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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) -> vtkEncodedGradientEstimator C++: static vtkEncodedGradientEstimator *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkEncodedGradientEstimator C++: vtkEncodedGradientEstimator *NewInstance() V.SetInputData(vtkImageData) C++: virtual void SetInputData(vtkImageData *) Set/Get the scalar input for which the normals will be calculated. Note that this call does not setup a pipeline connection. vtkEncodedGradientEstimator is not an algorithm and does not update its input. If you are directly using this class, you may need to manually update the algorithm that produces this data object. V.GetInputData() -> vtkImageData C++: virtual vtkImageData *GetInputData() Set/Get the scalar input for which the normals will be calculated. Note that this call does not setup a pipeline connection. vtkEncodedGradientEstimator is not an algorithm and does not update its input. If you are directly using this class, you may need to manually update the algorithm that produces this data object. V.SetGradientMagnitudeScale(float) C++: virtual void SetGradientMagnitudeScale(float _arg) Set/Get the scale and bias for the gradient magnitude V.GetGradientMagnitudeScale() -> float C++: virtual float GetGradientMagnitudeScale() Set/Get the scale and bias for the gradient magnitude V.SetGradientMagnitudeBias(float) C++: virtual void SetGradientMagnitudeBias(float _arg) Set/Get the scale and bias for the gradient magnitude V.GetGradientMagnitudeBias() -> float C++: virtual float GetGradientMagnitudeBias() Set/Get the scale and bias for the gradient magnitude V.SetBoundsClip(int) C++: virtual void SetBoundsClip(int _arg) Turn on / off the bounding of the normal computation by the this->Bounds bounding box V.GetBoundsClipMinValue() -> int C++: virtual int GetBoundsClipMinValue() Turn on / off the bounding of the normal computation by the this->Bounds bounding box V.GetBoundsClipMaxValue() -> int C++: virtual int GetBoundsClipMaxValue() Turn on / off the bounding of the normal computation by the this->Bounds bounding box V.GetBoundsClip() -> int C++: virtual int GetBoundsClip() Turn on / off the bounding of the normal computation by the this->Bounds bounding box V.BoundsClipOn() C++: virtual void BoundsClipOn() Turn on / off the bounding of the normal computation by the this->Bounds bounding box V.BoundsClipOff() C++: virtual void BoundsClipOff() Turn on / off the bounding of the normal computation by the this->Bounds bounding box V.SetBounds(int, int, int, int, int, int) C++: void SetBounds(int, int, int, int, int, int) V.SetBounds((int, int, int, int, int, int)) C++: void SetBounds(int a[6]) V.GetBounds() -> (int, int, int, int, int, int) C++: int *GetBounds() Set / Get the bounds of the computation (used if this->ComputationBounds is 1.) The bounds are specified xmin, xmax, ymin, ymax, zmin, zmax. V.Update() C++: void Update(void) Recompute the encoded normals and gradient magnitudes. V.GetEncodedNormals() -> (int, ...) C++: unsigned short *GetEncodedNormals(void) Get the encoded normals. V.GetEncodedNormalIndex(int) -> int C++: int GetEncodedNormalIndex(vtkIdType xyz_index) V.GetEncodedNormalIndex(int, int, int) -> int C++: int GetEncodedNormalIndex(int x_index, int y_index, int z_index) Get the encoded normal at an x,y,z location in the volume V.GetGradientMagnitudes() -> (int, ...) C++: unsigned char *GetGradientMagnitudes(void) Get the gradient magnitudes V.SetNumberOfThreads(int) C++: virtual void SetNumberOfThreads(int _arg) Get/Set the number of threads to create when encoding normals This defaults to the number of available processors on the machine V.GetNumberOfThreadsMinValue() -> int C++: virtual int GetNumberOfThreadsMinValue() Get/Set the number of threads to create when encoding normals This defaults to the number of available processors on the machine V.GetNumberOfThreadsMaxValue() -> int C++: virtual int GetNumberOfThreadsMaxValue() Get/Set the number of threads to create when encoding normals This defaults to the number of available processors on the machine V.GetNumberOfThreads() -> int C++: virtual int GetNumberOfThreads() Get/Set the number of threads to create when encoding normals This defaults to the number of available processors on the machine V.SetDirectionEncoder(vtkDirectionEncoder) C++: void SetDirectionEncoder(vtkDirectionEncoder *direnc) Set / Get the direction encoder used to encode normal directions to fit within two bytes V.GetDirectionEncoder() -> vtkDirectionEncoder C++: virtual vtkDirectionEncoder *GetDirectionEncoder() Set / Get the direction encoder used to encode normal directions to fit within two bytes V.SetComputeGradientMagnitudes(int) C++: virtual void SetComputeGradientMagnitudes(int _arg) If you don't want to compute gradient magnitudes (but you do want normals for shading) this can be used. Be careful - if if you a non-constant gradient magnitude transfer function and you turn this on, it may crash V.GetComputeGradientMagnitudes() -> int C++: virtual int GetComputeGradientMagnitudes() If you don't want to compute gradient magnitudes (but you do want normals for shading) this can be used. Be careful - if if you a non-constant gradient magnitude transfer function and you turn this on, it may crash V.ComputeGradientMagnitudesOn() C++: virtual void ComputeGradientMagnitudesOn() If you don't want to compute gradient magnitudes (but you do want normals for shading) this can be used. Be careful - if if you a non-constant gradient magnitude transfer function and you turn this on, it may crash V.ComputeGradientMagnitudesOff() C++: virtual void ComputeGradientMagnitudesOff() If you don't want to compute gradient magnitudes (but you do want normals for shading) this can be used. Be careful - if if you a non-constant gradient magnitude transfer function and you turn this on, it may crash V.SetCylinderClip(int) C++: virtual void SetCylinderClip(int _arg) If the data in each slice is only contained within a circle circumscribed within the slice, and the slice is square, then don't compute anything outside the circle. This circle through the slices forms a cylinder. V.GetCylinderClip() -> int C++: virtual int GetCylinderClip() If the data in each slice is only contained within a circle circumscribed within the slice, and the slice is square, then don't compute anything outside the circle. This circle through the slices forms a cylinder. V.CylinderClipOn() C++: virtual void CylinderClipOn() If the data in each slice is only contained within a circle circumscribed within the slice, and the slice is square, then don't compute anything outside the circle. This circle through the slices forms a cylinder. V.CylinderClipOff() C++: virtual void CylinderClipOff() If the data in each slice is only contained within a circle circumscribed within the slice, and the slice is square, then don't compute anything outside the circle. This circle through the slices forms a cylinder. V.GetLastUpdateTimeInSeconds() -> float C++: virtual float GetLastUpdateTimeInSeconds() Get the time required for the last update in seconds or cpu seconds V.GetLastUpdateTimeInCPUSeconds() -> float C++: virtual float GetLastUpdateTimeInCPUSeconds() Get the time required for the last update in seconds or cpu seconds V.GetUseCylinderClip() -> int C++: virtual int GetUseCylinderClip() V.GetCircleLimits() -> (int, ...) C++: int *GetCircleLimits() V.SetZeroNormalThreshold(float) C++: void SetZeroNormalThreshold(float v) Set / Get the ZeroNormalThreshold - this defines the minimum magnitude of a gradient that is considered sufficient to define a direction. Gradients with magnitudes at or less than this value are given a "zero normal" index. These are handled specially in the shader, and you can set the intensity of light for these zero normals in the gradient shader. V.GetZeroNormalThreshold() -> float C++: virtual float GetZeroNormalThreshold() Set / Get the ZeroNormalThreshold - this defines the minimum magnitude of a gradient that is considered sufficient to define a direction. Gradients with magnitudes at or less than this value are given a "zero normal" index. These are handled specially in the shader, and you can set the intensity of light for these zero normals in the gradient shader. V.SetZeroPad(int) C++: virtual void SetZeroPad(int _arg) Assume that the data value outside the volume is zero when computing normals. V.GetZeroPadMinValue() -> int C++: virtual int GetZeroPadMinValue() Assume that the data value outside the volume is zero when computing normals. V.GetZeroPadMaxValue() -> int C++: virtual int GetZeroPadMaxValue() Assume that the data value outside the volume is zero when computing normals. V.GetZeroPad() -> int C++: virtual int GetZeroPad() Assume that the data value outside the volume is zero when computing normals. V.ZeroPadOn() C++: virtual void ZeroPadOn() Assume that the data value outside the volume is zero when computing normals. V.ZeroPadOff() C++: virtual void ZeroPadOff() Assume that the data value outside the volume is zero when computing normals. 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