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v&f.zuDHfZffZSafeDownCastvtkObjectBaseIsTypeOfGetCoolDownRateMaxValueGetInitialTemperatureMinValueGetInitialTemperatureMaxValueGetRandomSeedMinValueGetRandomSeedMaxValueGetCoolDownRateMinValueGetGraphBoundsIsLayoutCompleteGetAutomaticBoundsComputationGetMaxNumberOfIterationsGetCoolDownRateGetInitialTemperatureGetIterationsPerLayoutGetThreeDimensionalLayoutGetRandomInitialPointsGetRandomSeedSetThreeDimensionalLayoutSetAutomaticBoundsComputationSetRandomInitialPointsAutomaticBoundsComputationOffRandomInitialPointsOffRandomInitialPointsOnThreeDimensionalLayoutOnThreeDimensionalLayoutOffAutomaticBoundsComputationOnSetRandomSeedSetMaxNumberOfIterationsSetIterationsPerLayoutSetInitialTemperatureSetCoolDownRateIsANewInstanceSetGraphBoundsLayoutInitializevtkForceDirectedLayoutStrategyGetMaxNumberOfIterationsMinValueGetIterationsPerLayoutMaxValueGetIterationsPerLayoutMinValueGetMaxNumberOfIterationsMaxValuevtkForceDirectedLayoutStrategy - a force directed graph layout algorithm Superclass: vtkGraphLayoutStrategy Lays out a graph in 2D or 3D using a force-directed algorithm. The user may specify whether to layout the graph randomly initially, the bounds, the number of dimensions (2 or 3), and the cool-down rate. @par Thanks: Thanks to Brian Wylie for adding functionality for allowing this layout to be incremental. vtkInfovisLayoutPython.vtkForceDirectedLayoutStrategyV.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) -> vtkForceDirectedLayoutStrategy C++: static vtkForceDirectedLayoutStrategy *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkForceDirectedLayoutStrategy C++: vtkForceDirectedLayoutStrategy *NewInstance() V.SetRandomSeed(int) C++: virtual void SetRandomSeed(int _arg) Seed the random number generator used to jitter point positions. This has a significant effect on their final positions when the layout is complete. V.GetRandomSeedMinValue() -> int C++: virtual int GetRandomSeedMinValue() Seed the random number generator used to jitter point positions. This has a significant effect on their final positions when the layout is complete. V.GetRandomSeedMaxValue() -> int C++: virtual int GetRandomSeedMaxValue() Seed the random number generator used to jitter point positions. This has a significant effect on their final positions when the layout is complete. V.GetRandomSeed() -> int C++: virtual int GetRandomSeed() Seed the random number generator used to jitter point positions. This has a significant effect on their final positions when the layout is complete. V.SetGraphBounds(float, float, float, float, float, float) C++: void SetGraphBounds(double, double, double, double, double, double) V.SetGraphBounds((float, float, float, float, float, float)) C++: void SetGraphBounds(double a[6]) V.GetGraphBounds() -> (float, float, float, float, float, float) C++: double *GetGraphBounds() Set / get the region in space in which to place the final graph. The GraphBounds only affects the results if AutomaticBoundsComputation is off. V.SetAutomaticBoundsComputation(int) C++: virtual void SetAutomaticBoundsComputation(int _arg) Turn on/off automatic graph bounds calculation. If this boolean is off, then the manually specified GraphBounds is used. If on, then the input's bounds us used as the graph bounds. V.GetAutomaticBoundsComputation() -> int C++: virtual int GetAutomaticBoundsComputation() Turn on/off automatic graph bounds calculation. If this boolean is off, then the manually specified GraphBounds is used. If on, then the input's bounds us used as the graph bounds. V.AutomaticBoundsComputationOn() C++: virtual void AutomaticBoundsComputationOn() Turn on/off automatic graph bounds calculation. If this boolean is off, then the manually specified GraphBounds is used. If on, then the input's bounds us used as the graph bounds. V.AutomaticBoundsComputationOff() C++: virtual void AutomaticBoundsComputationOff() Turn on/off automatic graph bounds calculation. If this boolean is off, then the manually specified GraphBounds is used. If on, then the input's bounds us used as the graph bounds. V.SetMaxNumberOfIterations(int) C++: virtual void SetMaxNumberOfIterations(int _arg) Set/Get the maximum number of iterations to be used. The higher this number, the more iterations through the algorithm is possible, and thus, the more the graph gets modified. The default is '50' for no particular reason V.GetMaxNumberOfIterationsMinValue() -> int C++: virtual int GetMaxNumberOfIterationsMinValue() Set/Get the maximum number of iterations to be used. The higher this number, the more iterations through the algorithm is possible, and thus, the more the graph gets modified. The default is '50' for no particular reason V.GetMaxNumberOfIterationsMaxValue() -> int C++: virtual int GetMaxNumberOfIterationsMaxValue() Set/Get the maximum number of iterations to be used. The higher this number, the more iterations through the algorithm is possible, and thus, the more the graph gets modified. The default is '50' for no particular reason V.GetMaxNumberOfIterations() -> int C++: virtual int GetMaxNumberOfIterations() Set/Get the maximum number of iterations to be used. The higher this number, the more iterations through the algorithm is possible, and thus, the more the graph gets modified. The default is '50' for no particular reason V.SetIterationsPerLayout(int) C++: virtual void SetIterationsPerLayout(int _arg) Set/Get the number of iterations per layout. The only use for this ivar is for the application to do visualizations of the layout before it's complete. The default is '50' to match the default 'MaxNumberOfIterations' V.GetIterationsPerLayoutMinValue() -> int C++: virtual int GetIterationsPerLayoutMinValue() Set/Get the number of iterations per layout. The only use for this ivar is for the application to do visualizations of the layout before it's complete. The default is '50' to match the default 'MaxNumberOfIterations' V.GetIterationsPerLayoutMaxValue() -> int C++: virtual int GetIterationsPerLayoutMaxValue() Set/Get the number of iterations per layout. The only use for this ivar is for the application to do visualizations of the layout before it's complete. The default is '50' to match the default 'MaxNumberOfIterations' V.GetIterationsPerLayout() -> int C++: virtual int GetIterationsPerLayout() Set/Get the number of iterations per layout. The only use for this ivar is for the application to do visualizations of the layout before it's complete. The default is '50' to match the default 'MaxNumberOfIterations' V.SetCoolDownRate(float) C++: virtual void SetCoolDownRate(double _arg) Set/Get the Cool-down rate. The higher this number is, the longer it will take to "cool-down", and thus, the more the graph will be modified. V.GetCoolDownRateMinValue() -> float C++: virtual double GetCoolDownRateMinValue() Set/Get the Cool-down rate. The higher this number is, the longer it will take to "cool-down", and thus, the more the graph will be modified. V.GetCoolDownRateMaxValue() -> float C++: virtual double GetCoolDownRateMaxValue() Set/Get the Cool-down rate. The higher this number is, the longer it will take to "cool-down", and thus, the more the graph will be modified. V.GetCoolDownRate() -> float C++: virtual double GetCoolDownRate() Set/Get the Cool-down rate. The higher this number is, the longer it will take to "cool-down", and thus, the more the graph will be modified. V.SetThreeDimensionalLayout(int) C++: virtual void SetThreeDimensionalLayout(int _arg) Turn on/off layout of graph in three dimensions. If off, graph layout occurs in two dimensions. By default, three dimensional layout is off. V.GetThreeDimensionalLayout() -> int C++: virtual int GetThreeDimensionalLayout() Turn on/off layout of graph in three dimensions. If off, graph layout occurs in two dimensions. By default, three dimensional layout is off. V.ThreeDimensionalLayoutOn() C++: virtual void ThreeDimensionalLayoutOn() Turn on/off layout of graph in three dimensions. If off, graph layout occurs in two dimensions. By default, three dimensional layout is off. V.ThreeDimensionalLayoutOff() C++: virtual void ThreeDimensionalLayoutOff() Turn on/off layout of graph in three dimensions. If off, graph layout occurs in two dimensions. By default, three dimensional layout is off. V.SetRandomInitialPoints(int) C++: virtual void SetRandomInitialPoints(int _arg) Turn on/off use of random positions within the graph bounds as initial points. V.GetRandomInitialPoints() -> int C++: virtual int GetRandomInitialPoints() Turn on/off use of random positions within the graph bounds as initial points. V.RandomInitialPointsOn() C++: virtual void RandomInitialPointsOn() Turn on/off use of random positions within the graph bounds as initial points. V.RandomInitialPointsOff() C++: virtual void RandomInitialPointsOff() Turn on/off use of random positions within the graph bounds as initial points. V.SetInitialTemperature(float) C++: virtual void SetInitialTemperature(float _arg) Set the initial temperature. If zero (the default) , the initial temperature will be computed automatically. V.GetInitialTemperatureMinValue() -> float C++: virtual float GetInitialTemperatureMinValue() Set the initial temperature. If zero (the default) , the initial temperature will be computed automatically. V.GetInitialTemperatureMaxValue() -> float C++: virtual float GetInitialTemperatureMaxValue() Set the initial temperature. If zero (the default) , the initial temperature will be computed automatically. V.GetInitialTemperature() -> float C++: virtual float GetInitialTemperature() Set the initial temperature. If zero (the default) , the initial temperature will be computed automatically. V.Initialize() C++: void Initialize() override; This strategy sets up some data structures for faster processing of each Layout() call V.Layout() C++: void Layout() override; This is the layout method where the graph that was set in SetGraph() is laid out. The method can either entirely layout the graph or iteratively lay out the graph. If you have an iterative layout please implement the IsLayoutComplete() method. V.IsLayoutComplete() -> int C++: int IsLayoutComplete() override; I'm an iterative layout so this method lets the caller know if I'm done laying out the graph vtkGraphLayoutStrategyvtkObjectUH=Hu]ÐHH=tHH=tH]HH H;u!xtGxfDHH H;u!WxtGxD1HHH;u!tLJHHH;u)tLJ1HHH;u!tLJHHH;u)tLJ1f>fvfF Hf(f(f(ffHH;f(f(f(ff(uSf.Hz4u2f.OPz+u)f.wXz"u f._`zuf.Ghzuf.opzu@HwXGhfDf(HHHD{Gz?9~ Gv~GCC: (Ubuntu 11.4.0-1ubuntu1~22.04) 11.4.0GNUzRx )0D X ln !  ) 4 H \Qp   ! ! 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