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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::SpatialObjectTreeContainer}
// This example describes how to use the \doxygen{SpatialObjectTreeContainer}
// to form a hierarchy of SpatialObjects.
// First we include the appropriate header file.
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
#include "itkSpatialObjectTreeContainer.h"
// Software Guide : EndCodeSnippet
#include "itkGroupSpatialObject.h"
#include "itkLevelOrderTreeIterator.h"
int main( int , char *[] )
{
// Software Guide : BeginLatex
//
// Next we define the type of node and the type of tree we plan to use.
// Both are templated over the dimensionality of the space.
// Let's create a 2-dimensional tree.
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
typedef itk::GroupSpatialObject< 2 > NodeType;
typedef itk::SpatialObjectTreeContainer< 2 > TreeType;
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// Then, we can create three nodes and set their corresponding identification
// numbers (using \code{SetId}).
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
NodeType::Pointer object0 = NodeType::New();
object0->SetId(0);
NodeType::Pointer object1 = NodeType::New();
object1->SetId(1);
NodeType::Pointer object2 = NodeType::New();
object2->SetId(2);
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// The hierarchy is formed using the \code{AddSpatialObject()} function.
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
object0->AddSpatialObject(object1);
object1->AddSpatialObject(object2);
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// After instantiation of the tree we set its root
// using the \code{SetRoot()} function.
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
TreeType::Pointer tree = TreeType::New();
tree->SetRoot(object0.GetPointer());
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// The tree iterators described in a previous section of this guide can be used to parse the
// hierarchy. For example, via an \doxygen{LevelOrderTreeIterator} templated over the type of tree,
// we can parse the hierarchy of SpatialObjects. We set the maximum level to 10
// which is enough in this case since our hierarchy is only 2 deep.
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
itk::LevelOrderTreeIterator<TreeType> levelIt(tree,10);
levelIt.GoToBegin();
while(!levelIt.IsAtEnd())
{
std::cout << levelIt.Get()->GetId() << " ("<< levelIt.GetLevel()
<< ")" << std::endl;
++levelIt;
}
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// Tree iterators can also be used to add spatial objects to the hierarchy. Here we show
// how to use the \doxygen{PreOrderTreeIterator} to add a fourth object to the tree.
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
NodeType::Pointer object4 = NodeType::New();
itk::PreOrderTreeIterator<TreeType> preIt( tree );
preIt.Add(object4.GetPointer());
// Software Guide : EndCodeSnippet
return EXIT_SUCCESS;
}
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