File: SpatialObjectHierarchy.cxx

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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
//
// \index{itk::SpatialObjectHierarchy}
// This example describes how \doxygen{SpatialObject} can form a hierarchy.
// This first example also shows how to create and manipulate
// spatial objects.
//
// Software Guide : EndLatex

// Software Guide : BeginCodeSnippet
#include "itkSpatialObject.h"
// Software Guide : EndCodeSnippet

int main( int , char *[] )
{

// Software Guide : BeginLatex
//
// First, we create two spatial objects and give them the names \code{First
// Object} and \code{Second Object}, respectively.
//
// Software Guide : EndLatex

// Software Guide : BeginCodeSnippet
  typedef itk::SpatialObject<3> SpatialObjectType;

  SpatialObjectType::Pointer object1 = SpatialObjectType ::New();
  object1->GetProperty()->SetName("First Object");

  SpatialObjectType::Pointer object2 = SpatialObjectType ::New();
  object2->GetProperty()->SetName("Second Object");
// Software Guide : EndCodeSnippet

// Software Guide : BeginLatex
//
// We then add the second object to the first one by using the
// \code{AddSpatialObject()} method.  As a result \code{object2} becomes a
// child of object1.
//
// Software Guide : EndLatex

// Software Guide : BeginCodeSnippet
  object1->AddSpatialObject(object2);
// Software Guide : EndCodeSnippet

// Software Guide : BeginLatex
//
// We can query if an object has a parent by using the HasParent() method. If
// it has one, the \code{GetParent()} method returns a constant pointer to
// the parent.  In our case, if we ask the parent's name of the object2 we
// should obtain: \code{First Object}.
//
// Software Guide : EndLatex

// Software Guide : BeginCodeSnippet
  if(object2->HasParent())
    {
    std::cout << "Name of the parent of the object2: ";
    std::cout << object2->GetParent()->GetProperty()->GetName() << std::endl;
    }
// Software Guide : EndCodeSnippet

// Software Guide : BeginLatex
//
// To access the list of children of the object, the \code{GetChildren()}
// method returns a pointer to the (STL) list of children.
//
// Software Guide : EndLatex

// Software Guide : BeginCodeSnippet
  SpatialObjectType::ChildrenListType * childrenList = object1->GetChildren();
  std::cout << "object1 has " << childrenList->size() << " child" << std::endl;

  SpatialObjectType::ChildrenListType::const_iterator it
                                                      = childrenList->begin();
  while(it != childrenList->end())
    {
    std::cout << "Name of the child of the object 1: ";
    std::cout << (*it)->GetProperty()->GetName() << std::endl;
    ++it;
    }
// Software Guide : EndCodeSnippet

// Software Guide : BeginLatex
//
// Do NOT forget to delete the list of children since the \code{GetChildren()} function
// creates an internal list.
//
// Software Guide : EndLatex

// Software Guide : BeginCodeSnippet
  delete childrenList;
// Software Guide : EndCodeSnippet

// Software Guide : BeginLatex
//
// An object can also be removed by using the \code{RemoveSpatialObject()}
// method.
//
// Software Guide : EndLatex

// Software Guide : BeginCodeSnippet
  object1->RemoveSpatialObject(object2);
// Software Guide : EndCodeSnippet

// Software Guide : BeginLatex
//
// We can query the number of children an object has with the
// \code{GetNumberOfChildren()} method.
//
// Software Guide : EndLatex

// Software Guide : BeginCodeSnippet
  std::cout << "Number of children for object1: ";
  std::cout << object1->GetNumberOfChildren() << std::endl;
// Software Guide : EndCodeSnippet

// Software Guide : BeginLatex
//
// The \code{Clear()} method erases all the information regarding the object
// as well as the data. This method is usually overloaded by
// derived classes.
//
// Software Guide : EndLatex

// Software Guide : BeginCodeSnippet
  object1->Clear();
// Software Guide : EndCodeSnippet

// Software Guide : BeginLatex
//
// The output of this first example looks like the following:
// \small
// \begin{verbatim}
//   Name of the parent of the object2: First Object
//   object1 has 1 child
//   Name of the child of the object 1: Second Object
//   Number of children for object1: 0
// \end{verbatim}
// \normalsize
// Software Guide : EndLatex

  return EXIT_SUCCESS;
}