15vtkRenderWindow19GetRenderingBackendEv__ZN15vtkRenderWindow20SetDesiredUpdateRateEd__ZN15vtkRenderWindow20StereoRenderCompleteEv__ZN15vtkRenderWindow21GetStereoTypeAsStringEv__ZN15vtkRenderWindow22SetStereoCapableWindowEi__ZN15vtkRenderWindow23GetPainterDeviceAdapterEv__ZN15vtkRenderWindow23GetUseConstantFDOffsetsEv__ZN15vtkRenderWindow23SetUseConstantFDOffsetsEi__ZN15vtkRenderWindow24CaptureGL2PSSpecialPropsEP13vtkCollection__ZN15vtkRenderWindow26MakeRenderWindowInteractorEv__ZN15vtkRenderWindow3NewEv__ZN15vtkRenderWindow6RenderEv__ZN15vtkTextProperty11ShallowCopyEPS___ZN15vtkTextProperty14GetShadowColorEPd__ZN15vtkTextProperty3NewEv__ZN15vtkTextRenderer11GetInstanceEv__ZN15vtkTextRenderer13DetectBackendERK12vtkStdString__ZN15vtkTextRenderer13DetectBackendERK16vtkUnicodeString__ZN15vtkTextRenderer3NewEv__ZN16vtkAssemblyPaths3NewEv__ZN16vtkAssemblyPaths8GetMTimeEv__ZN16vtkDataSetMapper12SetInputDataEP10vtkDataSet__ZN16vtkDataSetMapper24ReleaseGraphicsResourcesEP9vtkWindow__ZN16vtkDataSetMapper3NewEv__ZN16vtkDataSetMapper6RenderEP11vtkRendererP8vtkActor__ZN16vtkDataSetMapper8GetInputEv__ZN16vtkDataSetMapper8GetMTimeEv__ZN16vtkGlyph3DMapper12SetInputDataEP13vtkDataObject__ZN16vtkGlyph3DMapper12SetMaskArrayEPKc__ZN16vtkGlyph3DMapper12SetMaskArrayEi__ZN16vtkGlyph3DMapper13SetScaleArrayEPKc__ZN16vtkGlyph3DMapper13SetScaleArrayEi__ZN16vtkGlyph3DMapper13SetSourceDataEP11vtkPolyData__ZN16vtkGlyph3DMapper13SetSourceDataEiP11vtkPolyData__ZN16vtkGlyph3DMapper18GetSourceTableTreeEv__ZN16vtkGlyph3DMapper18SetBlockAttributesEP33vtkCompositeDataDisplayAttributes__ZN16vtkGlyph3DMapper18SetSourceTableTreeEP17vtkDataObjectTree__ZN16vtkGlyph3DMapper19SetOrientationArrayEPKc__ZN16vtkGlyph3DMapper19SetOrientationArrayEi__ZN16vtkGlyph3DMapper19SetSelectionIdArrayEPKc__ZN16vtkGlyph3DMapper19SetSelectionIdArrayEi__ZN16vtkGlyph3DMapper19SetSourceConnectionEiP18vtkAlgorithmOutput__ZN16vtkGlyph3DMapper19SetSourceIndexArrayEPKc__ZN16vtkGlyph3DMapper19SetSourceIndexArrayEi__ZN16vtkGlyph3DMapper20GetScaleModeAsStringEv__ZN16vtkGlyph3DMapper20NestedDisplayListsOnEv__ZN16vtkGlyph3DMapper21GetNestedDisplayListsEv__ZN16vtkGlyph3DMapper21NestedDisplayListsOffEv__ZN16vtkGlyph3DMapper21SetNestedDisplayListsEb__ZN16vtkGlyph3DMapper26GetOrientationModeAsStringEv__ZN16vtkGlyph3DMapper3NewEv__ZN16vtkGlyph3DMapper6RenderEP11vtkRendererP8vtkActor__ZN16vtkGlyph3DMapper9GetBoundsEPd__ZN16vtkGlyph3DMapper9GetBoundsEv__ZN16vtkGlyph3DMapper9GetSourceEi__ZN16vtkGraphToGlyphs10GetScalingEv__ZN16vtkGraphToGlyphs10SetScalingEb__ZN16vtkGraphToGlyphs11GetRendererEv__ZN16vtkGraphToGlyphs11SetRendererEP11vtkRenderer__ZN16vtkGraphToGlyphs3NewEv__ZN16vtkGraphToGlyphs8GetMTimeEv__ZN16vtkImageMapper3D12SetInputDataEP12vtkImageData__ZN16vtkImageMapper3D15GetDataSetInputEv__ZN16vtkImageMapper3D18GetDataObjectInputEv__ZN16vtkImageMapper3D25GetSlicePlaneInDataCoordsEP12vtkMatrix4x4Pd__ZN16vtkImageMapper3D8GetInputEv__ZN16vtkImageProperty14SetLookupTableEP18vtkScalarsToColors__ZN16vtkImageProperty28GetInterpolationTypeAsStringEv__ZN16vtkImageProperty3NewEv__ZN16vtkImageProperty8DeepCopyEPS___ZN16vtkImageProperty8GetMTimeEv__ZN16vtkStringToImage20SetScaleToPowerOfTwoEb__ZN16vtkUnicodeStringC1Ev__ZN17vtkAbstractMapper10GetScalarsEP10vtkDataSetiiiPKcRi__ZN17vtkAbstractMapper11ShallowCopyEPS___ZN17vtkAbstractMapper16AddClippingPlaneEP8vtkPlane__ZN17vtkAbstractMapper17SetClippingPlanesEP18vtkPlaneCollection__ZN17vtkAbstractMapper17SetClippingPlanesEP9vtkPlanes__ZN17vtkAbstractMapper18GetAbstractScalarsEP10vtkDataSetiiiPKcRi__ZN17vtkAbstractMapper19RemoveClippingPlaneEP8vtkPlane__ZN17vtkAbstractMapper23RemoveAllClippingPlanesEv__ZN17vtkAbstractMapper25GetNumberOfClippingPlanesEv__ZN17vtkAbstractMapper8GetMTimeEv__ZN17vtkAbstractPicker11AddPickListEP7vtkProp__ZN17vtkAbstractPicker14DeletePickListEP7vtkProp__ZN17vtkAbstractPicker18InitializePickListEv__ZN17vtkLogLookupTable3NewEv__ZN17vtkMapArrayValues10GetMapSizeEv__ZN17vtkMapArrayValues3NewEv__ZN17vtkMapArrayValues8AddToMapE10vtkVariantS0___ZN17vtkMapArrayValues8AddToMapEPcS0___ZN17vtkMapArrayValues8AddToMapEPci__ZN17vtkMapArrayValues8AddToMapEiPc__ZN17vtkMapArrayValues8AddToMapEii__ZN17vtkMapArrayValues8ClearMapEv__ZN17vtkOStreamWrapperlsEPKc__ZN17vtkOStreamWrapperlsEPv__ZN17vtkOStreamWrapperlsEi__ZN17vtkPickingManager12RemoveObjectEP9vtkObject__ZN17vtkPickingManager12RemovePickerEP17vtkAbstractPickerP9vtkObject__ZN17vtkPickingManager13SetInteractorEP25vtkRenderWindowInteractor__ZN17vtkPickingManager15GetAssemblyPathEdddP21vtkAbstractPropPickerP11vtkRendererP9vtkObject__ZN17vtkPickingManager18GetNumberOfPickersEv__ZN17vtkPickingManager24GetNumberOfObjectsLinkedEP17vtkAbstractPicker__ZN17vtkPickingManager29SetOptimizeOnInteractorEventsEb__ZN17vtkPickingManager3NewEv__ZN17vtkPickingManager4PickEP17vtkAbstractPicker__ZN17vtkPickingManager4PickEP17vtkAbstractPickerP9vtkObject__ZN17vtkPickingManager4PickEP9vtkObject__ZN17vtkPickingManager9AddPickerEP17vtkAbstractPickerP9vtkObject__ZN17vtkPolyDataMapper11ShallowCopyEP17vtkAbstractMapper__ZN17vtkPolyDataMapper12SetInputDataEP11vtkPolyData__ZN17vtkPolyDataMapper28RemoveVertexAttributeMappingEPKc__ZN17vtkPolyDataMapper29MapDataArrayToVertexAttributeEPKcS1_ii__ZN17vtkPolyDataMapper32RemoveAllVertexAttributeMappingsEv__ZN17vtkPolyDataMapper35MapDataArrayToMultiTextureAttributeEiPKcii__ZN17vtkPolyDataMapper3NewEv__ZN17vtkPolyDataMapper6RenderEP11vtkRendererP8vtkActor__ZN17vtkPolyDataMapper6UpdateEP14vtkInformation__ZN17vtkPolyDataMapper6UpdateEi__ZN17vtkPolyDataMapper6UpdateEiP20vtkInformationVector__ZN17vtkPolyDataMapper6UpdateEv__ZN17vtkPolyDataMapper8GetInputEv__ZN17vtkPolyDataMapper9GetBoundsEv__ZN17vtkProp3DFollower11GetNextPathEv__ZN17vtkProp3DFollower11ShallowCopyEP7vtkProp__ZN17vtkProp3DFollower13ComputeMatrixEv__ZN17vtkProp3DFollower17InitPathTraversalEv__ZN17vtkProp3DFollower20RenderOpaqueGeometryEP11vtkViewport__ZN17vtkProp3DFollower24ReleaseGraphicsResourcesEP9vtkWindow__ZN17vtkProp3DFollower24RenderVolumetricGeometryEP11vtkViewport__ZN17vtkProp3DFollower31HasTranslucentPolygonalGeometryEv__ZN17vtkProp3DFollower34RenderTranslucentPolygonalGeometryEP11vtkViewport__ZN17vtkProp3DFollower3NewEv__ZN17vtkProp3DFollower9GetBoundsEv__ZN17vtkProp3DFollower9GetProp3DEv__ZN17vtkProp3DFollower9SetCameraEP9vtkCamera__ZN17vtkProp3DFollower9SetProp3DEP9vtkProp3D__ZN17vtkPropCollection16GetNumberOfPathsEv__ZN17vtkPropCollection3NewEv__ZN17vtkPythonOverload10CallMethodEP11PyMethodDefP7_objectS3___ZN17vtkRenderTimerLog10FrameReadyEv__ZN17vtkRenderTimerLog11IsSupportedEv__ZN17vtkRenderTimerLog12MarkEndEventEv__ZN17vtkRenderTimerLog14MarkStartEventERKNSt3__112basic_stringIcNS0_11char_traitsIcEENS0_9allocatorIcEEEE__ZN17vtkRenderTimerLog24ReleaseGraphicsResourcesEv__ZN17vtkRenderTimerLog3NewEv__ZN17vtkRenderTimerLog9MarkFrameEv__ZN17vtkRendererSource3NewEv__ZN17vtkRendererSource8GetMTimeEv__ZN17vtkRendererSource8SetInputEP11vtkRenderer__ZN17vtkRendererSource9GetOutputEv__ZN17vtkVisibilitySort17SetModelTransformEP12vtkMatrix4x4__ZN17vtkVisibilitySort8SetInputEP10vtkDataSet__ZN17vtkVisibilitySort9SetCameraEP9vtkCamera__ZN17vtkVolumeProperty10GetAmbientEi__ZN17vtkVolumeProperty10GetDiffuseEi__ZN17vtkVolumeProperty10SetAmbientEid__ZN17vtkVolumeProperty10SetDiffuseEid__ZN17vtkVolumeProperty11GetSpecularEi__ZN17vtkVolumeProperty11SetSpecularEid__ZN17vtkVolumeProperty12UpdateMTimesEv__ZN17vtkVolumeProperty16GetColorChannelsEi__ZN17vtkVolumeProperty16GetScalarOpacityEi__ZN17vtkVolumeProperty16GetSpecularPowerEi__ZN17vtkVolumeProperty16SetScalarOpacityEiP20vtkPiecewiseFunction__ZN17vtkVolumeProperty16SetSpecularPowerEid__ZN17vtkVolumeProperty18GetComponentWeightEi__ZN17vtkVolumeProperty18GetGradientOpacityEi__ZN17vtkVolumeProperty18SetComponentWeightEid__ZN17vtkVolumeProperty18SetGradientOpacityEiP20vtkPiecewiseFunction__ZN17vtkVolumeProperty21GetScalarOpacityMTimeEi__ZN17vtkVolumeProperty21GetTransferFunction2DEi__ZN17vtkVolumeProperty21SetTransferFunction2DEiP12vtkImageData__ZN17vtkVolumeProperty22GetRGBTransferFunctionEi__ZN17vtkVolumeProperty23GetGradientOpacityMTimeEi__ZN17vtkVolumeProperty23GetGrayTransferFunctionEi__ZN17vtkVolumeProperty24GetStoredGradientOpacityEi__ZN17vtkVolumeProperty25GetDisableGradientOpacityEi__ZN17vtkVolumeProperty25SetDisableGradientOpacityEii__ZN17vtkVolumeProperty27GetRGBTransferFunctionMTimeEi__ZN17vtkVolumeProperty28GetGrayTransferFunctionMTimeEi__ZN17vtkVolumeProperty28GetScalarOpacityUnitDistanceEi__ZN17vtkVolumeProperty28SetScalarOpacityUnitDistanceEid__ZN17vtkVolumeProperty3NewEv__ZN17vtkVolumeProperty7ShadeOnEi__ZN17vtkVolumeProperty8DeepCopyEPS___ZN17vtkVolumeProperty8GetMTimeEv__ZN17vtkVolumeProperty8GetShadeEi__ZN17vtkVolumeProperty8SetColorEiP20vtkPiecewiseFunction__ZN17vtkVolumeProperty8SetColorEiP24vtkColorTransferFunction__ZN17vtkVolumeProperty8SetShadeEii__ZN17vtkVolumeProperty8ShadeOffEi__ZN18vtkActorCollection15ApplyPropertiesEP11vtkProperty__ZN18vtkActorCollection3NewEv__ZN18vtkGraphicsFactory14CreateInstanceEPKc__ZN18vtkGraphicsFactory16GetRenderLibraryEv__ZN18vtkGraphicsFactory17GetUseMesaClassesEv__ZN18vtkGraphicsFactory17SetUseMesaClassesEi__ZN18vtkGraphicsFactory20GetOffScreenOnlyModeEv__ZN18vtkGraphicsFactory20SetOffScreenOnlyModeEi__ZN18vtkGraphicsFactory3NewEv__ZN18vtkInteractorStyle10SetEnabledEi__ZN18vtkInteractorStyle10StartDollyEv__ZN18vtkInteractorStyle10StartStateEi__ZN18vtkInteractorStyle10StartTimerEv__ZN18vtkInteractorStyle11SetTDxStyleEP21vtkTDxInteractorStyle__ZN18vtkInteractorStyle11StartRotateEv__ZN18vtkInteractorStyle11StopAnimateEv__ZN18vtkInteractorStyle12StartAnimateEv__ZN18vtkInteractorStyle13EndTwoPointerEv__ZN18vtkInteractorStyle13HighlightPropEP7vtkProp__ZN18vtkInteractorStyle13SetInteractorEP25vtkRenderWindowInteractor__ZN18vtkInteractorStyle15EndUniformScaleEv__ZN18vtkInteractorStyle15HighlightProp3DEP9vtkProp3D__ZN18vtkInteractorStyle15StartTwoPointerEv__ZN18vtkInteractorStyle16DelegateTDxEventEmPv__ZN18vtkInteractorStyle16HighlightActor2DEP10vtkActor2D__ZN18vtkInteractorStyle17FindPokedRendererEii__ZN18vtkInteractorStyle17StartUniformScaleEv__ZN18vtkInteractorStyle3NewEv__ZN18vtkInteractorStyle6EndPanEv__ZN18vtkInteractorStyle6OnCharEv__ZN18vtkInteractorStyle7EndSpinEv__ZN18vtkInteractorStyle7EndZoomEv__ZN18vtkInteractorStyle7OnTimerEv__ZN18vtkInteractorStyle8EndDollyEv__ZN18vtkInteractorStyle8EndTimerEv__ZN18vtkInteractorStyle8StartPanEv__ZN18vtkInteractorStyle9EndRotateEv__ZN18vtkInteractorStyle9StartSpinEv__ZN18vtkInteractorStyle9StartZoomEv__ZN18vtkInteractorStyle9StopStateEv__ZN18vtkLightCollection11GetNextItemEv__ZN18vtkLightCollection3NewEv__ZN18vtkLightCollection7AddItemEP8vtkLight__ZN18vtkTexturedActor2D10SetTextureEP10vtkTexture__ZN18vtkTexturedActor2D11ShallowCopyEP7vtkProp__ZN18vtkTexturedActor2D13RenderOverlayEP11vtkViewport__ZN18vtkTexturedActor2D20RenderOpaqueGeometryEP11vtkViewport__ZN18vtkTexturedActor2D24ReleaseGraphicsResourcesEP9vtkWindow__ZN18vtkTexturedActor2D34RenderTranslucentPolygonalGeometryEP11vtkViewport__ZN18vtkTexturedActor2D3NewEv__ZN18vtkTexturedActor2D8GetMTimeEv__ZN19vtkAbstractMapper3D28GetClippingPlaneInDataCoordsEP12vtkMatrix4x4iPd__ZN19vtkAbstractMapper3D9GetBoundsEPd__ZN19vtkAbstractMapper3D9GetCenterEv__ZN19vtkAbstractMapper3D9GetLengthEv__ZN19vtkCullerCollection3NewEv__ZN19vtkDistanceToCamera11SetRendererEP11vtkRenderer__ZN19vtkDistanceToCamera3NewEv__ZN19vtkDistanceToCamera8GetMTimeEv__ZN19vtkHardwareSelector11SetRendererEP11vtkRenderer__ZN19vtkHardwareSelector13EndRenderPropEv__ZN19vtkHardwareSelector13GetPropFromIDEi__ZN19vtkHardwareSelector14CaptureBuffersEv__ZN19vtkHardwareSelector15BeginRenderPropEv__ZN19vtkHardwareSelector15RenderProcessIdEj__ZN19vtkHardwareSelector16PassTypeToStringENS_9PassTypesE__ZN19vtkHardwareSelector17GenerateSelectionEjjjj__ZN19vtkHardwareSelector17ReleasePixBuffersEv__ZN19vtkHardwareSelector17RenderAttributeIdEx__ZN19vtkHardwareSelector20RenderCompositeIndexEj__ZN19vtkHardwareSelector24GeneratePolygonSelectionEPix__ZN19vtkHardwareSelector3NewEv__ZN19vtkHardwareSelector6SelectEv__ZN19vtkImageSliceMapper14GetSliceNumberEv__ZN19vtkImageSliceMapper14SetSliceNumberEi__ZN19vtkImageSliceMapper22GetSliceNumberMaxValueEv__ZN19vtkImageSliceMapper22GetSliceNumberMinValueEv__ZN19vtkImageSliceMapper24ReleaseGraphicsResourcesEP9vtkWindow__ZN19vtkImageSliceMapper25GetSlicePlaneInDataCoordsEP12vtkMatrix4x4Pd__ZN19vtkImageSliceMapper3NewEv__ZN19vtkImageSliceMapper6RenderEP11vtkRendererP13vtkImageSlice__ZN19vtkImageSliceMapper8GetMTimeEv__ZN19vtkImageSliceMapper9GetBoundsEv__ZN19vtkMapperCollection3NewEv__ZN19vtkObserverMediator13SetInteractorEP25vtkRenderWindowInteractor__ZN19vtkObserverMediator18RequestCursorShapeEP21vtkInteractorObserveri__ZN19vtkObserverMediator28RemoveAllCursorShapeRequestsEP21vtkInteractorObserver__ZN19vtkObserverMediator3NewEv__ZN19vtkPolyDataMapper2D10MapScalarsEd__ZN19vtkPolyDataMapper2D11ShallowCopyEP17vtkAbstractMapper__ZN19vtkPolyDataMapper2D12SetInputDataEP11vtkPolyData__ZN19vtkPolyDataMapper2D14GetLookupTableEv__ZN19vtkPolyDataMapper2D14SetLookupTableEP18vtkScalarsToColors__ZN19vtkPolyDataMapper2D20GetColorModeAsStringEv__ZN19vtkPolyDataMapper2D21ColorByArrayComponentEPci__ZN19vtkPolyDataMapper2D21ColorByArrayComponentEii__ZN19vtkPolyDataMapper2D21SetColorModeToDefaultEv__ZN19vtkPolyDataMapper2D22SetTransformCoordinateEP13vtkCoordinate__ZN19vtkPolyDataMapper2D24CreateDefaultLookupTableEv__ZN19vtkPolyDataMapper2D24SetColorModeToMapScalarsEv__ZN19vtkPolyDataMapper2D27SetColorModeToDirectScalarsEv__ZN19vtkPolyDataMapper2D3NewEv__ZN19vtkPolyDataMapper2D8GetInputEv__ZN19vtkPolyDataMapper2D8GetMTimeEv__ZN19vtkProp3DCollection3NewEv__ZN19vtkVolumeCollection3NewEv__ZN19vtkWorldPointPicker3NewEv__ZN19vtkWorldPointPicker4PickEdddP11vtkRenderer__ZN20vtkActor2DCollection13RenderOverlayEP11vtkViewport__ZN20vtkActor2DCollection3NewEv__ZN20vtkActor2DCollection4SortEv__ZN20vtkActor2DCollection7AddItemEP10vtkActor2D__ZN20vtkDebugLeaksManagerC1Ev__ZN20vtkDebugLeaksManagerD1Ev__ZN20vtkInteractorStyle3D12PositionPropEP12vtkEventData__ZN20vtkInteractorStyle3D3NewEv__ZN20vtkInteractorStyle3D7Dolly3DEP12vtkEventData__ZN20vtkInteractorStyle3D8SetScaleEP9vtkCamerad__ZN20vtkOStrStreamWrapper3strEv__ZN20vtkOStrStreamWrapper5rdbufEv__ZN20vtkOStrStreamWrapper6freezeEi__ZN20vtkOStrStreamWrapperC1Ev__ZN20vtkOStrStreamWrapperD1Ev__ZN20vtkTupleInterpolator10InitializeEv__ZN20vtkTupleInterpolator11GetMaximumTEv__ZN20vtkTupleInterpolator11GetMinimumTEv__ZN20vtkTupleInterpolator11RemoveTupleEd__ZN20vtkTupleInterpolator16InterpolateTupleEdPd__ZN20vtkTupleInterpolator17GetNumberOfTuplesEv__ZN20vtkTupleInterpolator20SetInterpolationTypeEi__ZN20vtkTupleInterpolator21SetNumberOfComponentsEi__ZN20vtkTupleInterpolator22SetInterpolatingSplineEP9vtkSpline__ZN20vtkTupleInterpolator3NewEv__ZN20vtkTupleInterpolator8AddTupleEdPd__ZN21vtkAbstractPropPicker10GetActor2DEv__ZN21vtkAbstractPropPicker11GetAssemblyEv__ZN21vtkAbstractPropPicker11GetViewPropEv__ZN21vtkAbstractPropPicker15GetPropAssemblyEv__ZN21vtkAbstractPropPicker7SetPathEP15vtkAssemblyPath__ZN21vtkAbstractPropPicker8GetActorEv__ZN21vtkAbstractPropPicker9GetProp3DEv__ZN21vtkAbstractPropPicker9GetVolumeEv__ZN21vtkCameraInterpolator10InitializeEv__ZN21vtkCameraInterpolator11GetMaximumTEv__ZN21vtkCameraInterpolator11GetMinimumTEv__ZN21vtkCameraInterpolator12RemoveCameraEd__ZN21vtkCameraInterpolator17InterpolateCameraEdP9vtkCamera__ZN21vtkCameraInterpolator18GetNumberOfCamerasEv__ZN21vtkCameraInterpolator21SetViewUpInterpolatorEP20vtkTupleInterpolator__ZN21vtkCameraInterpolator23SetPositionInterpolatorEP20vtkTupleInterpolator__ZN21vtkCameraInterpolator24SetViewAngleInterpolatorEP20vtkTupleInterpolator__ZN21vtkCameraInterpolator25SetFocalPointInterpolatorEP20vtkTupleInterpolator__ZN21vtkCameraInterpolator28SetClippingRangeInterpolatorEP20vtkTupleInterpolator__ZN21vtkCameraInterpolator28SetParallelScaleInterpolatorEP20vtkTupleInterpolator__ZN21vtkCameraInterpolator3NewEv__ZN21vtkCameraInterpolator8GetMTimeEv__ZN21vtkCameraInterpolator9AddCameraEdP9vtkCamera__ZN21vtkInteractorObserver12ReleaseFocusEv__ZN21vtkInteractorObserver13SetInteractorEP25vtkRenderWindowInteractor__ZN21vtkInteractorObserver18SetCurrentRendererEP11vtkRenderer__ZN21vtkInteractorObserver18SetDefaultRendererEP11vtkRenderer__ZN21vtkInteractorObserver21ComputeDisplayToWorldEP11vtkRendererdddPd__ZN21vtkInteractorObserver21ComputeWorldToDisplayEP11vtkRendererdddPd__ZN21vtkInteractorObserver6OnCharEv__ZN21vtkInteractorObserver9GrabFocusEP10vtkCommandS1___ZN21vtkRenderedAreaPicker3NewEv__ZN21vtkRenderedAreaPicker8AreaPickEddddP11vtkRenderer__ZN21vtkRendererCollection16GetFirstRendererEv__ZN21vtkRendererCollection3NewEv__ZN21vtkRendererCollection6RenderEv__ZN21vtkTDxInteractorStyle11SetSettingsEP29vtkTDxInteractorStyleSettings__ZN21vtkTDxInteractorStyle12ProcessEventEP11vtkRenderermPv__ZN21vtkTDxInteractorStyle13OnMotionEventEP21vtkTDxMotionEventInfo__ZN21vtkTDxInteractorStyle20OnButtonPressedEventEi__ZN21vtkTDxInteractorStyle21OnButtonReleasedEventEi__ZN22vtkCellCenterDepthSort12GetNextCellsEv__ZN22vtkCellCenterDepthSort13InitTraversalEv__ZN22vtkCellCenterDepthSort3NewEv__ZN22vtkPointGaussianMapper16SetScaleFunctionEP20vtkPiecewiseFunction__ZN22vtkPointGaussianMapper24SetScalarOpacityFunctionEP20vtkPiecewiseFunction__ZN22vtkPointGaussianMapper3NewEv__ZN22vtkSelectVisiblePoints10InitializeEb__ZN22vtkSelectVisiblePoints15IsPointOccludedEPKdPKf__ZN22vtkSelectVisiblePoints3NewEv__ZN22vtkSelectVisiblePoints8GetMTimeEv__ZN22vtkTextRendererCleanupC1Ev__ZN22vtkTextRendererCleanupD1Ev__ZN22vtkWindowToImageFilter11SetViewportEPd__ZN22vtkWindowToImageFilter11SetViewportEdddd__ZN22vtkWindowToImageFilter16GetMagnificationEv__ZN22vtkWindowToImageFilter16SetMagnificationEi__ZN22vtkWindowToImageFilter3NewEv__ZN22vtkWindowToImageFilter8SetInputEP9vtkWindow__ZN22vtkWindowToImageFilter9GetOutputEv__ZN23vtkAbstractRenderDevice21SetRequestedGLVersionEii__ZN23vtkAbstractRenderDevice3NewEv__ZN23vtkAbstractVolumeMapper15GetDataSetInputEv__ZN23vtkAbstractVolumeMapper17SelectScalarArrayEPKc__ZN23vtkAbstractVolumeMapper17SelectScalarArrayEi__ZN23vtkAbstractVolumeMapper18GetDataObjectInputEv__ZN23vtkAbstractVolumeMapper21GetScalarModeAsStringEv__ZN23vtkAbstractVolumeMapper9GetBoundsEv__ZN23vtkBillboardTextActor3D13ForceOpaqueOnEv__ZN23vtkBillboardTextActor3D14ForceOpaqueOffEv__ZN23vtkBillboardTextActor3D14GetForceOpaqueEv__ZN23vtkBillboardTextActor3D14SetForceOpaqueEb__ZN23vtkBillboardTextActor3D15SetTextPropertyEP15vtkTextProperty__ZN23vtkBillboardTextActor3D18ForceTranslucentOnEv__ZN23vtkBillboardTextActor3D19ForceTranslucentOffEv__ZN23vtkBillboardTextActor3D19GetForceTranslucentEv__ZN23vtkBillboardTextActor3D19SetForceTranslucentEb__ZN23vtkBillboardTextActor3D20RenderOpaqueGeometryEP11vtkViewport__ZN23vtkBillboardTextActor3D24ReleaseGraphicsResourcesEP9vtkWindow__ZN23vtkBillboardTextActor3D31HasTranslucentPolygonalGeometryEv__ZN23vtkBillboardTextActor3D34RenderTranslucentPolygonalGeometryEP11vtkViewport__ZN23vtkBillboardTextActor3D3NewEv__ZN23vtkBillboardTextActor3D8SetInputEPKc__ZN23vtkBillboardTextActor3D9GetBoundsEv__ZN23vtkLabeledContourMapper12SetInputDataEP11vtkPolyData__ZN23vtkLabeledContourMapper15SetTextPropertyEP15vtkTextProperty__ZN23vtkLabeledContourMapper17GetTextPropertiesEv__ZN23vtkLabeledContourMapper17SetTextPropertiesEP25vtkTextPropertyCollection__ZN23vtkLabeledContourMapper22GetTextPropertyMappingEv__ZN23vtkLabeledContourMapper22SetTextPropertyMappingEP14vtkDoubleArray__ZN23vtkLabeledContourMapper24ReleaseGraphicsResourcesEP9vtkWindow__ZN23vtkLabeledContourMapper3NewEv__ZN23vtkLabeledContourMapper6RenderEP11vtkRendererP8vtkActor__ZN23vtkLabeledContourMapper8GetInputEv__ZN23vtkLabeledContourMapper9GetBoundsEPd__ZN23vtkLabeledContourMapper9GetBoundsEv__ZN24vtkColorTransferFunction11AddHSVPointEdddd__ZN24vtkColorTransferFunction11AddHSVPointEdddddd__ZN24vtkColorTransferFunction11AddRGBPointEdddd__ZN24vtkColorTransferFunction11AddRGBPointEdddddd__ZN24vtkColorTransferFunction11AdjustRangeEPd__ZN24vtkColorTransferFunction11GetRedValueEd__ZN24vtkColorTransferFunction11RemovePointEd__ZN24vtkColorTransferFunction11ShallowCopyEPS___ZN24vtkColorTransferFunction12GetBlueValueEd__ZN24vtkColorTransferFunction12GetNodeValueEiPd__ZN24vtkColorTransferFunction12SetNodeValueEiPd__ZN24vtkColorTransferFunction13AddHSVSegmentEdddddddd__ZN24vtkColorTransferFunction13AddRGBSegmentEdddddddd__ZN24vtkColorTransferFunction13GetGreenValueEd__ZN24vtkColorTransferFunction14GetDataPointerEv__ZN24vtkColorTransferFunction15GetIndexedColorExPd__ZN24vtkColorTransferFunction15RemoveAllPointsEv__ZN24vtkColorTransferFunction19FillFromDataPointerEiPd__ZN24vtkColorTransferFunction22BuildFunctionFromTableEddiPd__ZN24vtkColorTransferFunction23MapScalarsThroughTable2EPvPhiiii__ZN24vtkColorTransferFunction26EstimateMinNumberOfSamplesERKdS1___ZN24vtkColorTransferFunction26GetNumberOfAvailableColorsEv__ZN24vtkColorTransferFunction3NewEv__ZN24vtkColorTransferFunction7GetSizeEv__ZN24vtkColorTransferFunction8DeepCopyEP18vtkScalarsToColors__ZN24vtkColorTransferFunction8GetColorEdPd__ZN24vtkColorTransferFunction8GetTableEddi__ZN24vtkColorTransferFunction8GetTableEddiPd__ZN24vtkColorTransferFunction8MapValueEd__ZN24vtkFrustumCoverageCuller23GetSortingStyleAsStringEv__ZN24vtkFrustumCoverageCuller3NewEv__ZN24vtkTransformInterpolator10InitializeEv__ZN24vtkTransformInterpolator11GetMaximumTEv__ZN24vtkTransformInterpolator11GetMinimumTEv__ZN24vtkTransformInterpolator12AddTransformEdP12vtkMatrix4x4__ZN24vtkTransformInterpolator12AddTransformEdP12vtkTransform__ZN24vtkTransformInterpolator12AddTransformEdP9vtkProp3D__ZN24vtkTransformInterpolator15RemoveTransformEd__ZN24vtkTransformInterpolator20InterpolateTransformEdP12vtkTransform__ZN24vtkTransformInterpolator20SetScaleInterpolatorEP20vtkTupleInterpolator__ZN24vtkTransformInterpolator21GetNumberOfTransformsEv__ZN24vtkTransformInterpolator23SetPositionInterpolatorEP20vtkTupleInterpolator__ZN24vtkTransformInterpolator23SetRotationInterpolatorEP25vtkQuaternionInterpolator__ZN24vtkTransformInterpolator3NewEv__ZN24vtkTransformInterpolator8GetMTimeEv__ZN25vtkBackgroundColorMonitor12StateChangedEP11vtkRenderer__ZN25vtkBackgroundColorMonitor3NewEv__ZN25vtkBackgroundColorMonitor6UpdateEP11vtkRenderer__ZN25vtkRenderWindowCollection3NewEv__ZN25vtkRenderWindowInteractor10EnterEventEv__ZN25vtkRenderWindowInteractor10FlyToImageEP11vtkRendererdd__ZN25vtkRenderWindowInteractor10HideCursorEv__ZN25vtkRenderWindowInteractor10InitializeEv__ZN25vtkRenderWindowInteractor10LeaveEventEv__ZN25vtkRenderWindowInteractor10PinchEventEv__ZN25vtkRenderWindowInteractor10ResetTimerEi__ZN25vtkRenderWindowInteractor10ShowCursorEv__ZN25vtkRenderWindowInteractor10SwipeEventEv__ZN25vtkRenderWindowInteractor10UpdateSizeEii__ZN25vtkRenderWindowInteractor11CreateTimerEi__ZN25vtkRenderWindowInteractor11EndPanEventEv__ZN25vtkRenderWindowInteractor11ExposeEventEv__ZN25vtkRenderWindowInteractor11RotateEventEv__ZN25vtkRenderWindowInteractor11SetRotationEd__ZN25vtkRenderWindowInteractor12ClearContactEm__ZN25vtkRenderWindowInteractor12DestroyTimerEi__ZN25vtkRenderWindowInteractor12DestroyTimerEv__ZN25vtkRenderWindowInteractor12ExitCallbackEv__ZN25vtkRenderWindowInteractor12LongTapEventEv__ZN25vtkRenderWindowInteractor12UserCallbackEv__ZN25vtkRenderWindowInteractor13EndPinchEventEv__ZN25vtkRenderWindowInteractor13GetVTKTimerIdEi__ZN25vtkRenderWindowInteractor13KeyPressEventEv__ZN25vtkRenderWindowInteractor13StartPanEventEv__ZN25vtkRenderWindowInteractor14ConfigureEventEv__ZN25vtkRenderWindowInteractor14EndRotateEventEv__ZN25vtkRenderWindowInteractor14IsOneShotTimerEi__ZN25vtkRenderWindowInteractor14MouseMoveEventEv__ZN25vtkRenderWindowInteractor14SetTranslationEPd__ZN25vtkRenderWindowInteractor15EndPickCallbackEv__ZN25vtkRenderWindowInteractor15KeyReleaseEventEv__ZN25vtkRenderWindowInteractor15SetRenderWindowEP15vtkRenderWindow__ZN25vtkRenderWindowInteractor15StartPinchEventEv__ZN25vtkRenderWindowInteractor16GetTimerDurationEi__ZN25vtkRenderWindowInteractor16StartRotateEventEv__ZN25vtkRenderWindowInteractor17ClearPointerIndexEi__ZN25vtkRenderWindowInteractor17FindPokedRendererEii__ZN25vtkRenderWindowInteractor17IsPointerIndexSetEi__ZN25vtkRenderWindowInteractor17SetPickingManagerEP17vtkPickingManager__ZN25vtkRenderWindowInteractor17StartPickCallbackEv__ZN25vtkRenderWindowInteractor18CreateOneShotTimerEm__ZN25vtkRenderWindowInteractor18SetInteractorStyleEP21vtkInteractorObserver__ZN25vtkRenderWindowInteractor19CreateDefaultPickerEv__ZN25vtkRenderWindowInteractor19GetObserverMediatorEv__ZN25vtkRenderWindowInteractor20CreateRepeatingTimerEm__ZN25vtkRenderWindowInteractor20LeftButtonPressEventEv__ZN25vtkRenderWindowInteractor21FifthButtonPressEventEv__ZN25vtkRenderWindowInteractor21RightButtonPressEventEv__ZN25vtkRenderWindowInteractor22FourthButtonPressEventEv__ZN25vtkRenderWindowInteractor22LeftButtonReleaseEventEv__ZN25vtkRenderWindowInteractor22MiddleButtonPressEventEv__ZN25vtkRenderWindowInteractor22MouseWheelForwardEventEv__ZN25vtkRenderWindowInteractor23FifthButtonReleaseEventEv__ZN25vtkRenderWindowInteractor23MouseWheelBackwardEventEv__ZN25vtkRenderWindowInteractor23RightButtonReleaseEventEv__ZN25vtkRenderWindowInteractor24FourthButtonReleaseEventEv__ZN25vtkRenderWindowInteractor24MiddleButtonReleaseEventEv__ZN25vtkRenderWindowInteractor25GetPointerIndexForContactEm__ZN25vtkRenderWindowInteractor33GetPointerIndexForExistingContactEm__ZN25vtkRenderWindowInteractor3NewEv__ZN25vtkRenderWindowInteractor5FlyToEP11vtkRendererddd__ZN25vtkRenderWindowInteractor5StartEv__ZN25vtkRenderWindowInteractor6RenderEv__ZN25vtkRenderWindowInteractor8PanEventEv__ZN25vtkRenderWindowInteractor8SetScaleEd__ZN25vtkRenderWindowInteractor8TapEventEv__ZN25vtkRenderWindowInteractor9CharEventEv__ZN25vtkRenderWindowInteractor9ExitEventEv__ZN25vtkRenderWindowInteractor9SetPickerEP17vtkAbstractPicker__ZN25vtkTextPropertyCollection3NewEv__ZN25vtkWindowLevelLookupTable15SetInverseVideoEi__ZN25vtkWindowLevelLookupTable3NewEv__ZN25vtkWindowLevelLookupTable5BuildEv__ZN26vtkCompositePolyDataMapper24ReleaseGraphicsResourcesEP9vtkWindow__ZN26vtkCompositePolyDataMapper3NewEv__ZN26vtkCompositePolyDataMapper6RenderEP11vtkRendererP8vtkActor__ZN26vtkCompositePolyDataMapper9GetBoundsEv__ZN26vtkInteractorEventRecorder10SetEnabledEi__ZN26vtkInteractorEventRecorder13SetInteractorEP25vtkRenderWindowInteractor__ZN26vtkInteractorEventRecorder3NewEv__ZN26vtkInteractorEventRecorder4PlayEv__ZN26vtkInteractorEventRecorder4StopEv__ZN26vtkInteractorEventRecorder6RecordEv__ZN26vtkInteractorEventRecorder6RewindEv__ZN26vtkLookupTableWithEnabling12DisableColorEhhhPhS0_S0___ZN26vtkLookupTableWithEnabling15SetEnabledArrayEP12vtkDataArray__ZN26vtkLookupTableWithEnabling23MapScalarsThroughTable2EPvPhiiii__ZN26vtkLookupTableWithEnabling3NewEv__ZN27vtkRenderWindowInteractor3D12TerminateAppEv__ZN27vtkRenderWindowInteractor3D16SetTranslation3DEPd__ZN27vtkRenderWindowInteractor3D21RightButtonPressEventEv__ZN27vtkRenderWindowInteractor3D22MiddleButtonPressEventEv__ZN27vtkRenderWindowInteractor3D23RightButtonReleaseEventEv__ZN27vtkRenderWindowInteractor3D24MiddleButtonReleaseEventEv__ZN27vtkRenderWindowInteractor3D3NewEv__ZN27vtkRenderWindowInteractor3D6EnableEv__ZN27vtkRenderWindowInteractor3D7DisableEv__ZN27vtkTDxInteractorStyleCamera13OnMotionEventEP21vtkTDxMotionEventInfo__ZN27vtkTDxInteractorStyleCamera3NewEv__ZN27vtkViewDependentErrorMetric11SetViewportEP11vtkViewport__ZN27vtkViewDependentErrorMetric17SetPixelToleranceEd__ZN27vtkViewDependentErrorMetric23RequiresEdgeSubdivisionEPdS0_S0_d__ZN27vtkViewDependentErrorMetric3NewEv__ZN27vtkViewDependentErrorMetric8GetErrorEPdS0_S0_d__ZN28vtkAbstractInteractionDevice15SetRenderDeviceEP23vtkAbstractRenderDevice__ZN28vtkAbstractInteractionDevice15SetRenderWidgetEP15vtkRenderWidget__ZN28vtkAbstractInteractionDevice3NewEv__ZN28vtkInteractorStyleSwitchBase13GetInteractorEv__ZN28vtkInteractorStyleSwitchBase3NewEv__ZN29vtkHierarchicalPolyDataMapper3NewEv__ZN29vtkTDxInteractorStyleSettings3NewEv__ZN29vtkTransformCoordinateSystems11SetViewportEP11vtkViewport__ZN29vtkTransformCoordinateSystems3NewEv__ZN29vtkTransformCoordinateSystems8GetMTimeEv__ZN31vtkObjectFactoryRegistryCleanupC1Ev__ZN31vtkObjectFactoryRegistryCleanupD1Ev__ZN32vtkGenericRenderWindowInteractor10TimerEventEv__ZN32vtkGenericRenderWindowInteractor3NewEv__ZN32vtkGenericVertexAttributeMapping10AddMappingEPKcS1_ii__ZN32vtkGenericVertexAttributeMapping10AddMappingEiPKcii__ZN32vtkGenericVertexAttributeMapping12GetArrayNameEj__ZN32vtkGenericVertexAttributeMapping12GetComponentEj__ZN32vtkGenericVertexAttributeMapping13RemoveMappingEPKc__ZN32vtkGenericVertexAttributeMapping14GetTextureUnitEj__ZN32vtkGenericVertexAttributeMapping16GetAttributeNameEj__ZN32vtkGenericVertexAttributeMapping17RemoveAllMappingsEv__ZN32vtkGenericVertexAttributeMapping19GetFieldAssociationEj__ZN32vtkGenericVertexAttributeMapping19GetNumberOfMappingsEv__ZN32vtkGenericVertexAttributeMapping3NewEv__ZN33vtkCompositeDataDisplayAttributes13SetBlockColorEP13vtkDataObjectPKd__ZN33vtkCompositeDataDisplayAttributes15SetBlockOpacityEP13vtkDataObjectd__ZN33vtkCompositeDataDisplayAttributes16RemoveBlockColorEP13vtkDataObject__ZN33vtkCompositeDataDisplayAttributes16SetBlockMaterialEP13vtkDataObjectRKNSt3__112basic_stringIcNS2_11char_traitsIcEENS2_9allocatorIcEEEE__ZN33vtkCompositeDataDisplayAttributes17RemoveBlockColorsEv__ZN33vtkCompositeDataDisplayAttributes18RemoveBlockOpacityEP13vtkDataObject__ZN33vtkCompositeDataDisplayAttributes18SetBlockVisibilityEP13vtkDataObjectb__ZN33vtkCompositeDataDisplayAttributes19DataObjectFromIndexEjP13vtkDataObjectRj__ZN33vtkCompositeDataDisplayAttributes19RemoveBlockMaterialEP13vtkDataObject__ZN33vtkCompositeDataDisplayAttributes19SetBlockPickabilityEP13vtkDataObjectb__ZN33vtkCompositeDataDisplayAttributes20ComputeVisibleBoundsEPS_P13vtkDataObjectPd__ZN33vtkCompositeDataDisplayAttributes20RemoveBlockMaterialsEv__ZN33vtkCompositeDataDisplayAttributes20RemoveBlockOpacitiesEv__ZN33vtkCompositeDataDisplayAttributes21RemoveBlockVisibilityEP13vtkDataObject__ZN33vtkCompositeDataDisplayAttributes22RemoveBlockPickabilityEP13vtkDataObject__ZN33vtkCompositeDataDisplayAttributes22RemoveBlockVisibilitesEv__ZN33vtkCompositeDataDisplayAttributes23RemoveBlockVisibilitiesEv__ZN33vtkCompositeDataDisplayAttributes24RemoveBlockPickabilitiesEv__ZN33vtkCompositeDataDisplayAttributes3NewEv__ZN37vtkDiscretizableColorTransferFunction10GetOpacityEd__ZN37vtkDiscretizableColorTransferFunction11SetNanColorEddd__ZN37vtkDiscretizableColorTransferFunction12GetRGBPointsEv__ZN37vtkDiscretizableColorTransferFunction14SetUseLogScaleEi__ZN37vtkDiscretizableColorTransferFunction15GetIndexedColorExPd__ZN37vtkDiscretizableColorTransferFunction15SetIndexedColorEjddd__ZN37vtkDiscretizableColorTransferFunction23MapScalarsThroughTable2EPvPhiiii__ZN37vtkDiscretizableColorTransferFunction24GetNumberOfIndexedColorsEv__ZN37vtkDiscretizableColorTransferFunction24SetNumberOfIndexedColorsEj__ZN37vtkDiscretizableColorTransferFunction24SetScalarOpacityFunctionEP20vtkPiecewiseFunction__ZN37vtkDiscretizableColorTransferFunction26GetNumberOfAvailableColorsEv__ZN37vtkDiscretizableColorTransferFunction3NewEv__ZN37vtkDiscretizableColorTransferFunction5BuildEv__ZN37vtkDiscretizableColorTransferFunction8GetColorEdPd__ZN37vtkDiscretizableColorTransferFunction8GetMTimeEv__ZN37vtkDiscretizableColorTransferFunction8IsOpaqueEv__ZN37vtkDiscretizableColorTransferFunction8MapValueEd__ZN37vtkDiscretizableColorTransferFunction8SetAlphaEd__ZN39vtkCompositeDataDisplayAttributesLegacy13SetBlockColorEjPKd__ZN39vtkCompositeDataDisplayAttributesLegacy15SetBlockOpacityEjd__ZN39vtkCompositeDataDisplayAttributesLegacy16RemoveBlockColorEj__ZN39vtkCompositeDataDisplayAttributesLegacy17RemoveBlockColorsEv__ZN39vtkCompositeDataDisplayAttributesLegacy18RemoveBlockOpacityEj__ZN39vtkCompositeDataDisplayAttributesLegacy18SetBlockVisibilityEjb__ZN39vtkCompositeDataDisplayAttributesLegacy19SetBlockPickabilityEjb__ZN39vtkCompositeDataDisplayAttributesLegacy20ComputeVisibleBoundsEPS_P13vtkDataObjectPd__ZN39vtkCompositeDataDisplayAttributesLegacy20RemoveBlockOpacitiesEv__ZN39vtkCompositeDataDisplayAttributesLegacy21RemoveBlockVisibilityEj__ZN39vtkCompositeDataDisplayAttributesLegacy22RemoveBlockPickabilityEj__ZN39vtkCompositeDataDisplayAttributesLegacy22RemoveBlockVisibilitesEv__ZN39vtkCompositeDataDisplayAttributesLegacy23RemoveBlockVisibilitiesEv__ZN39vtkCompositeDataDisplayAttributesLegacy24RemoveBlockPickabilitiesEv__ZN39vtkCompositeDataDisplayAttributesLegacy3NewEv__ZN7vtkProp10BuildPathsEP16vtkAssemblyPathsP15vtkAssemblyPath__ZN7vtkProp10IsConsumerEP9vtkObject__ZN7vtkProp11AddConsumerEP9vtkObject__ZN7vtkProp11GetConsumerEi__ZN7vtkProp11GetNextPathEv__ZN7vtkProp11ShallowCopyEPS___ZN7vtkProp14RemoveConsumerEP9vtkObject__ZN7vtkProp15SetPropertyKeysEP14vtkInformation__ZN7vtkProp17InitPathTraversalEv__ZN7vtkProp18GeneralTextureUnitEv__ZN7vtkProp21RenderFilteredOverlayEP11vtkViewportP14vtkInformation__ZN7vtkProp23GeneralTextureTransformEv__ZN7vtkProp28RenderFilteredOpaqueGeometryEP11vtkViewportP14vtkInformation__ZN7vtkProp32RenderFilteredVolumetricGeometryEP11vtkViewportP14vtkInformation__ZN7vtkProp42RenderFilteredTranslucentPolygonalGeometryEP11vtkViewportP14vtkInformation__ZN7vtkProp4Pic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kP7_objectS0___ZL38PyvtkRenderWindow_GetAnaglyphColorMaskP7_objectS0___ZL29PyvtkRenderWindow_WindowRemapP7_objectS0___ZL32PyvtkRenderWindow_SetSwapBuffersP7_objectS0___ZL32PyvtkRenderWindow_GetSwapBuffersP7_objectS0___ZL31PyvtkRenderWindow_SwapBuffersOnP7_objectS0___ZL32PyvtkRenderWindow_SwapBuffersOffP7_objectS0___ZL30PyvtkRenderWindow_SetPixelDataP7_objectS0___ZL34PyvtkRenderWindow_GetRGBAPixelDataP7_objectS0___ZL34PyvtkRenderWindow_SetRGBAPixelDataP7_objectS0___ZL38PyvtkRenderWindow_ReleaseRGBAPixelDataP7_objectS0___ZL38PyvtkRenderWindow_GetRGBACharPixelDataP7_objectS0___ZL38PyvtkRenderWindow_SetRGBACharPixelDataP7_objectS0___ZL32PyvtkRenderWindow_GetZbufferDataP7_objectS0___ZL32PyvtkRenderWindow_SetZbufferDataP7_objectS0___ZL39PyvtkRenderWindow_GetZbufferDataAtPointP7_objectS0___ZL29PyvtkRenderWindow_SetAAFramesP7_objectS0___ZL29PyvtkRenderWindow_GetAAFramesP7_objectS0___ZL29PyvtkRenderWindow_GetFDFramesP7_objectS0___ZL29PyvtkRenderWindow_SetFDFramesP7_objectS0___ZL41PyvtkRenderWindow_GetUseConstantFDOffsetsP7_objectS0___ZL41PyvtkRenderWindow_SetUseConstantFDOffsetsP7_objectS0___ZL30PyvtkRenderWindow_GetSubFramesP7_objectS0___ZL30PyvtkRenderWindow_SetSubFramesP7_objectS0___ZL34PyvtkRenderWindow_GetNeverRenderedP7_objectS0___ZL32PyvtkRenderWindow_GetAbortRenderP7_objectS0___ZL32PyvtkRenderWindow_SetAbortRenderP7_objectS0___ZL33PyvtkRenderWindow_GetInAbortCheckP7_objectS0___ZL33PyvtkRenderWindow_SetInAbortCheckP7_objectS0___ZL34PyvtkRenderWindow_CheckAbortStatusP7_objectS0___ZL30PyvtkRenderWindow_GetIsPickingP7_objectS0___ZL30PyvtkRenderWindow_SetIsPickingP7_objectS0___ZL29PyvtkRenderWindow_IsPickingOnP7_objectS0___ZL30PyvtkRenderWindow_IsPickingOffP7_objectS0___ZL33PyvtkRenderWindow_GetEventPendingP7_objectS0___ZL37PyvtkRenderWindow_CheckInRenderStatusP7_objectS0___ZL37PyvtkRenderWindow_ClearInRenderStatusP7_objectS0___ZL38PyvtkRenderWindow_SetDesiredUpdateRateP7_objectS0___ZL38PyvtkRenderWindow_GetDesiredUpdateRateP7_objectS0___ZL35PyvtkRenderWindow_GetNumberOfLayersP7_objectS0___ZL35PyvtkRenderWindow_SetNumberOfLayersP7_objectS0___ZL43PyvtkRenderWindow_GetNumberOfLayersMinValueP7_objectS0___ZL43PyvtkRenderWindow_GetNumberOfLayersMaxValueP7_objectS0___ZL31PyvtkRenderWindow_GetInteractorP7_objectS0___ZL31PyvtkRenderWindow_SetInteractorP7_objectS0___ZL30PyvtkRenderWindow_SetDisplayIdP7_objectS0___ZL29PyvtkRenderWindow_SetWindowIdP7_objectS0___ZL33PyvtkRenderWindow_SetNextWindowIdP7_objectS0___ZL29PyvtkRenderWindow_SetParentIdP7_objectS0___ZL37PyvtkRenderWindow_GetGenericDisplayIdP7_objectS0___ZL36PyvtkRenderWindow_GetGenericWindowIdP7_objectS0___ZL36PyvtkRenderWindow_GetGenericParentIdP7_objectS0___ZL35PyvtkRenderWindow_GetGenericContextP7_objectS0___ZL36PyvtkRenderWindow_GetGenericDrawableP7_objectS0___ZL31PyvtkRenderWindow_SetWindowInfoP7_objectS0___ZL35PyvtkRenderWindow_SetNextWindowInfoP7_objectS0___ZL31PyvtkRenderWindow_SetParentInfoP7_objectS0___ZL46PyvtkRenderWindow_InitializeFromCurrentContextP7_objectS0___ZL29PyvtkRenderWindow_MakeCurrentP7_objectS0___ZL27PyvtkRenderWindow_IsCurrentP7_objectS0___ZL28PyvtkRenderWindow_IsDrawableP7_objectS0___ZL37PyvtkRenderWindow_SetForceMakeCurrentP7_objectS0___ZL36PyvtkRenderWindow_ReportCapabilitiesP7_objectS0___ZL32PyvtkRenderWindow_SupportsOpenGLP7_objectS0___ZL26PyvtkRenderWindow_IsDirectP7_objectS0___ZL36PyvtkRenderWindow_GetDepthBufferSizeP7_objectS0___ZL37PyvtkRenderWindow_GetColorBufferSizesP7_objectS0___ZL41PyvtkRenderWindow_GetPainterDeviceAdapterP7_objectS0___ZL33PyvtkRenderWindow_SetMultiSamplesP7_objectS0___ZL33PyvtkRenderWindow_GetMultiSamplesP7_objectS0___ZL35PyvtkRenderWindow_SetStencilCapableP7_objectS0___ZL35PyvtkRenderWindow_GetStencilCapableP7_objectS0___ZL34PyvtkRenderWindow_StencilCapableOnP7_objectS0___ZL35PyvtkRenderWindow_StencilCapableOffP7_objectS0___ZL32PyvtkRenderWindow_SetDeviceIndexP7_objectS0___ZL32PyvtkRenderWindow_GetDeviceIndexP7_objectS0___ZL36PyvtkRenderWindow_GetNumberOfDevicesP7_objectS0___ZL40PyvtkRenderWindow_SetUseOffScreenBuffersP7_objectS0___ZL40PyvtkRenderWindow_GetUseOffScreenBuffersP7_objectS0___ZL38PyvtkRenderWindow_GetUseSRGBColorSpaceP7_objectS0___ZL38PyvtkRenderWindow_SetUseSRGBColorSpaceP7_objectS0___ZL37PyvtkRenderWindow_UseSRGBColorSpaceOnP7_objectS0___ZL38PyvtkRenderWindow_UseSRGBColorSpaceOffP7_objectS0___ZL33PyvtkRenderWindow_SetPixelData_s1P7_objectS0___ZL33PyvtkRenderWindow_SetPixelData_s2P7_objectS0___ZL37PyvtkRenderWindow_GetRGBAPixelData_s1P7_objectS0___ZL37PyvtkRenderWindow_GetRGBAPixelData_s2P7_objectS0___ZL37PyvtkRenderWindow_SetRGBAPixelData_s1P7_objectS0___ZL37PyvtkRenderWindow_SetRGBAPixelData_s2P7_objectS0___ZL41PyvtkRenderWindow_GetRGBACharPixelData_s1P7_objectS0___ZL41PyvtkRenderWindow_GetRGBACharPixelData_s2P7_objectS0___ZL41PyvtkRenderWindow_SetRGBACharPixelData_s1P7_objectS0___ZL41PyvtkRenderWindow_SetRGBACharPixelData_s2P7_objectS0___ZL35PyvtkRenderWindow_GetZbufferData_s2P7_objectS0___ZL35PyvtkRenderWindow_GetZbufferData_s3P7_objectS0___ZL35PyvtkRenderWindow_SetZbufferData_s1P7_objectS0_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