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ObjectArx创建自定义实体
一。目的
在ObjectArx中已经有了许多实体,如AcDbLine,AcDbCircle,AcDbArc等,但在用户使用Cad时,会有一些对他们来讲常用的“实体“,如一扇门,如果我们能提供一个“门实体“,让用户能向添加直线一样方便,相信用户是很乐意接受由此功能的软件!这是,我们为这个“门“就相当于一个自定义实体”!(PS:希望没理解错)!
本文将介绍创建一个长方体的自定义实体,支持简单的编辑以及二维,三维显示!
二。相关知识储备
1)既然是自定义实体,那你就必须将其显示出来,来告诉用户你的自定义实体“长”什么样子,如下函数:(与MFC中的OnPaint()有点相似)
virtual Adesk::Boolean subWorldDraw (AcGiWorldDraw *mode) ;扩
可以看出这是一个虚函数,由父类AcDbEntity继承而来,并且绝对需要你重写的函数,与之类似的还有其他几个从父类继承而来的虚函数,理论上都需要重写!
2)由于这里需要绘制长方体,就涉及到面的绘制,可以用到以下二个函数(二者择其一即可完成面的绘制)
virtual Adesk::Boolean mesh(const Adesk::UInt32 rows,
const Adesk::UInt32 columns,
const AcGePoint3d* pVertexList,
const AcGiEdgeData* pEdgeData = NULL,
const AcGiFaceData* pFaceData = NULL,
const AcGiVertexData* pVertexData = NULL,
const bool bAutoGenerateNormals = true
) const = 0;
virtual Adesk::Boolean shell(const Adesk::UInt32 nbVertex,
const AcGePoint3d* pVertexList,
const Adesk::UInt32 faceListSize,
const Adesk::Int32* pFaceList,
const AcGiEdgeData* pEdgeData = NULL,
const AcGiFaceData* pFaceData = NULL,
const AcGiVertexData* pVertexData = NULL,
const struct resbuf* pResBuf = NULL,
const bool bAutoGenerateNormals = true
) const = 0;
3 )需要获取当前用户采取什么模式预览:
virtual AcGiRegenType regenType() const = 0;
还回值为枚举型
三。实现流程
1)首先创建一个继承自AcDbEntity的自定义实体类,将几个必须由自定义实体 类
实现的虚函数声明!
2)绘制你的自定义实体:
void AcDbMyEntity::MyEntityShell(AcGiWorldDraw *mode, const AcGePoint3d &ptBase, INT32 xLen, INT32 yLen, INT32 zLen)
{
const INT32 POINT_COUNT = 8;
AcGePoint3d ptList[POINT_COUNT] = {};
INT32 index = 0;
ptList[index++].set(ptBase[X], ptBase[Y], ptBase[Z]);
ptList[index++].set(ptBase[X] + xLen, ptBase[Y], ptBase[Z]);
ptList[index++].set(ptBase[X] + xLen, ptBase[Y] + yLen, ptBase[Z]);
ptList[index++].set(ptBase[X], ptBase[Y] + yLen, ptBase[Z]);
ptList[index++].set(ptBase[X], ptBase[Y], ptBase[Z] + zLen);
ptList[index++].set(ptBase[X] + xLen, ptBase[Y], ptBase[Z] + zLen);
ptList[index++].set(ptBase[X] + xLen, ptBase[Y] + yLen, ptBase[Z] + zLen);
ptList[index++].set(ptBase[X], ptBase[Y] + yLen, ptBase[Z] + zLen);
Adesk::Int32 faceList[] = {4, 0, 1, 2, 3,
4, 4, 5, 6, 7,
4, 0, 1, 5, 4,
4, 1, 2, 6, 5,
4, 2, 3, 7, 6,
4, 3, 0, 4, 7,
};
INT32 faceLen = sizeof(faceList) / sizeof(faceList[0]);
AcGiFaceData faceData;
INT32 baseColor = 10;
INT32 incColor = 30;
short colors[] = {(baseColor += incColor),
(baseColor += incColor),
(baseColor += incColor),
(baseColor += incColor),
(baseColor += incColor),
(baseColor += incColor)};
faceData.setColors(colors);
mode->geometry().shell(POINT_COUNT, ptList, faceLen, faceList, NULL, &faceData);
}
这里我采用的是shell(),当然mesh()也是可以的,简单说一下这个函数,如facelist
第一组属性,{4,0,1,2,3,****}
第一个数字4表明此面是由4个点组成,后面0,1,2,3是ptList中点的索引,由此4点组
成一个面,后面几组数值以此类推!
3)支持二维三维显示:
Adesk::Boolean AcDbMyEntity::subWorldDraw (AcGiWorldDraw *mode) {
assertReadEnabled () ;
INT32 xBase = m_ptBase[X];
INT32 yBase = m_ptBase[Y];
INT32 zBase = m_ptBase[Z];
INT32 xLen = m_len3D[X];
INT32 yLen = m_len3D[Y];
INT32 zLen = m_len3D[Z];
switch (mode->regenType())
{
case kAcGiStandardDisplay:
{
const INT32 POINT_COUNT = 5;
AcGePoint3d ptList[POINT_COUNT] = {};
INT32 index = 0;
ptList[index++].set(xBase, yBase, zBase);
ptList[index++].set(xBase + xLen, yBase, zBase);
ptList[index++].set(xBase + xLen, yBase + yLen, zBase);
ptList[index++].set(xBase, yBase + yLen, zBase);
ptList[index].set(xBase, yBase, zBase);
mode->geometry().polyline(POINT_COUNT, ptList);
m_enShowMode = en2D;
}
break;;
case eAcGiRegenTypeInvalid:
case kAcGiHideOrShadeCommand:
case kAcGiRenderCommand:
case kAcGiForExplode:
case kAcGiSaveWorldDrawForProxy:
{
MyEntityShell(mode, m_ptBase, xLen, yLen, zLen);
}
default:
break;;
}
return (AcDbEntity::subWorldDraw (mode)) ;
}
[code]四。效果截图:
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版权声明:本文为CSDN博主「hard_沁尘」的原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接及本声明。
原文链接:https://blog.csdn.net/u012158162/article/details/67644392[/code] |
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