/*========================================================================= * * 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 * * 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 // // 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; // 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 using PointType = PointSetType::PointType; // 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 PointType p0; p0[0] = -1.0; // x coordinate p0[1] = -1.0; // y coordinate p0[2] = 0.0; // z coordinate // Software Guide : EndCodeSnippet PointType p1; 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 PointType pp; 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; }