ELF>a@@$#    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=tH@SH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(uuH0[fDHHuӐt$WPfH~HufHn@HH8H;u_PfH~ffH~fUH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(uVH0]fDHHuӐtHoHHuH@HH@H;tHUH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(H@]fDHHuϐHt$H|$tD$$D$t?f.EPztHEEPHHuHHzf.HEH0H;uf.EPztEPHH@ATUSH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uYHD$Ho(Ht!\$ +\$$tJH|$1HT$8dH+%(H@[]A\HHuːHt$H|$tD$$Ld$uXHELH@H;ulH=tLH=u)HeHcZfDLLH=tL븐HЉfATH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$uDH(HtD$9D$tIH11E1HD$(dH+%(H0LA\@HHufHHRxH;IMtoI$H5LPtZHuLIHoHbL1HHP@L8fE1H"DIjfATL%H HH5LuLHLA\ATIUHHt HH5LHtHmtH]A\HH]A\AVAUATUSH`fnFdH%(HD$X1HHt$ HD$(HGfnȉD$8fbfD$0uUHo(Ht!D$0+D$4tOH|$ 1HT$XdH+%(H`[]A\A]A^HHuƐLl$ HT$H5L|$ItLt$@LLtD$4D$@T$HD$fH~u}HEHLLD$f.D$@z2u0fHnf.\$Hz#u!H(HcfDHuչLLHLLD$ff.AV1AUATUSHHNdH%(H$1HGAfnH%fnA)fbAtIAH5D1H$dH+%(H[]A\A]A^L Ht$LL$L$ T$$T$(HHo(HD$ +D$$|H|$1sH Ht$HL$T$(fD$ H,Ho(Ht%D$ +D$$H|$1L$Ld$LLt$T$$$$fI~fH~HE$HL$f.$fInf.$fHnf.$H-Hc@fDLl$0Ld$LLLt$P LLH$|$@L$8D$0H$D$$fH~fot$`fo|$P$fol$pL$fo$)$)$)$)$HEHLL$L$f.D$0f.L$8fHnf.d$@$f.D$P$f.D$XD$`f.$D$hf.$zsuq$f.D$pz`u^D$xf.$zMuK$f.$z7u5$f.$z!u$f.$z DH LLHH1 HHE1HL$$"@HYL1LBHhL1LQfDHLLL$$ff.AWAVAUATUSH8fnFdH%(H$(1HHt$@HD$HHGfnȉD$XfbfD$PuYH_(Ht!D$P+D$Tt[H|$@1H$(dH+%(H8[]A\A]A^A_@HHufLd$@HT$?H5L|$?HtLl$`LLyLt$pLL\L$ LLHc3LL$HMLLHD$HHuHT$ LHLL~HLLHLLfHGI~H)ǃt1u L@HH51HfLHH8fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(uLH8HHuҐu$H(HuHH@ff.UH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(uzH@]f.HHuϐH5HT$H|$|$HtD$$u(HEH HuHH@Hf.GPzufHGPGPHGHSafeDownCastvtkObjectBasevtkTerrainDataPointPlacerIsTypeOfGetHeightOffsetGetPropPickerSetHeightOffsetIsANewInstanceValidateDisplayPositionvtkRendererValidateWorldPositionComputeWorldPositionRemoveAllPropsAddPropvtkPropvtkPointPlacervtkObjectUH=Hu]ÐHH=tHH=tH]vtkTerrainDataPointPlacer - Place points on terrain data Superclass: vtkPointPlacer vtkTerrainDataPointPlacer dictates the placement of points on height field data. The class takes as input the list of props that represent the terrain in a rendered scene. A height offset can be specified to dicatate the placement of points at a certain height above the surface. @par Usage: A typical usage of this class is as follows:pointPlacer->AddProp(demActor); // the actor(s) containing the terrain. rep->SetPointPlacer(pointPlacer); pointPlacer->SetHeightOffset( 100 ); @sa vtkPointPlacer vtkTerrainContourLineInterpolator vtkInteractionWidgetsPython.vtkTerrainDataPointPlacerV.IsTypeOf(string) -> int C++: static vtkTypeBool IsTypeOf(const char *type) Standard methods for instances of this class. V.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Standard methods for instances of this class. V.SafeDownCast(vtkObjectBase) -> vtkTerrainDataPointPlacer C++: static vtkTerrainDataPointPlacer *SafeDownCast( vtkObjectBase *o) Standard methods for instances of this class. V.NewInstance() -> vtkTerrainDataPointPlacer C++: vtkTerrainDataPointPlacer *NewInstance() Standard methods for instances of this class. V.AddProp(vtkProp) C++: virtual void AddProp(vtkProp *) V.RemoveAllProps() C++: virtual void RemoveAllProps() V.SetHeightOffset(float) C++: virtual void SetHeightOffset(double _arg) This is the height above (or below) the terrain that the dictated point should be placed. Positive values indicate distances above the terrain; negative values indicate distances below the terrain. The default is 0.0. V.GetHeightOffset() -> float C++: virtual double GetHeightOffset() This is the height above (or below) the terrain that the dictated point should be placed. Positive values indicate distances above the terrain; negative values indicate distances below the terrain. The default is 0.0. 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 in pixel coordinates, compute the world position and orientation where this point will be placed. This method is typically used by the representation to place the point initially. For the Terrain point placer this computes world points that lie at the specified height above the terrain. 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; Given a world position check the validity of this position according to the constraints of the placer V.ValidateDisplayPosition(vtkRenderer, [float, float]) -> int C++: int ValidateDisplayPosition(vtkRenderer *, double displayPos[2]) override; Given a display position, check the validity of this position. V.GetPropPicker() -> vtkPropPicker C++: virtual vtkPropPicker *GetPropPicker() Get the Prop picker. 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