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/*=========================================================================
*
* Copyright Insight Software Consortium
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0.txt
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*=========================================================================*/
// Software Guide : BeginLatex
//
// The \doxygen{Mesh} class is intended to represent shapes in space. It
// derives from the \doxygen{PointSet} class and hence inherits all the
// functionality related to points and access to the pixel-data associated
// with the points. The mesh class is also $N$-dimensional which
// allows a great flexibility in its use.
//
// In practice a \code{Mesh} class can be seen as a \code{PointSet} to
// which cells (also known as elements) of many different dimensions and
// shapes have been added. Cells in the mesh are defined in terms of the
// existing points using their point-identifiers.
//
// As with \code{PointSet}, a \code{Mesh} object may be \emph{static}
// or \emph{dynamic}. The first is used when the number of
// points in the set is known in advance and not expected
// to change as a consequence of the manipulations performed on the
// set. The dynamic style, on the other hand, is intended to support
// insertion and removal of points in an efficient manner. In addition
// to point management, the distinction facilitates optimization of
// performance and memory management of cells.
//
// \index{itk::Mesh}
// \index{itk::Mesh!Static}
// \index{itk::Mesh!Dynamic}
// \index{itk::Mesh!Header file}
//
// In order to use the Mesh class, its header file should be included.
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
#include "itkMesh.h"
// Software Guide : EndCodeSnippet
int main(int, char *[])
{
// Software Guide : BeginLatex
//
// Then, the type associated with the points must be selected and used for
// instantiating the Mesh type.
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
typedef float PixelType;
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// The \code{Mesh} type extensively uses the capabilities provided by
// \href{http://www.boost.org/more/generic_programming.html}{Generic
// Programming}. In particular, the \code{Mesh} class is parameterized over
// \code{PixelType}, spatial dimension, and (optionally) a parameter set
// called \code{MeshTraits}. \code{PixelType} is the type of the
// value associated with each point (just as is done with \code{PointSet}).
// The following illustrates a typical instantiation of \code{Mesh}.
//
// \index{itk::Mesh!Instantiation}
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
const unsigned int Dimension = 3;
typedef itk::Mesh< PixelType, Dimension > MeshType;
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// Meshes typically require large amounts of memory. For this reason, they
// are reference counted objects, managed using \doxygen{SmartPointers}. The
// following line illustrates how a mesh is created by invoking the
// \code{New()} method on \code{MeshType} and assigning the result to a
// \code{SmartPointer}.
//
// \index{itk::Mesh!New()}
// \index{itk::Mesh!Pointer()}
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
MeshType::Pointer mesh = MeshType::New();
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// Management of points in a \code{Mesh} is identical to that in a \code{PointSet}.
// The type of point associated with the mesh can be obtained through the
// \code{PointType} trait. The following code shows the creation of points
// compatible with the mesh type defined above and the assignment of values
// to its coordinates.
//
// \index{itk::Mesh!PointType}
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
MeshType::PointType p0;
MeshType::PointType p1;
MeshType::PointType p2;
MeshType::PointType p3;
p0[0]= -1.0; p0[1]= -1.0; p0[2]= 0.0; // first point ( -1, -1, 0 )
p1[0]= 1.0; p1[1]= -1.0; p1[2]= 0.0; // second point ( 1, -1, 0 )
p2[0]= 1.0; p2[1]= 1.0; p2[2]= 0.0; // third point ( 1, 1, 0 )
p3[0]= -1.0; p3[1]= 1.0; p3[2]= 0.0; // fourth point ( -1, 1, 0 )
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// The points can now be inserted into the \code{Mesh} using the \code{SetPoint()}
// method. Note that points are copied into the mesh structure, meaning
// that the local instances of the points can now be modified without
// affecting the Mesh content.
//
// \index{itk::Mesh!SetPoint()}
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
mesh->SetPoint( 0, p0 );
mesh->SetPoint( 1, p1 );
mesh->SetPoint( 2, p2 );
mesh->SetPoint( 3, p3 );
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// The current number of points in a mesh can be queried with the
// \code{GetNumberOfPoints()} method.
//
// \index{itk::Mesh!GetNumberOfPoints()}
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
std::cout << "Points = " << mesh->GetNumberOfPoints() << std::endl;
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// The points can now be efficiently accessed using the Iterator to the
// \code{PointsContainer} as was done in the previous section for the
// PointSet.
//
// \index{PointsContainer!Iterator}
// \index{itk::Mesh!GetPoints()}
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
typedef MeshType::PointsContainer::Iterator PointsIterator;
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// A point iterator is initialized to the first point with the
// \code{Begin()} method of the \code{PointsContainer}.
//
// \index{PointsContainer!Begin()}
// \index{itk::Mesh!GetPoints()}
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
PointsIterator pointIterator = mesh->GetPoints()->Begin();
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// The \code{++} operator is used to advance the iterator from one
// point to the next. The value associated with the \code{Point} to which
// the iterator is pointing is obtained with the \code{Value()} method.
// The loop for walking through all the points is controlled by comparing
// the current iterator with the iterator returned by the \code{End()}
// method of the \code{PointsContainer}. The following illustrates the
// typical loop for walking through the points of a mesh.
//
// \index{PointsContainer!End()}
// \index{PointsContainer!Iterator}
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
PointsIterator end = mesh->GetPoints()->End();
while( pointIterator != end )
{
MeshType::PointType p = pointIterator.Value(); // access the point
std::cout << p << std::endl; // print the point
++pointIterator; // advance to next point
}
// Software Guide : EndCodeSnippet
return EXIT_SUCCESS;
}
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