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V.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Standard methods for instances of this class. V.SafeDownCast(vtkObjectBase) -> vtkBoundedPlanePointPlacer C++: static vtkBoundedPlanePointPlacer *SafeDownCast( vtkObjectBase *o) Standard methods for instances of this class. V.NewInstance() -> vtkBoundedPlanePointPlacer C++: vtkBoundedPlanePointPlacer *NewInstance() Standard methods for instances of this class. V.SetProjectionNormal(int) C++: virtual void SetProjectionNormal(int _arg) Set the projection normal to lie along the x, y, or z axis, or to be oblique. If it is oblique, then the plane is defined in the ObliquePlane ivar. V.GetProjectionNormalMinValue() -> int C++: virtual int GetProjectionNormalMinValue() Set the projection normal to lie along the x, y, or z axis, or to be oblique. If it is oblique, then the plane is defined in the ObliquePlane ivar. V.GetProjectionNormalMaxValue() -> int C++: virtual int GetProjectionNormalMaxValue() Set the projection normal to lie along the x, y, or z axis, or to be oblique. If it is oblique, then the plane is defined in the ObliquePlane ivar. V.GetProjectionNormal() -> int C++: virtual int GetProjectionNormal() Set the projection normal to lie along the x, y, or z axis, or to be oblique. If it is oblique, then the plane is defined in the ObliquePlane ivar. V.SetProjectionNormalToXAxis() C++: void SetProjectionNormalToXAxis() Set the projection normal to lie along the x, y, or z axis, or to be oblique. If it is oblique, then the plane is defined in the ObliquePlane ivar. V.SetProjectionNormalToYAxis() C++: void SetProjectionNormalToYAxis() Set the projection normal to lie along the x, y, or z axis, or to be oblique. If it is oblique, then the plane is defined in the ObliquePlane ivar. V.SetProjectionNormalToZAxis() C++: void SetProjectionNormalToZAxis() Set the projection normal to lie along the x, y, or z axis, or to be oblique. If it is oblique, then the plane is defined in the ObliquePlane ivar. V.SetProjectionNormalToOblique() C++: void SetProjectionNormalToOblique() Set the projection normal to lie along the x, y, or z axis, or to be oblique. If it is oblique, then the plane is defined in the ObliquePlane ivar. V.SetObliquePlane(vtkPlane) C++: void SetObliquePlane(vtkPlane *) If the ProjectionNormal is set to Oblique, then this is the oblique plane used to constrain the handle position. V.GetObliquePlane() -> vtkPlane C++: virtual vtkPlane *GetObliquePlane() If the ProjectionNormal is set to Oblique, then this is the oblique plane used to constrain the handle position. V.SetProjectionPosition(float) C++: void SetProjectionPosition(double position) The position of the bounding plane from the origin along the normal. The origin and normal are defined in the oblique plane when the ProjectionNormal is oblique. For the X, Y, and Z axes projection normals, the normal is the axis direction, and the origin is (0,0,0). V.GetProjectionPosition() -> float C++: virtual double GetProjectionPosition() The position of the bounding plane from the origin along the normal. The origin and normal are defined in the oblique plane when the ProjectionNormal is oblique. For the X, Y, and Z axes projection normals, the normal is the axis direction, and the origin is (0,0,0). V.AddBoundingPlane(vtkPlane) C++: void AddBoundingPlane(vtkPlane *plane) A collection of plane equations used to bound the position of the point. This is in addition to confining the point to a plane - these constraints are meant to, for example, keep a point within the extent of an image. Using a set of plane equations allows for more complex bounds (such as bounding a point to an oblique reliced image that has hexagonal shape) than a simple extent. V.RemoveBoundingPlane(vtkPlane) C++: void RemoveBoundingPlane(vtkPlane *plane) A collection of plane equations used to bound the position of the point. This is in addition to confining the point to a plane - these constraints are meant to, for example, keep a point within the extent of an image. Using a set of plane equations allows for more complex bounds (such as bounding a point to an oblique reliced image that has hexagonal shape) than a simple extent. V.RemoveAllBoundingPlanes() C++: void RemoveAllBoundingPlanes() A collection of plane equations used to bound the position of the point. This is in addition to confining the point to a plane - these constraints are meant to, for example, keep a point within the extent of an image. Using a set of plane equations allows for more complex bounds (such as bounding a point to an oblique reliced image that has hexagonal shape) than a simple extent. V.SetBoundingPlanes(vtkPlaneCollection) C++: virtual void SetBoundingPlanes(vtkPlaneCollection *) V.SetBoundingPlanes(vtkPlanes) C++: void SetBoundingPlanes(vtkPlanes *planes) A collection of plane equations used to bound the position of the point. This is in addition to confining the point to a plane - these constraints are meant to, for example, keep a point within the extent of an image. Using a set of plane equations allows for more complex bounds (such as bounding a point to an oblique reliced image that has hexagonal shape) than a simple extent. V.GetBoundingPlanes() -> vtkPlaneCollection C++: virtual vtkPlaneCollection *GetBoundingPlanes() A collection of plane equations used to bound the position of the point. This is in addition to confining the point to a plane - these constraints are meant to, for example, keep a point within the extent of an image. Using a set of plane equations allows for more complex bounds (such as bounding a point to an oblique reliced image that has hexagonal shape) than a simple extent. V.ComputeWorldPosition(vtkRenderer, [float, float], [float, float, float], [float, float, float, float, float, float, float, float, float]) -> int C++: int ComputeWorldPosition(vtkRenderer *ren, double displayPos[2], double worldPos[3], double worldOrient[9]) override; V.ComputeWorldPosition(vtkRenderer, [float, float], [float, float, float], [float, float, float], [float, float, float, float, float, float, float, float, float]) -> int C++: int ComputeWorldPosition(vtkRenderer *ren, double displayPos[2], double refWorldPos[3], double worldPos[3], double worldOrient[9]) override; Given a renderer and a display position, compute the world position and world orientation for this point. A plane is defined by a combination of the ProjectionNormal, ProjectionOrigin, and ObliquePlane ivars. The display position is projected onto this plane to determine a world position, and the orientation is set to the normal of the plane. If the point cannot project onto the plane or if it falls outside the bounds imposed by the BoundingPlanes, then 0 is returned, otherwise 1 is returned to indicate a valid return position and orientation. V.ValidateWorldPosition([float, float, float]) -> int C++: int ValidateWorldPosition(double worldPos[3]) override; V.ValidateWorldPosition([float, float, float], [float, float, float, float, float, float, float, float, float]) -> int C++: int ValidateWorldPosition(double worldPos[3], double worldOrient[9]) override; Give a world position check if it is valid - does it lie on the plane and within the bounds? Returns 1 if it is valid, 0 otherwise. V.UpdateWorldPosition(vtkRenderer, [float, float, float], [float, float, float, float, float, float, float, float, float]) -> int C++: int UpdateWorldPosition(vtkRenderer *ren, double worldPos[3], double worldOrient[9]) override; If the constraints on this placer are changed, then this method will be called by the representation on each of its points. For this placer, the world position will be converted to a display position, then ComputeWorldPosition will be used to update the point. 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