ELF>T@@"!  UH@dH%(HD$81HHt$HD$HFHD$$D$ t0H|$1HT$8dH+%(uhH@]@HT$H|$H5|$HtHt+HH5HPtHuH1Huff.fUSHHdH%(HD$81HHt$HD$HFHD$$D$ HD$t6H|$1HT$8dH+%(HH[]DHt$H|$tHl$H=HtHH=uHuHc@HH=tHH=tHATUSH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uYHD$Ho(Ht!\$ +\$$tJH|$1HT$8dH+%(H@[]A\HHuːHt$H|$tD$$Ld$u`HELH@H;H=tLH=u-HaHcVf.LLH=tLH=tLfDHЉfUH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=HG(HtL$9L$t:H111HT$(dH+%(u7H0]fDHHuӐHHuHSH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(u7H0[fDHHuӐHuHcSH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(uUH0[fDHHuӐtHuHcfHHH;tЉfUH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(u_H@]f.HHuϐH5HT$H|$|$HtHHuHHff.ATH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$uDH(HtD$9D$tIH11E1HD$(dH+%(H0LA\@HHufHHRxH;IMtoI$H5LPtZHuLIHoHbL1HHP@L8fE1H"DIjfAVH HAUH5ATL%ULSt[L]A\A]A^HL5HLk0Hc{HHtH3HLHmt$HL9uL[L]A\A]A^HfDATIUHHt HH5LHtHmtH]A\HH]A\H8fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(uLH8HHuҐu$HHuHH@ff.H8fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(uLH8HHuҐu$HHuHH@ff.UH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(urH@]f.HHuϐHt$ H|$tD$$t$ u)HEHpHuHHDHfH8fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(uLH8HHuҐu$HHuHH@ff.UH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(urH@]f.HHuϐHt$ H|$tD$$t$ u)HEHHuHHDHSafeDownCastvtkObjectBasevtkAngleWidgetIsTypeOfIsAGetAngleRepresentationIsAngleValidGetWidgetStateSetRepresentationvtkAngleRepresentationNewInstanceSetWidgetStateToManipulateSetWidgetStateToStartSetProcessEventsCreateDefaultRepresentationSetEnabledStartDefineManipulatevtkAbstractWidgetvtkInteractorObservervtkObjectUH=Hu]ÐHH=tHH=tHH=tH]vtkAngleWidget - measure the angle between two rays (defined by three points) Superclass: vtkAbstractWidget The vtkAngleWidget is used to measure the angle between two rays (defined by three points). The three points (two end points and a center) can be positioned independently, and when they are released, a special PlacePointEvent is invoked so that special operations may be take to reposition the point (snap to grid, etc.) The widget has two different modes of interaction: when initially defined (i.e., placing the three points) and then a manipulate mode (adjusting the position of the three points). To use this widget, specify an instance of vtkAngleWidget and a representation (a subclass of vtkAngleRepresentation). The widget is implemented using three instances of vtkHandleWidget which are used to position the three points. The representations for these handle widgets are provided by the vtkAngleRepresentation. @par Event Bindings: By default, the widget responds to the following VTK events (i.e., it watches the vtkRenderWindowInteractor for these events): LeftButtonPressEvent - add a point or select a handle MouseMoveEvent - position the second or third point, or move a handle LeftButtonReleaseEvent - release the selected handle @par Event Bindings: Note that the event bindings described above can be changed using this class's vtkWidgetEventTranslator. This class translates VTK events into the vtkAngleWidget's widget events: vtkWidgetEvent::AddPoint -- add one point; depending on the state it may the first, second or third point added. Or, if near a handle, select the handle. vtkWidgetEvent::Move -- position the second or third point, or move the handle depending on the state. vtkWidgetEvent::EndSelect -- the handle manipulation process has completed. @par Event Bindings: This widget invokes the following VTK events on itself (which observers can listen for): vtkCommand::StartInteractionEvent (beginning to interact) vtkCommand::EndInteractionEvent (completing interaction) vtkCommand::InteractionEvent (moving a handle) vtkCommand::PlacePointEvent (after a point is positioned; call data includes handle id (0,1,2)) @sa vtkHandleWidget vtkDistanceWidget vtkInteractionWidgetsPython.vtkAngleWidgetV.IsTypeOf(string) -> int C++: static vtkTypeBool IsTypeOf(const char *type) Standard methods for a VTK class. V.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Standard methods for a VTK class. V.SafeDownCast(vtkObjectBase) -> vtkAngleWidget C++: static vtkAngleWidget *SafeDownCast(vtkObjectBase *o) Standard methods for a VTK class. V.NewInstance() -> vtkAngleWidget C++: vtkAngleWidget *NewInstance() Standard methods for a VTK class. V.SetEnabled(int) C++: void SetEnabled(int) override; The method for activating and deactivating this widget. This method must be overridden because it is a composite widget and does more than its superclasses' vtkAbstractWidget::SetEnabled() method. V.SetRepresentation(vtkAngleRepresentation) C++: void SetRepresentation(vtkAngleRepresentation *r) Specify an instance of vtkWidgetRepresentation used to represent this widget in the scene. Note that the representation is a subclass of vtkProp so it can be added to the renderer independent of the widget. V.CreateDefaultRepresentation() C++: void CreateDefaultRepresentation() override; Create the default widget representation if one is not set. V.GetAngleRepresentation() -> vtkAngleRepresentation C++: vtkAngleRepresentation *GetAngleRepresentation() Return the representation as a vtkAngleRepresentation. V.IsAngleValid() -> int C++: int IsAngleValid() A flag indicates whether the angle is valid. The angle value only becomes valid after two of the three points are placed. V.SetProcessEvents(int) C++: void SetProcessEvents(int) override; Methods to change the whether the widget responds to interaction. Overridden to pass the state to component widgets. V.SetWidgetStateToStart() C++: virtual void SetWidgetStateToStart() Set the state of the widget. If the state is set to "Manipulate" then it is assumed that the widget and its representation will be initialized programmatically and is not interactively placed. Initially the widget state is set to "Start" which means nothing will appear and the user must interactively place the widget with repeated mouse selections. Set the state to "Start" if you want interactive placement. Generally state changes must be followed by a Render() for things to visually take effect. V.SetWidgetStateToManipulate() C++: virtual void SetWidgetStateToManipulate() Set the state of the widget. If the state is set to "Manipulate" then it is assumed that the widget and its representation will be initialized programmatically and is not interactively placed. Initially the widget state is set to "Start" which means nothing will appear and the user must interactively place the widget with repeated mouse selections. Set the state to "Start" if you want interactive placement. Generally state changes must be followed by a Render() for things to visually take effect. V.GetWidgetState() -> int C++: virtual int GetWidgetState() Return the current widget state. 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