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Various types of trees can be constructed for different VTK dataset types, as well well as different approaches to organize the tree into hierarchies. Typically building a complete sphere tree consists of two parts: 1) creating spheres for each cell in the dataset, then 2) creating an organizing hierarchy. The structure of the hierarchy varies depending on the topological characteristics of the dataset. Once the tree is constructed, various geometric operations are available for quickly selecting cells based on sphere tree operations; for example, process all cells intersecting a plane (i.e., use the sphere tree to identify candidate cells for plane intersection). This class does not necessarily create optimal sphere trees because some of its requirements (fast build time, provide simple reference code, a single bounding sphere per cell, etc.) precludes optimal performance. It is also oriented to computing on cells versus the classic problem of collision detection for polygonal models. For more information you want to read Gareth Bradshaw's PhD thesis "Bounding Volume Hierarchies for Level-of-Detail Collision Handling" which does a nice job of laying out the challenges and important algorithms relative to sphere trees and BVH (bounding volume hierarchies). @sa vtkSphereTreeFilter vtkPlaneCutter vtkCommonExecutionModelPython.vtkSphereTreeV.IsTypeOf(string) -> int C++: static vtkTypeBool IsTypeOf(const char *type) Standard type related macros and PrintSelf() method. V.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Standard type related macros and PrintSelf() method. V.SafeDownCast(vtkObjectBase) -> vtkSphereTree C++: static vtkSphereTree *SafeDownCast(vtkObjectBase *o) Standard type related macros and PrintSelf() method. V.NewInstance() -> vtkSphereTree C++: vtkSphereTree *NewInstance() Standard type related macros and PrintSelf() method. V.SetDataSet(vtkDataSet) C++: virtual void SetDataSet(vtkDataSet *) Specify the dataset from which to build the sphere tree. V.GetDataSet() -> vtkDataSet C++: virtual vtkDataSet *GetDataSet() Specify the dataset from which to build the sphere tree. V.Build() C++: void Build() V.Build(vtkDataSet) C++: void Build(vtkDataSet *input) Build the sphere tree (if necessary) from the data set specified. The build time is recorded so the sphere tree will only build if something has changed. An alternative method is available to both set the dataset and then build the sphere tree. V.SetBuildHierarchy(bool) C++: virtual void SetBuildHierarchy(bool _arg) Control whether the tree hierarchy is built. If not, then just cell spheres are created (one for each cell). V.GetBuildHierarchy() -> bool C++: virtual bool GetBuildHierarchy() Control whether the tree hierarchy is built. If not, then just cell spheres are created (one for each cell). V.BuildHierarchyOn() C++: virtual void BuildHierarchyOn() Control whether the tree hierarchy is built. If not, then just cell spheres are created (one for each cell). V.BuildHierarchyOff() C++: virtual void BuildHierarchyOff() Control whether the tree hierarchy is built. If not, then just cell spheres are created (one for each cell). V.SelectPoint([float, float, float], int) -> (int, ...) C++: const unsigned char *SelectPoint(double point[3], vtkIdType &numSelected) V.SelectPoint([float, float, float], vtkIdList) C++: void SelectPoint(double point[3], vtkIdList *cellIds) Methods for cell selection based on a geometric query. Internally different methods are used depending on the dataset type. The array returned is set to non-zero for each cell that intersects the geometric entity. SelectPoint marks all cells with a non-zero value that may contain a point. SelectLine marks all cells that may intersect an infinite line. SelectPlane marks all cells that may intersect with an infinite plane. V.SelectLine([float, float, float], [float, float, float], int) -> (int, ...) C++: const unsigned char *SelectLine(double origin[3], double ray[3], vtkIdType &numSelected) V.SelectLine([float, float, float], [float, float, float], vtkIdList) C++: void SelectLine(double origin[3], double ray[3], vtkIdList *cellIds) Methods for cell selection based on a geometric query. Internally different methods are used depending on the dataset type. The array returned is set to non-zero for each cell that intersects the geometric entity. SelectPoint marks all cells with a non-zero value that may contain a point. SelectLine marks all cells that may intersect an infinite line. SelectPlane marks all cells that may intersect with an infinite plane. V.SelectPlane([float, float, float], [float, float, float], int) -> (int, ...) C++: const unsigned char *SelectPlane(double origin[3], double normal[3], vtkIdType &numSelected) V.SelectPlane([float, float, float], [float, float, float], vtkIdList) C++: void SelectPlane(double origin[3], double normal[3], vtkIdList *cellIds) Methods for cell selection based on a geometric query. Internally different methods are used depending on the dataset type. The array returned is set to non-zero for each cell that intersects the geometric entity. SelectPoint marks all cells with a non-zero value that may contain a point. SelectLine marks all cells that may intersect an infinite line. SelectPlane marks all cells that may intersect with an infinite plane. V.SetResolution(int) C++: virtual void SetResolution(int _arg) Sphere tree creation requires gathering spheres into groups. The Resolution variable is a rough guide to the size of each group (the size different meanings depending on the type of data (structured versus unstructured). For example, in 3D structured data, blocks of resolution Resolution^3 are created. By default the Resolution is three. V.GetResolutionMinValue() -> int C++: virtual int GetResolutionMinValue() Sphere tree creation requires gathering spheres into groups. The Resolution variable is a rough guide to the size of each group (the size different meanings depending on the type of data (structured versus unstructured). For example, in 3D structured data, blocks of resolution Resolution^3 are created. By default the Resolution is three. V.GetResolutionMaxValue() -> int C++: virtual int GetResolutionMaxValue() Sphere tree creation requires gathering spheres into groups. The Resolution variable is a rough guide to the size of each group (the size different meanings depending on the type of data (structured versus unstructured). For example, in 3D structured data, blocks of resolution Resolution^3 are created. By default the Resolution is three. V.GetResolution() -> int C++: virtual int GetResolution() Sphere tree creation requires gathering spheres into groups. The Resolution variable is a rough guide to the size of each group (the size different meanings depending on the type of data (structured versus unstructured). For example, in 3D structured data, blocks of resolution Resolution^3 are created. By default the Resolution is three. V.SetMaxLevel(int) C++: virtual void SetMaxLevel(int _arg) Specify the maximum number of levels for the tree. By default, the number of levels is set to ten. If the number of levels is set to one or less, then no hierarchy is built (i.e., just the spheres for each cell are created). Note that the actual level of the tree may be less than this value depending on the number of cells and Resolution factor. V.GetMaxLevelMinValue() -> int C++: virtual int GetMaxLevelMinValue() Specify the maximum number of levels for the tree. By default, the number of levels is set to ten. If the number of levels is set to one or less, then no hierarchy is built (i.e., just the spheres for each cell are created). Note that the actual level of the tree may be less than this value depending on the number of cells and Resolution factor. V.GetMaxLevelMaxValue() -> int C++: virtual int GetMaxLevelMaxValue() Specify the maximum number of levels for the tree. By default, the number of levels is set to ten. If the number of levels is set to one or less, then no hierarchy is built (i.e., just the spheres for each cell are created). Note that the actual level of the tree may be less than this value depending on the number of cells and Resolution factor. V.GetMaxLevel() -> int C++: virtual int GetMaxLevel() Specify the maximum number of levels for the tree. By default, the number of levels is set to ten. If the number of levels is set to one or less, then no hierarchy is built (i.e., just the spheres for each cell are created). Note that the actual level of the tree may be less than this value depending on the number of cells and Resolution factor. V.GetNumberOfLevels() -> int C++: virtual int GetNumberOfLevels() Get the current depth of the sphere tree. This value may change each time the sphere tree is built and the branching factor (i.e., resolution) changes. Note that after building the sphere tree there are [0,this->NumberOfLevels) defined levels. V.GetCellSpheres() -> (float, ...) C++: const double *GetCellSpheres() Special methods to retrieve the sphere tree data. This is generally used for debugging or with filters like vtkSphereTreeFilter. Both methods return an array of double* where four doubles represent a sphere (center + radius). In the first method a sphere per cell is returned. In the second method the user must also specify a level in the sphere tree (used to retrieve the hierarchy of the tree). Note that null pointers can be returned if the request is not consistent with the state of the sphere tree. V.GetTreeSpheres(int, int) -> (float, ...) C++: const double *GetTreeSpheres(int level, vtkIdType &numSpheres) Special methods to retrieve the sphere tree data. This is generally used for debugging or with filters like vtkSphereTreeFilter. Both methods return an array of double* where four doubles represent a sphere (center + radius). In the first method a sphere per cell is returned. In the second method the user must also specify a level in the sphere tree (used to retrieve the hierarchy of the tree). Note that null pointers can be returned if the request is not consistent with the state of the sphere tree. 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