Section: Visualization Toolkit Rendering Classes
To create an instance of class vtkProp3D, simply invoke its constructor as follows
obj = vtkProp3D
obj
is an instance of the vtkProp3D class.
string = obj.GetClassName ()
int = obj.IsA (string name)
vtkProp3D = obj.NewInstance ()
vtkProp3D = obj.SafeDownCast (vtkObject o)
obj.ShallowCopy (vtkProp prop)
- Shallow copy of this vtkProp3D.
obj.SetPosition (double _arg1, double _arg2, double _arg3)
- Set/Get/Add the position of the Prop3D in world coordinates.
obj.SetPosition (double _arg[3])
- Set/Get/Add the position of the Prop3D in world coordinates.
double = obj. GetPosition ()
- Set/Get/Add the position of the Prop3D in world coordinates.
obj.AddPosition (double deltaPosition[3])
- Set/Get/Add the position of the Prop3D in world coordinates.
obj.AddPosition (double deltaX, double deltaY, double deltaZ)
- Set/Get/Add the position of the Prop3D in world coordinates.
obj.SetOrigin (double _arg1, double _arg2, double _arg3)
- Set/Get the origin of the Prop3D. This is the point about which all
rotations take place.
obj.SetOrigin (double _arg[3])
- Set/Get the origin of the Prop3D. This is the point about which all
rotations take place.
double = obj. GetOrigin ()
- Set/Get the origin of the Prop3D. This is the point about which all
rotations take place.
obj.SetScale (double _arg1, double _arg2, double _arg3)
- Set/Get the scale of the actor. Scaling in performed independently on the
X, Y and Z axis. A scale of zero is illegal and will be replaced with one.
obj.SetScale (double _arg[3])
- Set/Get the scale of the actor. Scaling in performed independently on the
X, Y and Z axis. A scale of zero is illegal and will be replaced with one.
double = obj. GetScale ()
- Set/Get the scale of the actor. Scaling in performed independently on the
X, Y and Z axis. A scale of zero is illegal and will be replaced with one.
obj.SetScale (double s)
- Method to set the scale isotropically
obj.SetUserTransform (vtkLinearTransform transform)
- In addition to the instance variables such as position and orientation,
you can add an additional transformation for your own use. This
transformation is concatenated with the actor's internal transformation,
which you implicitly create through the use of SetPosition(),
SetOrigin() and SetOrientation().
<p>If the internal transformation
is identity (i.e. if you don't set the Position, Origin, or
Orientation) then the actors final transformation will be the
UserTransform, concatenated with the UserMatrix if the UserMatrix
is present.
vtkLinearTransform = obj.GetUserTransform ()
- In addition to the instance variables such as position and orientation,
you can add an additional transformation for your own use. This
transformation is concatenated with the actor's internal transformation,
which you implicitly create through the use of SetPosition(),
SetOrigin() and SetOrientation().
<p>If the internal transformation
is identity (i.e. if you don't set the Position, Origin, or
Orientation) then the actors final transformation will be the
UserTransform, concatenated with the UserMatrix if the UserMatrix
is present.
obj.SetUserMatrix (vtkMatrix4x4 matrix)
- The UserMatrix can be used in place of UserTransform.
vtkMatrix4x4 = obj.GetUserMatrix ()
- The UserMatrix can be used in place of UserTransform.
obj.GetMatrix (vtkMatrix4x4 m)
- Return a reference to the Prop3D's 4x4 composite matrix.
Get the matrix from the position, origin, scale and orientation This
matrix is cached, so multiple GetMatrix() calls will be efficient.
obj.GetMatrix (double m[16])
- Return a reference to the Prop3D's 4x4 composite matrix.
Get the matrix from the position, origin, scale and orientation This
matrix is cached, so multiple GetMatrix() calls will be efficient.
obj.GetBounds (double bounds[6])
- Get the bounds for this Prop3D as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax).
double = obj.GetBounds ()
- Get the bounds for this Prop3D as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax).
double = obj.GetCenter ()
- Get the center of the bounding box in world coordinates.
double = obj.GetXRange ()
- Get the Prop3D's x range in world coordinates.
double = obj.GetYRange ()
- Get the Prop3D's y range in world coordinates.
double = obj.GetZRange ()
- Get the Prop3D's z range in world coordinates.
double = obj.GetLength ()
- Get the length of the diagonal of the bounding box.
obj.RotateX (double )
- Rotate the Prop3D in degrees about the X axis using the right hand
rule. The axis is the Prop3D's X axis, which can change as other
rotations are performed. To rotate about the world X axis use
RotateWXYZ (angle, 1, 0, 0). This rotation is applied before all
others in the current transformation matrix.
obj.RotateY (double )
- Rotate the Prop3D in degrees about the Y axis using the right hand
rule. The axis is the Prop3D's Y axis, which can change as other
rotations are performed. To rotate about the world Y axis use
RotateWXYZ (angle, 0, 1, 0). This rotation is applied before all
others in the current transformation matrix.
obj.RotateZ (double )
- Rotate the Prop3D in degrees about the Z axis using the right hand
rule. The axis is the Prop3D's Z axis, which can change as other
rotations are performed. To rotate about the world Z axis use
RotateWXYZ (angle, 0, 0, 1). This rotation is applied before all
others in the current transformation matrix.
obj.RotateWXYZ (double , double , double , double )
- Rotate the Prop3D in degrees about an arbitrary axis specified by
the last three arguments. The axis is specified in world
coordinates. To rotate an about its model axes, use RotateX,
RotateY, RotateZ.
obj.SetOrientation (double , double , double )
- Sets the orientation of the Prop3D. Orientation is specified as
X,Y and Z rotations in that order, but they are performed as
RotateZ, RotateX, and finally RotateY.
obj.SetOrientation (double a[3])
- Sets the orientation of the Prop3D. Orientation is specified as
X,Y and Z rotations in that order, but they are performed as
RotateZ, RotateX, and finally RotateY.
double = obj.GetOrientation ()
- Returns the orientation of the Prop3D as s vector of X,Y and Z rotation.
The ordering in which these rotations must be done to generate the
same matrix is RotateZ, RotateX, and finally RotateY. See also
SetOrientation.
obj.GetOrientation (double o[3])
- Returns the orientation of the Prop3D as s vector of X,Y and Z rotation.
The ordering in which these rotations must be done to generate the
same matrix is RotateZ, RotateX, and finally RotateY. See also
SetOrientation.
double = obj.GetOrientationWXYZ ()
- Returns the WXYZ orientation of the Prop3D.
obj.AddOrientation (double , double , double )
- Add to the current orientation. See SetOrientation and
GetOrientation for more details. This basically does a
GetOrientation, adds the passed in arguments, and then calls
SetOrientation.
obj.AddOrientation (double a[3])
- Add to the current orientation. See SetOrientation and
GetOrientation for more details. This basically does a
GetOrientation, adds the passed in arguments, and then calls
SetOrientation.
obj.PokeMatrix (vtkMatrix4x4 matrix)
- This method modifies the vtkProp3D so that its transformation
state is set to the matrix specified. The method does this by
setting appropriate transformation-related ivars to initial
values (i.e., not transformed), and placing the user-supplied
matrix into the UserMatrix of this vtkProp3D. If the method is
called again with a NULL matrix, then the original state of the
vtkProp3D will be restored. This method is used to support
picking and assembly structures.
obj.InitPathTraversal ()
- Overload vtkProp's method for setting up assembly paths. See
the documentation for vtkProp.
long = obj.GetMTime ()
- Get the vtkProp3D's mtime
long = obj.GetUserTransformMatrixMTime ()
- Get the modified time of the user matrix or user transform.
obj.ComputeMatrix ()
- Generate the matrix based on ivars
vtkMatrix4x4 = obj.GetMatrix ()
- Is the matrix for this actor identity
int = obj.GetIsIdentity ()
- Is the matrix for this actor identity