ITK  6.0.0
Insight Toolkit
Examples/DataRepresentation/Mesh/Mesh1.cxx
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* Licensed under the Apache License, Version 2.0 (the "License");
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// 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
using PixelType = float;
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// The \code{Mesh} type extensively uses the capabilities provided by
// \href{https://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
constexpr unsigned int Dimension = 3;
// 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
auto 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
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
using PointsIterator = MeshType::PointsContainer::Iterator;
// 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;
}
itk::GTest::TypedefsAndConstructors::Dimension2::PointType
ImageBaseType::PointType PointType
Definition: itkGTestTypedefsAndConstructors.h:51
itk::FixedArray::Begin
Iterator Begin()
itkMesh.h
itk::Mesh
Implements the N-dimensional mesh structure.
Definition: itkMesh.h:126
New
static Pointer New()
itk::GTest::TypedefsAndConstructors::Dimension2::Dimension
constexpr unsigned int Dimension
Definition: itkGTestTypedefsAndConstructors.h:44