ITK  4.13.0
Insight Segmentation and Registration Toolkit
Examples/DataRepresentation/Mesh/PointSetWithCovariantVectors.cxx
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* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
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// Software Guide : BeginLatex
//
// It is common to represent geometric objects by using points on their surfaces
// and normals associated with those points. This structure can be easily
// instantiated with the \doxygen{PointSet} class.
//
// The natural class for representing normals to surfaces and
// gradients of functions is the \doxygen{CovariantVector}. A
// covariant vector differs from a vector in the way it behaves
// under affine transforms, in particular under anisotropic
// scaling. If a covariant vector represents the gradient of a
// function, the transformed covariant vector will still be the valid
// gradient of the transformed function, a property which would not
// hold with a regular vector.
//
// \index{itk::PointSet!itk::CovariantVector}
// \index{itk::CovariantVector!itk::PointSet}
//
// The following example demonstrates how a \code{CovariantVector} can
// be used as the \code{PixelType} for the \code{PointSet} class. The
// example illustrates how a deformable model could move under
// the influence of the gradient of a potential function.
//
// In order to use the CovariantVector class it is necessary to
// include its header file along with the header of the point set.
//
// \index{itk::CovariantVector!Header}
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
#include "itkPointSet.h"
// Software Guide : EndCodeSnippet
int main(int, char *[])
{
// Software Guide : BeginLatex
//
// The CovariantVector class is templated over the type used to
// represent the spatial coordinates and over the space dimension. Since
// the PixelType is independent of the PointType, we are free to select any
// dimension for the covariant vectors to be used as pixel type. However, we
// want to illustrate here the spirit of a deformable model. It is then
// required for the vectors representing gradients to be of the same
// dimension as the points in space.
//
// \index{itk::CovariantVector!Instantiation}
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
const unsigned int Dimension = 3;
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// Then we use the PixelType (which are actually CovariantVectors) to
// instantiate the PointSet type and subsequently create a PointSet object.
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
PointSetType::Pointer pointSet = PointSetType::New();
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// The following code generates a circle and assigns gradient values to
// the points. The components of the CovariantVectors in this example are
// computed to represent the normals to the circle.
//
// \index{itk::PointSet!SetPoint()}
// \index{itk::PointSet!SetPointData()}
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
PointSetType::PixelType gradient;
unsigned int pointId = 0;
const double radius = 300.0;
for(unsigned int i=0; i<360; i++)
{
const double angle = i * std::atan(1.0) / 45.0;
point[0] = radius * std::sin( angle );
point[1] = radius * std::cos( angle );
point[2] = 1.0; // flat on the Z plane
gradient[0] = std::sin(angle);
gradient[1] = std::cos(angle);
gradient[2] = 0.0; // flat on the Z plane
pointSet->SetPoint( pointId, point );
pointSet->SetPointData( pointId, gradient );
pointId++;
}
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// We can now visit all the points and use the vector on the pixel values
// to apply a deformation on the points by following the gradient of the
// function. This is along the spirit of what a deformable model could do
// at each one of its iterations. To be more formal we should use the
// function gradients as forces and multiply them by local stress tensors
// in order to obtain local deformations. The resulting deformations
// would finally be used to apply displacements on the points. However,
// to shorten the example, we will ignore this complexity for the moment.
//
// \index{itk::PointSet!PointDataIterator}
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
typedef PointSetType::PointDataContainer::ConstIterator PointDataIterator;
PointDataIterator pixelIterator = pointSet->GetPointData()->Begin();
PointDataIterator pixelEnd = pointSet->GetPointData()->End();
typedef PointSetType::PointsContainer::Iterator PointIterator;
PointIterator pointIterator = pointSet->GetPoints()->Begin();
PointIterator pointEnd = pointSet->GetPoints()->End();
while( pixelIterator != pixelEnd && pointIterator != pointEnd )
{
point = pointIterator.Value();
gradient = pixelIterator.Value();
for(unsigned int i=0; i<Dimension; i++)
{
point[i] += gradient[i];
}
pointIterator.Value() = point;
++pixelIterator;
++pointIterator;
}
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// The CovariantVector class does not overload the \code{+}
// operator with the \doxygen{Point}. In other words, CovariantVectors can
// not be added to points in order to get new points. Further, since we
// are ignoring physics in the example, we are also forced to do the
// illegal addition manually between the components of the gradient and
// the coordinates of the points.
//
// Note that the absence of some basic operators on the ITK geometry classes
// is completely intentional with the aim of preventing the incorrect use
// of the mathematical concepts they represent.
//
// \index{itk::CovariantVector}
//
// Software Guide : EndLatex
//
// We can finally visit all the points and print out the new values.
//
pointIterator = pointSet->GetPoints()->Begin();
pointEnd = pointSet->GetPoints()->End();
while( pointIterator != pointEnd )
{
std::cout << pointIterator.Value() << std::endl;
++pointIterator;
}
return EXIT_SUCCESS;
}