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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;
}
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