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IsAV.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Standard type and print methods. SafeDownCastV.SafeDownCast(vtkObjectBase) -> vtkAbstractCellLocator C++: static vtkAbstractCellLocator *SafeDownCast(vtkObjectBase *o) Standard type and print methods. NewInstanceV.NewInstance() -> vtkAbstractCellLocator C++: vtkAbstractCellLocator *NewInstance() Standard type and print methods. SetNumberOfCellsPerNodeV.SetNumberOfCellsPerNode(int) C++: virtual void SetNumberOfCellsPerNode(int _arg) Specify the preferred/maximum number of cells in each node/bucket. Default 32. Locators generally operate by subdividing space into smaller regions until the number of cells in each region (or node) reaches the desired level. GetNumberOfCellsPerNodeMinValueV.GetNumberOfCellsPerNodeMinValue() -> int C++: virtual int GetNumberOfCellsPerNodeMinValue() Specify the preferred/maximum number of cells in each node/bucket. Default 32. Locators generally operate by subdividing space into smaller regions until the number of cells in each region (or node) reaches the desired level. GetNumberOfCellsPerNodeMaxValueV.GetNumberOfCellsPerNodeMaxValue() -> int C++: virtual int GetNumberOfCellsPerNodeMaxValue() Specify the preferred/maximum number of cells in each node/bucket. Default 32. Locators generally operate by subdividing space into smaller regions until the number of cells in each region (or node) reaches the desired level. GetNumberOfCellsPerNodeV.GetNumberOfCellsPerNode() -> int C++: virtual int GetNumberOfCellsPerNode() Specify the preferred/maximum number of cells in each node/bucket. Default 32. Locators generally operate by subdividing space into smaller regions until the number of cells in each region (or node) reaches the desired level. SetCacheCellBoundsV.SetCacheCellBounds(int) C++: virtual void SetCacheCellBounds(int _arg) Boolean controls whether the bounds of each cell are computed only once and then saved. Should be 10 to 20% faster if repeatedly calling any of the Intersect/Find routines and the extra memory won't cause disk caching (24 extra bytes per cell are required to save the bounds). GetCacheCellBoundsV.GetCacheCellBounds() -> int C++: virtual int GetCacheCellBounds() Boolean controls whether the bounds of each cell are computed only once and then saved. Should be 10 to 20% faster if repeatedly calling any of the Intersect/Find routines and the extra memory won't cause disk caching (24 extra bytes per cell are required to save the bounds). CacheCellBoundsOnV.CacheCellBoundsOn() C++: virtual void CacheCellBoundsOn() Boolean controls whether the bounds of each cell are computed only once and then saved. Should be 10 to 20% faster if repeatedly calling any of the Intersect/Find routines and the extra memory won't cause disk caching (24 extra bytes per cell are required to save the bounds). CacheCellBoundsOffV.CacheCellBoundsOff() C++: virtual void CacheCellBoundsOff() Boolean controls whether the bounds of each cell are computed only once and then saved. Should be 10 to 20% faster if repeatedly calling any of the Intersect/Find routines and the extra memory won't cause disk caching (24 extra bytes per cell are required to save the bounds). SetRetainCellListsV.SetRetainCellLists(int) C++: virtual void SetRetainCellLists(int _arg) Boolean controls whether to maintain list of cells in each node. not applicable to all implementations, but if the locator is being used as a geometry simplification technique, there is no need to keep them. GetRetainCellListsV.GetRetainCellLists() -> int C++: virtual int GetRetainCellLists() Boolean controls whether to maintain list of cells in each node. not applicable to all implementations, but if the locator is being used as a geometry simplification technique, there is no need to keep them. RetainCellListsOnV.RetainCellListsOn() C++: virtual void RetainCellListsOn() Boolean controls whether to maintain list of cells in each node. not applicable to all implementations, but if the locator is being used as a geometry simplification technique, there is no need to keep them. RetainCellListsOffV.RetainCellListsOff() C++: virtual void RetainCellListsOff() Boolean controls whether to maintain list of cells in each node. not applicable to all implementations, but if the locator is being used as a geometry simplification technique, there is no need to keep them. SetLazyEvaluationV.SetLazyEvaluation(int) C++: virtual void SetLazyEvaluation(int _arg) Most Locators build their search structures during BuildLocator but some may delay construction until it is actually needed. If LazyEvaluation is supported, this turns on/off the feature. if not supported, it is ignored. GetLazyEvaluationV.GetLazyEvaluation() -> int C++: virtual int GetLazyEvaluation() Most Locators build their search structures during BuildLocator but some may delay construction until it is actually needed. If LazyEvaluation is supported, this turns on/off the feature. if not supported, it is ignored. LazyEvaluationOnV.LazyEvaluationOn() C++: virtual void LazyEvaluationOn() Most Locators build their search structures during BuildLocator but some may delay construction until it is actually needed. If LazyEvaluation is supported, this turns on/off the feature. if not supported, it is ignored. LazyEvaluationOffV.LazyEvaluationOff() C++: virtual void LazyEvaluationOff() Most Locators build their search structures during BuildLocator but some may delay construction until it is actually needed. If LazyEvaluation is supported, this turns on/off the feature. if not supported, it is ignored. SetUseExistingSearchStructureV.SetUseExistingSearchStructure(int) C++: virtual void SetUseExistingSearchStructure(int _arg) Some locators support querying a new dataset without rebuilding the search structure (typically this may occur when a dataset changes due to a time update, but is actually the same topology) Turning on this flag enables some locators to skip the rebuilding phase GetUseExistingSearchStructureV.GetUseExistingSearchStructure() -> int C++: virtual int GetUseExistingSearchStructure() Some locators support querying a new dataset without rebuilding the search structure (typically this may occur when a dataset changes due to a time update, but is actually the same topology) Turning on this flag enables some locators to skip the rebuilding phase UseExistingSearchStructureOnV.UseExistingSearchStructureOn() C++: virtual void UseExistingSearchStructureOn() Some locators support querying a new dataset without rebuilding the search structure (typically this may occur when a dataset changes due to a time update, but is actually the same topology) Turning on this flag enables some locators to skip the rebuilding phase UseExistingSearchStructureOffV.UseExistingSearchStructureOff() C++: virtual void UseExistingSearchStructureOff() Some locators support querying a new dataset without rebuilding the search structure (typically this may occur when a dataset changes due to a time update, but is actually the same topology) Turning on this flag enables some locators to skip the rebuilding phase IntersectWithLineV.IntersectWithLine([float, float, float], [float, float, float], float, float, [float, float, float], [float, float, float], int) -> int C++: virtual int IntersectWithLine(double p1[3], double p2[3], double tol, double &t, double x[3], double pcoords[3], int &subId) V.IntersectWithLine([float, float, float], [float, float, float], float, float, [float, float, float], [float, float, float], int, int) -> int C++: virtual int IntersectWithLine(double p1[3], double p2[3], double tol, double &t, double x[3], double pcoords[3], int &subId, vtkIdType &cellId) V.IntersectWithLine([float, float, float], [float, float, float], float, float, [float, float, float], [float, float, float], int, int, vtkGenericCell) -> int C++: virtual int IntersectWithLine(double p1[3], double p2[3], double tol, double &t, double x[3], double pcoords[3], int &subId, vtkIdType &cellId, vtkGenericCell *cell) V.IntersectWithLine((float, float, float), (float, float, float), vtkPoints, vtkIdList) -> int C++: virtual int IntersectWithLine(const double p1[3], const double p2[3], vtkPoints *points, vtkIdList *cellIds) Return intersection point (if any) of finite line with cells contained in cell locator. See vtkCell.h parameters documentation. FindClosestPointV.FindClosestPoint([float, float, float], [float, float, float], int, int, float) C++: virtual void FindClosestPoint(double x[3], double closestPoint[3], vtkIdType &cellId, int &subId, double &dist2) V.FindClosestPoint([float, float, float], [float, float, float], vtkGenericCell, int, int, float) C++: virtual void FindClosestPoint(double x[3], double closestPoint[3], vtkGenericCell *cell, vtkIdType &cellId, int &subId, double &dist2) Return the closest point and the cell which is closest to the point x. The closest point is somewhere on a cell, it need not be one of the vertices of the cell. FindClosestPointWithinRadiusV.FindClosestPointWithinRadius([float, float, float], float, [float, float, float], int, int, float) -> int C++: virtual vtkIdType FindClosestPointWithinRadius(double x[3], double radius, double closestPoint[3], vtkIdType &cellId, int &subId, double &dist2) V.FindClosestPointWithinRadius([float, float, float], float, [float, float, float], vtkGenericCell, int, int, float) -> int C++: virtual vtkIdType FindClosestPointWithinRadius(double x[3], double radius, double closestPoint[3], vtkGenericCell *cell, vtkIdType &cellId, int &subId, double &dist2) V.FindClosestPointWithinRadius([float, float, float], float, [float, float, float], vtkGenericCell, int, int, float, int) -> int C++: virtual vtkIdType FindClosestPointWithinRadius(double x[3], double radius, double closestPoint[3], vtkGenericCell *cell, vtkIdType &cellId, int &subId, double &dist2, int &inside) Return the closest point within a specified radius and the cell which is closest to the point x. The closest point is somewhere on a cell, it need not be one of the vertices of the cell. This method returns 1 if a point is found within the specified radius. If there are no cells within the specified radius, the method returns 0 and the values of closestPoint, cellId, subId, and dist2 are undefined. FindCellsWithinBoundsV.FindCellsWithinBounds([float, ...], vtkIdList) C++: virtual void FindCellsWithinBounds(double *bbox, vtkIdList *cells) Return a list of unique cell ids inside of a given bounding box. The user must provide the vtkIdList to populate. This method returns data only after the locator has been built. FindCellsAlongLineV.FindCellsAlongLine([float, float, float], [float, float, float], float, vtkIdList) C++: virtual void FindCellsAlongLine(double p1[3], double p2[3], double tolerance, vtkIdList *cells) Given a finite line defined by the two points (p1,p2), return the list of unique cell ids in the buckets containing the line. It is possible that an empty cell list is returned. The user must provide the vtkIdList to populate. This method returns data only after the locator has been built. FindCellV.FindCell([float, float, float]) -> int C++: virtual vtkIdType FindCell(double x[3]) V.FindCell([float, float, float], float, vtkGenericCell, [float, float, float], [float, ...]) -> int C++: virtual vtkIdType FindCell(double x[3], double tol2, vtkGenericCell *GenCell, double pcoords[3], double *weights) Returns the Id of the cell containing the point, returns -1 if no cell found. This interface uses a tolerance of zero InsideCellBoundsV.InsideCellBounds([float, float, float], int) -> bool C++: virtual bool InsideCellBounds(double x[3], vtkIdType cell_ID) Quickly test if a point is inside the bounds of a particular cell. 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