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V.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Standard methods for type management and printing. V.SafeDownCast(vtkObjectBase) -> vtkPointLocator C++: static vtkPointLocator *SafeDownCast(vtkObjectBase *o) Standard methods for type management and printing. V.NewInstance() -> vtkPointLocator C++: vtkPointLocator *NewInstance() Standard methods for type management and printing. V.SetDivisions(int, int, int) C++: void SetDivisions(int, int, int) V.SetDivisions((int, int, int)) C++: void SetDivisions(int a[3]) V.GetDivisions() -> (int, int, int) C++: int *GetDivisions() Set the number of divisions in x-y-z directions. V.SetNumberOfPointsPerBucket(int) C++: virtual void SetNumberOfPointsPerBucket(int _arg) Specify the average number of points in each bucket. V.GetNumberOfPointsPerBucketMinValue() -> int C++: virtual int GetNumberOfPointsPerBucketMinValue() Specify the average number of points in each bucket. V.GetNumberOfPointsPerBucketMaxValue() -> int C++: virtual int GetNumberOfPointsPerBucketMaxValue() Specify the average number of points in each bucket. V.GetNumberOfPointsPerBucket() -> int C++: virtual int GetNumberOfPointsPerBucket() Specify the average number of points in each bucket. V.FindClosestPoint((float, float, float)) -> int C++: vtkIdType FindClosestPoint(const double x[3]) override; V.FindClosestPoint(float, float, float) -> int C++: vtkIdType FindClosestPoint(double x, double y, double z) Given a position x, return the id of the point closest to it. Alternative method requires separate x-y-z values. These methods are thread safe if BuildLocator() is directly or indirectly called from a single thread first. V.FindClosestPointWithinRadius(float, (float, float, float), float) -> int C++: vtkIdType FindClosestPointWithinRadius(double radius, const double x[3], double &dist2) override; V.FindClosestPointWithinRadius(float, (float, float, float), float, float) -> int C++: virtual vtkIdType FindClosestPointWithinRadius(double radius, const double x[3], double inputDataLength, double &dist2) Given a position x and a radius r, return the id of the point closest to the point in that radius. These methods are thread safe if BuildLocator() is directly or indirectly called from a single thread first. dist2 returns the squared distance to the point. V.InitPointInsertion(vtkPoints, (float, float, float, float, float, float)) -> int C++: int InitPointInsertion(vtkPoints *newPts, const double bounds[6]) override; V.InitPointInsertion(vtkPoints, (float, float, float, float, float, float), int) -> int C++: int InitPointInsertion(vtkPoints *newPts, const double bounds[6], vtkIdType estSize) override; Initialize the point insertion process. The newPts is an object representing point coordinates into which incremental insertion methods place their data. Bounds are the box that the points lie in. Not thread safe. V.InsertPoint(int, (float, float, float)) C++: void InsertPoint(vtkIdType ptId, const double x[3]) override; Incrementally insert a point into search structure with a particular index value. You should use the method IsInsertedPoint() to see whether this point has already been inserted (that is, if you desire to prevent duplicate points). Before using this method you must make sure that newPts have been supplied, the bounds has been set properly, and that divs are properly set. (See InitPointInsertion().) Not thread safe. V.InsertNextPoint((float, float, float)) -> int C++: vtkIdType InsertNextPoint(const double x[3]) override; Incrementally insert a point into search structure. The method returns the insertion location (i.e., point id). You should use the method IsInsertedPoint() to see whether this point has already been inserted (that is, if you desire to prevent duplicate points). Before using this method you must make sure that newPts have been supplied, the bounds has been set properly, and that divs are properly set. (See InitPointInsertion().) Not thread safe. V.IsInsertedPoint(float, float, float) -> int C++: vtkIdType IsInsertedPoint(double x, double y, double z) override; V.IsInsertedPoint((float, float, float)) -> int C++: vtkIdType IsInsertedPoint(const double x[3]) override; Determine whether point given by x[3] has been inserted into points list. Return id of previously inserted point if this is true, otherwise return -1. This method is thread safe. V.InsertUniquePoint((float, float, float), int) -> int C++: int InsertUniquePoint(const double x[3], vtkIdType &ptId) override; Determine whether point given by x[3] has been inserted into points list. Return 0 if point was already in the list, otherwise return 1. If the point was not in the list, it will be ADDED. In either case, the id of the point (newly inserted or not) is returned in the ptId argument. Note this combines the functionality of IsInsertedPoint() followed by a call to InsertNextPoint(). This method is not thread safe. V.FindClosestInsertedPoint((float, float, float)) -> int C++: vtkIdType FindClosestInsertedPoint(const double x[3]) override; Given a position x, return the id of the point closest to it. This method is used when performing incremental point insertion. Note that -1 indicates that no point was found. This method is thread safe if BuildLocator() is directly or indirectly called from a single thread first. V.FindClosestNPoints(int, (float, float, float), vtkIdList) C++: void FindClosestNPoints(int N, const double x[3], vtkIdList *result) override; Find the closest N points to a position. This returns the closest N points to a position. A faster method could be created that returned N close points to a position, but necessarily the exact N closest. The returned points are sorted from closest to farthest. These methods are thread safe if BuildLocator() is directly or indirectly called from a single thread first. V.FindDistributedPoints(int, (float, float, float), vtkIdList, int) C++: virtual void FindDistributedPoints(int N, const double x[3], vtkIdList *result, int M) V.FindDistributedPoints(int, float, float, float, vtkIdList, int) C++: virtual void FindDistributedPoints(int N, double x, double y, double z, vtkIdList *result, int M) Find the closest points to a position such that each octant of space around the position contains at least N points. Loosely limit the search to a maximum number of points evaluated, M. These methods are thread safe if BuildLocator() is directly or indirectly called from a single thread first. V.FindPointsWithinRadius(float, (float, float, float), vtkIdList) C++: void FindPointsWithinRadius(double R, const double x[3], vtkIdList *result) override; Find all points within a specified radius R of position x. The result is not sorted in any specific manner. These methods are thread safe if BuildLocator() is directly or indirectly called from a single thread first. V.GetPointsInBucket((float, float, float), [int, int, int]) -> vtkIdList C++: virtual vtkIdList *GetPointsInBucket(const double x[3], int ijk[3]) Given a position x, return the list of points in the bucket that contains the point. It is possible that nullptr is returned. The user provides an ijk array that is the indices into the locator. This method is thread safe. V.GetPoints() -> vtkPoints C++: virtual vtkPoints *GetPoints() Provide an accessor to the points. V.Initialize() C++: void Initialize() override; See vtkLocator interface documentation. These methods are not thread safe. V.FreeSearchStructure() C++: void FreeSearchStructure() override; See vtkLocator interface documentation. These methods are not thread safe. V.BuildLocator() C++: void BuildLocator() override; See vtkLocator interface documentation. These methods are not thread safe. V.GenerateRepresentation(int, vtkPolyData) C++: void GenerateRepresentation(int level, vtkPolyData *pd) override; See vtkLocator interface documentation. These methods are not thread safe. 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