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# PointLocator

VTKEx/Cxx/PolyData/PointLocator

### Description

Create a point locator for a set of points. The 'n' (next) and 'p' (previous) keys change the resolution of the cells.

Question

If you have a simple question about this example contact us at VTKExProject If your question is more complex and may require extended discussion, please use the VTK Discourse Forum

### Code

PointLocator.cxx

    #include <vtkActor.h>
    #include <vtkCamera.h>
    #include <vtkInteractorStyleTrackballCamera.h>
    #include <vtkNamedColors.h>
    #include <vtkObjectFactory.h>
    #include <vtkPointLocator.h>
    #include <vtkPointSource.h>
    #include <vtkPolyData.h>
    #include <vtkPolyDataMapper.h>
    #include <vtkProperty.h>
    #include <vtkRenderWindow.h>
    #include <vtkRenderWindowInteractor.h>
    #include <vtkRenderer.h>
    #include <vtkSmartPointer.h>

    class KeyPressInteractorStyle3 : public vtkInteractorStyleTrackballCamera
    {
    public:
      static KeyPressInteractorStyle3* New();

      KeyPressInteractorStyle3() : PointsPerBucket(1)
      {
        pointLocator = nullptr;
        renderWindow = nullptr;
        polydata = nullptr;
      }

      virtual void OnChar()
      {
        vtkRenderWindowInteractor* rwi = this->Interactor;
        char ch = rwi->GetKeyCode();

        switch (ch)
        {
        case 'n':
          cout << "Next." << endl;
          this->PointsPerBucket++;
          break;
        case 'p':
          cout << "Previous." << endl;
          if (this->PointsPerBucket > 1)
          {
            this->PointsPerBucket--;
          }
          break;
        default:
          std::cout << "An unhandled key was pressed." << std::endl;
          break;
        }

        std::cout << "PointsPerBucket = " << this->PointsPerBucket << std::endl;

        // Create the tree
        pointLocator->SetNumberOfPointsPerBucket(this->PointsPerBucket);
        pointLocator->BuildLocator();
        pointLocator->GenerateRepresentation(1, polydata);

        renderWindow->Render();

        // Forward events
        vtkInteractorStyleTrackballCamera::OnChar();
      }

      vtkPointLocator* pointLocator;
      vtkRenderWindow* renderWindow;
      vtkPolyData* polydata;

    private:
      unsigned int PointsPerBucket;
    };

    vtkStandardNewMacro(KeyPressInteractorStyle3);

    int main(int, char*[])
    {
      auto colors = vtkSmartPointer<vtkNamedColors>::New();

      auto pointSource = vtkSmartPointer<vtkPointSource>::New();
      pointSource->SetNumberOfPoints(4000);
      pointSource->Update();

      // Create the tree
      auto pointLocator = vtkSmartPointer<vtkPointLocator>::New();
      pointLocator->SetDataSet(pointSource->GetOutput());
      pointLocator->AutomaticOn();
      pointLocator->SetNumberOfPointsPerBucket(2);
      pointLocator->BuildLocator();

      std::cout << "There are " << pointLocator->GetLevel() << " levels."
                << std::endl;
      std::cout << "There are " << pointLocator->GetNumberOfPointsPerBucket()
                << " points per bucket." << endl;

      auto polydata = vtkSmartPointer<vtkPolyData>::New();
      pointLocator->GenerateRepresentation(pointLocator->GetLevel(), polydata);

      // Visualize
      auto mapper = vtkSmartPointer<vtkPolyDataMapper>::New();
      mapper->SetInputData(polydata);

      auto actor = vtkSmartPointer<vtkActor>::New();
      actor->SetMapper(mapper);
      actor->GetProperty()->SetColor(colors->GetColor3d("Peru").GetData());

      auto renderer = vtkSmartPointer<vtkRenderer>::New();
      auto renderWindow = vtkSmartPointer<vtkRenderWindow>::New();
      renderWindow->AddRenderer(renderer);

      auto renderWindowInteractor =
          vtkSmartPointer<vtkRenderWindowInteractor>::New();
      renderWindowInteractor->SetRenderWindow(renderWindow);

      vtkSmartPointer<KeyPressInteractorStyle3> style =
          vtkSmartPointer<KeyPressInteractorStyle3>::New();
      style->pointLocator = pointLocator;
      style->renderWindow = renderWindow;
      style->polydata = polydata;

      renderWindowInteractor->SetInteractorStyle(style);

      renderer->AddActor(actor);
      renderer->SetBackground(colors->GetColor3d("Beige").GetData());
      renderer->ResetCamera();
      renderer->GetActiveCamera()->Elevation(60.0);
      renderer->GetActiveCamera()->Azimuth(30.0);
      renderWindow->Render();

      renderWindowInteractor->Start();

      return EXIT_SUCCESS;
    }

### CMakeLists.txt

    cmake_minimum_required(VERSION 3.3 FATAL_ERROR)

    project(PointLocator)

    find_package(VTK COMPONENTS
      vtkCommonColor
      vtkCommonCore
      vtkCommonDataModel
      vtkFiltersSources
      vtkInteractionStyle
      vtkRenderingContextOpenGL2
      vtkRenderingCore
      vtkRenderingFreeType
      vtkRenderingGL2PSOpenGL2
      vtkRenderingOpenGL2 QUIET)
    if (NOT VTK_FOUND)
      message("Skipping PointLocator: ${VTK_NOT_FOUND_MESSAGE}")
      return ()
    endif()
    message (STATUS "VTK_VERSION: ${VTK_VERSION}")
    if (VTK_VERSION VERSION_LESS "8.90.0")
      # old system
      include(${VTK_USE_FILE})
      add_executable(PointLocator MACOSX_BUNDLE PointLocator.cxx )
      target_link_libraries(PointLocator PRIVATE ${VTK_LIBRARIES})
    else ()
      # include all components
      add_executable(PointLocator MACOSX_BUNDLE PointLocator.cxx )
      target_link_libraries(PointLocator PRIVATE ${VTK_LIBRARIES})
      # vtk_module_autoinit is needed
      vtk_module_autoinit(
        TARGETS PointLocator
        MODULES ${VTK_LIBRARIES}
        )
    endif ()

### Download and Build PointLocator

Click here to download PointLocator and its CMakeLists.txt file. Once the tarball PointLocator.tar has been downloaded and extracted,

    cd PointLocator/build

If VTK is installed:

    cmake ..

If VTK is not installed but compiled on your system, you will need to specify the path to your VTK build:

    cmake -DVTK_DIR:PATH=/home/me/vtk_build ..

Build the project:

    make

and run it:

    ./PointLocator

WINDOWS USERS

Be sure to add the VTK bin directory to your path. This will resolve the VTK dll's at run time.