text: /*=========================================================================
   *
   *  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
   *  limitations under the License.
   *
   *=========================================================================*/
  
  // Software Guide : BeginLatex
  //
  // \index{itk::SceneSpatialObject}
  // This example describes how to use the \doxygen{SceneSpatialObject}.
  // A SceneSpatialObject contains a collection of SpatialObjects. This
  // example begins by including the appropriate header file.
  //
  // Software Guide : EndLatex
  
  // Software Guide : BeginCodeSnippet
  #include "itkSceneSpatialObject.h"
  // Software Guide : EndCodeSnippet
  #include "itkEllipseSpatialObject.h"
  
  int main( int , char *[] )
  {
  // Software Guide : BeginLatex
  //
  // An SceneSpatialObject is templated over the dimension of the
  // space which requires all the objects referenced by the SceneSpatialObject to
  // have the same dimension.
  //
  // First we define some type definitions and we create the SceneSpatialObject.
  //
  // Software Guide : EndLatex
  
  // Software Guide : BeginCodeSnippet
    typedef itk::SceneSpatialObject<3> SceneSpatialObjectType;
    SceneSpatialObjectType::Pointer scene = SceneSpatialObjectType::New();
  // Software Guide : EndCodeSnippet
  
  // Software Guide : BeginLatex
  //
  // Then we create two \doxygen{EllipseSpatialObject}s.
  //
  // Software Guide : EndLatex
  
  // Software Guide : BeginCodeSnippet
    typedef itk::EllipseSpatialObject<3> EllipseType;
    EllipseType::Pointer ellipse1 = EllipseType::New();
    ellipse1->SetRadius(1);
    ellipse1->SetId(1);
    EllipseType::Pointer ellipse2 = EllipseType::New();
    ellipse2->SetId(2);
    ellipse2->SetRadius(2);
  // Software Guide : EndCodeSnippet
  
  
  // Software Guide : BeginLatex
  //
  // Then we add the two ellipses into the SceneSpatialObject.
  //
  // Software Guide : EndLatex
  
  // Software Guide : BeginCodeSnippet
    scene->AddSpatialObject(ellipse1);
    scene->AddSpatialObject(ellipse2);
  // Software Guide : EndCodeSnippet
  
  
  // Software Guide : BeginLatex
  //
  // We can query the number of object in the SceneSpatialObject with the
  // \code{GetNumberOfObjects()} function. This function takes two optional
  // arguments: the depth at which we should count the number of objects
  // (default is set to infinity) and the name of the object to count (default
  // is set to NULL).  This allows the user to count, for example, only
  // ellipses.
  //
  // Software Guide : EndLatex
  
  // Software Guide : BeginCodeSnippet
    std::cout << "Number of objects in the SceneSpatialObject = ";
    std::cout << scene->GetNumberOfObjects() << std::endl;
  // Software Guide : EndCodeSnippet
  
  // Software Guide : BeginLatex
  //
  // The \code{GetObjectById()} returns the first object in the
  // SceneSpatialObject that has the specified identification number.
  //
  // Software Guide : EndLatex
  
  // Software Guide : BeginCodeSnippet
    std::cout << "Object in the SceneSpatialObject with an ID == 2: "
              << std::endl;
    scene->GetObjectById(2)->Print(std::cout);
  // Software Guide : EndCodeSnippet
  
  // Software Guide : BeginLatex
  //
  // Objects can also be removed from the SceneSpatialObject using the
  // \code{RemoveSpatialObject()} function.
  //
  // Software Guide : EndLatex
  
  // Software Guide : BeginCodeSnippet
    scene->RemoveSpatialObject(ellipse1);
  // Software Guide : EndCodeSnippet
  
  // Software Guide : BeginLatex
  //
  // The list of current objects in the SceneSpatialObject can be retrieved
  // using the \code{GetObjects()} method.  Like the
  // \code{GetNumberOfObjects()} method, \code{GetObjects()} can take two
  // arguments: a search depth and a matching name.
  //
  // Software Guide : EndLatex
  
  // Software Guide : BeginCodeSnippet
    SceneSpatialObjectType::ObjectListType * myObjectList =  scene->GetObjects();
    std::cout << "Number of objects in the SceneSpatialObject = ";
    std::cout << myObjectList->size() << std::endl;
  // Software Guide : EndCodeSnippet
  
  
  // Software Guide : BeginLatex
  //
  // In some cases, it is useful to define the hierarchy by using
  // \code{ParentId()} and the current identification number. This results in
  // having a flat list of SpatialObjects in the SceneSpatialObject. Therefore,
  // the SceneSpatialObject provides the \code{FixHierarchy()} method which
  // reorganizes the Parent-Child hierarchy based on identification numbers.
  //
  // Software Guide : EndLatex
  
  // Software Guide : BeginCodeSnippet
    scene->FixHierarchy();
  // Software Guide : EndCodeSnippet
  
  // Software Guide : BeginLatex
  //
  // The scene can also be cleared by using the \code{Clear()} function.
  //
  // Software Guide : EndLatex
  
  // Software Guide : BeginCodeSnippet
    scene->Clear();
  // Software Guide : EndCodeSnippet
  
  
    return 0;
  }
  