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IsAV.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Standard instantiation, type and print methods. SafeDownCastV.SafeDownCast(vtkObjectBase) -> vtkDepthImageToPointCloud C++: static vtkDepthImageToPointCloud *SafeDownCast( vtkObjectBase *o) Standard instantiation, type and print methods. NewInstanceV.NewInstance() -> vtkDepthImageToPointCloud C++: vtkDepthImageToPointCloud *NewInstance() Standard instantiation, type and print methods. GetMTimeV.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Return the MTime also considering the camera. SetCameraV.SetCamera(vtkCamera) C++: void SetCamera(vtkCamera *) Indicates what camera was used to generate the depth image. The camera parameters define a transformation which is used to perform coordinate conversion into the 3D x-y-z space of the point cloud. GetCameraV.GetCamera() -> vtkCamera C++: virtual vtkCamera *GetCamera() Returns the camera being used to generate the point cloud from the depth image. SetCullNearPointsV.SetCullNearPoints(bool) C++: virtual void SetCullNearPoints(bool _arg) Indicate whether to cull points that are located on the near clipping plane. These typically are points that are part of the clipped foreground. By default this is disabled. GetCullNearPointsV.GetCullNearPoints() -> bool C++: virtual bool GetCullNearPoints() Indicate whether to cull points that are located on the near clipping plane. These typically are points that are part of the clipped foreground. By default this is disabled. CullNearPointsOnV.CullNearPointsOn() C++: virtual void CullNearPointsOn() Indicate whether to cull points that are located on the near clipping plane. These typically are points that are part of the clipped foreground. By default this is disabled. CullNearPointsOffV.CullNearPointsOff() C++: virtual void CullNearPointsOff() Indicate whether to cull points that are located on the near clipping plane. These typically are points that are part of the clipped foreground. By default this is disabled. SetCullFarPointsV.SetCullFarPoints(bool) C++: virtual void SetCullFarPoints(bool _arg) Indicate whether to cull points that are located on the far clipping plane. These typically are points that are part of the background. By default this is enabled. GetCullFarPointsV.GetCullFarPoints() -> bool C++: virtual bool GetCullFarPoints() Indicate whether to cull points that are located on the far clipping plane. These typically are points that are part of the background. By default this is enabled. CullFarPointsOnV.CullFarPointsOn() C++: virtual void CullFarPointsOn() Indicate whether to cull points that are located on the far clipping plane. These typically are points that are part of the background. By default this is enabled. CullFarPointsOffV.CullFarPointsOff() C++: virtual void CullFarPointsOff() Indicate whether to cull points that are located on the far clipping plane. These typically are points that are part of the background. By default this is enabled. SetProduceColorScalarsV.SetProduceColorScalars(bool) C++: virtual void SetProduceColorScalars(bool _arg) Indicate whether to output color scalar values along with the point cloud (assuming that the scalar values are available on input). By default this is enabled. GetProduceColorScalarsV.GetProduceColorScalars() -> bool C++: virtual bool GetProduceColorScalars() Indicate whether to output color scalar values along with the point cloud (assuming that the scalar values are available on input). By default this is enabled. ProduceColorScalarsOnV.ProduceColorScalarsOn() C++: virtual void ProduceColorScalarsOn() Indicate whether to output color scalar values along with the point cloud (assuming that the scalar values are available on input). By default this is enabled. ProduceColorScalarsOffV.ProduceColorScalarsOff() C++: virtual void ProduceColorScalarsOff() Indicate whether to output color scalar values along with the point cloud (assuming that the scalar values are available on input). By default this is enabled. SetProduceVertexCellArrayV.SetProduceVertexCellArray(bool) C++: virtual void SetProduceVertexCellArray(bool _arg) Indicate whether to output a vertex cell array (i.e., Verts) in the output point cloud. Some filters require this vertex cells to be defined in order to execute properly. For example some mappers will only render points if the vertex cells are defined. GetProduceVertexCellArrayV.GetProduceVertexCellArray() -> bool C++: virtual bool GetProduceVertexCellArray() Indicate whether to output a vertex cell array (i.e., Verts) in the output point cloud. Some filters require this vertex cells to be defined in order to execute properly. For example some mappers will only render points if the vertex cells are defined. ProduceVertexCellArrayOnV.ProduceVertexCellArrayOn() C++: virtual void ProduceVertexCellArrayOn() Indicate whether to output a vertex cell array (i.e., Verts) in the output point cloud. Some filters require this vertex cells to be defined in order to execute properly. For example some mappers will only render points if the vertex cells are defined. ProduceVertexCellArrayOffV.ProduceVertexCellArrayOff() C++: virtual void ProduceVertexCellArrayOff() Indicate whether to output a vertex cell array (i.e., Verts) in the output point cloud. Some filters require this vertex cells to be defined in order to execute properly. For example some mappers will only render points if the vertex cells are defined. SetOutputPointsPrecisionV.SetOutputPointsPrecision(int) C++: virtual void SetOutputPointsPrecision(int _arg) Set the desired precision for the output points. See vtkAlgorithm::DesiredOutputPrecision for the available choices. The default is double precision. GetOutputPointsPrecisionV.GetOutputPointsPrecision() -> int C++: virtual int GetOutputPointsPrecision() Set the desired precision for the output points. See vtkAlgorithm::DesiredOutputPrecision for the available choices. The default is double precision. vtkPolyDataAlgorithmvtkAlgorithmvtkObjectvtkObjectBasevtkCameravtkImageResliceMappervtkRenderingImagePython.vtkImageResliceMappervtkImageResliceMapper - map a slice of a vtkImageData to the screen Superclass: vtkImageMapper3D vtkImageResliceMapper will cut a 3D image with an abitrary slice plane and draw the results on the screen. The slice can be set to automatically follow the camera, so that the camera controls the slicing.@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 vtkImageSliceMapper V.IsTypeOf(string) -> int C++: static vtkTypeBool IsTypeOf(const char *type) Return 1 if this class type is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. V.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. V.SafeDownCast(vtkObjectBase) -> vtkImageResliceMapper C++: static vtkImageResliceMapper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkImageResliceMapper C++: vtkImageResliceMapper *NewInstance() SetSlicePlaneV.SetSlicePlane(vtkPlane) C++: virtual void SetSlicePlane(vtkPlane *plane) Set the slice that will be used to cut through the image. This slice should be in world coordinates, rather than data coordinates. Use SliceFacesCamera and SliceAtFocalPoint if you want the slice to automatically follow the camera. SetJumpToNearestSliceV.SetJumpToNearestSlice(int) C++: virtual void SetJumpToNearestSlice(int _arg) When using SliceAtFocalPoint, this causes the slicing to occur at the closest slice to the focal point, instead of the default behavior where a new slice is interpolated between the original slices. This flag is ignored if the slicing is oblique to the original slices. JumpToNearestSliceOnV.JumpToNearestSliceOn() C++: virtual void JumpToNearestSliceOn() When using SliceAtFocalPoint, this causes the slicing to occur at the closest slice to the focal point, instead of the default behavior where a new slice is interpolated between the original slices. This flag is ignored if the slicing is oblique to the original slices. JumpToNearestSliceOffV.JumpToNearestSliceOff() C++: virtual void JumpToNearestSliceOff() When using SliceAtFocalPoint, this causes the slicing to occur at the closest slice to the focal point, instead of the default behavior where a new slice is interpolated between the original slices. This flag is ignored if the slicing is oblique to the original slices. GetJumpToNearestSliceV.GetJumpToNearestSlice() -> int C++: virtual int GetJumpToNearestSlice() When using SliceAtFocalPoint, this causes the slicing to occur at the closest slice to the focal point, instead of the default behavior where a new slice is interpolated between the original slices. This flag is ignored if the slicing is oblique to the original slices. SetSlabThicknessV.SetSlabThickness(float) C++: virtual void SetSlabThickness(double _arg) The slab thickness, for thick slicing (default: zero) GetSlabThicknessV.GetSlabThickness() -> float C++: virtual double GetSlabThickness() The slab thickness, for thick slicing (default: zero) SetSlabTypeV.SetSlabType(int) C++: virtual void SetSlabType(int _arg) The slab type, for thick slicing (default: Mean). The resulting view is a parallel projection through the volume. This method can be used to generate a facsimile of a digitally-reconstructed radiograph or a minimum-intensity projection as long as perspective geometry is not required. Note that the Sum mode provides an output with units of intensity times distance, while all other modes provide an output with units of intensity. GetSlabTypeMinValueV.GetSlabTypeMinValue() -> int C++: virtual int GetSlabTypeMinValue() The slab type, for thick slicing (default: Mean). The resulting view is a parallel projection through the volume. This method can be used to generate a facsimile of a digitally-reconstructed radiograph or a minimum-intensity projection as long as perspective geometry is not required. Note that the Sum mode provides an output with units of intensity times distance, while all other modes provide an output with units of intensity. GetSlabTypeMaxValueV.GetSlabTypeMaxValue() -> int C++: virtual int GetSlabTypeMaxValue() The slab type, for thick slicing (default: Mean). The resulting view is a parallel projection through the volume. This method can be used to generate a facsimile of a digitally-reconstructed radiograph or a minimum-intensity projection as long as perspective geometry is not required. Note that the Sum mode provides an output with units of intensity times distance, while all other modes provide an output with units of intensity. GetSlabTypeV.GetSlabType() -> int C++: virtual int GetSlabType() The slab type, for thick slicing (default: Mean). The resulting view is a parallel projection through the volume. This method can be used to generate a facsimile of a digitally-reconstructed radiograph or a minimum-intensity projection as long as perspective geometry is not required. Note that the Sum mode provides an output with units of intensity times distance, while all other modes provide an output with units of intensity. SetSlabTypeToMinV.SetSlabTypeToMin() C++: void SetSlabTypeToMin() The slab type, for thick slicing (default: Mean). The resulting view is a parallel projection through the volume. This method can be used to generate a facsimile of a digitally-reconstructed radiograph or a minimum-intensity projection as long as perspective geometry is not required. Note that the Sum mode provides an output with units of intensity times distance, while all other modes provide an output with units of intensity. SetSlabTypeToMaxV.SetSlabTypeToMax() C++: void SetSlabTypeToMax() The slab type, for thick slicing (default: Mean). The resulting view is a parallel projection through the volume. This method can be used to generate a facsimile of a digitally-reconstructed radiograph or a minimum-intensity projection as long as perspective geometry is not required. Note that the Sum mode provides an output with units of intensity times distance, while all other modes provide an output with units of intensity. SetSlabTypeToMeanV.SetSlabTypeToMean() C++: void SetSlabTypeToMean() The slab type, for thick slicing (default: Mean). The resulting view is a parallel projection through the volume. This method can be used to generate a facsimile of a digitally-reconstructed radiograph or a minimum-intensity projection as long as perspective geometry is not required. Note that the Sum mode provides an output with units of intensity times distance, while all other modes provide an output with units of intensity. SetSlabTypeToSumV.SetSlabTypeToSum() C++: void SetSlabTypeToSum() The slab type, for thick slicing (default: Mean). The resulting view is a parallel projection through the volume. This method can be used to generate a facsimile of a digitally-reconstructed radiograph or a minimum-intensity projection as long as perspective geometry is not required. Note that the Sum mode provides an output with units of intensity times distance, while all other modes provide an output with units of intensity. GetSlabTypeAsStringV.GetSlabTypeAsString() -> string C++: virtual const char *GetSlabTypeAsString() The slab type, for thick slicing (default: Mean). The resulting view is a parallel projection through the volume. This method can be used to generate a facsimile of a digitally-reconstructed radiograph or a minimum-intensity projection as long as perspective geometry is not required. Note that the Sum mode provides an output with units of intensity times distance, while all other modes provide an output with units of intensity. SetSlabSampleFactorV.SetSlabSampleFactor(int) C++: virtual void SetSlabSampleFactor(int _arg) Set the number of slab samples to use as a factor of the number of input slices within the slab thickness. The default value is 2, but 1 will increase speed with very little loss of quality. GetSlabSampleFactorMinValueV.GetSlabSampleFactorMinValue() -> int C++: virtual int GetSlabSampleFactorMinValue() Set the number of slab samples to use as a factor of the number of input slices within the slab thickness. The default value is 2, but 1 will increase speed with very little loss of quality. GetSlabSampleFactorMaxValueV.GetSlabSampleFactorMaxValue() -> int C++: virtual int GetSlabSampleFactorMaxValue() Set the number of slab samples to use as a factor of the number of input slices within the slab thickness. The default value is 2, but 1 will increase speed with very little loss of quality. GetSlabSampleFactorV.GetSlabSampleFactor() -> int C++: virtual int GetSlabSampleFactor() Set the number of slab samples to use as a factor of the number of input slices within the slab thickness. The default value is 2, but 1 will increase speed with very little loss of quality. SetImageSampleFactorV.SetImageSampleFactor(int) C++: virtual void SetImageSampleFactor(int _arg) Set the reslice sample frequency as in relation to the input image sample frequency. The default value is 1, but higher values can be used to improve the results. This is cheaper than turning on ResampleToScreenPixels. GetImageSampleFactorMinValueV.GetImageSampleFactorMinValue() -> int C++: virtual int GetImageSampleFactorMinValue() Set the reslice sample frequency as in relation to the input image sample frequency. The default value is 1, but higher values can be used to improve the results. This is cheaper than turning on ResampleToScreenPixels. GetImageSampleFactorMaxValueV.GetImageSampleFactorMaxValue() -> int C++: virtual int GetImageSampleFactorMaxValue() Set the reslice sample frequency as in relation to the input image sample frequency. The default value is 1, but higher values can be used to improve the results. This is cheaper than turning on ResampleToScreenPixels. GetImageSampleFactorV.GetImageSampleFactor() -> int C++: virtual int GetImageSampleFactor() Set the reslice sample frequency as in relation to the input image sample frequency. The default value is 1, but higher values can be used to improve the results. This is cheaper than turning on ResampleToScreenPixels. SetAutoAdjustImageQualityV.SetAutoAdjustImageQuality(int) C++: virtual void SetAutoAdjustImageQuality(int _arg) Automatically reduce the rendering quality for greater speed when doing an interactive render. This is on by default. AutoAdjustImageQualityOnV.AutoAdjustImageQualityOn() C++: virtual void AutoAdjustImageQualityOn() Automatically reduce the rendering quality for greater speed when doing an interactive render. This is on by default. AutoAdjustImageQualityOffV.AutoAdjustImageQualityOff() C++: virtual void AutoAdjustImageQualityOff() Automatically reduce the rendering quality for greater speed when doing an interactive render. This is on by default. GetAutoAdjustImageQualityV.GetAutoAdjustImageQuality() -> int C++: virtual int GetAutoAdjustImageQuality() Automatically reduce the rendering quality for greater speed when doing an interactive render. This is on by default. SetResampleToScreenPixelsV.SetResampleToScreenPixels(int) C++: virtual void SetResampleToScreenPixels(int _arg) Resample the image directly to the screen pixels, instead of using a texture to scale the image after resampling. This is slower and uses more memory, but provides high-quality results. It is On by default. ResampleToScreenPixelsOnV.ResampleToScreenPixelsOn() C++: virtual void ResampleToScreenPixelsOn() Resample the image directly to the screen pixels, instead of using a texture to scale the image after resampling. This is slower and uses more memory, but provides high-quality results. It is On by default. ResampleToScreenPixelsOffV.ResampleToScreenPixelsOff() C++: virtual void ResampleToScreenPixelsOff() Resample the image directly to the screen pixels, instead of using a texture to scale the image after resampling. This is slower and uses more memory, but provides high-quality results. It is On by default. GetResampleToScreenPixelsV.GetResampleToScreenPixels() -> int C++: virtual int GetResampleToScreenPixels() Resample the image directly to the screen pixels, instead of using a texture to scale the image after resampling. This is slower and uses more memory, but provides high-quality results. It is On by default. SetSeparateWindowLevelOperationV.SetSeparateWindowLevelOperation(int) C++: virtual void SetSeparateWindowLevelOperation(int _arg) Keep the color mapping stage distinct from the reslicing stage. This will improve the quality and possibly the speed of interactive window/level operations, but it uses more memory and might slow down interactive slicing operations. On by default. SeparateWindowLevelOperationOnV.SeparateWindowLevelOperationOn() C++: virtual void SeparateWindowLevelOperationOn() Keep the color mapping stage distinct from the reslicing stage. This will improve the quality and possibly the speed of interactive window/level operations, but it uses more memory and might slow down interactive slicing operations. On by default. SeparateWindowLevelOperationOffV.SeparateWindowLevelOperationOff() C++: virtual void SeparateWindowLevelOperationOff() Keep the color mapping stage distinct from the reslicing stage. This will improve the quality and possibly the speed of interactive window/level operations, but it uses more memory and might slow down interactive slicing operations. On by default. GetSeparateWindowLevelOperationV.GetSeparateWindowLevelOperation() -> int C++: virtual int GetSeparateWindowLevelOperation() Keep the color mapping stage distinct from the reslicing stage. This will improve the quality and possibly the speed of interactive window/level operations, but it uses more memory and might slow down interactive slicing operations. On by default. SetInterpolatorV.SetInterpolator(vtkAbstractImageInterpolator) C++: virtual void SetInterpolator( vtkAbstractImageInterpolator *sampler) Set a custom interpolator. This will only be used if the ResampleToScreenPixels option is on. GetInterpolatorV.GetInterpolator() -> vtkAbstractImageInterpolator C++: virtual vtkAbstractImageInterpolator *GetInterpolator() Set a custom interpolator. This will only be used if the ResampleToScreenPixels option is on. RenderV.Render(vtkRenderer, vtkImageSlice) C++: void Render(vtkRenderer *renderer, vtkImageSlice *prop) override; This should only be called by the renderer. ReleaseGraphicsResourcesV.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. GetBoundsV.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 the data expressed as (xmin,xmax, ymin,ymax, zmin,zmax). vtkImageMapper3DvtkAbstractMapper3DvtkAbstractMappervtkPlanevtkAbstractImageInterpolatorvtkRenderervtkImageSlicevtkWindowp_voidvtkImageSliceCollectionvtkRenderingImagePython.vtkImageSliceCollectionvtkImageSliceCollection - a sorted list of image slice objects Superclass: vtkPropCollection vtkImageSliceCollection is a vtkPropCollection that maintains a list of vtkImageSlice objects that are sorted by LayerNumber. This allows the images to be rendered in the correct order. @sa vtkImageSlice vtkImageAssembly V.SafeDownCast(vtkObjectBase) -> vtkImageSliceCollection C++: static vtkImageSliceCollection *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkImageSliceCollection C++: vtkImageSliceCollection *NewInstance() SortV.Sort() C++: void Sort() Sorts the vtkImageSliceCollection by layer number. Smaller layer numbers are first. Layer numbers can be any integer value. Items with the same layer number will be kept in the same relative order as before the sort. AddItemV.AddItem(vtkImageSlice) C++: void AddItem(vtkImageSlice *a) Add an image to the list. The new image is inserted in the list according to its layer number. GetNextImageV.GetNextImage() -> vtkImageSlice C++: vtkImageSlice *GetNextImage() Standard Collection methods. You must call InitTraversal before calling GetNextImage. If possible, you should use the GetNextImage method that takes a collection iterator instead. GetNextItemV.GetNextItem() -> vtkImageSlice C++: vtkImageSlice *GetNextItem() Access routine provided for compatibility with previous versions of VTK. Please use the GetNextImage() variant where possible. vtkPropCollectionvtkCollectionvtkImageStackvtkRenderingImagePython.vtkImageStackvtkImageStack - manages a stack of composited images Superclass: vtkImageSlice vtkImageStack manages the compositing of a set of images. Each image is assigned a layer number through its property object, and it is this layer number that determines the compositing order: images with a higher layer number are drawn over top of images with a lower layer number. The image stack has a SetActiveLayer method for controlling which layer to use for interaction and picking.@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) -> vtkImageStack C++: static vtkImageStack *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkImageStack C++: vtkImageStack *NewInstance() AddImageV.AddImage(vtkImageSlice) C++: void AddImage(vtkImageSlice *prop) Add an image to the stack. If the image is already present, then this method will do nothing. RemoveImageV.RemoveImage(vtkImageSlice) C++: void RemoveImage(vtkImageSlice *prop) Remove an image from the stack. If the image is not present, then this method will do nothing. HasImageV.HasImage(vtkImageSlice) -> int C++: int HasImage(vtkImageSlice *prop) Check if an image is present. The returned value is one or zero. GetImagesV.GetImages() -> vtkImageSliceCollection C++: vtkImageSliceCollection *GetImages() V.GetImages(vtkPropCollection) C++: void GetImages(vtkPropCollection *) Get the list of images as a vtkImageSliceCollection. SetActiveLayerV.SetActiveLayer(int) C++: virtual void SetActiveLayer(int _arg) Set the active layer number. This is the layer that will be used for picking and interaction. GetActiveLayerV.GetActiveLayer() -> int C++: int GetActiveLayer() Set the active layer number. This is the layer that will be used for picking and interaction. GetActiveImageV.GetActiveImage() -> vtkImageSlice C++: vtkImageSlice *GetActiveImage() Get the active image. This will be the topmost image whose LayerNumber is the ActiveLayer. If no image matches, then NULL will be returned. GetMapperV.GetMapper() -> vtkImageMapper3D C++: vtkImageMapper3D *GetMapper() override; Get the mapper for the currently active image. GetPropertyV.GetProperty() -> vtkImageProperty C++: vtkImageProperty *GetProperty() override; Get the property for the currently active image. V.GetBounds() -> (float, ...) C++: double *GetBounds() override; V.GetBounds([float, float, float, float, float, float]) C++: void GetBounds(double bounds[6]) Get the combined bounds of all of the images. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Return the max MTime of all the images. 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, mappers, etc. ShallowCopyV.ShallowCopy(vtkProp) C++: void ShallowCopy(vtkProp *prop) override; Shallow copy of this prop. Overloads the virtual vtkProp method. RenderOverlayV.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? V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *win) override; Release any resources held by this prop. InitPathTraversalV.InitPathTraversal() C++: void InitPathTraversal() override; Methods for traversing the stack as if it was an assembly. The traversal only gives the view prop for the active layer. GetNextPathV.GetNextPath() -> vtkAssemblyPath C++: vtkAssemblyPath *GetNextPath() override; Methods for traversing the stack as if it was an assembly. The traversal only gives the view prop for the active layer. GetNumberOfPathsV.GetNumberOfPaths() -> int C++: int GetNumberOfPaths() override; Methods for traversing the stack as if it was an assembly. The traversal only gives the view prop for the active layer. 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