using System;
namespace shape_processor
{
{
public override void Apply(
Part thePart)
{
var aBodyVec = thePart.
Bodies();
if (aBodyVec.Count != 0)
{
for (int i = 0; i < aBodyVec.Count; ++i)
{
Body aBody = aBodyVec[i];
while (aShapeIt.HasNext())
{
var aShape = aShapeIt.Next();
{
Console.Write($"Part #{myPartIndex} [\"{aPartName}\"] - solid #{i} has:\n");
ProcessSolid(
Solid.
Cast(aShape));
}
{
Console.Write($"Part #{myPartIndex} [\"{aPartName}\"] - shell #{i} has:\n");
ProcessShell(
Shell.
Cast(aShape));
}
}
++myPartIndex;
}
}
}
public abstract void ProcessSolid(
Solid theSolid);
public abstract void ProcessShell(
Shell theShell);
private uint myPartIndex = 0;
}
{
public override void Apply(
Part thePart)
{
var aBodyVec = thePart.Bodies();
if (aBodyVec.Count != 0)
{
for (int i = 0; i < aBodyVec.Count; ++i)
{
Body aBody = aBodyVec[i];
while (aShapeIt.HasNext())
{
var aShape = aShapeIt.Next();
{
Console.Write ($"Part #{myPartIndex} [\"{aPartName}\"] - solid #{i} has:\n");
ProcessSolid(
Solid.Cast(aShape));
}
}
++myPartIndex;
}
}
}
public abstract void ProcessSolid(
Solid theSolid);
private uint myPartIndex = 0;
}
}
UTF16String Name() const
Returns a name.
Definition ModelElement.cxx:55
Element visitor with empty implementation.
Definition ModelElementVisitor.hxx:64
Defines a leaf node in the scene graph hiearchy.
Definition Part.hxx:34
Iterates over subshapes in a shape.
Definition ShapeIterator.hxx:32
Defines a connected set of faces.
Definition Shell.hxx:32
Defines a topological solid.
Definition Solid.hxx:32
Defines a Unicode (UTF-16) string wrapping a standard string.
Definition UTF16String.hxx:30
bool IsEmpty() const
Returns true if the string is empty.
Definition UTF16String.cxx:337
Defines classes, types, enums, and functions related to topological entities and scene graph elements...
ShapeType
Defines shape type.
Definition ShapeType.hxx:27
Defines classes, namespaces, enums, types, and global functions related to Manufacturing Toolkit.
Definition LicenseManager_LicenseError.hxx:30