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.