ITK  5.0.0
Insight Segmentation and Registration Toolkit
Examples/DataRepresentation/Mesh/PointSet1.cxx
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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
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// Software Guide : BeginLatex
//
// The \doxygen{PointSet} is a basic class intended to represent geometry
// in the form of a set of points in $N$-dimensional space. It is the base
// class for the \doxygen{Mesh} providing the methods necessary to
// manipulate sets of points. Points can have values associated with
// them. The type of such values is defined by a template parameter of the
// \code{itk::PointSet} class (i.e., \code{TPixelType}). Two basic
// interaction styles of PointSets are available in ITK. These styles are
// referred to as \emph{static} and \emph{dynamic}. The first style is used
// when the number of points in the set is known in advance and is 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. Distinguishing
// between the two styles is meant to facilitate the fine tuning of a
// \code{PointSet}'s behavior while optimizing performance and memory
// management.
//
// \index{itk::PointSet}
// \index{itk::PointSet!Static}
// \index{itk::PointSet!Dynamic}
//
// In order to use the PointSet class, its header file should be included.
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
#include "itkPointSet.h"
// Software Guide : EndCodeSnippet
int main(int, char *[])
{
// Software Guide : BeginLatex
//
// Then we must decide what type of value to associate with the
// points. This is generally called the \code{PixelType} in order to make the
// terminology consistent with the \code{itk::Image}. The PointSet is also
// templated over the dimension of the space in which the points are
// represented. The following declaration illustrates a typical
// instantiation of the PointSet class.
//
// \index{itk::PointSet!Instantiation}
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
using PointSetType = itk::PointSet< unsigned short, 3 >;
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// A \code{PointSet} object is created by invoking the \code{New()} method
// on its type. The resulting object must be assigned to a
// \code{SmartPointer}. The PointSet is then reference-counted and can be
// shared by multiple objects. The memory allocated for the PointSet will
// be released when the number of references to the object is reduced to
// zero. This simply means that the user does not need to be concerned
// with invoking the \code{Delete()} method on this class. In fact, the
// \code{Delete()} method should \textbf{never} be called directly within
// any of the reference-counted ITK classes.
//
// \index{itk::PointSet!New()}
// \index{itk::PointSet!Pointer}
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
PointSetType::Pointer pointsSet = PointSetType::New();
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// Following the principles of Generic Programming, the \code{PointSet} class has a
// set of associated defined types to ensure that interacting objects can be
// declared with compatible types. This set of type definitions is commonly known
// as a set of \emph{traits}. Among the traits of the \code{PointSet} class is
// \code{PointType}, which is used by the point set to represent points in space.
// The following declaration takes the point type as defined in the \code{PointSet}
// traits and renames it to be conveniently used in the global namespace.
//
// \index{itk::PointSet!PointType}
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// The \code{PointType} can now be used to declare point objects to be
// inserted in the \code{PointSet}. Points are fairly small objects, so
// it is inconvenient to manage them with reference counting and smart
// pointers. They are simply instantiated as typical C++ classes. The Point
// class inherits the \code{[]} operator from the \code{itk::Array} class.
// This makes it possible to access its components using index notation. For
// efficiency's sake no bounds checking is performed during index access. It is
// the user's responsibility to ensure that the index used is in the range
// $\{0,Dimension-1\}$. Each of the components in the point is associated
// with space coordinates. The following code illustrates how to instantiate
// a point and initialize its components.
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
p0[0] = -1.0; // x coordinate
p0[1] = -1.0; // y coordinate
p0[2] = 0.0; // z coordinate
// Software Guide : EndCodeSnippet
p1[0] = 1.0; // Point 1 = { 1,-1,0 }
p1[1] = -1.0;
p1[2] = 0.0;
PointType p2; // Point 2 = { 1,1,0 }
p2[0] = 1.0;
p2[1] = 1.0;
p2[2] = 0.0;
// Software Guide : BeginLatex
//
// Points are inserted in the PointSet by using the \code{SetPoint()} method.
// This method requires the user to provide a unique identifier for the
// point. The identifier is typically an unsigned integer that will enumerate
// the points as they are being inserted. The following code shows how three
// points are inserted into the PointSet.
//
// \index{itk::PointSet!SetPoint()}
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
pointsSet->SetPoint( 0, p0 );
pointsSet->SetPoint( 1, p1 );
pointsSet->SetPoint( 2, p2 );
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// It is possible to query the PointSet in order to determine how many points
// have been inserted into it. This is done with the \code{GetNumberOfPoints()}
// method as illustrated below.
//
// \index{itk::PointSet!GetNumberOfPoints()}
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
const unsigned int numberOfPoints = pointsSet->GetNumberOfPoints();
std::cout << numberOfPoints << std::endl;
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// Points can be read from the PointSet by using the \code{GetPoint()} method
// and the integer identifier. The point is stored in a pointer provided by
// the user. If the identifier provided does not match an
// existing point, the method will return \code{false} and the contents of the
// point will be invalid. The following code illustrates point access
// using defensive programming.
//
// \index{itk::PointSet!GetPoint()}
//
// Software Guide : EndLatex
// Software Guide : BeginCodeSnippet
bool pointExists = pointsSet->GetPoint( 1, & pp );
if( pointExists )
{
std::cout << "Point is = " << pp << std::endl;
}
// Software Guide : EndCodeSnippet
// Software Guide : BeginLatex
//
// \code{GetPoint()} and \code{SetPoint()} are not the most efficient methods
// to access points in the PointSet. It is preferable to get direct access
// to the internal point container defined by the \emph{traits} and use
// iterators to walk sequentially over the list of points (as shown in
// the following example).
//
// Software Guide : EndLatex
return EXIT_SUCCESS;
}