/*=========================================================================

  Program:   Insight Segmentation & Registration Toolkit
  Module:    $RCSfile: SpatialObjectTreeContainer.cxx,v $
  Language:  C++
  Date:      $Date: 2005/04/02 21:46:14 $
  Version:   $Revision: 1.5 $

  Copyright (c) Insight Software Consortium. All rights reserved.
  See ITKCopyright.txt or http://www.itk.org/HTML/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even 
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR 
     PURPOSE.  See the above copyright notices for more information.

=========================================================================*/
#if defined(_MSC_VER)
#pragma warning ( disable : 4786 )
#endif

// Software Guide : BeginLatex
//
// \index{itk::SpatialObjectTreeContainer}
// This example describes how to use the \doxygen{SpatialObjectTreeContainer}
// to form a hierarchy of SpatialObjects.
// First we include the appropriate header file.
// Software Guide : EndLatex 

// Software Guide : BeginCodeSnippet
#include "itkSpatialObjectTreeContainer.h"
// Software Guide : EndCodeSnippet

#include "itkGroupSpatialObject.h"
#include "itkLevelOrderTreeIterator.h"

int main( int , char *[] )
{
  // Software Guide : BeginLatex
  // Next we define the type of node and the type of tree we plan to use.
  // Both are templated over the dimensionality of the space.
  // Let's create a 2-dimensional tree.
  // Software Guide : EndLatex
  // Software Guide : BeginCodeSnippet
  typedef itk::GroupSpatialObject<2> NodeType;
  typedef itk::SpatialObjectTreeContainer<2> TreeType;
  // Software Guide : EndCodeSnippet
  
  // Software Guide : BeginLatex
  // Then, we can create three nodes and set their corresponding identification
  // numbers (using \code{SetId}).
  // Software Guide : EndLatex
  // Software Guide : BeginCodeSnippet
  NodeType::Pointer object0 = NodeType::New();
  object0->SetId(0);
  NodeType::Pointer object1 = NodeType::New();
  object1->SetId(1);
  NodeType::Pointer object2 = NodeType::New();
  object2->SetId(2);
  // Software Guide : EndCodeSnippet

  // Software Guide : BeginLatex
  // The hierarchy is formed using the \code{AddSpatialObject()} function.
  // Software Guide : EndLatex
  // Software Guide : BeginCodeSnippet
  object0->AddSpatialObject(object1);
  object1->AddSpatialObject(object2);
  // Software Guide : EndCodeSnippet
   
  // Software Guide : BeginLatex
  // After instantiation of the tree we set its root
  // using the \code{SetRoot()} function.
  // Software Guide : EndLatex
  // Software Guide : BeginCodeSnippet
  TreeType::Pointer tree = TreeType::New();
  tree->SetRoot(object0.GetPointer());
  // Software Guide : EndCodeSnippet

  // Software Guide : BeginLatex
  // The tree iterators described in a previous section of this guide can be used to parse the
  // hierarchy. For example, via an \doxygen{LevelOrderTreeIterator} templated over the type of tree,
  // we can parse the hierarchy of SpatialObjects. We set the maximum level to 10
  // which is enough in this case since our hierarchy is only 2 deep.
  // Software Guide : EndLatex
  // Software Guide : BeginCodeSnippet
  itk::LevelOrderTreeIterator<TreeType> levelIt(tree,10);
  levelIt.GoToBegin();
  while(!levelIt.IsAtEnd())
    {
    std::cout << levelIt.Get()->GetId() << " ("<< levelIt.GetLevel() 
      << ")" << std::endl;;
    ++levelIt;
    }
  // Software Guide : EndCodeSnippet

  // Software Guide : BeginLatex
  // Tree iterators can also be used to add spatial objects to the hierarchy. Here we show
  // how to use the \doxygen{PreOrderTreeIterator} to add a fourth object to the tree.
  // Software Guide : EndLatex
  // Software Guide : BeginCodeSnippet
  NodeType::Pointer object4 = NodeType::New();
  itk::PreOrderTreeIterator<TreeType> preIt( tree );
  preIt.Add(object4.GetPointer());
  // Software Guide : EndCodeSnippet


  return EXIT_SUCCESS;
}

