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Superclass: vtkParametricFunction vtkParametricRandomHills generates a surface covered with randomly placed hills. Hills will vary in shape and height since the presence of nearby hills will contribute to the shape and height of a given hill. An option is provided for placing hills on a regular grid on the surface. In this case the hills will all have the same shape and height. For further information about this surface, please consult the technical description "Parametric surfaces" in http://www.vtk.org/publications in the "VTK Technical Documents" section in the VTk.org web pages. @par Thanks: Andrew Maclean andrew.amaclean@gmail.com for creating and contributing the class. vtkCommonComputationalGeometryPython.vtkParametricRandomHillsV.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) -> vtkParametricRandomHills C++: static vtkParametricRandomHills *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkParametricRandomHills C++: vtkParametricRandomHills *NewInstance() V.GetDimension() -> int C++: int GetDimension() override; Return the parametric dimension of the class. V.SetNumberOfHills(int) C++: virtual void SetNumberOfHills(int _arg) Set/Get the number of hills. Default is 30. V.GetNumberOfHills() -> int C++: virtual int GetNumberOfHills() Set/Get the number of hills. Default is 30. V.SetHillXVariance(float) C++: virtual void SetHillXVariance(double _arg) Set/Get the hill variance in the x-direction. Default is 2.5. V.GetHillXVariance() -> float C++: virtual double GetHillXVariance() Set/Get the hill variance in the x-direction. Default is 2.5. V.SetHillYVariance(float) C++: virtual void SetHillYVariance(double _arg) Set/Get the hill variance in the y-direction. Default is 2.5. V.GetHillYVariance() -> float C++: virtual double GetHillYVariance() Set/Get the hill variance in the y-direction. Default is 2.5. V.SetHillAmplitude(float) C++: virtual void SetHillAmplitude(double _arg) Set/Get the hill amplitude (height). Default is 2. V.GetHillAmplitude() -> float C++: virtual double GetHillAmplitude() Set/Get the hill amplitude (height). Default is 2. V.SetRandomSeed(int) C++: virtual void SetRandomSeed(int _arg) Set/Get the Seed for the random number generator, a value of 1 will initialize the random number generator, a negative value will initialize it with the system time. Default is 1. V.GetRandomSeed() -> int C++: virtual int GetRandomSeed() Set/Get the Seed for the random number generator, a value of 1 will initialize the random number generator, a negative value will initialize it with the system time. Default is 1. V.SetAllowRandomGeneration(int) C++: virtual void SetAllowRandomGeneration(int _arg) Set/Get the random generation flag. A value of 0 will disable the generation of random hills on the surface allowing a reproducible number of identically shaped hills to be generated. If zero, then the number of hills used will be the nearest perfect square less than or equal to the number of hills. For example, selecting 30 hills will result in a 5 X 5 array of hills being generated. Thus a square array of hills will be generated. * Any other value means that the hills will be placed randomly on the * surface. * Default is 1. V.GetAllowRandomGenerationMinValue() -> int C++: virtual int GetAllowRandomGenerationMinValue() Set/Get the random generation flag. A value of 0 will disable the generation of random hills on the surface allowing a reproducible number of identically shaped hills to be generated. If zero, then the number of hills used will be the nearest perfect square less than or equal to the number of hills. For example, selecting 30 hills will result in a 5 X 5 array of hills being generated. Thus a square array of hills will be generated. * Any other value means that the hills will be placed randomly on the * surface. * Default is 1. V.GetAllowRandomGenerationMaxValue() -> int C++: virtual int GetAllowRandomGenerationMaxValue() Set/Get the random generation flag. A value of 0 will disable the generation of random hills on the surface allowing a reproducible number of identically shaped hills to be generated. If zero, then the number of hills used will be the nearest perfect square less than or equal to the number of hills. For example, selecting 30 hills will result in a 5 X 5 array of hills being generated. Thus a square array of hills will be generated. * Any other value means that the hills will be placed randomly on the * surface. * Default is 1. V.GetAllowRandomGeneration() -> int C++: virtual int GetAllowRandomGeneration() Set/Get the random generation flag. A value of 0 will disable the generation of random hills on the surface allowing a reproducible number of identically shaped hills to be generated. If zero, then the number of hills used will be the nearest perfect square less than or equal to the number of hills. For example, selecting 30 hills will result in a 5 X 5 array of hills being generated. Thus a square array of hills will be generated. * Any other value means that the hills will be placed randomly on the * surface. * Default is 1. V.AllowRandomGenerationOn() C++: virtual void AllowRandomGenerationOn() Set/Get the random generation flag. A value of 0 will disable the generation of random hills on the surface allowing a reproducible number of identically shaped hills to be generated. If zero, then the number of hills used will be the nearest perfect square less than or equal to the number of hills. For example, selecting 30 hills will result in a 5 X 5 array of hills being generated. Thus a square array of hills will be generated. * Any other value means that the hills will be placed randomly on the * surface. * Default is 1. V.AllowRandomGenerationOff() C++: virtual void AllowRandomGenerationOff() Set/Get the random generation flag. A value of 0 will disable the generation of random hills on the surface allowing a reproducible number of identically shaped hills to be generated. If zero, then the number of hills used will be the nearest perfect square less than or equal to the number of hills. For example, selecting 30 hills will result in a 5 X 5 array of hills being generated. Thus a square array of hills will be generated. * Any other value means that the hills will be placed randomly on the * surface. * Default is 1. V.SetXVarianceScaleFactor(float) C++: virtual void SetXVarianceScaleFactor(double _arg) Set/Get the scaling factor for the variance in the x-direction. Default is 1/3. V.GetXVarianceScaleFactor() -> float C++: virtual double GetXVarianceScaleFactor() Set/Get the scaling factor for the variance in the x-direction. Default is 1/3. V.SetYVarianceScaleFactor(float) C++: virtual void SetYVarianceScaleFactor(double _arg) Set/Get the scaling factor for the variance in the y-direction. Default is 1/3. V.GetYVarianceScaleFactor() -> float C++: virtual double GetYVarianceScaleFactor() Set/Get the scaling factor for the variance in the y-direction. Default is 1/3. V.SetAmplitudeScaleFactor(float) C++: virtual void SetAmplitudeScaleFactor(double _arg) Set/Get the scaling factor for the amplitude. Default is 1/3. V.GetAmplitudeScaleFactor() -> float C++: virtual double GetAmplitudeScaleFactor() Set/Get the scaling factor for the amplitude. Default is 1/3. V.Evaluate([float, float, float], [float, float, float], [float, float, float, float, float, float, float, float, float]) C++: void Evaluate(double uvw[3], double Pt[3], double Duvw[9]) override; Construct a terrain consisting of hills on a surface. * This function performs the mapping $f(u,v) \rightarrow (x,y,x) $, returning it * as Pt. It also returns the partial derivatives Du and Dv. * $Pt = (x, y, z), Du = (dx/du, dy/du, dz/du), Dv = (dx/dv, dy/dv, dz/dv) $ . * Then the normal is $N = Du X Dv $ . V.EvaluateScalar([float, float, float], [float, float, float], [float, float, float, float, float, float, float, float, float]) -> float C++: double EvaluateScalar(double uvw[3], double Pt[3], double Duvw[9]) override; Calculate a user defined scalar using one or all of uvw, Pt, Duvw. * uvw are the parameters with Pt being the the Cartesian point, * Duvw are the derivatives of this point with respect to u, v and w. * Pt, Duvw are obtained from Evaluate(). * This function is only called if the ScalarMode has the value * vtkParametricFunctionSource::SCALAR_FUNCTION_DEFINED * If the user does not need to calculate a scalar, then the * instantiated function should return zero. 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