68 const unsigned int count,
69 const unsigned int threshold,
70 const unsigned int maximumDepth,
72 const unsigned int currentDepth = 0
77 const unsigned int count);
82 const int getNode(
const double x,
const double y,
const double z);
90 void getNodes(
const VectorT3 coordinate,
const double radius, vector<int>& cellList);
91 void getNodes(
const double x,
const double y,
const double z,
92 const double radius, vector<int>& cellList);
void Impl(const Mesh &mesh, const GeomFields &geomFields)
void Create(const Mesh &mesh, const GeomFields &geomFields, const int faceGroupID)
const vector< int > Naive_getNodes(const VectorT3 coordinate, const int count, const Point *points, const double radius)
const double borderDistance(const VectorT3 coordinate)
A utility method to figure out the closest distance of a border to a point. If the point is inside th...
void getNodes(const VectorT3 coordinate, const double radius, vector< int > &cellList)
Get all objects closest to a x/y/z within a radius. search mechanism similar to getNode(coordinate) ...
const int Naive_getNode(const VectorT3 coordinate, const int count, const Point *points)
Get all objects closest to a x/y/z within a radius. by simply looping over all the points ...
shared_ptr< ArrayBase > getArrayPtr(const VectorT3Array &)
const Bounds calcCubicBounds(const Point *points, const unsigned int count)
const int getNode(const double x, const double y, const double z)
Array< VectorT3 > VectorT3Array
virtual bool build(Point *points, const unsigned int count, const unsigned int threshold, const unsigned int maximumDepth, const Bounds &bounds, const unsigned int currentDepth=0)