ELF>P@@IH !"#$%&'()*+,-.123456AVAUATUHxdH%(HD$h1HHt$0HD$8HFHD$DD$@t:H|$01HT$hdH+%(!Hx]A\A]A^@Ll$(Ld$0LH5L|$(HtLH5L|$(ItLLtLl$PLLlf(L$PHLL\$`D$(fL$) $\$f( $f.L$PfH~z@u>T$f.T$Xz0u.\$f.\$`z uHfHnHuعLLf.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=tHH=tHH=tHff.SH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(uH(HtD$9D$t;H111HT$(dH+%(H8@HHuҐHtIHpH;uQtLJHuHHHH;t@1ff.fH8fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(H8@HHuҐHtIHpH;uQtLJHuHHfHH;t@f.UH@fnFdH%(HD$81HHt$HD$HGfn؉D$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(&H@]fDHHuϐHt$H|$tD$$D$tgff/ ]f(f.ztHEHH\HHNfDHEHH;udff/w2 ]f(f.ztHf(f.f(NHZUH@fnFdH%(HD$81HHt$HD$HGfn؉D$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(&H@]fDHHuϐHt$H|$tD$$D$tgff/ ]f(f.ztHEHH\HHNfDHEHH;udff/w2 ]f(f.ztHf(f.f(NHZATH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$uDH(HtD$9D$tIH11E1HD$(dH+%(H0LA\@HHufHHRxH;IMtoI$H5LPtZHuLIHoHbL1HHP@L8fE1H"DIjfATUSH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uYHD$Ho(Ht!\$ +\$$tJH|$1HT$8dH+%(H@[]A\HHuːHt$H|$tD$$Ld$u`HELH@H;H=tLH=u-HaHcVf.LLH=tLH=tLH=tLH=tLxDHЉgAT1UHXHNdH%(HD$H1HGAfnH%fnA)fbAAuZH Ht$HL$T$(fD$ HHo(Ht 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) -> vtkAxisFollower C++: static vtkAxisFollower *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkAxisFollower C++: vtkAxisFollower *NewInstance() V.SetAxis(vtkAxisActor) C++: virtual void SetAxis(vtkAxisActor *) Set axis that needs to be followed. V.GetAxis() -> vtkAxisActor C++: virtual vtkAxisActor *GetAxis() Set axis that needs to be followed. V.SetAutoCenter(int) C++: virtual void SetAutoCenter(int _arg) Set/Get state of auto center mode where additional translation will be added to make sure the underlying geometry has its pivot point at the center of its bounds. V.GetAutoCenter() -> int C++: virtual int GetAutoCenter() Set/Get state of auto center mode where additional translation will be added to make sure the underlying geometry has its pivot point at the center of its bounds. V.AutoCenterOn() C++: virtual void AutoCenterOn() Set/Get state of auto center mode where additional translation will be added to make sure the underlying geometry has its pivot point at the center of its bounds. V.AutoCenterOff() C++: virtual void AutoCenterOff() Set/Get state of auto center mode where additional translation will be added to make sure the underlying geometry has its pivot point at the center of its bounds. V.SetEnableDistanceLOD(int) C++: virtual void SetEnableDistanceLOD(int _arg) Enable / disable use of distance based LOD. If enabled the actor will not be visible at a certain distance from the camera. Default is false. V.GetEnableDistanceLOD() -> int C++: virtual int GetEnableDistanceLOD() Enable / disable use of distance based LOD. If enabled the actor will not be visible at a certain distance from the camera. Default is false. V.SetDistanceLODThreshold(float) C++: virtual void SetDistanceLODThreshold(double _arg) Set distance LOD threshold (0.0 - 1.0).This determines at what fraction of camera far clip range, actor is not visible. Default is 0.80. V.GetDistanceLODThresholdMinValue() -> float C++: virtual double GetDistanceLODThresholdMinValue() Set distance LOD threshold (0.0 - 1.0).This determines at what fraction of camera far clip range, actor is not visible. Default is 0.80. V.GetDistanceLODThresholdMaxValue() -> float C++: virtual double GetDistanceLODThresholdMaxValue() Set distance LOD threshold (0.0 - 1.0).This determines at what fraction of camera far clip range, actor is not visible. Default is 0.80. V.GetDistanceLODThreshold() -> float C++: virtual double GetDistanceLODThreshold() Set distance LOD threshold (0.0 - 1.0).This determines at what fraction of camera far clip range, actor is not visible. Default is 0.80. V.SetEnableViewAngleLOD(int) C++: virtual void SetEnableViewAngleLOD(int _arg) Enable / disable use of view angle based LOD. If enabled the actor will not be visible at a certain view angle. Default is true. V.GetEnableViewAngleLOD() -> int C++: virtual int GetEnableViewAngleLOD() Enable / disable use of view angle based LOD. If enabled the actor will not be visible at a certain view angle. Default is true. V.SetViewAngleLODThreshold(float) C++: virtual void SetViewAngleLODThreshold(double _arg) Set view angle LOD threshold (0.0 - 1.0).This determines at what view angle to geometry will make the geometry not visible. Default is 0.34. V.GetViewAngleLODThresholdMinValue() -> float C++: virtual double GetViewAngleLODThresholdMinValue() Set view angle LOD threshold (0.0 - 1.0).This determines at what view angle to geometry will make the geometry not visible. Default is 0.34. V.GetViewAngleLODThresholdMaxValue() -> float C++: virtual double GetViewAngleLODThresholdMaxValue() Set view angle LOD threshold (0.0 - 1.0).This determines at what view angle to geometry will make the geometry not visible. Default is 0.34. V.GetViewAngleLODThreshold() -> float C++: virtual double GetViewAngleLODThreshold() Set view angle LOD threshold (0.0 - 1.0).This determines at what view angle to geometry will make the geometry not visible. Default is 0.34. V.GetScreenOffset() -> float C++: double GetScreenOffset() Set/Get the desired screen offset from the axis. Convenience method, using a zero horizontal offset V.SetScreenOffset(float) C++: void SetScreenOffset(double offset) Set/Get the desired screen offset from the axis. Convenience method, using a zero horizontal offset V.SetScreenOffsetVector(float, float) C++: void SetScreenOffsetVector(double, double) V.SetScreenOffsetVector((float, float)) C++: void SetScreenOffsetVector(double a[2]) V.GetScreenOffsetVector() -> (float, float) C++: double *GetScreenOffsetVector() V.RenderOpaqueGeometry(vtkViewport) -> int C++: int RenderOpaqueGeometry(vtkViewport *viewport) override; This causes the actor to be rendered. It in turn will render the actor's property, texture map and then mapper. If a property hasn't been assigned, then the actor will create one automatically. V.RenderTranslucentPolygonalGeometry(vtkViewport) -> int C++: int RenderTranslucentPolygonalGeometry(vtkViewport *viewport) override; This causes the actor to be rendered. It in turn will render the actor's property, texture map and then mapper. If a property hasn't been assigned, then the actor will create one automatically. V.Render(vtkRenderer) C++: void Render(vtkRenderer *ren) override; This causes the actor to be rendered. It in turn will render the actor's property, texture map and then mapper. If a property hasn't been assigned, then the actor will create one automatically. V.ComputeTransformMatrix(vtkRenderer) C++: virtual void ComputeTransformMatrix(vtkRenderer *ren) Generate the matrix based on ivars. This method overloads its superclasses ComputeMatrix() method due to the special vtkFollower matrix operations. V.ShallowCopy(vtkProp) C++: void ShallowCopy(vtkProp *prop) override; Shallow copy of a follower. Overloads the virtual vtkProp method. V.AutoScale(vtkViewport, vtkCamera, float, [float, float, float]) -> float C++: static double AutoScale(vtkViewport *viewport, vtkCamera *camera, double screenSize, double position[3]) Calculate scale factor to maintain same size of a object on the screen. HHHD?GCC: (Ubuntu 11.4.0-1ubuntu1~22.04) 11.4.0GNUzRx !0 D!X lN   ! 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