Section: Visualization Toolkit Volume Rendering Classes
To create an instance of class vtkEncodedGradientEstimator, simply invoke its constructor as follows
obj = vtkEncodedGradientEstimator
obj
is an instance of the vtkEncodedGradientEstimator class.
string = obj.GetClassName ()
int = obj.IsA (string name)
vtkEncodedGradientEstimator = obj.NewInstance ()
vtkEncodedGradientEstimator = obj.SafeDownCast (vtkObject o)
obj.SetInput (vtkImageData )
- Set/Get the scalar input for which the normals will be
calculated
vtkImageData = obj.GetInput ()
- Set/Get the scalar input for which the normals will be
calculated
obj.SetGradientMagnitudeScale (float )
- Set/Get the scale and bias for the gradient magnitude
float = obj.GetGradientMagnitudeScale ()
- Set/Get the scale and bias for the gradient magnitude
obj.SetGradientMagnitudeBias (float )
- Set/Get the scale and bias for the gradient magnitude
float = obj.GetGradientMagnitudeBias ()
- Set/Get the scale and bias for the gradient magnitude
obj.SetBoundsClip (int )
- Turn on / off the bounding of the normal computation by
the this->Bounds bounding box
int = obj.GetBoundsClipMinValue ()
- Turn on / off the bounding of the normal computation by
the this->Bounds bounding box
int = obj.GetBoundsClipMaxValue ()
- Turn on / off the bounding of the normal computation by
the this->Bounds bounding box
int = obj.GetBoundsClip ()
- Turn on / off the bounding of the normal computation by
the this->Bounds bounding box
obj.BoundsClipOn ()
- Turn on / off the bounding of the normal computation by
the this->Bounds bounding box
obj.BoundsClipOff ()
- Turn on / off the bounding of the normal computation by
the this->Bounds bounding box
obj.SetBounds (int , int , int , int , int , int )
- Set / Get the bounds of the computation (used if
this->ComputationBounds is 1.) The bounds are specified
xmin, xmax, ymin, ymax, zmin, zmax.
obj.SetBounds (int a[6])
- Set / Get the bounds of the computation (used if
this->ComputationBounds is 1.) The bounds are specified
xmin, xmax, ymin, ymax, zmin, zmax.
int = obj. GetBounds ()
- Set / Get the bounds of the computation (used if
this->ComputationBounds is 1.) The bounds are specified
xmin, xmax, ymin, ymax, zmin, zmax.
obj.Update (void )
- Recompute the encoded normals and gradient magnitudes.
int = obj.GetEncodedNormalIndex (int xyz_index)
- Get the encoded normal at an x,y,z location in the volume
int = obj.GetEncodedNormalIndex (int x_index, int y_index, int z_index)
- Get the encoded normal at an x,y,z location in the volume
obj.SetNumberOfThreads (int )
- Get/Set the number of threads to create when encoding normals
This defaults to the number of available processors on the machine
int = obj.GetNumberOfThreadsMinValue ()
- Get/Set the number of threads to create when encoding normals
This defaults to the number of available processors on the machine
int = obj.GetNumberOfThreadsMaxValue ()
- Get/Set the number of threads to create when encoding normals
This defaults to the number of available processors on the machine
int = obj.GetNumberOfThreads ()
- Get/Set the number of threads to create when encoding normals
This defaults to the number of available processors on the machine
obj.SetDirectionEncoder (vtkDirectionEncoder direnc)
- Set / Get the direction encoder used to encode normal directions
to fit within two bytes
vtkDirectionEncoder = obj.GetDirectionEncoder ()
- Set / Get the direction encoder used to encode normal directions
to fit within two bytes
obj.SetComputeGradientMagnitudes (int )
- 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
int = obj.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
obj.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
obj.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
obj.SetCylinderClip (int )
- 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.
int = obj.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.
obj.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.
obj.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.
float = obj.GetLastUpdateTimeInSeconds ()
- Get the time required for the last update in seconds or cpu seconds
float = obj.GetLastUpdateTimeInCPUSeconds ()
- Get the time required for the last update in seconds or cpu seconds
int = obj.GetUseCylinderClip ()
obj.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.
float = obj.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.
obj.SetZeroPad (int )
- Assume that the data value outside the volume is zero when
computing normals.
int = obj.GetZeroPadMinValue ()
- Assume that the data value outside the volume is zero when
computing normals.
int = obj.GetZeroPadMaxValue ()
- Assume that the data value outside the volume is zero when
computing normals.
int = obj.GetZeroPad ()
- Assume that the data value outside the volume is zero when
computing normals.
obj.ZeroPadOn ()
- Assume that the data value outside the volume is zero when
computing normals.
obj.ZeroPadOff ()
- Assume that the data value outside the volume is zero when
computing normals.