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/*=========================================================================
*
* Copyright NumFOCUS
*
* 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
*
* https://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
using SpatialObjectType = itk::SpatialObject<3>;
auto object1 = SpatialObjectType::New();
object1->GetProperty().SetName("First Object");
auto 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{AddChild()} method. As a result \code{object2} becomes a
// child of \code{object1}.
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
object1->AddChild(object2);
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// Whenever the parameters of an object, including its parent-child
// relationships are changed, we must then call the \code{Update()}
// method so that the object-to-parent
// transforms and bounding box internally managed by each object are
// maintained. Calling \code{Update()} on an object automatically causes
// the \code{Update()} function of each child to be called.
//
// Software Guide : EndLatex
//
// Software Guide : BeginCodeSnippet
object1->Update();
// Software Guide : EndCodeSnippet
//
// Then, 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{RemoveChild()}
// method, and then calling \code{Update()} on the now-orphaned child.
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
object1->RemoveChild(object2);
object2->Update();
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// Then, 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. Note that the Parent-Child relationships of the object
// are NOT reset when \code{Clear()} is called; however, the
// object-to-parent transform is reset to Identity. As a result,
// \code{Update()} should be called before the object is re-used, to
// re-compute convenience member variables and values. To remove the
// children of a node, use the \code{RemoveAllChildren()} function.
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
object1->Clear();
object1->RemoveAllChildren();
// 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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