ELF>@@IH !"#$%&'()*+,-.123456UH@dH%(HD$81HHt$HD$HFHD$$D$ t0H|$1HT$8dH+%(uhH@]@HT$H|$H5|$HtHt+HH5HPtHuH1Huff.fAVAUATUHxdH%(HD$h1HHt$0HD$8HFHD$DD$@t:H|$01HT$hdH+%(!Hx]A\A]A^@Ll$(Ld$0LH5L|$(HtLH5L|$(ItLLtLl$PLLlf(L$PHLL\$`D$(fL$) $\$f( $f.L$PfH~z@u>T$f.T$Xz0u.\$f.\$`z uHfHnHuعLLf.USHHdH%(HD$81HHt$HD$HFHD$$D$ HD$t6H|$1HT$8dH+%(HH[]DHt$H|$tHl$H=HtHH=uHuHc@HH=tHH=tHH=tHff.SH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(uH(HtD$9D$t;H111HT$(dH+%(H8@HHuҐHtIHH;uQxtLJxHuHHfHH;t@f.H8fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(H8@HHuҐHtIHH;uQxtLJxHuHHHH;t@1ff.fUH@fnFdH%(HD$81HHt$HD$HGfn؉D$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(&H@]fDHHuϐHt$H|$tD$$D$tgff/ ]f(f.ztHEHH\HHNfDHEHXH;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$tgff/ ]f(f.ztHEHH\HHNfDHEH(H;udff/w2 ]f(f.ztHf(f.f(NHZATH0fnFdH%(HD$(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$$Ld$u`HELH@H;H=tLH=u-HaHcVf.LLH=tLH=tLH=tLHЉfAT1UHXHNdH%(HD$H1HGAfnH%fnA)fbAAuZH Ht$HL$T$(fD$ HHo(HtH(HtD$9D$t;H111HT$(dH+%(uLH8HHuҐu$HHuHH@ff.UH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(uNH0]fDHHuӐu$HHHuH@HfUH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(uzH@]f.HHuϐH5HT$H|$|$HtD$$u(HEHHuHH@H9xtHxDx9|tH|D|ff/w2 ]f(f.zuÐHf(f9tHDff/w2 ]f(f.zuÐHf(ff.f(fzuf.zuHHSafeDownCastvtkObjectBasevtkProp3DAxisFollowerAutoScalevtkViewportvtkCameraIsTypeOfGetScreenOffsetGetScreenOffsetVectorGetEnableDistanceLODGetAutoCenterGetViewAngleLODThresholdGetEnableViewAngleLODGetDistanceLODThresholdSetScreenOffsetSetEnableDistanceLODSetEnableViewAngleLODSetAutoCenterAutoCenterOnAutoCenterOffSetViewAngleLODThresholdSetDistanceLODThresholdNewInstanceIsASetScreenOffsetVectorGetViewportSetViewportRenderVolumetricGeometryRenderOpaqueGeometryShallowCopyComputeMatrixGetAxisSetAxisvtkAxisActorvtkProp3DFollowervtkProp3DvtkPropvtkObjectUH=Hu]ÐHH=tHH=tHH=tHH=tH]HHH;u)xtLJx1HHH;u!xtLJxGetViewAngleLODThresholdMinValueGetDistanceLODThresholdMaxValueGetDistanceLODThresholdMinValueGetViewAngleLODThresholdMaxValuevtkProp3DAxisFollower - a subclass of vtkProp3DFollower that ensures that data is always parallel to the axis defined by a vtkAxisActor. Superclass: vtkProp3DFollower vtkProp3DAxisFollower is a subclass of vtkProp3DFollower that always follows its specified axis. More specifically it will not change its position or scale, but it will continually update its orientation so that it is aligned with the axis and facing at angle to the camera to provide maximum visibilty. This is typically used for text labels for 3d plots. @sa vtkFollower vtkAxisFollower vtkProp3DFollower RenderTranslucentPolygonalGeometryvtkRenderingAnnotationPython.vtkProp3DAxisFollowerV.IsTypeOf(string) -> int C++: static vtkTypeBool IsTypeOf(const char *type) Standard VTK methods for type and printing. V.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Standard VTK methods for type and printing. V.SafeDownCast(vtkObjectBase) -> vtkProp3DAxisFollower C++: static vtkProp3DAxisFollower *SafeDownCast(vtkObjectBase *o) Standard VTK methods for type and printing. V.NewInstance() -> vtkProp3DAxisFollower C++: vtkProp3DAxisFollower *NewInstance() Standard VTK methods for type and printing. 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 vertical offset from the axis. Convenience method, using a zero horizontal offset V.SetScreenOffset(float) C++: void SetScreenOffset(double offset) Set/Get the desired screen vertical 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.ComputeMatrix() C++: void ComputeMatrix() override; Generate the matrix based on ivars. This method overloads its superclasses ComputeMatrix() method due to the special vtkProp3DAxisFollower 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. 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.RenderVolumetricGeometry(vtkViewport) -> int C++: int RenderVolumetricGeometry(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.SetViewport(vtkViewport) C++: virtual void SetViewport(vtkViewport *viewport) V.GetViewport() -> vtkViewport C++: virtual vtkViewport *GetViewport() HHHD?GCC: (Ubuntu 11.4.0-1ubuntu1~22.04) 11.4.0GNUzRx !0 D!X lN   ! 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